Instant messaging in the context of Application (computing)


Instant messaging in the context of Application (computing)

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⭐ Core Definition: Instant messaging

Instant messaging (IM) technology is a type of synchronous computer-mediated communication involving the immediate (real-time) transmission of messages between two or more parties over the Internet or another computer network. Originally involving simple text message exchanges, modern instant messaging applications and services (also variously known as instant messenger, messaging app, chat app, chat client, or simply a messenger) tend to also feature the exchange of multimedia, emojis, file transfer, VoIP (voice calling), and video chat capabilities.

Instant messaging systems facilitate connections between specified known users (often using a contact list also known as a "buddy list" or "friend list") or in chat rooms, and can be standalone apps or integrated into a wider social media platform, or in a website where it can, for instance, be used for conversational commerce. Originally the term "instant messaging" was distinguished from "text messaging" by being run on a computer network instead of a cellular/mobile network, being able to write longer messages, real-time communication, presence ("status"), and being free (only cost of access instead of per SMS message sent).

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Instant messaging in the context of Whiteboard

A whiteboard (also known as marker board, dry-erase board, dry-wipe board, and pen-board) is a glossy, usually white surface for making non-permanent markings. Whiteboards are analogous to blackboards, but with a smoother surface allowing for rapid marking and erasing of markings on their surface. The popularity of whiteboards increased rapidly in the mid-1990s and they have become a fixture in many offices, meeting rooms, school classrooms, public events and other work environments.

The term whiteboard is also used metaphorically in reference to features of computer software applications that simulate whiteboards. Such "virtual tech whiteboards" allow one or more people to write or draw images on a simulated canvas. This is a common feature of many virtual meetings, collaborations, and instant messaging applications.

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Instant messaging in the context of Internet

The Internet (or internet) is the global system of interconnected computer networks that uses the Internet protocol suite (TCP/IP) to communicate between networks and devices. It is a network of networks that comprises private, public, academic, business, and government networks of local to global scope, linked by electronic, wireless, and optical networking technologies. The Internet carries a vast range of information services and resources, such as the interlinked hypertext documents and applications of the World Wide Web (WWW), electronic mail, internet telephony, streaming media and file sharing.

Most traditional communication media, including telephone, radio, television, paper mail, newspapers, and print publishing, have been transformed by the Internet, giving rise to new media such as email, online music, digital newspapers, news aggregators, and audio and video streaming websites. The Internet has enabled and accelerated new forms of personal interaction through instant messaging, Internet forums, and social networking services. Online shopping has also grown to occupy a significant market across industries, enabling firms to extend brick and mortar presences to serve larger markets. Business-to-business and financial services on the Internet affect supply chains across entire industries.

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Instant messaging in the context of PalmPilot Professional

The PalmPilot Professional is a personal digital assistant. While the PalmPilot was released March 10, 1997 as an updated version of the Pilot 5000, there was delayed general availability of the Professional model in the marketplace.

It was marketed with a compact design, a back-lit display and the ability to quickly connect to a Microsoft Windows or Macintosh personal computer. It has the ability to synchronize via its cradle (or through a modem, which was sold separately) to a computer, making it possible to send e-mails, set appointments with others, and set contact information. Various third party applications, such as upIRC, enabled connecting to various messaging systems, including most popular instant messaging services. An optional memory card with an IR port was available as an upgrade directly from Palm.

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Instant messaging in the context of Webcam

A webcam is a video camera which is designed to record or stream to a computer or computer network. They are primarily used in video telephony, live streaming and social media, and security. Webcams can be built-in computer hardware, like a laptop, or peripheral devices, and are commonly connected to a device using USB or wireless protocol.

Webcams have been used on the Internet as early as 1993, and the first widespread commercial one became available in 1994. Early webcam usage on the Internet was primarily limited to stationary shots streamed to web sites. In the late 1990s and early 2000s, instant messaging clients added support for webcams, increasing their popularity in video conferencing. Computer manufacturers later started integrating webcams into laptop hardware. In 2020, the COVID-19 pandemic caused a shortage of webcams due to the increased number of people working from home and children attending school remotely.

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Instant messaging in the context of Computer-mediated communication

Computer-mediated communication (CMC) is defined as any human communication that occurs through the use of two or more electronic devices. While the term has traditionally referred to those communications that occur via computer-mediated formats (e.g., instant messaging, email, chat rooms, online forums, social network services), it has also been applied to other forms of text-based interaction such as text messaging. Research on CMC focuses largely on the social effects of different computer-supported communication technologies. Many recent studies involve Internet-based social networking supported by social software.

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Instant messaging in the context of Censorship in China

Censorship in the People's Republic of China (PRC) is mandated by the country's ruling party, the Chinese Communist Party (CCP). It is one of the strictest censorship regimes in the world. The government censors content for mainly political reasons, such as curtailing political opposition, and censoring events unfavorable to the CCP, such as the 1989 Tiananmen Square protests and massacre, pro-democracy movements in China, the persecution of Uyghurs in China, human rights in Tibet, Falun Gong, pro-democracy protests in Hong Kong, and aspects of the COVID-19 pandemic. Since Xi Jinping became the general secretary of the Chinese Communist Party (de facto paramount leader) in 2012, censorship has been "significantly stepped up".

The government has censorship over all media capable of reaching a wide audience. This includes television, print media, radio, film, theater, text messaging, instant messaging, video games, literature, and the Internet. The Chinese government asserts that it has the legal right to control the Internet's content within their territory and that their censorship rules do not infringe on their citizens' right to free speech. Government officials have access to uncensored information via an internal document system.

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Instant messaging in the context of The Machine Stops

"The Machine Stops" is a science fiction short story by E. M. Forster. After initial publication in The Oxford and Cambridge Review (November 1909), the story was republished in Forster's The Eternal Moment and Other Stories in 1928. After being voted one of the best novellas up to 1965, it was included that same year in the popular anthology Modern Short Stories. In 1973 it was also included in The Science Fiction Hall of Fame, Volume Two.

The story, set in a world where humanity lives underground and relies on a giant machine to provide its needs, predicted technologies similar to instant messaging and the Internet.

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Instant messaging in the context of Chat room

A chat room, chatroom, or group chat (GC), is an online technology of synchronous conferencing, and occasionally even asynchronous conferencing. Chat rooms comprise technology ranging from real-time online chat and online interaction with strangers (e.g., online forums) to fully immersive graphical social environments. The ability to converse with multiple people in the same conversation differentiates chat rooms from instant messaging programs.

The first chat system was developed by Murray Turoff and for its first by the US government in 1971. Talkomatic, the first public online chat system, was created in 1973 on the PLATO System. Chat rooms gained mainstream popularity with AOL, and many peer-to-peer clients were created to host chat rooms. Further innovations include visual chat rooms, which add graphics to the chat experience.

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Instant messaging in the context of Presence information

In computer and telecommunications networks, presence information is a status indicator that conveys ability and willingness of a potential communication partner—for example a user—to communicate. A user's client provides presence information (presence state) via a network connection to a presence service, which is stored in what constitutes his personal availability record (called a presentity) and can be made available for distribution to other users (called watchers) to convey their availability for communication. Presence information has wide application in many communication services and is one of the innovations driving the popularity of instant messaging or recent implementations of voice over IP clients.

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Instant messaging in the context of Public Internet

The Internet (or internet) is the global system of interconnected computer networks that uses the Internet protocol suite (TCP/IP) to communicate between networks and devices. It is a network of networks that comprises private, public, academic, business, and government networks of local to global scope, linked by electronic, wireless, and optical networking technologies. The Internet carries a vast range of information services and resources, such as the interlinked hypertext documents and applications of the World Wide Web (WWW), electronic mail, discussion groups, internet telephony, streaming media and file sharing.

Most traditional communication media, including telephone, radio, television, paper mail, newspapers, and print publishing, have been transformed by the Internet, giving rise to new media such as email, online music, digital newspapers, news aggregators, and audio and video streaming websites. The Internet has enabled and accelerated new forms of personal interaction through instant messaging, Internet forums, and social networking services. Online shopping has also grown to occupy a significant market across industries, enabling firms to extend brick and mortar presences to serve larger markets. Business-to-business and financial services on the Internet affect supply chains across entire industries.

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Instant messaging in the context of PhpBB

phpBB is an Internet forum package written in the PHP scripting language. The name "phpBB" is an abbreviation of PHP Bulletin Board. Available under the GNU General Public License, phpBB is free and open-source.

Features of phpBB include support for multiple database engines (MariaDB, Microsoft SQL Server, MySQL, PostgreSQL, SQLite, Oracle Database), flat message structure (as opposed to threaded), hierarchical subforums, topic split/merge/lock, user groups, multiple attachments per post, full-text search, plugins and various notification options (e-mail, Jabber instant messaging, ATOM feeds).

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Instant messaging in the context of Internet Relay Chat

IRC (Internet Relay Chat) is a text-based chat system for instant messaging. IRC is designed for group communication in discussion forums, called channels, but also allows one-on-one communication via private messages as well as chat and data transfer, including file sharing.

Internet Relay Chat is implemented as an application layer protocol to facilitate communication in the form of text. The chat process works on a client–server networking model. Users connect, using a client—which may be a web app, a standalone desktop program, or embedded into part of a larger program—to an IRC server, which may be part of a larger IRC network. Examples of ways used to connect include the programs Mibbit, KiwiIRC, mIRC and the paid service IRCCloud.

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Instant messaging in the context of Mobile technology

Mobile technology is the technology used for cellular communication. Mobile technology has evolved rapidly over the past few years. Since the start of this millennium, a standard mobile device has gone from being no more than a simple two-way pager to being a mobile phone, GPS navigation device, an embedded web browser and instant messaging client, and a handheld gaming console. Many experts believe that the future of computer technology rests in mobile computing with wireless networking. Mobile computing by way of tablet computers is becoming more popular. Tablets are available on the 3G and 4G networks.

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Instant messaging in the context of XMPP

Extensible Messaging and Presence Protocol (abbreviation XMPP, originally named Jabber) is an open communication protocol designed for instant messaging (IM), presence information, and contact list maintenance. Based on XML (Extensible Markup Language), it enables the near-real-time exchange of structured data between two or more network entities. Designed to be extensible, the protocol offers a multitude of applications beyond traditional IM in the broader realm of message-oriented middleware, including signalling for VoIP, video, file transfer, gaming and other uses.

Unlike most commercial instant messaging protocols, XMPP is defined in an open standard in the application layer. The architecture of the XMPP network is similar to email; anyone can run their own XMPP server and there is no central master server. This federated open system approach allows users to interoperate with others on any server using a 'JID' user account, similar to an email address. XMPP implementations can be developed using any software license and many server, client, and library implementations are distributed as free and open-source software. Numerous freeware and commercial software implementations also exist.

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Instant messaging in the context of Virtual sex

Virtual sex is sexual activity where two or more people (or one person and a virtual character) gather together via some form of communications equipment to arouse each other, often by the means of transmitting sexually explicit messages. Virtual sex describes the phenomenon, no matter the communications equipment used.

These terms and practices continuously evolve as technologies and methods of communication change.

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Instant messaging in the context of AOL Instant Messenger

AOL Instant Messenger (AIM, sometimes stylized as aim) was an instant messaging and presence information computer program created by AOL that operated from 1997 to 2017. It used the proprietary OSCAR instant messaging protocol and the TOC protocol to allow users to communicate in real time.

AIM launched in May 1997 and became popular by the late 1990s; teens and college students were known to use the messenger's away message feature to keep in touch with friends, often frequently changing their away message throughout a day or leaving a message up with one's computer left on to inform buddies of their ongoings, location, parties, thoughts, or jokes.

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Instant messaging in the context of Network externalities

In economics, a network effect (also called network externality or demand-side economies of scale) is the phenomenon by which the value or utility a user derives from a good or service depends on the number of users of compatible products. Network effects are typically positive feedback systems, resulting in users deriving more and more value from a product as more users join the same network. The adoption of a product by an additional user can be broken into two effects: an increase in the value to all other users (total effect) and also the enhancement of other non-users' motivation for using the product (marginal effect).

Network effects can be direct or indirect. Direct network effects arise when a given user's utility increases with the number of other users of the same product or technology, meaning that adoption of a product by different users is complementary. This effect is separate from effects related to price, such as a benefit to existing users resulting from price decreases as more users join. Direct network effects can be seen with social networking services, including Twitter, Facebook, Airbnb, Uber, and LinkedIn; telecommunications devices like the telephone; and instant messaging services such as MSN, AIM or QQ. Indirect (or cross-group) network effects arise when there are "at least two different customer groups that are interdependent, and the utility of at least one group grows as the other group(s) grow". For example, hardware may become more valuable to consumers with the growth of compatible software.

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Instant messaging in the context of Skype Technologies

Skype Technologies (also known as Skype Software, Skype Communications, Skype Inc., and Skype Limited) was a telecommunications company headquartered in Luxembourg City, whose chief business was the development and marketing of the video chat and instant messaging computer software program Skype, and various Internet telephony services associated with it. Microsoft purchased the company in 2011, and it had since then operated as their wholly owned subsidiary; as of 2016, it was operating as part of Microsoft's Office Product Group. The company was a société à responsabilité limitée, or SARL, equivalent to an American limited liability company.

Skype, a voice over IP (VoIP) service, was first released in 2003 as a way to make free computer-to-computer calls, or reduced-rate calls from a computer to telephones. Support for paid services such as calling landline/mobile phones from Skype (formerly called SkypeOut), allowing landlines and mobile phones to call Skype (formerly called SkypeIn and now Skype Number), and voice messaging generated the majority of Skype's revenue.

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