Essay on Web 1.0 Vs Web 2.0 Friday, Feb 20 2009 

As people are more and more using the website, the innovation will have no limit, this is because there is a desire to meet the demands of all people, this has lend to creation of many social networking sites for example Flickr, Facebook and YouTube, terms like web 1.0 and web 2.0 are much more being used to distinguish the platforms on which the website are built, I believe in the near future web 3.0 will also resurface on a bigger scale as it appears that it is in the pipeline.

 

Web 2.0 is a term introduced in 2004 to characterize design patterns in a constellation of new generation Web applications which may provide an “infrastructure for more dynamic user participation, social interaction and collaboration.” The dynamic user in web 2.0 is given the space and opportunity to enhance their creativity, share information and collaborate with other users. This term was coined during the first O’Rielly media conference in 2004. It does not differ in technology from the ordinary web 1.0 but its differences from web 1.0 lie in the way software developers and end users apply it. At the mention of web 2.0, social networking sites like facebook or myspace come in mind; this is because these sites have taken over the use of web 2.0 and utilised well.

 

Web1.0 on the other hand is just the first implementation of the web, which according to Berners-Lee, could be considered the “read-only web.” In other words, the early web allowed us to search for information and read it. There was very little in the way of user interaction or content contribution. However, this is exactly what most website owners wanted: Their goal for a website was to establish an online presence and make their information available to anyone at any time. I like to call this “brick-and-mortar thinking applied to the web,” and the web as a whole hasn’t moved much beyond this stage yet.

 

There are differences between web1.0 and web2.0 and these can be noticed in the functions of both platforms, despite the fact that there even differences in the cording, this is much more noticed by the web designers but to the end user, what matters is the functions and abilities of the platforms. Here are some of the differences:

 

“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”. The web as is stands (Web1.0) is seen as a “static” thing, like a billboard or a magazine. You can see lots of billboards, buy lots of magazines, enjoy or dislike them but they stay the same until they are changed by the publisher.”Web2.0 applications” are ones that are “user-generated” or “user-shaped”. Instead of being “published” by someone, the people using the site “publish” the content. They also market it and edit it.  Famous examples of “Web2.0 applications” already in use and much talked about are Flickr for photographs, Wikipedia for encyclopedia articles, Facebook for maintaining friendships, YouTube for seeing young people mugging to video cameras and Answers.com for combining syndicated elements of these with its own user-generated Q&A section. On the other hand however, web 1.0 is seen as a primary use of the internet, taking print media and posting it online, it saw books, news, music and everything else being moved into a digital format but the it was controlled by the publisher. This movement is still going on and will probably never stop. This is because as new data becomes available it needs to be made available online, but the majority of the community has shifted focus toward data integration since there is not much innovation remaining in posting data online.

 

Web 2.0 is a kind of service oriented. Web 1.0 was about publishing, not participation; that advertisers, not consumers, ought to call the shots; that size mattered. Internet was increasingly being dominated by the top websites. Web 2.0 helps to increase the participation of the users like blogs,

e-commerce websites, torrents etc, where every user gets a chance to publish in a website one way 

Web 2.0 websites allow users to do more than just retrieve information. They can build on the interactive facilities of “Web 1.0” to provide “Network as platform” computing, allowing users to run software-applications entirely through a browser. Users can own the data on a Web 2.0 site and exercise control over that data. These sites may have an “Architecture of participation” that encourages users to add value to the application as they use it. This stands in contrast to very old traditional websites, the sort which limited visitors to viewing and whose content only the site’s owner could modify.

 

Web 2.0 sites often feature a rich, user-friendly interface based on Ajax,Flex or similar rich media. The sites may also have social-networkingaspects. The concept of Web-as-participation-platform captures many of these characteristics. Bart Decrem, a founder and former CEO of Flock, calls Web 2.0 the “participatory Web” and regards the Web2.0-as-information-source as Web 1.0.

The impossibility of excluding group-members who don’t contribute to the provision of goods from sharing profits gives rise to the possibility that rational members will prefer to withhold their contribution of effort andfree-ride on the contribution of others. The characteristics of Web 2.0 are: rich user experience, user participation, dynamic content, metadata, web standards and scalability. Three further characteristics that Best did not mention about web 2.0: openness, freedom and collective intelligence by way of user participation – all should be viewed as essential attributes of Web 2.0.

 

In conclusion the main differentiation between web 1.0 and web 2.0 only lie in their level user. Web 2.0 allows users to browse and obtain information that is available but as well as share their own media content throughout the internet challenging the mainstream media’s ability to deliver news at the same pace.  It is web 2.0 that has continually enhanced the idea of the global village where people from all over the world can share information in the easiest way possible making geographical boundaries seem less an obstacle as it was years back.

 

Bibliography

http://www.webopedia.com/TERM/W/Web_1_point_0.html

www.webopedia.com/TERM/W/Web_1_point_0.htm

http://www.practicalecommerce.com/articles/464/Basic-Definitions-Web-10-Web-20-Web-30/

 

www.csa.com/discoveryguides/scholarships/gloss/php 

Second Life Wednesday, Feb 18 2009 

Introduction to Second Life


 

 

 

 

Second Life is a three-dimensional virtual community created entirely by its membership. Members assume an identity and take up residence in Second Life, creating a customized avatar or personage to represent themselves. The avatar moves about in the virtual world using mousecontrol and intuitive keyboard buttons.

Second Life’s virtual world also includes sound; wind in the swaying trees, babbling brooks, audible conversation, and built-in chat and instant messaging. Residents buy property, start businesses, game with other residents, create objects, join clubs, attend classes, or just hang out. The rendering of Second Life is remarkable, making it an instant guilty pleasure.

As of fall 2006, over 3,000 residents reportedly make an excess of 20 thousand US Dollars (USD) per year running businesses in Second Life. Most of them sell objects they’ve created that other residents want. One Second Life resident landed a Business Week cover story for earning a three-figure income – that’s real-world dollars – selling virtual real estate.

Property purchased in Second Life is owned by the buyer using a scheme referred to as InternetProtocol (IP) copyright. Some owners reward members for staying at their property with Linden dollars, Second Life’s currency. Linden dollars can also be purchased with real dollars using acredit card. Part of the exchange rate goes to Linden Inc., with Second Life purportedly generating over 64 million USD a year.

Real world corporations are also taking interest in the virtual world. In September 2006, Popular Science reported that Wells Fargo Bank bought an island on Second Life, where they may one day offer real world banking. Wal-Mart and Intel are just two of the mega-giants considering corporate training classes in Second Life – a business model that could save corporations, big and small, millions of dollars in travel and lodging fees. Future possibilities include virtual universities that replicate their real-life counterparts with classrooms and professors teaching interactive classes in real time, virtual interactive congressional sessions, and three-dimensional customer and tech support.

Second Life is the brainchild of Philip Rosedale, the former RealNetworks guru credited with spearheading the development of online streaming technologies. Rosedale presently runs Linden Labs, Inc., the privately held company behind Second Life, with the help of a crack team of first-rate developers with previous experience at companies like Disney, THQ, and Mattel. Anyone over 13 years of age can open a free account at Second Life, though members between 13 and 18 participate in Teen Second Life, a separate virtual community. Within the adult version of Second Life, there are PG areas and adult areas where different modes of behavior are acceptable. According to the terms of service contract, harassment of any kind in Second Life results in permanent expulsion.

Just where will Second Life’s virtual world lead? The answer is limited only by the creativity that continues to shape it. While it remains to be seen whether or not it will compete with the ubiquity of the World Wide Web for providing real-world education and services, we just might one day in the not-so-distant future wonder how we ever did without it.

 

 

The rhetoric surrounding Web 2.0 Thursday, Feb 5 2009 

The rhetoric surrounding Web 2.0 infrastructures presents certain cultural claims about media, identity, and technology. It suggests that everyone can and should use new Internet technologies to organize and share information, to interact within communities, and to express oneself. It promises to empower creativity, to democratize media production, and to celebrate the individual while also relishing the power of collaboration and social networks.

But Web 2.0 also embodies a set of unintended consequences, including the increased flow of personal information across networks, the diffusion of one’s identity across fractured spaces, the emergence of powerful tools for peer surveillance, the exploitation of free labor for commercial gain, and the fear of increased corporatization of online social and collaborative spaces and outputs.

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