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Summary E-Marketing to go (E-Business fundamentals Breda University)

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  • 16 februari 2021
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  • 2020/2021
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E-Business Fundamentals Summary
Block 3

Chapter 1 Origins of the internet

The first electronic computer was developed in 1943 and was called Colossus Mark I. It was
designed to decrypt secret German messages in World War II.

Mainframes were the precursors of the current computer, these were large computers that
were designed to work simultaneously.

Device = any instrument we use to access a computer- or internet network.

In the 1970’s, Commodore PET and Apple II were designed to execute independent tasks,
they could do that because they had a processor = a piece of hardware that can perform
certain basic tasks.

The first PC was designed in 1981: the IBM PC

The basis of the current internet was created in the Cold War.
ARPA was an efficient American system designed for universities to work on each
other’s networks and computers. Data was divided in small packages, sent through
the network and later joined again.

TCP/IP (= Transmission Control Protocol/Internet Protocol) is used to transmit data over the
internet.

Hypertext = digital text. Makes use of words, concepts and images and links those to
other words, concepts and images which can be seen by any computer via
hyperlinks.

Website = collection of related webpages, including multimedia, identified with a
common domain name and published on at least one web server.

1989: First service providers, offering public access to the internet
1991: Introduction of the World Wide Web to navigate the network
1993: First search engine and first browser
1994: First online shops
1997: First social network
1999: Online banking and MP3
2000: Wireless internet
2004: Rise of social media
2010: First legal issues
2018: Big law suites leading to the GDPR
2019: Rise of Internet of Things

, Roaming = when providers make agreements to let each other’s customers use their
local access to the internet, the costs are paid by the customer.

Internet = expanding global infrastructure network of computers, servers, routers
and other devices, based on generally accepted standards and linked to each other
via the Internet Protocol (IP). With an IP-address (unique series of numbers and
letters), devices can communicate and find each other.

Trends in communication:
– One-to-many (mass media) -> companies communicate information to anyone via
their website.
– One-to-few (segmented media) -> companies target their messages to groups or
individuals.
– One-to-one (personal media) -> websites and social media become more and more
personalized.
– Many-to-many (social media) -> consumers are able to create content.
– Few-to-few (social media, internet) -> online private groups.

Access to the internet is provided via browsers, these are software displaying HTML-files
and are used to navigate the World Wide Web.
Most internet connection flows through fiber cables on the ocean floor!
The internet is a large set of computers that communicate with each other, arranged via
protocols.
 Each device has a unique IP-address which are transformed into recognizable names
in the Domain Name System.
To transmit data, information is divided in small packages that follow their own route and
are later joined again. This route is a backbone, also called ‘the highway of the internet’.

Local Area Network (LAN) = when computers are linked together inside a company,
for example to share files or printers.

The client/server model = permanently available server that awaits requests from
users.

Peer-to-peer network (P2P) = various connected computers that are able to start
and end tasks.

The download speed depends on various factors:
– Throughput of the hardware
– Type of connection (4G, 5G, WIFI)
– Number of users
– Total traffic
– Cookies
– Speed of provider & processor

Bandwidth = transfer capacity per unit, amount of MB’s. The greater the bandwidth, the
faster the data transfer.

, Software = computer programs, apps
Hardware = tangible equipment, the device

There are various types of software:
– System software: makes sure your device works, e.g. IOS.
– Application software: to perform certain tasks
– Commercial software: pay in order to use the program
– Free-/shareware: free to use, but pay for long use
– Open-source software: the entire code is freely available, the program can be
adjusted by anyone.
– Crippleware: parts are blocked, full version is paid.
– Malware: damaging software, viruses.
– Beta software: not yet ready, to be tested. It often contains bugs = error or flaw in
computer programs.

Wireless connection is provided via a router that has connection between the internet and
the device. Various wireless connections:
WIFI = Wireless technology for small networks with a limited range (±100m.).
Free WIFI is often provided in cities and stores. Sometimes you have to
exchange some data or information in order to use it.

Bluetooth = communication hardware on a very short distance (±10m.), designed as
a replacement for connection cables.

NFC = Near Field Communication. Form of data transfer between two close (±10-
15m.) devices. Is still in development.

2G, 3G, 4G, 5G -> G = generation. Every generation is a faster version.

GPS = system which connects with satellites to determine your location. Apps can
make use of it to personalize data based on the location.

iBeacon = a small signal interaction between devices via Bluetooth Low Energy
(BLE), which is used for shops, route planning and advertising.

LORA = Long Range Low Power, exchanges small data packs between objects and
systems. Used in traffic lights, smart trash bins = Internet of Things.


Access provider -> provides connection to the internet, also called Internet
Service Provider (ISP).
Provider

Hosting provider -> specialized company that offers web space to store your
files that form websites.

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