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A computer is a machine capable of processing data according to a program — a list of instructions. The data to be processed may represent many types of information including numbers, text, pictures, or sound.
Computers can be extremely versatile. In fact, they are universal information processing machines. According to the Church-Turing thesis, a computer with a certain minimum threshold capability is in principle capable of performing the tasks of any other computer, from those of a personal digital assistant to a supercomputer. Therefore, the same computer designs have been adapted for tasks from processing company payrolls to controlling industrial robots. Modern electronic computers also have enormous speed and capacity for information processing compared to earlier designs, and they have become exponentially more powerful over the years (a phenomenon known as Moore's Law)[1].
Computers are available in many physical forms. The original computers were the size of a large room, and such enormous computing facilities still exist for specialized scientific computation - supercomputers - and for the transaction processing requirements of large companies, generally called mainframes. Smaller computers for individual use, called personal computers, and their portable equivalent, the notebook computer, are ubiquitous information-processing and communication tools and are perhaps what most non-experts think of as "a computer". However, the most common form of computer in use today is the embedded computer, small computers used to control another device. Embedded computers control machines from fighter planes to digital cameras.
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Originally, a "computer" was a person who performed numerical calculations under the direction of a mathematician, often with the aid of a variety of mechanical calculating devices from the abacus onward. An example of an early computing device was the Antikythera mechanism, an ancient Greek device for calculating the movements of planets, dating from about 87 BCE. The end of the Middle Ages saw a reinvigoration of European mathematics and engineering, and by the early 17th century a succession of mechanical calculating devices had been constructed using clockwork technology. A considerable number of technologies that would later prove vital for the digital computer were developed in the late 19th and early 20th centuries, such as the punched card and the vacuum tube. Charles Babbage was the first to conceptualize and design a fully programmable computer as early as 1837, but due to a combination of the limits of the technology of the time, limited finance, and an inability to resist tinkering with his design (a trait that would in time doom thousands of computer-related engineering projects), the device was never actually constructed in his lifetime.
During the first half of the 20th century, many scientific computing needs were met by increasingly sophisticated, special-purpose analog computers, which used a direct physical or electrical model of the problem as a basis for computation. These became increasingly rare after the development of the digital computer.
A succession of steadily more powerful and flexible computing devices were constructed in the 1930s and 1940s, gradually adding the key features of modern computers, such as the use of digital electronics (invented by Claude Shannon in 1937) and more flexible programmability. Defining one point along this road as "the first computer" is exceedingly difficult. Notable achievements include the Atanasoff Berry Computer, a special-purpose machine that used valve-driven computation and binary numbers; Konrad Zuse's Z machines; the secret British Colossus computer, which had limited programmability but demonstrated that a device using thousands of valves could be made reliable and reprogrammed electronically; and the American ENIAC — the first general purpose machine, but with an inflexible architecture that meant reprogramming it essentially required it to be rewired.
The team who developed ENIAC, recognizing its flaws, came up with a far more flexible and elegant design, which has become known as the stored program architecture, which is the basis from which virtually all modern computers were derived. A number of projects to develop computers based on the stored program architecture commenced in the late 1940s; the first of these to be up and running was the Small-Scale Experimental Machine, but the EDSAC was perhaps the first practical version.
Valve-driven computer designs were in use throughout the 1950s, but were eventually replaced with transistor-based computers, which were smaller, faster, cheaper, and much more reliable, thus allowing them to be commercially produced, in the 1960s. By the 1970s, the adoption of integrated circuit technology had enabled computers to be produced at a low enough cost to allow individuals to own a personal computer of the type familiar today.
While the technologies used in computers have changed dramatically since the first electronic, general-purpose, computers of the 1940s, most still use the stored program architecture (sometimes called the von Neumann architecture; as the article describes the primary inventors were probably ENIAC designers J. Presper Eckert and John William Mauchly). The design made the universal computer a practical reality.
The architecture describes a computer with four main sections: the arithmetic and logic unit (ALU), the control circuitry, the memory, and the input and output devices (collectively termed I/O). These parts are interconnected by a bundle of wires (a "bus") and are usually driven by a timer or clock (although other events could drive the control circuitry).
Conceptually, a computer's memory can be viewed as a list of cells. Each cell has a numbered "address" and can store a small, fixed amount of information. This information can either be an instruction, telling the computer what to do, or data, the information which the computer is to process using the instructions that have been placed in the memory. In principle, any cell can be used to store either instructions or data.
The ALU is in many senses the heart of the computer. It is capable of performing two classes of basic operations: arithmetic operations, the core of which is the ability to add or subtract two numbers but also encompasses operations like "multiply this number by 2" or "divide by 2" (for reasons which will become clear later), as well as some others. The second class of ALU operations involves comparison operations, which, given two numbers, can determine if they are equal, and if not, which is bigger.
The I/O systems are the means by which the computer receives information from the outside world, and reports its results back to that world. On a typical personal computer, input devices include objects like the keyboard and mouse, and output devices include computer monitors, printers and the like, but as will be discussed later a huge variety of devices can be connected to a computer and serve as I/O devices.
The control system ties this all together. Its job is to read instructions and data from memory or the I/O devices, decode the instructions, providing the ALU with the correct inputs according to the instructions, "tell" the ALU what operation to perform on those inputs, and send the results back to the memory or to the I/O devices. One key component of the control system is a counter that keeps track of what the address of the current instruction is; typically, this is incremented each time an instruction is executed, unless the instruction itself indicates that the next instruction should be at some other location (allowing the computer to repeatedly execute the same instructions). Physically, since the 1980s the ALU and control unit have been located on a single integrated circuit called a Central Processing Unit or CPU.
The functioning of such a computer is in principle quite straightforward. Typically, on each clock cycle, the computer fetches instructions and data from its memory. The instructions are executed, the results are stored, and the next instruction is fetched. This procedure repeats until a halt instruction is encountered.
Larger computers, such as some minicomputers, mainframe computers, servers, differ from the model above in one significant aspect; rather than one CPU they often have a number of them. Supercomputers often have highly unusual architectures significantly different from the basic stored-program architecture, sometimes featuring thousands of CPUs, but such designs tend to be useful only for specialized tasks.
The conceptual design above could be implemented using a variety of different technologies. As previously mentioned, a stored program computer could be designed entirely of mechanical components like Babbage's. However, digital circuits allow Boolean logic and arithmetic using binary numerals to be implemented using relays - essentially, electrically controlled switches. Shannon's famous thesis showed how relays could be arranged to form units called logic gates, implementing simple Boolean operations. Others soon figured out that vacuum tubes - electronic devices, could be used instead. Vacuum tubes were originally used as a signal amplifier for radio and other applications, but were used in digital electronics as a very fast switch; when electricity is provided to one of the pins, current can flow through between the other two.
Through arrangements of logic gates, one can build digital circuits to do more complex tasks, for instance, an adder, which implements in electronics the same method - in computer terminology, an algorithm - to add two numbers together that children are taught - add one column at a time, and carry what's left over. Eventually, through combining circuits together, a complete ALU and control system can be built up. This does require a considerable number of components. CSIRAC, one of the earliest stored-program computers, is probably close to the smallest practically useful design. It had about 2,000 valves, some of which were "dual components", so this represented somewhere between 2 and 4,000 logic components.
Vacuum tubes had severe limitations for the construction of large numbers of gates. They were expensive, unreliable (particularly when used in such large quantities), took up a lot of space, and used a lot of electrical power, and, while incredibly fast compared to a mechanical switch, had limits to the speed at which they could operate. Therefore, by the 1960s they were replaced by the transistor, a new device which performed the same task as the tube but was much smaller, faster operating, reliable, used much less power, and was far cheaper.
In the 1960s and 1970s, the transistor itself was gradually replaced by the integrated circuit, which placed multiple transistors (and other components) and the wires connecting them on a single, solid piece of silicon. By the 1970s, the entire ALU and control unit, the combination becoming known as a CPU, were being placed on a single "chip" called a microprocessor. Over the history of the integrated circuit, the number of components that can be placed on one has grown enormously. The first IC's contained a few tens of components; as of 2005, modern microprocessors such from AMD and Intel contain over 100 million transistors.
Tubes, transistors, and transistors on integrated circuits can be used as the "storage" component of the stored-program architecture, using a circuit design known as a flip-flop, and indeed flip-flops are used for small amounts of very high-speed storage. However, few computer designs have used flip-flops for the bulk of their storage needs. Instead, earliest computers stored data in Williams tubes - essentially, projecting some dots on a TV screen and reading them again, or mercury delay lines where the data was stored as sound pulses traveling slowly (compared to the machine itself) along long tubes filled with mercury. These somewhat ungainly but effective methods were eventually replaced by magnetic memory devices, such as magnetic core memory, where electrical currents were used to introduce a permanent (but weak) magnetic field in some ferrous material, which could then be read to retrieve the data. Eventually, DRAM was introduced. A DRAM unit is a type of integrated circuit containing huge banks of an electronic component called a capacitor which can store an electrical charge for a period of time. The level of charge in a capacitor could be set to store information, and then measured to read the information when required.
I/O is a general term for devices that send computers information from the outside world and that return the results of computations. These results can either be viewed directly by a user, or they can be sent to another machine, whose control has been assigned to the computer: In a robot, for instance, the controlling computer's major output device is the robot itself.
The first generation of computers were equipped with a fairly limited range of input devices. A punch card reader, or something similar, was used to enter instructions and data into the computer's memory, and some kind of printer, usually a modified teletype, was used to record the results. Over the years, a huge variety of other devices have been added. For the personal computer, for instance, keyboards and mice are the primary ways people directly enter information into the computer; and monitors are the primary way in which information from the computer is presented back to the user, though printers, speakers, and headphones are common, too. There is a huge variety of other devices for obtaining other types of input. One example is the digital camera, which can be used to input visual information. There are two prominent classes of I/O devices. The first class is that of secondary storage devices, such as hard disks, CD-ROMs, key drives and the like, which represent comparatively slow, but high-capacity devices, where information can be stored for later retrieval; the second class is that of devices used to access computer networks. The ability to transfer data between computers has opened up a huge range of capabilities for the computer. The global Internet allows millions of computers to transfer information of all types between each other.
The instructions interpreted by the control unit, and executed by the ALU, are not nearly as rich as a human language. A computer responds only to a limited number of instructions, which are precisely defined, simple, and unambiguous. Typical sorts of instructions supported by most computers are "copy the contents of memory cell 5 and place the copy in cell 10", "add the contents of cell 7 to the contents of cell 13 and place the result in cell 20", "if the contents of cell 999 are 0, the next instruction is at cell 30". All computer instructions fall into one of four categories: 1) moving data from one location to another; 2) executing arithmetic and logical processes on data; 3) testing the condition of data; and 4) altering the sequence of operations.
Instructions are represented within the computer as binary code - a base two system of counting. For example, the code for one kind of "copy" operation in the Intel line of microprocessors is 10110000. The particular instruction set that a specific computer supports is known as that computer's machine language.
To slightly oversimplify, if two computers have CPUs that respond to the same set of instructions identically, software from one can run on the other without modification. This easy portability of existing software creates a great incentive to stick with existing designs, only switching for the most compelling of reasons, and has gradually narrowed the number of distinct instruction set architectures in the marketplace.
Computer programs are simply lists of instructions for the computer to execute. These can range from just a few instructions which perform a simple task, to a much more complex instruction list which may also include tables of data. Many computer programs contain millions of instructions, and many of those instructions are executed repeatedly. A typical modern PC (in the year 2005) can execute around 3 billion instructions per second. Computers do not gain their extraordinary capabilities through the ability to execute complex instructions. Rather, they do millions of simple instructions arranged by people known as programmers.
In practice, people do not normally write the instructions for computers directly in machine language. Such programming is incredibly tedious and highly error-prone, making programmers very unproductive. Instead, programmers describe the desired actions in a "high level" programming language which is then translated into the machine language automatically by special computer programs (interpreters and compilers). Some programming languages map very closely to the machine language, such as Assembly Language (low level languages); at the other end, languages like Prolog are based on abstract principles far removed from the details of the machine's actual operation (high level languages). The language chosen for a particular task depends on the nature of the task, the skill set of the programmers, tool availability and, often, the requirements of the customers (for instance, projects for the US military were often required to be in the Ada programming language).
Computer software is an alternative term for computer programs; it is a more inclusive phrase and includes all the ancillary material accompanying the program needed to do useful tasks. For instance, a video game includes not only the program itself, but also data representing the pictures, sounds, and other material needed to create the virtual environment of the game. A computer application is a piece of computer software provided to many computer users, often in a retail environment. The stereotypical modern example of an application is perhaps the office suite, a set of interrelated programs for performing common office tasks.
Going from the extremely simple capabilities of a single machine language instruction to the myriad capabilities of application programs means that many computer programs are extremely large and complex. A typical example is the Firefox web browser, created from roughly 2 million lines of computer code in the C++ programming language; there are many projects of even bigger scope, built by large teams of programmers. The management of this enormous complexity is key to making such projects possible; programming languages, and programming practices, enable the task to be divided into smaller and smaller subtasks until they come within the capabilities of a single programmer in a reasonable period.
Nevertheless, the process of developing software remains slow, unpredictable, and error-prone; the discipline of software engineering has attempted, with some partial success, to make the process quicker and more productive and improve the quality of the end product.
Soon after the development of the computer, it was discovered that certain tasks were required in many different programs; an early example was computing some of the standard mathematical functions. For the purposes of efficiency, standard versions of these were collected in libraries and made available to all who required them. A particularly common task set related to handling the gritty details of "talking" to the various I/O devices, so libraries for these were quickly developed.
By the 1960s, with computers in wide industrial use for many purposes, it became common for them to be used for many different jobs within an organization. Soon, special software to automate the scheduling and execution of these many jobs became available. The combination of managing "hardware" and scheduling jobs became known as the "operating system"; the classic example of this type of early operating system was OS/360 by IBM.
The next major development in operating systems was timesharing - the idea that multiple users could use the machine "simultaneously" by keeping all of their programs in memory, executing each user's program for a short time so as to provide the illusion that each user had their own computer. Such a development required the operating system to provide each user's programs with a "virtual machine" such that one user's program could not interfere with another's (by accident or design). The range of devices that operating systems had to manage also expanded; a notable one was hard disks; the idea of individual "files" and a hierarchical structure of "directories" (now often called folders) greatly simplified the use of these devices for permanent storage. Security access controls, allowing computer users access only to files, directories and programs they had permissions to use, were also common.
Perhaps the last major addition to the operating system were tools to provide programs with a standardized graphical user interface. While there are few technical reasons why a GUI has to be tied to the rest of an operating system, it allows the operating system vendor to encourage all the software for their operating system to have a similar looking and acting interface.
Outside these "core" functions, operating systems are usually shipped with an array of other tools, some of which may have little connection with these original core functions but have been found useful by enough customers for a provider to include them. For instance, Apple's Mac OS X ships with a digital video editor application.
Not all operating systems provide all of the above functions; operating systems for smaller computers typically provide fewer, such as the highly minimal operating systems for early microcomputers. Embedded computers may have a specialized operating system, or sometimes none at all. Instead, the custom programs written for their task perform all necessary functions that would be performed by an operating system in less specialized roles.
The first electronic digital computers, with their large size and cost, mainly performed scientific calculations, often to support military objectives. The ENIAC was originally designed to calculate ballistics-firing tables for artillery, but it was also used to calculate neutron cross-sectional densities to help in the design of the hydrogen bomb. This calculation, performed in December, 1945 through January, 1946 and involving over a million punch cards of data, showed the design then under consideration would fail. (Many of the most powerful supercomputers available today are also used for nuclear weapons simulations.) The CSIR Mk I, the first Australian stored-program computer, evaluated rainfall patterns for the catchment area of the Snowy Mountains Scheme, a large hydroelectric generation project. Others were used in cryptanalysis, for example the first programmable (though not general-purpose) digital electronic computer, Colossus, built in 1943 during World War II. Despite this early focus of scientific and military engineering applications, computers were quickly used in other areas.
From the beginning, stored program computers were applied to business problems. The LEO, a stored program-computer built by J. Lyons and Co. in the United Kingdom, was operational and being used for inventory management and other purposes 3 years before IBM built their first commercial stored-program computer. Continual reductions in the cost and size of computers saw them adopted by ever-smaller organizations. Moreover, with the invention of the microprocessor in the 1970s, it became possible to produce inexpensive computers. In the 1980s, personal computers became popular for many tasks, including book-keeping, writing and printing documents, calculating forecasts and other repetitive mathematical tasks involving spreadsheets.
As computers have become cheaper, they have been used extensively in the creative arts as well. Sound, still pictures, and video are now routinely created (through synthesizers, computer graphics and computer animation), and near-universally edited by computer. They have also been used for entertainment, with the video game becoming a huge industry.
Computers have been used to control mechanical devices since they became small and cheap enough to do so; indeed, a major spur for integrated circuit technology was building a computer small enough to guide the Apollo missions and the Minuteman missile, two of the first major applications for embedded computers. Today, it is almost rarer to find a powered mechanical device not controlled by a computer than to find one that is at least partly so. Perhaps the most famous computer-controlled mechanical devices are robots, machines with more-or-less human appearance and some subset of their capabilities. Industrial robots have become commonplace in mass production, but general-purpose human-like robots have not lived up to the promise of their fictional counterparts and remain either toys or research projects.
Robotics, indeed, is the physical expressions of the field of artificial intelligence, a discipline whose exact boundaries are fuzzy but to some degree involves attempting to give computers capabilities that they do not currently possess but humans do. Over the years, methods have been developed to allow computers to do things previously regarded as the exclusive domain of humans - for instance, "read" handwriting, play chess, or perform symbolic integration. However, progress on creating a computer that exhibits "general" intelligence comparable to a human has been extremely slow.
In the 1970s, computer engineers at research institutions throughout the US began to link their computers together using telecommunications technology. This effort was funded by ARPA, and the computer network that it produced was called the ARPANET. The technologies that made the Arpanet possible spread and evolved. In time, the network spread beyond academic and military institutions and became known as the Internet. The emergence of networking involved a redefinition of the nature and boundaries of the computer. In the phrase of John Gage and Bill Joy (of Sun Microsystems), "the network is the computer". Computer operating systems and applications were modified to include the ability to define and access the resources of other computers on the network, such as peripheral devices, stored information, and the like, as extensions of the resources of an individual computer. Initially these facilities were available primarily to people working in high-tech environments, but in the 1990s the spread of applications like email and the World Wide Web, combined with the development of cheap, fast networking technologies like Ethernet and ADSL saw computer networking become ubiquitous almost everywhere. In fact, the number of computers that are networked is growing phenomenally. A very large proportion of personal computers regularly connect to the Internet to communicate and receive information.
In the developed world, virtually every profession makes use of computers. However, certain professional and academic disciplines have evolved that specialize in techniques to construct, program, and use computers. Terminology for different professional disciplines is still somewhat fluid and new fields emerge from time to time: however, some of the major groupings are as follows:
The Internet, or simply the Net (and often erroneously synonymous with World Wide Web), is the publicly accessible worldwide system of interconnected computer networks that transmit data by packet switching using a standardized Internet Protocol (IP) and many other protocols. It is made up of thousands of smaller commercial, academic, domestic and government networks. It carries various information and services, such as electronic mail, online chat, and the interlinked web pages and other documents of the World Wide Web.
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In summary, the USSR's launch of Sputnik caused the U.S. to create the DARPA organization to regain the U.S. technological lead. DARPA created the Information Processing Technology Office to further the research of the Semi Automatic Ground Environment program, which had networked country-wide radar systems together for the first time. J. C. R. Licklider was selected to head the IPTO, and saw universal networking as a potential unifying human revolution. Licklider recruited Lawrence Roberts to head a project to implement a network, and Roberts based the technology on the work of Paul Baran who had written an exhaustive study for the U.S. Air Force that recommended packet switching to make a network highly robust and survivable. After much work, the first two nodes went live on 29 October, 1969 on what would be called the ARPANET, the "eve" network of today's Internet. [1]
The first TCP/IP wide area network was operational by 1 January, 1983, when the United States' National Science Foundation (NSF) constructed a university network backbone that would later become the NSFNet. It was then followed by the opening of the network to commercial interests in 1995. Important separate networks that offered gateways into, then later merged into the Internet include Usenet, Bitnet and the various commercial and educational X.25 networks such as Compuserve and JANET. The ability of TCP/IP to work over these pre-existing communication networks allowed for a great ease of growth. Use of Internet as a phrase to describe a single global TCP/IP network originated around this time.
The collective network gained a public face in the 1990s. In August 1991 CERN in Switzerland publicized the new World Wide Web project, two years after Tim Berners-Lee had begun creating HTML, HTTP and the first few web pages at CERN in Switzerland. In 1993 the Mosaic web browser version 1.0 was released, and by late 1994 there was growing public interest in the previously academic/technical Internet. By 1996 the word "Internet" was common public currency, but it referred almost entirely to the World Wide Web.
Meanwhile, over the course of the decade, the Internet successfully accommodated the majority of previously existing public computer networks (although some networks such as FidoNet have remained separate). This growth is often attributed to the lack of central administration, which allows organic growth of the network, as well as the non-proprietary open nature of the Internet protocols, which encourages vendor interoperability and prevents any one company from exerting too much control over the network.
Aside from the complex physical connections that make up its infrastructure, the Internet is held together by bi- or multi-lateral commercial contracts (for example peering agreements) and by technical specifications or protocols that describe how to exchange data over the network.
Indeed, the Internet is essentially defined by its interconnections and routing policies. In an often-cited, if perhaps gratuitously mathematical definition, Seth Breidbart once described the Internet as "the largest equivalence class in the reflexive, transitive, symmetric closure of the relationship 'can be reached by an IP packet from'".
Unlike older communications systems, the Internet protocol suite was deliberately designed to be independent of the underlying physical medium. Any communications network, wired or wireless, that can carry two-way digital data can carry Internet traffic. Thus, Internet packets flow through wired networks like copper wire, coaxial cable, and fiber optic; and through wireless networks like Wi-Fi. Together, all these networks, sharing the same high-level protocols, form the Internet.
The Internet protocols originate from discussions within the Internet Engineering Task Force (IETF) and its working groups, which are open to public participation and review. These committees produce documents that are known as Request for Comments documents (RFCs). Some RFCs are raised to the status of Internet Standard by the Internet Architecture Board (IAB).
Some of the most used protocols in the Internet protocol suite are IP, TCP, UDP, DNS, PPP, SLIP, ICMP, POP3, IMAP, SMTP, HTTP, HTTPS, SSH, Telnet, FTP, LDAP, SSL, and TLS.
Some of the popular services on the Internet that make use of these protocols are e-mail, Usenet newsgroups, file sharing, Instant Messenger, the World Wide Web, Gopher, session access, WAIS, finger, IRC, MUDs, and MUSHs. Of these, e-mail and the World Wide Web are clearly the most used, and many other services are built upon them, such as mailing lists and blogs. The Internet makes it possible to provide real-time services such as Internet radio and webcasts that can be accessed from anywhere in the world.
Some other popular services of the Internet were not created this way, but were originally based on proprietary systems. These include IRC, ICQ, AIM, and Gnutella.
There have been many analyses of the Internet and its structure. For example, it has been determined that the Internet IP routing structure and hypertext links of the World Wide Web are examples of scale-free networks.
Similar to how the commercial Internet providers connect via Internet exchange points, research networks tend to interconnect into large subnetworks such as:
These in turn are built around relatively smaller networks. See also the list of academic computer network organizations
In network schematic diagrams, the Internet is often represented by a cloud symbol, into and out of which network communications can pass.
The Internet is also having a profound impact on work, leisure, knowledge and worldviews.
The Internet Corporation for Assigned Names and Numbers (ICANN) is the authority that coordinates the assignment of unique identifiers on the Internet, including domain names, Internet protocol addresses, and protocol port and parameter numbers. A globally unified namespace (i.e., a system of names in which there is one and only one holder of each name) is essential for the Internet to function. ICANN is headquartered in Marina del Rey, California, but is overseen by an international board of directors drawn from across the Internet technical, business, academic, and non-commercial communities. The US government continues to have a privileged role in approving changes to the root zone file that lies at the heart of the domain name system. Because the Internet is a distributed network comprising many voluntarily interconnected networks, the Internet, as such, has no governing body. ICANN's role in coordinating the assignment of unique identifiers distinguishes it as perhaps the only central coordinating body on the global Internet, but the scope of its authority extends only to the Internet's systems of domain names, Internet protocol addresses, and protocol port and parameter numbers.
Through keyword-driven Internet research using search engines like Google, millions 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.
Some companies and individuals have adopted the use of 'weblogs' 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, via whose product developers publish their personal blogs in order to pique the public's interest in their work.
For more information on the distinction between the World Wide Web and the Internet itself — as in everyday use the two are sometimes confused — see Dark internet where this is discussed in more detail.
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 book-keepers, 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 or her desk, perhaps the other side of the world on a business trip or a holiday, can open a remote desktop session into his or her normal office PC using a secure Virtual Private Network (VPN) connection via the Internet. This gives him or her complete access to all their normal files and data, including e-mail and other applications, while they are away.
This low-cost and nearly instantaneous sharing of ideas, knowledge and skills has revolutionized some, and given rise to whole new, areas of human activity. One example of this is the collaborative development and distribution of Free/Libre/Open-Source Software (FLOSS) such as Linux, Mozilla and OpenOffice.org. See Collaborative software.
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 networking.
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 message digests.
These simple features of the Internet, over a world-wide basis, are changing the basis for the production, sale and distribution of many types of product, wherever they can be reduced to a computer file for transmission. This includes all manner of office documents, publications, software products, music, photography, video, animations, graphics and the other arts. This in turn is causing seismic shifts in each of the existing industry associations, such as the RIAA and MPAA, that previously controlled the production and distribution of these products.
Many existing radio and television broadcasters have provided Internet 'feeds' of their live audio and video streams (for example, the BBC). They have been joined by a range of pure Internet 'broadcasters' who never had on-air licences. 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 TV or radio receiver. The range of material is much wider, from pornography to highly specialised technical web-casts. The simplest equipment can allow anybody, with little censorship or licencing control, to broadcast on a worldwide basis. Time-shift viewing or listening is not a problem as the BBC have shown with their Preview, Classic Clips and Listen Again features.
Web-cams can be seen as an even lower-budget extension of this phenomenon. In this case the picture may update only slowly - perhaps once every few seconds or slower, but Internet users can watch animals around an African waterhole, ships in the Panama Canal or the traffic at a local roundabout live and in real time. Video chat rooms, video conferencing, and remote controllable webcams have become popular. Some people install webcams in their bedrooms that can be accessed by other voyeurs, often with two-way sound.
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 turn of the millennium. In recent years many people and organizations have made VoIP systems as easy to use and as convenient as a normal telephone. The benefit is that, as the actual voice traffic is carried by the Internet, VoIP is free or costs much less than an actual telephone call, especially over long distances and especially for those with always-on ADSL or DSL Internet connections anyway. The disadvantages are that it is still difficult to initiate a call with someone, unless they also have a VoIP phone or are at their computer and that there are still several competing standards that are mitigating against universal acceptance.
In all of these cases, existing large organizations, that have grown accustomed to regular incomes for their services, are finding increased competition in their service areas, coming directly from the Internet. While newcomers strive to make these inroads, the traditional industries are having to adapt, adopt, complain or suffer. Meanwhile the consumer in each case most probably benefits from the increased range of services and possible price reductions. Some worry about censorship and control while others see a continuing globalisation of culture and norms.
Main article: English on the Internet
The most prevalent language for communication on the Internet is English. This may be due to the Internet's origins or to the growing role of English as an international language. It may also be related to the poor capability of early computers to handle characters other than those in the basic Latin alphabet (see Unicode).
After English (32 % of web visitors) the most-requested languages on the world wide web are Chinese 13 %, Japanese 8 %, Spanish 6 %, German 6 % and French 4 %. (From Internet World Stats)
By continent, 33 % of the world's Internet users are based in Asia, 29 % in Europe and 23 % in North America.[2]
The Internet's technologies have developed enough in recent years that good facilities are available for development and communication in most widely used languages. However, some glitches such as mojibake still remain.
From a cultural awareness perspective, the Internet has been both an advantage and a liability. For people who are interested in other cultures it provides a significant amount of information and an interactivity that would be unavailable otherwise. However, for people who are not interested in other cultures there is some evidence indicating that the Internet enables them to avoid contact to a greater degree than ever before.
With the emergence of the internet and recent high speed connections becoming available to the public, the internet has altered the way many people work in significant ways. Contrary to the traditional 9-5 workday where employees commute to and from work, the internet has allowed greater flexibility both in terms of working hours and work location. Today, many employees work from home by "telecommuting".
The internet and the advent of blogs has given employees a forum from which to voice their opinions about their jobs, employers and co-workers, creating a massive amount of information and data on work that is currently being collected by the Worklifewizard.org project run by Harvard Law School's Labor & Worklife Program.
Some countries, such as Iran and the People's Republic of China, restrict what people in their countries can see on the Internet, especially unwanted political and religious content.
In the Western world, it is Germany that has the highest rate of censorship. Child pornography or Nazi / Islamist propaganda sites from Germany will be prosecuted to the full extent of law. There are quite a lot of parents and educational networks that block these sites using special software, but Internet Service Providers are not forced to block sites.
Censorship is sometimes done through government sponsored censoring filters, or by means of law or culture, making the propagation of targeted materials extremely hard. At the moment most Internet content is available regardless of where one is in the world, so long as one has the means of connecting to it.
Common methods of home access include dial-up, landline broadband (over coaxial cable, fiber optic or copper wires), Wi-Fi, satellite and cell phones.
Public places to use the Internet include libraries and Internet cafes, where computers with Internet connections are available. There are also Internet access points in many public places like airport halls, in some cases just for brief use while standing. Various terms are used, such as "public Internet kiosk", "public access terminal", and "Web payphone". Many hotels now also have public terminals, though these are usually fee based.
Wi-Fi provides wireless access to computer networks, and therefore can do so to the Internet itself. Hotspots providing such access include Wi-Fi-cafes, where a would-be user needs to bring their own wireless-enabled devices such as a laptop or PDA. These services may be free to all, free to customers only, or fee-based. A hotspot need not be limited to a confined location. The whole campus or park, or even the entire city can be enabled. Grassroots efforts have led to wireless community networks.
Apart from Wi-Fi, there have been experiments with proprietary mobile wireless networks like Ricochet, various high-speed data services over cellular or mobile phone networks, and fixed wireless services.
In formal usage, Internet is traditionally written with a capital first letter. The Internet Society, the Internet Engineering Task Force, the Internet Corporation for Assigned Names and Numbers, the World Wide Web Consortium, and several other Internet-related organizations all use this convention in their publications. In English grammar, proper nouns are capitalized.
Most newspapers, newswires, periodicals, and technical journals also capitalize the term. Examples include the New York Times, the Associated Press, Time, The Times of India, Hindustan Times and Communications of the ACM.
In other cases, the first letter is often written small (internet), and many people are not aware of any convention of using a capital letter. Some argue that internet is the correct form.
Since 2000, a significant number of publications have switched to using internet. Among them are The Economist, the Financial Times, the London Times, and the Sydney Morning Herald. As of 2005, most publications using internet appear to be located outside of North America although one American news source, Wired News, has adopted the lowercase spelling.
The Internet has been a major source of leisure since before the World Wide Web, with entertaining social experiments such as MOOs being conducted on university servers, and humor-related Usenet groups receiving much of the main traffic. Today, many Internet forums have sections devoted to neta; short cartoons in the form of Flash movies are also popular.
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 Web sites. Although many governments have attempted to put restrictions on both industries' use of the Internet, this has generally failed to stop their widespread popularity.
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