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Internet The Internet is a worldwide, publicly accessible series of interconnected computer networks that transmits data by packet switching using the standard Internet Protocol (IP). It is a "network of networks" that consists of millions of smaller domestic, academic, business, and government networks, which together carry various information and services, such as electronic mail, online chat, file transfer, and the interlinked web pages and other resources of the World Wide Web (WWW). The Internet and the World Wide Web are not one and the same. The Internet is a collection of interconnected computer networks, linked by copper wires, fiber-optic cables, wireless connections, etc. In contrast, the Web is a collection of interconnected documents and other resources, linked by hyperlinks and URLs. The World Wide Web is one of the services accessible via the Internet, along with various others including e-mail, file sharing, online gaming and others described below. However, informally "the Internet" is often used to refer to the World Wide Web. Internet protocols There are three layers of protocols: At the lower level (OSI layer 3) is IP (Internet Protocol), which defines the datagrams or packets that carry blocks of data from one node to another. The vast majority of today's Internet uses version four of the IP protocol (i.e. IPv4), and, although IPv6 is standardized, it exists only as "islands" of connectivity, and there are many ISPs without any IPv6 connectivity. ICMP (Internet Control Message Protocol) also exists at this level. ICMP is connectionless; it is used for control, signaling, and error reporting purposes. TCP (Transmission Control Protocol) and UDP (User Datagram Protocol) exist at the next layer up (OSI layer 4); these are the protocols by which data is transmitted. TCP makes a virtual "connection", which gives some level of guarantee of reliability. UDP is a best-effort, connectionless transport, in which data packets that are lost in transit will not be re-sent. The application protocols sit on top of TCP and UDP and occupy layers 5, 6, and 7 of the OSI model. These define the specific messages and data formats sent and understood by the applications running at each end of the communication. Examples of these protocols are HTTP, FTP, and SMTP.

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Why Do We Need Internet: Common Uses of Internet E-mail The concept of sending electronic text messages between parties in a way analogous to mailing letters or memos predates the creation of the Internet. Even today it can be important to distinguish between Internet and internal e-mail systems. Internet e-mail may travel and be stored unencrypted on many other networks and machines out of both the sender's and the recipient's control. During this time it is quite possible for the content to be read and even tampered with by third parties, if anyone considers it important enough. Purely internal or intranet mail systems, where the information never leaves the corporate or organization's network, are much more secure, although in any organization there will be IT and other personnel whose job may involve monitoring, and occasionally accessing, the e-mail of other employees not addressed to them. The World Wide Web Many people use the terms Internet and World Wide Web (or just the Web) interchangeably, but, as discussed above, the two terms are not synonymous. The World Wide Web is a huge set of interlinked documents, images and other resources, linked by hyperlinks and URLs. These hyperlinks and URLs allow the web servers and other machines that store originals, and cached copies, of these resources to deliver them as required using HTTP (Hypertext Transfer Protocol). HTTP is only one of the communication protocols used on the Internet. Web services also use HTTP to allow software systems to communicate in order to share and exchange business logic and data. Software products that can access the resources of the Web are correctly termed user agents. In normal use, web browsers, such as Internet Explorer and Firefox, access web pages and allow users to navigate from one to another via hyperlinks. Web documents may contain almost any combination of computer data including photographs, graphics, sounds, text, video, multimedia and interactive content including games, office applications and scientific demonstrations. Through keyword-driven Internet research using search engines like Yahoo! and Google, millions of people worldwide have easy, instant access to a vast and diverse amount of online information. Compared to encyclopedias and traditional libraries, the World Wide Web has enabled a sudden and extreme decentralization of information and data. It is also easier, using the Web, than ever before for individuals and organisations to publish ideas and information to an extremely large audience. Anyone can find ways to publish a web page or build a website for very little initial cost. Publishing and maintaining large, professional www.pankajjain.co.nr

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websites full of attractive, diverse and up-to-date information is still a difficult and expensive proposition, however. Many individuals and some companies and groups use "web logs" or blogs, which are largely used as easily updatable online diaries. Some commercial organizations encourage staff to fill them with advice on their areas of specialization in the hope that visitors will be impressed by the expert knowledge and free information, and be attracted to the corporation as a result. One example of this practice is Microsoft, whose product developers publish their personal blogs in order to pique the public's interest in their work. Collections of personal web pages published by large service providers remain popular, and have become increasingly sophisticated. Whereas operations such as Angelfire and GeoCities have existed since the early days of the Web, newer offerings from, for example, Facebook and MySpace currently have large followings. These operations often brand themselves as social network services rather than simply as web page hosts. Advertising on popular web pages can be lucrative, and e-commerce or the sale of products and services directly via the Web continues to grow. In the early days, web pages were usually created as sets of complete and isolated HTML text files stored on a web server. More recently, websites are more often created using content management system (CMS) or wiki software with, initially, very little content. Contributors to these systems, who may be paid staff, members of a club or other organisation or members of the public, fill underlying databases with content using editing pages designed for that purpose, while casual visitors view and read this content in its final HTML form. There may or may not be editorial, approval and security systems built into the process of taking newly entered content and making it available to the target visitors. Remote access The Internet allows computer users to connect to other computers and information stores easily, wherever they may be across the world. They may do this with or without the use of security, authentication and encryption technologies, depending on the requirements. This is encouraging new ways of working from home, collaboration and information sharing in many industries. An accountant sitting at home can audit the books of a company based in another country, on a server situated in a third country that is remotely maintained by IT specialists in a fourth. These accounts could have been created by home-working bookkeepers, in other remote locations, based on information e-mailed to them from offices all over the world. Some of these things were possible before the widespread use of the Internet, but the cost of private leased lines would have made many of them infeasible in practice. An office worker away from his desk, perhaps on the other side of the world on a business trip or a holiday, can open a remote desktop session into his normal office PC using a secure www.pankajjain.co.nr

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Virtual Private Network (VPN) connection via the Internet. This gives the worker complete access to all of his or her normal files and data, including e-mail and other applications, while away from the office. This concept is also referred to by some network security people as the Virtual Private Nightmare, because it extends the secure perimeter of a corporate network into its employees' homes; this has been the source of some notable security breaches, but also provides security for the workers. Collaboration The low cost and nearly instantaneous sharing of ideas, knowledge, and skills has made collaborative work dramatically easier. Not only can a group cheaply communicate and test, but the wide reach of the Internet allows such groups to easily form in the first place, even among niche interests. An example of this is the free software movement in software development, which produced GNU and Linux from scratch and has taken over development of Mozilla and OpenOffice.org (formerly known as Netscape Communicator and Star Office). Films such as Zeitgeist, Loose Change and Endgame have had extensive coverage on the Internet, while being virtually ignored in the mainstream media. Internet "chat", whether in the form of IRC "chat rooms" or channels, or via instant messaging systems, allow colleagues to stay in touch in a very convenient way when working at their computers during the day. Messages can be sent and viewed even more quickly and conveniently than via e-mail. Extension to these systems may allow files to be exchanged, "whiteboard" drawings to be shared as well as voice and video contact between team members. Version control systems allow collaborating teams to work on shared sets of documents without either accidentally overwriting each other's work or having members wait until they get "sent" documents to be able to add their thoughts and changes. File sharing A computer file can be e-mailed to customers, colleagues and friends as an attachment. It can be uploaded to a website or FTP server for easy download by others. It can be put into a "shared location" or onto a file server for instant use by colleagues. The load of bulk downloads to many users can be eased by the use of "mirror" servers or peer-to-peer networks. In any of these cases, access to the file may be controlled by user authentication; the transit of the file over the Internet may be obscured by encryption, and money may change hands before or after access to the file is given. The price can be paid by the remote charging of funds from, for example, a credit card whose details are also passed—hopefully fully encrypted—across the Internet. The origin and authenticity of the file received may be checked by digital signatures or by MD5 or other message digests. www.pankajjain.co.nr

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These simple features of the Internet, over a worldwide basis, are changing the basis for the production, sale, and distribution of anything that can be reduced to a computer file for transmission. This includes all manner of print publications, software products, news, music, film, video, photography, graphics and the other arts. This in turn has caused seismic shifts in each of the existing industries that previously controlled the production and distribution of these products. Internet collaboration technology enables business and project teams to share documents, calendars and other information. Such collaboration occurs in a wide variety of areas including scientific research, software development, conference planning, political activism and creative writing. Streaming media Many existing radio and television broadcasters provide Internet "feeds" of their live audio and video streams (for example, the BBC). They may also allow time-shift viewing or listening such as Preview, Classic Clips and Listen Again features. These providers have been joined by a range of pure Internet "broadcasters" who never had on-air licenses. This means that an Internet-connected device, such as a computer or something more specific, can be used to access on-line media in much the same way as was previously possible only with a television or radio receiver. The range of material is much wider, from pornography to highly specialized, technical webcasts. Podcasting is a variation on this theme, where—usually audio—material is first downloaded in full and then may be played back on a computer or shifted to a digital audio player to be listened to on the move. These techniques using simple equipment allow anybody, with little censorship or licensing control, to broadcast audio-visual material on a worldwide basis. Webcams can be seen as an even lower-budget extension of this phenomenon. While some webcams can give full-frame-rate video, the picture is usually either small or updates slowly. Internet users can watch animals around an African waterhole, ships in the Panama Canal, the traffic at a local roundabout or their own premises, live and in real time. Video chat rooms, video conferencing, and remote controllable webcams are also popular. Many uses can be found for personal webcams in and around the home, with and without two-way sound. YouTube, sometimes described as an Internet phenomenon because of the vast amount of users and how rapidly the site's popularity has grown, was founded on February 15, 2005. It is now the leading website for free streaming video. It uses a flash-based web player which streams video files in the format FLV. Users are able to watch videos without signing up; however, if users do sign up they are able to upload an unlimited amount of videos and they are given their own personal profile. It is currently estimated that there are 64,000,000 videos on YouTube, and it is also currently estimated that 825,000 new videos are uploaded every day.

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Voice telephony (VoIP) VoIP stands for Voice over IP, where IP refers to the Internet Protocol that underlies all Internet communication. This phenomenon began as an optional two-way voice extension to some of the instant messaging systems that took off around the year 2000. In recent years many VoIP systems have become as easy to use and as convenient as a normal telephone. The benefit is that, as the Internet carries the actual voice traffic, VoIP can be free or cost much less than a normal telephone call, especially over long distances and especially for those with always-on Internet connections such as cable or ADSL. Thus, VoIP is maturing into a viable alternative to traditional telephones. Interoperability between different providers has improved and the ability to call or receive a call from a traditional telephone is available. Simple, inexpensive VoIP modems are now available that eliminate the need for a PC. Voice quality can still vary from call to call but is often equal to and can even exceed that of traditional calls. Remaining problems for VoIP include emergency telephone number dialling and reliability. Currently, a few VoIP providers provide an emergency service, but it is not universally available. Traditional phones are line-powered and operate during a power failure; VoIP does not do so without a backup power source for the electronics. Most VoIP providers offer unlimited national calling, but the direction in VoIP is clearly toward global coverage with unlimited minutes for a low monthly fee. VoIP has also become increasingly popular within the gaming world, as a form of communication between players. Popular gaming VoIP clients include Ventrilo and Teamspeak, and there are others available also. The PlayStation 3 and Xbox 360 also offer VoIP chat features. Leisure activities The Internet has been a major source of leisure since before the World Wide Web, with entertaining social experiments being conducted on university servers, and humor-related Usenet groups receiving much of the main traffic. Today, many Internet forums have sections devoted to games and funny videos; short cartoons in the form of Flash movies are also popular. Over 6 million people use blogs or message boards as a means of communication and for the sharing of ideas. The pornography and gambling industries have both taken full advantage of the World Wide Web, and often provide a significant source of advertising revenue for other websites. Although many governments have attempted to put restrictions on both industries' use of the Internet, this has generally failed to stop their widespread popularity. www.pankajjain.co.nr

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One main area of leisure on the Internet is multiplayer gaming. This form of leisure creates communities, bringing people of all ages and origins to enjoy the fast-paced world of multiplayer games. These range from MMORPG to first-person shooters, from role-playing games to online gambling. This has revolutionized the way many people interact and spend their free time on the Internet. While online gaming has been around since the 1970s, modern modes of online gaming began with services such as GameSpy and MPlayer, to which players of games would typically subscribe. Non-subscribers were limited to certain types of gameplay or certain games. Many use the Internet to access and download music, movies and other works for their enjoyment and relaxation. As discussed above, there are paid and unpaid sources for all of these, using centralized servers and distributed peer-to-peer technologies. Discretion is needed as some of these sources take more care over the original artists' rights and over copyright laws than others. Many use the World Wide Web to access news, weather and sports reports, to plan and book holidays and to find out more about their random ideas and casual interests. People use chat, messaging and e-mail to make and stay in touch with friends worldwide, sometimes in the same way as some previously had pen pals. Social networking websites like MySpace, Facebook and many others like them also put and keep people in contact for their enjoyment. Marketing The Internet has also become a large market for companies; some of the biggest companies today have grown by taking advantage of the efficient nature of low-cost advertising and commerce through the Internet, also known as e-commerce. It is the fastest way to spread information to a vast number of people simultaneously. The Internet has also subsequently revolutionized shopping—for example; a person can order a CD online and receive it in the mail within a couple of days, or download it directly in some cases. The Internet has also greatly facilitated personalized marketing which allows a company to market a product to a specific person or a specific group of people more so than any other advertising medium. Examples of personalized marketing include online communities such as MySpace, Friendster, Orkut, Facebook and others which thousands of Internet users join to advertise themselves and make friends online. Many of these users are young teens and adolescents ranging from 13 to 25 years old. In turn, when they advertise themselves they advertise interests and hobbies, which online marketing companies can use as information as to what those users will purchase online, and advertise their own companies' products to those users

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Internet tools and Services Commercial-off-the-shelf software products that allow an individual to perform functions on the Internet, such as web browsing, file transfer, web …...

Archie Definition: Archie locates files at anonymous FTP sites by filename search. o

Astra Definition: Astra retrieve documents from databases. o

Bitftp Definition: Bitftp allows the user to use electronic mail to obtain files at an ftp site via email. o

Essence Definition: Essence is a resource discovery system using indexes. o

File Service Protocol (FSP) Definition: FSP is a connection less protocol for transferring files. o

File Transfer Protocol (FTP) Definition: FTP retrieves or puts copies of files at remote FTP sites. o

Jughead Definition: Jughead gets menu information from gopher servers. o

Knowbot Definition: Knowbot provides a uniform interface to heterogeneous remote directory services. o

Maltshop Definition: builds a veronica-access menu on your local gopher server. o

Netserv Definition: Netserv is a server for access to data files and programs of general interest. o

Soft Pages Definition: Soft Pages aids in retrieval of documents, software, and other resources from servers. o

Telnet Definition: Telnet allows a user to login to a remote computer to use applications. o

Trickle Definition: Trickle is an electronic mail-based alternative to obtaining files at FTP sites. o

Veronica Definition: Veronica locates titles of Gopher items by keyword search. o

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World Wide Web The World Wide Web (commonly shortened to the Web) is a system of interlinked hypertext documents accessed via the Internet. With a Web browser, a user views Web pages that may contain text, images, videos, and other multimedia and navigates between them using hyperlinks. The World Wide Web was created in 1989 by Sir Tim Berners-Lee, working at CERN in Geneva, Switzerland. Since then, Berners-Lee has played an active role in guiding the development of Web standards (such as the markup languages in which Web pages are composed), and in recent years has advocated his vision of a Semantic Web. Robert Cailliau, also at CERN, was an early evangelist for the project. According to a 2001 study, there were more than 550 billion documents on the Web, mostly in the "invisible Web", or deep Web. A 2002 survey of 2,024 million Web pages determined that by far the most Web content was in English: 56.4%; next were pages in German (7.7%), French (5.6%), and Japanese (4.9%). A more recent study, which used Web searches in 75 different languages to sample the Web, determined that there were over 11.5 billion Web pages in the publicly indexable Web as of the end of January 2005. Over 100.1 billion websites operated as of March 2008. Of these 74% were commercial or other sites operating in the .com generic top-level domain. Among services paid for by advertising, Yahoo! could collect the most data about commercial Web users, about 2,500 bits of information per month about each typical user of its site and its affiliated advertising network sites. Yahoo! was followed by MySpace with about half that potential and then by AOL-Time Warner, Google, Face book, Microsoft, and eBay. About 26% of websites operated outside .com addresses Viewing a Web page on the World Wide Web normally begins either by typing the URL of the page into a Web browser, or by following a hyperlink to that page or resource. The Web browser then initiates a series of communication messages, behind the scenes, in order to fetch and display it. First, the server-name portion of the URL is resolved into an IP address using the global, distributed Internet database known as the domain name system, or DNS. This IP address is necessary to contact and send data packets to the Web server. The browser then requests the resource by sending an HTTP request to the Web server at that particular address. In the case of a typical Web page, the HTML text of the page is requested first and parsed immediately by the Web browser, which will then make additional requests for images and any other files that form a part of the page. Statistics measuring a website's popularity are usually based on the number of 'page views' or associated server 'hits', or file requests, which take place.

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Having received the required files from the Web server, the browser then renders the page onto the screen as specified by its HTML, CSS, and other Web languages. Any images and other resources are incorporated to produce the on-screen Web page that the user sees. Most Web pages will themselves contain hyperlinks to other related pages and perhaps to downloads, source documents, definitions and other Web resources. Such a collection of useful, related resources, interconnected via hypertext links, is what was dubbed a "web" of information. Making it available on the Internet created what Tim Berners-Lee first called the World Wide Web (a term written in Camel Case, subsequently discarded) in 1990.

Internet Security Internet security is the prevention of unauthorized access and/or damage to computer systems via internet access. The following are the ways and means of Internet security: Routers Network Address Translation (NAT) typically has the effect of preventing connections from being established inbound into a computer, whilst permitting connections out. For a small home network, software NAT can be used on the computer with the Internet connection, providing similar behaviour to a router and similar levels of security, but for a lower cost and lower complexity. Firewalls A firewall blocks all "roads and cars" through authorized ports on your computer, thus restricting unfettered access. A stateful firewall is a more secure form of firewall, and system administrators often combine a proxy firewall with a packet-filtering firewall to create a highly secure system. Most home users use a software firewall. These types of firewalls can create a log file where it records all the connection details (including connection attempts) with the PC. Anti-virus Some people or companies with malicious intentions write programs like computer viruses, worms, trojan horses and spyware. These programs are all characterised as being unwanted software that install themselves on your computer through deception. Trojan horses are simply programs that conceal their true purpose or include a hidden functionality that a user would not want. Worms are characterised by having the ability to replicate themselves and viruses are similar except that they achieve this by adding their code onto third party software. Once a virus or worm has infected a computer, it would typically infect other programs (in the case of viruses) and other computers. www.pankajjain.co.nr

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Viruses also slow down system performance and cause strange system behavior and in many cases do serious harm to computers, either as deliberate, malicious damage or as unintentional side effects. In order to prevent damage by viruses and worms, users typically install antivirus software, which runs in the background on the computer, detecting any suspicious software and preventing it from running. Some malware that can be classified as trojans with a limited payload are not detected by most antivirus software and may require the use of other software designed to detect other classes of malware, including spyware. Anti-spyware There are several kinds of threats: Spyware is software that runs on a computer without the explicit permission of its user. It often gathers private information from a user's computer and sends this data over the Internet back to the software manufacturer. Adware is software that runs on a computer without the owner's consent, much like spyware. However, instead of taking information, it typically runs in the background and displays random or targeted pop-up advertisements. In many cases, this slows the computer down and may also cause software conflicts. Browser choice Internet Explorer is currently the most widely used web browser in the world, making it the prime target for phishing and many other possible attacks.

WEB BROWSER

A web browser is a software application which enables a user to display and interact with text, images, videos, music and other information typically located on a Web page at a website on the World Wide Web or a local area network. Text and images on a Web page can contain hyperlinks to other Web pages at the same or different website. Web browsers allow a user to quickly and easily access information provided on many Web pages at many websites by traversing these links. Web browsers format HTML information for display, so the appearance of a Web page may differ between browsers. Some of the Web browsers available for personal computers include Internet Explorer, Mozilla Firefox, Safari, Opera, and Flock, in order of descending popularity (in March 2008). Web browsers are the most commonly used type of HTTP user agent. Although browsers

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are typically used to access the World Wide Web, they can also be used to access information provided by Web servers in private networks or content in file systems.

Web browsers communicate with Web servers primarily using HTTP (hypertext transfer protocol) to fetch webpages. HTTP allows Web browsers to submit information to Web servers as well as fetch Web pages from them. The most commonly used HTTP is HTTP/1.1, which is fully defined in RFC 2616. HTTP/1.1 has its own required standards that Internet Explorer does not fully support, but most other current-generation Web browsers do. Pages are located by means of a URL (uniform resource locator, RFC 1738 ), which is treated as an address, beginning with http: for HTTP access. Many browsers also support a variety of other URL types and their corresponding protocols, such as gopher: for Gopher (a hierarchical hyperlinking protocol), ftp: for FTP (file transfer protocol), rtsp: for RTSP (real-time streaming protocol), and https: for HTTPS (an SSL encrypted version of HTTP). The file format for a Web page is usually HTML (hyper-text markup language) and is identified in the HTTP protocol using a MIME content type. Most browsers natively support a variety of formats in addition to HTML, such as the JPEG, PNG and GIF image formats, and can be extended to support more through the use of plugins. The combination of HTTP content type and URL protocol specification allows Web page designers to embed images, animations, video, sound, and streaming media into a Web page, or to make them accessible through the Web page. Early Web browsers supported only a very simple version of HTML. The rapid development of proprietary Web browsers led to the development of non-standard dialects of HTML, leading to problems with Web interoperability. Modern Web browsers support a combination of standardsand defacto-based HTML and XHTML, which should display in the same way across all browsers. No browser fully supports HTML 4.01, XHTML 1.x or CSS 2.1 yet. Currently many sites are designed using WYSIWYG HTML generation programs such as Adobe Dreamweaver or Microsoft FrontPage. Microsoft FrontPage often generates non-standard HTML by default, hindering the work of the W3C in developing standards, specifically with XHTML and CSS (cascading style sheets, used for page layout). Dreamweaver and other more modern Microsoft HTML development tools such as Microsoft Expression Web and Microsoft Visual Studio conform to the W3C standards. Some of the more popular browsers include additional components to support Usenet news, IRC (Internet relay chat), and e-mail. Protocols supported may include NNTP (network news transfer protocol), SMTP (simple mail transfer protocol), IMAP (Internet message access protocol), and POP (post office protocol). These browsers are often referred to as Internet suites or application suites rather than merely Web browsers. www.pankajjain.co.nr

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The Future of Internet In mid-2001, Lee Rainie, the Director of the Pew Internet & American Life Project, approached officials at Elon University with an idea that the Project and the University might replicate the fascinating work of Ithiel de Sola Pool in his 1983 book Forecasting the Telephone: A Retrospective Technology Assessment. Pool and his students had looked at primary official documents, technology community publications, speeches given by government and business th leaders, and marketing literature at the turn of the 20 Century to examine the kind of impacts experts thought the telephone would have on Americans’ social and economic lives. The idea was to apply Pool’s research method to the internet, particularly focused on the period between 1990 and 1995 when the World Wide Web and Web browsers evolved. Eventually, Janna Quitney Anderson, a professor of journalism and communication at Elon, formed a research class for the spring semester of 2003. The class searched for comments and predictions from 400 experts for the period between 1990-1995 in government documents, technology newsletters, conference proceedings, trade newsletters and the business press. Eventually, more than 1,000 people were logged in the predictions data base and more than 4,000 predictions were amassed. We hope the database will provide a resource for researchers and students to assess the evolution of the internet. Further, we invite readers of this report to enter their own predictions at that site. This retrospective research effort inspired the survey that is covered in this report. As more and more commentary was examined from the dawn of the Web, it became apparent that it would be useful to return to many of those experts to see what they currently see on the horizon. In September 2004, the Pew Internet Project sent an email invitation to a list of technology experts and social analysts, asking them to complete a 24-question survey about the future of the internet. We also asked the initial group of experts to forward the invitation to colleagues and friends who might provide interesting perspectives. Some 1,286 people responded to the online survey between September 20 and November 1, 2004. About half are internet pioneers and were online before 1993. Roughly a third of the experts are affiliated with an academic institution and another third work for a company or consulting firm. The rest are divided between non-profit organizations, publications, and the government. Some internet luminaries were involved with the survey, including Vint Cerf, Esther Dyson, Bob Metcalfe, Dan Gillmor, Simson Garfinkel, Howard Rheingold, and David Weinberger. Other experts who responded to the survey shared only their institutional affiliation, the list of which includes: Harvard, MIT, Yale; Federal Communications Commission, Social Security Administration, U.S. Department of State; IBM, AOL, Microsoft, Intel, Google, Oracle, and Disney, among many others. But some of the best comments came from those who declined to dazzle us with anything besides their ideas. These respondents opted not to identify themselves in any way. The Pew Internet & American Life Project and Elon University do not advocate policy outcomes related to the internet. The predictions included in the survey were written to inspire reactions, not because we think any of them will necessarily come to fruition. We chose topics that have come up in our research as well as some ideas that have recently been in the news. www.pankajjain.co.nr

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Some of the predictions were constructed in a way that contained several statements and it was often the case that experts would agree with one part of the prediction, but not the other. For instance, one assertion they were asked to analyze was: “By 2014 use of the internet will increase the size of people’s social networks far beyond what has traditionally been the case. This will enhance trust in society.” Many of the experts supported the first idea in the prediction (the size of personal social networks will grow), but challenged the notion that this would increase the overall level of trust that people had about one another. In addition to trying to pack several ideas into one prediction, we tried to balance the statements so that there were roughly equal numbers of predictions with “good,” “bad,” and “neutral” outcomes. Many of the experts were quick to point out that the deployment of technology always brings both positive and negative results. Thus, they often reminded us in their written answers that the “good” outcome embodied in the prediction would not be the entire result of the technology change. After each portion of the survey – each prediction or each question – we invited experts to write narrative responses to the item they had just assessed. We also gave them the option of challenging the predictions we offered, in case they did not agree with the thrust of the prediction or wanted to criticize the wording we had used. Not surprisingly, the most interesting product of the survey is the many open-ended predictions and analyses written by the experts in response to our material and we have included many of them in this report. Since the experts’ answers evolved in both tone and content as they went through the questionnaire, the findings in this report are presented in the same order as the original survey. The experts were invited to sign their written responses if they wanted to be quoted in the ElonPew database and in this report. The quotations in the report are attributed to those who assented to have their words quoted. When a quote is not attributed to someone, it is because that person chose not to sign his or her written answer. E-Commerce Electronic commerce, commonly known as e-commerce or eCommerce, consists of the buying and selling of products or services over electronic systems such as the Internet and other computer networks. The amount of trade conducted electronically has grown extraordinarily since the spread of the Internet. A wide variety of commerce is conducted in this way, spurring and drawing on innovations in electronic funds transfer, supply chain management, Internet marketing, online transaction processing, electronic data interchange (EDI), inventory management systems, and automated data collection systems. Modern electronic commerce typically uses the World Wide Web at least at some point in the transaction's lifecycle, although it can encompass a wider range of technologies such as e-mail as well. A small percentage of electronic commerce is conducted entirely electronically for virtual items such as access to premium content on a website, but most electronic commerce involves the transportation of physical items in some way. Online retailers are sometimes known as e-tailers www.pankajjain.co.nr

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and online retail is sometimes known as e-tail. Almost all big retailers have electronic commerce presence on the World Wide Web. Electronic commerce that is conducted between businesses is referred to as Business-tobusiness or B2B. B2B can be open to all interested parties (e.g. commodity exchange) or limited to specific, pre-qualified participants (private electronic market). Electronic commerce is generally considered to be the sales aspect of e-business. It also consists of the exchange of data to facilitate the financing and payment aspects of the business transactions. The meaning of electronic commerce has changed over the last 30 years. Originally, electronic commerce meant the facilitation of commercial transactions electronically, using technology such as Electronic Data Interchange (EDI) and Electronic Funds Transfer (EFT). These were both introduced in the late 1970s, allowing businesses to send commercial documents like purchase orders or invoices electronically. The growth and acceptance of credit cards, automated teller machines (ATM) and telephone banking in the 1980s were also forms of electronic commerce. From the 1990s onwards, electronic commerce would additionally include enterprise resource planning systems (ERP), data mining and data warehousing. Perhaps it is introduced from the Telelphone Exchange Office.The earliest example of many-tomany electronic commerce in physical goods was the Boston Computer Exchange, a marketplace for used computers launched in 1982. The first online information marketplace, including online consulting, was likely the American Information Exchange, another pre-Internet online system introduced in 1991. Timeline (Some facts) 1990: Tim Berners-Lee wrote the first web browser, WorldWideWeb, using a NeXT computer. 1992: J.H. Snider and Terra Ziporyn published Future Shop: How New Technologies Will Change the Way We Shop and What We Buy. St. Martin's Press. ISBN 0312063598. 1994: Netscape released the Navigator browser in October under the code name Mozilla. Pizza Hut offered pizza ordering on its Web page. The first online bank opened. Attempts to offer flower delivery and magazine subscriptions online. Adult materials were also commercially available, as were cars and bikes. Netscape 1.0 in late 1994 introduced SSL encryption that made transactions secure. 1995: Jeff Bezos launched Amazon.com and the first commercial-free 24 hour, internet-only radio stations, Radio HK and NetRadio started broadcasting. Dell and Cisco began to aggressively use Internet for commercial transactions. eBay was founded by computer programmer Pierre Omidyar as AuctionWeb. 1998: Electronic postal stamps can be purchased and downloaded for printing from the Web. 1999: business.com was sold for US $7.5 million, which was purchased in 1997 for US $150,000. The peer-to-peer filesharing software Napster was launched. www.pankajjain.co.nr

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2000: The dot-com bust. 2003: Amazon.com had its first year with a full year of profit.

Business applications Some common applications related to electronic commerce are: E-mail and messaging Documents, spreadsheets, database Accounting and finance systems Orders and shipment information Enterprise and client information reporting Domestic and international payment systems

E-Commerce Fundamentals On the flip side however, site fundamentals still play a very large role in converting visitors into customers. Many retailers surprisingly lose sight of these site basics and leave significant sales on the table. This brief examines 4 quick “fundamentals” every eCommerce manager cannot afford to lose sight of. 1. Think Fast Speed has become less of a problem due to the penetration of broadband, but don’t forget that a significant number of people still shop by a dialup connection. When creating a site framework, designers and e-commerce teams should ensure that the site is developed with pages loading in less than 9 seconds (over a dial-up connection). Our recommended page size is within 60-70k in bytes. At that amount, sites will likely load within the maximum wait time of 9 seconds. Online retailers should avoid flash at all costs within their transactional site. Flash’s artistic aspects may help you establish a brand presence – but it will likely lose potential customers before they have even searched within your store. 2. Image is important Images are a very important aspect of selling online and are often neglected. All product images should be of the highest resolution possible, be much larger than the product page original, and have multiple views. Dynamic imaging capabilities can improve the user experience to an even higher level by increasing interactivity (zoom & rotate). At a minimum – retailers should have at least two additional views outside of the product page image to help build emotion. 3. Be my guest www.pankajjain.co.nr

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Shoppers do not like being forced to do anything, especially when they are ready to open their wallets. Forcing a shopper to register on your site before purchasing is a sure way to drive a portion of your traffic to your competitors. Too often, shoppers do not have the time or the inclination to fill out a lengthy form explaining what types of information they desire. Always offer the ability to checkout as a guest. You will see less customer leakage within the checkout process and can still offer the option to register when the sale is completed. 4. Make sure it’s “above the fold” Your homepage is the most important page within your e-Commerce store. It sets the initial tone for the shopping experience and offers your best promotions and products to your visitors. Users typically visually scan a web page from top to bottom and then from left to right. All critical content and navigation options should be obvious to the shopper without having to scroll down. If you have your best promotions “below the fold” – you can bet that a large percentage of browsers are not scrolling down to see it.

Categories of E-Commerce 1. Business and Consumer Electronic commerce support the transactions between businesses and customers over public networks for the purpose of online shopping for both products and services. The purchased items may be delivered in digital form for in physical form via existing delivery mechanisms. 2. Trading Partners Electronic Data Interchange (EDI) does not work without trading partners. Many public and private sectors of industry use EDI. Even an increasing number of smaller companies are being pushed into implementing EDI in order to maintain relationships with larger trading partners or to remain competitive and expand business opportunities. The Internet and related standards are making electronic data interchange possible without the expense of dedicated EDI systems. 3. Information Gathering and Processing Electronic commerce supports market research, information processing for management decision making, and/or organizational problem solving. It can also be used for information manipulation for operations management such as supply chain management. 4. Information Distribution to Perspective Customers and Partners Electronic Commerce supports information sharing with customers using interactive advertising, sales and marketing.

E-Commerce Business Models o o o o

Online Catalog Digital Communication Electronic data exchange Electronic or Postal delivery

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ITM Notes

NETWORKING In the world of computers, networking is the practice of linking two or more computing devices together for the purpose of sharing data. Networks are built with a mix of computer hardware and computer software. Computer networks may be classified according to the scale: Personal area network (PAN), Local Area Network (LAN), Campus Area Network (CAN), Metropolitan area network (MAN), or Wide area network (WAN). As Ethernet increasingly is the standard interface for networks, these distinctions are more important to the network administrator than the user. Network administrators may have to tune the network, to correct delay issues and achieve the desired Quality of Service (QoS). Computer networks can also be classified according to the hardware technology that is used to connect the individual devices in the network such as Optical fiber, Ethernet, Wireless LAN, Home PNA, or Power line communication. Ethernets use physical wiring to connect devices. Often, they employ the use of hubs, switches, bridges, and routers. Wireless LAN technology is built to connect devices without wiring. These devices use a radio frequency to connect. Computer networks may be classified according to the network topology upon which the network is based, such as Bus network, Star network, Ring network, Mesh network, Star-bus network, Tree or Hierarchical topology network, etc. Network Topology signifies the way in which intelligent devices in the network see their logical relations to one another. The use of the term "logical" here is significant. That is, network topology is independent of the "physical" layout of the network. Even if networked computers are physically placed in a linear arrangement, if they are connected via a hub, the network has a Star topology, rather than a Bus Topology. In this regard the visual and operational characteristics of a network are distinct; the logical network topology is not necessarily the same as the physical layout. Types of networks: Below is a list of the most common types of computer networks in order of scale. Personal Area Network (PAN) A personal area network (PAN) is a computer network used for communication among computer devices close to one person. Some examples of devices that may be used in a PAN are printers, fax machines, telephones, PDAs or scanners. The reach of a PAN is typically within about 20-30 feet (approximately 6-9 Meters).

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Personal area networks may be wired with computer buses such as USB and FireWire. A wireless personal area network (WPAN) can also be made possible with network technologies such as IrDA and Bluetooth. Local Area Network (LAN) A network covering a small geographic area, like a home, office, or building. Current LANs are most likely to be based on Ethernet technology. For example, a library will have a wired or wireless LAN for users to interconnect local devices (e.g., printers and servers) and to connect to the internet. All of the PCs in the library are connected by category 5 (Cat5) cable, running the IEEE 802.3 protocol through a system of interconnection devices and eventually connect to the internet. The cables to the servers are on Cat 5e enhanced cable, which will support IEEE 802.3 at 1 Gbit/s. The staff computers (bright green) can get to the color printer, checkout records, and the academic network and the Internet. All user computers can get to the Internet and the card catalog. Each workgroup can get to its local printer. Note that the printers are not accessible from outside their workgroup. All interconnected devices must understand the network layer (layer 3), because they are handling multiple subnets (the different colors). Those inside the library, which have only 10/100 Mbps Ethernet connections to the user device and a Gigabit Ethernet connection to the central router, could be called "layer 3 switches" because they only have Ethernet interfaces and must understand IP. It would be more correct to call them access routers, where the router at the top is a distribution router that connects to the Internet and academic networks' customer access routers. The defining characteristics of LANs, in contrast to WANs (wide area networks), include their higher data transfer rates, smaller geographic range, and lack of a need for leased telecommunication lines. Current Ethernet or other IEEE 802.3 LAN technologies operate at speeds up to 10 Gbit/s. This is the data transfer rate. IEEE has projects investigating the standardization of 100 Gbit/s, and possibly 40 Gbit/s. Campus Area Network (CAN) A network that connects two or more LANs but that is limited to a specific and contiguous geographical area such as a college campus, industrial complex, or a military base. A CAN, may be considered a type of MAN (metropolitan area network), but is generally limited to an area that is smaller than a typical MAN. This term is most often used to discuss the implementation of networks for a contiguous area. Metropolitan Area Network (MAN) A Metropolitan Area Network is a network that connects two or more Local Area Networks or Campus Area Networks together but does not extend beyond the boundaries of the immediate town, city, or metropolitan area. Multiple routers, switches & hubs are connected to create a MAN. www.pankajjain.co.nr

ITM Notes

Wide Area Network (WAN) A WAN is a data communications network that covers a relatively broad geographic area (i.e. one city to another and one country to another country) and that often uses transmission facilities provided by common carriers, such as telephone companies. WAN technologies generally function at the lower three layers of the OSI reference model: the physical layer, the data link layer, and the network layer. Global Area Network (GAN) Global area networks (GAN) specifications are in development by several groups, and there is no common definition. In general, however, a GAN is a model for supporting mobile communications across an arbitrary number of wireless LANs, satellite coverage areas, etc. The key challenge in mobile communications is "handing off" the user communications from one local coverage area to the next. In IEEE Project 802, this involves a succession of terrestrial Wireless local area networks (WLAN) Internetwork Two or more networks or network segments connected using devices that operate at layer 3 (the 'network' layer) of the OSI Basic Reference Model, such as a router. Any interconnection among or between public, private, commercial, industrial, or governmental networks may also be defined as an internetwork. In modern practice, the interconnected networks use the Internet Protocol. There are at least three variants of internetwork, depending on who administers and who participates in them: • Intranet • Extranet • Internet Intranets and extranets may or may not have connections to the Internet. If connected to the Internet, the intranet or extranet is normally protected from being accessed from the Internet without proper authorization. The Internet is not considered to be a part of the intranet or extranet, although it may serve as a portal for access to portions of an extranet. Intranet An intranet is a set of interconnected networks, using the Internet Protocol and uses IP-based tools such as web browsers, that is under the control of a single administrative entity. That administrative entity closes the intranet to the rest of the world, and allows only specific users. Most commonly, an intranet is the internal network of a company or other enterprise. Extranet An extranet is a network or internetwork that is limited in scope to a single organization or entity but which also has limited connections to the networks of one or more other usually, but not necessarily, trusted organizations or entities (e.g. a company's customers may be given access to some part of its intranet creating in this way an extranet, while at the same time the customers may not be considered 'trusted' from a security standpoint). Technically, an extranet www.pankajjain.co.nr

ITM Notes

may also be categorized as a CAN, MAN, WAN, or other type of network, although, by definition, an extranet cannot consist of a single LAN; it must have at least one connection with an external network. Internet A specific internetwork , consisting of a worldwide interconnection of governmental, academic, public, and private networks based upon the Advanced Research Projects Agency Network (ARPANET) developed by ARPA of the U.S. Department of Defense – also home to the World Wide Web (WWW) and referred to as the 'Internet' with a capital 'I' to distinguish it from other generic internetworks. Participants in the Internet, or their service providers, use IP Addresses obtained from address registries that control assignments. Service providers and large enterprises also exchange information on the reachability of their address ranges through the Border Gateway Protocol (BGP). MULTIMEDIA Multimedia is media that utilizes a combination of different content forms. The term can be used as a noun (a medium with multiple content forms) or as an adjective describing a medium as having multiple content forms. The term is used in contrast to media which only utilize traditional forms of printed or hand-produced text and still graphics. In general, multimedia includes a combination of text, audio, still images, animation, video, and interactivity content forms. Multimedia is usually recorded and played, displayed or accessed by information content processing devices, such as computerized and electronic devices, but can also be part of a live performance. Multimedia (as an adjective) also describes electronic media devices used to store and experience multimedia content. Multimedia is similar to traditional mixed media in fine art, but with a broader scope. The term "rich media" is synonymous for interactive multimedia. Hypermedia can be considered one particular multimedia application. Multimedia may be broadly divided into linear and non-linear categories. Linear active content progresses without any navigation control for the viewer such as a cinema presentation. Non-linear content offers user interactivity to control progress as used with a computer game or used in self-paced computer based training. Non-linear content is also known as hypermedia content. Multimedia presentations can be live or recorded. A recorded presentation may allow interactivity via a navigation system. A live multimedia presentation may allow interactivity via interaction with the presenter or performer. Features of Multimedia Multimedia presentations may be viewed in person on stage, projected, transmitted, or played locally with a media player. A broadcast may be a live or recorded multimedia presentation. Broadcasts and www.pankajjain.co.nr

ITM Notes

recordings can be either analog or digital electronic media technology. Digital online multimedia may be downloaded or streamed. Streaming multimedia may be live or on-demand. Multimedia games and simulations may be used in a physical environment with special effects, with multiple users in an online network, or locally with an offline computer, game system, or simulator. The various formats of technological or digital multimedia may be intended to enhance the users experience, for example to make it easier and faster to convey information. Or in entertainment or art, to transcend everyday experience. Enhanced levels of interactivity are made possible by combining multiple forms of media content. Online multimedia is increasingly becoming object-oriented and data-driven, enabling applications with collaborative end-user innovation and personalization on multiple forms of content over time. Examples of these range from multiple forms of content on web sites like photo galleries with both images (pictures) and title (text) user-updated, to simulations whose co-efficients, events, illustrations, animations or videos are modifiable, allowing the multimedia "experience" to be altered without reprogramming. In addition to seeing and hearing, Haptic technology enables virtual objects to be felt. Emerging technology involving illusions of taste and smell may also enhance the multimedia experience.

Multimedia Usage Multimedia finds its application in various areas including, but not limited to, advertisements, art, education, entertainment, engineering, medicine, mathematics, business, scientific research and spatial temporal applications. Several examples are as follows:

Creative industries Creative industries use multimedia for a variety of purposes ranging from fine arts, to entertainment, to commercial art, to journalism, to media and software services provided for any of the industries listed below. An individual multimedia designer may cover the spectrum throughout their career. Request for their skills range from technical, to analytical, to creative. Commercial Much of the electronic old and new media utilized by commercial artists is multimedia. Exciting presentations are used to grab and keep attention in advertising. Industrial, business to business, and interoffice communications are often developed by creative services firms for advanced multimedia presentations beyond simple slide shows to sell ideas or liven-up training. Commercial multimedia developers may be hired to design for governmental services and nonprofit services applications as well. Entertainment and fine arts In addition, multimedia is heavily used in the entertainment industry, especially to develop special effects in movies and animations. Multimedia games are a popular pastime and are software programs available either as CD-ROMs or online. Some video games also use multimedia features. Multimedia applications www.pankajjain.co.nr

ITM Notes

that allow users to actively participate instead of just sitting by as passive recipients of information are called Interactive Multimedia. In the Arts there are multimedia artists, whose minds are able to blend techniques using different media that in some way incorporates interaction with the viewer. One of the most relevant could be Peter Greenaway who is melding Cinema with Opera and all sorts of digital media. Another approach entails the creation of multimedia that can be displayed in a traditional fine arts arena, such as an art gallery. Although multimedia display material may be volatile, the survivability of the content is as strong as any traditional media. Digital recording material may be just as durable and infinitely reproducible with perfect copies every time.

Education In Education, multimedia is used to produce computer-based training courses (popularly called CBTs) and reference books like encyclopedia and almanacs. A CBT lets the user go through a series of presentations, text about a particular topic, and associated illustrations in various information formats. Edutainment is an informal term used to describe combining education with entertainment, especially multimedia entertainment. Learning theory in the past decade has expanded dramatically because of the introduction of multimedia. Several lines of research have evolved (e.g. Cognitive load, Multimedia learning, and the list goes on). The possibilities for learning and instruction are nearly endless.

Engineering Software engineers may use multimedia in Computer Simulations for anything from entertainment to training such as military or industrial training. Multimedia for software interfaces are often done as a collaboration between creative professionals and software engineers.

Industry In the Industrial sector, multimedia is used as a way to help present information to shareholders, superiors and coworkers. Multimedia is also helpful for providing employee training, advertising and selling products all over the world via virtually unlimited web-based technologies.

Mathematical and Scientific Research In Mathematical and Scientific Research, multimedia are mainly used for modelling and simulation. For example, a scientist can look at a molecular model of a particular substance and manipulate it to arrive at a new substance. Representative research can be found in journals such as the Journal of Multimedia.

Medicine In Medicine, doctors can get trained by looking at a virtual surgery or they can simulate how the human body is affected by diseases spread by viruses and bacteria and then develop techniques to prevent it.

Miscellaneous In Europe, the reference organization for Multimedia industry is the European Multimedia Associations Convention (EMMAC). www.pankajjain.co.nr

ITM Notes

An observatory for jobs in the multimedia industry provides surveys and analysis about multimedia and ITC jobs.

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Internet The Internet is a worldwide, publicly ...

UDP is a best-effort, connectionless transport, in which data packets that are lost in transit will not be re-sent. The application protocols sit on top of TCP and UDP ... Software products that can access the resources of the Web are correctly termed user agents. ..... commerce through the Internet, also known as e-commerce.

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