Social media

Social media

 A form of mass media communications on the Internet (such as on websites for social networking and microblogging) through which users share information, ideas, personal messages, and other content (such as videos). Social networking and social media are overlapping concepts, but social networking is usually understood as users building communities among themselves while social media is more about using social networking sites and related platforms to build an audience.

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The earliest forms of social media appeared almost as soon as technology could support them. E-mail and chat programs debuted in the early 1970s, but persistent communities did not surface until the creation of the discussion group network USENET in 1979. USENET allowed users to post and receive messages within subject areas called newsgroups. USENET and other discussion forums, such as privately hosted bulletin board systems (BBSs), enabled individuals to interact, but each was essentially a closed system. With the release in 1993 of the Mosaic web browser, those systems were joined with an easy-to-use graphical interface. The architecture of the World Wide Web made it possible to navigate from one site to another with a click, and faster Internet connections allowed for more multimedia content than could be found in the text-heavy newsgroups.

The first companies to create social networks based on web technology were Classmates.com and SixDegrees.com. Classmates.com, founded in 1995, used an aggressive pop-up advertising campaign to draw web surfers to its site. It based its social network on the existing connection between members of high-school and college graduating classes, armed service branches, and workplaces. SixDegrees.com was the first true social networking site. It was launched in 1997 with most of the features that would come to characterize such sites: members could create profiles for themselves, maintain lists of friends, and contact one another through the site’s private messaging system. SixDegrees.com claimed to have attracted more than three million users by 2000, but it failed to translate those numbers into revenue and collapsed with countless other dot-coms when the “bubble” burst that year for shares of e-commerce companies.

 
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Nevertheless, social media sites became popular in the early 21st century. Social networks such as Friendster and MySpace emerged that allowed family members, friends, and acquaintances to connect online. Those two sites were eventually supplanted by Facebook, which became one of the world’s most popular social media sites with billions of users worldwide. Other forms of social media emerged for the sharing of specific types of content. For example, YouTube allows users to share videos, and TikTok is specifically designed for the sharing of short videos. LinkedIn emphasizes a user’s professional connections, where users create pages similar in structure to résumés.

Concerns over the possible negative effects of social media are also growing in tandem with the burgeoning technology. For example, some observers suggest that social media sites spur greater schadenfreude—the emotional experience of pleasure in response to another’s misfortune—perhaps as a result of the dehumanization that occurs when interacting through screens on computers and mobile devices. Some studies also suggest a strong tie between heavy social media use and increased depression, anxiety, loneliness, suicidal tendencies, and feelings of inadequacy. During his second tenure as U.S. surgeon general, Vivek Murthy raised concerns about social media’s impact on children and in 2024 he suggested mandated warning labels on social media sites.

            

 

 

Sports

 Sports

 

sports, physical contests pursued for the goals and challenges they entail. Sports are part of every culture past and present, but each culture has its own definition of sports. The most useful definitions are those that clarify the relationship of sports to play, games, and contests. “Play,” wrote the German theorist Carl Diem, “is purposeless activity, for its own sake, the opposite of work.” Humans work because they have to; they play because they want to. Play is autotelic—that is, it has its own goals. It is voluntary and uncoerced. Recalcitrant children compelled by their parents or teachers to compete in a game of football (soccer) are not really engaged in a sport. Neither are professional athletes if their only motivation is their paycheck. In the real world, as a practical matter, motives are frequently mixed and often quite impossible to determine. Unambiguous definition is nonetheless a prerequisite to practical determinations about what is and is not an example of play.

There are at least two types of play. The first is spontaneous and unconstrained. Examples abound. A child sees a flat stone, picks it up, and sends it skipping across the waters of a pond. An adult realizes with a laugh that he has uttered an unintended pun. Neither action is premeditated, and both are at least relatively free of constraint. The second type of play is regulated. There are rules to determine which actions are legitimate and which are not. These rules transform spontaneous play into games, which can thus be defined as rule-bound or regulated play. Leapfrog, chess, “playing house,” and basketball are all games, some with rather simple rules, others governed by a somewhat more complex set of regulations. In fact, the rule books for games such as basketball are hundreds of pages long.

As games, chess and basketball are obviously different from leapfrog and playing house. The first two games are competitive, the second two are not. One can win a game of basketball, but it makes no sense to ask who has won a game of leapfrog. In other words, chess and basketball are contests.

A final distinction separates contests into two types: those that require at least a minimum of physical skill and those that do not. Shuffleboard is a good example of the first; the board games Scrabble and Monopoly will do to exemplify the second. It must of course be understood that even the simplest sports, such as weightlifting, require a modicum of intellectual effort, while others, such as baseball, involve a considerable amount of mental alertness. It must also be understood that the sports that have most excited the passions of humankind, as participants and as spectators, have required a great deal more physical prowess than a game of shuffleboard. Through the ages, sports heroes have demonstrated awesome strength, speed, stamina, endurance, and dexterity.

levels of play

Sports, then, can be defined as autotelic (played for their own sake) physical contests. On the basis of this definition, one can devise a simple inverted-tree diagram. Despite the clarity of the definition, difficult questions arise. Is mountain climbing a sport? It is if one understands the activity as a contest between the climber and the mountain or as a competition between climbers to be the first to accomplish an ascent. Are the drivers at the Indianapolis 500 automobile race really athletes? They are if one believes that at least a modicum of physical skill is required for winning the competition. The point of a clear definition is that it enables one to give more or less satisfactory answers to questions such as these. One can hardly understand sport if one does not begin with some conception of what sports are.

History

No one can say when sports began. Since it is impossible to imagine a time when children did not spontaneously run races or wrestle, it is clear that children have always included sports in their play, but one can only speculate about the emergence of sports as autotelic physical contests for adults. Hunters are depicted in prehistoric art, but it cannot be known whether the hunters pursued their prey in a mood of grim necessity or with the joyful abandon of sportsmen. It is certain, however, from the rich literary and iconographic evidence of all ancient civilizations that hunting soon became an end in itself—at least for royalty and nobility. Archaeological evidence also indicates that ball games were common among ancient peoples as different as the Chinese and the Aztecs. If ball games were contests rather than noncompetitive ritual performances, such as the Japanese football game kemari, then they were sports in the most rigorously defined sense. That it cannot simply be assumed that they were contests is clear from the evidence presented by Greek and Roman antiquity, which indicates that ball games had been for the most part playful pastimes like those recommended for health by the Greek physician Galen in the 2nd century ce.

Traditional African sports

It is unlikely that the 7th-century Islamic conquest of North Africa radically altered the traditional sports of the region. As long as wars were fought with bow and arrow, archery contests continued to serve as demonstrations of ready prowess. The prophet Muhammad specifically authorized horse races, and geography dictated that men race camels as well as horses. Hunters, too, took their pleasures on horseback.

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Among the many games of North Africa was ta kurt om el mahag (“the ball of the pilgrim’s mother”), a Berber bat-and-ball contest whose configuration bore an uncanny resemblance to baseball. Koura, more widely played, was similar to football (soccer).

Cultural variation among black Africans was far greater than among the Arab peoples of the northern littoral. Ball games were rare, but wrestling of one kind or another was ubiquitous. Wrestling’s forms and functions varied from tribe to tribe. For the Nuba of southern Sudan, ritual bouts, for which men’s bodies were elaborately decorated as well as carefully trained, were the primary source of male status and prestige. The Tutsi and Hutu of Rwanda were among the peoples who staged contests between females. Among the various peoples of sub-Saharan Africa, wrestling matches were a way to celebrate or symbolically encourage human fertility and the earth’s fecundity. In southern Nigeria, for instance, Igbo tribesmen participated in wrestling matches held every eighth day throughout the three months of the rainy season; hard-fought contests, it was thought, persuaded the gods to grant abundant harvests of corn (maize) and yams. Among the Diola of the Gambia, adolescent boys and girls wrestled (though not against one another) in what was clearly a prenuptial ceremony. Male champions were married to their female counterparts. In other tribes, such as the Yala of Nigeria, the Fon of Benin, and the Njabi of the Congo, boys and girls grappled with each other. Among the Kole, it was the kin of the bride and the bridegroom who wrestled. Stick fights, which seem to have been less closely associated with religious practices, were common among many tribes, including the Zulu and Mpondo of southern Africa.

Contests for runners and jumpers were to be found across the length and breadth of the continent. During the age of imperialism, explorers and colonizers were often astonished by the prowess of these “primitive” peoples. Nandi runners of Kenya’s Rift Valley seemed to run distances effortlessly at a pace that brought European runners to pitiable physical collapse. Tutsi high jumpers of Rwanda and Burundi soared to heights that might have seemed incredible had not the jumpers been photographed in flight by members of Adolf Friedrich zu Mecklenburg’s anthropological expedition at the turn of the 20th century.

Long before European conquest introduced modern sports and marginalized native customs, conversion to Islam tended to undercut—if not totally eliminate—the religious function of African sports, but elements of pre-Christian and pre-Islamic magical cults have survived into postcolonial times. Zulu football players rely not only on their coaches and trainers but also on the services of their inyanga (“witch doctor”).

Traditional Asian sports

Like the highly evolved civilizations of which they are a part, traditional Asian sports are ancient and various. Competitions were never as simple as they seemed to be. From the Islamic Middle East across the Indian subcontinent to China and Japan, wrestlers—mostly but not exclusively male—embodied and enacted the values of their cultures. The wrestler’s strength was always more than a merely personal statement. More often than not, the men who strained and struggled understood themselves to be involved in a religious endeavour. Prayers, incantations, and rituals of purification were for centuries an important aspect of the hand-to-hand combat of Islamic wrestlers. It was not unusual to combine the skills of the wrestler with those of a mystic poet. Indeed, the celebrated 14th-century Persian pahlavan (ritual wrestler) Maḥmūd Khwārezmī was both.

Typical of the place of sport within a religious context was the spectacle of 50 sturdy Turks who wrestled in Istanbul in 1582 to celebrate the circumcision of the son of Murad III. When Indian wrestlers join an akhara (gymnasium), they commit themselves to the quest for a holy life. As devout Hindus, they recite mantras as they do their knee bends and push-ups. In their struggle against “pollution,” they strictly control their diet, sexual habits, breathing, and even their urination and defecation.

While the religious aspects of Turkish and Iranian “houses of strength” (where weightlifting and gymnastics were practiced) became much less salient in the course of the 20th century, the elders in charge of Japanese sumo added a number of Shintō elements to the rituals of their sport to underscore their claim that it is a unique expression of Japanese tradition. A somewhat arbitrary distinction can be made between wrestling and the many forms of unarmed hand-to-hand combat categorized as martial arts. The emphasis of the latter is military rather than religious, instrumental rather than expressive. Chinese wushu (“military skill”), which included armed as well as unarmed combat, was highly developed by the 3rd century bce. Its unarmed techniques were especially prized within Chinese culture and were an important influence on the martial arts of Korea, Japan, and Southeast Asia. Much less well known in the West are varma adi (“hitting the vital spots”) and other martial arts traditions of South Asia. In the early modern era, as unarmed combat became obsolete, the emphasis of Asian martial arts tended to shift back toward religion. This shift can often be seen in the language of sports. Japanese kenjutsu (“techniques of the sword”) became kendō (“the way of the sword”).

Of the armed (as opposed to unarmed) martial arts, archery was among the most important in the lives of Asian warriors from the Arabian to the Korean peninsulas. Notably, the Japanese samurai practiced many forms of archery, the most colourful of which was probably yabusame, whose mounted contestants drew their bows and loosed their arrows while galloping down a straight track some 720 to 885 feet (220 to 270 metres) long. They were required to shoot in quick succession at three small targets—each about 9 square inches (55 square cm) placed on 3-foot- (0.9-metre-) high poles 23 to 36 feet (7 to 11 metres) from the track and spaced at intervals of 235 to 295 feet (71.5 to 90 metres). In yabusame, accuracy was paramount.

In Turkey, where the composite (wood plus horn) bow was an instrument of great power, archers competed for distance. At Istanbul’s Okmeydanı (“Arrow Field”), the record was set in 1798 when Selim III’s arrow flew more than 2,900 feet (884 metres).

As can be seen in Mughal art of the 16th and 17th centuries, aristocratic Indians—like their counterparts throughout Asia—used their bows and arrows for hunting as well as for archery contests. Mounted hunters demonstrated equestrian as well as toxophilite skills. The Asian aristocrat’s passion for horses, which can be traced as far back as Hittite times, if not earlier, led not only to horse races (universal throughout Asia) but also to the development of polo and a host of similar equestrian contests. These equestrian games may in fact be the most distinctive Asian contribution to the repertory of modern sports.

In all probability, polo evolved from a far rougher game played by the nomads of Afghanistan and Central Asia. In the form that survived into the 21st century, Afghan buzkashi is characterized by a dusty melee in which hundreds of mounted tribesmen fought over the headless carcass of a goat. The winner was the hardy rider who managed to grab the animal by the leg and drag it clear of the pack. Since buzkashi was clearly an inappropriate passion for a civilized monarch, polo filled the bill. Persian manuscripts from the 6th century refer to polo played during the reign of Hormuz I (271–273). The game was painted by miniaturists and celebrated by Persian poets such as Ferdowsī (c. 935–c. 1020) and Ḥāfeẓ (1325/26–1389/90). By 627 polo had spread throughout the Indian subcontinent and had reached China, where it became a passion among those wealthy enough to own horses. (All 16 emperors of the Tang dynasty [618–907] were polo players.) As with most sports, the vast majority of polo players were male, but the 12th-century Persian poet Neẓāmī commemorated the skills of Princess Shīrīn. Moreover, if numerous terra-cotta figures can be trusted as evidence, polo was also played by aristocratic Chinese women.

There were also ball games for ordinary men and women. Played with carefully sewn stuffed skins, with animal bladders, or with found objects as simple as gourds, chunks of wood, or rounded stones, ball games are universal. Ball games of all sorts were quite popular among the Chinese. Descriptions of the game cuju, which resembled modern football (soccer), appeared as early as the Eastern Han dynasty (25–220). Games similar to modern badminton were also played in the 1st century. Finally, the Ming dynasty (1368–1644) scroll painting Grove of Violets depicts elegantly attired ladies playing chuiwan, a game similar to modern golf.

Sports of the ancient Mediterranean world

Egypt

Sports were unquestionably common in ancient Egypt, where pharaohs used their hunting prowess and exhibitions of strength and skill in archery to demonstrate their fitness to rule. In such exhibitions, pharaohs such as Amenhotep II (ruled 1426–1400 bce) never competed against anyone else, however, and there is reason to suspect that their extraordinary achievements were scribal fictions. Nonetheless, Egyptians with less claim to divinity wrestled, jumped, and engaged in ball games and stick fights. In paintings found at Beni Hassan, in a tomb dating from the Middle Kingdom (1938–c. 1630 bce), there are studies of 406 pairs of wrestlers demonstrating their skill.

Crete and Greece

Since Minoan script still baffles scholars, it is uncertain whether images of Cretan boys and girls testing their acrobatic skills against bulls depict sport, religious ritual, or both. That the feats of the Cretans may have been both sport and ritual is suggested by evidence from Greece, where sports had a cultural significance unequaled anywhere else before the rise of modern sports. Secular and religious motives mingle in history’s first extensive “sports report,” found in Book XXIII of Homer’s Iliad in the form of funeral games for the dead Patroclus. These games were part of Greek religion and were not, therefore, autotelic; the contests in the Odyssey, on the other hand, were essentially secular. Odysseus was challenged by the Phaeacians to demonstrate his prowess as an athlete. In general, Greek culture included both cultic sports, such as the Olympic Games honouring Zeus, and secular contests.

The most famous association of sports and religion was certainly the Olympic Games, which Greek tradition dates from 776 bce. In the course of time, the earth goddess Gaea, originally worshiped at Olympia, was supplanted in importance by the sky god Zeus, in whose honour priestly officials conducted quadrennial athletic contests. Sacred games also were held at Delphi (in honour of Apollo), Corinth, and Nemea. These four events were known as the periodos, and great athletes, such as Theagenes of Thasos, prided themselves on victories at all four sites. Although most of the events contested at Greek sacred games remain familiar, the most important competition was the chariot race. The extraordinary prestige accorded athletic triumphs brought with it not only literary accolades (as in the odes of Pindar) and visual commemoration (in the form of statues of the victors) but also material benefits, contrary to the amateur myth propagated by 19th-century philhellenists. Since the Greeks were devoted to secular sports as well as to sacred games, no polis, or city-state, was considered a proper community if it lacked a gymnasium where, as the word gymnos indicates, naked male athletes trained and competed. Except in militaristic Sparta, Greek women rarely participated in sports of any kind. They were excluded from the Olympic Games even as spectators (except for the priestess of Demeter). The 2nd-century-ce traveler Pausanias wrote of races for girls at Olympia, but these events in honour of Hera were of minor importance.

 

 

 

 

 

 

What Is a Digital Collection or Digital Library?

 

What Is a Digital Collection or Digital Library?


Have you Accessed a Digital Collection or Library Before?

Whether you’re a researcher, student, librarian, or bibliophile, it’s likely you’ve accessed a digital collection or enjoyed a digital library like the Afro-American’s digital newspaper collection. Using these convenient resources may lead you to wonder how to make your own collection sharable online. In order to impact a community, the digitized document must be given wider access.

Lady at computer, accessed from home 
 
digital library in phone

What Does a Digital Library Consist Of?

A digital collection, also known as a digital library, is any collection of files that has been digitally preserved and is accessible on the internet or through software. A digital library may contain manuscripts, newspapers, books, journals, images, audio, and video.

There are all kinds of digital libraries. If you’ve recently watched a movie on Netflix, read a magazine on Google Books, researched history using the Library of Congress’ website, or rediscovered a favorite classic book on Project Gutenberg, you’ve accessed a digital library without even knowing it.

Why Create a Digital Library?

Digital collections and libraries are a great solution to the “what now?” question that often follows a digitization project. Digitized documents can be stored online or on a local server. The storing itself doesn’t ensure the digitized documents are usable, however. A stored but inaccessible digital document is only one step removed from a stored but inaccessible physical one. A digital library also allows you or an archivist to keep watch for any hardware or software that may become obsolete. You don’t want technology to keep you from your collection.

Want a digital collection but don't want to manage it yourself? Anderson Archival can not only create your digital library but can serve as a site administrator, monitoring files, access, and preventing misuse.

How Are Digital Collections and Document Preservation Connected?

Historical documents, whether they’re significant to your individual organization, family, or a larger community, are usually made of paper, parchment, or other delicate materials. Nothing lasts forever. All it takes is a flood, fire, or misplaced cup of coffee to turn an important piece of history into dust.

Digital libraries are user-friendly ways to organize and view your newly-digitized collection. Digital document preservation guarantees that your collection won’t be erased by the passage of time.

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With all the options for creating a digital library, where do you even begin?

Anderson Archival is here to help you sort through all the possibilities and find the best solution for your unique collection. Don’t settle for a library software that doesn’t fit your collection’s needs.

Neon digital library

What Does a Digital Library Look Like?

Anderson Archival recommends several different options, depending on how you intend to use your collection. If your digital document collection is going to be accessed by a select few users, you may consider storing the collection on a local server connected to only a few machines (with an additional backup stored securely on the cloud, just in case).

If your collection will be used by an organization or a large number of internal users for research or education purposes, a cloud server or digital access management systems (DAMS) may be the best solution for you.

Computer: About, History, Types

 

Computer: About, History, Types

A Computer is an electronic device that is used to generate the output as per the user’s input in a fast, efficient, and effective manner. It performs a sequence of operations, which is operating under the control of instructions stored in its memory. All these instructions will govern the machine.

What-is-Computer

What is a Computer?

A computer is an electronic device that is designed to process, store, and retrieve information. It can perform a variety of tasks based on instructions provided by a user or a program. Computers have become an essential part of our daily lives, and they are used in various fields such as education, business, entertainment, research, and communication.

History of Computer

  • The history of computers can be traced back to the 19th century when Charles Babbage designed a machine called the Analytical Engine, which was intended to perform complex mathematical calculations. However, it was never completed. The first programmable computer was the Harvard Mark I, which was developed in the early 1940s. It was a massive machine that used punched cards for input and output.
  • The first commercial computer was the UNIVAC I, which was introduced in 1951. It was used for tasks such as weather forecasting, scientific research, and business applications. Over the years, computers became smaller, faster, and more affordable, leading to the widespread use of personal computers in the 1980s and 1990s.
  • Modern computers are based on a digital circuitry system that uses binary code, which consists of ones and zeros, to represent data and instructions. The central processing unit (CPU) is the brain of the computer and performs all the processing operations. Input devices, such as a keyboard, mouse, or touchpad, allow users to input data into the computer. Output devices, such as a monitor or printer, display the processed data.
  • Computers use a variety of storage devices, such as hard disk drives, solid-state drives, or flash memory, to store data and programs. They also use various software applications, including operating systems, productivity software, and entertainment programs.
  • In recent years, advancements in technology have led to the development of new types of computers, such as smartphones, tablets, and wearable devices. These devices have revolutionized the way we interact with technology and have further integrated computers into our daily lives.

How Computer Works?

The motherboard is the most essential part of the computer as it holds the CPU and many primary components together required for processing. A computer receives data through an input unit based on the instructions it is given and once it gets any form of input from the user and then stores all the data on to RAM, Random Access Memory is a computer component where data used by the operating system and software applications are being stored so that the CPU can process them quickly.

Everything stored on RAM is lost if the computer is shut off. There is a maximum limit of Random Access Memory(RAM) you will need for the computer to function properly. Now, the CPU will be fetching the data from the RAM process it with the specified instructions, and giving signals out to other components through BUS when the data is ready, it will be sent back through an output device which can be a monitor, speaker, printer, ports, etc. 

Types of Computer

  • Personal Computers (PCs): Personal computers are the most common type of computer, designed for individual use. They are typically used for tasks such as browsing the internet, creating and editing documents, gaming, and entertainment. PCs come in various forms, such as desktops, laptops, and all-in-one computers.
  • Workstations: Workstations are high-end computers designed for professional use, such as in fields like engineering, architecture, or graphic design. They have powerful CPUs, large amounts of RAM, and high-end graphics cards for running specialized software.
  • Servers: Servers are computers that provide services to other computers, such as storing files, managing networks, or hosting websites. They are designed for high performance, reliability, and security and are typically used by businesses and organizations.
  • Mainframe Computers: Mainframe computers are large, powerful computers designed for processing vast amounts of data and supporting multiple users simultaneously. They are typically used by large organizations, government agencies, or financial institutions for tasks such as data processing, transaction processing, or database management.
  • Supercomputers: Supercomputers are the most powerful and expensive computers in the world, designed for performing complex calculations and simulations. They are typically used in scientific research, weather forecasting, or military applications.
  • Embedded Systems: Embedded systems are computers that are built into other devices, such as cars, appliances, or medical equipment. They are designed for specific purposes and are often not visible to the user.
  • Smartphones and Tablets: Smartphones and tablets are small, portable computers that are designed for mobile use. They typically have touchscreens, and their hardware and software are optimized for mobile applications.
  • Gaming Consoles: Gaming consoles are specialized computers designed for playing video games. They typically have powerful graphics cards and specialized game controllers.

Components of Computer

A computer device is made up of many components which help in its correct functioning and processing. The computer has five fundamental components that help to make data processing easier and more convenient. There are five basic components, including:

Components of computer

Components of Computer

1. Input Unit

The input unit consists of input devices connected to the computer. These devices translate input into binary language that the computer can understand. Some typical input devices include a keyboard, mouse, joystick, and scanner. An Input Unit is formed by connecting one or more input devices to a computer. A user enters data and instructions via input devices such as a keyboard, mouse, etc. The input unit delivers data to the processor for further processing.

2. Central Processing Unit

The processor processes the information that has been fed into the computer by the input device. The CPU is known as the brain of the computer since it acts as the computer’s control center. It first retrieves instructions from memory and interprets them to determine what has to be done. If needed, data is retrieved from memory or an input device. The CPU next executes or does the required computation, after which the output is either stored or shown on the output device. The CPU comprises three primary components which include Arithmetic Logic Unit (ALU), Control Unit (CU), and Memory Registers.

  • Arithmetic Logic Unit (ALU): The ALU, is responsible for mathematical calculations and makes logical conclusions. Arithmetic calculations consist of addition, subtraction, multiplication, and division. Logical decisions involve comparing two data pieces to determine which one is larger, less, or equal. The Arithmetic Logical Unit is the primary component of the CPU. The Arithmetic and Logical Unit (ALU) is a digital circuit that performs arithmetic and logic operations.
  • Control Unit: The Control unit coordinates and manages the flow of data in and out of the CPU, as well as all ALU, memory register, and input/output unit. It is also known as the central nervous system of the computer. It also executes all of the program’s instructions. It decodes the fetched instruction, interprets it, and delivers control signals to input/output devices until the ALU and memory complete the operation correctly. It informs the computer’s memory, arithmetic, and logic unit, and input and output devices how to respond to the processor’s commands. The control unit sends signals to the computer’s components, which then execute the instructions.
  • Memory Registers: A register is a temporary unit of memory in the CPU. These are used to store data that is then used immediately by the CPU. Registers can be of various sizes (16-bit, 32-bit, 64-bit, and so on), and each register within the CPU has a particular function, such as storing data, an instruction, or the address of a location in memory. The Accumulator is the ALU’s main register, and it carries one of the operands for an operation that will be executed.

3. Output Unit

The output unit consists of output devices connected to the computer. It translates binary data from the CPU to a human-readable form. Common output devices include monitors, printers, plotters, and so on. It is created by connecting the output devices of a computer. The output unit collects information from the CPU and displays it in a user-friendly fashion.

Features of Computer

Computers have emerged as one of the biggest innovations regarding technology. So, it should comprise all the features that boost the speed in terms of calculations and processing, below are some features of the computer:

  • Speed: Computers are very fast. They can analyze large amounts of data at very high speeds. In general, computers can connect to other devices and networks, allowing for faster data transfer and communication.
  • Accurate: Computers are very accurate. They use the binary system of 0s and 1s, which enables exact calculations and data processing. They also include error-correcting methods to ensure that data is correctly processed and stored.
  • Reliability: Reliability refers to the ability to execute set of functions without errors or failures. A reliable computer performs tasks efficiently under a wide range of conditions.
  • Consistency: Consistency refers to a computer’s ability to perform reliably and consistently. Consistency enables the computer to operate at the same level of performance regardless of workload or usage conditions.
  • Multiprocessing: Computers are multiprocessing they execute a large number of tasks concurrently.
  • Multitasking: Multitasking is one of the important features of computers, it enables users to run multiple applications simultaneously.
  • Portability: Portability allows users to carry their computing power wherever they go.
  • Versatility: Versatility in a computer’s features refers to its ability to accomplish a wide range of tasks and operations. A versatile computer can run several software applications, process and manipulate data in a variety of ways, and support a wide range of hardware components and peripherals.

Digital Library


Digital library

What is a digital library?

A digital library is a collection of digital objects, such as books, magazines, audio recordings, video recordings and other documents that are accessible electronically.

What are digital libraries used for?

Digital libraries provide users with online access to a wide range of resources. They are often used by students for research or by professionals seeking to stay current on the latest developments in their field.

Digital libraries can provide users with access to rare and out-of-print materials that might be difficult or impossible to locate in physical libraries. Digital libraries also offer a variety of search and sorting features, as well as social media-like features that can connect users with others to discuss topics.

As digital libraries continue to evolve, new features such as multimedia content, data visualization tools and interactive experiences are being added to software to make digital libraries even more engaging and helpful.

Where can I find a digital library?

Digital libraries can be accessed from any computer or device with an internet connection, meaning that there is no need to physically visit the library or store materials to access them.

Digital libraries are often used by public libraries, university libraries and private companies. Much of the software available is Open Source or free to use. Examples include the Digital Public Library of America, Open Library, the Internet Archive and Project Gutenberg.

It is important to note, however, that some libraries require users to have specific plugins or software installed to view certain content. The relevant information should be noted on the library's website.

Besides these platforms, a variety of other providers offer digital asset management options, such as software vendors, cloud service providers and companies specializing in library automation. These services can range from customized digital collections to full-fledged enterprise-level software platforms.

Cloudinary dashboard screenshot.

Cloudinary

Cloudinary enables users to add metadata to rich media in their digital library to make images and video easily searchable.

What are the advantages of using a digital library?

The advantages of using a digital library include access to an expansive collection of materials, increased convenience because users can access the library from anywhere with an internet connection, powerful search and sorting features to narrow results, and multimedia content that is not available in physical libraries.

Digital libraries also offer a more engaging experience for users with interactive elements, as well as social media-like features for connecting with other users and exploring topics in new ways. Digital libraries often offer a variety of customization options so that organizations can tailor the experience to their needs.

The accessibility and versatility of digital libraries make them invaluable resources for students, professionals, and anyone seeking knowledge or entertainment.

Do copyright laws apply to digital libraries?

When using a digital library, it is important to be aware of copyright laws and the terms of service (TOS) associated with each library or platform.

Copyright symbol graphic.
Be aware of copyright laws and the terms of service associated with each digital library or platform you use when accessing content.

For example, some libraries allow for limited usage of copyrighted materials for research or educational purposes, while others do not. Review the TOS and find out what permissions are required to use a particular library or resource.

In addition, be aware of the licensing agreements associated with each digital object you access. This information can often be found in the metadata associated with the object.

What other types of digital resources exist?

Besides digital libraries, there are a variety of other digital resources that can be used for research, reference and entertainment. These include digital archives, databases, online journals, streaming media services, virtual museums and more.

By taking advantage of these types of resources and integrating them with a digital library platform, users can have access to an even wider collection of materials and information.

Learn the basics of digital asset management and how to migrate to a media asset management system.

This was last updated in February 2023

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