0_Wizard
I have a high speed internet access 
Internet access is the ability of individuals and organizations to connect to the Internet using computer terminals, computers, and other devices; and to access services such as email and the World Wide Web.
chosen_Internet_access_0
Internet access
chosen_topic_0_Internet_access
Digital divide in Canada
The digital divide in Canada refers to the discrepancy that exists between Canadians who have access to information and communication technologies (ICT) and the benefits they provide compared to those who don't. This divide can be the result of many factors including high costs for technology and online access, differences in the availability of online connectivity resources in different locations across the country, and lacking digital literacy. The digital divide in Canada also stems from income inequality among Canadians and differences in online connectivity practices exhibited by those of different age, gender, first language, and cultural background.
National broadband plan
Broadband is a term normally considered to be synonymous with a high-speed connection to the internet. Suitability for certain applications, or technically a certain quality of service, is often assumed. For instance, low round trip delay (or "latency" in milliseconds) would normally be assumed to be well under 150ms and suitable for Voice over IP, online gaming, financial trading especially arbitrage, virtual private networks and other latency-sensitive applications. This would rule out satellite Internet as inherently high-latency. In some applications, utility-grade reliability (measured for example in seconds per 30 years outage time as in the PSTN network) or security (say AES-128 as required for smart grid applications in the US) are often also assumed or defined as requirements.
Internet access
Internet access is the ability of individuals and organizations to connect to the Internet using computer terminals, computers, and other devices; and to access services such as email and the World Wide Web. Various technologies, at a wide range of speeds have been used by Internet service providers (ISPs) to provide this service. Internet access was once rare, but has grown rapidly. In 1995, only percent of the world's population had access, with well over half of those living in the United States, and consumer use was through dial-up. By the first decade of the 21st century, many consumers in developed nations used faster broadband technology, and by 2014, 41 percent of the world's population had access, broadband was almost ubiquitous worldwide, and global average connection speeds exceeded 1 Mbit/s.
Digital divide by country
The digital divide is an economic and social inequality with regard to access to, use of, or impact of information and communication technologies (ICT). Factors causing the divide can vary depending on the country and culture, as can the potential solutions for minimizing or closing the divide. The following is a list of countries that have a digital divide along with contributing factors and steps the country is taking to resolve the issue. The digital divide in Argentina is the term used to describe the technological and connectivity gap between different demographics and regions, specifically the gaps present in the country of Argentina.
Net neutrality
Net neutrality is the principle that governments should mandate Internet service providers to treat all data on the Internet the same, and not discriminate or charge differently by user, content, website, platform, application, type of attached equipment, or method of communication. For instance, under these principles, internet service providers are unable to deliver content tailored to the capabilities of a specific device or user, offer free services or to intentionally block, slow down or charge money for specific websites and online content. The term was coined by Columbia University media law professor Tim Wu in 2003, as an extension of the longstanding concept of a common carrier, which was used to describe the role of telephone systems.
Municipal broadband
Municipal broadband deployments are broadband Internet access services provided either fully or partially by local governments. Common connection technologies include unlicensed wireless (Wi-Fi, wireless mesh networks), licensed wireless (such as WiMAX), and fiber optic cable. Although many cities previously deployed Wi-Fi based solutions, municipal fiber-to-the-home networks are becoming more prominent because of increased demand for modern audio and video applications, which are increasing bandwidth requirements by 40% per year. Wireless public municipal broadband networks avoid sometimes unreliable hub and spoke distribution models and use mesh networking instead.
Internet in the United States
The Internet in the United States grew out of the ARPANET, a network sponsored by the Advanced Research Projects Agency of the U.S. Department of Defense during the 1960s. The Internet in the United States in turn provided the foundation for the worldwide Internet of today. Internet access in the United States is largely provided by the private sector and is available in a variety of forms, using a variety of technologies, at a wide range of speeds and costs. In 2015, 97.5% of Americans were using the Internet, which ranks the U.S. 4th out of 211 countries in the world. The United States ranks #1 in the world with 7,000 Internet Service Providers (ISPs) according to the CIA.
1_Apprentice
Me too! Isn't is fantastic!
0_Wizard
Of course it is  Various technologies, at a wide range of speeds
Various technologies, at a wide range of speeds have been used by Internet service providers (ISPs) to provide this service.
chosen_Internet_access_0
Internet access
chosen_topic_0_Internet_access
Internet access
Internet access is the ability of individuals and organizations to connect to the Internet using computer terminals, computers, and other devices; and to access services such as email and the World Wide Web. Various technologies, at a wide range of speeds have been used by Internet service providers (ISPs) to provide this service. Internet access was once rare, but has grown rapidly. In 1995, only percent of the world's population had access, with well over half of those living in the United States, and consumer use was through dial-up. By the first decade of the 21st century, many consumers in developed nations used faster broadband technology, and by 2014, 41 percent of the world's population had access, broadband was almost ubiquitous worldwide, and global average connection speeds exceeded 1 Mbit/s.
Governmentality
Governmentality is a concept first developed by the French philosopher Michel Foucault in the later years of his life, roughly between 1977 and his death in 1984, particularly in his lectures at the Collège de France during this time. The concept has been elaborated further from an "Anglo-Neo Foucauldian" perspective in the social sciences, especially by authors such as Peter Miller, Nikolas Rose, and Mitchell Dean. Governmentality can be understood as:  Governmentality may also be understood as:  This term was thought by some commentators to be made by the "...linking of governing ("gouverner") and modes of thought ("mentalité")".
History of the Internet
The history of the Internet begins with the development of electronic computers in the 1950s. Initial concepts of wide area networking originated in several computer science laboratories in the United States, United Kingdom, and France. The US Department of Defense awarded contracts as early as the 1960s, including for the development of the ARPANET project, directed by Robert Taylor and managed by Lawrence Roberts. The first message was sent over the ARPANET in 1969 from computer science Professor Leonard Kleinrock's laboratory at University of California, Los Angeles (UCLA) to the second network node at Stanford Research Institute (SRI).
Fiber to the premises by country
This article lists the deployment of fiber to the premises, fiber to the home and fiber to the building by country. In Kenya, the home entertainment and communication services provider, Zuku, offers fiber-based Triple-Play bundle (Broadband Internet, TV and phone) packages at speeds of 1, 10, 20 and 50 Mbit/s in most areas of Nairobi and Mombasa. Another fiber service is Faiba provided by Jamii Telecommunications Ltd.(JTL). They offer packages at speeds of 5, 10, 15 and 20 Mbit/s for residential customers and 3, 6, 9, 12 and 15 Mbit/s for businesses. 34 out of the 47 counties of Kenya have been connected to the National Optical Fibre Backbone Infrastructure (NOFBI).
Honda advanced technology
Honda Advanced Technology is part of Honda's long-standing research and development program focused on building new models for their automotive products and automotive-related technologies, with many of the advances pertaining to engine technology. Honda's commitment to pursuit of ideas and exploration of technological challenges has led to practical solutions ranging from fuel-efficient vehicles and engines, to more sophisticated applications such as the humanoid robot, ASIMO, and the Honda HA-420 HondaJet, a six-passenger business jet. Honda Advanced Technology emphasizes environmental sustainability, safety and advanced mobility.
Construction 3D printing
Construction 3D Printing (c3Dp) or 3D Construction Printing (3DCP) refers to various technologies that use 3D printing as a core method to fabricate buildings or construction components. Alternative terms are also in use, such as Large scale Additive Manufacturing (LSAM), or Freeform construction (FC), also to refer to sub-groups, such as '3D Concrete', used to refer to concrete extrusion technologies. There are a variety of 3D printing methods used at construction scale, these include the following main methods: extrusion (concrete/cement, wax, foam, polymers), powder bonding (polymer bond, reactive bond, sintering) and additive welding.
Passenger rail terminology
Various terms are used for passenger rail lines and equipment-the usage of these terms differs substantially between areas:  A rapid transit system is an electric railway characterized by high speed and rapid acceleration. It uses passenger railcars operating singly or in multiple unit trains on fixed rails. It operates on separate rights-of-way from which all other vehicular and foot traffic are excluded (i.e. is fully grade separated from other traffic). It uses sophisticated signaling systems, and high platform loading. Originally, the term rapid transit was used in the 1800s to describe new forms of quick urban public transportation that had a right-of-way separated from street traffic.
1_Apprentice
How long have you had it?
0_Wizard
I have had it since when they were once rare for access
Internet access was once rare, but has grown rapidly.
self_Internet_access_2
Internet access
self_0_Internet_access
Rare (company)
Rare is a British video game developer located in Twycross, Leicestershire. The company was established in 1985 by Tim and Chris Stamper, founders of Ultimate Play the Game. During its early years, Rare was backed by an unlimited budget from Nintendo, primarily concentrated on Nintendo Entertainment System (NES) games. During this time they created successful titles such as "Wizards & Warriors", "Battletoads", and "R.C. Pro-Am". Rare became a prominent second-party developer for Nintendo, who came to own a large minority stake of the company. During this period, Rare received international recognition and critical acclaim for games such as "Donkey Kong Country", "GoldenEye 007", "Banjo-Kazooie", "Perfect Dark", and "Conker's Bad Fur Day".
Rare Replay
Rare Replay is a 2015 compilation of 30 video games from the 30-year history of developers Rare and its predecessor, Ultimate Play the Game. The emulated games span multiple genres and consoles—from the ZX Spectrum to the Xbox 360—and retain the features and errors of their original releases with minimal edits. The compilation adds cheats to make the older games easier and a Snapshots mode of specific challenges culled from parts of the games. Player progress is rewarded with behind-the-scenes footage and interviews about Rare's major and unreleased games. The compilation was one of several ideas Rare considered to celebrate its 30th anniversary.
Rare-earth element
A rare-earth element (REE) or rare-earth metal (REM), as defined by IUPAC, is one of a set of seventeen chemical elements in the periodic table, specifically the fifteen lanthanides, as well as scandium and yttrium. Scandium and yttrium are considered rare-earth elements because they tend to occur in the same ore deposits as the lanthanides and exhibit similar chemical properties. Rare-earth elements are cerium (Ce), dysprosium (Dy), erbium (Er), europium (Eu), gadolinium (Gd), holmium (Ho), lanthanum (La), lutetium (Lu), neodymium (Nd), praseodymium (Pr), promethium (Pm), samarium (Sm), scandium (Sc), terbium (Tb), thulium (Tm), ytterbium (Yb) and yttrium (Y).
Star Trek Online
Star Trek Online is a massively multiplayer online role-playing game (MMORPG) developed by Cryptic Studios based on the "Star Trek" series created by Gene Roddenberry. The game is set in the 25th century, 30 years after the events of "". "Star Trek Online" is the first massively multiplayer online role-playing game within the "Star Trek" franchise and was released for the Microsoft Windows platform in February 2010. At launch, the game required a game purchase and a recurring monthly fee. In January 2012, it relaunched with a tier of free-to-play access available. After a public beta testing period, a completed version of the game was released for OS X in March 2014.
Australian Institute of Aboriginal and Torres Strait Islander Studies
The Australian Institute of Aboriginal and Torres Strait Islander Studies (AIATSIS) is an independent Australian Government statutory authority. It is a collecting, publishing and research institute and is considered to be Australia's premier resource for information about the cultures and societies of Aboriginal and Torres Strait Islander peoples. The Institute is a leader in ethical research and the handling of culturally sensitive material and holds in its collections many unique and irreplaceable items of cultural, historical and spiritual significance. The collection at AIATSIS has been built through over 50 years of research and engagement with Aboriginal and Torres Strait Islander communities and is now a source of language and culture revitalisation, native title research and family and community history.
Rare Disease Day
Rare Disease Day is an observance held on the last day of February to raise awareness for rare diseases and improve access to treatment and medical representation for individuals with rare diseases and their families. It was established in 2008 because, according to European Organisation for Rare Diseases (EURORDIS), treatment for many rare diseases is insufficient, as are the social networks to support individuals with rare diseases and their families; furthermore, while there were already numerous days dedicated to sufferers of individual diseases (such as AIDS, cancer, etc. ), there had previously not been a day for representing sufferers of rare diseases.
Perfect Dark
Perfect Dark is a first-person shooter video game developed by Rare and released for the Nintendo 64 video game console in 2000. It is the first title of the "Perfect Dark" video game series and follows the story of Carrington Institute agent Joanna Dark as she attempts to stop an extraterrestrial conspiracy by rival corporation dataDyne. A different game set in the same fictional universe, also titled "Perfect Dark", was released for the Game Boy Color shortly afterwards. Both "Perfect Dark" and its Game Boy Color counterpart feature a compatibility mode that allows certain gameplay options within the game to alternatively be unlocked via a Transfer Pak.
1_Apprentice
So have I.  Do you play video games with it?
0_Wizard
I do not because of Video game controversies 
Video game controversies are societal and scientific arguments about whether the content of video games change the behavior and attitudes of a player, and whether this is reflected in video game culture overall.
partner_Video_game_controversies_0
Video game controversies
partner_1_Video_game_controversies
Video game controversies
Video game controversies are societal and scientific arguments about whether the content of video games change the behavior and attitudes of a player, and whether this is reflected in video game culture overall. Since the early 2000s, advocates of video games have emphasized their use as an expressive medium, arguing for their protection under the laws governing freedom of speech and also as an educational tool. Detractors argue that video games are harmful and therefore should be subject to legislative oversight and restrictions. The positive and negative characteristics and effects of video games are the subject of scientific study.
Penn &amp; Teller's Smoke and Mirrors
Penn & Teller's Smoke and Mirrors is an unreleased video game that was planned for release initially on the Sega CD in April 1995 and to be followed by PC and 3DO versions later that year. The game stars the comedy-magician duo Penn & Teller. The game is composed of several minigames and an adventure/platform game starring Penn & Teller. All the minigames, with one exception, were made for the sole purpose of enabling the owner of the game to fool their friends by many different means, designating the games "scam minigames" and virtual tricks. "Penn & Teller's Smoke and Mirrors" is unofficially the video game equivalent of "Penn & Teller's Cruel Tricks for Dear Friends" video, which has the same purpose, and uses properties of the video medium itself for the tricks.
Power-up
In video games, power-ups are objects that instantly benefit or add extra abilities to the game character as a game mechanic. This is in contrast to an item, which may or may not have a benefit and can be used at a time chosen by the player. Although often collected directly through touch, power-ups can sometimes only be gained by collecting several related items, such as the floating letters of the word 'EXTEND' in "Bubble Bobble". Well known examples of power-ups that have entered popular culture include the power pellets from "Pac-Man" (regarded as the first power-up) and the Super Mushroom from "Super Mario Bros.", which ranked first in UGO Networks' "Top 11 Video Game Powerups".
Nonviolent video game
Nonviolent video games are video games characterized by little or no violence. As the term is vague, game designers, developers, and marketers that describe themselves as non-violent video game makers, as well as certain reviewers and members of the non-violent gaming community, often employ it to describe games with "comparatively" little or no violence. The definition has been applied flexibly to games in such purposive genres as the Christian video game, however a number of games at the fringe of the "non-violence" label can only be viewed as objectively violent. The purposes behind the development of the nonviolent genre are primarily reactionary in nature.
Video game
A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a video device such as a TV screen or computer monitor. The word "video" in "video game" traditionally referred to a raster display device, but as of the 2000s, it implies any type of display device that can produce two- or three-dimensional images. Some theorists categorize video games as an art form, but this designation is controversial. The electronic systems used to play video games are known as platforms; examples of these are personal computers and video game consoles. These platforms range from large mainframe computers to small handheld computing devices.
Video game music
Video game music is the soundtrack that accompanies video games. Early video game music was once limited to simple melodies of early sound synthesizer technology. These limitations inspired the style of music known as chiptunes, which combines simple melodic styles with more complex patterns or traditional music styles, and became the most popular sound of the first video games. With advances in technology, video game music has now grown to include the same breadth and complexity associated with television and film scores, allowing for much more creative freedom. While simple synthesizer pieces are still common, game music now includes full orchestral pieces and popular music.
Shooter game
Shooter games are a subgenre of action game, which often test the player's speed and reaction time. It includes many subgenres that have the commonality of focusing on the actions of the avatar using some sort of weapon. Usually this weapon is a gun, try to get or some other long-range weapon. A common resource found in many shooter games is ammunition. Most commonly, the purpose of a shooter game is to shoot opponents and proceed through missions without the player character being killed or dying. A shooting game is a genre of video game where the player has limited spatial control of his or her character, and the focus is almost entirely on the defeat of the character's enemies using long-range weaponry.