The Internet is the global system of interconnected computer networks that use the Internet protocol suite to link devices worldwide. It is a network of networks that consists of private, academic and government networks of local to global scope, linked by a broad array of electronic and optical networking technologies; the Internet carries a vast range of information resources and services, such as the inter-linked hypertext documents and applications of the World Wide Web, electronic mail and file sharing. Some publications no longer capitalize "internet"; the origins of the Internet date back to research commissioned by the federal government of the United States in the 1960s to build robust, fault-tolerant communication with computer networks. The primary precursor network, the ARPANET served as a backbone for interconnection of regional academic and military networks in the 1980s; the funding of the National Science Foundation Network as a new backbone in the 1980s, as well as private funding for other commercial extensions, led to worldwide participation in the development of new networking technologies, the merger of many networks.
The linking of commercial networks and enterprises by the early 1990s marked the beginning of the transition to the modern Internet, generated a sustained exponential growth as generations of institutional and mobile computers were connected to the network. Although the Internet was used by academia since the 1980s, commercialization incorporated its services and technologies into every aspect of modern life. Most traditional communication media, including telephony, television, paper mail and newspapers are reshaped, redefined, or bypassed by the Internet, giving birth to new services such as email, Internet telephony, Internet television, online music, digital newspapers, video streaming websites. Newspaper and other print publishing are adapting to website technology, or are reshaped into blogging, web feeds and online news aggregators; the Internet has enabled and accelerated new forms of personal interactions through instant messaging, Internet forums, social networking. Online shopping has grown exponentially both for major retailers and small businesses and entrepreneurs, as it enables firms to extend their "brick and mortar" presence to serve a larger market or sell goods and services online.
Business-to-business and financial services on the Internet affect supply chains across entire industries. The Internet has no single centralized governance in either technological implementation or policies for access and usage; the overreaching definitions of the two principal name spaces in the Internet, the Internet Protocol address space and the Domain Name System, are directed by a maintainer organization, the Internet Corporation for Assigned Names and Numbers. The technical underpinning and standardization of the core protocols is an activity of the Internet Engineering Task Force, a non-profit organization of loosely affiliated international participants that anyone may associate with by contributing technical expertise. In November 2006, the Internet was included on USA Today's list of New Seven Wonders; when the term Internet is used to refer to the specific global system of interconnected Internet Protocol networks, the word is a proper noun that should be written with an initial capital letter.
In common use and the media, it is erroneously not capitalized, viz. the internet. Some guides specify that the word should be capitalized when used as a noun, but not capitalized when used as an adjective; the Internet is often referred to as the Net, as a short form of network. As early as 1849, the word internetted was used uncapitalized as an adjective, meaning interconnected or interwoven; the designers of early computer networks used internet both as a noun and as a verb in shorthand form of internetwork or internetworking, meaning interconnecting computer networks. The terms Internet and World Wide Web are used interchangeably in everyday speech. However, the World Wide Web or the Web is only one of a large number of Internet services; the Web is a collection of interconnected documents and other web resources, linked by hyperlinks and URLs. As another point of comparison, Hypertext Transfer Protocol, or HTTP, is the language used on the Web for information transfer, yet it is just one of many languages or protocols that can be used for communication on the Internet.
The term Interweb is a portmanteau of Internet and World Wide Web used sarcastically to parody a technically unsavvy user. Research into packet switching, one of the fundamental Internet technologies, started in the early 1960s in the work of Paul Baran and Donald Davies. Packet-switched networks such as the NPL network, ARPANET, the Merit Network, CYCLADES, Telenet were developed in the late 1960s and early 1970s; the ARPANET project led to the development of protocols for internetworking, by which multiple separate networks could be joined into a network of networks. ARPANET development began with two network nodes which were interconnected between the Network Measurement Center at the University of California, Los Angeles Henry Samueli School of Engineering and Applied Science directed by Leonard Kleinrock, the NLS system at SRI International by Douglas Engelbart in Menlo Park, California, on 29 October 1969; the third site was the Culler-Fried Interactive Mathematics Center at the University of California, Santa Barbara, followed by the University of
Videotelephony comprises the technologies for the reception and transmission of audio-video signals by users at different locations, for communication between people in real-time. A videophone is a telephone with a video display, capable of simultaneous video and audio for communication between people in real-time. Videoconferencing implies the use of this technology for a group or organizational meeting rather than for individuals, in a videoconference. Telepresence may refer either to a high-quality videotelephony system or to meetup technology, which goes beyond video into robotics. Videoconferencing has been called "visual collaboration" and is a type of groupware. At the dawn of its commercial deployment from the 1950s through the 1990s, videotelephony included "image phones" which would exchange still images between units every few seconds over conventional POTS-type telephone lines the same as slow scan TV systems; the development of advanced video codecs, more powerful CPUs, high-bandwidth Internet telecommunication services in the late 1990s allowed videophones to provide high quality low-cost colour service between users anyplace in the world that the Internet is available.
Although not as used in everyday communications as audio-only and text communication, useful applications include sign language transmission for deaf and speech-impaired people, distance education and overcoming mobility issues. It is used in commercial and corporate settings to facilitate meetings and conferences between parties that have established relationships. News media organizations have begun to use desktop technologies like Skype to provide higher-quality audio than the phone network, video links at much lower cost than sending professional equipment or using a professional studio. More popular videotelephony technologies use the Internet rather than the traditional landline phone network accounting for modern digital packetized phone network protocols, though videotelephony software runs on smartphones; the concept of videotelephony was first conceived in the late 1870s in both the United States and Europe, although the basic sciences to permit its earliest trials would take nearly a half century to be discovered.
This was first embodied in the device which came to be known as the video telephone, or videophone, it evolved from intensive research and experimentation in several telecommunication fields, notably electrical telegraphy, telephony and television. Simple analog videophone communication could be established as early as the invention of the television; such an antecedent consisted of two closed-circuit television systems connected via coax cable or radio. An example of, the German Reich Postzentralamt video telephone network serving Berlin and several German cities via coaxial cables between 1936 and 1940; the development of video technology started in the latter half of the 1920s in the United Kingdom and the United States, spurred notably by John Logie Baird and AT&T's Bell Labs. This occurred in part, at least with AT&T, to serve as an adjunct supplementing the use of the telephone. A number of organizations believed that videotelephony would be superior to plain voice communications; however video technology was to be deployed in analog television broadcasting long before it could become practical—or popular—for videophones.
During the first manned space flights, NASA used two radio-frequency video links, one in each direction. TV channels use this type of videotelephony when reporting from distant locations; the news media were to become regular users of mobile links to satellites using specially equipped trucks, much via special satellite videophones in a briefcase. This technique was expensive and could not be used for applications such as telemedicine, distance education, business meetings. Attempts at using normal telephony networks to transmit slow-scan video, such as the first systems developed by AT&T Corporation, first researched in the 1950s, failed due to the poor picture quality and the lack of efficient video compression techniques; the greater 1 MHz bandwidth and 6 Mbit/s bit rate of the AT&T Picturephone in the 1970s did not achieve commercial success due to its high cost, but due to a lack of network effect—with only a few hundred Picturephones in the world, users had few contacts they could call to, interoperability with other videophone systems would not exist for decades.
Videotelephony developed in parallel with conventional voice telephone systems from the mid-to-late 20th century. Expensive videoconferencing systems evolved throughout the 1980s and 1990s from proprietary equipment and network requirements to standards-based technologies that were available for anyone to purchase at a reasonable cost. Only in the late 20th century with the advent of powerful video codecs combined with high-speed Internet broadband and ISDN service did videotelephony become a practical technology for regular use. In the 1980s, digital telephony transmission networks became possible, such as with ISDN networks, assuring a minimum bit rate for compressed video and audio transmission. During this time, there was research into other forms of digital video and audio communication. Many of these technologies, such as the Media space, are not as used today as videoconferencing but were still an important area of research; the first dedicated systems started to appear. One
Information technology is the use of computers to store, retrieve and manipulate data, or information in the context of a business or other enterprise. IT is considered to be a subset of communications technology. An information technology system is an information system, a communications system or, more speaking, a computer system – including all hardware and peripheral equipment – operated by a limited group of users. Humans have been storing, retrieving and communicating information since the Sumerians in Mesopotamia developed writing in about 3000 BC, but the term information technology in its modern sense first appeared in a 1958 article published in the Harvard Business Review. We shall call it information technology." Their definition consists of three categories: techniques for processing, the application of statistical and mathematical methods to decision-making, the simulation of higher-order thinking through computer programs. The term is used as a synonym for computers and computer networks, but it encompasses other information distribution technologies such as television and telephones.
Several products or services within an economy are associated with information technology, including computer hardware, electronics, internet, telecom equipment, e-commerce. Based on the storage and processing technologies employed, it is possible to distinguish four distinct phases of IT development: pre-mechanical, electromechanical, electronic; this article focuses on the most recent period, which began in about 1940. Devices have been used to aid computation for thousands of years initially in the form of a tally stick; the Antikythera mechanism, dating from about the beginning of the first century BC, is considered to be the earliest known mechanical analog computer, the earliest known geared mechanism. Comparable geared devices did not emerge in Europe until the 16th century, it was not until 1645 that the first mechanical calculator capable of performing the four basic arithmetical operations was developed. Electronic computers, using either valves, began to appear in the early 1940s.
The electromechanical Zuse Z3, completed in 1941, was the world's first programmable computer, by modern standards one of the first machines that could be considered a complete computing machine. Colossus, developed during the Second World War to decrypt German messages, was the first electronic digital computer. Although it was programmable, it was not general-purpose, being designed to perform only a single task, it lacked the ability to store its program in memory. The first recognisably modern electronic digital stored-program computer was the Manchester Baby, which ran its first program on 21 June 1948; the development of transistors in the late 1940s at Bell Laboratories allowed a new generation of computers to be designed with reduced power consumption. The first commercially available stored-program computer, the Ferranti Mark I, contained 4050 valves and had a power consumption of 25 kilowatts. By comparison the first transistorised computer, developed at the University of Manchester and operational by November 1953, consumed only 150 watts in its final version.
Early electronic computers such as Colossus made use of punched tape, a long strip of paper on which data was represented by a series of holes, a technology now obsolete. Electronic data storage, used in modern computers, dates from World War II, when a form of delay line memory was developed to remove the clutter from radar signals, the first practical application of, the mercury delay line; the first random-access digital storage device was the Williams tube, based on a standard cathode ray tube, but the information stored in it and delay line memory was volatile in that it had to be continuously refreshed, thus was lost once power was removed. The earliest form of non-volatile computer storage was the magnetic drum, invented in 1932 and used in the Ferranti Mark 1, the world's first commercially available general-purpose electronic computer. IBM introduced the first hard disk drive as a component of their 305 RAMAC computer system. Most digital data today is still stored magnetically on hard disks, or optically on media such as CD-ROMs.
Until 2002 most information was stored on analog devices, but that year digital storage capacity exceeded analog for the first time. As of 2007 94% of the data stored worldwide was held digitally: 52% on hard disks, 28% on optical devices and 11% on digital magnetic tape, it has been estimated that the worldwide capacity to store information on electronic devices grew from less than 3 exabytes in 1986 to 295 exabytes in 2007, doubling every 3 years. Database management systems emerged in the 1960s to address the problem of storing and retrieving large amounts of data and quickly. One of the earliest such systems was IBM's Information Management System, still deployed more than 50 years later. IMS stores data hierarchically, but in the 1970s Ted Codd proposed an alternative relational storage model based on set theory and predicate logic and the familiar concepts of tables and columns; the first commercially available relational database management system was available from Oracle in 1981. All database management systems consist of a number of components that together allow the data they store to be accessed simultan
Virtual reality is an interactive computer-generated experience taking place within a simulated environment. It incorporates auditory and visual feedback, but may allow other types of sensory feedback; this immersive environment can be similar to the real world or it can be fantastical. Current VR technology most uses virtual reality headsets or multi-projected environments, sometimes in combination with physical environments or props, to generate realistic images and other sensations that simulate a user's physical presence in a virtual or imaginary environment. A person using virtual reality equipment is able to "look around" the artificial world, move around in it, interact with virtual features or items; the effect is created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can be created through specially designed rooms with multiple large screens. Other forms of VR include augmented reality and mixed reality systems. VR systems that include transmission of vibrations and other sensations to the user through a controller or other devices are known as haptic systems.
This tactile information is known as force feedback in medical, video gaming, military training applications. "Virtual" has had the meaning of "being something in essence or effect, though not or in fact" since the mid-1400s. The term "virtual" has been used in the computer sense of "not physically existing but made to appear by software" since 1959. In 1938, French avant-garde playwright Antonin Artaud described the illusory nature of characters and objects in the theatre as "la réalité virtuelle" in a collection of essays, Le Théâtre et son double; the English translation of this book, published in 1958 as The Theater and its Double, is the earliest published use of the term "virtual reality". The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s; the term "virtual reality" was first used in a science fiction context in The Judas Mandala, a 1982 novel by Damien Broderick. One method by which virtual reality can be realized is simulation-based virtual reality.
Driving simulators, for example, give the driver on board the impression of driving an actual vehicle by predicting vehicular motion caused by driver input and feeding back corresponding visual and audio cues to the driver. With avatar image-based virtual reality, people can join the virtual environment in the form of real video as well as an avatar. One can participate in the 3D distributed virtual environment as form of either a conventional avatar or a real video. A user can select own type of participation based on the system capability. In projector-based virtual reality, modeling of the real environment plays a vital role in various virtual reality applications, such as robot navigation, construction modeling, airplane simulation. Image-based virtual reality system has been gaining popularity in computer graphics and computer vision communities. In generating realistic models, it is essential to register acquired 3D data. Desktop-based virtual reality involves displaying a 3D virtual world on a regular desktop display without use of any specialized positional tracking equipment.
Many modern first-person video games can be used as an example, using various triggers, responsive characters, other such interactive devices to make the user feel as though they are in a virtual world. A common criticism of this form of immersion is that there is no sense of peripheral vision, limiting the user's ability to know what is happening around them. A head-mounted display more immerses the user in a virtual world. A virtual reality headset includes two small high resolution OLED or LCD monitors which provide separate images for each eye for stereoscopic graphics rendering a 3D virtual world, a binaural audio system and rotational real-time head tracking for six degrees of movement, optionally motion controls with haptic feedback for physically interacting within the virtual world in a intuitive way with little to no abstraction. Augmented reality is a type of virtual reality technology that blends what the user sees in their real surroundings with digital content generated by computer software.
The additional software-generated images with the virtual scene enhance how the real surroundings look in some way. AR systems layer virtual information over a camera live feed into a headset or smartglasses or through a mobile device giving the user the ability to view three-dimensional images. Mixed reality is the merging of the real world and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time. A cyberspace is a networked virtual reality. Simulated reality is a hypothetical virtual reality as immersive as the actual reality, it is most to be produced using a brain–computer interface and quantum computing. The exact origins of virtual reality are disputed because of how difficult it has been to formulate a definition for the concept of an alternative existence; the development of perspective in Renaissance Europe created convincing depictions of spaces that did not exist, in what has been referred to as the "multiplying of artificial worlds".
Other elements of virtual reality appeared as early as the 1860s. Antonin Artaud took the view that illusion was not distinct from reality, advocating that spectators at a play should suspend disbelief and regard the drama on stage as reality; the first references to the more modern concept of virtual reality came from science fiction. Morton Heilig wrote in the 1950s of an "Experience Theatre" that could encompass all the sen
Productivity describes various measures of the efficiency of production. A productivity measure is expressed as the ratio of output to inputs used in a production process, i.e. output per unit of input. Productivity is a crucial factor in production performance of nations. Increasing national productivity can raise living standards because more real income improves people's ability to purchase goods and services, enjoy leisure, improve housing and education and contribute to social and environmental programs. Productivity growth can help businesses to be more profitable. There are many different definitions of productivity and the choice among them depends on the purpose of the productivity measurement and/or data availability. Productivity measures that use one class of inputs or factors, but not multiple factors, are called partial productivities. In practice, measurement in production means measures of partial productivity. Interpreted these components are indicative of productivity development, approximate the efficiency with which inputs are used in an economy to produce goods and services.
However, productivity is only measured – or approximately. In a way, the measurements are defective because they do not measure everything, but it is possible to interpret the results of partial productivity and to benefit from them in practical situations. At the company level, typical partial productivity measures are such things as worker hours, materials or energy used per unit of production. Before widespread use of computer networks, partial productivity was tracked in tabular form and with hand-drawn graphs. Tabulating machines for data processing began being used in the 1920s and 1930s and remained in use until mainframe computers became widespread in the late 1960s through the 1970s. By the late 1970s inexpensive computers allowed industrial operations to perform process control and track productivity. Today data collection is computerized and any variable can be viewed graphically in real time or retrieved for selected time periods. In macroeconomics, a common partial productivity measure is labour productivity.
Labour productivity is a revealing indicator of several economic indicators as it offers a dynamic measure of economic growth and living standards within an economy. It is the measure of labour productivity which helps explain the principal economic foundations that are necessary for both economic growth and social development. In general labour productivity is equal to the ratio between a measure of output volume and a measure of input use. Labour productivity = output volume labor input use The output measure is net output, more the value added by the process under consideration, i.e. the value of outputs minus the value of intermediate inputs. This is done in order to avoid double-counting when an output of one firm is used as an input by another in the same measurement. In macroeconomics the most well-known and used measure of value-added is the Gross Domestic Product or GDP. Increases in it are used as a measure of the economic growth of nations and industries. GDP is the income available for paying capital costs, labor compensation and profits.
Some economists instead use. The measure of input use reflects the time and skills of the workforce. Denominator of the ratio of labour productivity, the input measure is the most important factor that influences the measure of labour productivity. Labour input is measured either by the total number of hours worked of all persons employed or total employment. There are both advantages and disadvantages associated with the different input measures that are used in the calculation of labour productivity, it is accepted that the total number of hours worked is the most appropriate measure of labour input because a simple headcount of employed persons can hide changes in average hours worked and has difficulties accounting for variations in work such as a part-time contract, leave of absence, overtime, or shifts in normal hours. However, the quality of hours-worked estimates is not always clear. In particular, statistical establishment and household surveys are difficult to use because of their varying quality of hours-worked estimates and their varying degree of international comparability.
GDP per capita is a rough measure of average living standards or economic well-being and is one of the core indicators of economic performance. GDP is, for this purpose, only a rough measure. Maximizing GDP, in principle allows maximizing capital usage. For this reason GDP is systematically biased in favour of capital intensive production at the expense of knowledge and labour-intensive production; the use of capital in the GDP-measure is considered to be as valuable as the production’s ability to pay taxes and labor compensation. The bias of the GDP is the difference between the GDP and the producer income. Another labour productivity measure, output per worker, is seen as a proper measure of labour productivity, as here: “Productivity isn't everything, but in the long run it is everything. A country's ability to improve its standard of living over time depends entirely on its ability to raise its output per worker.“ This measure is, more problematic than the
A biophysical environment is a biotic and abiotic surrounding of an organism or population, includes the factors that have an influence in their survival and evolution. A biophysical environment can vary in scale from microscopic to global in extent, it can be subdivided according to its attributes. Examples include the marine environment, the atmospheric environment and the terrestrial environment; the number of biophysical environments is countless, given that each living organism has its own environment. The term environment can refer to a singular global environment in relation to humanity, or a local biophysical environment, e.g. the UK's Environment Agency. All life that has survived must have adapted to conditions of its environment. Temperature, humidity, soil nutrients, etc. all influence any species, within any environment. However life in turn modifies, in various forms, its conditions; some long term modifications along the history of our planet have been significant, such as the incorporation of oxygen to the atmosphere.
This process consisted in the breakdown of carbon dioxide by anaerobic microorganisms that used the carbon in their metabolism and released the oxygen to the atmosphere. This led to the existence of the great oxygenation event. Other interactions are more immediate and simple, such as the smoothing effect that forests have on the temperature cycle, compared to neighboring unforested areas. Environmental science is the study of the interactions within the biophysical environment. Part of this scientific discipline is the investigation of the effect of human activity on the environment. Ecology, a sub-discipline of biology and a part of environmental sciences, is mistaken as a study of human induced effects on the environment. Environmental studies is a broader academic discipline, the systematic study of interaction of humans with their environment, it is a broad field of study that includes the natural environment, built environments and social environments. Environmentalism is a broad social and philosophical movement that, in a large part, seeks to minimise and compensate the negative effect of human activity on the biophysical environment.
The issues of concern for environmentalists relate to the natural environment with the more important ones being climate change, species extinction and old growth forest loss. One of the studies related include employing Geographic Information Science to study the biophysical environment. Biophysics subject to the context List of conservation topics List of environmental issues Lists of environmental topics Miller, G. Tyler. Environmental science. California: Wadsworth. ISBN 0-534-21588-2. McCallum, Malcolm L.. "Google search patterns suggest declining interest in the environment". Biodiversity and Conservation. Doi:10.1007/s10531-013-0476-6. Media related to Environment at Wikimedia Commons
World Wide Web
The World Wide Web known as the Web, is an information space where documents and other web resources are identified by Uniform Resource Locators, which may be interlinked by hypertext, are accessible over the Internet. The resources of the WWW may be accessed by users by a software application called a web browser. English scientist Tim Berners-Lee invented the World Wide Web in 1989, he wrote the first web browser in 1990 while employed at CERN near Switzerland. The browser was released outside CERN in 1991, first to other research institutions starting in January 1991 and to the general public in August 1991; the World Wide Web has been central to the development of the Information Age and is the primary tool billions of people use to interact on the Internet. Web resources may be any type of downloaded media, but web pages are hypertext media that have been formatted in Hypertext Markup Language; such formatting allows for embedded hyperlinks that contain URLs and permit users to navigate to other web resources.
In addition to text, web pages may contain images, video and software components that are rendered in the user's web browser as coherent pages of multimedia content. Multiple web resources with a common theme, a common domain name, or both, make up a website. Websites are stored in computers that are running a program called a web server that responds to requests made over the Internet from web browsers running on a user's computer. Website content can be provided by a publisher, or interactively where users contribute content or the content depends upon the users or their actions. Websites may be provided for a myriad of informative, commercial, governmental, or non-governmental reasons. Tim Berners-Lee's vision of a global hyperlinked information system became a possibility by the second half of the 1980s. By 1985, the global Internet began to proliferate in Europe and the Domain Name System came into being. In 1988 the first direct IP connection between Europe and North America was made and Berners-Lee began to discuss the possibility of a web-like system at CERN.
While working at CERN, Berners-Lee became frustrated with the inefficiencies and difficulties posed by finding information stored on different computers. On March 12, 1989, he submitted a memorandum, titled "Information Management: A Proposal", to the management at CERN for a system called "Mesh" that referenced ENQUIRE, a database and software project he had built in 1980, which used the term "web" and described a more elaborate information management system based on links embedded as text: "Imagine the references in this document all being associated with the network address of the thing to which they referred, so that while reading this document, you could skip to them with a click of the mouse." Such a system, he explained, could be referred to using one of the existing meanings of the word hypertext, a term that he says was coined in the 1950s. There is no reason, the proposal continues, why such hypertext links could not encompass multimedia documents including graphics and video, so that Berners-Lee goes on to use the term hypermedia.
With help from his colleague and fellow hypertext enthusiast Robert Cailliau he published a more formal proposal on 12 November 1990 to build a "Hypertext project" called "WorldWideWeb" as a "web" of "hypertext documents" to be viewed by "browsers" using a client–server architecture. At this point HTML and HTTP had been in development for about two months and the first Web server was about a month from completing its first successful test; this proposal estimated that a read-only web would be developed within three months and that it would take six months to achieve "the creation of new links and new material by readers, authorship becomes universal" as well as "the automatic notification of a reader when new material of interest to him/her has become available". While the read-only goal was met, accessible authorship of web content took longer to mature, with the wiki concept, WebDAV, Web 2.0 and RSS/Atom. The proposal was modelled after the SGML reader Dynatext by Electronic Book Technology, a spin-off from the Institute for Research in Information and Scholarship at Brown University.
The Dynatext system, licensed by CERN, was a key player in the extension of SGML ISO 8879:1986 to Hypermedia within HyTime, but it was considered too expensive and had an inappropriate licensing policy for use in the general high energy physics community, namely a fee for each document and each document alteration. A NeXT Computer was used by Berners-Lee as the world's first web server and to write the first web browser, WorldWideWeb, in 1990. By Christmas 1990, Berners-Lee had built all the tools necessary for a working Web: the first web browser and the first web server; the first web site, which described the project itself, was published on 20 December 1990. The first web page may be lost, but Paul Jones of UNC-Chapel Hill in North Carolina announced in May 2013 that Berners-Lee gave him what he says is the oldest known web page during a 1991 visit to UNC. Jones stored it on his NeXT computer. On 6 August 1991, Berners-Lee published a short summary of the World Wide Web project on the newsgroup alt.hypertext.
This date is sometimes confused with the public availability of the first web servers, which had occurred months earlier. As another example of such confusion, several news media reported that the first photo on the Web was published by Berners-Lee in 1992, an image of the CERN house band Les Horribles Cernettes taken by Silvano de Gennaro.