Vocabulari específic

interface

<jargon> A boundary across which two systems communicate. An interface might be a hardware connector used to link to
other devices, or it might be a convention used to allow communication between two software systems. Often there is some
intermediate component between the two systems which connects their interfaces together. For example, two RS-232
interfaces connected via a serial cable.

See also graphical user interface, Application Program Interface.

(22 May 1996)

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Human-Computer Interface

Anything which allows a user to interact with a computer. Examples are WIMP, command line interpreter, or virtual reality.

(05 Jan 1995)
 
 

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Graphical User Interface

<operating system> (GUI) The use of pictures rather than just words to represent the input and output of a program. A
program with a GUI runs under some windowing system (e.g. The X Window System, Microsoft Windows, Acorn RISC OS,
NEXTSTEP). The program displays certain icons, buttons, dialogue boxes etc. in its windows on the screen and the user
controls it mainly by moving a pointer on the screen (typically controlled by a mouse) and selecting certain objects by pressing
buttons on the mouse while the pointer is pointing at them.

Though Apple Computer would like to claim they invented the GUI with their Macintosh operating system, the concept
originated in the early 1970s at Xerox's PARC laboratory.

Compare command line interface.

(12 Jan 1996)
 

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Human-Computer Interaction

(HCI) The study of how humans use computers and how to design computer systems which are easy, quick and productive for
humans to use.

MORE

(05 Jan 1995)

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Application Program Interface

<programming> (API, or "application programming interface") The interface (calling conventions) by which an application
program accesses operating system and other services. An API is defined at source code level and provides a level of
abstraction between the application and the kernel (or other privileged utilities) to ensure the portability of the code.

An API can also provide an interface between a high level language and lower level utilities and services which were written
without consideration for the calling conventions supported by compiled languages. In this case, the API's main task may be the
translation of parameter lists from one format to another and the interpretation of call-by-value and call-by-reference arguments
in one or both directions.

(15 Feb 1995)
 

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Compact Disc Read-Only Memory

<storage> (CD-ROM) A non-volatile optical data storage medium using the same physical format as audio compact discs,
readable by a computer with a CD-ROM drive.

CD-ROM is popular for distribution of large databases, software and especially multimedia applications. The maximum
capacity is about 600 megabytes. A CD can store around 640 megabytes of data - about 12 billion bytes per pound weight.

CD-ROM drives are rated with a speed factor relative to music CDs (1x). 12x drives are common today (April 1997). Above
12x speed, there are problems with vibration and heat. The newer constant angular velocity (CAV) drives will give speeds up to
20x but due to the nature of CAV the actual throughput increase over 12x will be less than 20/12. 20x is thought to be the
maximum speed due to mechanical constraints.

CD-ROM drives may connect to an IDE interface, a SCSI interface or a propritary interface, of which there are three - Sony,
Panasonic, and Mitsumi. Most CD-ROM drives can also play audio CDs.

There are several formats used for CD-ROM data, including Green Book CD-ROM, White Book CD-ROM and Yellow
Book CD-ROM. ISO 9660 defines a standard file system.

See also Compact Disc Recordable, Digital Video Disc.

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World-Wide Web

<World-Wide Web, networking, hypertext> (WWW, W3, The Web) An Internet client-server hypertext distributed
information retrieval system which originated from the CERN High-Energy Physics laboratories in Geneva, Switzerland.

An extensive user community has developed on the Web since its public introduction in 1991. In the early 1990s, the
developers at CERN spread word of the Web's capabilities to scientific audiences worldwide. By September 1993, the share
of Web traffic traversing the NSFNET Internet backbone reached 75 gigabytes per month or one percent. By July 1994 it was
one terabyte per month.

On the WWW everything (documents, menus, indices) is represented to the user as a hypertext object in HTML format.
Hypertext links refer to other documents by their URLs. These can refer to local or remote resources accessible via FTP,
Gopher, Telnet or news, as well as those available via the http protocol used to transfer hypertext documents.

The client program (known as a browser), e.g. NCSA Mosaic, Netscape Navigator, runs on the user's computer and provides
two basic navigation operations: to follow a link or to send a query to a server. A variety of client and server software is freely
available.

Most clients and servers also support "forms" which allow the user to enter arbitrary text as well as selecting options from
customisable menus and on/off switches.

Following the widespread availability of web browsers and servers, many companies from about 1995 realised they could use
the same software and protocols on their own private internal TCP/IP networks giving rise to the term "intranet".

If you don't have a WWW browser, but you are on the Internet, you can access the Web using the command:

        telnet www.w3.org
 

(Internet address 128.141.201.74) but it's much better if you install a browser on your own computer.

The World Wide Web Consortium is the main standards body for the web.

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command line interface

<operating system> A means of communication between a program and its user, based solely on textual input and output.
Commands are input with the help of a keyboard or similar device and are interpreted and executed by the program. Results
are output as text or graphics to the terminal.

Command line interfaces usually provide greater flexibility than graphical user interfaces, at the cost of being harder for the
novice to use. Consequently, some hackers look down on GUIs as designed For The Rest Of Them.

(12 Jan 1996)

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program

1. A magic spell cast over a computer allowing it to turn one's input into error messages.

2. An exercise in experimental epistemology.

3. A form of art, ostensibly intended for the instruction of computers, which is nevertheless almost inevitably a failure if other
programmers can't understand it.

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Multi-User Dimension

<games> (MUD) (Or Multi-User Domain, originally "Multi-User Dungeon") A class of multi-player interactive game, accessible via the Internet or a modem. A MUD is like a real-time chat forum with structure; it has multiple "locations" like an adventure
game and may include combat, traps, puzzles, magic and a simple economic system. A MUD where characters can build more
structure onto the database that represents the existing world is sometimes known as a "MUSH". Most MUDs allow you to log
in as a guest to look around before you create your own character.

Historically, MUDs (and their more recent progeny with names of MU- form) derive from a hack by Richard Bartle and Roy
Trubshaw on the University of Essex's DEC-10 in 1979. It was a game similar to the classic Colossal Cave adventure, except
that it allowed multiple people to play at the same time and interact with each other. Descendants of that game still exist today
and are sometimes generically called BartleMUDs. There is a widespread myth that the name MUD was trademarked to the
commercial MUD run by Bartle on British Telecom (the motto: "You haven't *lived* 'til you've *died* on MUD!"); however,
this is false - Richard Bartle explicitly placed "MUD" in the PD in 1985. BT was upset at this, as they had already printed
trademark claims on some maps and posters, which were released and created the myth.

Students on the European academic networks quickly improved on the MUD concept, spawning several new MUDs
(VAXMUD, AberMUD, LPMUD). Many of these had associated bulletin-board systems for social interaction. Because these
had an image as "research" they often survived administrative hostility to BBSs in general. This, together with the fact that
Usenet feeds have been spotty and difficult to get in the UK, made the MUDs major foci of hackish social interaction there.

AberMUD and other variants crossed the Atlantic around 1988 and quickly gained popularity in the US; they became nuclei for large hacker communities with only loose ties to traditional hackerdom (some observers see parallels with the growth of Usenet
in the early 1980s). The second wave of MUDs (TinyMUD and variants) tended to emphasise social interaction, puzzles, and
cooperative world-building as opposed to combat and competition. In 1991, over 50% of MUD sites are of a third major
variety, LPMUD, which synthesises the combat/puzzle aspects of AberMUD and older systems with the extensibility of
TinyMud. The trend toward greater programmability and flexibility will doubtless continue.

The state of the art in MUD design is still moving very rapidly, with new simulation designs appearing (seemingly) every month.
There is now a move afoot to deprecate the term MUD itself, as newer designs exhibit an exploding variety of names
corresponding to the different simulation styles being explored.

UMN MUD Gopher page.

U Pennsylvania MUD Web page.

See also bonk/oif, FOD, link-dead, mudhead, MOO, MUCK, MUG, MUSE, talk mode.

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Multi-User Shared Hallucination

<communications, application> (MUSH) A user-extendable MUD. A MUSH provides commands which the players can use to
construct new rooms or make objects and puzzles for other players to explore.

MORE

(16 Mar 1995)

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emoticon

/ee-moh'ti-kon/ An ASCII glyph used to indicate an emotional state in electronic mail or news. Although originally intended
mostly as jokes, emoticons (or some other explicit humour indication) are virtually required under certain circumstances in
high-volume text-only communication forums such as Usenet; the lack of verbal and visual cues can otherwise cause what were
intended to be humorous, sarcastic, ironic, or otherwise non-100%-serious comments to be badly misinterpreted (not always
even by newbies), resulting in arguments and flame wars.

Hundreds of emoticons have been proposed, but only a few are in common use. These include:

 :-)    "smiley face" (for humour, laughter,
        friendliness, occasionally sarcasm)

 :-(    "frowney face" (for sadness, anger, or upset)

 ;-)    "half-smiley" (ha ha only serious); also
        known as "semi-smiley" or "winkey face".

 :-/    "wry face"
 

These may become more comprehensible if you tilt your head sideways, to the left. The first two are by far the most frequently
encountered. Hyphenless forms of them are common on CompuServe, GEnie, and BIX; see also bixie. On Usenet, "smiley" is
often used as a generic term synonymous with emoticon, as well as specifically for the happy-face emoticon.

It appears that the emoticon was invented by one Scott Fahlman on the CMU bboard systems around 1980. He later wrote: "I
wish I had saved the original post, or at least recorded the date for posterity, but I had no idea that I was starting something that
would soon pollute all the world's communication channels." [GLS confirms that he remembers this original posting].

As with exclamation marks, overuse of the smiley is a mark of loserhood! More than one per paragraph is a fairly sure sign that
you've gone over the line.

(02 Dec 1994)

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talk

1. <talk, tool, networking> Any system that allows two or more logged-in users to set up a typed, real-time, on-line
conversation, either by all users logging into the same computer, or more commonly nowadays, via a network.

Unix has the talk program and protocol and its variants xtalk and ytalk for the X Window System; VMS has phone; Windows
for Workgroups has chat. ITS also has a talk system. These split the screen into separate areas for each user.

Unix's write command can also be used, though it does not attempt to separate input and output on the screen. Internet Relay
Chat is a similar concept for interactive conversation over the Internet.

Users of such systems are said to be in talk mode which has many conventional abbreviations.

(24 Sep 1996)

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real-time

1. Describes an application which requires a program to respond to stimuli within some small upper limit of response time
(typically milli- or microseconds). Process control at a chemical plant is the classic example. Such applications often require
special operating systems (because everything else must take a back seat to response time) and speed-tuned hardware.

2. In jargon, refers to doing something while people are watching or waiting. "I asked her how to find the calling procedure's
program counter on the stack and she came up with an algorithm in real time."

Used to describe a system that must guarantee a response to an external event within a given time.

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Artificial Life

<algorithm, application> (a-life) The study of synthetic systems which behave like natural living systems in some way. Artificial
Life complements the traditional biological sciences concerned with the analysis of living organisms by attempting to create
lifelike behaviours within computers and other artificial media. Artificial Life can contribute to theoretical biology by modelling
forms of life other than those which exist in nature. It has applications in environmental and financial modelling and network
communications.

There are some interesting implementations of artificial life using strangely shaped blocks. A video, probably by the company
Artificial Creatures who build insect-like robots in Cambridge, MA (USA), has several mechanical implementations of artificial
life forms.

See also evolutionary computing, life.

[Christopher G. Langton (Ed.), "Artificial Life", Proceedings Volume VI, Santa Fe Institute Studies in the Sciences of
Complexity. Addison-Wesley, 1989].

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evolutionary computation

Computer-based problem solving systems that use computational models of evolutionary processes as the key elements in
design and implementation.

A number of evolutionary computational models have been proposed, including evolutionary algorithms, genetic algorithms, the
evolution strategy, evolutionary programming, and artificial life.

The Hitchhiker's Guide to Evolutionary Computation.

Bibliography.

Usenet newsgroup: comp.ai.genetic.

(02 Mar 1995)

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evolutionary algorithm

 

(EA) An algorithm which incorporates aspects of natural selection or survival of the fittest. An evolutionary algorithm maintains a
population of structures (usually randomly generated initially), that evolves according to rules of selection, recombination,
mutation and survival, referred to as genetic operators. A shared "environment" determines the fitness or performance of each
individual in the population. The fittest individuals are more likely to be selected for reproduction (retention or duplication), while
recombination and mutation modify those individuals, yielding potentially superior ones.

EAs are one kind of evolutionary computation and differ from genetic algorithms. A GA generates each individual from some
encoded form known as a "chromosome" and it is these which are combined or mutated to breed new individuals.

EAs are useful for optimisation when other techniques such as gradient descent or direct, analytical discovery are not possible.
Combinatoric and real-valued function optimisation in which the optimisation surface or fitness landscape is "rugged", possessing
many locally optimal solutions, are well suited for evolutionary algorithms.

(03 Feb 1995)

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genetic algorithm

(GA) An evolutionary algorithm which generates each individual from some encoded form known as a "chromosome" or
"genome". Chromosomes are combined or mutated to breed new individuals. "Crossover", the kind of recombination of
chromosomes found in sexual reproduction in nature, is often also used in GAs. Here, an offspring's chromosome is created by
joining segments choosen alternately from each of two parents' chromosomes which are of fixed length.

GAs are useful for multidimensional optimisation problems in which the chromosome can encode the values for the different
variables being optimised.

Illinois Genetic Algorithms Laboratory (IlliGAL).

(03 Feb 1995)

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 contenido

 

Por contenidose entenderá en la presente comunicación los datos, textos, sonidos, imágenes o combinaciones multimedios de ellos, representados
en formato analógico o digital sobre diversos tipos de soportes, tales como papel, microfilm o dispositivos de almacenamiento magnético u óptico.

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industria de los contenidos

 
La industria de los contenidos tiene tres actividades principales:
 
 

Los diferentes segmentos de esta industria son:

La industria de los contenidos es, desde el punto de vista del valor de mercado y del empleo, el sector más importante de la industria de la información lato sensu, que incluye las industrias de equipos y servicios de telecomunicaciones, sistemas y servicios informáticos, electrónica de consumo y equipos de oficina.

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