A permanent gallery devoted to the history and technology of artificial intelligence and robotics opened in 1987.

Knowledge-based systems Interactive exhibits focused on expert systems.
 Examples included a medical diagnosis system, a simple rule-based simulated bargaining store-keeper with whom visitors haggled over the price of a crate of strawberries, a computer composition system, and a system that plays tic-tac-toe according to a visitor-selected strategy.

Natural language understanding Visitors could sit at computers and ask questions of ELIZA, the automated psychotherapist  that was noteworthy because despite its basic rule-based behavior, users became deeply engaged with it.
 In an interactive video disk system, visitors were invited to analyze the computer HAL's natural language capability in an excerpt of the Stanley Kubrick film 2001: A Space Odyssey.

Robot sensing  Museum visitors could interact with four robot sensing modalities: vision, hearing, touch, and sonar.
 Vision: after arranging a set of simple shapes on a board, a vision system attempted to recognize them using edge detection.
 Hearing: this was exemplified by a speech recognition system.
 Touch: visitors touch a pressure-sensitive pad that outputs the distribution of pressure under their figures onto a display.
 Sonar: a ceiling-mounted sensor measured a visitor's height by bouncing a signal off the top of the head.

Robot Theater  A collection of robots were arrayed inside a theater, each of which, when highlighted in the theater's video program, lit up and, in several cases, performed movements.
 Mobile robots included: Shakey, Prototype Mars Rover, the Stanford Cart, the quadruped Titan III from the Tokyo Institute of Technology, and a Denning Mobile Robot; robot arms included Unimate I, the Rancho and Stanford Arms and Orm from Stanford, the Direct Drive Arm-1 from Carnegie Mellon University, and the Tentacle Arm from MIT.
A permanent gallery devoted to the history and technology of artificial intelligence and robotics opened in 1987.
Knowledge-based systems Interactive exhibits focused on expert systems.  Examples included a medical diagnosis system, a simple rule-based simulated bargaining store-keeper with whom visitors haggled over the price of a crate of strawberries, a computer composition system, and a system that plays tic-tac-toe according to a visitor-selected strategy.
Natural language understanding Visitors could sit at computers and ask questions of ELIZA, the automated psychotherapist  that was noteworthy because despite its basic rule-based behavior, users became deeply engaged with it.  In an interactive video disk system, visitors were invited to analyze the computer HAL's natural language capability in an excerpt of the Stanley Kubrick film 2001: A Space Odyssey.
Robot sensing  Museum visitors could interact with four robot sensing modalities: vision, hearing, touch, and sonar.  Vision: after arranging a set of simple shapes on a board, a vision system attempted to recognize them using edge detection.  Hearing: this was exemplified by a speech recognition system.  Touch: visitors touch a pressure-sensitive pad that outputs the distribution of pressure under their figures onto a display.  Sonar: a ceiling-mounted sensor measured a visitor's height by bouncing a signal off the top of the head.
Robot Theater  A collection of robots were arrayed inside a theater, each of which, when highlighted in the theater's video program, lit up and, in several cases, performed movements.  Mobile robots included: Shakey, Prototype Mars Rover, the Stanford Cart, the quadruped Titan III from the Tokyo Institute of Technology, and a Denning Mobile Robot; robot arms included Unimate I, the Rancho and Stanford Arms and Orm from Stanford, the Direct Drive Arm-1 from Carnegie Mellon University, and the Tentacle Arm from MIT.
The Computer Museum, Boston