The Communications Decency Act
The Communications Decency Act that was signed into law by President Clinton over a year ago is clearly in need of serious revisions due, not only to its vagueness, but mostly due to the fact that the government is infringing on our freedom of speech, may it be indecent or not. The Communications Decency Act, also know by Internet users as the CDA, is an Act that aims to remove indecent or dangerous text, lewd images, and other things deemed inappropriate from public areas of the net. The CDA is mainly out to protect children.
In the beginning, the anonymity of the Internet caused it to become a haven for the free trading of pornography. This is mainly what gives the Internet a bad name. There is also information on the Net that could be harmful to children. Information on how to make home-made explosives and similar info such as The Jolly Rodgers and the Anarchist's Cookbook are easily obtained on the Net. Pedophiles (people attracted to child porn) also have a place to hide on the Internet where nobody has to know their real name. As the average age of the Internet user has started to drop, it has became apparent that something has to be done about the pornography and other inappropriate info on the net.
On February 1, 1995, Senator Exon, a Democrat from Nebraska, and Senator Gorton, a Republican from Washington, introduced the first bill towards regulating online porn. This was the first incarnation of the Telecommunications Reform Bill.
On April 7, 1995, Senator Leahy, a Democrat from Vermont, introduces bill S714. Bill S714 is an alternative to the Exon/Gorton bill. This bill commissions the Department of Justice to study the problem to see if additional legislature (such as the CDA) is even necessary.
The Senate passed the CDA as attached to the Telecomm reform bill on June 14, 1995 with a vote of 84-16. The Leahy bill does not pass, but is supported by 16 Senators that actually understand what the Internet is. Seven days later, several prominent House members publicly announce their opposition to the CDA, including Newt Gingrich, Chris Cox, and Ron Wyden. On September 26, 1995, Senator Russ Feingold urges committee members to drop the CDA from the Telecommunications Reform Bill.
On Thursday, February 1, 1996, Congress passed (House 414-9, Senate 91-5) the Telecommunications Reform Bill, and attached to it the Communications Decency Act. This day was known as "Black Thursday" by the Internet community. One week later, it was signed into law by President Clinton on Thursday, February 8, 1996, also known as the "Day of Protest." The punishment for breaking any of the provisions of the bill is punishable with up to 2 years in prison and/or a $250,000 fine.
On the "Day of Protest," thousands of home-pages went black as Internet citizens expressed their disapproval of the Communications Decency Act. Presently there are numerous organizations that have formed in protest of the Act. The groups include: the American Civil Liberties Union, the Voters Telecommunications Watch, the Citizens Internet Empowerment Coalition, the Center for Democracy & Technology, the Electronic Privacy Information Center, the Internet Action Group, and the Electronic Frontier Foundation. The ACLU is not just involved with Internet issues. They fight to protect the rights of many different groups. (ex. Gay and Lesbian Rights, Death Penalty Rights, and Women's Rights) The ACLU is currently involved in the lawsuit of Reno vs. ACLU in which they are trying to get rid of the CDA.
In addition to Internet users turning their homepage backgrounds black, there was the adoption of the Blue Ribbon, which was also used to symbolize their disapproval of the CDA. The Blue Ribbons are similar to the Red Ribbons that Aids supports are wearing. The Blue Ribbon spawned the creation of "The Blue Ribbon Campaign." The Blue Ribbon's Homepage is the fourth most linked to site on the Internet. Only Netscape, Yahoo, and Webcrawler are more linked to. To be linked to means that they can be reached from another site. It's pretty hard to surf around on the Net and not see a Blue Ribbon on someone's site.
On the day that President Clinton signed the CDA into law, a group of nineteen organizations, from the American Civil Liberties Union to the National Writers Union, filed suit in federal court, arguing that it restricted free speech. At the forefront of the battle against the CDA is Mike Godwin. Mike Godwin is regarded as one of the most important online-rights activists today. He is the staff counsel for the Electronic Frontier Foundation, and has "won fans and infuriated rivals with his media savvy, obsessive knowledge of the law, and knack for arguing opponents into exhaustion." Since 1990 he has written on legal issues for magazines like Wired and Internet World and spoken endlessly at universities, at public rallies, and to the national media. Although this all helped the cause, Godwin didn't become a genuine cyberspace superhero until what he calls the "great Internet sex panic of 1995." During this time, Godwin submitted testimony to the Senate Judiciary Committee, debated Christian Coalition executive director Ralph Reed on Nightline, and headed the attack on the study of online pornography.
The study of online porn became the foundation of "Time Magazine's" controversial July 3 cover story, "On a Screen Near You: Cyberporn." Time said the study proved that pornography was "popular, pervasive, and surprisingly perverse" on the Net, but Godwin put up such a fight to the article that three weeks later, the magazine ran a follow-up story admitting that the study had serious flaws.
The CDA is a bad solution, but it is a bad solution to a very real problem. As Gina Smith, a writer for Popular Science, has written, "It is absolutely true that the CDA, is out of bounds in it's scope and wording. As the act is phrased, for example, consenting adults cannot be sure their online conversations won't land them in jail." Even something as newsstand-friendly as the infamous Vanity Fair cover featuring a pregnant and nude(but strategically covered) Demi Moore might be considered indecent under the act, and George Carlin's famous 'seven dirty words' are definitely out. CDA supporters are right when they say the Internet and online services are fertile playgrounds for pedophiles and other wackos bent on exploiting children.
Now, parents could just watch over their children's shoulder's the whole time that they are online, but that is both an unfair and an impractical answer. There are two answers, either a software program that blocks certain sites could be installed, or parents could discipline their kids so that they would know better than to look at pornography. The latter would appear to be the better alternative, but that just isn't practical. If kids are told not to do something, they are just going to be even more curious to check out porn. On the other hand, many parents are less technologically informed than their kids. Many would not know how to find, install, and understand such programs as CyberPatrol or NetNanny.
The future of the CDA seems to be fairly evident. It doesn't look like the CDA is going to be successful. In addition to the Act being too far reaching in its powers, it is virtually unenforceable. As with anything in print, much of the material on the Internet is intelligent and worthy of our attention, but on the other hand, some of it is very vulgar. The difficulty in separating the two rests in the fact that much of the Internet's value lies in its freedom from regulation. As Father Robert A. Sirico puts it, "To allow the federal government to censor means granting it the power to determine what information we can and cannot have access to."
Temptations to sin will always be with us and around us so long as we live in this world.
Thursday, 27 September 2012
X Software Piracy45
Software piracy is the failure of a licensed user to adhere to the conditions of a software license or the unauthorized use or reproduction of copyrighted software by a person or entity that has not been licensed to use the software. Software piracy has become a household word and a household crime and has had a great affect on the software industry. It is a problem that can only be solved by the choices of each individual.
The computer software industry is one of the great business success stories of recent history, with healthy increases in both hardware and software sales around the world. However, software piracy threatens the industry's economic future. According to estimates by the U.S. Software Publisher's Association, as much as $7.5 billion of American software may be illegally copied and distributed annually worldwide. These copies work as well as the originals and sell for significantly less money. Piracy is relatively easy, and only the largest rings of distributors are usually caught. In addition, software pirates know that they are unlikely to serve hard jail time when prisons are overcrowded with people convicted of more serious crimes. The software industry loses more than $15.2 billion annually worldwide due to software piracy.
Software piracy costs the industry:
$482 every second
$28,900 every minute
$1.7 million every hour
$41.6 million every day
$291.5 million every week
To understand software piracy, one must get inside the mind of the pirate. People, who wouldn't think of sneaking merchandise out of a store or robbing a house, regularly obtain copies of computer programs which they haven't paid for. The pirate has a set of excuses for his actions: prices are too high; the company doesn't provide decent support; he's only going to use the program once in a while. Although, what really makes software piracy seem less bad than other kinds of theft is that nothing is physically taken. There is no immediate effect on the inventory or productive capacity of the creator of a piece of software if someone 500 miles away copies a disk and starts using it.
People tend to think of property as a material thing, and thus have a hard time regarding a computer program as property. However, property is not a concept pertaining to matter alone. Ownership is a concept which comes out of the fact that people live by creating things of value for their own use or for trade with others. Creation does not mean making matter, but rather changing the form of matter alongwith an idea and a purpose. Most often, the actual cost of creating goods is determined in the production of individual items. With software, the reverse is true. The cost of producing copies is negligible compared with the cost of constructing the form of the product.
In both cases, though, the only way a producer can benefit from offering his product in trade, is for others to respect his right to it and to obtain it only on his terms. If people are going to make the production of software a fulltime occupation, they should expect a return for their efforts. If they do not receive any benefit, they will have to switch to a different sort of activity if they want to keep working.
The thief, though, will seldom be caught and punished; his particular act of
copying isn't likely to push a software publisher over the edge. In most cases, people can openly talk about their acts of piracy without suffering criticism. However, there is a more basic deterrent to theft than the risk of getting caught. A person can fake what he is to others, but not to himself. He knows that he is depending on other people's ignorance or willingness to pretend they haven't noticed. He may not feel guilty because of this, but he will always feel helpless and out of control. If he attempts to rationalize his actions, he becomes dependent on his own self-ignorance as well.
Thieves who abandon honesty often fall back on the idea of being smart. They think it's stupid to buy something when they can just take it. They know that their own cleverness works only because of the stupidity of others who pay for what they buy. The thieves are counting on the failure of the very people whose successful efforts they use.
The best defense against software piracy lies neither in physical barriers to copying nor in stiffer penalties. The main prevention to theft in stores is not the presence of guards and magnetic detectors, but the fact that most people have no desire to steal. The best way to stop piracy is to instill a similar frame of mind among software users. This means breaking down the web of excuses by which pirates justify their actions, and leaving them to recognize what they are. Ultimately, this is the most important defense against any violation of people's rights; without an honest majority, no amount of effort by the police will be effective.
In almost all countries of the world, there are statutes, criminal and civil, which provides for enforcement of copyrighted software programs. The criminal penalties range from fines to jail terms or both. Civil penalties may reach as high as $100,000
per infringement. In many countries, companies as well as individuals may face civil and criminal sanctions.
There are several different types of software piracy. Networking is major cause to software piracy. Most licenses to software is written so that the program can only be installed on one machine and can only be used on one machine at a time, however, with some network methods, the program can be loaded on several machines at once, therefore a violation of the agreement. On some network applications, the speed of transporting the software back and forth is too slow, and therefore, copying the program onto each machine would be so much faster, and this could be a violation of the license agreement.
End-user Copying is a form of piracy when individuals within organisations copy software programs from co-workers, friends and relatives. This is the most prevalent form of software theft. Some refer to end user copying as 'disk swapping'.
Hard disk loading happens when unlicensed software is downloaded onto computers that you buy. Generally you, as the customer will have an original program on your hard drive that you may or may not have paid for. However, you will not
receive the accompanying disks or documentation and you will therefore not be entitled to technical support or upgrades. This practice is often used as a sales feature or an added incentive by the dealer to entice the sale.
Software rental is a form of piracy that takes place when an individual rents a computer with software loaded on it or the software itself from a rental shop or computer retailer. The licence agreement clearly states that the purchaser is prohibited from engaging in the rental of the software. This often occurs in the form of a rental, and then a re-stocking charge when the software is returned to the retailer.
Counterfeit software involves both low quality disks and high quality fakes that are extremely close in appearance to the original software.
Stealing via bulletin boards is one of the fastest growing means of software theft. It involves downloading programs onto computers via a modem.
OEM unbundling can occur at either the Original Equipment Manufacturer (OEM) level or at the retailer. Unbundling involves the separating of OEM software from the hardware that it is licensed to be sold with. The product is clearly marked 'For Distribution With New PC Hardware Only' and is designed so that it cannot be sold on the retail shelf. The customer can run into support issues as it is the OEM that is required to provide support for this type of software. When you buy unbundled software you take a bigger risk of purchasing a counterfeit product.
In conclusion, software piracy has had a major impact on the software industry. Economically it has cost the industry billions of dollars each year and there is no sign that this will change in the near future. No amount of penalties or policing will stop the trend of software piracy. Each individual must develop their own moral standards so that they do not add to the problem.
The computer software industry is one of the great business success stories of recent history, with healthy increases in both hardware and software sales around the world. However, software piracy threatens the industry's economic future. According to estimates by the U.S. Software Publisher's Association, as much as $7.5 billion of American software may be illegally copied and distributed annually worldwide. These copies work as well as the originals and sell for significantly less money. Piracy is relatively easy, and only the largest rings of distributors are usually caught. In addition, software pirates know that they are unlikely to serve hard jail time when prisons are overcrowded with people convicted of more serious crimes. The software industry loses more than $15.2 billion annually worldwide due to software piracy.
Software piracy costs the industry:
$482 every second
$28,900 every minute
$1.7 million every hour
$41.6 million every day
$291.5 million every week
To understand software piracy, one must get inside the mind of the pirate. People, who wouldn't think of sneaking merchandise out of a store or robbing a house, regularly obtain copies of computer programs which they haven't paid for. The pirate has a set of excuses for his actions: prices are too high; the company doesn't provide decent support; he's only going to use the program once in a while. Although, what really makes software piracy seem less bad than other kinds of theft is that nothing is physically taken. There is no immediate effect on the inventory or productive capacity of the creator of a piece of software if someone 500 miles away copies a disk and starts using it.
People tend to think of property as a material thing, and thus have a hard time regarding a computer program as property. However, property is not a concept pertaining to matter alone. Ownership is a concept which comes out of the fact that people live by creating things of value for their own use or for trade with others. Creation does not mean making matter, but rather changing the form of matter alongwith an idea and a purpose. Most often, the actual cost of creating goods is determined in the production of individual items. With software, the reverse is true. The cost of producing copies is negligible compared with the cost of constructing the form of the product.
In both cases, though, the only way a producer can benefit from offering his product in trade, is for others to respect his right to it and to obtain it only on his terms. If people are going to make the production of software a fulltime occupation, they should expect a return for their efforts. If they do not receive any benefit, they will have to switch to a different sort of activity if they want to keep working.
The thief, though, will seldom be caught and punished; his particular act of
copying isn't likely to push a software publisher over the edge. In most cases, people can openly talk about their acts of piracy without suffering criticism. However, there is a more basic deterrent to theft than the risk of getting caught. A person can fake what he is to others, but not to himself. He knows that he is depending on other people's ignorance or willingness to pretend they haven't noticed. He may not feel guilty because of this, but he will always feel helpless and out of control. If he attempts to rationalize his actions, he becomes dependent on his own self-ignorance as well.
Thieves who abandon honesty often fall back on the idea of being smart. They think it's stupid to buy something when they can just take it. They know that their own cleverness works only because of the stupidity of others who pay for what they buy. The thieves are counting on the failure of the very people whose successful efforts they use.
The best defense against software piracy lies neither in physical barriers to copying nor in stiffer penalties. The main prevention to theft in stores is not the presence of guards and magnetic detectors, but the fact that most people have no desire to steal. The best way to stop piracy is to instill a similar frame of mind among software users. This means breaking down the web of excuses by which pirates justify their actions, and leaving them to recognize what they are. Ultimately, this is the most important defense against any violation of people's rights; without an honest majority, no amount of effort by the police will be effective.
In almost all countries of the world, there are statutes, criminal and civil, which provides for enforcement of copyrighted software programs. The criminal penalties range from fines to jail terms or both. Civil penalties may reach as high as $100,000
per infringement. In many countries, companies as well as individuals may face civil and criminal sanctions.
There are several different types of software piracy. Networking is major cause to software piracy. Most licenses to software is written so that the program can only be installed on one machine and can only be used on one machine at a time, however, with some network methods, the program can be loaded on several machines at once, therefore a violation of the agreement. On some network applications, the speed of transporting the software back and forth is too slow, and therefore, copying the program onto each machine would be so much faster, and this could be a violation of the license agreement.
End-user Copying is a form of piracy when individuals within organisations copy software programs from co-workers, friends and relatives. This is the most prevalent form of software theft. Some refer to end user copying as 'disk swapping'.
Hard disk loading happens when unlicensed software is downloaded onto computers that you buy. Generally you, as the customer will have an original program on your hard drive that you may or may not have paid for. However, you will not
receive the accompanying disks or documentation and you will therefore not be entitled to technical support or upgrades. This practice is often used as a sales feature or an added incentive by the dealer to entice the sale.
Software rental is a form of piracy that takes place when an individual rents a computer with software loaded on it or the software itself from a rental shop or computer retailer. The licence agreement clearly states that the purchaser is prohibited from engaging in the rental of the software. This often occurs in the form of a rental, and then a re-stocking charge when the software is returned to the retailer.
Counterfeit software involves both low quality disks and high quality fakes that are extremely close in appearance to the original software.
Stealing via bulletin boards is one of the fastest growing means of software theft. It involves downloading programs onto computers via a modem.
OEM unbundling can occur at either the Original Equipment Manufacturer (OEM) level or at the retailer. Unbundling involves the separating of OEM software from the hardware that it is licensed to be sold with. The product is clearly marked 'For Distribution With New PC Hardware Only' and is designed so that it cannot be sold on the retail shelf. The customer can run into support issues as it is the OEM that is required to provide support for this type of software. When you buy unbundled software you take a bigger risk of purchasing a counterfeit product.
In conclusion, software piracy has had a major impact on the software industry. Economically it has cost the industry billions of dollars each year and there is no sign that this will change in the near future. No amount of penalties or policing will stop the trend of software piracy. Each individual must develop their own moral standards so that they do not add to the problem.
Why you should purchase a PC
Computers are capable of doing more things every year. There are many advantages to
knowing how to use a computer, and it is important that everyone know how to use them
properly. Using the information I have gathered, and my own knowledge from my 12 years of
computer experience, I will explain the many advantages of owning a computer and knowing how
to use a PC and I will attempt to explain why you should purchase a computer and learn how to
use one properly.
Webster's New World Compact Dictionary defines a computer as "an electronic machine that
performs rapid, complex calculations or compiles and correlates data" ("Computer."). While this
definition gives one a very narrow view of what a computer is capable of doing, it does describe
the basic ideas of what I will expand upon. We have been living through an age of computers for a
short while now and there are already many people world wide that are computer literate.
According to Using Computers: A Gateway to Information World Wide Web Edition, over 250
million Personal Computers (PC's) were in use by 1995, and one out of every three homes had a
PC (Shelly, Cashman,& Waggoner, 138).
Computers are easy to use when you know how they work and what the parts are. All
computers perform the four basic operations of the information processing cycle: input, process,
output, and storage. Data, any kind of raw facts, is required for the processing cycle to occur.
Data is processed into useful information by the computer hardware. Most computer systems
consist of a monitor, a system unit which contains the Central Processing Unit (CPU), a
floppy-disk drive, a CD-ROM drive, speakers, a keyboard, a mouse, and a printer. Each
component takes a part in one of the four operations.
The keyboard and mouse are input devices that a person uses to enter data into the computer.
From there the data goes to the system unit where it is processed into useful information the
computer can understand and work with. Next the processed data can be sent to storage devices
or to output devices. Normally output is sent to the monitor and stored on the hard-disk or to a
floppy-disk located internal of the system unit. Output can also be printed out through the printer,
or can be played through the speakers as sound depending on the form it takes after it is
processed.
Once you have grasped a basic understanding of the basic parts and operations of a computer,
you can soon discover what you can do with computers to make life easier and more enjoyable.
Being computer literate allows you to use many powerful software applications and utilities to do
work for school, business, or pleasure. Microsoft is the current leading producer of many of these
applications and utilities.
Microsoft produces software called operating systems that manage and regulate the
information processing cycle. The oldest of these is MS-DOS, a single user system that uses typed
commands to initiate tasks. Currently Microsoft has available operating systems that use visual
cues such as icons to help enter data and run programs. These operating systems are ran under
an environment called a Graphical User Interface (GUI's). Such operating systems include
Windows 3.xx, Windows 95, and Windows NT Workstation. Windows 95 is geared more for use
in the home for productivity and game playing whereas Windows NT is more business orientated.
The article entitled "Mine, All Mine" in the June 5, 1995 issue of Time stated that 8 out of 10
PC's worldwide would not be able to start or run if it were not for Microsoft's operating systems
like MS-DOS, Windows 95, and Windows NT (Elmer-Dewitt, 1995, p. 50).
By no means has Microsoft limited itself to operating systems alone. Microsoft has also
produced a software package called Microsoft Office that is very useful in creating reports, data
bases, spreadsheets, presentations, and other documents for school and work. Microsoft Office:
Introductory Concepts and Techniques provides a detailed, step-by-step approach to the four
programs included in Microsoft Office.
Included in this package are Microsoft Word, Microsoft Excel, Microsoft Access, and
Microsoft PowerPoint. Microsoft Word is a word processing program that makes creating
professional looking documents such as announcements, resumes, letters, address books, and
reports easy to do. Microsoft Excel, a spreadsheet program, has features for data organization,
calculations, decision making, and graphing. It is very useful in making professional looking
reports. Microsoft Access, a powerful database management system, is useful in creating and
processing data in a database. Microsoft PowerPoint is ". . a complete presentation graphics
program that allows you to produce professional looking presentations" (Shelly, Cashman, &
Vermaat, 2). PowerPoint is flexible enough so that you can create electronic presentations,
overhead transparencies, or even 35mm slides.
Microsoft also produces entertainment and reference programs. "Microsoft's Flight Simulator
is one of the best selling PC games of all time" (Elmer-Dewitt, 50). Microsoft's Encarta is an
electronic CD-ROM encyclopedia that makes for a fantastic alternative to 20 plus volume book
encyclopedias. In fact, it is so popular, it outsells the Encyclopedia Britannica. These powerful
business, productivity, and entertainment applications are just the beginning of what you can do
with a PC.
Knowing how to use the Internet will allow you access to a vast resource of facts, knowledge,
information, and entertainment that can help you do work and have fun. According to Netscape
Navigator 2 running under Windows 3.1, "the Internet is a collection of networks, each of which
is composed of a collection of smaller networks" (Shelly, Cashman, & Jordan, N2). Information
can be sent over the Internet through communication lines in the form of graphics, sound, video,
animation, and text. These forms of computer media are known as hypermedia. Hypermedia is
accessed through hypertext links, which are pointers to the computer where the hypermedia is
stored. The World Wide Web (WWW) is the collection of these hypertext links throughout the
Internet. Each computer that contains hypermedia on the WWW is known as a Web site and has
Web pages set up for users to access the hypermedia. Browsers such as Netscape allow people to
"surf the net" and search for the hypermedia of their choice.
There are millions of examples of hypermedia on the Internet. You can find art, photos,
information on business, the government, and colleges, television schedules, movie reviews, music
lyrics, online news and magazines, sport sights of all kinds, games, books, and thousands of other
hypermedia on the WWW. You can send electronic mail (E-Mail), chat with other users around
the world, buy airline, sports, and music tickets, and shop for a house or a car. All of this, and
more, provides one with a limitless supply of information for research, business, entertainment, or
other personal use. Online services such as America Online, Prodigy, or CompuServe make it
even easier to access the power of the Internet. The Internet alone is almost reason enough to
become computer literate, but there is still much more that computers can do.
Knowing how to use a computer allows you to do a variety of things in several different ways.
One of the most popular use for computers today is for playing video games. With a PC you can
play card games, simulation games, sport games, strategy games, fighting games, and adventure
games. Today's technology provides the ultimate experiences in color, graphics, sound, music,
full motion video, animation, and 3D effects. Computers have also become increasingly useful in
the music, film, and television industry. Computers can be used to compose music, create sound
effects, create special effects, create 3D life-like animation, and add previous existing movie and
TV footage into new programs, as seen in the movie Forrest Gump. All this and more can be
done with computers.
There is truly no time like the present to become computer literate. Computers will be doing
even more things in the future and will become unavoidable. Purchasing and learning about a new
PC now will help put PC's into the other two-thirds of the homes worldwide and make the
transition into a computer age easier.
Works Cited
"Computer." Webster's New World Compact School and Office Dictionary. 1995.
Elmer-Dewitt, P. "Mine, All Mine." Time Jun. 1995: 46-54.
Shelly, G., T. Cashman, and K. Jordan. Netscape Navigator 2 Running Under Windows 3.1.
Danvers: Boyd & Fraser Publishing Co., 1996.
Shelly, G., T. Cashman, and M. Vermaat. Microsoft Office Introductory Concepts and
Techniques. Danvers: Boyd & Fraser Publishing Co., 1995.
Shelly, G., T. Cashman, G. Waggoner, and W. Waggoner. Using Computers: A Gateway to
Information World Wide Web Edition. Danvers: Boyd & Fraser Publishing Co., 1996.
knowing how to use a computer, and it is important that everyone know how to use them
properly. Using the information I have gathered, and my own knowledge from my 12 years of
computer experience, I will explain the many advantages of owning a computer and knowing how
to use a PC and I will attempt to explain why you should purchase a computer and learn how to
use one properly.
Webster's New World Compact Dictionary defines a computer as "an electronic machine that
performs rapid, complex calculations or compiles and correlates data" ("Computer."). While this
definition gives one a very narrow view of what a computer is capable of doing, it does describe
the basic ideas of what I will expand upon. We have been living through an age of computers for a
short while now and there are already many people world wide that are computer literate.
According to Using Computers: A Gateway to Information World Wide Web Edition, over 250
million Personal Computers (PC's) were in use by 1995, and one out of every three homes had a
PC (Shelly, Cashman,& Waggoner, 138).
Computers are easy to use when you know how they work and what the parts are. All
computers perform the four basic operations of the information processing cycle: input, process,
output, and storage. Data, any kind of raw facts, is required for the processing cycle to occur.
Data is processed into useful information by the computer hardware. Most computer systems
consist of a monitor, a system unit which contains the Central Processing Unit (CPU), a
floppy-disk drive, a CD-ROM drive, speakers, a keyboard, a mouse, and a printer. Each
component takes a part in one of the four operations.
The keyboard and mouse are input devices that a person uses to enter data into the computer.
From there the data goes to the system unit where it is processed into useful information the
computer can understand and work with. Next the processed data can be sent to storage devices
or to output devices. Normally output is sent to the monitor and stored on the hard-disk or to a
floppy-disk located internal of the system unit. Output can also be printed out through the printer,
or can be played through the speakers as sound depending on the form it takes after it is
processed.
Once you have grasped a basic understanding of the basic parts and operations of a computer,
you can soon discover what you can do with computers to make life easier and more enjoyable.
Being computer literate allows you to use many powerful software applications and utilities to do
work for school, business, or pleasure. Microsoft is the current leading producer of many of these
applications and utilities.
Microsoft produces software called operating systems that manage and regulate the
information processing cycle. The oldest of these is MS-DOS, a single user system that uses typed
commands to initiate tasks. Currently Microsoft has available operating systems that use visual
cues such as icons to help enter data and run programs. These operating systems are ran under
an environment called a Graphical User Interface (GUI's). Such operating systems include
Windows 3.xx, Windows 95, and Windows NT Workstation. Windows 95 is geared more for use
in the home for productivity and game playing whereas Windows NT is more business orientated.
The article entitled "Mine, All Mine" in the June 5, 1995 issue of Time stated that 8 out of 10
PC's worldwide would not be able to start or run if it were not for Microsoft's operating systems
like MS-DOS, Windows 95, and Windows NT (Elmer-Dewitt, 1995, p. 50).
By no means has Microsoft limited itself to operating systems alone. Microsoft has also
produced a software package called Microsoft Office that is very useful in creating reports, data
bases, spreadsheets, presentations, and other documents for school and work. Microsoft Office:
Introductory Concepts and Techniques provides a detailed, step-by-step approach to the four
programs included in Microsoft Office.
Included in this package are Microsoft Word, Microsoft Excel, Microsoft Access, and
Microsoft PowerPoint. Microsoft Word is a word processing program that makes creating
professional looking documents such as announcements, resumes, letters, address books, and
reports easy to do. Microsoft Excel, a spreadsheet program, has features for data organization,
calculations, decision making, and graphing. It is very useful in making professional looking
reports. Microsoft Access, a powerful database management system, is useful in creating and
processing data in a database. Microsoft PowerPoint is ". . a complete presentation graphics
program that allows you to produce professional looking presentations" (Shelly, Cashman, &
Vermaat, 2). PowerPoint is flexible enough so that you can create electronic presentations,
overhead transparencies, or even 35mm slides.
Microsoft also produces entertainment and reference programs. "Microsoft's Flight Simulator
is one of the best selling PC games of all time" (Elmer-Dewitt, 50). Microsoft's Encarta is an
electronic CD-ROM encyclopedia that makes for a fantastic alternative to 20 plus volume book
encyclopedias. In fact, it is so popular, it outsells the Encyclopedia Britannica. These powerful
business, productivity, and entertainment applications are just the beginning of what you can do
with a PC.
Knowing how to use the Internet will allow you access to a vast resource of facts, knowledge,
information, and entertainment that can help you do work and have fun. According to Netscape
Navigator 2 running under Windows 3.1, "the Internet is a collection of networks, each of which
is composed of a collection of smaller networks" (Shelly, Cashman, & Jordan, N2). Information
can be sent over the Internet through communication lines in the form of graphics, sound, video,
animation, and text. These forms of computer media are known as hypermedia. Hypermedia is
accessed through hypertext links, which are pointers to the computer where the hypermedia is
stored. The World Wide Web (WWW) is the collection of these hypertext links throughout the
Internet. Each computer that contains hypermedia on the WWW is known as a Web site and has
Web pages set up for users to access the hypermedia. Browsers such as Netscape allow people to
"surf the net" and search for the hypermedia of their choice.
There are millions of examples of hypermedia on the Internet. You can find art, photos,
information on business, the government, and colleges, television schedules, movie reviews, music
lyrics, online news and magazines, sport sights of all kinds, games, books, and thousands of other
hypermedia on the WWW. You can send electronic mail (E-Mail), chat with other users around
the world, buy airline, sports, and music tickets, and shop for a house or a car. All of this, and
more, provides one with a limitless supply of information for research, business, entertainment, or
other personal use. Online services such as America Online, Prodigy, or CompuServe make it
even easier to access the power of the Internet. The Internet alone is almost reason enough to
become computer literate, but there is still much more that computers can do.
Knowing how to use a computer allows you to do a variety of things in several different ways.
One of the most popular use for computers today is for playing video games. With a PC you can
play card games, simulation games, sport games, strategy games, fighting games, and adventure
games. Today's technology provides the ultimate experiences in color, graphics, sound, music,
full motion video, animation, and 3D effects. Computers have also become increasingly useful in
the music, film, and television industry. Computers can be used to compose music, create sound
effects, create special effects, create 3D life-like animation, and add previous existing movie and
TV footage into new programs, as seen in the movie Forrest Gump. All this and more can be
done with computers.
There is truly no time like the present to become computer literate. Computers will be doing
even more things in the future and will become unavoidable. Purchasing and learning about a new
PC now will help put PC's into the other two-thirds of the homes worldwide and make the
transition into a computer age easier.
Works Cited
"Computer." Webster's New World Compact School and Office Dictionary. 1995.
Elmer-Dewitt, P. "Mine, All Mine." Time Jun. 1995: 46-54.
Shelly, G., T. Cashman, and K. Jordan. Netscape Navigator 2 Running Under Windows 3.1.
Danvers: Boyd & Fraser Publishing Co., 1996.
Shelly, G., T. Cashman, and M. Vermaat. Microsoft Office Introductory Concepts and
Techniques. Danvers: Boyd & Fraser Publishing Co., 1995.
Shelly, G., T. Cashman, G. Waggoner, and W. Waggoner. Using Computers: A Gateway to
Information World Wide Web Edition. Danvers: Boyd & Fraser Publishing Co., 1996.
Why ARJ
Compuer studies.
WHY_ARJ.DOC Jan 1997
This document describes the benefits of ARJ. ARJ is now a trend
setter in archivers with other archivers following suit.
You can find reviews of ARJ in the following magazine articles:
Computer Personlich, June 12, 1991, Leader of the Pack, Bernd
Wiebelt and Matthias Fichtner. In this German magazine, ARJ 2.0 was
named Test Sieger (Test Winner) over six other archivers including
PKZIP and LHA. Compression, speed, documentation, and features were
compared.
PC Sources, July 1991, Forum, Barry Brenesal, "A new challenger, ARJ
2.0, not only offers the speed of PKZIP, but also has the best
compression rate of the bunch."
Computer Shopper, September 1991, Shells, Bells, and Files:
Compressors for All Cases, Craig Menefee. "ARJ ... is extremely fast
and produces excellent compression; it ... has a rich set of options.
... This is a mature technology, and any of these programs will do a
fine and reliable job."
PC Magazine, October 15, 1991, Squeeze Play, Barry Simon. "Jung has
combined that foundation with academic research to produce an
impressive product. ... If your main criterion is compressed size,
ARJ will be one of your two main contenders, along with LHA."
SHAREWARE Magazine, Nov-Dec 1991, Fall Releases, Joseph Speaks. "Don't
tell the creators of ARJ that PKZIP is the standard for data
compression. They probably already know. But that hasn't stopped
them from creating a data compression utility that makes everyone -
even the folks at PKWare - sit up and take notice. ... but compression
statistics don't tell the whole story. The case for using ARJ is
strengthened by new features it debuts."
BOARDWATCH Magazine, December 1991, ARCHIVE/COMPRESSION UTILITIES.
"This year's analysis rendered a surprise winner. Robert K. Jung's
ARJ Version 2.22 is a relatively new compression utility that offers
surprising performance. The program emerged on the scene within the
past year and the 2.22 version was released in October 1991. It rated
number one on .EXE and database files and number two behind LHarc
Version 2.13 in our directory of 221 short text files."
INFO'PC, October 1992, Compression de donn‚es: 6 utilitaires du
domaine public, Thierry Platon. In this article, the French magazine
awarded ARJ 2.20, the Certificat de Qualification Labo-tests InfoPC.
PC Magazine, March 16, 1993, PKZIP Now Faster, More Efficient,
Barry Simon. "One of the more interesting features is the ability to
have a .ZIP file span multiple floppy disks, but this feature is not
nearly as well implemented as in ARJ."
ARJ FEATURES:
1) Registered users receive technical support from a full-time
software author with over FIFTEEN years of experience in
technical support and software programming. And YES, ARJ is a
full-time endeavor for our software company. ARJ and REARJ have
proven to be two of the most reliable archiver products. We
test our BETA test releases with the help of thousands of users.
2) ARJ provides excellent size compression and practical speed
compared to the other products currently available on the PC.
ARJ is particularly strong compressing databases, uncompressed
graphics files, and large documents. One user reported that in
compressing a 25 megabyte MUMPS medical database, ARJ produced
a compressed file of size 0.17 megabytes while LHA 2.13 and
PKZIP 1.10 produced a compressed file of 17 plus megabytes.
3) Of the leading archivers, only ARJ provides the capability of
archiving files to multiple volume archives no matter what the
destination media. ARJ can archive files directly to diskettes
no matter how large or how numerous the input files are and
without requiring EXTRA disk space.
This feature makes ARJ (DEARJ) especially suitable for
distributing large software packages without the concerns about
fitting entire files on one diskette. ARJ will automatically
split files when necessary and will reassemble them upon
extraction without using any EXTRA disk space.
This multiple volume feature of ARJ makes it suitable as a "cheap"
backup utility. ARJ saves pathname information, file date-time
stamps, and file attributes in the archive volumes. ARJ can also
create an index file with information about the contents of each
volume. For systems with multiple drives, ARJ can be configured
to save the DRIVE letter information, too. Files contained
entirely within one volume are easily extracted using just the one
volume. There is no need to always insert the last diskette of
the set. In addition, the ARJ data verification facility unique
to ARJ among archivers helps ensure reliable backups.
4) The myriad number of ARJ commands and options allow the user
outstanding flexibility in archiver usage. No other leading PC
archiver gives you that flexibility.
Here are some examples of ARJ's flexibility.
a) Search archives for text data without extracting the
archives to disk.
b) Save drive letter and pathname information.
c) Re-order the files within an ARJ archive.
d) Merge two or more ARJ archives without re-compressing files.
e) Extract files directly to DOS devices.
f) Synchronize an archive and a directory of files with just a
few commands.
g) Compare the contents of an archive and a directory of files
byte for byte without extracting the archive to disk.
h) Allow duplicates of a file to be archived producing
generations (versions) of a file within an archive.
i) Display archive creation and modification date and time.
j) And much more.
5) ARJ provides ARJ archive compatibility from revision 1.00 to now.
In other words, ARJ version 1.00 can extract the files from an
archive created by the current version of ARJ and vice-versa.
6) ARJ provides the facility to store EMPTY directories within its
archives. This makes it easier to do FULL backups and also to
distribute software products that come with EMPTY directories.
7) Both ARJ self-extracting modules provide default pathname support.
That means that you can build self-extracting archives of software
directories containing sub-directories. The end user of the
self-extracting archive does not have to type any command line
options to restore the full directory structure of the software.
This greatly simplifies software distribution.
8) The ARJ archive data structure with its header structure and 32
bit CRC provide excellent archive stability and recovery
capabilities. In addition, ARJ is the only archiver that allows
you to test an archive during an archive process. With other
archivers, you may have already deleted the input files with a
"move" command before you could test the built archive. In
addition, the test feature allows one to select an actual byte for
byte file compare with the original input files. This is
especially useful for verifying multi-megabyte files where a 32 bit
CRC compare would not provide sufficient reliability.
9) ARJ provides an optional security envelope facility to "lock" ARJ
archives with a unique envelope signature. A "locked" ARJ
archive cannot be modified by ARJ or other programs without
destroying the envelope signature. This provides some level of
assurance to the user receiving a "locked" ARJ archive that the
contents of the archive are intact as the "signer" intended.
10) ARJ has MS-DOS 3.x international language support. This makes ARJ
more convenient to use with international alphabets.
11) ARJ has many satisfied users in countries all over the world. ARJ
customers include the US government and many leading companies
including Lotus Development Corp.
WHY_ARJ.DOC Jan 1997
This document describes the benefits of ARJ. ARJ is now a trend
setter in archivers with other archivers following suit.
You can find reviews of ARJ in the following magazine articles:
Computer Personlich, June 12, 1991, Leader of the Pack, Bernd
Wiebelt and Matthias Fichtner. In this German magazine, ARJ 2.0 was
named Test Sieger (Test Winner) over six other archivers including
PKZIP and LHA. Compression, speed, documentation, and features were
compared.
PC Sources, July 1991, Forum, Barry Brenesal, "A new challenger, ARJ
2.0, not only offers the speed of PKZIP, but also has the best
compression rate of the bunch."
Computer Shopper, September 1991, Shells, Bells, and Files:
Compressors for All Cases, Craig Menefee. "ARJ ... is extremely fast
and produces excellent compression; it ... has a rich set of options.
... This is a mature technology, and any of these programs will do a
fine and reliable job."
PC Magazine, October 15, 1991, Squeeze Play, Barry Simon. "Jung has
combined that foundation with academic research to produce an
impressive product. ... If your main criterion is compressed size,
ARJ will be one of your two main contenders, along with LHA."
SHAREWARE Magazine, Nov-Dec 1991, Fall Releases, Joseph Speaks. "Don't
tell the creators of ARJ that PKZIP is the standard for data
compression. They probably already know. But that hasn't stopped
them from creating a data compression utility that makes everyone -
even the folks at PKWare - sit up and take notice. ... but compression
statistics don't tell the whole story. The case for using ARJ is
strengthened by new features it debuts."
BOARDWATCH Magazine, December 1991, ARCHIVE/COMPRESSION UTILITIES.
"This year's analysis rendered a surprise winner. Robert K. Jung's
ARJ Version 2.22 is a relatively new compression utility that offers
surprising performance. The program emerged on the scene within the
past year and the 2.22 version was released in October 1991. It rated
number one on .EXE and database files and number two behind LHarc
Version 2.13 in our directory of 221 short text files."
INFO'PC, October 1992, Compression de donn‚es: 6 utilitaires du
domaine public, Thierry Platon. In this article, the French magazine
awarded ARJ 2.20, the Certificat de Qualification Labo-tests InfoPC.
PC Magazine, March 16, 1993, PKZIP Now Faster, More Efficient,
Barry Simon. "One of the more interesting features is the ability to
have a .ZIP file span multiple floppy disks, but this feature is not
nearly as well implemented as in ARJ."
ARJ FEATURES:
1) Registered users receive technical support from a full-time
software author with over FIFTEEN years of experience in
technical support and software programming. And YES, ARJ is a
full-time endeavor for our software company. ARJ and REARJ have
proven to be two of the most reliable archiver products. We
test our BETA test releases with the help of thousands of users.
2) ARJ provides excellent size compression and practical speed
compared to the other products currently available on the PC.
ARJ is particularly strong compressing databases, uncompressed
graphics files, and large documents. One user reported that in
compressing a 25 megabyte MUMPS medical database, ARJ produced
a compressed file of size 0.17 megabytes while LHA 2.13 and
PKZIP 1.10 produced a compressed file of 17 plus megabytes.
3) Of the leading archivers, only ARJ provides the capability of
archiving files to multiple volume archives no matter what the
destination media. ARJ can archive files directly to diskettes
no matter how large or how numerous the input files are and
without requiring EXTRA disk space.
This feature makes ARJ (DEARJ) especially suitable for
distributing large software packages without the concerns about
fitting entire files on one diskette. ARJ will automatically
split files when necessary and will reassemble them upon
extraction without using any EXTRA disk space.
This multiple volume feature of ARJ makes it suitable as a "cheap"
backup utility. ARJ saves pathname information, file date-time
stamps, and file attributes in the archive volumes. ARJ can also
create an index file with information about the contents of each
volume. For systems with multiple drives, ARJ can be configured
to save the DRIVE letter information, too. Files contained
entirely within one volume are easily extracted using just the one
volume. There is no need to always insert the last diskette of
the set. In addition, the ARJ data verification facility unique
to ARJ among archivers helps ensure reliable backups.
4) The myriad number of ARJ commands and options allow the user
outstanding flexibility in archiver usage. No other leading PC
archiver gives you that flexibility.
Here are some examples of ARJ's flexibility.
a) Search archives for text data without extracting the
archives to disk.
b) Save drive letter and pathname information.
c) Re-order the files within an ARJ archive.
d) Merge two or more ARJ archives without re-compressing files.
e) Extract files directly to DOS devices.
f) Synchronize an archive and a directory of files with just a
few commands.
g) Compare the contents of an archive and a directory of files
byte for byte without extracting the archive to disk.
h) Allow duplicates of a file to be archived producing
generations (versions) of a file within an archive.
i) Display archive creation and modification date and time.
j) And much more.
5) ARJ provides ARJ archive compatibility from revision 1.00 to now.
In other words, ARJ version 1.00 can extract the files from an
archive created by the current version of ARJ and vice-versa.
6) ARJ provides the facility to store EMPTY directories within its
archives. This makes it easier to do FULL backups and also to
distribute software products that come with EMPTY directories.
7) Both ARJ self-extracting modules provide default pathname support.
That means that you can build self-extracting archives of software
directories containing sub-directories. The end user of the
self-extracting archive does not have to type any command line
options to restore the full directory structure of the software.
This greatly simplifies software distribution.
8) The ARJ archive data structure with its header structure and 32
bit CRC provide excellent archive stability and recovery
capabilities. In addition, ARJ is the only archiver that allows
you to test an archive during an archive process. With other
archivers, you may have already deleted the input files with a
"move" command before you could test the built archive. In
addition, the test feature allows one to select an actual byte for
byte file compare with the original input files. This is
especially useful for verifying multi-megabyte files where a 32 bit
CRC compare would not provide sufficient reliability.
9) ARJ provides an optional security envelope facility to "lock" ARJ
archives with a unique envelope signature. A "locked" ARJ
archive cannot be modified by ARJ or other programs without
destroying the envelope signature. This provides some level of
assurance to the user receiving a "locked" ARJ archive that the
contents of the archive are intact as the "signer" intended.
10) ARJ has MS-DOS 3.x international language support. This makes ARJ
more convenient to use with international alphabets.
11) ARJ has many satisfied users in countries all over the world. ARJ
customers include the US government and many leading companies
including Lotus Development Corp.
VR 2
An Insight Into Virtual Reality
Virtual Reality is a creation of a highly interactive computer based multimedia environment in which the user becomes a participant with the computer in a "virtually real" world
We are living in an era characterized by 3D virtual systems created by computer graphics. In the concept called Virtual Reality (VR), the virtual reality engineer is combining computer, video, image-processing, and sensor technologies so that a human can enter into and react with spaces generated by computer graphics.
In 1969-70, a MIT scientist went to the University of Utah, where he began to work with vector generated graphics. He built a see-through helmet that used television screens and half-silvered mirrors, so that the environment was visible through the TV displays. It was not yet designed to provide a surrounding environment. It was not until the mid '80's that virtual reality systems were becoming more defined. The AMES contract started in 1985, came up with the first glove in February 1986. The glove is made of thin Lycra and is fitted with 15 sensors that monitor finger flexion, extension, hand position and orientation. Connected to a computer through fiber optic cables. Sensor inputs enable the computer to generate an on screen image of the hand that follows the operator's hand movements. The glove also has miniature vibrators in the finger tips to provide feedback to the operator from grasped virtual objects. Therefore, driven by the proper software, the system allows the operator to interact by grabbing and moving a virtual object within a simulated room, while experiencing the "feel" of the object.
The virtual reality line includes the Datasuit and the Eyephone. The Datasuit is an instrumented full-body garment that enables full-body interaction with a computer constructed virtual world. In one use, this product is worn by film actors to give realistic movement to animated characters in computer generated special effects. The Eyephone is a head mounted stereo display that shows a computer made virtual world in full color and 3D.
The Eyephone technology is based on an experimental Virtual Interface Environment Workstation (VIEW) design. VIEW is a head-mounted stereoscopic display system with two 3.9 inch television screens, one for each eye. The display can be a computer generated scene or a real environment sent by remote video cameras. Sound effects delivered to the headset increase the realism.
It was intended to use the glove and software for such ideas as a surgical simulation, or "3D virtual surgery" for medical students. In the summer of 1991, US trainee surgeons were able to practice leg operations without having to cut anything solid. NASA Scientists have developed a three-dimensional computer simulation of a human leg which surgeons can operate on by entering the computer world of virtual reality. Surgeons use the glove and Eyephone technology to create the illusion that they are operating on a leg.
Other virtual reality systems such as the Autodesk and the CAVE have also come up with techniques to penetrate a virtual world. The Autodesk uses a simple monitor and is the most basic visual example for virtual reality. An example where this could be used is while exercising. For example, Autodesk may be connected to an exercise bike, you can then look around a graphic world as you pedal through it. If you pedal fast enough, your bike takes off and flies.
The CAVE is a new virtual reality interface that engulfs the individual into a room whose walls, ceiling, and floor surround the viewer with virtual space. The illusion is so powerful you won't be able to tell what's real and what's not.
Computer engineers seem fascinated by virtual reality because you can not only program a world, but in a sense, inhabit it.
Mythic space surrounds the cyborg, embracing him/her with images that seem real but are not. The sole purpose of cyberspace virtual reality technology is to trick the human senses, to help people believe and uphold an illusion.
Virtual reality engineers are space makers, to a certain degree they create space for people to play around in. A space maker sets up a world for an audience to act directly within, and not just so the audience can imagine they are experiencing a reality, but so they can experience it directly. "The film maker says, 'Look, I'll show you.' The space maker says, 'Here, I'll help you discover.' However, what will the space maker help us discover?"
"Are virtual reality systems going to serve as supplements to our lives, or will individuals so miserable in their daily existence find an obsessive refuge in a preferred cyberspace? What is going to be included, deleted, reformed, and revised? Will virtual reality systems be used as a means of breaking down cultural, racial, and gender barriers between individuals and thus nurture human values?"
During this century, responsive technologies are moving even closer to us, becoming the standard interface through which we gain much of our experience. The ultimate result of living in a cybernetic world may create an artificial global city. Instead of a global village, virtual reality may create a global city, the distinction being that the city contains enough people for groups to form affiliations, in which individuals from different cultures meet together in the same space of virtual reality. The city might be laid out according to a three dimensional environment that dictates the way people living in different countries may come to communicate and understand other cultures. A special camera, possibly consisting of many video cameras, would capture and transmit every view of the remote locations. Viewers would receive instant feedback as they turn their heads. Any number of people could be looking through the same camera system. Although the example described here will probably take many years to develop, its early evolution has been under way for some time, with the steady march of technology moving from accessing information toward providing experience. As well, it is probably still childish to imagine the adoption of virtual reality systems on a massive scale because the starting price to own one costs about $300,000.
Virtual Reality is now available in games and movies. An example of a virtual reality game is Escape From Castle Wolfenstein. In it, you are looking through the eyes of an escaped POW from a Nazi death camp. You must walk around in a maze of dungeons were you will eventually fight Hitler. One example of a virtual reality movie is Stephen King's The Lawnmower Man. It is about a mentally retarded man that uses virtual reality as a means of overcoming his handicap and becoming smarter. He eventually becomes crazy from his quest for power and goes into a computer. From there he is able to control most of the world's computers. This movie ends with us wondering if he will succeed in world domination.
From all of this we have learned that virtual reality is already playing an important part in our world. Eventually, it will let us be able to date, live in other parts of the world without leaving the comfort of our own living room, and more. Even though we are quickly becoming a product of the world of virtual reality, we must not lose touch with the world of reality. For reality is the most important part of our lives.
Virtual Reality is a creation of a highly interactive computer based multimedia environment in which the user becomes a participant with the computer in a "virtually real" world
We are living in an era characterized by 3D virtual systems created by computer graphics. In the concept called Virtual Reality (VR), the virtual reality engineer is combining computer, video, image-processing, and sensor technologies so that a human can enter into and react with spaces generated by computer graphics.
In 1969-70, a MIT scientist went to the University of Utah, where he began to work with vector generated graphics. He built a see-through helmet that used television screens and half-silvered mirrors, so that the environment was visible through the TV displays. It was not yet designed to provide a surrounding environment. It was not until the mid '80's that virtual reality systems were becoming more defined. The AMES contract started in 1985, came up with the first glove in February 1986. The glove is made of thin Lycra and is fitted with 15 sensors that monitor finger flexion, extension, hand position and orientation. Connected to a computer through fiber optic cables. Sensor inputs enable the computer to generate an on screen image of the hand that follows the operator's hand movements. The glove also has miniature vibrators in the finger tips to provide feedback to the operator from grasped virtual objects. Therefore, driven by the proper software, the system allows the operator to interact by grabbing and moving a virtual object within a simulated room, while experiencing the "feel" of the object.
The virtual reality line includes the Datasuit and the Eyephone. The Datasuit is an instrumented full-body garment that enables full-body interaction with a computer constructed virtual world. In one use, this product is worn by film actors to give realistic movement to animated characters in computer generated special effects. The Eyephone is a head mounted stereo display that shows a computer made virtual world in full color and 3D.
The Eyephone technology is based on an experimental Virtual Interface Environment Workstation (VIEW) design. VIEW is a head-mounted stereoscopic display system with two 3.9 inch television screens, one for each eye. The display can be a computer generated scene or a real environment sent by remote video cameras. Sound effects delivered to the headset increase the realism.
It was intended to use the glove and software for such ideas as a surgical simulation, or "3D virtual surgery" for medical students. In the summer of 1991, US trainee surgeons were able to practice leg operations without having to cut anything solid. NASA Scientists have developed a three-dimensional computer simulation of a human leg which surgeons can operate on by entering the computer world of virtual reality. Surgeons use the glove and Eyephone technology to create the illusion that they are operating on a leg.
Other virtual reality systems such as the Autodesk and the CAVE have also come up with techniques to penetrate a virtual world. The Autodesk uses a simple monitor and is the most basic visual example for virtual reality. An example where this could be used is while exercising. For example, Autodesk may be connected to an exercise bike, you can then look around a graphic world as you pedal through it. If you pedal fast enough, your bike takes off and flies.
The CAVE is a new virtual reality interface that engulfs the individual into a room whose walls, ceiling, and floor surround the viewer with virtual space. The illusion is so powerful you won't be able to tell what's real and what's not.
Computer engineers seem fascinated by virtual reality because you can not only program a world, but in a sense, inhabit it.
Mythic space surrounds the cyborg, embracing him/her with images that seem real but are not. The sole purpose of cyberspace virtual reality technology is to trick the human senses, to help people believe and uphold an illusion.
Virtual reality engineers are space makers, to a certain degree they create space for people to play around in. A space maker sets up a world for an audience to act directly within, and not just so the audience can imagine they are experiencing a reality, but so they can experience it directly. "The film maker says, 'Look, I'll show you.' The space maker says, 'Here, I'll help you discover.' However, what will the space maker help us discover?"
"Are virtual reality systems going to serve as supplements to our lives, or will individuals so miserable in their daily existence find an obsessive refuge in a preferred cyberspace? What is going to be included, deleted, reformed, and revised? Will virtual reality systems be used as a means of breaking down cultural, racial, and gender barriers between individuals and thus nurture human values?"
During this century, responsive technologies are moving even closer to us, becoming the standard interface through which we gain much of our experience. The ultimate result of living in a cybernetic world may create an artificial global city. Instead of a global village, virtual reality may create a global city, the distinction being that the city contains enough people for groups to form affiliations, in which individuals from different cultures meet together in the same space of virtual reality. The city might be laid out according to a three dimensional environment that dictates the way people living in different countries may come to communicate and understand other cultures. A special camera, possibly consisting of many video cameras, would capture and transmit every view of the remote locations. Viewers would receive instant feedback as they turn their heads. Any number of people could be looking through the same camera system. Although the example described here will probably take many years to develop, its early evolution has been under way for some time, with the steady march of technology moving from accessing information toward providing experience. As well, it is probably still childish to imagine the adoption of virtual reality systems on a massive scale because the starting price to own one costs about $300,000.
Virtual Reality is now available in games and movies. An example of a virtual reality game is Escape From Castle Wolfenstein. In it, you are looking through the eyes of an escaped POW from a Nazi death camp. You must walk around in a maze of dungeons were you will eventually fight Hitler. One example of a virtual reality movie is Stephen King's The Lawnmower Man. It is about a mentally retarded man that uses virtual reality as a means of overcoming his handicap and becoming smarter. He eventually becomes crazy from his quest for power and goes into a computer. From there he is able to control most of the world's computers. This movie ends with us wondering if he will succeed in world domination.
From all of this we have learned that virtual reality is already playing an important part in our world. Eventually, it will let us be able to date, live in other parts of the world without leaving the comfort of our own living room, and more. Even though we are quickly becoming a product of the world of virtual reality, we must not lose touch with the world of reality. For reality is the most important part of our lives.
Virtual Reality
Joe Blige
Virtual Reality
Virtual reality as of recent, while still extremely new, has become the topic of many
opposing viewpoints. It has caught the eye of the general public for several reasons.
Perhaps, this is mainly because of all the possibilities which virtual reality creates.
Note that the possibilities are not pre-determined as either good or bad, mainly because
there are many different opinions to the future of this developing technology. However,
despite the controversy this new technology has aroused, society should not remain
skeptical. Virtual reality has the potential, if used correctly, to become a great
technological advancement that will aid society in many ways.
In the past, virtual reality has been nothing more than a small step beyond video
games.
However, it is now apparent that this technology can be used for more practical purposes.
These purposes include national defense, surgical procedures and various other applications.
Society has not fully acknowledged the benefits of virtual reality as of yet because it is
still under development. The reason for virtual reality remaining in its development for so
long is mainly due to its complexity. The hardware that has developed so far is unable to
make the large calculations required by a virtual reality based machine. However, as
apparent in recent years, technology is advancing at an extreme rate. This is another
reason why society's hopes for virtual reality should and have remained unwaivered.
In Orenstein's story, she gives the perspective of the average citizen who is obviously
uncertain about the uses and/or affects that virtual reality will have upon society. The
show she attended was quick to point out the practicality of virtual reality however, it
still left much to be desired. It seems that Orenstein was disgruntled when she came to an
exhibit and the topic of cyber-sex was raised. Perhaps it wasn't just that it came up but
more like how it came up. The idea of a man and woman being in a virtual world and a man
fondling the womans breasts was probably, although very much possible, not a great first
impression. It gave Orenstein the opportunity to explore the evils that virtual reality
makes possible.
After a while, Orenstein realizes that just like the computing age has hackers, the
virtual
age will have it's own high-tech delinquents.
You can't prevent technology from being abused. There will be those who
use VR rudely, stupidly, dangerously--just as they do the telephone or
computer. Like the telephone and the modem, its popular rise will also
eliminate the need for certain fundamental kinds of human contact, even
as it enhances our ability to communicate. (Orenstein 258)
Here she is quick to point out that because virtual reality is such a new technology it is
extremely possible for hackers to have their way with it. Perhaps she also points out that
in order for society to accept this new technology they will have to accept it's risks as
well.
In the government's perspective use of virtual reality it is easy to see how this
technology
proves useful. Supposing that the United States got into a war, by using virtual reality
pilots instead of real pilots the number of casualties would obviously be less. Pilots
would fly their aircraft from a remote location via video and audio equipment in the form of
virtual reality. As technology increases over the next several years it will become easier
and easier for the pilots to fly planes from a remote location.
However, despite all the lives this may save there is a down side. The down side being
that perhaps this will stimulate the government to react more easily in a violent way.
Without any loss of lives the only thing the government has to lose by attacking are the
cost of planes. Keeping this idea in mind, it is very likely that the US will spend less
time negotiating and more time fighting. This is most definitely a negative side-affect of
virtual reality because it will weaken the relationship that the US has with other
countries.
Integrating virtual reality with society is where the majority of problems occur. It
is
clearly apparent that because this technology is so new society is unsure how it will fit
in. This is also a good example of why people's opinions are so varied. Some people see
virtual reality as just another tool which will aid society in several ways. Others see it
as dominating society all together and affecting everyone's lives everyday. It obviously
has the potential to be both and it is easy to see why people are so hesitant to decide.
Perhaps another reason for society's lack of optimism is their fear that they will
somehow be removed from actual reality. Although quite ironic, for a long time society has
had a fear that technology will someday take control of their lives. Perhaps the idea of
technology becoming so advanced that people will no longer be able to tell whether they are
in virtual or actual reality. It is clear that technology has definitely affected society
in recent years. However, it is quite difficult to predict the role of technology in the
future. The potential for technology is certainly there, it just needs to be focused it the
right direction.
Technology most definitely has the ability to run out of control. Just the idea alone,
of
man creating technology and having it run out of control is something society has been
fascinated with for many years. Books and movies depicting technology overwhelming society
have been created with much of this idea in mind. Perhaps it is possible that virtual
reality will be that technology which man is unable to control and will take over all of
society. If this is the case, society and the people within it would become uncertain if
they were in virtual or actual reality. It must be pointed out however, due to the nature
and precaution of society in general, it is very unlikely that anything like this will ever
actually occur. If society is intelligent enough to invent such a technology it should be
able to determine and control it's consequences.
Orenstein brings up a good point when she says, "This time, we have the chance to enter
the debate about the direction of a revolutionary technology, before that debate has been
decided for us"(258). Often times in the past, society as a whole has been subject to
decisions made by those of the creators of new technology. In this quote however, Orenstein
points out that with this technology people should not only try but make it a priority to
get involved. She, as many others do, see this technology as having a huge amount of
potential. Without the direction and influence of society upon virtual reality it could go
to waste, or even worse, turn into society's enemy of sorts.
Towards the end of the story she tries to depict how virtual reality will have an
impact
upon society whether they like it or not.
As I rode down the freeway, I found myself going a little faster than usual,
edging my curves a little sharper, coming a little close than was really
comfortable to the truck merging in the lane ahead of me. Maybe I was just
tired. It had been a long night. But maybe it just doesn't take the mind that
long to grab onto the new and make it real. Even when you don't want it to.
She depicts that no matter how much society is aware of virtual reality, the human brain
still has instincts that cannot be controlled. That is one of the drawbacks of virtual
reality. That no one is sure what to expect. Just as with any other technology, the only
way to find out the results of virtual reality are to test the limits.
Knowing that virtual reality has the ability to affect so many people in such a large
number of ways there needs to be some kind of limitation. This brings up another key
controversy as to who should be in control of limiting this virtual world. If the
government is in control it could likely be abused and mishandled. However, if society as a
whole is left to contemplate its uses, the affects could be either good or bad.
Although society knows a lot about virtual reality there is still so much that it
doesn't
know. Perhaps in the coming years, new technology will come out and people will learn more
about this virtual world. However, until that time, the questions will remain numerous and
doubtful yet the possibilities are unlimited.
Virtual Reality
Virtual reality as of recent, while still extremely new, has become the topic of many
opposing viewpoints. It has caught the eye of the general public for several reasons.
Perhaps, this is mainly because of all the possibilities which virtual reality creates.
Note that the possibilities are not pre-determined as either good or bad, mainly because
there are many different opinions to the future of this developing technology. However,
despite the controversy this new technology has aroused, society should not remain
skeptical. Virtual reality has the potential, if used correctly, to become a great
technological advancement that will aid society in many ways.
In the past, virtual reality has been nothing more than a small step beyond video
games.
However, it is now apparent that this technology can be used for more practical purposes.
These purposes include national defense, surgical procedures and various other applications.
Society has not fully acknowledged the benefits of virtual reality as of yet because it is
still under development. The reason for virtual reality remaining in its development for so
long is mainly due to its complexity. The hardware that has developed so far is unable to
make the large calculations required by a virtual reality based machine. However, as
apparent in recent years, technology is advancing at an extreme rate. This is another
reason why society's hopes for virtual reality should and have remained unwaivered.
In Orenstein's story, she gives the perspective of the average citizen who is obviously
uncertain about the uses and/or affects that virtual reality will have upon society. The
show she attended was quick to point out the practicality of virtual reality however, it
still left much to be desired. It seems that Orenstein was disgruntled when she came to an
exhibit and the topic of cyber-sex was raised. Perhaps it wasn't just that it came up but
more like how it came up. The idea of a man and woman being in a virtual world and a man
fondling the womans breasts was probably, although very much possible, not a great first
impression. It gave Orenstein the opportunity to explore the evils that virtual reality
makes possible.
After a while, Orenstein realizes that just like the computing age has hackers, the
virtual
age will have it's own high-tech delinquents.
You can't prevent technology from being abused. There will be those who
use VR rudely, stupidly, dangerously--just as they do the telephone or
computer. Like the telephone and the modem, its popular rise will also
eliminate the need for certain fundamental kinds of human contact, even
as it enhances our ability to communicate. (Orenstein 258)
Here she is quick to point out that because virtual reality is such a new technology it is
extremely possible for hackers to have their way with it. Perhaps she also points out that
in order for society to accept this new technology they will have to accept it's risks as
well.
In the government's perspective use of virtual reality it is easy to see how this
technology
proves useful. Supposing that the United States got into a war, by using virtual reality
pilots instead of real pilots the number of casualties would obviously be less. Pilots
would fly their aircraft from a remote location via video and audio equipment in the form of
virtual reality. As technology increases over the next several years it will become easier
and easier for the pilots to fly planes from a remote location.
However, despite all the lives this may save there is a down side. The down side being
that perhaps this will stimulate the government to react more easily in a violent way.
Without any loss of lives the only thing the government has to lose by attacking are the
cost of planes. Keeping this idea in mind, it is very likely that the US will spend less
time negotiating and more time fighting. This is most definitely a negative side-affect of
virtual reality because it will weaken the relationship that the US has with other
countries.
Integrating virtual reality with society is where the majority of problems occur. It
is
clearly apparent that because this technology is so new society is unsure how it will fit
in. This is also a good example of why people's opinions are so varied. Some people see
virtual reality as just another tool which will aid society in several ways. Others see it
as dominating society all together and affecting everyone's lives everyday. It obviously
has the potential to be both and it is easy to see why people are so hesitant to decide.
Perhaps another reason for society's lack of optimism is their fear that they will
somehow be removed from actual reality. Although quite ironic, for a long time society has
had a fear that technology will someday take control of their lives. Perhaps the idea of
technology becoming so advanced that people will no longer be able to tell whether they are
in virtual or actual reality. It is clear that technology has definitely affected society
in recent years. However, it is quite difficult to predict the role of technology in the
future. The potential for technology is certainly there, it just needs to be focused it the
right direction.
Technology most definitely has the ability to run out of control. Just the idea alone,
of
man creating technology and having it run out of control is something society has been
fascinated with for many years. Books and movies depicting technology overwhelming society
have been created with much of this idea in mind. Perhaps it is possible that virtual
reality will be that technology which man is unable to control and will take over all of
society. If this is the case, society and the people within it would become uncertain if
they were in virtual or actual reality. It must be pointed out however, due to the nature
and precaution of society in general, it is very unlikely that anything like this will ever
actually occur. If society is intelligent enough to invent such a technology it should be
able to determine and control it's consequences.
Orenstein brings up a good point when she says, "This time, we have the chance to enter
the debate about the direction of a revolutionary technology, before that debate has been
decided for us"(258). Often times in the past, society as a whole has been subject to
decisions made by those of the creators of new technology. In this quote however, Orenstein
points out that with this technology people should not only try but make it a priority to
get involved. She, as many others do, see this technology as having a huge amount of
potential. Without the direction and influence of society upon virtual reality it could go
to waste, or even worse, turn into society's enemy of sorts.
Towards the end of the story she tries to depict how virtual reality will have an
impact
upon society whether they like it or not.
As I rode down the freeway, I found myself going a little faster than usual,
edging my curves a little sharper, coming a little close than was really
comfortable to the truck merging in the lane ahead of me. Maybe I was just
tired. It had been a long night. But maybe it just doesn't take the mind that
long to grab onto the new and make it real. Even when you don't want it to.
She depicts that no matter how much society is aware of virtual reality, the human brain
still has instincts that cannot be controlled. That is one of the drawbacks of virtual
reality. That no one is sure what to expect. Just as with any other technology, the only
way to find out the results of virtual reality are to test the limits.
Knowing that virtual reality has the ability to affect so many people in such a large
number of ways there needs to be some kind of limitation. This brings up another key
controversy as to who should be in control of limiting this virtual world. If the
government is in control it could likely be abused and mishandled. However, if society as a
whole is left to contemplate its uses, the affects could be either good or bad.
Although society knows a lot about virtual reality there is still so much that it
doesn't
know. Perhaps in the coming years, new technology will come out and people will learn more
about this virtual world. However, until that time, the questions will remain numerous and
doubtful yet the possibilities are unlimited.
The Power On Self Test
The Power On Self Test
When the system is powered on, the BIOS will perform diagnostics and initialize system components, including the video system.
(This is self-evident when the screen first flicks before the Video Card header is displayed).
This is commonly referred as POST (Power-On Self Test).
Afterwards, the computer will proceed its final boot-up stage by calling the operating system.
Just before that, the user may interrupt to have access to SETUP.
To allow the user to alter the CMOS settings, the BIOS provides a little program, SETUP.
Usually, setup can be entered by pressing a special key combination (DEL, ESC, CTRL-ESC, or CRTL-ALT-ESC)
at boot time (Some BIOSes allow you to enter setup at any time by pressing CTRL-ALT-ESC).
The AMI BIOS is mostly entered by pressing the DEL key after resetting (CTRL-ALT-DEL) or powering up the computer.
You can bypass the extended CMOS settings by holding the <INS> key down during boot-up. This is really helpful,
especially if you bend the CMOS settings right out of shape and the computer won't boot properly
anymore. This is also a handy tip for people who play with the older AMI BIOSes with the XCMOS setup.
It allows changes directly to the chip registers with very little technical explanation.
A Typical BIOS POST Sequence
Most BIOS POST sequences occur along four stages:
1. Display some basic information about the video card like its brand, video BIOS version and video memory available.
2. Display the BIOS version and copyright notice in upper middle screen. You will see a large sequence of numbers at the bottom of the screen. This sequence is the .
3. Display memory count. You will also hear tick sounds if you have enabled it (see Memory Test Tick Sound section).
4. Once the POST have succeeded and the BIOS is ready to call the operating system (DOS, OS/2, NT, WIN95, etc.) you will see a basic table of the system's configurations:
· Main Processor: The type of CPU identified by the BIOS. Usually Cx386DX, Cx486DX, etc..
· Numeric Processor: Present if you have a FPU or None on the contrary. If you have a FPU and the BIOS does not recognize it, see section Numeric Processor Test in Advanced CMOS Setup.
· Floppy Drive A: The drive A type. See section Floppy drive A in Standard CMOS Setup to alter this setting.
· Floppy Drive B: Idem.
· Display Type: See section Primary display in Standard CMOS Setup.
· AMI or Award BIOS Date: The revision date of your BIOS. Useful to mention when you have compatibility problems with adaptor cards (notably fancy ones).
· Base Memory Size: The number of KB of base memory. Usually 640.
· Ext. Memory Size: The number of KB of extended memory.
In the majority of cases, the summation of base memory and extended memory does not equal the total system memory.
For instance in a 4096 KB (4MB) system, you will have 640KB of base memory and 3072KB of extended memory, a total of 3712KB.
The missing 384KB is reserved by the BIOS, mainly as shadow memory (see Advanced CMOS Setup).
· Hard Disk C: Type: The master HDD number. See Hard disk C: type section in Standard CMOS Setup.
· Hard Disk D: Type: The slave HDD number. See Hard disk D: type section in Standard CMOS Setup.
· Serial Port(s): The hex numbers of your COM ports. 3F8 and 2F8 for COM1 and COM2.
· Parallel Port(s): The hex number of your LTP ports. 378 for LPT1.
· Other information: Right under the table, BIOS usually displays the size of cache memory.
Common sizes are 64KB, 128KB or 256KB. See External Cache Memory section in Advanced CMOS Setup.
AMI BIOS POST Errors
During the POST routines, which are performed each time the system is powered on, errors may occur.
Non-fatal errors are those which, in most cases, allow the system to continue the boot up process.
The error messages normally appear on the screen.
Fatal errors are those which will not allow the system to continue the boot-up procedure.
If a fatal error occurs, you should consult with your system manufacturer or dealer for possible repairs.
These errors are usually communicated through a series of audible beeps.
The numbers on the fatal error list correspond to the number of beeps for the corresponding error.
All errors listed, with the exception of #8, are fatal errors. All errors found by the BIOS will be forwarded to the I/O port 80h.
· 1 beep: DRAM refresh failure. The memory refresh circuitry on the motherboard is faulty.
· 2 beeps: Parity Circuit failure. A parity error was detected in the base memory (first 64k Block) of the system.
· 3 beeps: Base 64K RAM failure. A memory failure occurred within the first 64k of memory.
· 4 beeps: System Timer failure. Timer #1 on the system board has failed to function properly.
· 5 beeps: Processor failure. The CPU on the system board has generated an error.
· 6 beeps: Keyboard Controller 8042-Gate A20 error. The keyboard controller (8042) contains the gate A20 switch which allows the computer to operate in virtual mode.
This error message means that the BIOS is not able to switch the CPU into protected mode.
· 7 beeps: Virtual Mode (processor) Exception error. The CPU on the motherboard has generated an Interrupt Failure exception interrupt.
· 8 beeps: Display Memory R/W Test failure. The system video adapter is either missing or Read/Write Error its memory is faulty. This is not a fatal error.
· 9 beeps: ROM-BIOS Checksum failure. The ROM checksum value does not match the value encoded in the BIOS. This is good indication that the BIOS ROMs went bad.
· 10 beeps: CMOS Shutdown Register. The shutdown register for the CMOS memory Read/Write Error has failed.
· 11 beeps: Cache Error / External Cache Bad. The external cache is faulty.
Other AMI BIOS POST Codes
· 2 short beeps: POST failed. This is caused by a failure of one of the hardware testing procedures.
· 1 long & 2 short beeps: Video failure. This is caused by one of two possible hardware faults. 1) Video BIOS ROM failure, checksum error encountered. 2) The video adapter installed has a horizontal retrace failure.
· 1 long & 3 short beeps: Video failure. This is caused by one of three possible hardware problems. 1) The video DAC has failed. 2) the monitor detection process has failed. 3) The video RAM has failed.
· 1 long beep: POST successful. This indicates that all hardware tests were completed without encountering errors.
If you have access to a POST Card reader, (Jameco, etc.) you can watch the system perform each test by the value that's displayed.
If/when the system hangs (if there's a problem) the last value displayed will give you a good idea where and what went wrong, or what's bad on the system board. Of course, having a description of those codes would be helpful,
and different BIOSes have different meanings for the codes. (could someone point out FTP sites where we could have access to a complete list of error codes for different versions of AMI and Award BIOSes?).
BIOS Error Messages
This is a short list of most frequent on-screen BIOS error messages. Your system may show them in a different manner. When you see any of these, you are in trouble - Doh! (Does someone has any additions or corrections?)
· "8042 Gate - A20 Error": Gate A20 on the keyboard controller (8042) is not working.
· "Address Line Short!": Error in the address decoding circuitry.
· "Cache Memory Bad, Do Not Enable Cache!": Cache memory is defective.
· "CH-2 Timer Error": There is an error in timer 2. Several systems have two timers.
· "CMOS Battery State Low" : The battery power is getting low. It would be a good idea to replace the battery.
· "CMOS Checksum Failure" : After CMOS RAM values are saved, a checksum value is generated for error checking. The previous value is different from the current value.
· "CMOS System Options Not Set": The values stored in CMOS RAM are either corrupt or nonexistent.
· "CMOS Display Type Mismatch": The video type in CMOS RAM is not the one detected by the BIOS.
· "CMOS Memory Size Mismatch": The physical amount of memory on the motherboard is different than the amount in CMOS RAM.
· "CMOS Time and Date Not Set": Self evident.
· "Diskette Boot Failure": The boot disk in floppy drive A: is corrupted (virus?). Is an operating system present?
· "Display Switch Not Proper": A video switch on the motherboard must be set to either color or monochrome.
· "DMA Error": Error in the DMA (Direct Memory Access) controller.
· "DMA #1 Error": Error in the first DMA channel.
· "DMA #2 Error": Error in the second DMA channel.
· "FDD Controller Failure": The BIOS cannot communicate with the floppy disk drive controller.
· "HDD Controller Failure": The BIOS cannot communicate with the hard disk drive controller.
· "INTR #1 Error": Interrupt channel 1 failed POST.
· "INTR #2 Error": Interrupt channel 2 failed POST.
· "Keyboard Error": There is a timing problem with the keyboard.
· "KB/Interface Error": There is an error in the keyboard connector.
· "Parity Error ????": Parity error in system memory at an unknown address.
· "Memory Parity Error at xxxxx": Memory failed at the xxxxx address.
· "I/O Card Parity Error at xxxxx": An expansion card failed at the xxxxx address.
· "DMA Bus Time-out": A device has used the bus signal for more than allocated time (around 8 microseconds).
If you encounter any POST error, there is a good chance that it is an HARDWARE related problem.
You should at least verify if adaptor cards or other removable components (simms, drams etc...) are properly inserted before calling for help. One common attribute in human nature is to rely on others before investigating the problem yourself.
When the system is powered on, the BIOS will perform diagnostics and initialize system components, including the video system.
(This is self-evident when the screen first flicks before the Video Card header is displayed).
This is commonly referred as POST (Power-On Self Test).
Afterwards, the computer will proceed its final boot-up stage by calling the operating system.
Just before that, the user may interrupt to have access to SETUP.
To allow the user to alter the CMOS settings, the BIOS provides a little program, SETUP.
Usually, setup can be entered by pressing a special key combination (DEL, ESC, CTRL-ESC, or CRTL-ALT-ESC)
at boot time (Some BIOSes allow you to enter setup at any time by pressing CTRL-ALT-ESC).
The AMI BIOS is mostly entered by pressing the DEL key after resetting (CTRL-ALT-DEL) or powering up the computer.
You can bypass the extended CMOS settings by holding the <INS> key down during boot-up. This is really helpful,
especially if you bend the CMOS settings right out of shape and the computer won't boot properly
anymore. This is also a handy tip for people who play with the older AMI BIOSes with the XCMOS setup.
It allows changes directly to the chip registers with very little technical explanation.
A Typical BIOS POST Sequence
Most BIOS POST sequences occur along four stages:
1. Display some basic information about the video card like its brand, video BIOS version and video memory available.
2. Display the BIOS version and copyright notice in upper middle screen. You will see a large sequence of numbers at the bottom of the screen. This sequence is the .
3. Display memory count. You will also hear tick sounds if you have enabled it (see Memory Test Tick Sound section).
4. Once the POST have succeeded and the BIOS is ready to call the operating system (DOS, OS/2, NT, WIN95, etc.) you will see a basic table of the system's configurations:
· Main Processor: The type of CPU identified by the BIOS. Usually Cx386DX, Cx486DX, etc..
· Numeric Processor: Present if you have a FPU or None on the contrary. If you have a FPU and the BIOS does not recognize it, see section Numeric Processor Test in Advanced CMOS Setup.
· Floppy Drive A: The drive A type. See section Floppy drive A in Standard CMOS Setup to alter this setting.
· Floppy Drive B: Idem.
· Display Type: See section Primary display in Standard CMOS Setup.
· AMI or Award BIOS Date: The revision date of your BIOS. Useful to mention when you have compatibility problems with adaptor cards (notably fancy ones).
· Base Memory Size: The number of KB of base memory. Usually 640.
· Ext. Memory Size: The number of KB of extended memory.
In the majority of cases, the summation of base memory and extended memory does not equal the total system memory.
For instance in a 4096 KB (4MB) system, you will have 640KB of base memory and 3072KB of extended memory, a total of 3712KB.
The missing 384KB is reserved by the BIOS, mainly as shadow memory (see Advanced CMOS Setup).
· Hard Disk C: Type: The master HDD number. See Hard disk C: type section in Standard CMOS Setup.
· Hard Disk D: Type: The slave HDD number. See Hard disk D: type section in Standard CMOS Setup.
· Serial Port(s): The hex numbers of your COM ports. 3F8 and 2F8 for COM1 and COM2.
· Parallel Port(s): The hex number of your LTP ports. 378 for LPT1.
· Other information: Right under the table, BIOS usually displays the size of cache memory.
Common sizes are 64KB, 128KB or 256KB. See External Cache Memory section in Advanced CMOS Setup.
AMI BIOS POST Errors
During the POST routines, which are performed each time the system is powered on, errors may occur.
Non-fatal errors are those which, in most cases, allow the system to continue the boot up process.
The error messages normally appear on the screen.
Fatal errors are those which will not allow the system to continue the boot-up procedure.
If a fatal error occurs, you should consult with your system manufacturer or dealer for possible repairs.
These errors are usually communicated through a series of audible beeps.
The numbers on the fatal error list correspond to the number of beeps for the corresponding error.
All errors listed, with the exception of #8, are fatal errors. All errors found by the BIOS will be forwarded to the I/O port 80h.
· 1 beep: DRAM refresh failure. The memory refresh circuitry on the motherboard is faulty.
· 2 beeps: Parity Circuit failure. A parity error was detected in the base memory (first 64k Block) of the system.
· 3 beeps: Base 64K RAM failure. A memory failure occurred within the first 64k of memory.
· 4 beeps: System Timer failure. Timer #1 on the system board has failed to function properly.
· 5 beeps: Processor failure. The CPU on the system board has generated an error.
· 6 beeps: Keyboard Controller 8042-Gate A20 error. The keyboard controller (8042) contains the gate A20 switch which allows the computer to operate in virtual mode.
This error message means that the BIOS is not able to switch the CPU into protected mode.
· 7 beeps: Virtual Mode (processor) Exception error. The CPU on the motherboard has generated an Interrupt Failure exception interrupt.
· 8 beeps: Display Memory R/W Test failure. The system video adapter is either missing or Read/Write Error its memory is faulty. This is not a fatal error.
· 9 beeps: ROM-BIOS Checksum failure. The ROM checksum value does not match the value encoded in the BIOS. This is good indication that the BIOS ROMs went bad.
· 10 beeps: CMOS Shutdown Register. The shutdown register for the CMOS memory Read/Write Error has failed.
· 11 beeps: Cache Error / External Cache Bad. The external cache is faulty.
Other AMI BIOS POST Codes
· 2 short beeps: POST failed. This is caused by a failure of one of the hardware testing procedures.
· 1 long & 2 short beeps: Video failure. This is caused by one of two possible hardware faults. 1) Video BIOS ROM failure, checksum error encountered. 2) The video adapter installed has a horizontal retrace failure.
· 1 long & 3 short beeps: Video failure. This is caused by one of three possible hardware problems. 1) The video DAC has failed. 2) the monitor detection process has failed. 3) The video RAM has failed.
· 1 long beep: POST successful. This indicates that all hardware tests were completed without encountering errors.
If you have access to a POST Card reader, (Jameco, etc.) you can watch the system perform each test by the value that's displayed.
If/when the system hangs (if there's a problem) the last value displayed will give you a good idea where and what went wrong, or what's bad on the system board. Of course, having a description of those codes would be helpful,
and different BIOSes have different meanings for the codes. (could someone point out FTP sites where we could have access to a complete list of error codes for different versions of AMI and Award BIOSes?).
BIOS Error Messages
This is a short list of most frequent on-screen BIOS error messages. Your system may show them in a different manner. When you see any of these, you are in trouble - Doh! (Does someone has any additions or corrections?)
· "8042 Gate - A20 Error": Gate A20 on the keyboard controller (8042) is not working.
· "Address Line Short!": Error in the address decoding circuitry.
· "Cache Memory Bad, Do Not Enable Cache!": Cache memory is defective.
· "CH-2 Timer Error": There is an error in timer 2. Several systems have two timers.
· "CMOS Battery State Low" : The battery power is getting low. It would be a good idea to replace the battery.
· "CMOS Checksum Failure" : After CMOS RAM values are saved, a checksum value is generated for error checking. The previous value is different from the current value.
· "CMOS System Options Not Set": The values stored in CMOS RAM are either corrupt or nonexistent.
· "CMOS Display Type Mismatch": The video type in CMOS RAM is not the one detected by the BIOS.
· "CMOS Memory Size Mismatch": The physical amount of memory on the motherboard is different than the amount in CMOS RAM.
· "CMOS Time and Date Not Set": Self evident.
· "Diskette Boot Failure": The boot disk in floppy drive A: is corrupted (virus?). Is an operating system present?
· "Display Switch Not Proper": A video switch on the motherboard must be set to either color or monochrome.
· "DMA Error": Error in the DMA (Direct Memory Access) controller.
· "DMA #1 Error": Error in the first DMA channel.
· "DMA #2 Error": Error in the second DMA channel.
· "FDD Controller Failure": The BIOS cannot communicate with the floppy disk drive controller.
· "HDD Controller Failure": The BIOS cannot communicate with the hard disk drive controller.
· "INTR #1 Error": Interrupt channel 1 failed POST.
· "INTR #2 Error": Interrupt channel 2 failed POST.
· "Keyboard Error": There is a timing problem with the keyboard.
· "KB/Interface Error": There is an error in the keyboard connector.
· "Parity Error ????": Parity error in system memory at an unknown address.
· "Memory Parity Error at xxxxx": Memory failed at the xxxxx address.
· "I/O Card Parity Error at xxxxx": An expansion card failed at the xxxxx address.
· "DMA Bus Time-out": A device has used the bus signal for more than allocated time (around 8 microseconds).
If you encounter any POST error, there is a good chance that it is an HARDWARE related problem.
You should at least verify if adaptor cards or other removable components (simms, drams etc...) are properly inserted before calling for help. One common attribute in human nature is to rely on others before investigating the problem yourself.
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