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Laboratory work №14

Information culture.Internet culture.

File Transfer Protocol (FTP) – Transfers files between two machines

    • Requires an FTP server on the host machine and an FTP client on user’s machine

  • Much like the webserver/webbrowser relationship (“client-server”)

    • Requests and replies for files instead of HTML documents and components

FTP: manual ftp

  • Login to host machine

    • ftp sole.stanford.edu

    • username: bob

    • password: ******

  • To request a file(s)

    • get program1.cc

    • get *.html

  • To send file(s)

    • put program2.cc

    • put *.html

  • FTP: Getting Graphical

  • Many, many free graphical FTP programs are available

  • Two recommendations are:

    • WS_FTP LE

    • CuteFTP

  • Both are available at:

    • http://www.tucows.com

FTP: GUI Login

Age

Average age: 33

Sex

1997: 68% male, 32% female W3C

1998: 59% male, 41% female GA Tech

2000: 60% male, 40% female user survey

Education

Income

Average Income: $59,000/yr.

Marital Status

  • Married: 41.1%

  • Single: 38.7%

  • Living w/ someone: 9.2%

  • Divorced or separated: 8.3%

Geography

  • USA: 84.4%

  • Europe: 5.8%

  • Canada: 4.9%

  • All other: 4.9%

Internet Experience

  • Under 6 mo.s: 7.9%

  • 6-12 mo.s: 10.5%

  • 1-3 years: 45%

  • 4-6 years: 27.2%

  • over 7 years: 9.4%

Internet Usage

  • 78% of respondents use their web browser more than once a day

    • 38% use it more frequently than 4 times a day

    • 40% use the web 1-4 times a day

  • 19% use it less frequently than once a day

Occupation

  • Educational: 24.9%

  • Computer related: 21.4%

  • Professional: 22.5%

  • Management: 11.4%

Other various fields: 19.8%

Operating System (1999)

  • Windows: 81.3%

  • Macintosh: 13.0%

  • Unix: 2.7%

  • WebTV: 0.8%

  • Dos: 0.6%

  • OS2: 0.2%

  • Other or unknown: 1.4%

Shopping Habits

  • 77.8% have purchased products or services online

  • 21.6% have never purchased a product or service online

  • 0.7% don't know

    • Of the females who responded, just over 70% have purchased online and of the males, 80% have purchased online. Not a vast difference in markets.

Purpose on the net?

  • Browsing around (surfing): 79%

  • Entertainment: 65%

  • Work / research: 51%

Bookmarks

    • 77% have between 11-50 bookmarks

    • 19% have over 100 bookmarks

  • Access

    • 64% access the Net from home

    • 31% access from work

    • 5% other access

  • 81% are registered to vote

  • 98.3% use English as their primary language

Internet Communities

  • Communities as groups of related users

  • Each internet community has its own “culture”

    • Hackers and gamers and chatters and activists are all vastly different groups

Delayed Collaboration Communities

  • Groups of people that share ideas and thoughts in stable messages

  • No “face-to-face” time, user interaction

  • Different types:

    • On the web, “newsgroups” on various topics

    • Bulletin boards

    • Instant Messaging (some flavors)

    • Email lists

Delayed Collaboration Examples

  • www.dejanews.com

    • newsgroups on various topics

  • gsc@drizzle.stanford.edu

    • mailing list of all Stanford graduate students

  • www.stepfamily.net

    • email questions with public replies

    • ask the experts

    • like “Dear Abby” or NPR’s Car Talk

  • http://www.delphi.com/extremecompute/start/

    • specific topic message boards, hardware

Realtime Collaborative Communities

  • Groups of people that share ideas and thoughts

  • Actual “face-to-face” time, conversational

  • Different types:

    • IRC - Internet Relay Chat

    • AIM chat, ICQ chat

    • AOL chatrooms

What “chat” looks like

Virtually Societies

  • MUSH - MUltiuser Shared Hallucination

    • “rooms” connected to myriad other rooms

    • “walk-around”, explore, build, interact

  • Virtual Worlds

    • Ultima Online

    • EverQuest

    • Asheron’s Call “games”

  • Hitchhiker’s Guide to Earth

    • building knowledge, collaboratively

    • http://www.h2g2.com/

Lang. of Abbr.

afk: Away from keyboard.

bbiab: (I'll) be back in a bit.

bbl: (I'll) be back later.

brb: (I'll) be right back.

btw: By the way.

fubar: [Messed] up beyond all repair (or recognition).

imho: In my humble opinion.

irl: In real life (as opposed to virtual reality).

jk: Just kidding.

lol: (I'm) laughing out loud.

  • otoh: On the other hand.

  • rl: Real life.

  • rotfl: (I'm) rolling on the floor laughing.

  • spam: A lot of unwanted text on your screen, usually scrolling by so fast that it's difficult to read or text that you want to see gets lost in it.

  • ttyl: (I'll) talk to you later.

  • vr: Virtual reality.

  • wtf: What the [heck]? A vulgar exclamation of unpleasant surprise or confusion.

Gaming Communities

  • All sorts of games

    • Turn-based: Cards, chess, Trivial Pursuit

      • often use web-browsers, free, high latency ok

    • Realtime Strategy: War games, empire Building

      • purchased software, high latency not too bad

    • FPS: First person shooters

      • purchased software, low latency to be competitive

Gaming Societies

  • By game, e.g., the “Quake Community”

    • http://www.planetquake.com/

    • In team games, by group/clan/tribe

http://www.tribalwar.com/vanguard

Elements of game culture

  • The culture is very feudal

    • wars are waged on virtual battelfields

    • win and lose virtual turf

http://www.ogl.org/cgi-bin/league.pl?league=ctf_open&mode=display_universe

  • Status derived from skill

  • Highly Uncivilized in nature

Gamer Demographics

  • Last update Feb 27 2001 11:45am PST

    • www.theclq.com

    • Online Players: 12,873,958

    • Online Teams: 261,366

    • Online Servers: 316,940

  • Typically Male, 16-24

Gamer Demographics

  • Last update Feb 27 2001 11:45am PST

    • www.theclq.com

    • Online Players: 12,873,958

    • Online Teams: 261,366

    • Online Servers: 316,940

  • Typically Male, 16-24

Control questions:

  1. What is a culture?

  2. Internet User Demographics

  3. Delayed Collaboration Communities

  4. Real-time Communities

  5. Virtual Societies

  6. Gaming Communities

List of recommended references

  1. June J. Parsons and Dan Oja, New Perspectives on Computer Concepts 16th Edition - Comprehensive, Thomson Course Technology, a division of Thomson Learning, Inc Cambridge, MA, COPYRIGHT © 2014.

  2. Lorenzo Cantoni (University of Lugano, Switzerland) James A. Danowski (University of Illinois at Chicago, IL, USA) Communication and Technology, 576 pages.

  3. Craig Van Slyke Information Communication Technologies: Concepts, Methodologies, Tools, and Applications (6 Volumes). ISBN13: 9781599049496, 2008, Pages: 4288

  4. Brynjolfsson, E. and A. Saunders (2010). Wired for Innovation: How Information Technology Is Reshaping the Economy. Cambridge, MA: MIT Press

  5. Kretschmer, T. (2012), "Information and Communication Technologies and Productivity Growth: A Survey of the Literature", OECD Digital Economy Papers, No. 195, OECD Publishing.

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