MCOM72 Week 9 Flashcards

1
Q

Internet:

A

vast network of fiber-optic lines, wireless
connections, and satellite systems that links digital devices
to enormous data centers around the world

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2
Q

ARPAnet:

A

created by U.S. Department of Defense to
enable researchers to pool computing power (remember
WarGames movie!)

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3
Q

Protocols

A

allowed supercomputers to join the
network and communicate

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4
Q

Development of microprocessors and fiber-optic cables

A

aid the foundation for commercialization of the Internet

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5
Q

Interesting paradox:

A

he internet was not a commercial,
for profit, enterprise at its origins; different from other
media (mass circulation newspapers, radio, television,
cinema)

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6
Q

Leap on the diffusion of micro-electronics

A

by Intel
engineer, Ted Hoff (Silicon Valley, 1971)

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7
Q

Micro-processors

A

were critical for Altair, the first
computer box by Ed Roberts (Albuquerque, 1975) and
Apple I and Apple II, by Steve Wozniak and Steve Jobs

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8
Q

PC software

A

also emerged in the mid-1970s, by Bill
Gates and Paul Allen, adapting Basic language (and
later Windows)

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9
Q

Progress in integrated circuit technologies

A

made possible the digital switch
in the 70s

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10
Q

Major advances in opto-electronics

A

(fiber optics and laser transmission)

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11
Q

The creation of the Internet: In September 1969 ARPANET (a military
project),

A

went online at UCLA, UC Santa Barbara, Stanford and University of
Utah

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12
Q

Vinton Cerf and Robert Kahn, computer scientists doing research at ARPA

A

designed the basic architecture of the Internet in 1973

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13
Q

However, the Internet was a Defense Department Program

A

and most of
previous technologies came from State funded programs inspired by Cold
War strategies and goals

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14
Q

Counter-culture practices and ideas

A

(The Hackers) pushed for a horizontal networking, but functional for
military aims!

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15
Q

Moreover, the creation of the World Wide Web structure is European

A

turning an American invention into a global phenomenon

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16
Q

Castells affirms a technology-induced transformation,

A

specially based in
California

17
Q

But the role of the State and public institutions was critical

A

for those
technologies to emerge and to expand

18
Q

In all countries was a process triggered by the State

A

(Japan, Europe, China),
even in the US

19
Q

“Kranzberg’s First Law reads as follows: Technology

A

neither good nor bad, nor is it
neutral.” It is indeed a social force

20
Q

A new age:

A

information, networking logic, pervasiveness, flexibility

21
Q

But… technologies are not neutral;

A

they reflect the time, the economics, or
the cultural context in which they were born

22
Q

The Santiago Boys case (Evgeny Morozov)

A

A use of cybernetics very different from the
Californian experience (decentralized,
capitalistic and individualistic)
* Cybersyn Project during Salvador Allende’s
presidency in Chile (1971-1973)
* Computers and the emerging internet for a
‘socialist society’
* Cutting-edge cybernetics management,
efficiency and decentralization, for a
democratic control of corporations
* Attacked from internal and external enemies
the project was killed after the 1973 coup
d’etat
* Santiago Boys replaced by Chicago Boys of
neoliberalism

23
Q

Semantic Web:

A

allows computers to examine
web pages and databases and provide solutions

24
Q

A case: The
Epoch Times

A
  • An allegedly news site but
    with doubts in ownership
  • Extremely far-right under a
    discourse of ‘freedom’
  • Huge increase in
    subscriptions; aggressive
    campaigns
  • Reinforced by polarizing
    algorithms
  • Political and economic ties
25
Walled gardens:
highly managed environments brought to us through apps
26
Net neutrality
assumes that all data being sent across the Internet will be treated the same
27
China, actually, it is now one of the major semi-conductor powerhouse.
Huawei is the main player
28
Penny arcade:
first thoroughly modern indoor playground, containing coin-operated counter machines
29
Connectivity of the Internet has opened the door to social gaming
* MMORPGs (massively multiplayer online role-playing games) * MOBAs (multiplayer online battle arenas)
30
Online fantasy sports create communities of play
Emphasize detached, managerial perspective
31
Odyssey
First home video game system