1 The Internet Economy Computer Science 01i Introduction to the Internet Neal Sample 6 March 2001.
1 Internet Culture Computer Science 01i Introduction to the Internet Neal Sample 27 February 2001.
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Transcript of 1 Internet Culture Computer Science 01i Introduction to the Internet Neal Sample 27 February 2001.
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Internet Culture
Computer Science 01iIntroduction to the Internet
Neal Sample27 February 2001
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We will talk about...
• Odds and ends: FTP• What is a culture?• Internet User Demographics• Delayed Collaboration Communities• Real-time Communities• Virtual Societies• Gaming Communities
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Odds and Ends: FTP
• File Transfer Protocol (FTP)• Transfers files between two machines
Requires an FTP server on the host machine and an FTP client on user’s machine
• Much like the webserver/webbrowser relationship (“client-server”) Requests and replies for files instead of
HTML documents and components
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FTP: manual ftp
• Login to host machine ftp sole.stanford.edu username: bob password: ******
• To request a file(s) get program1.cc get *.html
• To send file(s) put program2.cc put *.html
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FTP: Getting Graphical
• Many, many free graphical FTP programs are available
• Two recommendations are: WS_FTP LE CuteFTP
• Both are available at: http://www.tucows.com
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FTP: GUI Login
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FTP: GUI Use
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Internet Culture
What is a culture?
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What is a culture?
• History• Habitat• Architecture• Community• Artifacts• Property and Commerce• Psychology• Behavior, Sanctions, Norms, Status• Political Structure
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Demographics
Who do you think uses the net most?
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Age
• Average age: 33
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Sex
1997: 68% male, 32% female W3C1998: 59% male, 41% female GA Tech2000: 60% male, 40% female user survey
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Education
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Income
Average Income: $59,000/yr.
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Marital Status
• Married: 41.1%
• Single: 38.7%
• Living w/ someone: 9.2%
• Divorced or separated: 8.3%
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Geography
• USA: 84.4%
• Europe: 5.8%
• Canada: 4.9%
• All other: 4.9%
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Internet Experience
• Under 6 mo.s: 7.9%
• 6-12 mo.s: 10.5%
• 1-3 years: 45%
• 4-6 years: 27.2%
• over 7 years: 9.4%
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Internet Usage
• 78% of respondents use their web browser more than once a day 38% use it more frequently than 4 times a day 40% use the web 1-4 times a day
• 19% use it less frequently than once a day
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Occupation
• Educational: 24.9%
• Computer related: 21.4%
• Professional: 22.5%
• Management: 11.4%
• Other various fields: 19.8%
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Operating System (1999)
• Windows: 81.3% • Macintosh: 13.0% • Unix: 2.7% • WebTV: 0.8% • Dos: 0.6%• OS2: 0.2% • Other or unknown: 1.4%
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Shopping Habits
• 77.8% have purchased products or services online
• 21.6% have never purchased a product or service online
• 0.7% don't know Of the females who responded, just over 70%
have purchased online and of the males, 80% have purchased online. Not a vast difference in markets.
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Purpose on the net?
• Browsing around (surfing): 79%
• Entertainment: 65%
• Work / research: 51%
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Odds and ends
• Bookmarks 77% have between 11-50 bookmarks
19% have over 100 bookmarks
• Access 64% access the Net from home
31% access from work
5% other access
• 81% are registered to vote
• 98.3% use English as their primary language
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Who is John Q. Internet?
• 33 year old married male• No children• College graduate, likely holds graduate
degree• Earns about $59,000• Live in the US, speaks English, votes• Been on the net 1-3 years• Surfs more than once a day• Uses Microsoft Windows
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Internet Communities
• Communities as groups of related users
• Each internet community has its own “culture” Hackers and gamers and chatters and
activists are all vastly different groups
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Delayed Collaboration Communities
• Groups of people that share ideas and thoughts in stable messages
• No “face-to-face” time, user interaction• Different types:
On the web, “newsgroups” on various topics
Bulletin boards Instant Messaging (some flavors) Email lists
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Delayed Collaboration Examples
• www.dejanews.com newsgroups on various topics
• [email protected] mailing list of all Stanford graduate students
• www.stepfamily.net email questions with public replies ask the experts like “Dear Abby” or NPR’s Car Talk
• http://www.delphi.com/extremecompute/start/ specific topic message boards, hardware
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Realtime Collaborative Communities
• Groups of people that share ideas and thoughts
• Actual “face-to-face” time, conversational
• Different types: IRC - Internet Relay Chat AIM chat, ICQ chat AOL chatrooms
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What “chat” looks like
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Virtually Societies
• MUSH - MUltiuser Shared Hallucination “rooms” connected to myriad other rooms “walk-around”, explore, build, interact
• Virtual Worlds Ultima Online EverQuest Asheron’s Call “games”
• Hitchhiker’s Guide to Earth building knowledge, collaboratively http://www.h2g2.com/
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Lang. of Abbr.• afk: Away from keyboard.
• bbiab: (I'll) be back in a bit.
• bbl: (I'll) be back later.
• brb: (I'll) be right back.
• btw: By the way.
• fubar: [Messed] up beyond all repair (or recognition).
• imho: In my humble opinion.
• irl: In real life (as opposed to virtual reality).
• jk: Just kidding.
• lol: (I'm) laughing out loud.
• otoh: On the other hand.
• rl: Real life.
• rotfl: (I'm) rolling on the floor laughing.
• spam: A lot of unwanted text on your screen, usually scrolling by so fast that it's difficult to read or text that you want to see gets lost in it.
• ttyl: (I'll) talk to you later.
• vr: Virtual reality.
• wtf: What the [heck]? A vulgar exclamation of unpleasant surprise or confusion.
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Gaming Communities
• All sorts of games Turn-based: Cards, chess, Trivial Pursuit
• often use web-browsers, free, high latency ok
Realtime Strategy: War games, empire Building
• purchased software, high latency not too bad
FPS: First person shooters• purchased software, low latency to be
competitive
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Gaming Societies
• By game, e.g., the “Quake Community” http://www.planetquake.com/
• In team games, by group/clan/tribe http://www.tribalwar.com/vanguard/
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Elements of game culture
• The culture is very feudal wars are waged on virtual battelfields win and lose virtual turf
http://www.ogl.org/cgi-bin/league.pl?league=ctf_open&mode=display_universe
• Status derived from skill• Highly Uncivilized in nature
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“Professional Gamers?”
• Dennis “Thresh” Fong, 25, Cal. dropout• The first “professional gamer”
industry consulting endorsements website: www.firingsquad.com
• Is it lucrative? 1997 E3 winnings:
• $5000• A new Intergraph PC workstation• oh yes, and a Ferrari
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Gamer Demographics
• Last update Feb 27 2001 11:45am PST www.theclq.com Online Players: 12,873,958 Online Teams: 261,366 Online Servers:316,940
• Typically Male, 16-24
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Other groups and cultural traits
• Hackers Status through exploits and “hacks” Anarchists
• Open Source Developers “Gift culture” Noosphere Linus Torvalds - Linux Socialists with “ego-profits”
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Sources and further reading
• University of Colorado at Denver http://www.cudenver.edu/~mryder/itc_data/culture.html
• Gateway Virginia http://www.gateway-va.com/ad/gvaad.htm
• Survey.net (users add their own data) www.survey.net
• US Hostnet (marketers) http://ushostnet.com/host/
• Protocol Communications (Georgia Tech Survey) http://java.protocom.com/protomall/Protocom/benefit/
who.html
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Project: Spice Girls?
• In the immortal words of Ginger Spice:
“Tell me what you want, what you really really want.…”
• So many topics, so little time