Many users, as well as businesses, can create their own home pages- points of access that allow anyone on the Internet to download information from the personal computer. The prime cause of the Internet explosion, however, has been the development of the world Wide web service: a collection of several thousand independently owned computers, called Web servers, that are scattered worldwide. Using software programs such as Mosaic and Netscape, individuals can enter the world Wide web and browse or surf the Internet with increasing ease and rapidity through a system of hypertext links. This is perhaps the most exiting part about the internet. You can visit any website you like, wherever it is located at no extra charge, and download files and view great multimedia effects at any time. Though greatly over-hyped as the Information Superhighway, the Internet will become increasingly more interactive and will play a much more significant role in the future. Since their introduction in schools in the early 1980s computers and computer software have been increasingly accessible to students and teachersin classrooms, computer labs, school libraries, and outside of school.
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Some companies have explored encrypting data for sale on the Internet, providing decoding keys only to buyers of the data, but this scheme will not prevent the buyers from repackaging and reselling the data. However, the companies are very reluctant to deny the lure the internet generates. Any customer from around the world could log on to a company site, get information in seconds, and even order directly through the companys server. The recent development in modem speeds have also allowed businesses to elaborately cram web sites with spectacular multimedia effects, drawing surfers in young and old. Advertising on the internet is relatively cheap (compared to television) and is very specialized and often more effective. Companies can choose to advertise on certain high hit rate sites that goa pertain to that companys field. This makes the advertisement seen by more of its target audience, and as a result, the advertisement will be more effective. The explosive growth of the Internet has been small fueled by individual users with modem-equipped personal computers. Most of these users subscribe to local networks that provide a connection to the wider Internet. As well, a lot of users (including myself) choose to use direct-connection service providers. Unlike separate networks like aol, the direct service providers often have less users, thus increases the speed of the T1 connection.
Because many factorspower outages, overtaxed telecommunications lines, equipment failurecan degrade a networks performance, the arpanet solution was also attractive to networkers outside the military. The Internet is also a repository biography of information for businesses. Thousands of discussion groups with specialized interestsin topics ranging from aeronautics to molecular biologyshare data across the Internet. The us government posts more and more information, such as Commerce department data and new patent filings, on the Internet. Additionally, many universities are converting large libraries to electronic form for distribution on the Internet. One of the most ambitious examples is Cornell Universitys ongoing project to convert 100,000 books, printed over the past century, on the development of American infrastructure- books on bridges, roads, and other public works. Some businesses have also begun to explore advertising and marketing on the Internet. Thus far results have been mixed. Protection of copyrighted material is a problem, because anyone can download data from the Internet.
One of the Internets fascinations is that its resources are limited only by the number of computers participating in the world Wide web teresa and the imaginations of their users. The Internet is an international web of interconnected government, education, and business computer networks- in essence, a network of networks. From a thousand or so networks in the mid-1980s, the Internet had grown to about 30,000 connected networks in mid-1994. By mid-1995 the number of networks had doubled to more than 60,000, making the Internet available to an estimated 40 million people worldwide. The Internet owes its unusual design and architecture to its origins in the us defense departments arpanet project in 1969. Military planners wanted to design a computer network that could withstand partial destruction (as from a nuclear attack) yet still function as a network. They reasoned that centralized control of the data flow through one or a few hub computers would leave the system too open to attack. Every computer on the network should be able to communicate, as a peer, with every other computer on the network. Thus if part of the network was destroyed, the surviving parts short would automatically reroute communications through different pathways.
This idea, on the other hand, can raise issues with the author and publisher of the book. Plagiarism, already a problem, would run wild in this area. Users would theoretically be able to copy entire books or magazines to their personal files, and be able to use them as their own reports or writings. Additionally, the ability to view a book and its contents at no charge obviously will not agree with some publishers. This also brings up the idea of charging people for time online. Users could be charged money for use of electronic books/magazines on a time basis. This, however, will not go over well in the public domain. We would rather take on the trouble of taking manual notes than be charged for something that is otherwise free at a library. In a very short time the Internet has become a major vehicle of worldwide communication and an unrivaled source of information.
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This new concept is the use of internet or otherwise computer technology to electronically convert books to a digital, readable format viewed on a television set or computer screen. This would most likely be done by scanning in individual pages in a book, arrange them in orderly fashion, and have users be able to cycle back and forth between the photo-identical pages. This method would be very quick, and very easy to accomplish- that is- scanning pages as opposed to re-typing millions of words is preferred. This brings us to another method in electronic book production- the interactive method. In digital format, the books pages can only be viewed, just like a book.
If a reader would want to take notes from a book, he/she would have to write down the notes by hand, or would be forced to photo-copy the page(s). If the book was typed out entirely as would be done by an electronic word processor such as Microsoft Word, users would greatly benefit. The ability for the computer to recognize the words on the screen as actual words as opposed to mere bitmaps is often unrealized to the computer non-familiar. This recognition allows play the page to be edited with complete interactivity and ease- again like. Books can be updated or corrected in real time, without having to re-upload corrected pages, or compensate for unalignment in words and page breaks. Perhaps the most beneficial to the user is the interactivity- the ability to interact with the words in the book. By highlighting letters on the page, copying them, and pasting them in personal clipboards or other word processing programs, the tedious task of note-taking can be eliminated.
Similarly, a huge amount of music is now entirely created by synthesis, and vocals can be edited and modified to create a far better end product than the original sound byte. These technologies have allowed for far higher quality productions than previously could have been comprehended). Multimedia, or mixed-media, systems offer presentations that integrate effects existing in a variety of formats, including text, graphics, animation, audio, and video. Such presentations first became commercially available in very primitive form in the early 1980s, as a result of advances that have been made in digital compression technology particularly the difficult area of image compression. Multimedia online services are obtainable through telephone/computer or television links, multimedia hardware and software exist for personal computers, networks, the internet, interactive kiosks and multimedia presentations are available on cd-roms and various other mediums.
The use of multimedia in our society has it benefits and its drawbacks, most defiantly. Some of the more computer-related uses of multimedia, such as electronic publishing, the internet, and computers in education will be discussed in depth thought this paper. Electronic publishing is the publishing of material in a computer-accessible medium, such as on a cd-rom or on the Internet. In a broader sense of the term it could also include paper products published with the aid of a desktop publishing program, or any form of printing that involves the use of a computer. Reference works became available in the mid-1980s both in cd-rom format and online. Increasingly, in the 1990s, magazines, journals, books, and newspapers have become available in an electronic format, and some are appearing in that format only. Companies that publish technical manuals to accompany their other products have also been turning to electronic publishing. Electronic books have been recently introduced to the world as a whole.
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Flash movies and introductions have become the norm for many large company? S plan websites, however many people don? T possess fast enough computers to display them, or are simply bored by them. Although the business world today has not greatly benefited from multimedia products, the producers of multimedia products remain optimistic that one day, all business will be done this way. The entertainment industry has greatly benefited from multimedia technology. 3D animated movies, such as Jimmy neutron, toy story and Ice Age were created using the same 3D development programs that many other, unrelated 3D multimedia products were made with. It is now very rare to find a hollywood movie without some sort of digital imagery or editing within. Sound effects in movies are now also predominately created by digital means, such as computers and synthesis.
Tele-conferencing, real-time, online, video-link; all buzz words of what was once a bright future for multimedia in business. Were awareness extremely influential and beneficial in the business world, it would seem as though multimedia has been left behind. Video conferencing did see a brief period of light; however it is now mainly used in government departments, specific niche markets and for display purposes only. The thing with these technologies in the business place is, that people would much rather do business face to face than over a video link, even if it does mean a few hour? It feels much more natural and comfortable for people to sit face to face, in a meeting than talking into camera. However, multimedia presentation software, such as power point and Authorware are useful for these face to face situations, as an aid or prop for addressing a meeting. The ability to send a client on the other side of the world, a digital video image of a product is also an excellent advantage of multimedia technologies.
technologies. People today are very likely to deal with a computer, through an interactive menu, rather than a real-life worker. Automatic Teller Machines, for example, have all but replaced human tellers for simple tasks such as withdrawals and deposits. Online, banks use interactive flash technology to simplify the process of internet banking for novice users. Flash is a multimedia product, similar to authorware that is designed for use on the internet. Other places you may use multimedia devices such as interactive menus at an information centre, or tourist bureau, or you may fill out a questionnaire on a converted pc at Centre link to determine what job you are best suited. Some people may find this intimidating, and impersonal, however others consider it an exciting step into the future.
Players of these games can experience a realistic, but fun representation of what it would be like to really be in that place. These games can even be played over the internet with other, real life people, adding to the realism even more. Videos can then be taken of actors in front of blue screens, and these 3D worlds super imposed behind them, creating a realistic movie as a? Cutting edge technologies such as these are often first displayed in the gaming industry. The process of learning has been made infinitely more enjoyable thanks to multimedia? Entire encyclopedias, complete with movies and sound bytes, are available on a single. Products such as Macromedia? S Authorware, have allowed educators to create interactive applications for teaching and testing students. For example, resume the student may be shown a series of?
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Effects Of Multimedia essay, research Paper. Multimedia technologies have, in recent years, become an essential part of our every day lives. Many aspects of life; business and home alike, have changed as a result of multimedia technologies, such as the ways in which we do business, and the ways in which we get entertained. Our lifestyles have become far more life technologically orientated, and multimedia has become a way of communicating, entertaining, learning, doing business and even socializing. This essay will discuss some of the ways in which multimedia has impacted on the global lifestyle, including business and entertainment. Computer and console games have become one of the most popular forms of entertainment in the world. The most recent forms of computer games involve 3D landscapes, developed through the use of digital cameras on real-life places.