Get 1 week of unlimited access
Study Guides (299,520)
US (149,858)
UConn (1,600)
COMM (40)
Final

COMM 1300 Final: Holistic Course Study Guide

10 pages46 viewsSpring 2019

Department
Communication
Course Code
COMM 1300
Professor
Saras Bellur
Study Guide
Final

This preview shows pages 1-3. to view the full 10 pages of the document.
Tuesday, December 4, 2018
Comm 1300
Internet- Fall 2018
-1972: ARPANET’s first public demonstration
Created basic rules/protocols for naming/numbering addresses on the internet
TCP/IP: Transmission-control protocol/internetworking protocol
dot-com boom
-1977: Apple II
created a non-linear method of browsing the web
“hypercard” - hypertext (clicking on hyperlinks)
-Netscape Navigator
Graphical Internet browsers (Graphical User Interface) for average computer users
Free internet access to all
Cultural + Economic Impact
-Metcalfe’s Law: Value of the Internet increases with increase in the number of users
-Moore’s Law: Processing capacity in computer chips has doubled every 18 months
since 1960s
1. Cookies- small files that websites leave on their visitors’ computers
2. spyware- malicious software that secretly sends information about your online
activities
privacy issues
-Invasion of personal space
-uncomforted and stress
-promotes mindfulness
-Creative Commons Licenses
Online authors can “opt-in” or “opt-out” of specific copyright protections
Allows for non-commercial use
-Net Neutrality- users are not discriminated against based on the amount of nature of
the data they transfer on the Internet
-MUDs: multi-user dungeons
1
You're Reading a Preview

Unlock to view full version

Only half of the first page are available for preview. Some parts have been intentionally blurred.

Tuesday, December 4, 2018
-MMOs: Massively Multiplayer Online games Many users, world-wide, playing at the
same time
-Semantic Web: metadata, tags, goal is to create larger databases of data “machine-
readable”
-Bulletin Board Systems (BBSs)
Emails, post opinions, upload / download
-Internet of Things
Ubiquitous computing
Everyday objects connected to one another and being able to communicate with
one another (Radio Frequency Identification)"
2
You're Reading a Preview

Unlock to view full version

Only half of the first page are available for preview. Some parts have been intentionally blurred.

Tuesday, December 4, 2018
Video Games
Topic 2
-PC’s, Internet, and Games
Video Games + Personal Computers - turning point for both technologies
COMPUTER GAMES = home PC sales increased
-Virtual Reality- Head-mounted displays (motion sickness issues)
Immerse the users into a virtual world
-Augmented Reality
Superimpose game objects on real-world environment
-Artificial Intelligence- act human, visuals, environments, and characters (Alexa)
Game change according to opponent’s moves
Gets progressively difficult, personalized play
Virtual characters in the game act as of they were human
-Entertainment Software Review Board
exceeds popularity of music, network television, and movie industries
Consumer electronic companies- game gear
Developers, Publishers, Retailers
-Mods- modifications to game or game environment
New characters, new weapons, new settings
-Serious Games
educational, other than entertainment
-Casual Games
Social network supported (words with friends, FarmVille, candy crush)
-Effects of games on society
sales, smartphone apps, advertising
Visual attention: Searching and identifying visual stimuli
Spatial abilities: Ability to mentally rotate or arrange objects (ex. TETRIS)
Video game content (violent/ non-violent) does not moderate this positive effect.
3
You're Reading a Preview

Unlock to view full version


Loved by over 2.2 million students

Over 90% improved by at least one letter grade.