From Mainframe to Mainstream - Raising the Internet
Wednesday, 01 April 2009 23:18
In the late 1980s, industry insiders hailed the Internet as the next big thing. Even as late as 1990, the general public, or mainstream, really did not understand how the Internet would develop as a functional and worthwhile tool, and yet, it continued to progress, enhancing so many lives. Although it took nearly three decades of improvements for it to become popular with mainstream users, the Internet has become an indisputable, indispensable part of our daily lives.
By 1990, the World Wide Web was introduced for mainstream use. Once they understood computing and the Internet, people of every demographic worldwide embraced their newfound life online, using it with ease for both business and leisure. By the mid 1990s, the Internet really caught on. It sparked the much-needed computer industry boom. Technology companies focused on improving Internet user experience, continuously developing improvements for the way people wanted to use the Internet. The computer industry was driven to make the Internet less intimidating for the everyday person, because thats what the people wanted. The term, 'User Friendly' was coined for the ease of use of the Internet by inexperienced, but willing users. To say this propelled the computer industry growth is an understatement.
Over the years, technology evolved and became more promising and practical for everyday use. In 1993/1994, Netscapes unique browser made it interesting enough for the general public to test the waters. Sometime in 1995, the internet became good enough for commercial use (Dr. Colin Parris, VP, VW Business, IBM).
By 1996/1997, the virtual world began in the form of Active Worlds, the first functioning virtual world. Phillip Rosedale formed Linden Lab® in 1999, when he began testing his version of a functioning virtual world, known as Second Life®. He introduced it to the public in 2003.
Today, Second Life has over 16 million registered users, and nearly 80 thousand concurrent users. People are learning about virtual life as they go. There are businesses being formed online, virtual products and services available, social events, live performance opportunities, meeting spaces and University-level classrooms being developed. Having sophisticated mobile devices only makes this kind of ability even more exciting. This is the kind of technology that I grew up thinking was very futuristic.
The technological evolution certainly doesnt end here. Online Virtual Worlds are still in their formative years, leaving room for developers to fine-tune virtual world tools to User Friendly status.
It is remarkable to reflect on how the computer went from mainframe to mainstream in a generation, but the world has only seen the Internet take its baby steps. Though it is approximately a decade in the making, virtual world developers are just beginning to entice mainstream users to take the Internet into the future, to its adolescence. Perhaps virtual worlds will become user friendly, with the insatiable quest to improve life online. Like its predecessor, the Internet, virtual worlds are fueling a great era of personal and professional opportunity. This kind of achievement will happen with occasional obstacles and trial and error, but one thing is for certain, its not going away. Virtual worlds will mature, one digital footstep at a time.
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