Translate

viernes, 8 de noviembre de 2013

FRACKING

El fracking a mi punto de ver tiene sus cosas buenas y sus cosas malas.

Uno de los principales problemas del fracking es la contaminación medio ambiental que causa, añadiéndole un más rápido desgaste a las rocas causando así graves problemas como contaminación de pozos, acuíferos o simples aguas subterráneas. Toda esta contaminación lleva a problemas de posibles enfermedades animales que beban de los ríos cercanos, gran numero de muerte de peces, también puede originar terremotos por el perforamiento de las rocas, o lo más corriente, problemas domésticos. En Estados Unidos han habido varios casos de familias que su agua les sale contaminada con residuos tóxicos que se emplean en el fracking, causándoles enfermedades, agua que si le acercas fuego prende, y demás riesgos, en esta página podemos ver tanto las zonas más afectadas, como algunos accidentes, o como lo llaman "fraccidentes". http://earthjustice.org/features/campaigns/fracking-across-the-united-states
Sus puntos buenos se pueden resumir en dos básicamente, el ahorro en las facturas de energía, lo cual llevaría a un ahorro total bastante importante, y aumentar los recursos energéticos del país, lo cual nos haría importar menos logrando así otro ahorro.

Mientras que el fracking a causado un ahorro hasta del 40% en las facturas energéticas en EEUU, aquí en Europa ha causado un aumento del 30% más o menos, lo cual es totalmente contradictorio. Con este ahorro y gracias al fracking, Estados Unidos es ya casi enérgicamente independiente, lo cual significará importar mucha menos energía o directamente no importar, lo cual les significará un gran aumento en su economía. 

Si se investigara bien sobre como practicar el fracking sin causar problemas medio ambientales, y siendo positivo para la economía como lo ha sido en Estados Unidos, sería una buena práctica tanto económica como para nuestro país en cuanto a energías. 

No he encontrado ningún vídeo que explique realmente bien para mi el fracking y sus puntos positivos o negativos en español, pero dejo este en ingles: http://www.youtube.com/watch?v=evGa-yqOvnM

viernes, 31 de mayo de 2013

Netiquette in forums, chats, email...


Etiquette in technology is the conduct that is socially acceptable in an online or digital situation. While etiquette is ingrained into culture, etiquette in technology is a fairly recent concept. The rules of etiquette that apply when communicating over the Internet or social networks or devices. An example is the terms of use of the website.
Netiquette (short for "network etiquette" or "Internet etiquette") is a set of social conventions that facilitate interaction over networks, ranging from Usenet and mailing lists to blogs and forums. However, like many Internet phenomena, the concept and its application remain in a state of flux, and vary from community to community. The points most strongly emphasized about USENET netiquette often include using simple electronic signatures, and avoiding multiposting, cross-posting, off-topic posting, hijacking a discussion thread, and other techniques used to minimize the effort required to read a post or a thread. Similarly, some Usenet guidelines call for use of unabbreviated English while users of instant messaging protocols like SMS occasionally encourage just the opposite, bolstering use of SMS language. However, many online communities frown upon this practice.

Virtual Worlds


A virtual world is an online community that takes the form of a computer-based simulated environment through which users can interact with one another and use and create objects. The term has become largely synonymous with interactive 3D virtual environments, where the users take the form of avatars visible to others. These avatars usually appear as textual, two-dimensional, or three-dimensional representations, although other forms are possible. In general, virtual worlds allow for multiple users.
The computer accesses a computer-simulated world and presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experience a degree of telepresence. Such modeled worlds and their rules may draw from the reality or fantasy worlds. Example rules are gravity, topography, locomotion, real-time actions, and communication. Communication between users can range from text, graphical icons, visual gesture, sound, and rarely, forms using touch, voice command, and balance senses.

Internet in Spain

The most common speed in Spain is 10 Mbit/s as it is the default offer from movistar, the main broadband supplier in the country. Clients of other DSL companies usually have higher speeds sold as maximum speed or up to 20 Mbit/s; in those offers the speed of the connexion depends of the quality of the line as those speeds are just at the limit of the ADSL2+ technology. Jazztel gets better results with its up to 30 Mbit/s because that connection works with VDSL. In opposition to those unguaranteed offers, Ono, the main cable provider, sells its connections as x true Mbps.
The highest speeds can be obtained from Ono with 50 Mbit/s and 100 Mbit/s through coaxial cable with DOCSIS 3.0 and in some areas, symmetric 100 Mbit/s with FTTH.
In some rural areas, wireless technologies (WIMAX, LMDS, Satellite, HSDPA, ...) are used to provide wired-like services, the main provider of these services is Iberbanda (a Telefónica subsidiary like movistar).

Internet History


The history of the Internet began with the development of electronic computers in the 1950s. The public was first introduced to the concepts that would lead to the Internet when a message was sent over the ARPANet from computer science Professor Leonard Kleinrock's laboratory at University of California, Los Angeles (UCLA), after the second piece of network equipment was installed at Stanford Research Institute (SRI). Packet switched networks such as ARPANET, Mark I at NPL in the UK, CYCLADES, Merit Network, Tymnet, and Telenet, were developed in the late 1960s and early 1970s using a variety of protocols. The ARPANET in particular led to the development of protocols for internetworking, in which multiple separate networks could be joined together into a network of networks. Since the mid-1990s, the Internet has had a revolutionary impact on culture and commerce, including the rise of near-instant communication by electronic mail, instant messaging, Voice over Internet Protocol (VoIP) "phone calls", two-way interactive video calls, and the World Wide Web with its discussion forums, blogs, social networking, and online shopping sites. The research and education community continues to develop and use advanced networks such as NSF's very high speed Backbone Network Service (vBNS), Internet2, and National LambdaRail.

miércoles, 29 de mayo de 2013

Presentation

Hello and welcome to my blog, my name is Samuel, I'm 16 years old and I'm going to talk about IT.