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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.