Asus Eee is a family of products by Asustek. The product family began with the release of the Eee PC subnotebook in 2007. According to the company, the name Eee derives from "the three Es," an abbreviation of its advertising slogan for the device: "Easy to learn, Easy to work, Easy to play"; the Asus Eee PC is a subnotebook/netbook computer. At the time of its introduction in fall 2007, it was noted for its combination of a light weight, Linux-based operating system, solid-state drive and low cost. Newer models have added the option of the Windows 7 operating system, dual-core Intel Atom CPUs, traditional hard disk drives, have increased in price, though they remain inexpensive as laptops, notably inexpensive for ultra-small laptops. Asus EeeBox PC is a nettop counterpart to the Asus Eee PC netbook, its motherboard employs. The Asus Eee Top is a touch screen computer designed by Asus and released in November 2008, its motherboard employs. Both models feature a 1.6 GHz Atom processor, widescreen 15.6" display, 1 GB RAM, 160GB HDD, 802.11n Wi-Fi, speakers, SD card reader and a 1.3 MP webcam with Windows XP Home modified with Asus' big-icon Easy Mode.
ASUS Eee Keyboard is a full-size computer keyboard. It has a touchscreen in place of a conventional keypad. ASUS plans to start shipping the device in September 2009; the Eee Stick is an accessory, expected to be bundled with specific models of the Eee PC and EeeBox PC. These specific models will come with games that will take advantage of the features of this hardware; this accessory is similar to the Wii Remote. The device takes two AA batteries in each of the two components. Asus Eee PC Media Server was shown at CES 2009. Asus MeMO 171 tablet was displayed at CES 2011, while MeMO 370T was displayed at CES 2012 Eee Pad MeMO 171 - 1280x800 pixel 7" screen, powered by Qualcomm 8260 Dual-core CPU 1.2 GHz, Android 3.2 Honeycomb. Eee Pad MeMO 370T - 1280x800 pixel 7" screen, powered by the 4-core Tegra 3, Android 4.1 Jelly Bean. Asus showed previews of a dual-touchscreen "Flipbook" notebook at Cebit 2009 in Germany; the company stated that the Flipbook possessed the capability of optionally displaying user interface elements in both screens both horizontally and vertically.
The Eee Reader was rebranded again as the "Eee Book" and scheduled for launch at the June 2010 Computex Taipei. In addition, Asus disclosed to the press in January 2010 that a tablet computer named as "Eee Pad", using an Nvidia Tegra 2 chip, a 3G wireless connection and a 720p or 1080p resolution, would debut at Computex, it materialized in March 2011 as the Eee Pad Transformer which has an optional real keyboard that can be connected to it. This was Succeeded by the Asus Eee Pad Transformer Prime in December 2011. In 2012 the newest version was released, the Asus Transformer Pad Infinity. Released in Taiwan, featuring stand-alone note-taking/sketching capability and an E-reader, its non-backlit screen had a long battery life, incorporated a Wacom tablet with pressure sensitivity allowing pen-drawing on PC when connected with a micro-USB cable. The Asus EeeBook is a lineup of affordable Windows laptops by Asus. In 2014 Asus introduced EeeBook lineup of computers starting with the X205TA model.
By 2017 the EeeBook lineup was succeeded by the Asus VivoBook E Series. Some EeeBook laptops were rebranded to VivoBook E Series laptops such as the EeeBook E202 was rebranded to the VivoBook E202 and the EeeBook E402 to the VivoBook E402; the EeeBook lineup consists of the E202, E402, E502 and X205
Haptic technology or kinesthetic communication recreates the sense of touch by applying forces, vibrations, or motions to the user. This mechanical stimulation can be used to assist in the creation of virtual objects in a computer simulation, to control such virtual objects, to enhance the remote control of machines and devices. Haptic devices may incorporate tactile sensors that measure forces exerted by the user on the interface. Most researchers distinguish three sensory systems related to sense of touch in humans: cutaneous and haptic. All perceptions mediated by cutaneous and/or kinesthetic sensibility are referred to as tactual perception; the sense of touch may be classified as passive and active, the term "haptic" is associated with active touch to communicate or recognize objects. Haptic technology has made it possible to investigate how the human sense of touch works by allowing the creation of controlled haptic virtual objects; the word haptic, from the Greek: ἁπτικός, means "pertaining to the sense of touch" and comes from the Greek verb ἅπτεσθαι, meaning "to contact" or "to touch".
According to Robert Lee this sensation is referred to as 3D touch. One of the earliest applications of haptic technology was in large aircraft that use servomechanism systems to operate control surfaces; such systems tend to be "one-way", meaning external forces applied aerodynamically to the control surfaces are not perceived at the controls. Here, the missing normal forces are simulated with weights. In lighter aircraft without servo systems, as the aircraft approached a stall the aerodynamic buffeting was felt in the pilot's controls; this was a useful warning of a dangerous flight condition. This control shake is not felt. To replace this missing sensory cue, the angle of attack is measured and when it approaches the critical stall point, a stick shaker is engaged which simulates the response of a simpler control system. Alternatively, the servo force may be measured and the signal directed to a servo system on the control, known as force feedback. Force feedback has been implemented experimentally in some excavators and is useful when excavating mixed material such as large rocks embedded in silt or clay.
It allows the operator to "feel" and work around unseen obstacles, enabling significant increases in productivity and less risk of damage to the machine. The first US patent for a tactile telephone was granted to Thomas D. Shannon in 1973. An early tactile man-machine communication system was constructed by A. Michael Noll at Bell Telephone Laboratories, Inc. in the early 1970s and a patent was issued for his invention in 1975. 1994 marked the first use of haptic technology for entertainment when Aura Systems launched the Interactor Vest, a wearable force-feedback device that monitors an audio signal and uses Aura's patented electromagnetic actuator technology to convert bass sound waves into vibrations that can represent such actions as a punch or kick. The Interactor vest plugs into the audio output of a stereo, TV, or VCR and the user is provided with controls that allow for adjusting of the intensity of vibration and filtering out of high frequency sounds; the Interactor Vest is worn over the upper torso and the audio signal is reproduced through a speaker embedded in the vest.
After selling 400,000 of its Interactor Vest, Aura began shipping the Interactor Cushion, a device which operates like the Vest but instead of being worn, it's placed against a seat back and the user must lean against it. Both the Vest and the Cushion were launched with a price tag of $99. In 1995 Norwegian Geir Jensen described a wrist watch haptic device with a skin tap mechanism, termed Tap-in, it would connect to a mobile phone via Bluetooth. Tapping-frequency patterns would identify callers to a mobile and enable the wearer to respond by selected short messages, it received no award. It was not pursued or published until recovered in 2015; the Tap-in device by Jensen was devised facing the user to see image. It would watch brands. In 2015 Apple started to sell a wrist watch which included skin tap sensing of notifications and alerts to mobile phone of the watch wearer; the majority of electronics offering haptic feedback uses vibrations, most use a type of eccentric rotating mass actuator, consisting of an unbalanced weight attached to a motor shaft.
As the shaft rotates, the spinning of this irregular mass causes the actuator, in turn, the attached device, to shake. Some newer devices, such as Apple's MacBooks and iPhones featuring the "Taptic Engine", accomplish their vibrations with a linear resonant actuator, which moves a mass in a reciprocal manner by means of a magnetic voice coil, similar to how speaker technology translates AC electrical signals into motion of its speaker cone. LRAs are capable of quicker response times than ERMs, thus are able to transmit more accurate haptic imagery. Piezoelectric actuators are employed to produce vibrations, offer more precise motion with less noise and in a smaller platform, but require higher voltages than the ERM and LRA implementations, may be more fragile; some devices use motors to manipulate the movement of a peripheral held by the user. A common use is in automobile driving video games and simulators, which turn the steering wheel to simulate forces found when cornering a real vehicle.
In 2007, Novint released the Falcon, the first consumer 3D touch device with high resolution three-dimensional force feedback. Non-contact, or mid-air, haptic technol
Motion capture is the process of recording the movement of objects or people. It is used in military, sports, medical applications, for validation of computer vision and robotics. In filmmaking and video game development, it refers to recording actions of human actors, using that information to animate digital character models in 2D or 3D computer animation; when it includes face and fingers or captures subtle expressions, it is referred to as performance capture. In many fields, motion capture is sometimes called motion tracking, but in filmmaking and games, motion tracking refers more to match moving. In motion capture sessions, movements of one or more actors are sampled many times per second. Whereas early techniques used images from multiple cameras to calculate 3D positions, Often the purpose of motion capture is to record only the movements of the actor, not his or her visual appearance; this animation data is mapped to a 3D model so that the model performs the same actions as the actor.
This process may be contrasted with the older technique of rotoscoping, as seen in Ralph Bakshi's The Lord of the Rings and American Pop. The animated character movements were achieved in these films by tracing over a live-action actor, capturing the actor's motions and movements. To explain, an actor is filmed performing an action, the recorded film is projected onto an animation table frame-by-frame. Animators trace the live-action footage onto animation cels, capturing the actor's outline and motions frame-by-frame, they fill in the traced outlines with the animated character; the completed animation cels are photographed frame-by-frame matching the movements and actions of the live-action footage. The end result of, that the animated character replicates the live-action movements of the actor. However, this process takes a considerable amount of effort. Camera movements can be motion captured so that a virtual camera in the scene will pan, tilt or dolly around the stage driven by a camera operator while the actor is performing.
At the same time, the motion capture system can capture the camera and props as well as the actor's performance. This allows the computer-generated characters and sets to have the same perspective as the video images from the camera. A computer processes the data and displays the movements of the actor, providing the desired camera positions in terms of objects in the set. Retroactively obtaining camera movement data from the captured footage is known as match moving or camera tracking. Motion capture offers several advantages over traditional computer animation of a 3D model: Low latency, close to real time, results can be obtained. In entertainment applications this can reduce the costs of keyframe-based animation; the Hand Over technique is an example of this. The amount of work does not vary with the complexity or length of the performance to the same degree as when using traditional techniques; this allows many tests to be done with different styles or deliveries, giving a different personality only limited by the talent of the actor.
Complex movement and realistic physical interactions such as secondary motions and exchange of forces can be recreated in a physically accurate manner. The amount of animation data that can be produced within a given time is large when compared to traditional animation techniques; this contributes to meeting production deadlines. Potential for free software and third party solutions reducing its costs. Specific hardware and special software programs are required to process the data; the cost of the software and personnel required can be prohibitive for small productions. The capture system may have specific requirements for the space it is operated in, depending on camera field of view or magnetic distortion; when problems occur, it is easier to shoot the scene again rather than trying to manipulate the data. Only a few systems allow real time viewing of the data to decide; the initial results are limited to what can be performed within the capture volume without extra editing of the data. Movement that does not follow the laws of physics cannot be captured.
Traditional animation techniques, such as added emphasis on anticipation and follow through, secondary motion or manipulating the shape of the character, as with squash and stretch animation techniques, must be added later. If the computer model has different proportions from the capture subject, artifacts may occur. For example, if a cartoon character has large, oversized hands, these may intersect the character's body if the human performer is not careful with their physical motion. Video games use motion capture to animate athletes, martial artists, other in-game characters; this has been done since the Sega Model 2 arcade game Virtua Fighter 2 in 1994. By mid-1995 the use of motion capture in video game development had become commonplace, developer/publisher Acclaim Entertainment had gone so far as to have its own in-house motion capture studio built into its headquarters. Namco's 1995 arcade game Soul Edge used passive optical system markers for motion capture. Movies use motion capture for CG effects, in some cases replacing traditional cel animation, for computer-generated creatures, such as Gollum, The Mummy, King Kong, Davy Jones from Pirates of the Caribbean, the Na'vi from the film Avatar, Clu from Tron: Legacy.
The Great Goblin, the three Stone-trolls, many of the orcs and goblins in the 2012 film The Hobbit: An Unexpected Journey, Smaug were created using motion capture. ‘’Star Wars: Episode I – The Phantom Menace’’ was the first feature-length film to
Hang-On is an arcade game designed by Yu Suzuki and released by Sega in 1985. In the game, the player controls a motorcycle against time and other computer-controlled bikes, it was one of the first arcade games to use 16-bit graphics and Sega's "Super Scaler" technology that allowed pseudo-3D sprite-scaling at high frame rates. It introduced a motion-controlled arcade cabinet, where the player's body movement on a large motorbike-shaped cabinet corresponds with the player character's movements on screen, inspiring arcade games that followed and anticipating the modern motion control trend; the game was built into some versions of the Master System. The title is derived from when the biker is turning and has to "hang on" to the bike while the bike is leaning, which Suzuki had read in a Japanese bike magazine, though Suzuki learned the technique was called "hang off" in North America, he chose to keep the former name. In a 1995 interview Suzuki said; the Master System version came in two different compilation cartridges, one with Astro Warrior and one with Safari Hunt.
Using a behind the motorcycle perspective, the player races a linear race track divided into several stages within a limited time. Reaching a checkpoint at the end of each stage extends the time limit; the game ends if the time runs out or the race finished. The arcade game contains in-game billboards for Bridgestone, Garelli Motorcycles, TAG, John Player Special cigarettes, Forum cigarettes, for "Marbor", an obvious parody of Marlboro cigarettes; the arcade flyer features a bike in Marlboro colors, who had sponsored the Yamaha YZR500 during the world championships in the mid and late 1980s. There would be a controversy over cigarette ads in games marketed to children upon the release of another Sega racing game, Super Monaco GP in 1989. There were three arcade cabinet designs—the usual upright machine only with a handlebar and brake levers, the upright machine with the addition of a seat and a third version which looked like a real motorcycle. To steer, the player leaned to tilt the bike, which steered the in-game bike.
The screen was mounted into the windshield area of the bike. An SG-1000-exclusive sequel, Hang-On II, was released in 1985, though it was a port of the original game modified to work within the limitations of the console hardware. In 1987, it was followed by a sequel Super Hang-On for arcade, for a range of platforms including the Sega Genesis, ZX Spectrum, Commodore 64, Amstrad CPC, Commodore Amiga and Atari ST. A polygon based sequel, developed by Genki, was released for the Sega Saturn, named variously Hang-On GP'95, Hang-On GP and Hang-On GP'96. In Power Drift, the motorcycle is a hidden vehicle and can only be accessed by finishing first place for all five tracks on courses A, C, E, it is only playable in the Extra Stage. In Sonic Riders, both the "Hang-On" Gear and the "Super Hang-On" Gear can be bought in the shop, with each one playing its respective music while racing. Sonic Riders: Zero Gravity has this gear as an unlockable. In Sonic Free Riders both the "Hang-On" Gear and the "Super Hang-On" Gear can be bought in the shop, as in the original Sonic Riders.
Shenmue and Shenmue II both feature Hang-On as a mini-game, as well as the ability to win miniature toy versions of the bikes from gashapon machines. The Xbox version of Shenmue II is playable on Xbox 360, but crashes when trying to play "Hang-On." In Sonic & All-Stars Racing Transformed, Ryo drives a Hang-On sit-down arcade cabinet during water-based portions of a race. In Daytona USA, if "H. O" is entered on the high score table, a clip of the main theme from Hang-On will play. Hang-On at the Killer List of Videogames Super Hang-On at the Killer List of Videogames Hang-On at MobyGames Super Hang-On at MobyGames
A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a two- or three-dimensional video display device such as a TV screen, virtual reality headset or computer monitor. Since the 1980s, video games have become an important part of the entertainment industry, whether they are a form of art is a matter of dispute; the electronic systems used to play video games are called platforms. Video games are developed and released for one or several platforms and may not be available on others. Specialized platforms such as arcade games, which present the game in a large coin-operated chassis, were common in the 1980s in video arcades, but declined in popularity as other, more affordable platforms became available; these include dedicated devices such as video game consoles, as well as general-purpose computers like a laptop, desktop or handheld computing devices. The input device used for games, the game controller, varies across platforms. Common controllers include gamepads, mouse devices, the touchscreens of mobile devices, or a person's body, using a Kinect sensor.
Players view the game on a display device such as a television or computer monitor or sometimes on virtual reality head-mounted display goggles. There are game sound effects and voice actor lines which come from loudspeakers or headphones; some games in the 2000s include haptic, vibration-creating effects, force feedback peripherals and virtual reality headsets. In the 2010s, the commercial importance of the video game industry is increasing; the emerging Asian markets and mobile games on smartphones in particular are driving the growth of the industry. As of 2015, video games generated sales of US$74 billion annually worldwide, were the third-largest segment in the U. S. entertainment market, behind broadcast and cable TV. Early games used interactive electronic devices with various display formats; the earliest example is from 1947—a "Cathode ray tube Amusement Device" was filed for a patent on 25 January 1947, by Thomas T. Goldsmith Jr. and Estle Ray Mann, issued on 14 December 1948, as U. S.
Patent 2455992. Inspired by radar display technology, it consisted of an analog device that allowed a user to control a vector-drawn dot on the screen to simulate a missile being fired at targets, which were drawings fixed to the screen. Other early examples include: The Nimrod computer at the 1951 Festival of Britain; each game used different means of display: NIMROD used a panel of lights to play the game of Nim, OXO used a graphical display to play tic-tac-toe Tennis for Two used an oscilloscope to display a side view of a tennis court, Spacewar! used the DEC PDP-1's vector display to have two spaceships battle each other. In 1971, Computer Space, created by Nolan Bushnell and Ted Dabney, was the first commercially sold, coin-operated video game, it used a black-and-white television for its display, the computer system was made of 74 series TTL chips. The game was featured in the 1973 science fiction film Soylent Green. Computer Space was followed in 1972 by the first home console. Modeled after a late 1960s prototype console developed by Ralph H. Baer called the "Brown Box", it used a standard television.
These were followed by two versions of Atari's Pong. The commercial success of Pong led numerous other companies to develop Pong clones and their own systems, spawning the video game industry. A flood of Pong clones led to the video game crash of 1977, which came to an end with the mainstream success of Taito's 1978 shooter game Space Invaders, marking the beginning of the golden age of arcade video games and inspiring dozens of manufacturers to enter the market; the game inspired arcade machines to become prevalent in mainstream locations such as shopping malls, traditional storefronts and convenience stores. The game became the subject of numerous articles and stories on television and in newspapers and magazines, establishing video gaming as a growing mainstream hobby. Space Invaders was soon licensed for the Atari VCS, becoming the first "killer app" and quadrupling the console's sales; this helped Atari recover from their earlier losses, in turn the Atari VCS revived the home video game market during the second generation of consoles, up until the North American video game crash of 1983.
The home video game industry was revitalized shortly afterwards by the widespread success of the Nintendo Entertainment System, which marked a shift in the dominance of the video game industry from the United States to Japan during the third generation of consoles. A number of video game developers emerged in Britain in the early 1980s; the term "platform" refers to the specific combination of electronic components or computer hardware which, in conjunction with software, allows a video game to operate. The term "system" is commonly used; the distinctions below are not always clear and there may be games that bridge one or more platforms. In addition to laptop/desktop computers and mobile devices, there are other devices which have the ability to play games but are not video game machines, such as PDAs and graphing calculators. In common use a "PC game" refers to a form of media that involves a player interacting with a personal computer conne
Infrared radiation, sometimes called infrared light, is electromagnetic radiation with longer wavelengths than those of visible light, is therefore invisible to the human eye, although IR at wavelengths up to 1050 nanometers s from specially pulsed lasers can be seen by humans under certain conditions. IR wavelengths extend from the nominal red edge of the visible spectrum at 700 nanometers, to 1 millimeter. Most of the thermal radiation emitted by objects near room temperature is infrared; as with all EMR, IR carries radiant energy and behaves both like a wave and like its quantum particle, the photon. Infrared radiation was discovered in 1800 by astronomer Sir William Herschel, who discovered a type of invisible radiation in the spectrum lower in energy than red light, by means of its effect on a thermometer. More than half of the total energy from the Sun was found to arrive on Earth in the form of infrared; the balance between absorbed and emitted infrared radiation has a critical effect on Earth's climate.
Infrared radiation is emitted or absorbed by molecules when they change their rotational-vibrational movements. It excites vibrational modes in a molecule through a change in the dipole moment, making it a useful frequency range for study of these energy states for molecules of the proper symmetry. Infrared spectroscopy examines transmission of photons in the infrared range. Infrared radiation is used in industrial, military, law enforcement, medical applications. Night-vision devices using active near-infrared illumination allow people or animals to be observed without the observer being detected. Infrared astronomy uses sensor-equipped telescopes to penetrate dusty regions of space such as molecular clouds, detect objects such as planets, to view red-shifted objects from the early days of the universe. Infrared thermal-imaging cameras are used to detect heat loss in insulated systems, to observe changing blood flow in the skin, to detect overheating of electrical apparatus. Extensive uses for military and civilian applications include target acquisition, night vision and tracking.
Humans at normal body temperature radiate chiefly at wavelengths around 10 μm. Non-military uses include thermal efficiency analysis, environmental monitoring, industrial facility inspections, detection of grow-ops, remote temperature sensing, short-range wireless communication and weather forecasting. Infrared radiation extends from the nominal red edge of the visible spectrum at 700 nanometers to 1 millimeter; this range of wavelengths corresponds to a frequency range of 430 THz down to 300 GHz. Below infrared is the microwave portion of the electromagnetic spectrum. Sunlight, at an effective temperature of 5,780 kelvins, is composed of near-thermal-spectrum radiation, more than half infrared. At zenith, sunlight provides an irradiance of just over 1 kilowatt per square meter at sea level. Of this energy, 527 watts is infrared radiation, 445 watts is visible light, 32 watts is ultraviolet radiation. Nearly all the infrared radiation in sunlight is shorter than 4 micrometers. On the surface of Earth, at far lower temperatures than the surface of the Sun, some thermal radiation consists of infrared in the mid-infrared region, much longer than in sunlight.
However, black body or thermal radiation is continuous: it gives off radiation at all wavelengths. Of these natural thermal radiation processes, only lightning and natural fires are hot enough to produce much visible energy, fires produce far more infrared than visible-light energy. In general, objects emit infrared radiation across a spectrum of wavelengths, but sometimes only a limited region of the spectrum is of interest because sensors collect radiation only within a specific bandwidth. Thermal infrared radiation has a maximum emission wavelength, inversely proportional to the absolute temperature of object, in accordance with Wien's displacement law. Therefore, the infrared band is subdivided into smaller sections. A used sub-division scheme is: NIR and SWIR is sometimes called "reflected infrared", whereas MWIR and LWIR is sometimes referred to as "thermal infrared". Due to the nature of the blackbody radiation curves, typical "hot" objects, such as exhaust pipes appear brighter in the MW compared to the same object viewed in the LW.
The International Commission on Illumination recommended the division of infrared radiation into the following three bands: ISO 20473 specifies the following scheme: Astronomers divide the infrared spectrum as follows: These divisions are not precise and can vary depending on the publication. The three regions are used for observation of different temperature ranges, hence different environments in space; the most common photometric system used in astronomy allocates capital letters to different spectral regions according to filters used. These letters are understood in reference to atmospheric windows and appear, for instance, in the titles of many papers. A third scheme divides up the band based on the response of various detectors: Near-infrared: from 0.7 to 1.0 µm. Short-wave infrared: 1.0 to 3 µm. InGaAs covers to about 1.8 µm. Mid-wave infrared: 3 to 5 µm (defined by the atmospheric window and covered by indium antimonide and mercury cadmium telluride and by lead
YouTube is an American video-sharing website headquartered in San Bruno, California. Three former PayPal employees—Chad Hurley, Steve Chen, Jawed Karim—created the service in February 2005. Google bought the site in November 2006 for US$1.65 billion. YouTube allows users to upload, rate, add to playlists, comment on videos, subscribe to other users, it offers a wide variety of corporate media videos. Available content includes video clips, TV show clips, music videos and documentary films, audio recordings, movie trailers, live streams, other content such as video blogging, short original videos, educational videos. Most of the content on YouTube is uploaded by individuals, but media corporations including CBS, the BBC, Hulu offer some of their material via YouTube as part of the YouTube partnership program. Unregistered users can only watch videos on the site, while registered users are permitted to upload an unlimited number of videos and add comments to videos. Videos deemed inappropriate are available only to registered users affirming themselves to be at least 18 years old.
YouTube and its creators earn advertising revenue from Google AdSense, a program which targets ads according to site content and audience. The vast majority of its videos are free to view, but there are exceptions, including subscription-based premium channels, film rentals, as well as YouTube Music and YouTube Premium, subscription services offering premium and ad-free music streaming, ad-free access to all content, including exclusive content commissioned from notable personalities; as of February 2017, there were more than 400 hours of content uploaded to YouTube each minute, one billion hours of content being watched on YouTube every day. As of August 2018, the website is ranked as the second-most popular site in the world, according to Alexa Internet. YouTube has faced criticism over aspects of its operations, including its handling of copyrighted content contained within uploaded videos, its recommendation algorithms perpetuating videos that promote conspiracy theories and falsehoods, hosting videos ostensibly targeting children but containing violent and/or sexually suggestive content involving popular characters, videos of minors attracting pedophilic activities in their comment sections, fluctuating policies on the types of content, eligible to be monetized with advertising.
YouTube was founded by Chad Hurley, Steve Chen, Jawed Karim, who were all early employees of PayPal. Hurley had studied design at Indiana University of Pennsylvania, Chen and Karim studied computer science together at the University of Illinois at Urbana–Champaign. According to a story, repeated in the media and Chen developed the idea for YouTube during the early months of 2005, after they had experienced difficulty sharing videos, shot at a dinner party at Chen's apartment in San Francisco. Karim did not attend the party and denied that it had occurred, but Chen commented that the idea that YouTube was founded after a dinner party "was very strengthened by marketing ideas around creating a story, digestible". Karim said the inspiration for YouTube first came from Janet Jackson's role in the 2004 Super Bowl incident, when her breast was exposed during her performance, from the 2004 Indian Ocean tsunami. Karim could not find video clips of either event online, which led to the idea of a video sharing site.
Hurley and Chen said that the original idea for YouTube was a video version of an online dating service, had been influenced by the website Hot or Not. Difficulty in finding enough dating videos led to a change of plans, with the site's founders deciding to accept uploads of any type of video. YouTube began as a venture capital-funded technology startup from an $11.5 million investment by Sequoia Capital and an $8 million investment from Artis Capital Management between November 2005 and April 2006. YouTube's early headquarters were situated above a pizzeria and Japanese restaurant in San Mateo, California; the domain name www.youtube.com was activated on February 14, 2005, the website was developed over the subsequent months. The first YouTube video, titled Me at the zoo, shows co-founder Jawed Karim at the San Diego Zoo; the video was uploaded on April 23, 2005, can still be viewed on the site. YouTube offered the public a beta test of the site in May 2005; the first video to reach one million views was a Nike advertisement featuring Ronaldinho in November 2005.
Following a $3.5 million investment from Sequoia Capital in November, the site launched on December 15, 2005, by which time the site was receiving 8 million views a day. The site grew and, in July 2006, the company announced that more than 65,000 new videos were being uploaded every day, that the site was receiving 100 million video views per day. According to data published by market research company comScore, YouTube is the dominant provider of online video in the United States, with a market share of around 43% and more than 14 billion views of videos in May 2010. In May 2011, 48 hours of new videos were uploaded to the site every minute, which increased to 60 hours every minute in January 2012, 100 hours every minute in May 2013, 300 hours every minute in November 2014, 400 hours every minute in February 2017; as of January 2012, the site had 800 million unique users a month. It is estimated that in 2007 YouTube consumed as much bandwidth as the entire Internet in 2000. According to third-party web analytics providers and SimilarWeb, YouTube is the second-most visited website in the world, as of December 2016.