Monday, 28 January 2008

2nd bit

Owners of digital music players will be acting lawfully when they transfer music from their computer to a digital player or copy a CD for their own use, under proposed amendments to bring copyright law into the digital age. Consumers who have been technically breaking the Copyright, Designs and Patents Act 1988 by copying tracks from CDs to their PC or digital player, or making an extra copy to play in the car, will now be able to do so for private use.

"All this online sharing has to stop"

The International Federation of Phonographic Industries published its digital music report for 2008 on Thursday and stated that the spread of illegal downloads is seriously affecting the revenue of all the main publishers, record companies and investments in artists. The IFPI's solution? Sort it out at the internet service provider level. "ISP cooperation, via systematic disconnection of infringers and the use of filtering technologies, is the most effective way copyright theft can be controlled.

Friday, 25 January 2008

Digital technology

A digital system uses discrete (that is, discontinuous) values to represent information for input, processing, transmission, storage, etc. By contrast, non-digital (or analog) systems use a continuous range of values to represent information. Although digital representations are discrete, the information represented can be either discrete, such as numbers, letters or icons, or continuous, such as sounds, images, and other measurements of continuous systems.
The word digital comes from the same source as the word digit and digitus (the Latin word for finger), as fingers are used for discrete counting.
The word digital is most commonly used in computing and electronics, especially where real-world information is converted to binary numeric form as in digital audio and digital photography. Such data-carrying signals carry electronic or optical pulses, the amplitude of each of which represents a logical 1 (pulse present and/or high) or a logical 0 (pulse absent and/or low).

Friday, 4 January 2008

Web 2.0.

In studying and/or promoting web-technology, the phrase Web 2.0 can refer to a perceived second generation of web-based communities and hosted services — such as social-networking sites, wikis, and folksonomies — which aim to facilitate creativity, collaboration, and sharing between users. The term gained currency following the first O'Reilly Media Web 2.0 conference in 2004. Although the term suggests a new version of the World Wide Web, it does not refer to an update to any technical specifications, but to changes in the ways software developers and end-users use webs. According to Tim O'Reilly,
"Web 2.0 is the business revolution in the computer industry caused by the move to the Internet as platform, and an attempt to understand the rules for success on that new platform."
Some technology experts, notably Tim Berners-Lee, have questioned whether one can use the term in a meaningful way, since many of the technology components of "Web 2.0" have existed since the early days of the Web.

Second Life - An introduction

Second Life (abbreviated as SL) is an Internet-based virtual world launched in 2003, developed by Linden Research, Inc (commonly referred to as Linden Lab), which came to international attention via mainstream news media in late 2006 and early 2007.[4][5] A downloadable client program called the Second Life Viewer enables its users, called "Residents", to interact with each other through motional avatars, providing an advanced level of a social network service combined with general aspects of a metaverse. Residents can explore, meet other Residents, socialize, participate in individual and group activities, create and trade items (virtual property) and services from one another.
Second Life is one of several virtual worlds that have been inspired by the cyberpunk literary movement, and particularly by Neal Stephenson's novel Snow Crash. The stated goal of Linden Lab is to create a world like the Metaverse described by Stephenson, a user-defined world in which people can interact, play, do business, and otherwise communicate.[6] Second Life's virtual currency is the Linden Dollar (Linden, or L$) and is exchangeable for real world currencies in a marketplace consisting of residents and Linden Lab.[citation needed]
While Second Life is sometimes referred to as a game, this description does not fit the standard definition. It does not have points, scores, winners or losers, levels, an end-strategy, or most of the other characteristics of games, though it can be thought of as a game on a more basic level because it is "played for fun".