Wednesday, October 21, 2009

Philippines Executive Order No.269

BY THE PRESIDENT OF THE PHILIPPINES

EXECUTIVE ORDER NO. 269

CREATING THE COMMISSION ON INFORMATION AND COMMUNICATIONS TECHNOLOGY

WHEREAS, Section 24, Article ll (Declaration of Principles and State Policies) of the 1987 Constitution states that, "The State shall recognize the vital role of communication and information in nation-building.""

WHEREAS, an enabling legal, policy and institutional environment to develop, promote and advance information and communications technology (ICT) is a prerequisite for the continued growth of the Philippine economy, the competitiveness of local industries and firms, and the achievement of national development goals;

WHEREAS, the government recognizes that the development of ICT will have a higher chance of success and sustainability it is private sector-led, market-based and government-enabled;

WHEREAS, the Information Technology and Electronic Commerce Council (ITECC), created pursuant to Executive Order No. 264 dated July 12, 2000 and amended planning and policy advisory body on development, promotion and application of national ICT and e-commerce initiatives;

WHEREAS, the creation of Department of Information and Communications Technology (DICT) which will more effectively coordinate and implement national ICT programs, projects and other related initiatives is a priority of government, endorsed by ITECC, supported by the private sector and presently under consideration in Congress;

WHEREAS, as a transitory measure, the formation of a national body that is not merely advisory in nature, and which will have a more active role in streamlining, managing, coordination, and implementing the various ICT-related plans and policies of government, will immediately address the urgent need to harmonize and make the country’s approach to ICT development more coherent and efficient;

WHEREAS, to be effective and efficient, such a national body, headed by a Cabinet ranked official, must be equipped with strong and clearly defined powers, appropriate manpower and resources;

WHEREAS, the creation of such an empowered national body is broadly supported by the private sector, which is keen to work closely with government to encourage ICT-related business and investment, enhance the skills of the country’s workforce, pursue, meaningful legal and regulatory reform, continue to enhance the nation’s information infrastructure, and promote e-governance, consistent with Philippine goals to compete in the global ICT market

WHEREAS, Section 31, Chapter 10, Title lll of the 1987 Administrative Code provides the President with continuing authority to reorganize the bureaucracy;

NOW, THEREFORE, I, GLORIA MACAPAGAL-ARROYO, President of the Philippines, by virtue of the power vested upon me by law, do hereby order:

Section 1. Creation. A new body to be known as the Commission on Information and Communications Technology, hereinafter referred to as the Commission, is hereby created, and attached to the Office of the President

Section 2. Mandate. The Commission shall be the primary policy, planning, coordinating, implementing, regulating, and administrative entity of the executive branch of Government that will promote, develop, and regulate integrated and strategic ICT systems and reliable and cost-efficient communication facilities and services. In fulfilling its mandate, the Commission shall be guided by the following policies:

  1. To ensure the provision of strategic, reliable and cost-efficient information and communications technology (ICT) infrastructure, systems, and resources as instruments for nation-building and global competitiveness;
  2. "Information and Communications Technology" (ICT) is defined as the totality of electronic means to collect, store, process and present information to end-users in support of their activities. It consists, among others, of computer systems, office systems and consumer electronics, as well as networked information infrastructure, the components of which include the telephone system, the Internet, fax machines and computers.

  3. To ensure a policy and legal environment that will promote a level playing field, partnerships between the public and the private sectors, strategic alliances with foreign investors, balanced investments between high-growth and economically-depressed areas, and broader private sector participation in ICT development.
  4. To foster and accelerate convergence of ICT facilities such as but not limited to the development of networks;
  5. To ensure universal access and high-speed connectivity at fair and reasonable cost;
  6. To ensure the provision of information and communication services in areas not adequately served by the private sector;
  7. To foster the widespread use and application of emerging ICT;
  8. To establish a strong and effective regulatory system that will ensure consumer protection and welfare and foster a healthy competitive environment;
  9. To promote the development of ICT expertise in the country’s human capital to enable Filipinos to compete in a fast-evolving information and communication age;
  10. To ensure the growth of the ICT industries;
  11. To preserve the rights of individuals to privacy and confidentiality of their personal information;
  12. To encourage the use of ICT in support of efforts for the development and promotion of the country’s arts and culture, history, education, public health and safety, and other socio-civic purposes;

Section 3. Composition. The Commission shall be composed of the National Computer Center, Telecommunications Office (TELOF), and all other operating units currently existing in the Department of Transportation and Communications, which directly support Communications, including the Telecommunications Policy and Planning Office. The National Telecommunications Commission and the Philippine Postal Corporation shall be attached to the Commission.

The Commission shall be headed by a Chairman with a Cabinet Rank. He shall be assisted by the Director-General of the National Computer Center (NCC), and the Chief of the Telecommunications Office (TELOF) who, in addition to their current responsibilities, shall concurrency serve as Commissioners, and shall perform such functions as may be assigned by the Chairman. In addition, he shall be assisted by two additional Commissioners as may be provided in the structure and staffing plan to be determined pursuant to Section 6 hereof.

Section 4. Composition. Powers and Functions. To carry out its mandate, the Commission shall exercise the following powers and functions:

  1. Formulate and recommend national policies and guidelines that will promote ICT and the wider use of the internet and other cyberspace infrastructures and exchanges of universal application, in consultation with the private business sector, relevant civil society institutions, and other private and public entities, such as educational and training sectors;
  2. Initiate, harmonize and coordinate all ICT plans to ensure their consistency with national objectives and goals;
  3. Establish and administer comprehensive and integrated programs for ICT at the national, regional and local levels with due consideration to advances n convergence and other emerging technologies; and for this purpose, may call on any agency, corporation or organization, whether public or private, whose development programs in ICT are an integral part thereof, to participate and assist in the preparation and implementation of such programs;
  4. Design, implement, and ensure the protection of an integrated government information and communications infrastructure development program that will coordinate all existing plans, programs, proposals, software and hardware inventory, and the installed systems and programs;
  5. Provide an integrating framework and oversee the identification and prioritization of all e-government systems and applications as provided for in the Government Information Systems Plan; manage and/or administer the e-Government Fund, which shall be institutionalized and included in the proposed annual national budget;
  6. Coordinate with concerned agencies, the generation of resources, both governmental and non-governmental, local, national and international, as may be appropriate in and for the development, marketing, growth and competitiveness of the Philippine ICT Industry;
  7. Develop and implement, in coordination with concerned government agencies, a comprehensive ICT application capability in the national government and determine the personnel qualification and other standards essential to the integrated and effective development and operation of government information and communication infrastructure;
  8. Encourage and establish guidelines for private sector funding of ICT projects for government agencies in order to fast-track said projects which provide reasonable cost-recovery mechanisms for the private sector, including but not limited to Build-Operate-Transfer (BOT) mechanisms;
  9. In coordination with the Department of Science and Technology, provide strategic direction to government research and development programs in ICT;
  10. Establish and prescribe rules and regulations for the operation and maintenance of ICT facilities in areas not adequately served by the private sector, in consultation with private business sector, civil society, and other private and public entities, such as educational and training sectors;
  11. Establish and prescribe rules and regulations for the operation and maintenance of a nationwide postal system that shall include mail processing, delivery services, and money order services;
  12. Administer and enforce all laws, standards, rules, and regulations governing ICT, and in coordination with the Intellectual Property Office (IPO) ensure the protection of ICT-related intellectual property rights;
  13. In coordination with concerned agencies, ensure consumer protection and welfare, and protect the rights of consumer and business users to privacy, security and confidentiality;
  14. Harmonize, synchronize and coordinate with appropriate agencies all ICT and e-commerce policies, plans and programs;
  15. Assist the Department of Trade and Industry in carrying out its functions related to the promotion of trade and investment opportunities in ICT Services;
  16. In coordination with concerned agencies, promote strategic partnership and alliances among between local and international ICT firms and institutions; R&D, educational and training institutions; and technology providers, developers and manufacturers, to speed up industry growth.
  17. In coordination with concerned agencies, plan and/or implement such activities as maybe appropriate and/or necessary to enhance the competitiveness of Philippine workers, firms, and small to medium enterprises in the global ICT market.
  18. In coordination with Department of Education, formulate policies and initiatives with respect to IT education and the development, promotion and application of ICT in education.
  19. Perform such other powers and functions as may be prescribed by laws or as may be necessary, incidental or proper to its mandate or as may be assigned from time to time by the President.

Section 5. Agency Responsibilities. To carry out its mandate and objectives, the Commission shall be complemented by the appropriate agencies and/or offices of government. The Chairman is hereby given direct supervision and control over the following agencies and offices:

  1. The National Computer Center (NCC) shall coordinate all-e-government initiatives and the implementation of government IT plans to facilitate better, more efficient, and more transparent service.
  2. The Telecommunications Office (TELOF) shall support the development of an information infrastructure with the strategy and direction set by ITECC.
  3. Other operating units currently existing in the Department of Transportation and Communications, which directly support Communications, including the Telecommunications Policy and Planning Office, shall be consolidated under the Office of the Chairman.

The Commission shall align its structure to be consistent with the strategic directions established by ITECC, specifically e-government, information infrastructure, legal and regulatory environment, human resource and business development.

The Commission shall also be supported by and coordinate with the National Telecommunications Commission (NTC), and the Philippine Postal Corporation (PPC), as may be appropriate for and consistent with this Order. The NTC shall not exercise any power, which will tend to influence or effect a review or an modification of the NTC’s quasi-judicial functions.

Section 6. Structure and Pattern. The Commission shall submit for approval to the Office of the President the organizational structure and staffing pattern of the Commission within sixty (60) days from the issuance of this Executive Order.

Section 7. Periodic Performance Evaluation. The Chairman is hereby required to formulate and enforce a system of measuring and evaluating periodically and objectively the performance of the Commission and to submit the same annually to the President.

Section 8. Implementing Rules and Regulations. The Chairman shall promulgate and issue such rules, regulations and other issuances within 60 days from the approval of this Executive Order as may be necessary to ensure the effective implementation of the provisions of this Executive Order.

Section 9. Funding. To carry out the provisions of this Order, funds for the necessary expenses for the operations of the Commission, subject to existing accounting and auditing laws, and procedures.

Section 10. Transitory Provisions. In accomplishing the provisions herein prescribed, the following transitory provisions shall be complied with:

  1. The NCC, TELOF and other units currently existing in DOTC, which directly support Communications, are hereby transferred to the Commission to ensure an effective and coordinated implementation of ICT policies, programs and projects.
  2. All regular or permanent employees who shall be affected by this executive order shall not suffer my loss of seniority or rank or decrease in emoluments.

Section 11. Repealing Clause. All presidential acts, letters of instruction, executive orders, rules and regulations, or parts thereof, which are inconsistent with the provisions of this Executive Order, are hereby repealed, amended or modified accordingly.

Section 12. Effectivity. This Order shall take effect immediately.

DONE in the City of Manila, this 12th day of January, in the year of our Lord Two Thousand and Four.

(Sgd.) GLORIA MACAPAGAL-ARROYO

By the President:

(Sgd.) ALBERTO G. ROMULO

Executive Secretary

Amie Street
Music
ANobii
Books
aSmallWorld
European jet set and social elite
Athlinks
Running, Swimming
Avatars United
Online games.
Badoo
General, Popular in Europe
Bebo
General.
Bigadda
Indian Social Networking Site.
BigTent
organization and communication portal for groups
Biip
Norwegian Community.
BlackPlanet
African-Americans
Blogster
Blogging service that lets users "add friends" or establish business connections to their profiles.
Broadcaster.com
Video sharing and webcam chat
Buzznet
Music and pop-culture
CafeMom
Mothers
Cake Financial
Investing
Care2
Green living and social activism
Classmates.com
School, college, work and the military
Cloob
General. Popular in Iran.
College Tonight
College students.
CouchSurfing
Worldwide network for making connections between travelers and the local communities they visit.
DailyStrength
Medical & emotional support community - Physical health, Mental health, Support groups
DeviantART
Art community
Disaboom
People with disabilities. (Amputee, cerebral palsy, MS, and other disabilities.)
dol2day
Politic community, Social network, Internet radio (German-speaking countries)
DontStayIn
Clubbing (primarily UK)
Draugiem.lv
General (primarily LV, LT, HU)
Elftown
Community and wiki around Fantasy and sci-fi.
Epernicus
For research scientists
Eons.com
For baby boomers
Experience Project
Life experiences
Exploroo
Travel Social Networking.
Facebook
General.
Faceparty
General. Popular UK.
Faces.com
British teens
Fetlife
People who are into BDSM
Filmaffinity
Movies and TV Series
FledgeWing
Entrepreneural community targeted towards worldwide university students.
Flixster
Movies
Flickr
Photo sharing, commenting, photography related networking, worldwide
Fotolog
Photoblogging. Popular in South America and Spain.
Friends Reunited
UK based. School, college, work, sport and streets
Friendster
General. Popular in Southeast Asia. No longer popular in the western world.
Frühstückstreff
General
Fubar
dating, an "online bar" for 18 and older
Gaia Online
Anime and games
GamerDNA
Computer and video games
Gather.com
Article, picture, and video sharing, as well as group discussions
Geni.com
Families, genealogy
Gogoyoko
Fair play in Music - Social networking site for musicians and music lovers
Goodreads
Library cataloging, book lovers
Gossipreport.com
Anonymous gossip
Grono.net
Poland
Habbo
General for teens. Over 31 communities worldwide. Chat Room and user profiles.
hi5
General. Popular in India,Portugal, Mongolia, Thailand, Romania, Jamaica, Central Africa and Latin America. Not popular in the USA.
Hospitality Club
Hospitality
Hyves
General, Most popular in the Netherlands.
ibibo
Talent based social networking site that allows to promote one's self and also discover new talent. Most popular in India.
imeem
Music, Video, Photos, Blogs
IRC-Galleria
Finland
italki.com
Language learning social network. 100+ languages.
InterNations
International community
itsmy
Mobile community worldwide, blogging, friends, personal TV-shows
iWiW
Hungary
Jaiku
General. Owned by Google.
Jammer Direct
Creative resource website
kaioo
General, nonprofit
Kaixin001
General. In Simplified Chinese; caters for mainland China users
Kiwibox
General. For the users, by the users, a social network that is more than a community.
Last.fm
Music
LibraryThing
Book lovers
lifeknot
Shared interests, hobbies
LinkedIn
General but mainly business
LiveJournal
Blogging
Livemocha
Online language learning - dynamic online courses in 22 languages - world’s largest community of native language speakers.
LunarStorm
Sweden
MEETin
General
Meetup.com
General. Used to plan offline meetings for people interested in various activities.
Meettheboss
Business and Finance community, worldwide.
Mixi
Japan
mobikade
mobile community, UK only
MocoSpace
mobile community, worldwide
MOG
Music
Moozement
Social training log
Mouthshut
Social Network, social media, consumer reviews
Multiply
"Real world" relationships. Popular in Asia. Not popular in the western world.
Muxlim
Muslim portal site
MyAnimeList
Anime themed social community
MyChurch
Christian Churches
MyHeritage
family-oriented social network service
MyLife
Locating friends and family, keeping in touch (formerly Reunion.com)
MyLOL
General. Popular in the United States, Europe and Australia.
My Opera Community
Blogging, mobile blogging, sharing photos, connecting with friends. Global.
MySpace
General. Has lost some popularity in 2007 and 2008, but has started to experience a slight renaissance lately.
myYearbook
General
Nasza-klasa.pl
School, college and friends. Popular in Poland.
Netlog
General. Popular in Europe, Turkey, the Arab World and Canada's Québec province. Formerly known as Facebox and Redbox.[121]
Nettby
Norwegian Community.
Nexopia
Canada
NGO Post
Non-Profit news sharing and networking, mainly in India
Ning
Users create their own social websites and social networks
Odnoklassniki
General. Popular in Russia and former Soviet republics
OkCupid
Social networking and dating
OneClimate
Not for Profit Social networking and Climate Change
OneWorldTV
Not for Profit Video sharing and social networking aimed at people interested in social issues, development, environment, etc.
Open Diary
First online blogging community, founded in 1998.
Orkut
Owned by Google. Popular in Brazil and India.[134]
OUTeverywhere
Gay/LGBTQ Community
PartnerUp
Social networking site for entrepreneurs and small business owners
Passportstamp
Travel
Pingsta
Collaborative platform for the world's Internetwork Experts
Plaxo
Aggregator
Playahead
Swedish, Danish,Norwegian teenagers
Playboy U
Online college community
Plurk
Micro-blogging, RSS, updates
Present.ly
Enterprise social networking and micro-blogging
Qapacity
A a business-oriented social networking site and a business directory
quarterlife
A social network for artists, filmmakers, musicians, and creative people
Qzone
General. In Simplified Chinese; caters for mainland China users
Ravelry
Knitting and crochet
Renren
Significant site in China. Was known as 校内 (Xiaonei) until August 2009.
ResearchGATE
Social network for scientific researchers
Reverbnation
Social network for musician and bands
Ryze
Business
scispace.net
Collaborative network site for scientists
Shelfari
Books
Skyrock
Social Network in French-speaking world
SocialGO
A social network builder that allows users to build their own online communities
SocialVibe
Social Network for Charity
Sonico.com
General. Popular in Latin America and Spanish and Portuguese speaking regions.
Soundpedia
Music
Stickam
Live video streaming and chat.
StudiVZ
University students, mostly in the German-speaking countries. School students and those out of education sign up via its partner sites SchulerVZ and Meinvz.
Supernova.com
Independent music fans and artists.
Tagged.com
General
Talkbiznow
Business networking
Taltopia
Online artistic community
TravBuddy.com
Travel
Travellerspoint
Travel
tribe.net
General
Trombi.com
French subsidiary of Classmates.com
Tuenti.com
Spanish-based university and High School social network. Very Popular in Spain
Tumblr
General. Micro-blogging, RSS

Saturday, July 18, 2009

History Of Online Games

Technologies

The first video and computer games, such as NIMROD (1951), OXO (1952), and Spacewar! (1961), were for one or two players sitting at a single computer which was being used only to play the game.

Eventually, in the 1960s, computers began to support time-sharing, which allowed multiple users to share use of a computer simultaneously. Systems of computer terminals were created; these meant that users did not have to be in the same room as the computer or each other. Modem links soon after meant that users did not have to be in the same building as each other; terminals could connect to their host computers via dial-up or leased telephone lines. This allowed for the creation of "host based" games, in which users on remote systems connected to a central computer to play single-player, and soon after, multiplayer games.

Later, in the 1970s, packet-based computer networking technology began to mature, allowing the creation of both Local Area Networks based on ethernet, developed in 1973 - 1975 at Xerox PARC, and Wide Area Networks, in particular the ARPANET, starting deployment in 1969, which led to the creation of the Internet (Jan 1, 1983).

This allowed for network games, in which the game created and received network packets, and systems located across LANs or the Internet could run games with each other on a peer to peer or ad hoc client-server basis.

PLATO

In the early 1970s, the PLATO time-sharing system, created by the University of Illinois and Control Data Corporation allowed students at several locations to use online lessons in one of the earliest systems for computer aided instruction. In 1972, PLATO IV terminals with new graphics capabilities were introduced, and students started using this system to create multiplayer games. By 1978, PLATO had multiplayer interactive graphical dungeon crawls, air combat (Airfight), tank combat, space battles (Empire and Spasim), with features such as inter-player messaging, persistent game characters, and team play for at least 32 simultaneous players.

Networked host-based systems

A key goal of early network systems such as ARPANET and JANET was to allow users of "dumb" text-based terminals attached to one host computer (or, later, to terminal servers) to interactively use programs on other host computers. This meant that games on those systems were accessible to users in many different locations by use of programs such as telnet.

Most of the early host-based games were single-player, and frequently originated and were primarily played at universities. A sizable proportion were written on DEC-20 mainframes, as those had a strong presence in the university market. Games such as The Oregon Trail (1971), Colossal Cave Adventure (1972), and Star Trek (1972) were very popular, with several or many students each playing their own copy of the game at once, time-sharing the system with each other and users running other programs.

Eventually, though, multiplayer host-based games on networked computers began to be developed. One of the most important of these was MUD (1978), a program which spawned a genre and had significant input into the development of concepts of shared world design, having formative impact on the evolution of MMORPG's. In 1984, MAD debuted on BITNET; this was the first MUD fully accessible from a worldwide computer network[3]. During its two year existence, 10% of the sites on BITNET connected to it.

In 1988, another BITNET MUD named MUDA appeared. It lasted for five years, before going off line due to the retirement of the computers it ran on.

Maze War

IMLACs at NASA

In the summer of 1973, Maze War was first written at NASA's Ames Research Center in California by high school summer interns using Imlac PDS-1 computers. The authors added two-player capability by connection two IMLAC computers with serial cables. Since two computers were involved, as opposed to "dumb terminals", they could use formatted protocol packets to send information to each other, so this could be considered the first peer-to-peer computer video game. It could also be called the first First person shooter

MIT

When author Greg Thompson went to college at MIT in the Fall of 1973, he brought Maze War with him. A server program was written to run on a DEC-20 mainframe allowing up to eight IMLACs to play against each other. This could be considered the first client-server computer video game.

MIT's DEC 20's were connected to the ARPANET, which meant that people using Imlacs at other ARPANET sites could play against each other and people at MIT by connecting to the MIT server using the ARPANET's TIP and NCP protocols. Maze War may have been the only game ever written to use the ARPANET protocols directly.[5]

Xerox

In 1977, staff at Xerox PARC wrote a version of Maze War to use ethernet and the XNS network protocol.

DEC

In 1982, Christopher Kent (later Christopher Kantarjiev) saw Maze War at RAND.

Kent later interned at Digital Equipment Corporation's Western Research Lab (DEC WRL) in Palo Alto, California during his Ph.D. studies. Several former Xerox PARC employees worked at WRL, and one of them, Gene McDaniel, gave Kent a hardcopy of the Mesa source code listing from the Xerox version of Maze, and the bitmap file that is used for the display.

The X Window System had been newly released as a result of collaborative efforts between DEC and MIT. Kent wrote a networked version of Mazewar which he released in December 1986. This version used UDP port 1111, and could be played by Unix workstations running X across the Internet. This was probably the second game (SGI Dogfight being the first) which directly used the Internet's TCP/IP protocol suite, and the first which could be played across the Internet (which SGI Dogfight could not do at the time). Xtrek came out a few months earlier, but did not directly use the Internet protocols, instead relying on X to provide networking.
SGI Dogfight

In 1983, Gary Tarolli wrote a flight simulator demonstration program for Silicon Graphics workstation computers. In 1984, networking capabilities were added by connecting two machines using serial cables just as had been done with the IMLACs for Mazewar at NASA eleven years earlier. Next, XNS support was added, allowing multiple stations to play over an ethernet, just as with the Xerox version of Mazewar. Around 1985, UDP support was added (port 5130), making SGI Dogfight the first game to ever use the Internet protocol suite.

The packets used, though, were broadcast packets, which meant that the game was limited to a single network segment; it could not cross a router, and thus could not be played across the Internet.

Around 1989, IP Multicast capability was added, and the game became playable between any compatible hosts on the Internet, assuming that they had multicast access (which was quite uncommon). The multicast address is 224.0.1.2, making this only the third multicast application (and the first game) to receive an address assignment, with only the VMTP protocol (224.0.1.0) and the Network Time Protocol (224.0.1.1) having arrived earlier.

X Window System games

As mentioned above, in 1986, MIT and DEC released the X Window System. X provided two important capabilities in terms of game development. Firstly, it provided a widely deployed graphics system for workstation computers on the Internet. A number of workstation graphics systems existed, including Bell Labs' BLIT, SGI's IRIS GL, Carnegie Mellon's Andrew Project, DEC's UWS (Ultrix Workstation Software) and VWS (Vax Workstation Software), and Sun's NeWS, but X managed over time to secure cross-platform dominance, becoming available for systems from nearly all workstation manufacturers, and coming from MIT, had particular strength in the academic arena. Since Internet games were being written mostly by college students, this was critical.

Secondly, X had the capability of using computers as thin clients, allowing a personal workstation to use a program which was actually being run on a much more powerful server computer exactly as if the user were sitting at the server computer. While remote control programs such as VNC allow similar capabilities, X incorporates it at the operating system level, allowing for much more tightly integrated functionality than these later solutions provide; multiple applications running on different servers can display individual windows. For example, a word processor running on one server could have two or three windows open while a mail reader running on the workstation itself, and a game running on yet another server could each display their own windows, and all applications would be using native graphics calls.

This meant that starting in the summer of 1986, a class of games began to be developed which relied on a fast host computer running the game and "throwing" X display windows, using personal workstation computers to remotely display the game and receive user input.

Since X can use multiple networking systems, games based on remote X displays are not Internet-only games; they can be played over DECnet and other non-TCP/IP network stacks.

Xtrek

The first of these remote display games was Xtrek. Based on a PLATO system game, Empire, Xtrek is a 2D multiplayer space battle game loosely set in the Star Trek universe. This game could be played across the Internet, probably the first graphical game that could do so, a few months ahead of the X version of Maze War.

Importantly, however, the game itself was not aware that it was using a network; in a sense it was a host-based game, because the program only ran on a single computer, and knew about the X Window System, and the window system took care of the networking, essentially one computer displaying on several screens. The X version of Maze War, on the other hand, was peer-to-peer and used the network directly, with a copy of the program running on each computer in the game, instead of only a single copy running on a server.

Other remote X display games

Other remote X display based games include xtank[6] and XPilot (1991)[7]

Netrek

Originally called Xtrek II, Netrek is a rewrite of Xtrek as a fully network-aware client-server game. Released in 1988, it was probably the first game to use both the TCP and UDP protocols, the first Internet-aware team game, the first Internet game to use metaservers to locate open game servers, and the first to have persistent user information. It also uses public key cryptography to attempt to reduce cheating by use of modified clients with automatic aiming aids and other illicit features.
Commercial timesharing services

As time-sharing technology matured, it became practical for companies with excess capacity on their expensive computer systems to sell that capacity. Service bureaus such as Tymshare (founded 1966) dedicated to selling time on a single computer to multiple customers sprang up. The customers were typically businesses that did not have the need or money to purchase and manage their own computer systems.

In 1979, two time-sharing companies, The Source and CompuServe, began selling access to their systems to individual consumers and small business; this was the beginning of the era of online service providers. While an initial focus of service offerings was the ability for users to run their own programs, over time applications including online chat, electronic mail and BBS' and games became the dominant uses of the systems.

For many people, these, rather than the academic and commercial systems available only at universities and technical corporations, were their first exposure to online gaming.

In 1984, CompuServe debuted Islands of Kesmai, the first commercial multiplayer online role playing game. Islands of Kesmai used scrolling text (ASCII graphics) on screen to draw maps of player location, depict movement, and so on; the interface is considered Roguelike. At some point, graphical overlay interfaces could be downloaded, putting a slightly more glitzy face on the game. Playing cost was the standard CompuServe connection fee of the time, $6 per hour with a 300 baud modem, $12 for a 1200 baud modem; the game processed one command every 10 seconds, which equates to 1 2/3 cents per command.

Habitat was the first attempt at a large-scale commercial virtual community[8] that was graphically based. Habitat was not a 3D environment and did not incorporate immersion techniques. This would generally exclude it from the VR mold, and it was neither designed nor perceived as a VR environment. However, it is considered a forerunner of the modern MMORPGs, and was quite unlike other online communities (i.e. MUDs and MOOs with text-based interfaces) of the time. Habitat had a GUI and large userbase of consumer-oriented users, and those elements in particular have made it a much-cited project. When Habitat was shut down in 1988, it was succeeded by a scaled-down but more sophisticated game called Club Caribe.

In 1987, Kesmai (the company which developed Islands of Kesmai) released Air Warrior on GEnie. It was a graphical flight simulator/air combat game, initially using wire frame graphics, and could run on Apple Macintosh, Atari ST, or Commodore Amiga computers. Over time, Air Warrior was added to other online services, including Delphi, CRIS, CompuServe, America Online, Earthlink, GameStorm and CompuLink.

Over time, Kesmai produced many improved versions of the game. In 1997, a backport from Windows to the Macintosh was made available as an open beta on the Internet. In 1999, Kesmai was purchased by Electronic Arts which started running the game servers themselves. The last Air Warrior servers were shut down on December 7th, 2001.

In 1988, Federation debuted on Compunet. It was a text-based online game, focused around the intergalactic economy of our galaxy in the distant future. Players work their way up a series of ranks, each of which has a slightly more rewarding and interesting but difficult job attached, which culminates in the ownership of one's own "duchy," a small solar system. After some time on GEnie, in 1995 Federation moved to AOL. AOL made online games free, dropping surcharges to play, in 1996, and the resulting load caused them to drop online game offerings entirely. IBGames, creators of Federation, started offering access to the game through their own website, making it perhaps the first game to transition off of an online service provider. IBGames kept the game operational until 2005, after most of the player base transitioned to the sequel, 2003's Federation II.

The 1990s saw an explosion of MMORPGs; for details, see History of massively multiplayer online games.

Sunday, July 12, 2009

Special Force Characters

Country : Great Britain
Active Since: 1941 during World War II
Motto : Who Dares Wins
Headquarters : Credenhill, England
Weapon of Choice : Steyr Aug(A3 Assault Rifle Who
Notable Missions:

37 World War II missions and poerations - 1944-1945

Iranian Embassy Hostage Rescue operation - London, April 1980
Rescue operation of 6 Royal Irish Rangers - Sierra Leone, September 2000
Specialization : Medium and deep battlespace Intelligence,

Surveillance, Target Acquisition, and Reconnaissance and off ensive operations eration, Counter Revolutionary Warfare(CRW), Counter-Terrorism(CT), Close protection and defense diplomacy




Country : France
Active Since : 1973
Motto : Servitas Vitae( To Save Lives)
Headquarters : Satory, France
Weapon of Choice : FAMAS
Notable Missions

Liberation of 30 children held hostage by the FLCS - Djibouti,1976
Grand Mosque Seizure - Saudi Arabia,1979
Air France flight 8969 Hijacking Recue operation - Marignane, France;1994
Specialization:HALO/HAHO, breaching, long-range sniping, negotiation, Intelligence, Surveillance, Target Acquistition, and Reconnaissance and offensive operations, Counter-Terrorism(CT),rescuing hostages and raids.



Country:Germany
Year Formed:1973
Motto: Top Secret
Headquarters: Hangelar, Germany
Weapon of Choice: H&K MP5
Notable Missions:
Specialization : Medium and deep battlespace Intelligence,

Operation Magic Fire - Mogadishu, Somalia;1977
Arrests of Red Army Faction terrorists - Germany,1982 and 1993
Rescue operation of 4 German tourist hostages - Egypt, 2001
Specialization: VIP security, driving, airborne insertions, aircraft and train takedowns, skiing, first aid, Domestic counter-terrorism and law enforcement, rescuing hostages and raids.



Country:Russia
Active Since:1970
Motto:I'm serving Russia and Spetsnaz
Weapon of Choice : AK-74 or AK-47
Notable Missions:

Seizure of Amin's Palace- Afghanistan, December 1979
Rescue operation of 4 Russian diplomats from Sunni Muslims - Beirut, October 1985
Specialization: Deep reconnaissance of strategic targets, destruction of strategically important command-control-and-communications (C3) facilities, Tactical emergency medical services, demolitions, tactical intelligence and other functions typical of both police SWAT teams and the special operations community



Country:South Korea
Active Since:1949-present
Motto:Once a Marine, Forever a Marine
Headquarters: Gyeryongdae
Weapon of Choice : M16A1 Rifle
Notable Missions:

Battle of Tra Binh Dong – Vietnam War
Korean War
Specialization: Ground battles, special fighting scenarios, facility protection, security services, landing operations, and amphibious operations




Country : South Korea
Active Since: 1958 - present
Motto : Nothing is Impossible
Headquarters : Songham, southeast of Seoul
Weapon of Choice : Daewoo K2 Rifle
Notable Missions:

Provided security for VIPs and for key facilities during the 1986 Asian Games and during the 1988 Olympics
Specialization : They are assigned urban counterterrorist missions.

They also constitute a quick-reaction unit for other kinds of emergencies and special-warfare requirements in wartime

Country : Unknown
Active Since: Unknown
Motto : Unknown
Headquarters : Unknown
Weapon of Choice : M Unknown
Notable Missions: Unknown
Specialization :

SRG (Shadow Ranger Group) have earned this name by remaining completely unidentifiable. They are a core group of elite soldiers that have remained an enigma for years. Unlike groups like England's MI6, they have no national affiliation, making them even more deadly. They all stay in communication with leadership via multi-encrypted satellite technology. Still, agents rarely will meet each other personally unless a group operation is essential. Even then, misinformation techniques are used so that no identity can be verified. Soldiers of no face and name receive a new identity for every mission. No one is exactly sure who controls the SRG. Some believe them to just be mercenaries for hire. Some believe they are controlled by many nations acting as one. Only one thing is certain, they get the job done.