Professional Documents
Culture Documents
Project Title:-
Session: BBA-2005
Dated: 05/10/2006
Submitted to:-
Sir,Ayub
Submitted by:-
MIND BREAKER
GROUP MEMBERS
MAJID ALI 22
AMIR LATIF 01
ARSLAN MAZHAR 06
AQSA NOREEN 04
HUMERA AFZAL 14
AMNA IQBAL 03
ACKNOWLEDGEMENT
In order to polish the talent of its students,
dedicated teacher always urge their students to
know the latest development through study of
books / literature and consult all other media of
information having the information on the given
subject to form an assignment or project. We are
lucky that my teachers entrusted us the
assignment on a topic that is DESK TOOLS
FOR ACCESSING INTERNET.
Mind Breaker
Members
1- Majid Ali
2- Amir Latif
3- Arslan Mazhar
4- Aqsa Noreen
5- Humera Afzal
6- Amna Iqbal
INDEX
1.1 DEFINITION 8
1.2 EXPLANATION 8
1.3 EXAMPLES 9
2.1 DEFINITION 15
2.2 History 15
2.3 Categorizing 15
2.4.1.3 ISDN 17
2.4.1.4 DSL 17
2.4.1.5 Ethernet 18
3.0 MULTIMEDIA:- 21
3.1 DEFINITION 21
3.2 EXPLANATION 21
3.3.1 Entertainment 22
3.3.2 Journalism 24
3.3.3 Advertising 24
3.3.4 Education 25
3.3.5 Presentation 26
4.1 DEFINITION 26
4.2 EXPLANATION 27
4.3 Example 27
5.1 DEFINITION 28
5.2 EXPLANATION 28
5.3 Background 29
5.3.1 Terminology
29
5.3.2 VR timeline
29
5.4 Future
30
5.5 Impact
30
5.6.2 Television
31
5.6.4 Games 32
5.6.5 Marketing 32
6.1 DEFINITION 33
6.2 EXPLANATION 33
REFERENCE 40
1.1 DEFINITION
Using the Internet as a transmission medium for sound (radio) or video. A web cast is like
a broadcast in that it is to a wide potential audience that can include anyone with access
to the Internet. A web cast can also be simulcast, which involves the simultaneous
transmission of a broadcast or cable programmed service via the Internet. It is also
possible to web cast to a selected group of recipients, which is also known as
"narrowcasting" or "multicasting".
1.2 EXPLANATION
The word web cast is derived from "web" and "broadcast". Its use has varied over the
past decade by different types of organisation and as the nature of the medium came into
public use.
A web casting feature enables a browser user to see web casts on a display screen. A web
cast works like a television broadcast; once tune to it, you sit back and passively watch
while the screen changes to keep it current. On TV, most channels follow particular
themes-history, news, music, sports, and so on. Web casting works in a same way. If you
visit a new-service Web channel-channels are what web casting sites are called-new news
content continually refreshes your screen. Unlike surfing for individual pages, where you
must actively pull specific information to your screen, a web cast is designed to push
information to it while you sit back and watch.
Web casting uses so-called push technology in which the Web server ostensibly "pushes"
information to the user rather than waiting until the user specifically requests it. (In
actuality, most of the push is triggered by user or administrator reselection and arrives
only as the result of client requests.) In addition to changing the Web for the home user,
new Web casting products offer corporations an organized way to manage information for
their intranet users.
Because some products and services seem aimed primarily at the corporate market and
others for the home user, we describe how Web casting works first for the home user and
then for a company's intranet.
The generally accepted use of the term webcast is the "transmission of linear audio or
video content over the Internet".
A web cast uses streaming media technology to take a single content source and distribute
it to many simultaneous listeners/viewers.
The largest "web casters" include existing radio and TV stations that "simulcast" their
output, as well as a multitude of Internet only "stations". The term webcasting is usually
reserved for referring to non-interactive linear streams or live events.
Rights and licensing bodies offer specific "Webcasting licenses" to those wishing to carry
out Internet broadcasting using copyright material.
Web casting is also used extensively in the commercial sector for investor relations
presentations (such as Annual General Meetings), in E-learning (to transmit seminars),
and for related communications activities. However, webcasting does not bear much, if
any, relationship to the idea of Web conferencing which is designed for many-to-many
interaction.
The ability to webcast using cheap/accessible technology has allowed independent media
to flourish. There are many notable independent shows that broadcast regularly online.
Often produced by average citizens in their homes they cover many interests and topics;
from the mundane to the bizarre. Webcasts relating to computers, technology, and news
are particularly popular and many new shows are added regularly.
1.3 Examples
Virtually all the major broadcasters have a webcast of their output, from the BBC to CNN
to Al Jazeera to UNTV Webcast in television to Radio China, Vatican Radio, United
Nations Radio and the World Service in radio.
A notable web cast took place in September 1999 to launch NetAid, a project to promote
Internet use in the world's poorest countries. Three high profile concerts were to be
broadcast simultaneously on the BBC, MTV and over the Internet; a London concert at
Wembley Stadium featuring the likes of Robbie Williams, George Michael; a New York
concert featuring Bono of U2 and Wyclef Jean; a Geneva concert.
More recently, Live8 (AOL) claimed around 170,000 concurrent viewers (up to 400
Kbit/s) and the BBC received about the same (10 Gbit/s) on the day of the 7 July 2005
bombings in London. The growth of webcast traffic has roughly doubled, year on year,
since 1995 and is directly linked to broadband penetration.
On July 26-29, 2004, the Democratic National Convention in Boston gave 40,000
potential voters the chance to interact with and ask questions of politicians, convention
delegates, and media personalities.
The leading Web casting Company is Onstream Media Corporation, who does over 15
thousand WebCasts a year for some of America largest Corporations.
1. You download one of the new Netscape or MSIE browsers or one of the Web
casting applications such as PointCast or Back web. Now you have software in
your computer that can unobtrusively request and get information updates in the
periods when you're not using your live Internet connection (you won't be aware
of it).
2 The new browser or Web casting software will ask you what "channels" or
information categories and specific Web sites you want to be able to have brought
to you. Typically, you fill out a brief profile and select from menus.
soon as you turn your computer on. Back web’s Headliner lets you select either
tickertape or a screensaver and change at any time. Both Internet Explorer and
Netscape's Net caster take an even more radical approach and provide a new
interface in which information objects or sources are viewed along with word
processing and other applications as though everything was part of your virtual
desktop.
4 As you use your computer, the Web casting software uses a portion of your
Internet connection to request updates from the "channels" (Web sites) you have
selected. As the updates arrive, they are either stored for you to view the first time
you click on a "channel" or, if a channel is already active, the information is
presented to you right away and continually as long as you are using your
computer.
2 The channels that "come with" the product or represent existing sites on the Web
may either be icons or graphical links to a Web site or may be summary services
such as news tickers and stock quotes that furnish information whether or not the
user elects to click to the source Web site.
3 The intranet manager can develop new channels to put on the server that will
"push" corporate news, industry or trade news, and news about competitors to
selected users in the company.
4 Some of the products will allow the intranet manager to gather statistics on how
often each channel is being used.
5 The user of the intranet will view the default set of channels planned and provided
by the intranet manager. The intranet will thus become a much more visible part
of the user's computer desktop. In some cases, the user may be able to modify the
user interface and turn the Web cast channels off (for example, turn off a
screensaver background or a scrolling headline ticker) just as a home user can.
Web casting assumes that individually and as corporations, we want our Web to be less
chaotic with information sources pre-selected and organized. Users can still get to the
entire Web on their own as usual (at least we think in most companies). However, Web
casters believe you often won't need to if the information is brought to you first. The use
of the term "channel" by the Web casting providers underscores their belief that users will
prefer fewer choices and more order. Some of the Web cast software allows users to add
their own Web site selections as channels.
PointCast includes advertising as part of its content. The browsers and other Web casters
do not include advertising unless you click to the source site from a headline. PointCast’s
screensaver approach requires about 10 megabytes of your hard disk. With one or two
exceptions, the Web casting software is free for downloading.
A web cast is similar in intent to a broadcast television program but designed for internet
transmission. Web cast clients allow a user to connect to a server, which is distributing
(web casting) the web cast, and displays the television content to the user. Initially web
casts were non interactive, in other words, the user was not able to alter the content of the
web cast or to interact with the subjects of the web cast. For the most part they were also
hosted live (with recordings retained for later dissemination), however more recently
there has been greater overlap between video conferencing and web casting such that web
casts have been generally consigned to being recordings of video conferences and
training material where there is much less demand for an interactive session.
A notable web cast took place in September 1999 to launch Net Aid, a project to promote
internet use in the world's poorest countries. Three high profile concerts were to be
broadcast simultaneously on the BBC, MTV and over the internet
To view a webcast in addition to an internet connection you will require some software which
will either be on your computer (most new computers automatically have it) or which is available
as a free download.
Webcasting can be carried out in different formats (i.e. software) and the player you require is
indicated against a webcast link with the symbols shown below. The two players that can be used
are
1) RealPlayer
2.1 DEFINITION
Work group computing is the scientific and engineering discipline concerned with
communication between computer systems. Such networks involve at least two devices
capable of being networked with at least one usually being a computer. The devices can
be separated by a few meters (e.g. via Bluetooth) or thousands of kilometers (e.g. via the
Internet).Work group computing is sometimes considered a sub-discipline of
telecommunications.
2.2 History
Carrying instructions between calculation machines and early computers was done by
human users. In September, 1940 George Stibitz used a teletype machine to send
instructions for a problem set from his Model K at Dartmouth College in New Hampshire
to his Complex Number Calculator in New York and received results back by the same
means. Linking output systems like teletypes to computers was an interest at the
Advanced Research Projects Agency (ARPA) when, in 1962, J.C.R. Licklider was hired
and developed a working group he called the "Intergalactic Network", a precursor to the
ARPANet. In 1964, researchers at Dartmouth developed the Dartmouth Time Sharing
System for distributed users of large computer systems. The same year, at MIT, a
research group supported by General Electric and Bell Labs used a computer (DEC's
PDP-8) to route and manage telephone connections. Throughout 1960s Leonard
Kleinrock, Paul Baran and Donald Davies had independently conceptualized and
developed network systems consisting of datagrams or packets that could be used in a
packet switching network between computer systems. In 1969 the University of
California at Los Angeles, SRI (in Stanford), University of California at Santa Barbara,
and the University of Utah were connected as the beginning of the ARPANet network
using 50 kbit/s circuits.
Networks, and the technologies needed to connect and communicate through and
between them, continue to drive computer hardware, software, and peripherals industries.
This expansion is mirrored by growth in the numbers and types of users of networks from
researcher
2.3 Categorizing
Server farms
Value-added network
SOHO network
XML appliance
Jungle Networks
The public switched telephone network (PSTN) is the concentration of the world's public
circuit-switched telephone networks, in much the same way that the Internet is the
concentration of the world's public IP-based packet-switched networks. Originally a
network of fixed-line analog telephone systems, the PSTN is now almost entirely digital,
and now includes mobile as well as fixed telephones.
The most familiar example of a modem turns the digital '1s and 0s' of a personal
computer into sounds that can be transmitted over the telephone lines of Plain Old
Telephone Systems (POTS), and once received on the other side, converts those sounds
back into 1s and 0s. Modems are generally classified by the amount of data they can send
in a given time, normally measured in bits per second, or "bps".
Far more exotic modems are used by Internet users every day, notably cable modems and
ADSL modems. In telecommunications, "radio modems" transmit repeating frames of
data at very high data rates over microwave radio links. Some microwave modems
transmit more than a hundred million bits per second. Optical modems transmit data over
optic fibers. Most intercontinental data links now use optic modems transmitting over
undersea optical fibers. Optical modems routinely have data rates in excess of a billion
(1x109) bits per second.
In practice, such services may not be provided by a single, discrete, end-to-end cable, but
they do provide guarantees of constant bandwidth availability and near-constant latency,
properties that cannot be guaranteed for more public systems. Such properties add a
considerable premium to the price charged.
As more general-purpose systems have improved, dedicated lines have been steadily
replaced by intranets and the public Internet, but they are still useful for time-critical,
high-bandwidth applications such as video transmission.
2.4.1.3 ISDN
2.4.1.4 DSL
DSL or xDSL, is a family of technologies that provide digital data transmission over the
wires of a local telephone network. DSL originally stood for Digital Subscriber Loop,
although in recent years, many have adopted Digital Subscriber Line as a more
marketing-friendly term for the most popular version of DSL, ADSL over UNE.
Typically, the download speed of DSL ranges from 128 kilobits per second (kbit/s) to
24,000 kbit/s depending on DSL technology and service level implemented. Upload
speed is lower than download speed for Asymmetric Digital Subscriber Line (ADSL) and
equal to download speed for Symmetric Digital Subscriber Line (SDSL).
2.4.1.5 Ethernet
Ethernet has been standardized as IEEE 802.3. Its star-topology, twisted pair wiring form
became the most widespread LAN technology in use from the 1990s to the present,
largely replacing competing LAN standards such as coaxial cable Ethernet, token ring,
FDDI, and ARCNET. In recent years, WiFi, the wireless LAN standardized by IEEE
802.11, has been used in addition to or instead of Ethernet in many installations.
ZigBee
ZigBee is the name of a specification for a suite of high level communication protocols
using small, low-power digital radios based on the IEEE 802.15.4 standard for wireless
personal area networks (WPANs).
The relationship between IEEE 802.15.4-2003 and ZigBee is similar to that between
IEEE 802.11 and the Wi-Fi Alliance. The ZigBee 1.0 specification was ratified on
December 14, 2004 and is available to members of the ZigBee Alliance. An entry level
membership in the ZigBee Alliance costs US$ 3500 and provides access to the
specifications. For non-commercial purposes, the ZigBee specification is available to the
general public at the ZigBee Alliance homepage.
Bluetooth
Bluetooth is an industrial specification for wireless personal area networks (PANs), also
known as IEEE 802.15.1. Bluetooth provides a way to connect and exchange information
between devices such as personal digital assistants (PDAs), mobile phones, laptops, PCs,
printers, digital cameras and video game consoles via a secure, globally unlicensed short-
range radio frequency.
Bluetooth logo
InfraRed(IrDA)
Satellite
A satellite is any object that orbits another object (which is known as its primary).
Satellites can be manmade or may be naturally occurring such as moons, comets,
asteroids, planets, stars, and even galaxies. An example of a natural satellite is Earth's
moon.
All masses that are part of our solar system, including the Earth and Sun, are satellites of
either a planet, the Sun, or the galactic center of the Milky Way.
Network card
modem
3.0 MULTIMEDIA:-
3.1 DEFINITION
Multimedia is media that uses multiple forms of information content and information
processing (e.g. text, audio, graphics, animation, video, interactivity) to inform or
entertain the (user) audience.
3.2 EXPLANATION
Most browsers support a number of forms of multimedia for instance, several types of
compressed sound and video files. Unfortunately, your desktop hardware and the phone
line going into your home may not handle data fast enough for you to run high-end
multimedia applications. Live digital video is currently the toughest frontier; it requires
100 times the bandwidth of audios. To optimize audio and video applications on client
PCs; many software publishers use a streaming approach, whereby sounds or video
images starts outputting.
Multimedia also refers to the use of (but not limited to) electronic media to store and
experience multimedia content. In fine art it is a synonym for traditional mixed media as
well as technological new media (ArtLex, NWD). Rich media is also a synonym for
multimedia. The word 'multimedia' is also a pleonasm as media is the plural of medium,
hence it is a double plural.
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.
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 of 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 1965 the term Multi-media was used to describe the Exploding. Plastic. Inevitable., a
performance that combined live rock music, cinema, experimental lighting and
performance art.
The term "multimedia" is ambiguous. Static content (such as a paper book) may be
considered multimedia if it contains both pictures and text or may be considered
interactive if the user interacts by turning pages at will. Books may also be considered
non-linear if the pages are accessed non-sequentially. The term "video", if not used
exclusively to describe motion photography, is ambiguous in multimedia terminology.
Video is often used to describe the file format, delivery format, or presentation format
instead of the form of information content such as moving illustrations or still pictures. A
single form of information content and single method of information processing may or
may not be considered multimedia. Multiple forms of information content is often not
considered multimedia if it doesn't contain all known forms of information content.
3.3.1 Entertainment
Entertainment is an event, performance, or activity designed to give pleasure to an
audience (although, for example, in the case of a computer game the "audience" may be
only one person). The audience may participate in the entertainment passively as in
watching opera or actively as in computer games.
FOR EXAMPLE
3.3.2 Journalism
Journalism is a discipline of collecting, analyzing, verifying, and presenting news
regarding current events, trends, issues and people. Those who practice journalism are
known as journalists.
3.3.3 Advertising
Advertising is the business of drawing public attention to goods and services, and
performed through a variety of media. It is an important part of an overall promotional
strategy. Other components of the promotional mix include publicity, public relations,
personal selling, and sales promotion.
3.3.4 Education
Education is the process by which an individual is encouraged and enabled to develop
fully his or her innate potential; it may also serve the purpose of equipping the individual
with what is necessary to be a productive member of society. Through teaching and
learning the individual acquires and develops knowledge, beliefs, and skills.
a classroom
3.3.5 Presentation
Presentation is the process of presenting the content of a topic to an audience.
Presentation software such as Microsoft PowerPoint, Keynote or OpenOffice.org Impress
is often used to illustrate the presentation content.
0r
Scanning for trigger events and sending only interesting data to the network
4.2 EXPLANATION
The result of decommutation is the reconstruction of sensor measurements, packed bus
data, or computer words. To be more meaningful and easily comprehended,
measurements are viewed in user-friendly formats like engineering units (miles per hour,
degrees centigrade, or psi), not as raw counts from a transducer. Real-time processing
requires that data be converted/manipulated in real time to satisfy the immediate need to
evaluate data and make decisions regarding safety, test continuation, controlling a
satellite’s movement, etc.
Consider a software system in which the inputs represent digital data from hardware such
as imaging devices or other software system's and the outputs are digital data that control
external hardware such as displays. The time between the presentation of a set of inputs
and the appearance of all the associated outputs is called the response time. A real-time
system is one that must satisfy explicit bounded response time constraints to avoid
failure. Equivalently, a real-time system is one whose logical correctness is based both on
the correctness of the outputs and their timeliness. Notice that Response times of, for
example, microseconds are not needed to characterize a real-time system - it simply must
have response times that are constrained and thus predictable. In fact, the misconception
that real-time systems must be "fast" is because in most instances, the deadlines are on
the order of microseconds. But the timeliness constraints or deadlines are generally a
reflection of the underlying physical process being controlled. For example, in image
processing involving screen update for viewing continuous motion, the deadlines are on
the order of 30 microseconds. In practical situations, the main difference between real-
time and non-real-time systems is an emphasis on response time prediction and its
reduction.
4.3 Example
Robotics
Manufacturing
5.1 DEFINITION
Virtual reality (VR) is a technology which allows a user to interact with a computer-
simulated environment.
5.2 EXPLANATION
Most virtual reality environments are primarily visual experiences, displayed either on a
computer screen or through special stereoscopic displays, but some simulations include
additional sensory information, such as sound through speakers or headphones. Some
advanced, haptic systems now include tactile information, generally known as force
feedback, in medical and gaming applications. Users can interact with a virtual
environment either through the use of standard input devices such as a keyboard and
mouse, or through multimodal devices such as a wired glove, the Polhemus boom arm,
and/or omnidirectional treadmill. The simulated environment can be similar to the real
world, for example, simulations for pilot or combat training, or it can differ significantly
from reality, as in VR games. In practice, it is currently very difficult to create a high-
fidelity virtual reality experience, due largely to technical limitations on processing
power, image resolution and communication bandwidth. However, those limitations are
expected to eventually be overcome as processor, imaging and data communication
technologies become more powerful and cost-effective over time.
5.3 Background
5.3.1 Terminology
The origin of the term virtual reality is uncertain. It has been credited to The Judas
Mandala, a 1982 novel by Damien Broderick where the context of use is somewhat
different from that defined above. The VR developer Jaron Lanier claims that he coined
the term [1]. A related term coined by Myron Krueger, "artificial reality", has been in use
since the 1970s. The concept of virtual reality was popularized in mass media by movies
such as Brainstorm and The Lawnmower Man (and others mentioned below), and the VR
research boom of the 1990s was motivated in part by the non-fiction book Virtual Reality
by Howard Rheingold. The book served to demystify the heretofore niche area, making it
more accessible to less technical researchers and enthusiasts, with an impact similar to
what his book The Virtual Community had on virtual community research lines closely
related to VR.
While virtual reality originally denoted a fully immersive tethered system, the term has
since been used to describe systems lacking wired gloves, full body suits, etc., such as
those driven by VRML and X3D on the World Wide Web and occasionally even text-
based interactive systems such as MOOs or MUDs. Non-immersive virtual reality uses a
normal monitor, and the person manipulates the virtual environment using a keyboard, a
mouse, a joystick or a similar input device. The term was used in the early 1990s to
denote 3D computer and video games, particularly first-person shooters.
5.3.2 VR timeline
Morton Heilig wrote in the 1950s of an "Experience Theater" that could encompass all
the senses in an effective manner, thus drawing the viewer into the onscreen activity. He
built a prototype of his vision dubbed the Sensorama in 1962, along with five short films
to be displayed in it while engaging multiple senses (sight, sound, smell, and touch).
Predating digital computing, the Sensorama was a mechanical device, which reportedly
still functions today. In 1968, Ivan Sutherland, with the help of his student Bob Sproull,
created what is widely considered to be the first Virtual Reality and Augmented Reality
(AR) Head Mounted Display (HMD) system. It was primitive both in terms of user
interface and realism, and the HMD to be worn by the user was so heavy it had to be
suspended from the ceiling, and the graphics comprising the virtual environment were
simple wireframe rooms. The formidable appearance of the device inspired its name, The
Sword of Damocles. Also notable among the earlier hypermedia and virtual reality
systems was the Aspen Movie Map, which was created at MIT in 1977. The program was
a crude virtual simulation of Aspen, Colorado in which users could wander the streets in
one of three modes: summer, winter, and polygons. The first two were based on
photographs – the researchers actually photographed every possible movement through
the city's street grid in both seasons – and the third was a basic 3-D model of the city. In
the late 1980s the term "virtual reality" was popularized by Jaron Lanier, one of the
modern pioneers of the field. Lanier had founded the company VPL Research (from
"Virtual Programming Languages") in 1985, which developed and built some of the
seminal "goggles n' gloves" systems of that decade.
5.4 Future
It is unclear exactly where the future of virtual reality is headed. In the short run, the
graphics displayed in the HMD will soon reach a point of near realism. The aural aspect
will move into a new realm of three dimensional sound. This refers to the addition of
sound channels both above and below the individual. The virtual reality application of
this future technology will most likely be in the form of over ear headphones.
With our technological limits today, sight and sound are the only two senses that will be
able to be replicated almost flawlessly. In order to engage the other senses of touch,
smell, and taste, the brain must be manipulated directly. This would move virtual reality
into the realm of a vivid dream not dissimilar to "The Matrix". Although no form of this
has been seriously developed at this point, Sony has taken the first step. On April 7th,
2005 Sony went public with the information that they had filed for and received a patent
for the idea of the non-invasive beaming of different frequencies and patterns of
ultrasonic waves directly into the brain to recreate all five senses Times Online. There has
been research to show that this is possible. Sony has not conducted any tests as of yet and
says that it is still only an idea.
5.5 Impact
There has been increasing interest in the potential social impact of new technologies,
such as virtual reality (as may be seen in utopian literature, within the social sciences, and
in popular culture). Perhaps most notably, Mychilo Stephenson Cline, in his book, Power,
Madness, and Immortality: The Future of Virtual Reality, argues that virtual reality will
lead to a number of important changes in human life and activity. He argues that:
Virtual reality will be integrated into daily life and activity and will be used in
various human ways.
As we spend more and more time in virtual space, there will be a gradual
“migration to virtual space,” resulting in important changes in economics,
worldview, and culture.
The design of virtual environments may be used to extend basic human rights into
virtual space, to promote human freedom and well-being, and to promote social
stability as we move from one stage in socio-political development to the next.
Other popular fictional works that use the concept of virtual reality include William
Gibson's Johnny Mnemonic (found in the Burning Chrome collection), and Neal
Stephenson's Snow Crash, in which he made extensive reference to the term "avatar" to
describe one's entity in a virtual world.
5.6.2 Television
Perhaps the earliest example of virtual reality on television is a Doctor Who serial The
Deadly Assassin. This story, first broadcast in 1976, introduced a dream-like computer-
generated reality known as the Matrix (no relation to the film — see below). The first
major television series to showcase virtual reality was Star Trek: The Next Generation.
They featured the holodeck, a virtual reality facility on starships, that enabled its users to
recreate and experience anything they wanted. One difference from current virtual reality
technology, however, was that replicators, force fields, holograms, and transporters were
used to actually recreate and place objects in the holodeck, rather than relying solely on
the illusion of physical objects, as is done today.
Brazilian's Globo TV features a show where VR helmets are used by the attending
audience in a space simulation called Conquista de Titã, broadcasted for more than 20
million viewers weekly.
Channel 4's 'Gamesmaster' (1992-8) also utlilised a VR headset in its "tips and cheats"
segment.
BBC 2's 'Cyberzone'(1993) was the first true 'virtual reality' gameshow. It was presented
by Craig Charles.
5.6.4 Games
In 1991, the company Virtuality released a VR gaming system called the 1000CS. This
was a stand-up immersive HMD platform with a tracked 3D joystick. The system
featured several VR games including Dactyl Nightmare (shoot-em-up), Legend Quest
(Adventure/Fantasy), Hero (VR puzzle), Grid Busters (shoot-em-up).
In the Mage: The Ascension role-playing game, the mage tradition of the Virtual Adepts
is presented as the real creators of VR. The Adepts' ultimate objective is to move into
virtual reality, scrapping their physical bodies in favour of improved virtual ones. Also,
the .hack series centers on a virtual reality video game. Metal Gear Solid bases heavily on
VR usage, either as a part of the plot, or simply to guide the players through training
sessions. In Kingdom Hearts II, the character Roxas lives in a virtual Twilight Town until
he merges with Sora. In System Shock, the player has implants making him able to enter
into a kind of cyberspace. Its sequel, System Shock 2 also features some minor levels of
VR.
5.6.5 Marketing
A side effect of the chic image that has been cultivated for Virtual Reality in the media is
that advertising and merchandise have been associated with VR over the years to take
advantage of the buzz. This is often seen in product tie-ins with cross-media properties,
especially gaming licenses, with varying degrees of success. The NES Power Glove by
Mattel from the 1980s was an early example as well as the U-Force and later, the Sega
Activator. Marketing ties between VR and video games are not to be unexpected, given
that much of the progress in 3D computer graphics and virtual environment development
(traditional hallmarks of VR) has been driven by the gaming industry over the last
decade.
6.2 EXPLANATION
Web security is a complex topic, encompassing computer system security, network
security, authentication services, message validation, personal privacy issues, and
cryptography.
The use of the web to launch attacks, and the variety of methods used to launch attacks
has increased in recent years. The number of malicious websites and the amount of
malicious code being released with criminal intent (crimeware) has continued to rise. The
phishing landscape has also changed considerably, with significant differences in types of
targets and attacks. Browser and operating system exploits are being used more
frequently, including zero-day exploits used for spyware, crimeware, phishing, and
keyloggerinstallations.
Perimeter defenses, like firewalls, are designed to prevent web security threats from
outside, but perimeter defenses can be bypassed. Endpoint defenses, like antivirus
software on the desktop, are designed to prevent threats from the inside, but antivirus
software can only protect against threats when the threat is already known. Clearly,
organizations need a more comprehensive, defense-in-depth solution.
All of the benefits of a Web Security Solution with the extended protection to address
endpoint security threats.
1st Security Center is a powerful security utility that allows you to restrict access to
Windows important resources. This easy-to-use utility helps you to keep your computer
in order. It enables you to impose a variety of access restrictions to protect your privacy.
You can deny access to each individual component of several Control Panel applets,
including Display, Network, Passwords, Printers, and System. You can disable your boot
keys, DOS programs, Registry editing and network access. You have got an ability to
hide your desktop icons, individual drives, Start menu items and the taskbar features; it
enables you to stop others from tampering with your desktop. If you set up the special list
of allowed applications nobody will run unwanted programs. The powerful feature &
amp;amp;amp;amp;quot; User Working Time" allows you to
limit working time for your children , office colleagues , students and so on. You can
define several time intervals and time durations to manage users working time very easy.
1st Security Center supports Internet Explorer security that enables you to customize
many aspects of the Internet Explorer Web browser. It lets you disable individual menu
items, prevent others from editing your Favorites, disable individual tabs in the Internet
Options dialog, restrict access to the IE browser options. Also the program can log WHO
and WHEN uses your computer to the special log file , so you always know who has used
your computer. The administrator password prevents anybody to run the program and
change settings and uninstall the program. The
"Import/Export" function helps you
set up the same settings on several computers very easy. Security restrictions can be
applied universally or just to specific users because 1st Security Center has got the
multiuser intuitional interface.
Internet Security Tweak is an utility that customizes different features of the Internet
Explorer Web browser. It's a snap to use and provides the tools you need to retain and
manage your Web browser settings. It lets you disable individual menu items and disable
individual tabs in the Internet Options dialog, as well as specific settings from each tab. It
prevents others from editing your Favorites. Still other settings let you change the title
caption, toolbar background, and animated icon; change default folders; and replace
standard error information pages, etc. Besides it has an excellent feature to avoid
annoying popup-windows from ever being displayed. The powerful "Web Spy" feature
enables you control WHAT web sites and WHEN users may view. The "Password
control" and "Time control" options enable you to flexible manage disallowed sites. If a
user leaves a page up on IE Browser and then is away from the computer for some time
you can make the browser to go back to the default page after a certain time of the user
inactivity. Multiuser support and password protection are also offered. This is great for
managing network machines and the import/export functions let you store program
settings in an external file.
certain time of the user inactivity. Multiuser support and password protection are also
offered. This is great for managing network machines and the import/export functions let
you store program settings in an external file
Dark Files
Dark Files can help you keep your files protected. You can choose who gets access to
what files on your computer. This program provides three levels of protection to suit any
user : "Hidden", "Read Only", "Full Control". It works with any Windows platforms :
9.x/ME/NT/2000/XP . Dark Files can work with Network folders and fully supports
protection of removable media (such as floppies, CD Roms, DVD, ZIP and some SCSI
and RAID drives) on all platforms. This easy-to-use program allows you to protect your
files and folders (including subdirectories) in various ways. You can hide them or prevent
others from deleting, renaming, executing, or modifying your files in any way. The
Wildcard feature allows you to specify which files you want to protect (for example, all
EXE or DLL files). The file system protection works independently of the program , so if
you even close the program the file protection will still work. Built-in support for
multiple user interface allows you to use Dark Files without any change on multi user
systems. You can define own settings for each user separately or just define settings for
the "Guests group" . If your computer is configured for using by multiple users you can
define the list of protected folders separately for each user. If some user has not got own
settings the program will apply settings of the "Guests group" to that user. If you are
looking for a solid file protection program, look no further
References
Brooks Jr., F. P. (1999).
Kalawsky, R. S. (1993).
Robinett, W. (1994).
Sutherland, I. E. (1965).
Robles-De-La-Torre G.
Larry Peterson,
Andrew S. Tanenbaum,