Information Age
Information Age
Information Age
YOUTUBE ALLOWS USERS TO UPLOAD, VIEW, RATE, SHARE, ADD TO PLAYLISTS, REPORT,
COMMENT ON VIDEOS, AND SUBSCRIBE TO OTHER USERS. IT OFFERS A WIDE VARIETY OF USER-
GENERATED AND CORPORATE MEDIA VIDEOS. AVAILABLE CONTENT INCLUDES VIDEO CLIPS, TV
SHOW CLIPS, MUSIC VIDEOS, SHORT AND DOCUMENTARY FILMS, AUDIO RECORDINGS, MOVIE
TRAILERS, LIVE STREAMS, AND OTHER CONTENT SUCH AS VIDEO BLOGGING, SHORT ORIGINAL
VIDEOS, AND EDUCATIONAL VIDEOS. MOST OF THE CONTENT ON YOUTUBE IS UPLOADED BY
INDIVIDUALS, BUT MEDIA CORPORATIONS INCLUDING CBS, THE BBC, VEVO, AND HULU OFFER
SOME OF THEIR MATERIAL VIA YOUTUBE AS PART OF THE YOUTUBE PARTNERSHIP PROGRAM.
UNREGISTERED USERS CAN ONLY WATCH VIDEOS ON THE SITE, WHILE REGISTERED USERS
ARE PERMITTED TO UPLOAD AN UNLIMITED NUMBER OF VIDEOS AND ADD COMMENTS TO
VIDEOS. VIDEOS DEEMED POTENTIALLY INAPPROPRIATE ARE AVAILABLE ONLY TO REGISTERED
USERS AFFIRMING THEMSELVES TO BE AT LEAST 18 YEARS OLD.
VIRTUAL REALITY
VIRTUAL REALITY (VR) IS AN EXPERIENCE TAKING PLACE
WITHIN SIMULATED AND IMMERSIVE ENVIRONMENTS THAT CAN BE SIMILAR TO
OR COMPLETELY DIFFERENT FROM THE REAL WORLD. APPLICATIONS OF
VIRTUAL REALITY CAN INCLUDE ENTERTAINMENT (I.E. GAMING) AND
EDUCATIONAL PURPOSES (I.E. MEDICAL OR MILITARY TRAINING). OTHER,
DISTINCT TYPES OF VR STYLE TECHNOLOGY INCLUDE AUGMENTED
REALITY AND MIXED REALITY.
CURRENTLY STANDARD VIRTUAL REALITY SYSTEMS USE EITHER VIRTUAL
REALITY HEADSETS OR MULTI-PROJECTED ENVIRONMENTS TO GENERATE
REALISTIC IMAGES, SOUNDS AND OTHER SENSATIONS THAT SIMULATE A USER'S
PHYSICAL PRESENCE IN A VIRTUAL ENVIRONMENT. A PERSON USING VIRTUAL
REALITY EQUIPMENT IS ABLE TO LOOK AROUND THE ARTIFICIAL WORLD, MOVE
AROUND IN IT, AND INTERACT WITH VIRTUAL FEATURES OR ITEMS. THE EFFECT
IS COMMONLY CREATED BY VR HEADSETS CONSISTING OF A HEAD-MOUNTED
DISPLAY WITH A SMALL SCREEN IN FRONT OF THE EYES, BUT CAN ALSO BE
CREATED THROUGH SPECIALLY DESIGNED ROOMS WITH MULTIPLE LARGE
SCREENS. VIRTUAL REALITY TYPICALLY INCORPORATES AUDITORY AND VIDEO
FEEDBACK, BUT MAY ALSO ALLOW OTHER TYPES OF SENSORY AND FORCE
FEEDBACK THROUGH HAPTIC TECHNOLOGY.
SKYPE
SKYPE IS A TELECOMMUNICATIONS APPLICATION THAT SPECIALIZES IN PROVIDING VIDEO
CHAT AND VOICE CALLS BETWEEN COMPUTERS, TABLETS, MOBILE DEVICES, THE XBOX
ONE CONSOLE, AND SMARTWATCHES VIA THE INTERNET. SKYPE ALSO PROVIDES INSTANT
MESSAGINGSERVICES. USERS MAY TRANSMIT TEXT, VIDEO, AUDIO AND IMAGES. SKYPE
ALLOWS VIDEO CONFERENCE CALLS.
AT THE END OF 2010, THERE WERE OVER 660 MILLION WORLDWIDE USERS, WITH OVER 300
MILLION ESTIMATED ACTIVE EACH MONTH AS OF AUGUST 2015. AT ONE POINT IN FEBRUARY
2012, THERE WERE 34 MILLION USERS CONCURRENTLY ONLINE ON SKYPE.
FIRST RELEASED IN AUGUST 2003, SKYPE WAS CREATED BY THE SWEDE NIKLAS
ZENNSTRÖM AND THE DANE JANUS FRIIS, IN COOPERATION WITH AHTI HEINLA, PRIIT
KASESALU, AND JAAN TALLINN, ESTONIANS WHO DEVELOPED THE BACKEND THAT WAS
ALSO USED IN THE MUSIC-SHARING APPLICATION KAZAA. IN SEPTEMBER
2005, EBAY ACQUIRED SKYPE FOR $2.6 BILLION. IN SEPTEMBER 2009, SILVER
LAKE, ANDREESSEN HOROWITZ, AND THE CANADA PENSION PLAN INVESTMENT
BOARD ANNOUNCED THE ACQUISITION OF 65% OF SKYPE FOR $1.9 BILLION FROM EBAY,
WHICH ATTRIBUTED TO THE ENTERPRISE A MARKET VALUE OF
$2.92 BILLION. MICROSOFT BOUGHT SKYPE IN MAY 2011 FOR $8.5 BILLION. SKYPE DIVISION
HEADQUARTERS ARE IN LUXEMBOURG, BUT MOST OF THE DEVELOPMENT TEAM AND 44% OF
ALL THE DIVISION'S EMPLOYEES ARE STILL SITUATED IN TALLINN AND TARTU, ESTONIA.
GOOGLE
GOOGLE LLC[5] IS AN AMERICAN MULTINATIONAL TECHNOLOGY COMPANY THAT SPECIALIZES
IN INTERNET-RELATED SERVICES AND PRODUCTS, WHICH INCLUDE ONLINE ADVERTISING
TECHNOLOGIES, SEARCH ENGINE, CLOUD COMPUTING, SOFTWARE, AND HARDWARE. IT IS
CONSIDERED ONE OF THE BIG FOURTECHNOLOGY COMPANIES,
ALONGSIDE AMAZON, APPLE AND FACEBOOK.
GOOGLE WAS FOUNDED IN 1998 BY LARRY PAGE AND SERGEY BRIN WHILE THEY WERE PH.D.
STUDENTS AT STANFORD UNIVERSITY IN CALIFORNIA. TOGETHER THEY OWN ABOUT 14
PERCENT OF ITS SHARES AND CONTROL 56 PERCENT OF THE STOCKHOLDER VOTING POWER
THROUGH SUPERVOTING STOCK. THEY INCORPORATED GOOGLE AS A PRIVATELY HELD
COMPANY ON SEPTEMBER 4, 1998. AN INITIAL PUBLIC OFFERING (IPO) TOOK PLACE ON
AUGUST 19, 2004, AND GOOGLE MOVED TO ITS HEADQUARTERS IN MOUNTAIN VIEW,
CALIFORNIA, NICKNAMED THE GOOGLEPLEX. IN AUGUST 2015, GOOGLE ANNOUNCED PLANS
TO REORGANIZE ITS VARIOUS INTERESTS AS A CONGLOMERATE CALLED ALPHABET
INC. GOOGLE IS ALPHABET'S LEADING SUBSIDIARY AND WILL CONTINUE TO BE THE
UMBRELLA COMPANY FOR ALPHABET'S INTERNET INTERESTS. SUNDAR PICHAI WAS
APPOINTED CEO OF GOOGLE, REPLACING LARRY PAGE WHO BECAME THE CEO OF ALPHABET.
YAHOO
YAHOO! IS AN AMERICAN WEB SERVICES PROVIDER HEADQUARTERED
IN SUNNYVALE, CALIFORNIA, AND OWNED BY VERIZON MEDIA. THE ORIGINAL
YAHOO! COMPANY WAS FOUNDED BY JERRY YANG AND DAVID FILO IN
JANUARY 1994 AND WAS INCORPORATED ON MARCH 2, 1995.[12][13] YAHOO
WAS ONE OF THE PIONEERS OF THE EARLY INTERNET ERA IN THE 1990S.
IT PROVIDES OR PROVIDED A WEB PORTAL, SEARCH ENGINE YAHOO!
SEARCH, AND RELATED SERVICES, INCLUDING YAHOO! DIRECTORY, YAHOO!
MAIL, YAHOO! NEWS, YAHOO! FINANCE, YAHOO! GROUPS, YAHOO!
ANSWERS, ADVERTISING, ONLINE MAPPING, VIDEO SHARING, FANTASY
SPORTS, AND ITS SOCIAL MEDIA WEBSITE. AT ITS HEIGHT IT WAS ONE OF
THE MOST POPULAR SITES IN THE UNITED STATES. ACCORDING TO THIRD-
PARTY WEB ANALYTICS PROVIDERS ALEXA AND SIMILARWEB, YAHOO! WAS
THE MOST WIDELY READ NEWS AND MEDIA WEBSITE – WITH OVER 7 BILLION
VIEWS PER MONTH – RANKING AS THE SIXTH-MOST-VISITED WEBSITE
GLOBALLY IN 2016.
PORTABLE COMPUTERS
A PORTABLE COMPUTER WAS A COMPUTER DESIGNED TO BE EASILY MOVED FROM ONE
PLACE TO ANOTHER AND INCLUDED A DISPLAY AND KEYBOARD. THE FIRST
COMMERCIALLY SOLD PORTABLE WAS THE 50 POUND IBM 5100, INTRODUCED 1975. THE
NEXT MAJOR PORTABLES WERE OSBORNE'S 24 POUND CP/M-BASED OSBORNE 1 (1981)
AND COMPAQ'S 28 POUND 100% IBM PC COMPATIBLE COMPAQ PORTABLE (1983). THESE
"LUGGABLE" COMPUTERS LACKED THE NEXT TECHNOLOGICAL DEVELOPMENT, NOT
REQUIRING AN EXTERNAL POWER SOURCE;[2] THAT FEATURE WAS INTRODUCED BY
THE LAPTOP. LAPTOPS WERE FOLLOWED BY LIGHTER MODELS, SO THAT IN THE
2000S MOBILE DEVICES AND BY 2007 SMARTPHONES MADE THE TERM ALMOST
MEANINGLESS. THE 2010S INTRODUCED WEARABLE COMPUTERS SUCH
AS SMARTWATCHES.PORTABLE COMPUTERS, MORE NARROWLY DEFINED, WERE DISTINCT
FROM DESKTOP REPLACEMENT COMPUTERS IN THAT THEY USUALLY WERE
CONSTRUCTED FROM FULL-SPECIFICATION DESKTOP COMPONENTS, AND DID NOT
INCORPORATE FEATURES ASSOCIATED WITH LAPTOPS OR MOBILE DEVICES. A PORTABLE
COMPUTER IN THIS USAGE, VERSUS A LAPTOP OR OTHER MOBILE COMPUTING DEVICE,
HAD A STANDARD MOTHERBOARD OR BACKPLANE PROVIDING PLUG-IN SLOTS FOR ADD-IN
CARDS. THIS ALLOWED MISSION SPECIFIC CARDS SUCH AS TEST, A/D, OR
COMMUNICATION PROTOCOL (IEEE-488, 1553) TO BE INSTALLED. PORTABLE COMPUTERS
ALSO PROVIDED FOR MORE DISK STORAGE BY USING STANDARD DISK DRIVES AND
PROVIDING FOR MULTIPLE DRIVES.
SMART PHONES
SMARTPHONES ARE A CLASS OF MOBILE PHONES AND OF MULTI-PURPOSE MOBILE COMPUTING DEVICES. THEY ARE
DISTINGUISHED FROM FEATURE PHONES BY THEIR STRONGER HARDWARE CAPABILITIES AND EXTENSIVE MOBILE
OPERATING SYSTEMS, WHICH FACILITATE WIDER SOFTWARE, INTERNET (INCLUDING WEB BROWSING OVER MOBILE
BROADBAND), AND MULTIMEDIA FUNCTIONALITY (INCLUDING MUSIC, VIDEO, CAMERAS, AND GAMING), ALONGSIDE
CORE PHONE FUNCTIONS SUCH AS VOICE CALLS AND TEXT MESSAGING. SMARTPHONES TYPICALLY INCLUDE
VARIOUS SENSORSTHAT CAN BE LEVERAGED BY THEIR SOFTWARE, SUCH AS A MAGNETOMETER, PROXIMITY
SENSORS, BAROMETER, GYROSCOPE AND ACCELEROMETER, AND SUPPORT WIRELESS COMMUNICATIONS
PROTOCOLS SUCH AS BLUETOOTH, WI-FI, AND SATELLITE NAVIGATION.
EARLY SMARTPHONES WERE MARKETED PRIMARILY TOWARDS THE ENTERPRISE MARKET, ATTEMPTING TO BRIDGE
THE FUNCTIONALITY OF STANDALONE PERSONAL DIGITAL ASSISTANT (PDA) DEVICES WITH SUPPORT FOR
CELLULAR TELEPHONY, BUT WERE LIMITED BY THEIR BATTERY LIFE, BULKY FORM, AND THE IMMATURITY OF
WIRELESS DATA SERVICES. IN THE 2000S, BLACKBERRY, NOKIA'S SYMBIAN PLATFORM, AND WINDOWS
MOBILE BEGAN TO GAIN MARKET TRACTION, WITH MODELS OFTEN FEATURING QWERTY KEYBOARDS OR RESISTIVE
TOUCHSCREEN INPUT, AND EMPHASIZING ACCESS TO PUSH EMAIL AND WIRELESS INTERNET. SINCE THE UNVEILING
OF THE IPHONE IN 2007, THE MAJORITY OF SMARTPHONES HAVE FEATURED THIN, SLATE-LIKE FORM FACTORS, WITH
LARGE, CAPACITIVE SCREENS WITH SUPPORT FOR MULTI-TOUCH GESTURES RATHER THAN PHYSICAL KEYBOARDS,
AND OFFER THE ABILITY FOR USERS TO DOWNLOAD OR PURCHASE ADDITIONAL APPLICATIONS FROM A
CENTRALIZED STORE, AND USE CLOUD STORAGE AND SYNCHRONIZATION, VIRTUAL ASSISTANTS, AS WELL
AS MOBILE PAYMENT SERVICES.
IMPROVED HARDWARE AND FASTER WIRELESS COMMUNICATION (DUE TO STANDARDS SUCH AS LTE) HAVE
BOLSTERED THE GROWTH OF THE SMARTPHONE INDUSTRY. IN THE THIRD QUARTER OF 2012, ONE BILLION
SMARTPHONES WERE IN USE WORLDWIDE.[2] GLOBAL SMARTPHONE SALES SURPASSED THE SALES FIGURES
FOR FEATURE PHONES IN EARLY 2013.
WEARABLE TECHNOLOGY
WEARABLE TECHNOLOGY, WEARABLES, FASHION TECHNOLOGY, TECH
TOGS, OR FASHION ELECTRONICS ARE SMART ELECTRONIC DEVICES
(ELECTRONIC DEVICE WITH MICRO-CONTROLLERS) THAT CAN BE
INCORPORATED INTO CLOTHING OR WORN ON THE BODY AS IMPLANTS OR
ACCESSORIES.WEARABLE DEVICES SUCH AS ACTIVITY TRACKERS ARE AN
EXAMPLE OF THE INTERNET OF THINGS, SINCE "THINGS" SUCH
AS ELECTRONICS, SOFTWARE, SENSORS, AND CONNECTIVITY ARE
EFFECTORS THAT ENABLE OBJECTS TO EXCHANGE DATA (INCLUDING DATA
QUALITY) THROUGH THE INTERNET WITH A MANUFACTURER, OPERATOR,
AND/OR OTHER CONNECTED DEVICES, WITHOUT REQUIRING HUMAN
INTERVENTION.
WEARABLE TECHNOLOGY HAS A VARIETY OF APPLICATIONS WHICH GROWS
AS THE FIELD ITSELF EXPANDS. IT APPEARS PROMINENTLY IN CONSUMER
ELECTRONICS WITH THE POPULARIZATION OF THE SMARTWATCHAND
ACTIVITY TRACKER. APART FROM COMMERCIAL USES, WEARABLE
TECHNOLOGY IS BEING INCORPORATED INTO NAVIGATION SYSTEMS,
ADVANCED TEXTILES, AND HEALTHCARE.
BIG DATA
"BIG DATA" IS A FIELD THAT TREATS WAYS TO ANALYZE, SYSTEMATICALLY EXTRACT INFORMATION
FROM, OR OTHERWISE DEAL WITH DATA SETS THAT ARE TOO LARGE OR COMPLEX TO BE DEALT WITH
BY TRADITIONAL DATA-PROCESSING APPLICATION SOFTWARE. DATA WITH MANY CASES (ROWS) OFFER
GREATER STATISTICAL POWER, WHILE DATA WITH HIGHER COMPLEXITY (MORE ATTRIBUTES OR
COLUMNS) MAY LEAD TO A HIGHER FALSE DISCOVERY RATE. BIG DATA CHALLENGES
INCLUDE CAPTURING DATA, DATA STORAGE, DATA ANALYSIS,
SEARCH, SHARING, TRANSFER, VISUALIZATION, QUERYING, UPDATING, INFORMATION PRIVACY AND
DATA SOURCE. BIG DATA WAS ORIGINALLY ASSOCIATED WITH THREE KEY
CONCEPTS: VOLUME, VARIETY, AND VELOCITY. OTHER CONCEPTS LATER ATTRIBUTED WITH BIG DATA
ARE VERACITY (I.E., HOW MUCH NOISE IS IN THE DATA) AND VALUE.
CURRENT USAGE OF THE TERM BIG DATA TENDS TO REFER TO THE USE OF PREDICTIVE
ANALYTICS, USER BEHAVIOR ANALYTICS, OR CERTAIN OTHER ADVANCED DATA ANALYTICS METHODS
THAT EXTRACT VALUE FROM DATA, AND SELDOM TO A PARTICULAR SIZE OF DATA SET. "THERE IS LITTLE
DOUBT THAT THE QUANTITIES OF DATA NOW AVAILABLE ARE INDEED LARGE, BUT THAT'S NOT THE
MOST RELEVANT CHARACTERISTIC OF THIS NEW DATA ECOSYSTEM." ANALYSIS OF DATA SETS CAN
FIND NEW CORRELATIONS TO "SPOT BUSINESS TRENDS, PREVENT DISEASES, COMBAT CRIME AND SO
ON."[7] SCIENTISTS, BUSINESS EXECUTIVES, PRACTITIONERS OF MEDICINE, ADVERTISING
AND GOVERNMENTS ALIKE REGULARLY MEET DIFFICULTIES WITH LARGE DATA-SETS IN AREAS
INCLUDING INTERNET SEARCH, FINTECH, URBAN INFORMATICS, AND BUSINESS INFORMATICS.
SCIENTISTS ENCOUNTER LIMITATIONS IN E-SCIENCE WORK,
INCLUDING METEOROLOGY, GENOMICS, CONNECTOMICS, COMPLEX PHYSICS SIMULATIONS, BIOLOGY
AND ENVIRONMENTAL RESEARCH.
WA NA!!!
NA… NA…!!!
PREPARED BY:
BERN MARTLAW ODFINA
ELAIZA JULIANA MORENO
VINA PUEBLOS
QUEPHERQUINN NALDOZA