From Mainframe to Mainstream - Raising the Internet


In October 1965, in a lab at Massachusetts Institute of Technology (MIT) two computers ‘talked’ to each other. This milestone in technological advancement led to further development called The ARPANET (Advanced Research Projects Agency Network). During the 1970’s, ‘Email’ was developed and, coincidently, Apple Computer was established. By the 1980’s the personal computer was introduced. In 1986, with only 5000 hosts worldwide, ARPANet became known as the Internet. Still largely unknown to the average person, the Internet was explored and developed by Universities and technology companies, like IBM®. At the time, computers were enormous machines with relatively limited ability. They were in their infancy. They required special rooms and skilled technicians. Today, of course, computers are part of mainstream culture with nearly unlimited possibilities. Getting to where we are now is a technological and social-evolutionary marvel.

In the late 1980’s, 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 1990’s, 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 that’s 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, Netscape’s 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 doesn’t 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, it’s not going away. Virtual worlds will mature, one ‘digital footstep’ at a time.


Written by :
Nasus
 
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