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  2. Quizlet - Wikipedia

    en.wikipedia.org/wiki/Quizlet

    Also in 2016, Quizlet launched "Quizlet Live", a real-time online matching game where teams compete to answer all 12 questions correctly without an incorrect answer along the way. [15] In 2017, Quizlet created a premium offering called "Quizlet Go" (later renamed "Quizlet Plus"), with additional features available for paid subscribers.

  3. Avatar (computing) - Wikipedia

    en.wikipedia.org/wiki/Avatar_(computing)

    The term avatāra (/ ˈ æ v ə t ɑːr, ˌ æ v ə ˈ t ɑːr /) originates from Sanskrit, and was adopted by early computer games and science fiction novelists. Richard Garriott extended the term to an on-screen user representation in 1985, and the term gained wider adoption in Internet forums and MUDs .

  4. Personalization - Wikipedia

    en.wikipedia.org/wiki/Personalization

    With implicit personalization, personalization is performed based on data learned from indirect observations of the user. This data can be, for example, items purchased on other sites or pages viewed. [7] With explicit personalization, the web page (or information system) is changed by the user using the features provided by the system.

  5. Personal computer - Wikipedia

    en.wikipedia.org/wiki/Personal_computer

    By 1982, Michael Dell observed that a personal computer system selling at retail for about US$3,000 was made of components that cost the dealer about $600; typical gross margin on a computer unit was around $1,000. [94] The total value of personal computer purchases in the US in 1983 was about $4 billion, comparable to total sales of pet food.

  6. Personalized search - Wikipedia

    en.wikipedia.org/wiki/Personalized_search

    Another criticism of search personalization is that it limits a core function of the web: the collection and sharing of information. Search personalization prevents users from easily accessing all the possible information that is available for a specific search query. Search personalization adds a bias to user's search queries.

  7. Hyperpersonal model - Wikipedia

    en.wikipedia.org/wiki/Hyperpersonal_model

    The hyperpersonal model is a model of interpersonal communication that suggests computer-mediated communication (CMC) can become hyperpersonal because it "exceeds [face-to-face] interaction", thus affording message senders a host of communicative advantages over traditional face-to-face (FtF) interaction. [1]

  8. Verification and validation of computer simulation models

    en.wikipedia.org/wiki/Verification_and...

    [1] [4] During verification the model is tested to find and fix errors in the implementation of the model. [4] Various processes and techniques are used to assure the model matches specifications and assumptions with respect to the model concept. The objective of model verification is to ensure that the implementation of the model is correct.

  9. History of the graphical user interface - Wikipedia

    en.wikipedia.org/wiki/History_of_the_graphical...

    Several people went from SRI to Xerox PARC in the early 1970s. In 1973, Xerox PARC developed the Alto personal computer. It had a bitmapped screen, and was the first computer to demonstrate the desktop metaphor and graphical user interface (GUI). It was not a commercial product, but several thousand units were built and were heavily used at ...