Web 2.0 in the context of Blog software


Web 2.0 in the context of Blog software

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⭐ Core Definition: Web 2.0

Web 2.0 (also known as participative (or participatory) web and social web) refers to websites that emphasize user-generated content, ease of use, participatory culture, and interoperability (i.e., compatibility with other products, systems, and devices) for end users.

The term was coined by Darcy DiNucci in 1999 and later popularized by Tim O'Reilly and Dale Dougherty at the first Web 2.0 Conference in 2004. Although the term mimics the numbering of software versions, it does not denote a formal change in the nature of the World Wide Web; the term merely describes a general change that occurred during this period as interactive websites proliferated and came to overshadow the older, more static websites of the original Web.

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Web 2.0 in the context of New media

New media are communication technologies that enable or enhance interaction between users, as well as interaction between users and content. In the middle of the 1990s, the phrase "new media" became widely used as part of a sales pitch for the influx of interactive CD-ROMs for entertainment and education. The new media technologies, sometimes known as Web 2.0, include a wide range of web-related communication tools such as blogs, wikis, online social networking, virtual worlds, and other social media platforms.

The phrase "new media" refers to computational media that share material online and through computers. New media inspire new ways of thinking about older media. Media do not replace one another in a clear, linear succession, instead evolving in a more complicated network of interconnected feedback loops . What is different about new media is how they specifically refashion traditional media and how older media refashion themselves to meet the challenges of new media.

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Web 2.0 in the context of Art blog

An art blog is a common type of blog that comments on art. More recently, as with other types of blogs, some art blogs have taken on 'web 2.0' social networking features. Art blogs that adopt this sort of change can develop to become a source of information on art events (listings and maps), a way to share information and images, or virtual meeting ground.

Art blog entries cover different topics, from art critiques and commentary to insider art world gossip, auction results, art news, personal essays, portfolios, interviews, artists' journals, art marketing advice, and artist biographies. Some artists use art blogs as a form of new media art project.

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Web 2.0 in the context of Smart TV

A smart TV, also known as a connected TV (CTV, or rarely, CoTV), is a traditional television set with integrated Internet and interactive Web 2.0 features that allow users to stream music and videos, browse the internet, and view photos. Smart TVs are a technological convergence of computers, televisions, and digital media players. Besides the traditional functions of television sets provided through traditional broadcasting media, these devices can provide access to over-the-top media services such as streaming television and internet radio, along with home networking access.

Smart TV is different from Internet TV, IPTV, or streaming television. Internet TV refers to receiving television content over the Internet instead of traditional systems such as terrestrial, cable, and satellite, regardless of how the Internet is delivered. IPTV is one of the Internet television technology standards for use by television broadcasters. Streaming television is a term used for programs created by many producers for showing on Internet TV.

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Web 2.0 in the context of User-generated content

User-generated content (UGC), alternatively known as user-created content (UCC), is content generated by users of the Internet such as images, videos, audio, text, testimonials, software, and user interactions. Online content aggregation platforms such as social media, discussion forums and wikis by their interactive and social nature, no longer produce multimedia content but provide tools to produce, collaborate, and share a variety of content, which can affect the attitudes and behaviors of the audience in various aspects. This transforms the role of consumers from passive spectators to active participants.

User-generated content is used for a wide range of applications, including problem processing, news, entertainment, customer engagement, advertising, gossip, research and more. It is an example of the democratization of content production and the flattening of traditional media hierarchies. The BBC adopted a user-generated content platform for its websites in 2005, and Time magazine named "You" as the Person of the Year in 2006, referring to the rise in the production of UGC on Web 2.0 platforms. CNN also developed a similar user-generated content platform, known as iReport. There are other examples of news channels implementing similar protocols, especially in the immediate aftermath of a catastrophe or terrorist attack. Social media users can provide key eyewitness content and information that may otherwise have been inaccessible.

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Web 2.0 in the context of Blog

A blog (a truncation of "weblog") is an informational website consisting of discrete, often informal diary-style text entries also known as posts. Posts are typically displayed in reverse chronological order so that the most recent post appears first, at the top of the web page. In the 2000s, blogs were often the work of a single individual, occasionally of a small group, and often covered a single subject or topic. In the 2010s, multi-author blogs (MABs) emerged, featuring the writing of multiple authors and sometimes professionally edited. MABs from newspapers, other media outlets, universities, think tanks, advocacy groups, and similar institutions account for an increasing quantity of blog traffic. The rise of Twitter and other "microblogging" systems helps integrate MABs and single-author blogs into the news media. Blog can also be used as a verb, meaning to maintain or add content to a blog.

The emergence and growth of blogs in the late 1990s coincided with the advent of web publishing tools that facilitated the posting of content by non-technical users who did not have much experience with HTML or computer programming. Previously, knowledge of such technologies as HTML and File Transfer Protocol had been required to publish content on the Web, and early Web users therefore tended to be hackers and computer enthusiasts. As of the 2010s, the majority are interactive Web 2.0 websites, allowing visitors to leave online comments, and it is this interactivity that distinguishes them from other static websites. In that sense, blogging can be seen as a form of social networking service. Indeed, bloggers not only produce content to post on their blogs but also often build social relations with their readers and other bloggers. Blog owners or authors often moderate and filter online comments to remove hate speech or other offensive content. There are also high-readership blogs which do not allow comments.

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Web 2.0 in the context of Generation Z

Generation Z, often shortened to Gen Z and informally known as Zoomers, is the demographic cohort succeeding Millennials and preceding Generation Alpha. Researchers and popular media use the mid-to-late 1990s as starting birth years and the early 2010s as ending birth years, with the generation typically being defined as people born from 1997 to 2012. Most members of Generation Z are the children of Generation X, and it is expected that many will be the parents of the proposed Generation Beta.

As children in the mid-late 2000s and 2010s, Generation Z was the first social generation to grow up with Web 2.0 and digital technology as an established commodity. From a young age, they have watched online videos and web series (often via YouTube), and played online games like Club Penguin and Minecraft. As adolescents and young adults in the 2010s and 2020s, members of the generation were dubbed "digital natives", even if they were not necessarily digitally literate and might struggle in a digital workplace.

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Web 2.0 in the context of Social software

Social software, also known as social apps or social platform includes communications and interactive tools that are often based on the Internet. Communication tools typically handle capturing, storing and presenting communication, usually written but increasingly including audio and video as well. Interactive tools handle mediated interactions between a pair or group of users. They focus on establishing and maintaining a connection among users, facilitating the mechanics of conversation and talk. Social software generally refers to software that makes collaborative behaviour, the organisation and moulding of communities, self-expression, social interaction and feedback possible for individuals. Another element of the existing definition of social software is that it allows for the structured mediation of opinion between people, in a centralized or self-regulating manner. The most improved area for social software is that Web 2.0 applications can all promote co-operation between people and the creation of online communities more than ever before. The opportunities offered by social software are instant connections and opportunities to learn. An additional defining feature of social software is that apart from interaction and collaboration, it aggregates the collective behaviour of its users, allowing not only crowds to learn from an individual but individuals to learn from the crowds as well. Hence, the interactions enabled by social software can be one-to-one, one-to-many, or many-to-many.

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Web 2.0 in the context of Side-channel attacks

In computer security, a side-channel attack is a type of security exploit that leverages information inadvertently leaked by a system—such as timing, power consumption, or electromagnetic or acoustic emissions—to gain unauthorized access to sensitive information. These attacks differ from those targeting flaws in the design of cryptographic protocols or algorithms (notwithstanding the fact that cryptanalysis may identify vulnerabilities relevant to both types of attacks).

Some side-channel attacks require technical knowledge of the internal operation of the system, others such as differential power analysis are effective as black-box attacks. The rise of Web 2.0 applications and software-as-a-service has also significantly raised the possibility of side-channel attacks on the web, even when transmissions between a web browser and server are encrypted (e.g. through HTTPS or WiFi encryption), according to researchers from Microsoft Research and Indiana University.

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Web 2.0 in the context of Word cloud

A tag cloud (also known as a word cloud or weighted list in visual design) is a visual representation of text data which is often used to depict keyword metadata on websites, or to visualize free form text. Tags are usually single words, and the importance of each tag is shown with font size or color. When used as website navigation aids, the terms are hyperlinked to items associated with the tag.

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Web 2.0 in the context of Tag (metadata)

In information systems, a tag is a keyword or term assigned to a piece of information (such as an Internet bookmark, multimedia, database record, or computer file). This kind of metadata helps describe an item and allows it to be found again by browsing or searching. Tags are generally chosen informally and personally by the item's creator or by its viewer, depending on the system, although they may also be chosen from a controlled vocabulary.

Tagging was popularized by websites associated with Web 2.0 and is an important feature of many Web 2.0 services. It is now also part of other database systems, desktop applications, and operating systems.

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Web 2.0 in the context of You (Time Person of the Year)

"You" was the official choice for Time's Person of the Year in 2006. The magazine set out to recognize the millions of people who anonymously contribute user-generated content to websites such as YouTube, MySpace, Facebook, Wikipedia and other wikis, and the multitudes of other websites featuring user contribution.

While the status had been given before to inanimate objects, with the personal computer being the "Machine of the Year" for 1982, as well as collections of people or an abstract representative of a movement, the choice of "You" attracted criticism from commentators in publications such as The Atlantic for being too much of a pop culture gimmick. A 2014 New York Daily News article named the 2006 award as one of the ten most controversial "Person of the Year" moments in the history of Time. The news magazine experienced generally successful sales.

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Web 2.0 in the context of Gen Z

Generation Z, often shortened to Gen Z and informally known as Zoomers, is the demographic cohort succeeding Millennials and preceding Generation Alpha. Researchers and popular media use the mid-to-late 1990s as starting birth years and the early 2010s as ending birth years, with the generation typically being defined as people born from 1997 to 2012. Most members of Generation Z are the children of Generation X, and it is predicted that many will be the parents of the proposed Generation Beta.

As children in the mid-late 2000s and 2010s, Generation Z was the first social generation to grow up with Web 2.0 and digital technology as an established commodity. From a young age, they have watched online videos and web series (often via YouTube), and played online games like Club Penguin and Minecraft. As adolescents and young adults in the 2010s and 2020s, members of the generation were dubbed "digital natives", even if they were not necessarily digitally literate and might struggle in a digital workplace.

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