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Mac OS X With Mac OS X In the late s, there was significant growth in the Unix world, especially among the free software community.

New graphical desktop movements grew up around Linux and similar operating systems, based on the X Window System. Later releases added improvements over the original Workbench, like support for high-color Workbench screens, context menus, and embossed 2D icons with pseudo-3D aspect. Some Amiga users preferred alternative interfaces to standard Workbench, such as Directory Opus Magellan.

These object-oriented graphic engines driven by user interface classes and methods were then standardized into the Amiga environment and changed Amiga Workbench to a complete and modern guided interface, with new standard gadgets, animated buttons, true bit-color icons, increased use of wallpapers for screens and windows, alpha channel, transparencies and shadows as any modern GUI provides.

There is a brief article on Ambient and descriptions of MUI icons, menus and gadgets at aps. Use of object oriented graphic engines dramatically changes the look and feel of a GUI to match actual styleguides.

Version 1. Microsoft later imitated much of this look in Windows 95 [ citation needed ]. It used Display PostScript for its graphical underpinning. NeXTSTEP’s GUI was the first to feature opaque dragging of windows in its user interface, on a comparatively weak machine by today’s standards, ideally aided by high performance graphics hardware. BeOS was later ported to Intel hardware. Much effort was spent by the developers to make it an efficient platform for multimedia applications.

Be Inc. Palm Inc. General Magic is the apparent parent of all modern smartphone GUI, i. In , with the iPhone [35] and later in with the introduction of the iPad , [36] Apple popularized the post-WIMP style of interaction for multi-touch screens, with those devices considered to be milestones in the development of mobile devices.

Other portable devices such as MP3 players and cell phones have been a burgeoning area of deployment for GUIs in recent years. Since the mids, a vast majority of portable devices have advanced to having high-screen resolutions and sizes. Because of this, these devices have their own famed user interfaces and operating systems that have large homebrew communities dedicated to creating their own visual elements, such as icons, menus, wallpapers, and more.

Post-WIMP interfaces are often used in these mobile devices, where the traditional pointing devices required by the desktop metaphor are not practical. As high-powered graphics hardware draws considerable power and generates significant heat, many of the 3D effects developed between and are not practical on this class of device. This has led to the development of simpler interfaces making a design feature of two dimensionality such as exhibited by the Metro Modern UI first used in Windows 8 and the Gmail redesign.

In the first decade of the 21st century, the rapid development of GPUs led to a trend for the inclusion of 3D effects in window management. It is based in experimental research [ citation needed ] in User Interface Design trying to expand the expressive power of the existing toolkits in order to enhance the physical cues that allow for direct manipulation. New effects common to several projects are scale resizing and zooming, several windows transformations and animations wobbly windows, smooth minimization to system tray The proof-of-concept BumpTop desktop combines a physical representation of documents with tools for document classification possible only in the simulated environment, like instant reordering and automated grouping of related documents.

These effects are popularized thanks to the widespread use of 3D video cards mainly due to gaming which allow for complex visual processing with low CPU use, using the 3D acceleration in most modern graphics cards to render the application clients in a 3D scene. The application window is drawn off-screen in a pixel buffer, and the graphics card renders it into the 3D scene. This can have the advantage of moving some of the window rendering to the GPU on the graphics card and thus reducing the load on the main CPU , but the facilities that allow this must be available on the graphics card to be able to take advantage of this.

The notebook interface is widely used in data science and other areas of research. Notebooks allow users to mix text, calculations, and graphs in the same interface which was previously impossible with a command-line interface. Virtual reality devices such as the Oculus Rift and Sony’s PlayStation VR formerly Project Morpheus [39] aim to provide users with presence , a perception of full immersion into a virtual environment.

From Wikipedia, the free encyclopedia. This article has multiple issues. Please help improve it or discuss these issues on the talk page. Learn how and when to remove these template messages. This article includes a list of general references , but it lacks sufficient corresponding inline citations.

Please help to improve this article by introducing more precise citations. August Learn how and when to remove this template message. This article’s factual accuracy may be compromised due to out-of-date information. Please help update this article to reflect recent events or newly available information. January Aspect of history. Main article: Classic Mac OS. Main article: GEM desktop environment.

Main article: DeskMate. Main article: MSX-View. Main article: BBC Master. See also: History of Microsoft Windows. Main article: GEOS 8-bit operating system. Main article: X Window System. Main article: NeWS.

Main articles: Windows 95 and Windows NT. Main article: 3D interaction. Main article: Notebook interface. See also: Head-up display.

This section needs expansion. You can help by adding to it. March Retrieved June 12, Archived from the original on August 16, Creative Bloq.

Retrieved July 1, Archived from the original on October 5, Electric Dreams: Computers in American Culture. New York University Press. ISBN Archived from the original on November 7, Retrieved January 24, Retrieved March 7, Archived from the original on October 19, Computer Graphics. June 7, — via Internet Archive. Retrieved June 13, Streaming media is multimedia that is delivered and consumed in a continuous manner from a source, with little or no intermediate storage in network elements.

Streaming refers to the delivery method of content, rather than the content itself. Distinguishing delivery method from the media applies specifically to telecommunications networks , as most of the traditional media delivery systems are either inherently streaming e. There are challenges with streaming content on the Internet.

For example, users whose Internet connection lacks sufficient bandwidth may experience stops, lags, or poor buffering of the content, and users lacking compatible hardware or software systems may be unable to stream certain content. With the use of buffering of the content for just a few seconds in advance of playback, the quality can be much improved. Livestreaming is the real-time delivery of content during production, much as live television broadcasts content via television channels.

Livestreaming requires a form of source media e. Streaming is an alternative to file downloading , a process in which the end-user obtains the entire file for the content before watching or listening to it. Through streaming, an end-user can use their media player to start playing digital video or digital audio content before the entire file has been transmitted.

The term “streaming media” can apply to media other than video and audio, such as live closed captioning , ticker tape , and real-time text , which are all considered “streaming text”. Streaming is most prevalent in video on demand and streaming television services. Other services stream music or video games. The term “streaming” was first used for tape drives manufactured by Data Electronics Inc. It was first done by Starlight Networks for video streaming and Real Networks for audio streaming.

Such video had previously been referred to by the misnomer “store and forward video. This operated until The concept of media streaming eventually came to America. In the early s, George O. Squier was granted patents for a system for the transmission and distribution of signals over electrical lines, [3] which was the technical basis for what later became Muzak , a technology streaming continuous music to commercial customers without the use of radio.

The Telephone Music Service, a live jukebox service, began in and continued until A tavern customer would deposit money in the jukebox, use a telephone on top of the jukebox, and ask the operator to play a song. The operator would find the record in the studio library of more than , records, put it on a turntable, and the music would be piped over the telephone line to play in the tavern.

The music media began as 78s, 33s and 45s, played on the six turntables they monitored. CDs and tapes were incorporated in later years. Attempts to display media on computers date back to the earliest days of computing in the midth century. However, little progress was made for several decades, primarily due to the high cost and limited capabilities of computer hardware. From the late s through the s, consumer-grade personal computers became powerful enough to display various media.

The primary technical issues related to streaming were having enough CPU and bus bandwidth to support the required data rates, achieving real-time computing performance required to prevent buffer underrun and enable smooth streaming of the content. However, computer networks were still limited in the mids, and audio and video media were usually delivered over non-streaming channels, such as playback from a local hard disk drive or CD-ROMs on the end user’s computer.

In the first commercial Ethernet switch was introduced by Kalpana , which enabled the more powerful computer networks that led to the first streaming video solutions used by schools and corporations. Practical streaming media was only made possible with advances in data compression , due to the impractically high bandwidth requirements of uncompressed media.

Raw digital audio encoded with pulse-code modulation PCM requires a bandwidth of 1. During the late s and early s, users had increased access to computer networks, especially the Internet.

During the early s, users had access to increased network bandwidth , especially in the last mile. These technological improvements facilitated the streaming of audio and video content to computer users in their homes and workplaces. The band Severe Tire Damage was the first group to perform live on the Internet. On June 24, , the band was playing a gig at Xerox PARC while elsewhere in the building, scientists were discussing new technology the Mbone for broadcasting on the Internet using multicasting.

As proof of PARC’s technology, the band’s performance was broadcast and could be seen live in Australia and elsewhere. RealNetworks pioneered the broadcast of a baseball game between the New York Yankees and the Seattle Mariners over the Internet in In , Marc Scarpa produced the first large-scale, online, live broadcast, the Adam Yauch -led Tibetan Freedom Concert , an event that would define the format of social change broadcasts.

The first commercial streaming product appeared in late and was named StarWorks. Starworks was from Starlight Networks , who also pioneered live video streaming on Ethernet and via Internet Protocol over satellites with Hughes Network Systems. Once the web became popular in the late 90s, streaming video on the internet blossomed from startups such as VDOnet later acquired by RealNetworks and Precept later acquired by Cisco. Microsoft developed a media player known as ActiveMovie in that supported streaming media and included a proprietary streaming format, which was the precursor to the streaming feature later in Windows Media Player 6.

In June Apple also introduced a streaming media format in its QuickTime 4 application. It was later also widely adopted on websites along with RealPlayer and Windows Media streaming formats. The competing formats on websites required each user to download the respective applications for streaming and resulted in many users having to have all three applications on their computer for general compatibility. In Industryview. The ability to collect data and feedback from potential customers caused this technology to gain momentum quickly.

Around , the interest in a single, unified, streaming format and the widespread adoption of Adobe Flash prompted the development of a video streaming format through Flash, which was the format used in Flash-based players on video hosting sites. Competition among online platforms has forced them to find ways to differentiate themselves.

One key way they have done this is by offering exclusive content, often self-produced and created specifically for a market. This approach to streaming competition, can have disadvantages for consumers and for the industry as a whole. Once content is made available online, the corresponding piracy searches decrease. Competition or legal availability across multiple platforms effectively deters online piracy and more exclusivity does not necessarily translate into higher average investment in content, as investment decisions are also dependent on the level and type of competition in online markets.

Advances in computer networking , combined with powerful home computers and operating systems made streaming media practical and affordable for the public.

Stand-alone Internet radio devices emerged to offer listeners a non-technical option for listening to audio streams. These audio streaming services became increasingly popular; streaming music reached It dematerializes music, denies it a crucial measure of autonomy, reality, and power.

It makes music seem disposable, impermanent. Hence it intensifies the ebb and flow of pop fashion, the way musical ‘memes’ rise up for a week or a month and are then forgotten.

In general, multimedia content is data intensive, so media storage and transmission costs are still significant. Media is generally compressed for transport and storage. Increasing consumer demand for streaming of high-definition HD content has led the industry to develop technologies such as WirelessHD and G. Many developers have introduced HD streaming apps that work on smaller devices such as tablets and smartphones for everyday purposes.

A media stream can be streamed either live or on demand. Live streams are generally provided by a means called true streaming. True streaming sends the information straight to the computer or device without saving to a local file. On-demand streaming is provided by a means called progressive download. Progressive download saves the received information to a local file and then is played from that location.

On-demand streams are often saved to files for extended amounts of time; while the live streams are only available at one time only e. Streaming media is increasingly being coupled with use of social media.

For example, sites such as YouTube encourage social interaction in webcasts through features such as live chat , online surveys , user posting of comments online and more. Furthermore, streaming media is increasingly being used for social business and e-learning. Millennials , the report said, streamed 60 percent of content. One of the movie streaming industry’s largest impacts was on the DVD industry, which effectively met its demise with the mass popularization of online content.

The rise of media streaming caused the downfall of many DVD rental companies such as Blockbuster. It stated that Netflix was continuing their DVD services with 5. On the other hand, their streaming services had 65 million members. Music streaming is one of the most popular ways in which consumers interact with streaming media.

In the age of digitization, the private consumption of music transformed into a public good largely due to one player in the market: Napster. Napster , a peer-to-peer P2P file-sharing network where users could upload and download MP3 files freely, broke all music industry conventions when it launched in early in Hull, Massachusetts.

Not only did this development disrupt the music industry by making songs that previously required payment to acquire freely accessible to any Napster user, but it also demonstrated the power of P2P networks in turning any digital file into a public, shareable good. For the brief period of time that Napster existed, mp3 files fundamentally changed as a type of good. Songs were no longer financially excludable — barring access to a computer with internet access — and they were not rival, meaning if one person downloaded a song it did not diminish another user from doing the same.

Napster, like most other providers of public goods, faced the free-rider problem. Every user benefits when an individual uploads an mp3 file, but there is no requirement or mechanism that forces all users to share their music. Thus, Napster users were incentivized to let others upload music without sharing any of their own files.

This structure revolutionized the consumer’s perception of ownership over digital goods — it made music freely replicable. Napster quickly garnered millions of users, growing faster than any other business in history. At the peak of its existence, Napster boasted about 80 million users globally. The site gained so much traffic that many college campuses had to block access to Napster because it created network congestion from so many students sharing music files.

The reign of P2P networks was short-lived. The first to fall was Napster in Education occurs most often in “real life” by becoming involved and learning the details as time progresses.

Although there are several books on the topic, some so-called “how-to” or ” silver bullet ” books instruct readers to manipulate holes in the Google algorithm , which can quickly become out of date, [38] or suggest strategies no longer endorsed or permitted by advertisers.

Outsourced Program Management companies typically combine formal and informal training, providing much of their training through group collaboration and brainstorming. Such companies also try to send each marketing employee to the industry conference of their choice. Other training resources used include online forums, weblogs, podcasts , video seminars, and specialty websites. In the state of New York passed a law asserting sales tax jurisdiction over Amazon.

New York was aware of Amazon affiliates operating within the state. In Quill Corp. North Dakota , the US Supreme Court ruled that the presence of independent sales representatives may allow a state to require sales tax collections.

New York determined that affiliates are such independent sales representatives. The New York law became known as “Amazon’s law” and was quickly emulated by other states. Many voucher code web sites use a click-to-reveal format, which requires the web site user to click to reveal the voucher code. The action of clicking places the cookie on the website visitor’s computer.

In the United Kingdom, the IAB Affiliate Council under chair Matt Bailey announced regulations [42] that stated that “Affiliates must not use a mechanism whereby users are encouraged to click to interact with content where it is unclear or confusing what the outcome will be. From Wikipedia, the free encyclopedia. Type of performance-based marketing. For marketing to a specific interest group, see Affinity marketing.

This article needs additional citations for verification. Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed. This section possibly contains original research. Please improve it by verifying the claims made and adding inline citations.

Statements consisting only of original research should be removed. February Learn how and when to remove this template message. Main article: Cookie stuffing. ISBN In Singh, Surabhi ed. OCLC Strategic Affiliate Marketing. Cheltenham, UK: Edward Elgar. Archived from the original on 11 May Retrieved Amazon Associates is one of the first online affiliate marketing programs and was launched in McGraw-Hill Trade , 30 November ClickZ Network. Archived from the original on February New York: Searchen Networks Inc.

Retrieved 14 May CPC vs. Grimes The authenticity of the document was neither acknowledged nor challenged by Google. Communications of the Association for Information Systems. Retrieved on Wayfair, Inc. June 21, Authority control: National libraries Israel United States.

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Final Fantasy XV is an action role-playing game developed and published by Square fifteenth main installment of the Final Fantasy series, it was released for the PlayStation 4 and Xbox One in , Microsoft Windows in , and as a launch title for Stadia in The game features an open world environment and action-based battle system, incorporating quick . Microsoft Rewards ; Free downloads & security; Education; Virtual workshops and training Publisher for Microsoft Publisher Publisher Publisher Publisher Publisher A picture contains the same amount of information, or number of pixels, whether you scale it larger or smaller in your publication. The resolution. In IEEE citation format, you should list the names of up to six authors in a reference on your IEEE reference the source has seven or more authors, just list the first author’s name followed by “et al.” (in italics): “F. Gupta et al., ”. In the main text, if you mention a source with three or more authors, you should use “et al.”: “Fowler et al. [11] argue that ”.