Domain
( 2014-11-09)
Readings
- “Login Definition.” The Linux Information Project 2004. Web.
Link (remote) →
- “Home Directory Definition.” The Linux Information Project 2004. Web.
Link (remote) →
- “Root Directory Definition.” The Linux Information Project 2004. Web.
Link (remote) →
User login
- A “login” is the act or procesure of “logging in” or “loggin on” to a computer system
- One “logs in” as a user
- A user is identified and authenticated by the system using:
- A text user name
- A text password
- There is significant pressure on the convention of text password security, today, and biometric alternatives are entering the everday consumer market (e.g., Apple’s TouchID); but in 2014 text password security remains the most common form of authentication in consumer computing
- This information is entered by the user into a login console or window
- The system records this information in an access log
User account
An account is a specific example of the general concept of a domain, in computing
Home directory
- Tree structure
- Filesystem root
- “Top” (or bottom) of filesystem tree
- In Unix, one root for the entire filesystem
- In Windows, one root for each storage device and/or partition of a storage device
- Filesystem tree
- Stylized illustrations
- Schematic illustrations
Abstract concept of network
Networked computing
- A network includes any two or more individual computer systems connected by a telecommunications link
- The telecommunications link may be a “tube” (hardware wire or cable), or a radio wave (transmitted and received by other hardware components)
- When the two or more systems occupy the same relatively local space (for example, a company office or a college campus), we call the network a Local Area Network (LAN)
- When the two or more systems are located on separate Local Area Networks, they may be linked by the Internet, a “ubiquitous” network-of-networks
Prehistory of today’s ubiquitous networked computing
- Earliest commercial telecommunications infrastructure: telegraph and telephone wires
- Earliest form of remote (non-LAN) desktop PC networking: via telephone lines, using an acoustic coupler modem
Representations of networked computing
- Focus is not on individual nodes, but on relations between nodes
- Often represented as “overlay” on geographic space
- Representations of the Internet often include image of globe/planet
- Sometimes that globe itself is imagined as a network you can plug into
- The Opte Project
Layered domains
- Your user account is a “small” domain, which you log into
- Your user account grants you access to computing resources like processing time and storage space for your files
- It also serves as a portal to a larger domain: a LAN
- And also as a portal to an even larger domain: the Internet
Game as constraint
- Also a representation of space, a virtual space
- Whereas a network is often imagined as boundless, a game is embraced as a system of constraint: that’s often precisely why we enjoy it
- A game represents constrained choices for a human player’s avatar
- For many of us, often more constrained than many of even our most quotidian life choices: for example, what to eat for lunch
- Example: tic-tac-toe
- Nine possibilities for placing your mark, from the start
- Limited number of combinations of marks
- Limited number of possible outcomes
- All games are systems of constraint
- Computer games (video games) are programmed
- The human player is less free to break the rules than she or he is in games played outside simulated environments
Early computer games
Graphical (video) games
Text (“adventure”) games
- Terminal-based
- Sometimes incorporated “graphics” composed with ASCII characters, rather than painted with screen pixels
- Narrative form: an environment is described, choices are offered
- Very explicitly algorithmic: if choice A, consequence B
- Early examples
- Colossal Cave Adventure, 1976
- Zork (1977)
Constraint
Mass-produced consumer games: history
- “Primitive” games, extreme constraint
- Often only one or two courses of action
- Move an avatar through a representation of space
- Make or cause impact with objects
Mimicry of sports pastimes
- Pong (1972)
- Breakout (1976)
Fictional worlds and scenarios
- Space Invaders (1978)
- Asteroids (1979)
Evolution of visual representation of space of constraint
- “Flat” (two-dimensional), with player avatar at center
- Three-dimensional, depicted from point of view of player avatar
- Mid-1980s: exploration of “3D” or first-person navigational perspectives
- Early 1990s: developed into later generation of games, “first person,” usually shooter
- Depicted space primarily or exclusively from player’s subjective POV
- Map overlay as secondary feature
- General increase in graphical detail and speed (hardware advances)
- Construction of objects: polygons (3D)
- Outdoor landscapes
- Vertical navigation: moving up and down in space
- Expansion of navigable space for avatar (“rails” vs. roaming)