Benchmarks Online

Skip Navigation Links

Page One

Campus Computing

Bulk Mail News

Finding Your Way Around: Computing Resources at UNT

Office 2007 Training Available at the SkillPort CBT Website

Break Hours

Today's Cartoon

RSS Matters

The Network Connection

Link of the Month

Helpdesk FYI

Short Courses

IRC News

Staff Activities

Subscribe to Benchmarks Online
    

Network Connection

By Dr. Philip Baczewski, Director of  Academic Computing and User Services

A Look Back . . . or is it Forward?

Just in time for the new Fall 2007 semester, I decided to take a look at what this column was discussing around the time that the new crop of freshman were born.  That takes us back 18 years to the July/August 1989 issue of Benchmarks.  This is so long ago that I had to go to my bookshelf and pull down an old binder to flip through the pages of the then paper-based publication. Inside the cover page, emblazoned with a symbol of high technology -- the 5 1/4 inch floppy disk -- and a bit of #2 pencil point for good measure, I found my quarry on page 7, sandwiched between an article on AppleSEED (Apple Computer Inc.'s Society to Exchange Exciting Discoveries - long since passed from existence) and "Connecting your Microcomputer to the Mainframe System at UNT via Telephone."

This column originated as The BITNET Connection, a reference to the predominant college and university wide-area network of the day.  It would be two more years before the name change to The Network Connection, during which time the ArpaNet was decommissioned in favor of the NFSNet, which represented the very beginnings of the Internet as we know it today.  Even so, some form of the Internet has existed for the entire life of today's incoming college freshmen.

The topic of 18 years ago was BITNET RELAY.  That's the progenitor of Internet Relay Chat (IRC) as well as SMS cell phone messaging.  That's right -- eighteen years ago, a different generation was talking in incomprehensible shorthand code and prattling inanely on line. Of course, back then you needed an IBM mainframe or equivalent and a terminal connection (we had dial up) to do so.  Still, the only operational difference between those mainframe days and these cell phone days is that the computer now fits in your hand, and we had a much better keyboard to work with back then.  OMG! Texting is not new -- it's just a transferred paradigm with an inferior input device.

Waiting for something truly new on the Internet is a bit like waiting for the flying car. Here we are, years later, and the paradigms remain the same. The highways are bigger, but more congested. The vehicles are faster, but not much more functional. There's more traffic and it sometimes is difficult to reach your destination. Where's that flying car that will take us soaring above the mundane commutes and congestion. Oh yeah, and we still don't have the ubiquitous video phone.

So where's the new paradigm?  Is it Facebook or MySpace?  I view those as personal web pages for the technically inept (sorry, I'm feeling cynical today.) Social networking is not new, we just used to do it on LISTSERV. YouTube?  America's Funniest Home Videos on steroids. Blogs? Usenet without the fun and freedom of alt. What about Second Life? I know there were MUDs long ago, and DOOM, and WoW, and Halo, more recently, but most of those virtual worlds are to support games whose primary goals involve splatters of red all over your screen.

Second Life is intriguing because it is a virtual world for the sake of a virtual world. It's a world with a geography, physics, and economy unique to itself. Inhabitants are encouraged to create things (structures, items, services, etc.) within the virtual world and plug themselves into the virtual economy.  They claim almost 9 million residents, with tens of thousands on line at a time, and they're all thin, muscular or shapely, and uniquely dressed, just like real life, or more likely, like real life as you wish it might be.

Second Life is an alternate place to be (in the most philosophical sense.)  It now has political campaign headquarters, university classes, and even a symphony orchestra.  Second Life for XBOX or Wii would add an interesting dimension, since there are reportedly over 20 million of those Internet-ready game boxes in households world wide.  Those devices are built to create virtual worlds (Wii tennis is almost as good as the real thing.)  Those devices also extend technology to a level usable by an 8-year old (not that I'd recommend Second Life for anyone much under 18.)
 
The fascination with Second Life or whatever might develop from or follow it, is the idea that if you have a parallel virtual life, you can do things that you can't do in the physical world.  This includes flying, bodily, across the landscape to a remote site and interacting with others within a simulated environment without leaving your house (imagine going to the staff meeting in your bathrobe and letting your avatar wear the tie.)

The idea of virtual meeting places or interactive environments on the Internet is not new.  However, attempts along those lines have been single purpose.  Second Life offers the environment and invites you to utilize it for whatever purpose you can create. That's an interesting idea, and perhaps something new on the Internet. I'll let you know in 18 years.

 


Originally published, August 2007 -- Please note that information published in Benchmarks Online is likely to degrade over time, especially links to various Websites. To make sure you have the most current information on a specific topic, it may be best to search the UNT Website - http://www.unt.edu . You can also search Benchmarks Online - http://www.unt.edu/benchmarks/archives/back.htm as well as consult the UNT Helpdesk - http://www.unt.edu/helpdesk/ Questions and comments should be directed to
benchmarks@unt.edu

 

Return to top