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An
Internet café
An Internet café or
cybercafé is a place which provides internet access to the public, usually for
a fee. These businesses usually provide snacks and drinks, hence the café in
the name. The fee for using a computer is usually charged as a time-based rate.
The online café
phenomenon was started in July 1991 by Wayne Gregori in San Francisco when he
began SFnet Coffeehouse Network. Gregori designed, built and installed 25 coin
operated computer terminals in coffeehouses throughout the San Francisco Bay
Area. The café terminals dialed into a 32 line Bulletin Board System that
offered an array of electronic services including FIDOnet mail and, in 1992,
Internet mail.
The concept of a
café with full Internet access (and the name Cybercafé) was invented in early
1994 by Ivan Pope. Commissioned to develop an Internet event for an arts
weekend at the Institute of Contemporary Arts (ICA) in London, and inspired by
the SFnet terminal based cafes, Pope wrote a proposal outlining the concept of
a café with Internet access from the tables. The event was run over the weekend
of 12-13 March 1994 during the “Towards the Aesthetics of the Future” event.
In June 1994, The
Binary Cafe, Canada’s first Internet café, opened in Toronto, Ontario.
After an initial
appearance at the conference site of the 5th International Symposium on
Electronic Art, ISEA, in August 1994, an establishment called CompuCafe was
established in Helsinki, Finland, featuring both Internet access and a robotic
beer seller.
The first public,
commercial American Internet café was conceived and opened by Jeff Anderson in
August 1994, at Infomart in Dallas, Texas and was called The High Tech Cafe.
Next, in the USA,
three Internet cafés opened in the East Village neighborhood of New York City:
Internet Cafetm, opened by Arthur Perley, the @ Cafe, and the Heroic Sandwich.
A variation of
Internet café called PC bang (similar to LAN gaming center) became extremely
popular in South Korea when StarCraft was leased in 1997. Although computer and
broadband penetration per capita were very high, young people went to PC bangs
to play multiplayer games.
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