Fitzgerald, Mary Ann, Ed. Educational Media and Technology Yearbook, 1999. Vo

Total Page:16

File Type:pdf, Size:1020Kb

Fitzgerald, Mary Ann, Ed. Educational Media and Technology Yearbook, 1999. Vo DOCUMENT RESUME ED 426 691 IR 019 409 AUTHOR Branch, Robert Maribe, Ed.; Fitzgerald, Mary Ann, Ed. TITLE Educational Media and Technology Yearbook, 1999. Volume 24. INSTITUTION ERIC Clearinghouse on Information and Technology, Syracuse, NY.; Association for Educational Communications and Technology, Washington, DC. SPONS AGENCY Office of Educational Research and Improvement (ED), Washington, DC. ISBN ISBN-1-56308-636-0 ISSN ISSN-8755-2094 PUB DATE 1999-00-00 NOTE 293p.; For individual papers, see IR 539 310-322. For the 1998 yearbook, see IR 018 687. CONTRACT RR93002009 AVAILABLE FROM Libraries Unlimited, Inc., P.O. Box 6633, Englewood, CO 80155-6633; Tel: 800-237-6124 (Toll Free); Web site: http://www.lu.com ($65; $78 outside North America). PUB TYPE Books (010)-- Collected Works General (020) Reference Materials Directories/Catalogs (132) EDRS PRICE MF01/PC12 Plus Postage. DESCRIPTORS Bibliographies; Computer Uses in Education; Distance Education; Doctoral Programs; *Educational Development; *Educational Media; *Educational Technology; Educational Trends; Elementary Secondary Education; Foreign Countries; Graduate Study; Higher Education; Instructional Design; Leadership; Library Education; Masters Programs; *Professional Associations; Professional Development; Resource Materials; Schools of Education; Student Motivation; Telecommunications; World Wide Web; Yearbooks IDENTIFIERS Canada; Gilbert (Thomas); Technology Integration; United States ABSTRACT The purpose of this yearbook is to highlight multiple perspectives about educational technology and media development and to provide information about the purposes, activities, programs of study, and accomplishments of organizations and associations dedicated to the advancement of educational communications and technology. The 1999 edition is divided into seven sections. Part 1 focuses on trends and issues and includes articles on integrating technology into the K-12 educational setting, trends in distance learning, Virginia Tech's instructional development initiative, and balancing gender, technology, and instructional design. Part 2 covers the development and state of the profession. Current developments are addressed in part 3, including articles on World Wide Web-based resources for K-12 instructional planning, a taxonomy of bandwidth, frequently asked questions about educational technology, educational MOO (Multi-user domain, Object-Oriented), concept mapping, instructional development models, and motivation in instructional design. Part 4 presents a leadership profile of Thomas F. Gilbert. Information on professional organizations and associations in the United States and Canada is provided in part 5, and part 6 describes U.S. graduate programs in instructional technology, educational media and communications, school library media, and closely allied programs. Part 7 is +++++ ED426691 Has Multi-page SFR---Level=1 +++++ a mediagraphy of more than 500 print and nonprint resources published in 1997 or 1998. (AEF) ******************************************************************************** * Reproductions supplied by EDRS are the best that can be made * * from the original document. * ******************************************************************************** EDUCATIONAL MEDIA AND TECHNOLOGY yEARBOOK Robert Maribe Branch and Mary Ann Fitzgerald, Editors 1999 VOLUME 24 U S DEPARTMENT OF EDUCATION Z". Office of Educational Research and Improvement EDUCATIONAL RESOURCES INFORMATION CENTER (ERIC) ji This document has been reproduced as received from the person or organization originating it 0 Minor changes have been made to improve reproduction quality AND Points of view or opinions stated in this document do not necessarily represent 4 i official OERI position or policy INI _____ -AMA EDUCATIONAL MEDIA AND TECHNOLOGY YEARBOOK EDUCATIONAL MEDIA AND TECHNOLOGY YEARBOOK Robert Maribe Branch and Mary Ann Fitzgerald, Editors 1999 VOLUME 24 Published in Cooperation with the ERIC® Clearinghouse on Information & Technology and the Association for Educational Communications and Technology 1999 Libraries Unlimited, Inc.Englewood, Colorado 4 Copyright 1999 Libraries Unlimited, Inc. All Rights Reserved Printed in the United States of America No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior written permission of the publisher. LIBRARIES UNLIMITED, INC. P.O. Box 6633 Englewood, CO 80155-6633 1-800-237-6124 www.lu.com Library of Congress Cataloging-in-Publication Data Suggested Cataloging: Educational media and technology yearbook, 1999 volume 24 / Robert Maribe Branch and Mary Ann Fitzgerald, editors Englewood, Colo.: Libraries Unlimited, 1999. xii, 281 p. 17x25 cm. ISBN 1-56308-636-0 ISSN 8755-2094 Published in cooperation with the ERIC Clearinghouse on Information & Technology and the Association for Educational Communications and Technology. 1. Educational technologyyearbooks. 2. Instructional materials centersyearbooks.I. ERIC Clearinghouse on Information & Technology. II. Association for Educational Communications and Technology. III. Branch, Robert Maribe. IV. Mary Ann Fitzgerald. LB 1028.3.E372 1999 370.778 Contents Preface ix Contributors xi Part One TRENDS AND ISSUES Introduction 1 Integrating Technology into the K-12 Educational Setting 2 Arthur Recesso Trends in Distance Learning: Lessons to Inform Practice 11 Lynne Schrum Breaking the Mold: Virginia Tech's Instructional Development Initiative 17 John F. Moore, J Thomas Head Gender, Technology, and Instructional Design: Balancing the Picture 22 Nancy Nelson Knupfer, Ph.D. Part Two THE PROFESSION Introduction 30 Forerunners to Educational Technology 31 Alan Januszewski Clockwork Courage! 43 Costas Criticos A Support System for Instructional Technology in Higher Education: The Housecalls Program of Virginia Tech's College of Human Resources and Education 51 Jared A. Danielson, John K. Burton Part Three CURRENT DEVELOPMENTS Introduction 57 Web-Based Resources for K-12 Instructional Planning 58 Ruth V. Small, Bernard Lee 6 viContents A Taxonomy of Bandwidth: Considerations and Principles to Guide Practice in the Design and Delivery of Distance Education 64 David R. Moore, Barbara B. Lockee The Field of Educational Technology: Update 1997: A Dozen Frequently Asked Questions 72 Donald P. Ely Educational MOO: Text-based Virtual Reality for Learning in Community 77 Lonnie Turbee Concept Mapping: A Graphical System for Understanding the Relationship Between Concepts 81 Eric Plotnick Survey of Instructional Development Models 85 Eric Plotnick Motivation in Instructional Design 89 Ruth V. Small Part Four LEADERSHIP PROFILE Introduction 93 Thomas F. Gilbert: The World According to Gaps, 1927-1995 94 Alex J. Angulo Part Five ORGANIZATIONS AND ASSOCIATIONS IN NORTH AMERICA Introduction 98 United States 99 Classified List 99 Alphabetical List 104 Canada 152 Part Six GRADUATE PROGRAMS Introduction 154 Graduate Programs 154 Classified List 155 Alphabetical List 161 7 Contentsvii Part Seven MEDIAGRAPHY Print and Nonprint Resources Introduction 197 Mediagraphy 199 Artificial Intelligence, Robotics, and Electronic Performance Support Systems 199 Computer-Assisted Instruction 199 Distance Education 203 Educational Research 208 Educational Technology 209 Information Science and Technology 215 Innovation 217 Instructional Design and Development 218 Interactive Multimedia 223 Libraries and Media Centers 225 Media Technologies 233 Professional Development 237 Simulation, Gaming, and Virtual Reality 239 Special Education and Disabilities 242 Telecommunications and Networking 243 Index 253 Preface The purpose of this 24th volume of the Educational Media and Technology Yearbook is to highlight multiple perspectives about educational technology and media development. EMTY con- tinues to provide information to help media and technology professionals practice their craft in a changing, expanding field. This volume maintains the belief that technology represents tools that act as extensions of the educator. Further, the contention of the editors and contributors is thatvari- ous media serve as delivery systems for educational communications.The intent of this Yearbook is to inform readers about the purposes, activities, programs of study, and accomplishments of or- ganizations and associations dedicated to the advancement of educational communications and technology. Technology does not refer simply to machines and hardware but includes techniques and procedures derived from scientific research about ways to promote change in human performance, as a way of organizing thought, science, art, and human values.The evolution of educational media and advancements in information delivery technology are requiring educators to reconsider the traditional concept of audiovisual aids and to consider the concept of multimedia applications. This volume of the Yearbook reflects current thinking in the field. It includes essays from re- spected authors about technology trends in education and training, teaching methods and curricu- lar issues, electronic publishing and the state of the profession, and Internet resources. The Educational Media and Technology Yearbook is an active forum for scholarly exchange about processes for developing media and appropriate applications of instructional technology. The fundamental tenet is that educational media and technology should be used to 1. achieve authentic learning
Recommended publications
  • GNU/Linux AI & Alife HOWTO
    GNU/Linux AI & Alife HOWTO GNU/Linux AI & Alife HOWTO Table of Contents GNU/Linux AI & Alife HOWTO......................................................................................................................1 by John Eikenberry..................................................................................................................................1 1. Introduction..........................................................................................................................................1 2. Symbolic Systems (GOFAI)................................................................................................................1 3. Connectionism.....................................................................................................................................1 4. Evolutionary Computing......................................................................................................................1 5. Alife & Complex Systems...................................................................................................................1 6. Agents & Robotics...............................................................................................................................1 7. Statistical & Machine Learning...........................................................................................................2 8. Missing & Dead...................................................................................................................................2 1. Introduction.........................................................................................................................................2
    [Show full text]
  • Openbsd Gaming Resource
    OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them.
    [Show full text]
  • List of TCP and UDP Port Numbers from Wikipedia, the Free Encyclopedia
    List of TCP and UDP port numbers From Wikipedia, the free encyclopedia This is a list of Internet socket port numbers used by protocols of the transport layer of the Internet Protocol Suite for the establishment of host-to-host connectivity. Originally, port numbers were used by the Network Control Program (NCP) in the ARPANET for which two ports were required for half- duplex transmission. Later, the Transmission Control Protocol (TCP) and the User Datagram Protocol (UDP) needed only one port for full- duplex, bidirectional traffic. The even-numbered ports were not used, and this resulted in some even numbers in the well-known port number /etc/services, a service name range being unassigned. The Stream Control Transmission Protocol database file on Unix-like operating (SCTP) and the Datagram Congestion Control Protocol (DCCP) also systems.[1][2][3][4] use port numbers. They usually use port numbers that match the services of the corresponding TCP or UDP implementation, if they exist. The Internet Assigned Numbers Authority (IANA) is responsible for maintaining the official assignments of port numbers for specific uses.[5] However, many unofficial uses of both well-known and registered port numbers occur in practice. Contents 1 Table legend 2 Well-known ports 3 Registered ports 4 Dynamic, private or ephemeral ports 5 See also 6 References 7 External links Table legend Official: Port is registered with IANA for the application.[5] Unofficial: Port is not registered with IANA for the application. Multiple use: Multiple applications are known to use this port. Well-known ports The port numbers in the range from 0 to 1023 are the well-known ports or system ports.[6] They are used by system processes that provide widely used types of network services.
    [Show full text]
  • Mud Connector
    Archive-name: mudlist.doc /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ /_/_/_/_/ THE /_/_/_/_/ /_/_/ MUD CONNECTOR /_/_/ /_/_/_/_/ MUD LIST /_/_/_/_/ /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ o=======================================================================o The Mud Connector is (c) copyright (1994 - 96) by Andrew Cowan, an associate of GlobalMedia Design Inc. This mudlist may be reprinted as long as 1) it appears in its entirety, you may not strip out bits and pieces 2) the entire header appears with the list intact. Many thanks go out to the mud administrators who helped to make this list possible, without them there is little chance this list would exist! o=======================================================================o This list is presented strictly in alphabetical order. Each mud listing contains: The mud name, The code base used, the telnet address of the mud (unless circumstances prevent this), the homepage url (if a homepage exists) and a description submitted by a member of the mud's administration or a person approved to make the submission. All listings derived from the Mud Connector WWW site http://www.mudconnect.com/ You can contact the Mud Connector staff at [email protected]. [NOTE: This list was computer-generated, Please report bugs/typos] o=======================================================================o Last Updated: June 8th, 1997 TOTAL MUDS LISTED: 808 o=======================================================================o o=======================================================================o Muds Beginning With: A o=======================================================================o Mud : Aacena: The Fatal Promise Code Base : Envy 2.0 Telnet : mud.usacomputers.com 6969 [204.215.32.27] WWW : None Description : Aacena: The Fatal Promise: Come here if you like: Clan Wars, PKilling, Role Playing, Friendly but Fair Imms, in depth quests, Colour, Multiclassing*, Original Areas*, Tweaked up code, and MORE! *On the way in The Fatal Promise is a small mud but is growing in size and player base.
    [Show full text]
  • Application: Unity 3D Web Player
    unity3d_1-adv.txt 1 of 2 Application: Unity 3D web player http://unity3d.com/webplayer/ Versions: <= 3.2.0.61061 Platforms: Windows Bug: heap corruption Exploitation: remote Date: 21 Feb 2012 Unity 3d is a game engine used in various games and it’s web player allows to play these games (unity3d extension) also directly from the web browser. # Vulnerabilities # Heap corruption caused by a negative 32bit size value which allows to execute malicious code. The problem is caused by the modification of the 64bit uncompressed size (handled as 32bit by the plugin) of the lzma header which is just composed by the following fields (from lzma86.h): Offset Size Description 0 1 = 0 - no filter, pure LZMA = 1 - x86 filter + LZMA 1 1 lc, lp and pb in encoded form 2 4 dictSize (little endian) 6 8 uncompressed size (little endian) Reading of the 64bit field as 32bit one (CMP EAX,4) and some of the subsequent operations: 070BEDA3 33C0 XOR EAX,EAX 070BEDA5 895D 08 MOV DWORD PTR SS:[EBP+8],EBX 070BEDA8 83F8 04 CMP EAX,4 070BEDAB 73 10 JNB SHORT webplaye.070BEDBD 070BEDAD 0FB65438 05 MOVZX EDX,BYTE PTR DS:[EAX+EDI+5] 070BEDB2 8B4D 08 MOV ECX,DWORD PTR SS:[EBP+8] 070BEDB5 D3E2 SHL EDX,CL 070BEDB7 0196 A4000000 ADD DWORD PTR DS:[ESI+A4],EDX 070BEDBD 8345 08 08 ADD DWORD PTR SS:[EBP+8],8 070BEDC1 40 INC EAX 070BEDC2 837D 08 40 CMP DWORD PTR SS:[EBP+8],40 070BEDC6 ^72 E0 JB SHORT webplaye.070BEDA8 070BEDC8 6A 4A PUSH 4A 070BEDCA 68 280A4B07 PUSH webplaye.074B0A28 ; ASCII "C:/BuildAgen t/work/b0bcff80449a48aa/PlatformDependent/CommonWebPlugin/CompressedFileStream.cp p" 070BEDCF 53 PUSH EBX 070BEDD0 FF35 84635407 PUSH DWORD PTR DS:[7546384] 070BEDD6 6A 04 PUSH 4 070BEDD8 68 00000400 PUSH 40000 070BEDDD E8 BA29E4FF CALL webplaye.06F0179C ..
    [Show full text]
  • Second Life - Wikipedia
    12/5/2017 Second Life - Wikipedia Second Life Second Life is an online virtual world, developed and owned by the San Second Life Viewer Francisco-based firm Linden Lab and launched on June 23, 2003. By 2013, Second Life had approximately 1 million regular users.[1] In many ways, Second Life is similar to massively multiplayer online role-playing games; however, Linden Lab is emphatic that their creation is not a game:[2] "There is no manufactured conflict, no set objective".[3] The virtual world can be accessed freely via Linden Lab's own client programs Developer(s) Linden Lab or via alternative Third Party Viewers.[4][5] Second Life users (also called Initial release June 23, 2003 residents) create virtual representations of themselves, called avatars, and are Stable release 5.0.9.329906 / able to interact with places, objects, and other avatars. They can explore the November 17, world (known as the grid), meet other residents, socialize, participate in both 2017 individual and group activities, build, create, shop and trade virtual property and services with one another. Preview release 5.0.2.323359 / February 3, 2017 The platform principally features 3D-based user-generated content. Second Platform Windows x86-32 Life also has its own virtual currency, the Linden Dollar, which is exchangeable (Vista or higher) with real world currency.[2][6] macOS (10.6 or Second Life is intended for people aged 16 and over, with the exception of 13– higher) 15-year-old users, who are restricted to the Second Life region of a sponsoring Linux i686 institution (e.g., a school).[7][8] License Open-source Built into the software is a 3D modeling tool based on simple geometric shapes, Website secondlife.com (h that allows residents to build virtual objects.
    [Show full text]
  • Popielinski, M.A
    Noncorporeal Embodiment and Gendered Virtual Identity Dissertation Presented in Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy in the Graduate School of The Ohio State University By Lea Marie Popielinski, M.A. Graduate Program in Women’s Studies The Ohio State University 2012 Dissertation Committee: Cathy A. Rakowski, Advisor Cynthia Selfe Mary Thomas Copyright by Lea Marie Popielinski 2012 Abstract This dissertation introduces the concept of noncorporeal embodiment as an analytical tool for understanding the experience of having a body in three-dimensional graphical virtual space, i.e., a representational avatar body. I propose that users of virtual worlds such as Second Life develop a sense of embodiment that is comparable but not identical to a sense of embodiment in the actual world. The dissertation explores three key areas—the development of a virtual identity, the practice of virtual sexuality, and the experience of virtual violence—to locate evidence that Second Life residents identify with their avatars in ways that reflect the concept as it is developed in the text. Methods include interviews with Second Life residents, a blog that presents questions for public response, and the use of resident-produced written materials (e.g., blogs, forum discussions, classifed ads), while theoretical perspectives are drawn from feminist theorists concerned with studies of the body in various respects. The dissertation concludes with a summation of the social patterns observed in the previous chapters and with a discussion of future directions for further research. ii Acknowledgments The completion of this dissertation was long in coming, and it would never have arrived without the guidance, support, and participation of a number of individuals who did not give up on me and would not let me give up on myself throughout the process.
    [Show full text]
  • Virtual World Primer
    A Virtual Worlds Primer Executive Summary This report provides an overview of virtual worlds – what they are, what they are used for and who uses them. Virtual worlds are simulated environments on the internet, accessed via a computer and sometimes mobile phone. They are persistent, shared experiences for tens of millions of people around the globe. There are three basic kinds of virtual world: games, social worlds and world building tools. While the technology for all three types is similar, each has a different range of uses and different user demographics. People of all ages around the world use virtual worlds. Some are targeted at specific age ranges, such as Club Penguin which is 6+ and Second Life which is 18+. However, World of Warcraft and other virtual worlds appeal to people from their mid-teens through to retirement. From their invention in 1978 at the University of Essex, virtual worlds have grown steadily in popularity. Globally, the number of users of virtual worlds is now in the hundreds of millions, with several individual virtual worlds reporting figures over the 10 million mark. And these users are spending between two and four hours in a virtual world every day, often sacrificing television viewing time to do so. Business models for virtual worlds include: subscription fees, micro-transactions, and advertising supported worlds - including fully branded spaces such as Virtual MTV (vMTV). Within game worlds, complex economies thrive on the redistribution of virtual resources by individual users. Social worlds in particular find the users embedding traditional business models into the virtual world by offering goods and services such as marketing and design of virtual objects for real currency.
    [Show full text]
  • Here All Potential Players Can Play Together, Since a Player’S Disability Van- Ishes Behind the Screen
    1 Bauhaus-University Weimar Faculty of Media Studiengang Mediensysteme Out of Sight Navigation and Immersion of Blind Players in Text-Based Games Bachelor Thesis Katharina Spiel Student Number 50423 Born 12th of February 1986 in Deggendorf, Germany 1. reviewer: Prof. Dr. Sven Bertel 2. reviewer: Dr. Michael Heron Date of Submission: 10th of September 2012 For Frank Because, man, without you this would never have happened. Contents 1 Introduction 9 1.1 Behind the Scenes . .9 1.2 Research Questions . 11 1.3 On Display . 13 2 Literature Review 14 2.1 Immersion . 14 2.1.1 What is Immersion? . 15 2.1.2 Parameters of Immersion . 17 2.2 Playstyles in (Multiplayer) Interactive Fiction . 21 2.3 Players with Visual Impairment . 22 2.4 Games for Visually Impaired Players . 24 2.5 Perception in Navigation . 26 3 Motivation 31 4 Design of Research 34 4.1 Hypothesis . 34 4.2 Game Setup . 36 4.3 Metrics Used . 39 4.3.1 Time on Task . 39 4.3.2 Audio Recordings . 39 4.3.3 Logs of the Sessions . 40 4.3.4 Questionnaires . 41 4.4 Setup of Pilot Study . 42 2 4.5 Findings of Pilot Study and Modification for Main Study . 43 4.6 Main Study . 48 4.6.1 Setup of Main Study . 48 4.6.2 Participants of Main Study . 48 5 Results of Main Study 49 5.1 Task Report . 49 5.2 Logs . 51 5.3 Audio Data . 54 5.4 Questionnaires . 55 5.4.1 MUD-IF Experience Questionnaire . 55 5.4.2 Out-Of-Game Questionnaire .
    [Show full text]
  • The Magazine for Interactive Fiction Enthusiasts
    May/ June 1996 Issue #9 The Magazine for Interactive Fiction Enthusiasts This issue’s awfully late in coming out this time around, largely due to my already fully booked writing schedule. I’ve been so busy, I haven’t even had a chance to play any text adventure games in months! Needless to say, I’m out of touch with the newsgroups too. I’ve had to hear third-hand about Mike Roberts releasing TADS as freeware and what’s up in the r.a.i-f competition. The good news is that the book I’m working on is wrapping up even as we speak, and I hope to be both a diligent zine editor and a reliable source for game hints again sometime in the near future. I’m finding that each issue’s Top 10 picks for Web sites devoted to text adventure games are increasingly reflecting the impact of new technologies. For example, this issue’s list includes a wonderful site with a number of Java-enabled Inform games you can play online—if your browser supports Java, that is. There’s also a site devoted to the long-awaited developments in playing interactive fiction games on Apple’s PDA, the Newton. This issue also includes a thoughtful article by John Wood on play- er character identity in interactive fiction. It’s a response of sorts to Doug Atkinson’s article on gender and IF games back in issue #3, which I think has generated more response than any other article to date in the zine.
    [Show full text]
  • List of TCP and UDP Port Numbers - Wikipedia, Th
    List of TCP and UDP port numbers - Wikipedia, th... https://en.wikipedia.org/wiki/List_of_TCP_and_U... List of TCP and UDP port numbers From Wikipedia, the free encyclopedia This is a list of Internet socket port numbers used by protocols of the transport layer of the Internet Protocol Suite for the establishment of host-to-host connectivity. Originally, port numbers were used by the Network Control Program (NCP) in the ARPANET for which two ports were required for half-duplex transmission. Later, the Transmission Control Protocol (TCP) and the User Datagram Protocol (UDP) needed only one port for full-duplex, bidirectional traffic. The even-numbered ports were not used, and this resulted in some even numbers in the well-known port number range being unassigned. The Stream Control Transmission Protocol (SCTP) and the Datagram Congestion Control Protocol (DCCP) also use port numbers. They usually use port numbers that match the services of the corresponding TCP or UDP implementation, if they exist. The Internet Assigned Numbers Authority (IANA) is responsible for maintaining the official assignments of port numbers for specific uses.[1] However, many unofficial uses of both well-known and registered port numbers occur in practice. Contents 1 Table legend 2 Well-known ports 3 Registered ports 4 Dynamic, private or ephemeral ports 5 See also 6 References 7 External links Table legend Official: Port is registered with IANA for the application.[1] Unofficial: Port is not registered with IANA for the application. Multiple use: Multiple applications are known to use this port. Well-known ports The port numbers in the range from 0 to 1023 are the well-known ports or system ports.[2] They are used by system processes that provide widely used types of network services.
    [Show full text]
  • Evennia Documentation Release 0.9
    Evennia Documentation Release 0.9 The Evennia community Jun 14, 2020 Contents 1 Evennia Introduction 3 1.1 Can I test it somewhere?.........................................4 1.2 Brief summary of features........................................4 1.3 What you need to know to work with Evennia..............................5 2 How To Get And Give Help 7 2.1 How to get Help.............................................7 2.2 How to give Help.............................................7 3 Contributing 9 3.1 Spreading the word............................................9 3.2 Donations.................................................9 3.3 Help with Documentation........................................9 3.4 Contributing through a forked repository................................ 10 3.5 Contributing with Patches........................................ 10 3.6 Contributing with Contribs........................................ 10 4 Soft Code 13 4.1 Examples of Softcode.......................................... 13 4.2 Problems with Softcode......................................... 14 4.3 Changing Times............................................. 14 4.4 Our Solution............................................... 14 4.5 Your Solution............................................... 15 5 Using MUX as a Standard 17 5.1 Documentation policy.......................................... 17 6 Game Planning 19 6.1 Planning (step 1)............................................. 19 6.2 Coding (step 2).............................................. 21 6.3 World Building
    [Show full text]