Computer-mediated communication

Computer-mediated communication (CMC) is defined as any human communication that occurs through the use of two or more electronic devices.[1] While the term has traditionally referred to those communications that occur via computer-mediated formats (e.g., instant messaging, email, chat rooms, online forums, social network services), it has also been applied to other forms of text-based interaction such as text messaging.[2] Research on CMC focuses largely on the social effects of different computer-supported communication technologies. Many recent studies involve Internet-based social networking supported by social software.


Computer-mediated communication can be broken down into two forms: synchronous and asynchronous.[3] Synchronous computer-mediated communication refers to communication which occurs in real time. All parties are engaged in the communication simultaneously; however, they are not necessarily all in the same location.[4] Examples of synchronous communication are video chats and FaceTime audio calls. On the contrary, asynchronous computer-mediated communication refers to communication which takes place when the parties engaged are not communicating in unison. In other words, the sender does not receive an immediate response from the receiver. Most forms of computer mediated technology are asynchronous.[4] Examples of asynchronous communication are text messages and emails.


Scholars from a variety of fields study phenomena that can be described under the umbrella term of computer mediated communication (CMC) (see also Internet studies). For example, many take a sociopsychological approach to CMC by examining how humans use "computers" (or digital media) to manage interpersonal interaction, form impressions and form and maintain relationships.[5][6] These studies have often focused on the differences between online and offline interactions, though contemporary research is moving towards the view that CMC should be studied as embedded in everyday life .[7] Another branch of CMC research examines the use of paralinguistic features such as emoticons,[8] pragmatic rules such as turn-taking[9] and the sequential analysis and organization of talk,[10][11] and the various sociolects, styles, registers or sets of terminology specific to these environments (see Leet). The study of language in these contexts is typically based on text-based forms of CMC, and is sometimes referred to as "computer-mediated discourse analysis".[12]

The way humans communicate in professional, social, and educational settings varies widely, depending upon not only the environment but also the method of communication in which the communication occurs, which in this case is through computers or other information and communication technologies (ICTs). The study of communication to achieve collaboration—common work products—is termed computer-supported collaboration and includes only some of the concerns of other forms of CMC research.

Popular forms of CMC include e-mail, video, audio or text chat (text conferencing including "instant messaging"), bulletin board systems, list-servs and MMOs. These settings are changing rapidly with the development of new technologies. Weblogs (blogs) have also become popular, and the exchange of RSS data has better enabled users to each "become their own publisher".


Communication occurring within a computer-mediated format has an effect on many different aspects of an interaction. Some of those that have received attention in the scholarly literature include impression formation, deception, group dynamics, disclosure reciprocity, disinhibition and especially relationship formation.

CMC is examined and compared to other communication media through a number of aspects thought to be universal to all forms of communication, including (but not limited to) synchronicity, persistence or "recordability", and anonymity. The association of these aspects with different forms of communication varies widely. For example, instant messaging is intrinsically synchronous but not persistent, since one loses all the content when one closes the dialog box unless one has a message log set up or has manually copy-pasted the conversation. E-mail and message boards, on the other hand, are low in synchronicity since response time varies, but high in persistence since messages sent and received are saved. Properties that separate CMC from other media also include transience, its multimodal nature, and its relative lack of governing codes of conduct.[13] CMC is able to overcome physical and social limitations of other forms of communication and therefore allow the interaction of people who are not physically sharing the same space.

The medium in which people choose to communicate influences the extent to which people disclose personal information. CMC is marked by higher levels of self-disclosure in conversation as opposed to face-to-face interactions.[14] Self disclosure is any verbal communication of personally relevant information, thought, and feeling which establishes and maintains interpersonal relationships.[14] This is due in part to visual anonymity and the absence of nonverbal cues which reduce concern for losing positive face. According to Walther’s (1996) hyperpersonal communication model, computer-mediated communication is valuable in providing a better communication and better first impressions.[5] Moreover, Ramirez and Zhang (2007) indicate that computer-mediated communication allows more closeness and attraction between two individuals than a face-to-face communication.[15] Online impression management, self-disclosure, attentiveness, expressivity, composure and other skills contribute to competence in computer mediated communication.[16] In fact, there is a considerable correspondence of skills in computer-mediated and face-to-face interaction [17] even though there is great diversity of online communication tools.

Anonymity and in part privacy and security depends more on the context and particular program being used or web page being visited. However, most researchers in the field acknowledge the importance of considering the psychological and social implications of these factors alongside the technical "limitations".

Language learning

CMC is widely discussed in language learning because CMC provides opportunities for language learners to practice their language.[18] For example, Warschauer[19] conducted several case studies on using email or discussion boards in different language classes. Warschauer[20] claimed that information and communications technology “bridge the historic divide between speech...and writing”. Thus, considerable concern has arisen over the reading and writing research in L2 due to the booming of the Internet.


The nature of CMC means that it is easy for individuals to engage in communication with others regardless of time or location. CMC allows for individuals to collaborate on projects that would otherwise be impossible due to such factors as geography.[21] In addition, CMC can also be useful for allowing individuals who might be intimidated due to factors like character or disabilities to participate in communication. By allowing an individual to communicate in a location of their choosing, CMC call allow a person to engage in communication with minimal stress.[22] Making an individual comfortable through CMC also plays a role in self-disclosure, which allows a communicative partner to open up more easily and be more expressive. When communicating through an electronic medium, individuals are less likely to engage in stereotyping and are less self-conscious about physical characteristics. The role that anonymity plays in online communication can also encourage some users to be less defensive and form relationships with others more rapidly.[23]


While computer-mediated communication can be beneficial, technological mediation can also inhibit the communication process.[24] Unlike face-to-face communication, nonverbal cues such as tone and physical gestures, which assist in conveying the message, are lost through computer-mediated communication.[24] As a result, the message being communicated is more vulnerable to being misunderstood due to a wrong interpretation of tone or word meaning. Moreover, according to Dr. Sobel-Lojeski of Stony Brook University and Professor Westwell of Flinders University, the virtual distance that is fundamental to computer-mediated communication can create a psychological and emotional sense of detachment, which can contribute to sentiments of societal isolation.[25]

See also


  1. ^ McQuail, Denis. (2005). Mcquail's Mass Communication Theory. 5th ed. London: SAGE Publications.
  2. ^ Thurlow, C., Lengel, L. & Tomic, A. (2004). Computer mediated communication: Social interaction and the internet. London: Sage.
  3. ^ Chin, Leonora (March 5, 2016). "Advantages and Disadvantages of Computer Mediated Communication in the Context of UNIMAS Students and Staff".
  4. ^ a b Malone, Erin; Gulati, Harjeet S. "Designing Social Interfaces".
  5. ^ a b Walther, J. B. (1996). Computer-mediated communication: Impersonal, interpersonal, and hyperpersonal interaction. Communication Research, 23, 3-43.
  6. ^ Walther, J. B., & Burgoon, J. K. (1992). Relational communication in computer-mediated interaction. Human Communication Research, 19, 50-88.
  7. ^ Haythornthwaite, C. and Wellman, B. (2002). The Internet in everyday life: An introduction. In B. Wellman and C. Haythornthwaite (Eds.), The Internet in Everyday Life (pp. 3-41). Oxford: Blackwell.
  8. ^ Skovholt, K., Grønning, A. and Kankaanranta, A. (2014), The Communicative Functions of Emoticons in Workplace E-Mails: :-). Journal of Computer-Mediated Communication, 19: 780–797. doi:10.1111/jcc4.12063
  9. ^ Garcia, A. C., & Jacobs, J. B. (1999). The eyes of the beholder: Understanding the turn-taking system in quasi-synchronous computer-mediated communication. Research on Language & Social Interaction, 32, 337-367.
  10. ^ Herring, S. (1999). Interactional coherence in CMC. Journal of Computer-Mediated Communication, 4(4).
  11. ^ Markman, K. M. (2006). Computer-mediated conversation: The organization of talk in chat-based virtual team meetings. Dissertation Abstracts International, 67 (12A), 4388. (UMI No. 3244348)
  12. ^ Herring, S. C. (2004). Computer-mediated discourse analysis: An approach to researching online behavior. In: S. A. Barab, R. Kling, and J. H. Gray (Eds.), Designing for Virtual Communities in the Service of Learning (pp. 338-376). New York: Cambridge University Press.
  13. ^ McQuail, Denis. (2005). Mcquail's Mass Communication Theory. 5th ed. London: SAGE Publications.
  14. ^ a b Jiang, C., Bazarova, N., & Hancock, J. (2011). From perception to behavior: Disclosure reciprocity and the intensification of intimacy in computer-mediated communication. Communication Research, 40, 125-143.
  15. ^ Dunn., R., 2013. Identity Theories and Technology. p.30. East Tennessee State University, USA.
  16. ^ Spitzberg, B. "Preliminary Development of a Model and Measure of Computer-Mediated Communication (CMC) Competence".
  17. ^ Bubas, G. & Spitzberg, B. "The relations of communication skills in face-to-face and computer-mediated communication".
  18. ^ Abrams, Z. (2006). From Theory to Practice: Intracultural CMC in the L2 Classroom. book chapter, forthcoming in Ducate, Lara & Nike Arnold (Eds.) Calling on CALL: From Theory and Research to New Directions in Foreign Language Teaching.
  19. ^ Warschauer, M. (1998). Electronic literacies: Language, culture and power in online education. Mahwah, NJ: Lawrence Erlbaum Associates.
  20. ^ Warschauer, M. (2006). Laptops and literacy: learning in the wireless classroom: Teachers College, Columbia University.
  21. ^ Crum, "Advantages and Disadvantages of Computer Mediated Communication"
  22. ^ Lane, "Computer-Mediated Communication in the Classroom: Asset or Liability?"
  23. ^ Schouten, Valkenburg & Peter, "An Experimental Test of Processes Underlying Self-Disclosure in Computer-Mediated Communication".
  24. ^ a b Fennel, Zachary. "Disadvantage for Communication in Computer Technology". Techwalla.
  25. ^ Sobel-Lojeski, Karen; Westwell, Martin (May 27, 2016). "Virtual distance: technology is rewriting the rulebook for human interaction". The Conversation.

Further reading

  • Ahern, T.C., Peck, K., & Laycock, M. (1992). The effects of teacher discourse in computer-mediated discussion. Journal of Educational Computing Research, 8(3), 291-309.
  • Angeli, C., Valanides, N., & Bonk, C.J. (2003). Communication in a web-based conferencing system: The quality of computer-mediated interactions. British Journal of Educational Technology, 34(1), 31-43.
  • Bannan-Ritland, B. (2002). Computer-mediated communication, elearning, and interactivity: A review of the research. Quarterly Review of Distance Education, 3(2), 161-180.
  • Baym, N. K. (1995). The emergence of community in computer-mediated communication. Jones, Steven G. (Ed). (1995). CyberSociety: Computer-mediated communication and community, (pp. 138–163). Thousand Oaks, CA, US: Sage Publications.
  • Christopher, M.M., Thomas, J.A., and Tallent-Runnels, M.K. (2004). Raising the Bar: Encouraging high level thinking in online discussion forums. Roeper Review, 26(3), 166-171.
  • Cooper, M.M., & Selfe, C.L. (1990). Computer conferences and learning: Authority, resistance, and internally persuasive discourse. College English, 52(8), 847-869.
  • Derks, D., Fischer, A. H., & Bos, A. E. (2008). The role of emotion in computer-mediated communication: A review. Computers in Human Behavior, 24(3), 766-785.
  • Forman, E.A. (2000). Knowledge building in discourse communities. Human Development, 43(6), 364-368. doi:10.1159/000022697
  • Gabriel, M.A. (2004). Learning together: Exploring group interactions online. Journal of Distance Education, 19(1), 54-72.
  • Garcia, A. C., Standlee, A. I., Bechkoff, J., & Cui, Y. (2009). Ethnographic approaches to the internet and computer-mediated communication. Journal of contemporary ethnography, 38(1), 52-84.
  • Gerrand, P. (2007), Estimating Linguistic Diversity on the Internet: A Taxonomy to Avoid Pitfalls and Paradoxes. Journal of Computer-Mediated Communication, 12: 1298–1321. doi:10.1111/j.1083-6101.2007.00374.x
  • Gilbert, K.G., & Dabbagh, N. (2005). How to structure online discussions for meaningful discourse: a case study. British Journal of Educational Technology, 36(1), 5-18.
  • Gunawardena, C.H., Nolla, A.C., Wilson, P.L., Lopez-Isias, Jr. et al. (2001). A cross-cultural study of group process and development in online conferences. Distance Education, 22(1), 85-122.
  • Hancock, J. T., & Dunham, P. J. (2001). Impression formation in computer-mediated communication revisited. Communication Research, 28(3), 325-347.
  • Hara, N., Bonk, C.J., & Angeli, C. (2000). Content analysis of online discussion in an applied educational psychology course. Instructional Science, 28, 115-152.
  • Herring, S. C. (Ed.). (1996). Computer-mediated communication: Linguistic, social, and cross-cultural perspectives (Vol. 39). John Benjamins Publishing.
  • Herring, S. (Ed.), Stein, D. (Ed.) & Virtanen, T. (Ed.) (2013). Pragmatics of Computer-Mediated Communication. Berlin, Boston: De Gruyter Mouton
  • Hewitt, J. (2001). Beyond threaded discourse. International Journal of Educational Telecommunications, 7(3), 207-221.
  • Hewitt, J. (2003). How habitual online practices affect the development of asynchronous discussion threads. Journal of Educational Computing Research, 28(1), 31-45.
  • Javela, S., Bonk, C.J., & Sirpalethti, S.L. (1999). A theoretical analysis of social interactions in computer-based learning environments: Evidence for reciprocal understandings. Journal of Educational Computing Research, 21(3), 363-388.
  • Jones, G., & Schieffelin, B. (2009). Enquoting Voices, Accomplishing Talk: Uses of Be+Like in Instant Messaging. Language & Communication, 29(1), 77-113.
  • Jones, G., & Schieffelin, B. (2009). Talking Text and Talking Back: "My BFF Jill" from Boob Tube to YouTube. Journal of Computer-Mediated Communication, 14(4), 1050 - 1079.
  • Kalman, Y.M. & Rafaeli, S. (2011). Online pauses and silence: Chronemic expectancy violations in written computer-mediated communication. Communication Research, 38 (1) 54-69.
  • Lapadat, J.C. (2003). Teachers in an online seminar talking about talk: Classroom discourse and school change. Language and Education, 17(1), 21-41.
  • Leinonen, P., Jarvela, S., & Lipponen, L. (2003). Individual students’ interpretations of their contribution to the computer-mediated discussions. Journal of Interactive Learning Research, 14(1), 99-122.
  • Lin, L. (2008). An online learning model to facilitate learners’ rights to education. Journal of Asynchronous Learning Networks (JALN), 12(1), pp. 127–143. [Special issue distributed by Sloan-C JALN in collaboration with five other international journals:]
  • Lin, L., Cranton, P. & Bridglall, B. (2005). Psychological type and asynchronous written dialogue in adult learning. Teachers College Record, 107(8), 1788-1813.
  • MackNnight, C.B. (2000). Teaching critical thinking through online discussions. Educause Quarterly, 4, 38-41.
  • Poole, D.M. (2000). Student participation in a discussion-oriented online course: A case study. Journal of Research on Computing in Education, 33(2), 162-176.
  • Schrire, S. (2003). A model for evaluating the process of learning in asynchronous computer conferencing. Journal of Instructional Delivery Systems, 17(1), 6-12.
  • Tidwell, L. C., & Walther, J. B. (2002). Computer‐mediated communication effects on disclosure, impressions, and interpersonal evaluations: Getting to know one another a bit at a time. Human communication research, 28(3), 317-348.
  • Vonderwell, S. (2002). An examination of asynchronous communication experiences and perspectives of students in an online course: A case study. The Internet and Higher Education, 6, 77-90.
  • Wade, S.E., & Fauske, J.R. (2004). Dialogue online: Prospective teachers’ discourse strategies in computer-mediated discussions. Reading Research Quarterly, 39(2), 134-160.
  • Walther, J. B. (2007). Selective self-presentation in computer-mediated communication: Hyperpersonal dimensions of technology, language, and cognition. Computers in Human Behavior, 23(5), 2538-2557.
  • Wu, D., & Hiltz, S.R. (2004). Predicting learning from asynchronous online discussions. Journal of Asynchronous Learning Networks, 8(2), 139-152.

External links

Asynchronous conferencing

Asynchronous conferencing is the formal term used in science, in particular in computer-mediated communication, collaboration and learning, to describe technologies where there is a delay in interaction between contributors. It is used in contrast to synchronous conferencing, which refers to various "chat" systems in which users communicate simultaneously in "real time".

Specially in computer-meditated communication, it is emerging as a tool that can create opportunities for collaboration and support the inquiry process. In this form of communication, face-to-face conversation is not required and the conversation can last for long time. It has mostly been useful for online discussions and idea sharing which can be used for learning purpose or for solving problems over geographically diverse work-field.


BACnet is a communications protocol for Building Automation and Control (BAC) networks that leverage the ASHRAE, ANSI, and ISO 16484-5 standard protocol.

BACnet was designed to allow communication of building automation and control systems for applications such as heating, ventilating, and air-conditioning control (HVAC), lighting control, access control, and fire detection systems and their associated equipment. The BACnet protocol provides mechanisms for computerized building automation devices to exchange information, regardless of the particular building service they perform.

Bowler Communications System

The Bowler Communications System is an open protocol developed by Neuron Robotics for simplified communications between components in cyber-physical systems.

Collaborative software

Collaborative software or groupware is application software designed to help people involved in a common task to achieve their goals. One of the earliest definitions of collaborative software is "intentional group processes plus software to support them".In terms of the level of interaction it allows, collaborative software may be divided into: real-time collaborative editing (RTCE) platforms that allow multiple users to engage in live, simultaneous and reversible editing of a single file (usually a document), and version control (also known as revision control and source control) platforms, which allow separate users to make parallel edits to a file, while preserving every saved edit by every user as multiple files (that are variants of the original file).

Collaborative software is a broad concept that overlaps considerably with computer-supported cooperative work (CSCW). According to Carstensen and Schmidt (1999) groupware is part of CSCW. The authors claim that CSCW, and thereby groupware, addresses "how collaborative activities and their coordination can be supported by means of computer systems." Software products such as email, calendaring, text chat, wiki, and bookmarking belong to this category whenever used for group work, whereas the more general term social software applies to systems used outside the workplace, for example, online dating services and social networking sites like Twitter and Facebook.

The use of collaborative software in the work space creates a collaborative working environment (CWE).

Finally, collaborative software relates to the notion of collaborative work systems, which are conceived as any form of human organization that emerges any time that collaboration takes place, whether it is formal or informal, intentional or unintentional. Whereas the groupware or collaborative software pertains to the technological elements of computer-supported cooperative work, collaborative work systems become a useful analytical tool to understand the behavioral and organizational variables that are associated to the broader concept of CSCW.

Digital reference

Digital reference (or virtual reference) is a service by which a library reference service is conducted online, and the reference transaction is a computer-mediated communication. It is the remote, NextNextcomputer-mediated delivery of reference information provided by library professionals to users who cannot access or do not want face-to-face communication. Virtual reference service is most often an extension of a library's existing reference service program. The word "reference" in this context refers to the task of providing assistance to library users in finding information, answering questions, and otherwise fulfilling users’ information needs. Reference work often but not always involves using reference works, such as dictionaries, encyclopedias, etc. This form of reference work expands reference services from the physical reference desk to a "virtual" reference desk where the patron could be writing from home, work or a variety of other locations.

The terminology surrounding virtual reference services may involve multiple terms used for the same definition. The preferred term for remotely delivered, computer-mediated reference services is "virtual reference", with the secondary non-preferred term "digital reference" having gone out of use in recent years. "Chat reference" is often used interchangeably with virtual reference, although it represents only one aspect of virtual reference. Virtual reference includes the use of both synchronous (i.e., IM, videoconferencing) and asynchronous communication (i.e., texting and email). Here, "synchronous virtual reference" refers to any real-time computer-mediated communication between patron and information professional. Asynchronous virtual reference is all computer-mediated communication that is sent and received at different times.


ESPNscrum is an online news site based in United Kingdom dedicate to providing the latests news in Rugby union. It also does a live minute-by-minute updates on major international and club games. It also keeps an in-depth statistics on every international rugby players and rugby nations.Founded in 1997 by EMAP, it began as an independent website under the domain "". It was later sold to Sportal in 1999 but after its collapse in 2001, the site was set for closure but was saved by a consortium of rugby lovers who bought the site for £100,000 from Sportal and ran the site under the name "Scrum Ltd" and paying for the sites maintenance from their own pocket for the next 6 years

In August 2007, American sports media company ESPN bought the site in collaboration with Walt Disney Internet Group.The rugby section on the Spanish-language website ESPN is also branded ESPN Scrum since May 2009.ESPN is planning to debut an English-language version of the Latin American program of the same name for the United States, Caribbean and the Pacific Rim.

Electronic Information Exchange System

The Electronic Information Exchange System (EIES, pronounced eyes) was an early online conferencing bulletin board system that allowed real-time and asynchronous communication. The system was used to deliver courses, conduct conferencing sessions, and facilitate research. Funded by the National Science Foundation and developed from 1974-1978 at the New Jersey Institute of Technology (NJIT) by Murray Turoff based on his earlier EMISARI done at the now-defunct Office of Emergency Preparedness, EIES was intended to facilitate group communications that would allow groups to make decisions based on their collective intelligence rather than the lowest common denominator. Initially conceived as an experiment in computer mediated communication, EIES remained in use for decades because its users "just wouldn't let go" of it, eventually adapting it for legislative, medical and even spiritual uses.

Emotions in virtual communication

Emotions in virtual communication differ in a variety of ways from those in face-to-face interactions due to the characteristics of computer-mediated communication (CMC). CMC may lack many of the auditory and visual cues normally associated with the emotional aspects of interactions. Research in this area has investigated how and when individuals display and interpret various emotions in virtual settings.

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. The hyperpersonal model demonstrates how individuals communicate uniquely, while representing themselves to others, how others interpret them, and how the interactions create a reciprocal spiral of FtF communication. Compared to ordinary FtF situations, a hyperpersonal message sender has a greater ability to strategically develop and edit self-presentation, enabling a selective and optimized presentation of one's self to others.Communication professor Joseph Walther is credited with the development of this theory in 1996, synthesizing his and others' extensive research on computer-mediated communication.

Internet band

An Internet band, also called an online band, is a musical group whose members collaborate online through broadband by utilizing a content management system and local digital audio workstations. The work is sometimes released under a Creative Commons license, so musicians can share their "samples" to create collaborative musical expressions for noncommercial purposes without ever meeting face to face.

Internet slang

Internet slang (Internet shorthand, cyber-slang, netspeak, or chatspeak) refers to various kinds of slang used by different people on the Internet. An example of Internet slang is "LOL" meaning "laugh out loud". It is difficult to provide a standardized definition of Internet slang due to the constant changes made to its nature. However, it can be understood to be any type of slang that Internet users have popularized, and in many cases, have coined. Such terms often originate with the purpose of saving keystrokes or to compensate for small character limits. Many people use the same abbreviations in texting and instant messaging, and social networking websites. Acronyms, keyboard symbols and abbreviations are common types of Internet slang. New dialects of slang, such as leet or Lolspeak, develop as ingroup internet memes rather than time savers. Some people only use LOL for fun. Many people use this internet slang not only on the Internet but also face-to-face.

Joseph Walther

Joseph B. Walther (born 1958) is the Mark and Susan Bertelsen Presidential Chair in Technology and Society and the Director of the Center for Information Technology & Society at the University of California, Santa Barbara. His research focuses on social and interpersonal dynamics of computer-mediated communication, in groups, personal relationships, organizational and educational settings. He is noted for creating social information processing theory in 1992 and the hyperpersonal model in 1996.

Journal of Computer-Mediated Communication

The Journal of Computer-Mediated Communication JCMC is a quarterly peer-reviewed academic journal that covers the interdisciplinary field of computer-mediated communication. It was established in 1994 and is published by Oxford University Press on behalf of the International Communication Association. According to the Journal Citation Reports, its 2017 5 year impact factor was 5.629, placing it as one of the highest ranked communication journals.


A linklog is a type of blog which is meant to act as a linked list. Common practice is for the post titles to link directly to an external URLs, and the content of the post includes information to complement the associated URL.Linklogs existed as a feature of computing systems before the internet as well. In distributed file systems a link log was a method of recording data in which a record is created and added to the proper log when updating a transaction. The format of a log record closely matches the specification of the transaction type it corresponds to. Link log records consisted of two parts in such a system: a set of type-independent fields, and a set of type-specific fields. The former set consists of pointers to the preceding and succeeding records of the log.In PBX systems such as AUDIX link-logs were a collection of data collecting to assist operators in maintaining the system.


Miguxês (Portuguese pronunciation: [miɡuˈʃes] or [miɣuˈʃeʃ]), also known in Portugal as pita talk or pita script (pronounced [ˈpitɐ]), is an Internet slang of the Portuguese language, commonly used by mostly Brazilian teenagers in Internet and other electronic media, such as messages written in cell phone.

Planet Rugby

Planet Rugby is a website and forum dedicated to providing the latest news and discussion for rugby union fans of all nationalities. Planet-Rugby and Planet Rugby are brand names of Rivals Digital Media Ltd, a subsidiary of 365 Media Group and British Sky Broadcasting Group. All of these companies are incorporated in England and Wales and share the same registered office at Grant Way, Isleworth, Middlesex. It is also run by Teamtalk media which specializes in the production, publication and commercialisation of sports news. BSkyB acquired the site along with many other sites owned by 365 Media Group for £96 million in December 2006.It also runs a rugby forum which boasts over 13,000 usersIt is regarded as one of the biggest rugby news websites in the world. It provides up-to-date news items from the Aviva Premiership, Top 14 rugby, Super Rugby, Pro14, Six Nations, Tri-Nations, ITM Cup, Currie Cup International rugby and many more competitions from around the world.

Synchronization (computer science)

In computer science, synchronization refers to one of two distinct but related concepts: synchronization of processes, and synchronization of data. Process synchronization refers to the idea that multiple processes are to join up or handshake at a certain point, in order to reach an agreement or commit to a certain sequence of action. Data synchronization refers to the idea of keeping multiple copies of a dataset in coherence with one another, or to maintain data integrity. Process synchronization primitives are commonly used to implement data synchronization.


Telexistence is fundamentally a concept named for the general technology that enables a human being to have a real-time sensation of being at a place other than where he or she actually exists, and being able to interact with the remote environment, which may be real, virtual, or a combination of both. It also refers to an advanced type of teleoperation system that enables an operator at the control to perform remote tasks dexterously with the feeling of existing in a surrogate robot working in a remote environment. Telexistence in the real environment through a virtual environment is also possible. This concept was first proposed by Susumu Tachi in Japan in 1980 and 1981 as patents and the first report was published in Japanese in 1982 and in English in 1984.

Voice message

A voice message is a message containing audio of a person's voice. Voice itself could be 'packaged' and sent through the IP backbone so that it reaches its marked 'address'. In a technical sense, the process of sending 'voice packets' is a semi passive way of communication. However, given the speed at which it could be delivered can make the communication sound seamless.

Computer-mediated communication
Asynchronous conferencing
Synchronous conferencing
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