Index Glossary
Glossary of basic terms This is a great resource for beginners to assist you in making the right choice for your web design needs or simply to familiarize yourself with the world wide web.
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Page 1 of 2 Open SourceOpen source is a set of principles and practices that promote access to the design and production of goods and knowledge. The term was initially and is most commonly applied to the source code of software that is available to the general public with relaxed or non-existent intellectual property restrictions. This allows users to create software content through incremental individual effort or through collaboration. The open source model of operation can be extended to open source culture in decision making, which allows concurrent input of different agendas, approaches and priorities, in contrast with more centralized models of development such as those typically used in commercial companies.Open source culture is one where collective decisions or fixations are shared during development and made generally available in the public domain, as done in Wikipedia. This collective approach moderates ethical concerns over a "conflict of roles" or conflict of interest. Participants in such a culture are able to modify the collective outcomes and share them with the community. Some consider open source as one of various possible design approaches, while others consider it a critical strategic element of their operations. Before the term open source became popular, developers and producers used various phrases to describe the concept; the term gained popularity with the rise of the Internet which enabled diverse production models, communication paths and interactive communities.Later, open source software became the most prominent face of open source practices. HistoryIn the 1950s, IBM distributed operating systems in source format, and the SHARE user group was formed to facilitate the exchange of source code. In 1960's, researchers with access to the Advanced Research Projects Agency Network (ARPANET) used a process called Request for Comments, which is similar to open standards, to develop telecommunication network protocols. Characterized by contemporary open source work, this collaborative process led to the birth of the Internet in 1969. The "open source" label came out of a strategy session held at Palo Alto, California, in reaction to Netscape's January 1998 announcement of a source code release for Navigator. The group of individuals at the session included Christine Peterson who suggested "open source", Todd Anderson, Larry Augustin, Jon Hall, Sam Ockman, and Eric S. Raymond. They used the opportunity before the release of Navigator's source code to free themselves of the ideological and confrontational connotations of the term free software. Netscape licensed and released its code as open source under the Netscape Public License and subsequently under the Mozilla Public License. The term was given a big boost at an event organized in April 1998 by technology publisher Tim O'Reilly. Originally titled the "Freeware Summit" and later known as the "Open Source Summit", the event brought together the leaders of many of the most important free and open source projects, including Linus Torvalds, Larry Wall, Brian Behlendorf, Eric Allman, Guido van Rossum, Michael Tiemann, Paul Vixie, Jamie Zawinski of Netscape, and Eric Raymond. At that meeting, the confusion caused by the name "free software" was brought up. Tiemann argued for "sourceware" as a new term, while Raymond argued for "open source." The assembled developers took a vote, and the winner was announced at a press conference that evening. This milestone may be commonly seen as the birth of the open source movement. The Open Source Initiative (OSI) formed in February 1998 by Raymond and Perens. With about 20 years of evidence from case histories of closed and open development already provided by the Internet, the OSI continued to present the 'open source' case to commercial businesses. They sought to bring a higher profile to the practical benefits of freely available source code, and wanted to bring major software businesses and other high-tech industries into open source. Perens adapted Debian's Free Software Guidelines to make the Open Source Definition. Critics have said that the term "open source" fosters an ambiguity between the mere availability of the source versus the freedom to use, modify, and redistribute it. Developers have used the term Free/Open-Source Software (FOSS), or Free/Libre/Open-Source Software (FLOSS), consequently, to describe open-source software that is freely available and free of charge. Society and culture
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Please help improve this article by adding citations to reliable sources. (help, get involved!) Unverifiable material may be challenged and removed. This article has been tagged since May 2007. Open source culture is the creative practice of appropriation and free sharing of found and created content. Examples include collage, found footage film, music, and appropriation art. Open source culture is one in which fixations are made generally available. Participants in the culture can modify those products and redistribute them back into the community or other organizations. Informing and inspiring the open source movement are the African call-and-response traditions, Jazz and the free dance movements which emerged in the 20th Century. Late 20th Century open source strategies include Fluxus, web jams, Wigglism and the international Hip Hop culture. The rise of open-source culture in the 20th century resulted from a growing tension between creative practices that involve appropriation, and therefore require access to content that is often copyrighted, and increasingly restrictive intellectual property laws and policies governing access to copyrighted content. The two main ways in which intellectual property laws became more restrictive in the 20th century were extensions to the term of copyright (particularly in the United States) and penalties, such as those articulated in the Digital Millennium Copyright Act (DMCA), placed on attempts to circumvent anti-piracy technologies. Although artistic appropriation is often permitted under fair use doctrines, the complexity and ambiguity of these doctrines creates an atmosphere of uncertainty among cultural practitioners. Also, the protective actions of copyright owners create what some call a "chilling effect" among cultural practitioners. In the late 20th century, cultural practitioners began to adopt the intellectual property licensing techniques of free software and open-source software to make their work more freely available to others, including the Creative Commons. The idea of an "open source" culture runs parallel to "Free Culture," but is substantively different. Free culture is a term derived from the free software movement, and in contrast to that vision of culture, proponents of OSC maintain that some intellectual property law needs to exist to protect cultural producers. Yet they propose a more nuanced position than corporations have traditionally sought. Instead of seeing intellectual property law as an expression of instrumental rules intended to uphold either natural rights or desirable outcomes, an argument for OSC takes into account diverse goods (as in "the Good life") and ends. One way of achieving the goal of making the fixations of cultural work generally available is to maximally utilize technology and digital media. As predicted by Moore's law, the cost of digital media and storage plummeted in the late 20th Century. Consequently, the marginal cost of digitally duplicating anything capable of being transmitted via digital media dropped to near zero. Combined with an explosive growth in personal computer and technology ownership, the result is an increase in general population's access to digital media. This phenomenon facilitated growth in open source culture because it allowed for rapid and inexpensive duplication and distribution of culture. Where the access to the majority of culture produced prior to the advent of digital media was limited by other constraints of proprietary and potentially "open" mediums, digital media is the latest technology with the potential to increase access to cultural products. Artists and users who choose to distribute their work digitally face none of the physical limitations that traditional cultural producers have been typically faced with. Accordingly, the audience of an open source culture faces little physical cost in acquiring digital media. Open source culture started as an idea without a name many years before the Internet. Richard Stallman codified the concept with the creation of the Free Software Foundation. However, even before Stallman and the Internet, as the public begain to communicate through Bulletin Board Systems (BBS) like FidoNet, places like Sourcery Systems BBS where dedicated to providing source code to Public Domain, Shareware and Freeware programs. Essentially born out of a desire for increased general access to digital media, the Internet is open source culture's most valuable asset. It is questionable whether the goals of an open source culture could be achieved without the Internet. The global network not only fosters an environment where culture can be generally accessible, but also allows for easy and inexpensive redistribution of culture back into various communities. Some reasons for this are as follows. First, the Internet allows even greater access to inexpensive digital media and storage. Instead of users being limited to their own facilities and resources, they are granted access to a vast network of facilities and resources, some for free. Sites such as Archive.org offer up free web space for anyone willing to license their work under the Creative Commons license. The resulting cultural product is then available to download for free (generally accessible) to anyone with an Internet connection. Second, users are granted unprecedented access to each other. Older analog technologies such as the telephone or television have limitations on the kind of interaction users can have. In the case of television there is little, if any interaction between users participating on the network. And in the case of the telephone, users rarely interact with any more than a couple of their known peers. On the Internet, however, users have the potential to access and meet millions of their peers. This aspect of the Internet facilitates the modification of culture as users are able to collaborate and communicate with each other across international and cultural boundaries. The speed in which digital media travels on the Internet in turn facilitates the redistribution of culture. Through various technologies such as peer-to-peer networks and blogs, cultural producers can take advantage of vast social networks in order to distribute their products. As opposed to traditional media distribution, redistributing digital media on the Internet can be virtually costless. Technologies such as BitTorrent and Gnutella take advantage of various characteristics of the Internet protocol (TCP/IP) in an attempt to totally decentralize file distribution. Government
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