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Todat' Free Samples Essay
The History of HIV/AIDS
Imagine a disease that was usually fatal and could spread each and every time two people have sex. Now imagine that that disease progressed so slowly that it took an average of ten years from the time of infection until the infected person's death, sometimes as much as twenty years. Let's also imagine that the disease was caused by a virus so small, a mere 130 millionth of a millimeter in diameter, that if it was magnified several times, it still could not be seen with the naked eye. And what if the disease affected mostly people in the prime of their lives, rather than at the end of their years? And what if the disease produced hideous symptoms like purplish blotches on the skin, extreme fatigue, and severe weight loss? And imagine that disease was new and spreading around the world at an alarming rate, infecting tens of millions of people.
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Computer Technologies Custom Essays samples
  Computer Addiction
Computer Addiction
Computer addiction is an obsessive addiction to computers. The term was used by M. Shotton in 1989 in her book Computer addiction. It is relatively recent academically, since widespread use of computers by the general public for non-professional purposes only began in the 1990s. However, there are examples of obsessive recreational users dating back to the first time-shared computer games, and many NetNews users were considered obsessive in the 1980s. An extension of this behavior is the theorized Internet addiction disorder, symptoms of which are pathological or problematic Internet use. As gaming in the form of PC games and game consoles from various companies like Nintendo and Sega caught on and spread through the end of the millennium, the use of Internet as an increasingly viable medium for communication also rose, and traditional offline activities such as politics and dating began to take advantage of online capability. As a result, computer addiction became a more serious study, and a more vocal social concern. With the almost-ubiquitous use of computers in the 21st century, it has become increasingly difficult to distinguish users who are merely highly engaged in their computer use from those who could be considered truly addicted. Criteria, based on the Diagnostic and Statistical Manual of Mental Disorders criteria for substance dependency is often used to distinguish extensive use of computers from excessive use, or addiction. In 2004 the Finnish Defence Forces revealed that they allow some conscripts to postpone their military service for three years for dependence on computer games and the Internet. The study of cybersex, emotional infidelity, the impact of computer use or violent video games on the brain's capacity for empathy and sympathy, the dangers associated with dating systems and obsession with computer games are all part of this field.
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  Computer Crime
Computer Crime
Computer crime is generally defined as any crime accomplished through special knowledge of computer technology. Increasing instances of white-collar crime involve computers as more businesses automate and the information held by the computers becomes an important asset. Computers can also become objects of crime when they or their contents are damaged, for example when vandals attack the computer itself, or when a "computer virus" a program capable of altering or erasing computer memory is introduced into a computer system.
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  Computer Culture
Computer Culture
...A major concern for people purchasing products or services over the internet is security. Most people think that using credit cards on the internet is unsafe, when in reality it is more safe than using it at a local grocery store or gas station. This is because when a person submits their credit card information over the internet, it is encrypted and sent securely, while when they use it at a grocery store, anyone can view the information. New uses for the internet are being discovered all the time. For instance, the digital music revolution is in progress right now. There are major lawsuits being issued by major record labels against certain internet organizations such as Napster and MP3.com.
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  Computer Ethics
Computer Ethics
...So they break into protected systems to release hoarded information. The Idle system argument claims that most computers sit idling by wasting cycles. Therefore it is acceptable for hackers to break in and use these wasted cycles because it benefits the overall society by providing more people with access to computing power. The student hacker argument addresses the issues around the learning process of breaking into systems. People claim that by breaking into systems, one can learn a great deal about computers and therefore these types of educational break-ins are not unethical. There is also a threat that people will break into computer systems to cause sabotage or aid in terrorism. There has been little evidence of such activities released to the public, but it is known that both the CIA and NSA are experimenting with computer viruses as strategic weapons. I find this to be slightly ironic because the United States is one of the only nations that could actually be crippled by such a virus.
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  Computer-Assisted Language Learning
Computer-Assisted Language Learning
Computer-Assisted Language Learning (CALL) may be defined as 'the search for and study of applications of the computer in language teaching and learning'. The name is a fairly recent one: the existence of CALL in the academic literature has been recognizable for about the last thirty years. The subject is interdisciplinary in nature, and it has evolved out of early efforts to find ways of using the computer for teaching or for instructional purposes across a wide variety of subject areas, with the weight of knowledge and breadth of application in language learning ultimately resulting in a more specialized field of study.
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  Computer-Mediated Communication
Computer-Mediated Communication
Computer-Mediated Communication (CMC) is any form of communication between two or more individual people who interact and/or influence each other via separate computers through the Internet or a network connection - using social software. CMC does not include the methods by which two computers communicate, but rather how people communicate via computers. It is only peripherally concerned with any common work product created.
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  Genderizing Computer Games
Genderizing Computer Games
Computer game is a computer-controlled game that players may interact with. A video game is a computer game where a video display such as a monitor or television is the primary feedback device. These terms are not always interchangeable as some games, particularly older games, do not use a video display. Usually there are rules and goals, but in more open-ended games the player may be free to do whatever they like within the confines of the virtual universe. The phrase interactive entertainment is the formal reference to computer and video games. To avoid ambiguity, this game software is referred to as "computer and video games" throughout this article, which explores things common to both types of game. In common usage, "computer game" or "PC game" refers specifically to games played on a personal computer, "console game" refers to games played on specifically-designed set top box, that play through a TV and "video game" (or "videogame") refers to any game played on a device that plays through your TV but also includes PC, Console, Mobile Phone or PDA or other handheld device.
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