AI App Kisne Banaya

AI App Kisne Banaya — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Gooch shading

    Gooch shading

    Gooch shading is a non-photorealistic rendering technique for shading objects. It is also known as "cool to warm" shading, and is widely used in technical illustration. == History == Gooch shading was developed by Amy Gooch et al. at the University of Utah School of Computing and first presented at the 1998 SIGGRAPH conference. It has since been implemented in shader libraries, software, and games released by Autodesk, Nvidia, and Valve. == Process == Gooch shading defines an additional two colors in conjunction with the original model color: a warm color (such as yellow) and a cool color (such as blue). The warm color indicates surfaces that are facing toward the light source while the cool color indicates surfaces facing away. This allows shading to occur only in mid-tones so that edge lines and highlights remain visually prominent. The Gooch shader is typically implemented in two passes: all objects in the scene are first drawn with the "cool to warm" shading, and in the second pass the object's edges are rendered in black.

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  • Cryptographic Service Provider

    Cryptographic Service Provider

    A cryptographic service provider (CSP) is a package that "provides a concrete implementation of certain cryptographic services." A CSP offers operations and protocols to support a variety of use cases. The cryptographic application programming interface (API) provided by the CSP provides common solutions for different platforms, for example hardware and cloud services. == Microsoft Windows == In Microsoft Windows, a Cryptographic Service Provider is a software library that implements the Microsoft CryptoAPI (CAPI). CSPs implement encoding and decoding functions, which computer application programs may use, for example, to implement strong user authentication or for secure email. CSPs are independent modules that can be used by different applications. A user program calls CryptoAPI functions and these are redirected to CSPs functions. Since CSPs are responsible for implementing cryptographic algorithms and standards, applications do not need to be concerned about security details. Furthermore, each application can define which CSP it is going to use on its calls to CryptoAPI. In fact, all cryptographic activity is implemented in CSPs. CryptoAPI only works as a bridge between the application and the CSP. CSPs are implemented basically as a special type of DLL with special restrictions on loading and use. Every CSP must be digitally signed by Microsoft and the signature is verified when Windows loads the CSP. In addition, after being loaded, Windows periodically re-scans the CSP to detect tampering, either by malicious software such as computer viruses or by the user him/herself trying to circumvent restrictions (for example on cryptographic key length) that might be built into the CSP's code. To obtain a signature, non-Microsoft CSP developers must supply paperwork to Microsoft promising to obey various legal restrictions and giving valid contact information. As of circa 2000, Microsoft did not charge any fees to supply these signatures. For development and testing purposes, a CSP developer can configure Windows to recognize the developer's own signatures instead of Microsoft's, but this is a somewhat complex and obscure operation unsuitable for nontechnical end users. The CAPI/CSP architecture had its origins in the era of restrictive US government controls on the export of cryptography. Microsoft's default or "base" CSP then included with Windows was limited to 512-bit RSA public-key cryptography and 40-bit symmetric cryptography, the maximum key lengths permitted in exportable mass market software at the time. CSPs implementing stronger cryptography were available only to U.S. residents, unless the CSPs themselves had received U.S. government export approval. The system of requiring CSPs to be signed only on presentation of completed paperwork was intended to prevent the easy spread of unauthorized CSPs implemented by anonymous or foreign developers. As such, it was presented as a concession made by Microsoft to the government, in order to get export approval for the CAPI itself. After the Bernstein v. United States court decision establishing computer source code as protected free speech and the transfer of cryptographic regulatory authority from the U.S. State Department to the more pro-export Commerce Department, the restrictions on key lengths were dropped, and the CSPs shipped with Windows now include full-strength cryptography. The main use of third-party CSPs is to interface with external cryptography hardware such as hardware security modules (HSM) or smart cards. === Smart Card CSP === These cryptographic functions can be realized by a smart card, thus the Smart Card CSP is the Microsoft way of a PKCS#11. Microsoft Windows is identifying the correct Smart Card CSP, which have to be used, analyzing the answer to reset (ATR) of the smart card, which is registered in the Windows Registry. Installing a new CSP, all ATRs of the supported smart cards are enlisted in the registry. === Use of CSP in MS Office password protection === Cryptographic service providers can be used for encryption of Word, Excel, and PowerPoint documents starting from Microsoft Office XP. A standard encryption algorithm with a 40-bit key is used by default, but enabling a CSP enhances key length and thus makes decryption process more continuous. This only applies to passwords that are required to open document because this password type is the only one that encrypts a password-protected document.

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  • Data stream management system

    Data stream management system

    A data stream management system (DSMS) is a computer software system to manage continuous data streams. It is similar to a database management system (DBMS), which is, however, designed for static data in conventional databases. A DBMS also offers a flexible query processing so that the information needed can be expressed using queries. However, in contrast to a DBMS, a DSMS executes a continuous query that is not only performed once, but is permanently installed. Therefore, the query is continuously executed until it is explicitly uninstalled. Since most DSMS are data-driven, a continuous query produces new results as long as new data arrive at the system. This basic concept is similar to complex event processing so that both technologies are partially coalescing. == Functional principle == One important feature of a DSMS is the possibility to handle potentially infinite and rapidly changing data streams by offering flexible processing at the same time, although there are only limited resources such as main memory. The following table provides various principles of DSMS and compares them to traditional DBMS. == Processing and streaming models == One of the biggest challenges for a DSMS is to handle potentially infinite data streams using a fixed amount of memory and no random access to the data. There are different approaches to limit the amount of data in one pass, which can be divided into two classes. For the one hand, there are compression techniques that try to summarize the data and for the other hand there are window techniques that try to portion the data into (finite) parts. === Synopses === The idea behind compression techniques is to maintain only a synopsis of the data, but not all (raw) data points of the data stream. The algorithms range from selecting random data points called sampling to summarization using histograms, wavelets or sketching. One simple example of a compression is the continuous calculation of an average. Instead of memorizing each data point, the synopsis only holds the sum and the number of items. The average can be calculated by dividing the sum by the number. However, it should be mentioned that synopses cannot reflect the data accurately. Thus, a processing that is based on synopses may produce inaccurate results. === Windows === Instead of using synopses to compress the characteristics of the whole data streams, window techniques only look on a portion of the data. This approach is motivated by the idea that only the most recent data are relevant. Therefore, a window continuously cuts out a part of the data stream, e.g. the last ten data stream elements, and only considers these elements during the processing. There are different kinds of such windows like sliding windows that are similar to FIFO lists or tumbling windows that cut out disjoint parts. Furthermore, the windows can also be differentiated into element-based windows, e.g., to consider the last ten elements, or time-based windows, e.g., to consider the last ten seconds of data. There are also different approaches to implementing windows. There are, for example, approaches that use timestamps or time intervals for system-wide windows or buffer-based windows for each single processing step. Sliding-window query processing is also suitable to being implemented in parallel processors by exploiting parallelism between different windows and/or within each window extent. == Query processing == Since there are a lot of prototypes, there is no standardized architecture. However, most DSMS are based on the query processing in DBMS by using declarative languages to express queries, which are translated into a plan of operators. These plans can be optimized and executed. A query processing often consists of the following steps. === Formulation of continuous queries === The formulation of queries is mostly done using declarative languages like SQL in DBMS. Since there are no standardized query languages to express continuous queries, there are a lot of languages and variations. However, most of them are based on SQL, such as the Continuous Query Language (CQL), StreamSQL and ESP. There are also graphical approaches where each processing step is a box and the processing flow is expressed by arrows between the boxes. The language strongly depends on the processing model. For example, if windows are used for the processing, the definition of a window has to be expressed. In StreamSQL, a query with a sliding window for the last 10 elements looks like follows: This stream continuously calculates the average value of "price" of the last 10 tuples, but only considers those tuples whose prices are greater than 100.0. In the next step, the declarative query is translated into a logical query plan. A query plan is a directed graph where the nodes are operators and the edges describe the processing flow. Each operator in the query plan encapsulates the semantic of a specific operation, such as filtering or aggregation. In DSMSs that process relational data streams, the operators are equal or similar to the operators of the Relational algebra, so that there are operators for selection, projection, join, and set operations. This operator concept allows the very flexible and versatile processing of a DSMS. === Optimization of queries === The logical query plan can be optimized, which strongly depends on the streaming model. The basic concepts for optimizing continuous queries are equal to those from database systems. If there are relational data streams and the logical query plan is based on relational operators from the Relational algebra, a query optimizer can use the algebraic equivalences to optimize the plan. These may be, for example, to push selection operators down to the sources, because they are not so computationally intensive like join operators. Furthermore, there are also cost-based optimization techniques like in DBMS, where a query plan with the lowest costs is chosen from different equivalent query plans. One example is to choose the order of two successive join operators. In DBMS this decision is mostly done by certain statistics of the involved databases. But, since the data of a data streams is unknown in advance, there are no such statistics in a DSMS. However, it is possible to observe a data stream for a certain time to obtain some statistics. Using these statistics, the query can also be optimized later. So, in contrast to a DBMS, some DSMS allows to optimize the query even during runtime. Therefore, a DSMS needs some plan migration strategies to replace a running query plan with a new one. === Transformation of queries === Since a logical operator is only responsible for the semantics of an operation but does not consist of any algorithms, the logical query plan must be transformed into an executable counterpart. This is called a physical query plan. The distinction between a logical and a physical operator plan allows more than one implementation for the same logical operator. The join, for example, is logically the same, although it can be implemented by different algorithms like a Nested loop join or a Sort-merge join. Notice, these algorithms also strongly depend on the used stream and processing model. Finally, the query is available as a physical query plan. === Execution of queries === Since the physical query plan consists of executable algorithms, it can be directly executed. For this, the physical query plan is installed into the system. The bottom of the graph (of the query plan) is connected to the incoming sources, which can be everything like connectors to sensors. The top of the graph is connected to the outgoing sinks, which may be for example a visualization. Since most DSMSs are data-driven, a query is executed by pushing the incoming data elements from the source through the query plan to the sink. Each time when a data element passes an operator, the operator performs its specific operation on the data element and forwards the result to all successive operators. == Examples == AURORA, StreamBase Systems, Inc. Archived 23 March 2009 at the Wayback Machine Hortonworks DataFlow IBM Streams NIAGARA Query Engine NiagaraST: A Research Data Stream Management System at Portland State University Odysseus, an open source Java-based framework for Data Stream Management Systems Pipeline DB PIPES Archived 24 December 2016 at the Wayback Machine, webMethods Business Events QStream SAS Event Stream Processing SQLstream STREAM StreamGlobe StreamInsight TelegraphCQ WSO2 Stream Processor

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  • Intent-based network

    Intent-based network

    Intent-Based Networking (IBN) is an approach to network management that shifts the focus from manually configuring individual devices to specifying desired outcomes or business objectives, referred to as "intents". == Description == Rather than relying on low-level commands to configure the network, administrators define these high-level intents, and the network dynamically adjusts itself to meet these requirements. IBN simplifies the management of complex networks by ensuring that the network infrastructure aligns with the desired operational goals. For example, an implementer can explicitly state a network purpose with a policy such as "Allow hosts A and B to communicate with X bandwidth capacity" without the need to understand the detailed mechanisms of the underlying devices (e.g. switches), topology or routing configurations. == Architecture == Advances in Natural Language Understanding (NLU) systems, along with neural network-based algorithms like BERT, RoBERTa, GLUE, and ERNIE, have enabled the conversion of user queries into structured representations that can be processed by automated services. This capability is crucial for managing the increasing complexity of network services. Intent-Based Networking (IBN) leverages these advancements to simplify network management by abstracting network services, reducing operational complexity, and lowering costs. A proposed three-layered architecture integrates intent-based automation into network management systems. In the business layer, intents are based on Key Performance Indicators (KPIs) and Service Level Agreements (SLAs), reflecting business objectives. The intent layer evaluates and re-plans actions dynamically, where a Knowledge module abstracts and reasons about intents, while an Agent interfaces with network objects to execute actions. The data layer observes network objects, updates topology information, and interacts with the Knowledge and Agent modules to ensure accurate and timely responses to network changes. At the bottom, the network layer contains the physical infrastructure, transforming network data into a usable format for the intent layer to act upon.

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  • Vinted

    Vinted

    Vinted Group UAB is a Lithuanian technology company best known for its online marketplace Vinted. Vinted is the leading second-hand fashion marketplace in Europe and a go-to destination for all kinds of second-hand items. According to the company, its mission is to make second-hand the first choice worldwide. The company operates as an ecosystem of businesses, including the Vinted Marketplace (its peer-to-peer resale platform), Vinted Go (logistics and shipping services), Vinted Pay (in-app payment solutions), and Vinted Ventures (an investment arm supporting the circular economy). Headquartered in Vilnius, Lithuania, it also has offices in Germany and the Netherlands and employs more than 2,200 people. == History == Vinted was co-founded in 2008 by Milda Mitkute and Justas Janauskas in Vilnius, Lithuania. The idea originated when Mitkute was moving house and wanted a way to sell clothes she no longer needed. Janauskas helped her create a website where users could trade clothing items. In 2016, Dutch entrepreneur Thomas Plantenga joined Vinted as a strategy consultant and later became Chief Executive Officer, leading the company through a period of international growth. In 2019, Vinted became Lithuania’s first technology unicorn after raising €128 million at a €1 billion valuation in a funding round led by Lightspeed Venture Partners. In October 2020, it acquired United Wardrobe, a Dutch competitor, and in November 2020 German Kleiderkreisel and Mamikreisel were officially merged into the Vinted platform. In 2024 it acquired Trendsales, a Danish resale platform. According to Vogue Business, Vinted’s revenue grew 61% between 2022 and 2023 and the company posted a net profit of €17.8 million in 2023. Usage of Vinted in the UK has grown from 1.2 million users in 2021, to 8 million in 2023. In 2024, the group reported consolidated revenue of €813.4 million (up 36% from 2023) and a net profit of €76.7 million, up 330% from 2023. As of 2024, Vinted was valued at approximately €5 billion, operating in more than 26 markets worldwide and announcing plans to launch in Ireland, Greece, Latvia, Slovenia, and Estonia in 2025. As of 2025 the company employed more than 2,200 people. In April 2026, Vinted completed a secondary share transaction of €880m, valuing the company at €8bn. == Products and operations == Vinted primarily resells clothing but now supports multiple categories including homeware, kidswear, electronics, books, collectibles, and high-value fashion. Vinted has worked with public figures such as Paul Mescal and Alexa Chung on exclusive wardrobe sales and has also partnered directly with charities including Oxfam on initiatives which promote the social and environmental value of second-hand fashion, such as the Style for Change fashion show at London Fashion Week. In 2025, Vinted produced its first television format, the second-hand fashion competition series RE/Style, hosted by Emma Willis. The show features emerging fashion designers from across Europe creating runway-ready looks from second-hand garments and aired on Prime Video UK. In 2025, Vinted was reported as France’s top clothing retailer by sales volume. == Criticism == Vinted has faced scrutiny from European data protection authorities in France, Lithuania, and Poland following complaints regarding GDPR compliance and account blocking practices. In July 2024, the Lithuanian authority fined the company €2,375,276. The case was coordinated by a dedicated Vinted Working Group under the European Data Protection Board. In early 2024, Swedish police reported around 300 fraud cases linked to the platform, in which users’ bank accounts were targeted by scammers. In October 2024, Channel 4 in the United Kingdom aired a documentary examining safety and privacy concerns related to the platform, including the sexualisation of underage users’ images and risks associated with second-hand baby products lacking safety certification. In November 2025, BBC News reported that Vinted’s update to its sizing system in the United Kingdom led to widespread user criticism. Vinted said the update was intended to standardise sizing across international brands.

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  • Cryptographic High Value Product

    Cryptographic High Value Product

    Cryptographic High Value Product (CHVP) is a designation used within the information security community to identify assets that have high value, and which may be used to encrypt / decrypt secure communications, but which do not retain or store any classified information. When disconnected from the secure communication network, the CHVP equipment may be handled with a lower level of controls than required for COMSEC equipment.

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  • Instant messaging

    Instant messaging

    Instant messaging (IM) technology is a type of synchronous computer-mediated communication involving the immediate (real-time) transmission of messages between two or more parties over the Internet or another computer network. Originally involving simple text message exchanges, modern instant messaging applications and services (also variously known as instant messenger, messaging app, chat app, chat client, or simply a messenger) tend to also feature the exchange of multimedia, emojis, file transfer, VoIP (voice calling), and video chat capabilities. Instant messaging systems facilitate connections between specified known users (often using a contact list also known as a "buddy list" or "friend list") or in chat rooms, and can be standalone apps or integrated into a wider social media platform, or in a website where it can, for instance, be used for conversational commerce. Originally the term "instant messaging" was distinguished from "text messaging" by being run on a computer network instead of a cellular/mobile network, being able to write longer messages, real-time communication, presence ("status"), and being free (only cost of access instead of per SMS message sent). Instant messaging was pioneered in the early Internet era; the IRC protocol was the earliest to achieve wide adoption. Later in the 1990s, ICQ was among the first closed and commercialized instant messengers, and several rival services appeared afterwards as it became a popular use of the Internet. Beginning with its first introduction in 2005, BlackBerry Messenger became the first popular example of mobile-based IM, combining features of traditional IM and mobile SMS. Instant messaging remains very popular today; IM apps are the most widely used smartphone apps: in 2018 for instance there were 980 million monthly active users of WeChat and 1.3 billion monthly users of WhatsApp, the largest IM network. == Overview == Instant messaging (IM), sometimes also called "messaging" or "texting", consists of computer-based human communication between two users (private messaging) or more (chat room or "group") in real-time, allowing immediate receipt of acknowledgment or reply. This is in direct contrast to email, where conversations are not in real-time, and the perceived quasi-synchrony of the communications by the users (although many systems allow users to send offline messages that the other user receives when logging in). Earlier IM networks were limited to text-based communication, not dissimilar to mobile text messaging. As technology has moved forward, IM has expanded to include voice calling using a microphone, videotelephony using webcams, file transfer, location sharing, image and video transfer, voice notes, and other features. IM is conducted over the Internet or other types of networks (see also LAN messenger). Depending on the IM protocol, the technical architecture can be peer-to-peer (direct point-to-point transmission) or client–server (when all clients have to first connect to the central server). Primary IM services are controlled by their corresponding companies and usually follow the client-server model. At one point, the term "Instant Messenger" was a service mark of AOL Time Warner and could not be used in software not affiliated with AOL in the United States. For this reason, in April 2007, the instant messaging client formerly named Gaim (or gaim) announced that they would be renamed "Pidgin". === Clients === Modern IM services generally provide their own client, either a separately installed application or a browser-based client. They are normally centralised networks run by the servers of the platform's operators, unlike peer-to-peer protocols like XMPP. These usually only work within the same IM network, although some allow limited function with other services (see #Interoperability). Third-party client software applications exist that will connect with most of the major IM services. There is the class of instant messengers that uses the serverless model, which doesn't require servers, and the IM network consists only of clients. There are several serverless messengers: RetroShare, Tox, Bitmessage, Ricochet. See also: LAN messenger. Some examples of popular IM services today include Signal, Telegram, WhatsApp Messenger, WeChat, QQ Messenger, Viber, Line, and Snapchat. The popularity of certain apps greatly differ between different countries. Certain apps have an emphasis on certain uses - for example, Skype focuses on video calling, Slack focuses on messaging and file sharing for work teams, and Snapchat focuses on image messages. Some social networking services offer messaging services as a component of their overall platform, such as Facebook's Facebook Messenger, who also own WhatsApp. Others have a direct IM function as an additional adjunct component of their social networking platforms, like Instagram, Reddit, Tumblr, TikTok, Clubhouse and Twitter; this also includes for example dating websites, such as OkCupid or Plenty of Fish, and online gaming chat platforms. === Features === ==== Private and group messaging ==== Private chat allows users to converse privately with another person or a group. Privacy can also be enhanced in several ways, such as end-to-end encryption by default. Public and group chat features allow users to communicate with multiple people simultaneously. ==== Calling ==== Many major IM services and applications offer a call feature for user-to-user voice calls, conference calls, and voice messages. The call functionality is useful for professionals who utilize the application for work purposes and as a hands-free method. Videotelephony using a webcam is also possible by some. ==== Games and entertainment ==== Some IM applications include in-app games for entertainment. Yahoo! Messenger, for example, introduced these where users could play a game and viewed by friends in real-time. MSN Messenger featured a number of playable games within the interface. Facebook's Messenger has had a built-in option to play games with people in a chat, including games like Tetris and Blackjack. Discord features multiple games built inside the "activities" tab in voice channels. ==== Payments ==== A relatively new feature to instant messaging, peer-to-peer payments are available for financial tasks on top of communication. The lack of a service fee also makes these advantageous to financial applications. IM services such as Facebook Messenger and the WeChat 'super-app' for example offer a payment feature. == History == === Early systems === Though the term dates from the 1990s, instant messaging predates the Internet, first appearing on multi-user operating systems like Compatible Time-Sharing System (CTSS) and Multiplexed Information and Computing Service (Multics) in the mid-1960s. Initially, some of these systems were used as notification systems for services like printing, but quickly were used to facilitate communication with other users logged into the same machine. CTSS facilitated communication via text message for up to 30 people. Parallel to instant messaging were early online chat facilities, the earliest of which was Talkomatic (1973) on the PLATO system, which allowed 5 people to chat simultaneously on a 512 x 512 plasma display (5 lines of text + 1 status line per person). During the bulletin board system (BBS) phenomenon that peaked during the 1980s, some systems incorporated chat features which were similar to instant messaging; Freelancin' Roundtable was one prime example. The first such general-availability commercial online chat service (as opposed to PLATO, which was educational) was the CompuServe CB Simulator in 1980, created by CompuServe executive Alexander "Sandy" Trevor in Columbus, Ohio. As networks developed, the protocols spread with the networks. Some of these used a peer-to-peer protocol (e.g. talk, ntalk and ytalk), while others required peers to connect to a server (see talker and IRC). The Zephyr Notification Service (still in use at some institutions) was invented at MIT's Project Athena in the 1980s to allow service providers to locate and send messages to users. Early instant messaging programs were primarily real-time text, where characters appeared as they were typed. This includes the Unix "talk" command line program, which was popular in the 1980s and early 1990s. Some BBS chat programs (i.e. Celerity BBS) also used a similar interface. Modern implementations of real-time text also exist in instant messengers, such as AOL's Real-Time IM as an optional feature. In the latter half of the 1980s and into the early 1990s, the Quantum Link online service for Commodore 64 computers offered user-to-user messages between concurrently connected customers, which they called "On-Line Messages" (or OLM for short), and later "FlashMail." Quantum Link later became America Online and made AOL Instant Messenger (AIM, discussed later). While the Quantum Link client software ran on a Commodore 64, using only

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  • VK (service)

    VK (service)

    VK (short for its original name VKontakte; Russian: ВКонтакте, lit. 'InContact') is a Russian online social media and social networking service based in Saint Petersburg. VK is available in multiple languages but it is predominantly used by Russian speakers. VK users can message each other publicly or privately, edit messages, create groups, public pages, and events; share and tag images, audio, and video; and play browser-based games. As of August 2018, VK had at least 500 million accounts. As of November 2022, it was the sixth most popular website in Russia. The network was also popular in Ukraine until it was banned by the Verkhovna Rada in 2017. According to Semrush, in 2024, VK was the 30th most visited website in the world; as YouTube is subject to blocking in Russia, VK Video overtook Google's top position in monthly web traffic for the first time in December 2024, as part of the major substitution to domestic business. == History == VKontakte was conceived in 2006 when Pavel Durov, creator of the popular student forum spbgu.ru, met his former classmate Vyacheslav Mirilashvili in St. Petersburg after graduating from the Faculty of Philology at St Petersburg State University. Vyacheslav showed Durov the increasingly popular Facebook, after which the friends decided to create a new Russian social network. Lev Leviev, an Israeli classmate of Vyacheslav Mirilashivili, became the third co-founder. Vyacheslav Mirilashvili borrowed the money from his billionaire father and became the largest shareholder. Lev Leviev took over operational management, and Durov became CEO. Pavel Durov convinced his older brother Nikolai, a multiple winner of international math and programming competitions, to develop the site. Durov launched VKontakte for beta testing in September 2006. The following month, the domain name Vkontakte.ru was registered. The new project was incorporated on 19 January 2007 as a Russian private limited company. In February 2007 the site reached a user base of over 100,000 and was recognized as the second largest company in Russia's nascent social network market. In the same month, the site was subjected to a severe DDoS attack, which briefly put it offline. The user base reached 1 million in July 2007, and 10 million in April 2008. In December 2008 VK overtook rival Odnoklassniki as Russia's most popular social networking service. == Website == Similar to many social networks, the platform's fundamental features revolve around private messaging, sharing photos, posting status updates, and exchanging links with friends. VK also provides tools for administering online communities and managing celebrity pages. The site allows its users to upload, search and stream media content, such as videos and music. VK features an advanced search engine, that allows complex queries for finding friends, as well as a real-time news search. VK updated its features and design in April 2016. === Features === Messaging. VK Private Messages can be exchanged between groups of 2 to 500 people. An email address can also be specified as the recipient. Each message may contain up to 10 attachments: Photos, Videos, Audio Files, Maps (an embedded map with a manually placed marker), and Documents. News. VK users can post on their profile walls, each post may contain up to 10 attachments – media files, maps, and documents (see above). User mentions and hashtags are supported. In the case of multiple photo attachments, the previews are automatically scaled and arranged in a magazine-style layout. The news feed can be switched between all news (default) and most interesting modes. The site features a news-recommendation engine, global real-time search, and individual search for posts and comments on specific users' walls. Communities. VK features three types of communities. Groups are better suited for decentralized communities (discussion boards, wiki-style articles, editable by all members, etc.). Public pages is a news feed-orientated broadcasting tool for celebrities and businesses. The two types are largely interchangeable, the main difference being in the default settings. The third type of community is called Events, which are used for appropriately organizing concerts and events in an appropriate way. Like buttons. VK like buttons for posts, comments, media, and external sites operate differently from Facebook. Liked content doesn't get automatically pushed to the user's wall, but is saved in the private Favorites section instead. The user has to press a second 'share with friends' button to share an item on their wall or send it via private message to a friend. Privacy. Users can control the availability of their content within the network and on the Internet. Blanket and granular privacy settings are available for pages and individual content. Synchronization with other social networks. Any news published on the VK wall will appear on Facebook or Twitter. Certain news may not be published by clicking on the logo next to the "Send" button. Editing a post in VK does not change the post in Facebook or Twitter and vice versa. However, removing the news in VK will remove it from other social networks. SMS service. Russian users can receive and reply to a private message or leave a comment for community news using SMS. Music. Users have access to the audio files uploaded by other users. In addition, users can upload the audio files themselves, create playlists and share audios with others by attaching to messages and wall posts. The uploaded audio files cannot violate copyright laws. === Popularity === As of May 2017, according to Alexa Internet ranking, VK is one of the most visited websites in some Eurasian countries. It is: 4th most visited in Russia; 3rd most visited in Belarus; 6th most visited in Kazakhstan; 8th most visited in Kyrgyzstan and Moldova; 12th most visited in Latvia. It was the fourth most viewed site in Ukraine until, in May 2017, the Ukrainian government banned the use of VK in Ukraine. According to a study for May 2018 conducted by Factum Group Ukraine VK remained the fourth most viewed site in Ukraine, but Facebook was twice as much visited. For 2019, VK appeared as the most visited social network in Ukraine according to Alexa. According to the Internet Association of Ukraine the share of Ukrainian Internet users who visit VK daily had fallen from 54% to 10% from September 2016 to September 2019. They also claimed in November 2019 that Facebook was the most popular social network. VK was expected to gain most of the users lost by Facebook and Instagram after they were blocked in Russia in 2022, according to a Calltouch poll. == Ownership == Initially, founder and CEO Pavel Durov owned 20% of shares (although he had majority voting power through proxy votes), and a trio of Russian-Israeli investors Yitzchak Mirilashvili, his father Mikhael Mirilashvili, and Lev Leviev owned 60%, 10%, and 10% respectively. In 2007, Digital Sky Technologies, an investment company managed by Yuri Milner, acquired a total of 24.99% of the shares from shareholders, investing $16.3 million. In preparation for the IPO in September 2010, DST separated international and Russian assets: the former formed the DST Global fund, while the latter, including VKontakte and rival social network Odnoklassniki, were merged into Mail.ru Group. Mail.ru Group used part of the money to acquire 7.5% of the social network for $112.5 million at a valuation of the entire project of 1.5 billion dollars. After exercising a 7.5% option in July 2011 for $111.7 million, Mail.ru Group accumulated a 39.99% stake in VKontakte. The head of Mail.ru Group, Dmitry Grishin, voiced the company's intention to gain 100% control over VKontakte. MRG was discussing with shareholders to buy out shares from the valuation of the entire company in $2-3 billion. In the summer of 2011, Mirilashvili and Leviev were ready to accept in payment owned by Mail.ru Group shares of Facebook, Groupon, and Zynga, but the deal failed due to Durov's unwillingness to sell a stake on MRG terms. Later, the co-founders considered VKontakte's IPO as an alternative. In March 2012, Durov "accidentally" became plugged into the negotiations where Mirilashvili and Leviev discussed selling their stakes directly to Mail.ru Group's main investor, Alisher Usmanov. On the same day, Durov deleted the pages of the first co-investors, stopped contacting them, and soon announced that VKontakte would postpone its IPO indefinitely. On 29 May 2012, Mail.ru Group announced its decision to yield control of the company to Durov by offering him the voting rights on its shares. Combined with Durov's personal 12% stake, this gave him 52% of the votes. In April 2013, the Mirilashvili family sold its 40% share in VK to United Capital Partners for $1.12 billion, while Lev Leviev sold his 8% share in the same deal, giving United Capital Partners 48% ownership. In January 2014, VK's founder Pavel Durov sold his 12% stake in the company to I

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  • Right to explanation

    Right to explanation

    In the regulation of algorithms, particularly artificial intelligence and its subfield of machine learning, a right to [an] explanation is a right to be given an explanation for an output of the algorithm. Such rights primarily refer to individual rights to be given an explanation for decisions that significantly affect an individual, particularly legally or financially. For example, a person who applies for a loan and is denied may ask for an explanation, which could be "Credit bureau X reports that you declared bankruptcy last year; this is the main factor in considering you too likely to default, and thus we will not give you the loan you applied for." Some such legal rights already exist, while the scope of a general "right to explanation" is a matter of ongoing debate. There have been arguments made that a "social right to explanation" is a crucial foundation for an information society, particularly as the institutions of that society will need to use digital technologies, artificial intelligence, machine learning. In other words, that the related automated decision making systems that use explainability would be more trustworthy and transparent. Without this right, which could be constituted both legally and through professional standards, the public will be left without much recourse to challenge the decisions of automated systems. == Examples == === Credit scoring in the United States === Under the Equal Credit Opportunity Act (Regulation B of the Code of Federal Regulations), Title 12, Chapter X, Part 1002, §1002.9, creditors are required to notify applicants who are denied credit with specific reasons for the detail. As detailed in §1002.9(b)(2): (2) Statement of specific reasons. The statement of reasons for adverse action required by paragraph (a)(2)(i) of this section must be specific and indicate the principal reason(s) for the adverse action. Statements that the adverse action was based on the creditor's internal standards or policies or that the applicant, joint applicant, or similar party failed to achieve a qualifying score on the creditor's credit scoring system are insufficient. The official interpretation of this section details what types of statements are acceptable. Creditors comply with this regulation by providing a list of reasons (generally at most 4, per interpretation of regulations), consisting of a numeric reason code (as identifier) and an associated explanation, identifying the main factors affecting a credit score. An example might be: 32: Balances on bankcard or revolving accounts too high compared to credit limits === European Union === The European Union General Data Protection Regulation (GDPR, enacted 2016, taking effect 2018) extends the automated decision-making rights in the 1995 Data Protection Directive to provide a legally disputed form of a right to an explanation, stated as such in Recital 71: "[the data subject should have] the right ... to obtain an explanation of the decision reached". In full: The data subject should have the right not to be subject to a decision, which may include a measure, evaluating personal aspects relating to him or her which is based solely on automated processing and which produces legal effects concerning him or her or similarly significantly affects him or her, such as automatic refusal of an online credit application or e-recruiting practices without any human intervention. ... In any case, such processing should be subject to suitable safeguards, which should include specific information to the data subject and the right to obtain human intervention, to express his or her point of view, to obtain an explanation of the decision reached after such assessment and to challenge the decision. However, the extent to which the regulations themselves provide a "right to explanation" is heavily debated. There are two main strands of criticism. There are significant legal issues with the right as found in Article 22 — as recitals are not binding, and the right to an explanation is not mentioned in the binding articles of the text, having been removed during the legislative process. In addition, there are significant restrictions on the types of automated decisions that are covered — which must be both "solely" based on automated processing, and have legal or similarly significant effects — which significantly limits the range of automated systems and decisions to which the right would apply. In particular, the right is unlikely to apply in many of the cases of algorithmic controversy that have been picked up in the media. The UK has also recently amended its implementation of Article 22. A second potential source of such a right has been pointed to in Article 15, the "right of access by the data subject". This restates a similar provision from the 1995 Data Protection Directive, allowing the data subject access to "meaningful information about the logic involved" in the same significant, solely automated decision-making, found in Article 22. Yet this too suffers from alleged challenges that relate to the timing of when this right can be drawn upon, as well as practical challenges that mean it may not be binding in many cases of public concern. Other EU legislative instruments contain explanation rights. The European Union's Artificial Intelligence Act provides in Article 86 a "[r]ight to explanation of individual decision-making" of certain high risk systems which produce significant, adverse effects to an individual's health, safety or fundamental rights. The right provides for "clear and meaningful explanations of the role of the AI system in the decision-making procedure and the main elements of the decision taken", although only applies to the extent other law does not provide such a right. The Digital Services Act in Article 27, and the Platform to Business Regulation in Article 5, both contain rights to have the main parameters of certain recommender systems to be made clear, although these provisions have been criticised as not matching the way that such systems work. The Platform Work Directive, which provides for regulation of automation in gig economy work as an extension of data protection law, further contains explanation provisions in Article 11, using the specific language of "explanation" in a binding article rather than a recital as is the case in the GDPR. Scholars note that remains uncertainty as to whether these provisions imply sufficiently tailored explanation in practice which will need to be resolved by courts. === France === In France the 2016 Loi pour une République numérique (Digital Republic Act or loi numérique) amends the country's administrative code to introduce a new provision for the explanation of decisions made by public sector bodies about individuals. It notes that where there is "a decision taken on the basis of an algorithmic treatment", the rules that define that treatment and its "principal characteristics" must be communicated to the citizen upon request, where there is not an exclusion (e.g. for national security or defence). These should include the following: the degree and the mode of contribution of the algorithmic processing to the decision- making; the data processed and its source; the treatment parameters, and where appropriate, their weighting, applied to the situation of the person concerned; the operations carried out by the treatment. Scholars have noted that this right, while limited to administrative decisions, goes beyond the GDPR right to explicitly apply to decision support rather than decisions "solely" based on automated processing, as well as provides a framework for explaining specific decisions. Indeed, the GDPR automated decision-making rights in the European Union, one of the places a "right to an explanation" has been sought within, find their origins in French law in the late 1970s. == Criticism == Some argue that a "right to explanation" is at best unnecessary, at worst harmful, and threatens to stifle innovation. Specific criticisms include: favoring human decisions over machine decisions, being redundant with existing laws, and focusing on process over outcome. Authors of study "Slave to the Algorithm? Why a 'Right to an Explanation' Is Probably Not the Remedy You Are Looking For" Lilian Edwards and Michael Veale argue that a right to explanation is not the solution to harms caused to stakeholders by algorithmic decisions. They also state that the right of explanation in the GDPR is narrowly defined, and is not compatible with how modern machine learning technologies are being developed. With these limitations, defining transparency within the context of algorithmic accountability remains a problem. For example, providing the source code of algorithms may not be sufficient and may create other problems in terms of privacy disclosures and the gaming of technical systems. To mitigate this issue, Edwards and Veale argue that an auditing system could be more effective, to allow auditors to loo

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  • Blocknots

    Blocknots

    Blocknots were random sequences of numbers contained in a book and organized by numbered rows and columns and were used as additives in the reciphering of Soviet Union codes, during World War II. The Blocknot consisted of a booklet of fifty sheets of 5-figure random additive, 100 additive groups to a sheet. No sheet was used more than once, thus the blocknots were in effect a form of one-time pad. The Soviet Unions highest grade ciphers that were used in the East, were the 5-figure codebook enciphered with the Blocknot book, and were generally considered unbreakable. == Technical Description == Blocknots were distributed centrally from an office in Moscow. Every Blocknot contained 5-figure groups in a number of sheets, for the enciphering of 5-figure messages. The encipherment was effected by applying additives taken from the pad, of which 50-100 5-figure groups appeared. Each pad had a 5-figure number and each sheet had a 2-figure number running consecutively. There were 5 different types of Blocknots, in two different categories The Individual in which each table of random numbers was used only once. The General in which each page of the Blocknot was valid for one day. The security of the additive sequence rested on the choice of different starting points for each message. In 5-figure messages, the blocknot was one of the first 10 Groups in the message. Its position changed at long intervals, but was always easy to re-identify. The Russians differentiated between three types of blocks: The 3-block, DRIERBLOCK. I-block for Individual Block: 50 pages, additive read off in one direction only. The messages could be used and read only between 2 wireless telegraphy stations on one net. The 6-block, SECHSERBLOCK. Z-block for Circular Block: 30 pages, additive read off in either direction. The messages could be used and read, between all W/T stations in a net. The 2-block, ZWEIERBLOCK. OS-block. Used only in traffic from lower to higher formations. Two other types were used, in lower echelons. Notblock: Used in an emergency. Blocknot used for passing on traffic. The distribution of Blocknots was carried out centrally from Moscow to Army Groups then to Armies. The Army was responsible for their distribution throughout the lower levels of the army down to company level. Independent units took their cipher material with them. Occasionally the same blocknot was distributed to two units on different parts of the front, which enabled Depth to be established. Records of all Blocknots used were kept in Berlin and when a repeat was noticed a BLOCKNOT ANGEBOT message was sent out to all German Signals units, to indicate that it may have been possible to break the code using it. There was no certainty in this. A cryptanalyst with the General der Nachrichtenaufklärung stated while being interrogated by TICOM: It seems that depths of up to 8 were established at the beginning of the Russian Campaign but that no 5-figure code was broken after May 1943 German cryptanalysts who were prisoners of war stated under interrogation, that each of the figures 0 to 9 were placed en clair usually within the first ten groups of the text or sometimes at the end. One indicator was the Blocknot number and the consisted of two random figures, the figure representing the type, and the remaining two, the page of the Blocknot being used. In long messages, 000000 was placed in the message when the end of a page had been reached. == Chi number == The Chi-number was the serial numbering of all 5-figure messages passing through the hands of the Cipher Officer, starting on the first of January and ending on thirty-first December of the current year. It always appeared as the last group in an intercepted message, e.g. 00001 on the 1st January, or when the unit was newly set up. The progression of Chi-numbers was carefully observed and recorded in the form of a graph. A Russian corps had about 10 5-figure messages per day, and Army about 20-30 and a Front about 60–100. After only a relatively short time, the individual curves separated sharply and the type of formation could be recognized by the height of the Chi-number alone. == Monitoring == Blocknots were tracked in a card index, that was maintained by the Signal Intelligence Evaluation Centre (NAAS). The NAAS functionality included evaluation and traffic analysis, cryptanalysis, collation and dissemination of intelligence. The card index, which was one amongst several Card Indexes. A careful recording and study of blocks provided the positive clues in the identification and tracking of formations using 5-figure ciphers. The index was subdivided into two files: Search card index, contained all blocknots and chi-numbers whether or not they were known. Unit card index, contained only known Block and Chi-numbers. Inspector Berger, who was the chief cryptanalyst of NAAS 1 stated that the two files formed: The most important and surest instruments for identifying Russian radio nets, known to him. The Blocknots were also used in the Stationary Intercept Company (Feste), the military unit that were designed to work at a lower level to the NAAS, at the Army level and were semi-motorized, and closer to the front. The Feste used the Blocknot value along with several other parameters to build a network diagram. The network diagram was studied extensively, as part of a 6-stage process, that involved several departments within the Feste. The outcome was a metric which determined the most interesting circuit for traffic monitoring, and least interesting, where monitoring of traffic should cease. == Analysis == Johannes Marquart was a mathematician and cryptanalyst who initially worked for Inspectorate 7/VI and later led Referat Ia of Group IV of the General der Nachrichtenaufklärung. Marquart was assigned the study of the Soviet Union Blocknot traffic. Marquart and his unit conducted extensive research in an attempt to discover the method by which they were produced. All the counts which they made, however, failed to reveal any non-random characteristics in the design of the tables, and while they thought the Blocknots must have been generated by machine, they were never able to draw any concrete deductions as a result of their research. == Example == The Soviet 3rd Guard Tank Army transmits a 5-figure message with the Blocknot of 37581 (one of the first 10 groups in the message). On the same day the Block 37582 was used by the same formation. The next day 37583 appeared. Thereafter, for a period, the Army was not heard by German Wireless telegraphy intercept operators, as it was maintaining wireless silence. After a few days, an unidentified net with the Blocknot 37588 is picked up. This message net is claimed, because of the proximity of the blocks (88/83) to be the 3rd Guard Tank Army. The missing Blocknots 84-87 were presumably used in telegraphic, telephonic or courier communications. The Chi number provides confirmation of the first assumption, based on proximity of blocknots in most cases.

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  • Viral marketing

    Viral marketing

    Viral marketing is a business strategy that uses existing social networks to promote a product or service on social media platforms. Its name refers to how consumers spread information about a product with other people, much in the same way that a virus spreads from one person to another. It can be delivered by word of mouth, or enhanced by the network effects of the Internet and mobile networks. The concept is often misused or misunderstood, as people apply it to any successful enough story without taking into account the word "viral". Viral advertising is personal and, while coming from an identified sponsor, it does not mean businesses pay for its distribution. Most of the well-known viral ads circulating online are ads paid by a sponsor company, launched either on their own platform (company web page or social media profile) or on social media websites such as YouTube. Consumers receive the page link from a social media network or copy the entire ad from a website and pass it along through e-mail or posting it on a blog, web page or social media profile. Viral marketing may take the form of video clips, advergames, ebooks, brandable software, images, text messages, email messages, or web pages. The most commonly utilized transmission vehicles for viral messages include pass-along based, incentive based, trendy based, and undercover based. However, the creative nature of viral marketing enables an "endless amount of potential forms and vehicles the messages can utilize for transmission", including mobile devices. The ultimate goal of marketers interested in creating successful viral marketing programs is to create viral messages that appeal to individuals with high social networking potential (SNP) and that have a high probability of being presented and spread by these individuals and their competitors in their communications with others in a short period. The term "viral marketing" has also been used pejoratively to refer to stealth marketing campaigns—marketing strategies that advertise a product to people without them knowing they are being marketed to. == History == The emergence of "viral marketing", as an approach to advertisement, has been tied to the popularization of the notion that ideas spread like viruses. The field that developed around this notion, memetics, peaked in popularity in the 1990s. As this then began to influence marketing gurus, it took on a life of its own in that new context. The brief career of Australian pop singer Marcus Montana is largely remembered as an early example of viral marketing. In early 1989, thousands of posters declaring "Marcus is Coming" were placed around Sydney, generating discussion and interest within the media and the community about the meaning of the mysterious advertisements. The campaign successfully made Montana's musical debut a talking point, but his subsequent music career was a failure. The term is found in PC User magazine in 1989 with a somewhat differing meaning. It was later used by Jeffrey Rayport in the 1996 Fast Company article "The Virus of Marketing", and Tim Draper and Steve Jurvetson of the venture capital firm Draper Fisher Jurvetson in 1997 to describe Hotmail's practice of appending advertising to outgoing mail from their users. Doug Rushkoff, a media critic, wrote about viral marketing on the Internet in 1996. Bob Gerstley wrote about algorithms designed to identify people with high "social networking potential." Gerstley employed SNP algorithms in quantitative marketing research. In 2004, the concept of the alpha user was coined to indicate that it had now become possible to identify the focal members of any viral campaign, the "hubs" who were most influential. Alpha users could be targeted for advertising purposes most accurately in mobile phone networks, due to their personal nature. In early 2013, the first ever Viral Summit was held in Las Vegas. == Factors == Marketer Jonah Berger defines six key factors that drive virality, organized in an acronym called STEPPS: Social currency – the better something makes people look, the more likely they will be to share it Triggers – things that are "top of mind" are more likely to be "tip of the tongue" Emotion – when people care, they share Public – the easier something is to see, the more likely people are to imitate it Practical value – people share useful information to help others Stories – like a Trojan Horse, stories carry messages and ideas along for the ride. Another important factor that drives virality is the propagativity of the content, referring to the ease with which consumers can redistribute it. == Psychology == To form deeper connections with viewers and increase the chances of virality, many marketers use psychological principles. They argue that this approach is scientific and can foster an environment where the odds of gaining traction are much higher. People find psychological safety and can develop a sense of trust when more people interact with online content. For this reason, marketers work to develop media that resonates with viewers on a deeper, emotional level as this approach frequently results in higher engagement. This level of interaction serves as a sign of approval, reducing the personal risk that is subconsciously linked to associating oneself with a company or brand’s content. Professor Jonah Berger at the University of Pennsylvania's Wharton School of Business affirms that marketing campaigns that trigger psychological responses linked to strong emotions tend to perform better. In particular, Berger found that positive emotions like happiness, joy, and excitement have more successful share rates than their negative counterparts. This outcome results from the human instinct to respond more positively to content with activating emotions, increasing the desire to share content, which contributes to its virality. Viral marketing utilizes the primitive feeling of frisson to increase their view and share counts. This feeling of excitement is considered powerful because of its ability to cause a physical response. From increased heart rates to full body chills, Professor Brent Coker at the University of Melbourne describes that this approach to marketing triggers a primitive response that immerses the viewer in the content on a deeper level. Researchers Juliana Fernandes from the University of Florida and Sigal Segev from the Florida International University also found that people are more inclined to share emotional campaigns over those that are heavily informational. They claim that consumers do not often care to learn about a product’s actual features and benefits. Instead, people prefer to be immersed in experience-based content that creates an emotional impact. Companies and brands can benefit from treating their content in this manner and go viral more frequently than those who do not. Social proof is another psychological phenomenon that impacts viral content. Experts in this field argue that it is a natural instinct to want to behave similarly to others because it results in positive validation. This phenomenon explains the human need to conform, so marketers focus on creating engaging content that encourages interactions and causes a snowball effect. This subconsciously influences people to like, comment, and share if they already see others doing the same. Social proof goes further by providing people with a form of social currency. When individuals interact with and share content, they become associated with the topics at hand. People naturally tend to perceive one another, and this pattern carries over to the digital world. As a result, many people tend to be vigilant about the viral marketing they engage with, since they want to be perceived positively. Companies and brands have the opportunity to develop social currency themselves by aligning with their target audiences and creating marketing campaigns that fit their interests or match their values. == Methods and metrics == According to marketing professors Andreas Kaplan and Michael Haenlein, to make viral marketing work, three basic criteria must be met, i.e., giving the right message to the right messengers in the right environment: Messenger: Three specific types of messengers are required to ensure the transformation of an ordinary message into a viral one: market mavens, social hubs, and salespeople. Market mavens are individuals who are continuously 'on the pulse' of things (information specialists); they are usually among the first to get exposed to the message and who transmit it to their immediate social network. Social hubs are people with an exceptionally large number of social connections; they often know hundreds of different people and have the ability to serve as connectors or bridges between different subcultures. Salespeople might be needed who receive the message from the market maven, amplify it by making it more relevant and persuasive, and then transmit it to the social hub for further distr

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  • ISO 15765-2

    ISO 15765-2

    ISO 15765-2, or ISO-TP (Transport Layer), is an international standard for sending data packets over a CAN bus. The protocol allows for the transport of messages that exceed the eight byte maximum payload of CAN frames. ISO-TP segments longer messages into multiple frames, adding metadata (CAN-TP Header) that allows the interpretation of individual frames and reassembly into a complete message packet by the recipient. It can carry up to 232-1 (4294967295) bytes of payload per message packet starting from the 2016 version. Prior versions were limited to a maximum payload size of 4095 bytes. In the OSI model, ISO-TP covers the layer 3 (network layer) and 4 (transport layer). The most common application for ISO-TP is the transfer of diagnostic messages with OBD-II equipped vehicles using KWP2000 and UDS, but is used broadly in other application-specific CAN implementations where one might need to send messages longer than what the CAN protocol physical layer allows (eight bytes for CAN, 64 bytes for CAN FD, and 2048 bytes for CAN-XL). ISO-TP can be operated with its own addressing as so-called Extended Addressing or without address using only the CAN ID (so-called Normal Addressing). Extended addressing uses the first data byte of each frame as an additional element of the address, reducing the application payload by one byte. For clarity the protocol description below is based on Normal Addressing with eight byte CAN frames. In total, six types of addressing are allowed by the ISO 15765-2 Protocol. ISO-TP prepends one or more metadata bytes to the payload data in the eight byte CAN frame, reducing the payload to seven or fewer bytes per frame. The metadata is called the Protocol Control Information, or PCI. The PCI is one, two or three bytes. The initial field is four bits indicating the frame type, and implicitly describing the PCI length. ISO 15765-2 is a part of ISO 15765 (headlined Road vehicles — Diagnostic communication over Controller Area Network (DoCAN)), which has the following parts: ISO 15765-1 Part 1: General information and use case definition ISO 15765-2 Part 2: Transport protocol and network layer services ISO 15765-3 Part 3: Implementation of unified diagnostic services (UDS on CAN) – replaced by ISO 14229-3 Road vehicles — Unified diagnostic services ISO 15765-4 Part 4: Requirements for emissions-related systems == List of protocol control information (PCI) field types == The ISO-TP defines four frame types: A message of seven bytes or less is sent in a single frame, with the initial byte containing the type (0) and payload length (1-7 bytes). With the 0 in the type field, this can also pass as a simpler protocol with a length-data format and is often misinterpreted as such. A message longer than 7 bytes requires segmenting the message packet over multiple frames. A segmented transfer starts with a First Frame. The PCI is two bytes in this case, with the first 4 bit field the type (type 1) and the following 12 bits the message length (excluding the type and length bytes). The recipient confirms the transfer with a flow control frame. The flow control frame has three PCI bytes specifying the interval between subsequent frames and how many consecutive frames may be sent (Block Size). For CAN FD, the ISO 15765-2 protocol has been extended for Single and First frame, to allow larger size values, but still backwards compatible with traditional ISO 15765. See CAN FD. The initial byte contains the type (type = 3) in the first four bits, and a flag in the next four bits indicating if the transfer is allowed (0 = Continue To Send, 1 = Wait, 2 = Overflow/abort). The next byte is the block size, the count of frames that may be sent before waiting for the next flow control frame. A value of zero allows the remaining frames to be sent without flow control or delay. The third byte is the minimum Separation Time (STmin), the minimum delay time between frames. STmin values up to 127 (0x7F) specify the minimum number of milliseconds to delay between frames, while values in the range 241 (0xF1) to 249 (0xF9) specify delays increasing from 100 to 900 microseconds. Note that the Separation Time is defined as the minimum time between the end of one frame to the beginning of the next. Robust implementations should be prepared to accept frames from a sender that misinterprets this as the frame repetition rate i.e. from start-of-frame to start-of-frame. Even careful implementations may fail to account for the minor effect of bit-stuffing in the physical layer. The sender transmits the rest of the message using Consecutive Frames. Each Consecutive Frame has a one byte PCI, with a four bit type (type = 2) followed by a 4-bit sequence number. The sequence number starts at 1 and increments with each frame sent (1, 2,..., F, 0, 1,...), with which lost or discarded frames can be detected. Each consecutive frame starts at 0, initially for the first set of data in the first frame will be considered as 0th data. So the first set of CF(Consecutive frames) start from 0x1. There afterwards when it reaches 0x2F, will be started from 0x20 (e.g. 0x21, 0x22, 0x23...0x2F, 0x20, 0x21...). The 12-bit length field (as indicated in the First Frame) allows up to 4095 bytes of user data in a segmented message, but in practice the typical application-specific limit is considerably lower because of receive buffer or hardware limitations. == Timing parameters == Timing parameters, such as P1 and P2 timers, have to be mentioned. == Standards == ISO 15765-2:2016 Road vehicles -- Diagnostic communication over Controller Area Network (DoCAN) -- Part 2: Transport protocol and network layer services

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  • Captions (app)

    Captions (app)

    Mirage (formerly known as Captions) is a video-generating, video-editing and AI research company headquartered in New York City. Their first app, Captions, is available on iOS, Android, and Web and offers a suite of tools aimed at streamlining the creation and editing of videos. Their enterprise platform, Mirage Studio, generates AI actors and videos for marketing assets and video campaigns. == History == Mirage was co-founded by Gaurav Misra and Dwight Churchill. During Misra's time leading design engineering at Snap Inc., he followed the rise of a new category of video, the "talking video." In 2021, Misra left Snap to found Mirage with his former colleague Churchill. Later that year, the Captions app launched with early backing from venture capital firms Sequoia Capital and Andreessen Horowitz as well as individual investors. In 2023, the company released Lipdub, an Al dubbing app which translates any video with spoken audio into 28 languages. In October 2023, Captions shared that it maintained over 100,000 daily active users with "about a million" videos being created monthly. In November 2024, Captions acquired AlpacaML, a generative AI company that focused on art and other images. In June 2025, Captions launched Mirage Studio, for marketers and advertising agencies. In September 2025, Captions rebranded their company to Mirage. This change reflects the company's focus on developing their proprietary foundation model and future video products. == Products == The Captions app offers features to automate common production tasks including captioning, editing, dubbing, script creation, and music integration. Mirage Studio allows users to generate AI avatars and create short-form videos from prompts or audio. == Awards == In 2023, the company was recognized as part of Fast Company's "Next Big Things In Tech" series. In 2024, the company won 2 Webby Awards for Best Use of AI & Machine Learning and Creative Production.

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  • Social employee

    Social employee

    A social employee is a worker operating within a social business model. Following an organization's social computing guidelines, social employees use social media tools both for internal workflow and collaboration purposes and for external engagement with customers, prospects and stakeholders through a combination of social media marketing, content marketing, social marketing, and social selling. Social employee programs are considered to be as much about culture and engagement as they are about business processes and best practices. In addition to increased leads and sales, social employee best practices are said to improve business outcomes important to social media marketing, such as increased connections and web traffic, improved brand identification and "chatter", and better customer advocacy. == Overview == The term "social employee" was first introduced to describe those exhibiting the emerging characteristics of workers operating under a social business model. The term is often used interchangeably with similar designations like "employee advocate" or "social employee advocate". Crucial to the perceived value of the social employee is the concept of the digital footprint. While organizations are able to generate large bases of followers through social media, research shows that brand marketing and engagement efforts through these networks are not as effective as those of individual employees. In fact, some research indicates that employee experts are more trusted than any other member of an organization. Because of this, social employee programs are designed to train, empower, and support employee engagement efforts in the hopes of authentically engaging larger communities, increasing the frequency of shares, reviews, and other forms of "earned media" and expanding the brand's presence on the web. == The personal or employee brand == A foundational concept of the social employee is the idea of the personal or employee brand. This concept first gained popular attention in a 1997 FastCompany article by business leader Tom Peters titled "The Brand Called You". In the article, Peters argued that the premium placed on branding impacted workers' lives to such an extent that creating and cultivating a distinct personal brand had become a professional necessity. According to Peters, doing so built trust, loyalty, visibility, influence, and employability. With increased adoption of social media tools by both businesses and consumers in the early 21st century, many business leaders became increasingly concerned with social engagement, both internally among employees and externally with customers and other stakeholders. While many in the business community acknowledged the potential social tools had for improved collaboration, productivity, and brand messaging, the concern that employees would misrepresent their brand, disclose proprietary information, or otherwise damage their company's reputation or ability to conduct business persisted. As a result, many began to advocate for employee branding as a solution to this problem. This helped give new meaning to the concept of brand ambassadorship, positioning everyday employees in public, and potentially high-profile, engagement roles. == Characteristics == === Engaged === Because social employee advocacy is dependent on the perceived authenticity of the employee, engagement is highly valued in social organizations. Further, data show the measurable impact of employee engagement on organizational productivity and profitability: Happy employees were found to be 12 percent more productive. In one study, engaged employees were found to be 38 percent more likely to produce at above-average rates. In another, organizations with engaged employees had a 19 percent higher than average shareholder return, while organizations with disengaged employees experienced shareholder return that was 44 percent below average. Engaged companies were found to outperform disengaged companies by up to 202 percent. Companies with strong focus on culture were found to have an average 13.9 percent turnover rate, while those with a low focus experience were found to have a 48.4 percent turnover rate. === Flexible job environment and work–life balance === The number of professionals working mobile or remote has risen considerably since 2010. While estimates vary, one study found that number of organizations with mobile or remote employees is expected to rise from 24 percent in 2012 to 89 percent by 2020. Other research has estimated that by 2020, 105.4 million professionals will work remotely in America, about 72.3 percent of the total workforce. This change has been linked to a rise in social technologies, including biometrics, wearables, near-field communications, and augmented reality. Social employees have also put a greater emphasis on work–life balance, with many believing that advances in technology can directly support efforts in this area. Purported benefits of this shift include a more flexible workforce, reduced business costs, and greater organizational leverage in attracting and retaining top talent. === Buys into the brand's story === In 2009, thought leader Simon Sinek presented a speech called "How Great Leaders Inspire Action" at a TEDxPugetSound event. Sinek's central argument in this speech was, "People don't buy what you do. They buy why you do it." This concept—that the story behind a business or product offering is a more compelling sales tool than the product itself—is frequently cited in social media marketing as a way to build authentic connections with stakeholders. However, others have argued that for employees to share a brand's story authentically, they must be engaged in that story themselves, and as a result, many companies have made storytelling part of their culture programs. === Collaborative === An implicit tenet in social business is that social technologies aren't a barrier to productivity, but rather a path to increased connectivity. The shift in enterprise software systems like IBM Connections to incorporate social communication models, such as mentions, wikis, and newsfeeds, reflects the changing communication dynamics within business. With an increase in diversity and sophistication in collaborative software platforms, social organizations have sought to find new creative ways to utilize these tools and secure employee buy-in around them. Crowdsourcing has also become popular in social businesses. Examples include AT&T's program The Innovation Pipeline (TIP), begun in 2009, which has generated over 28,000 ideas that have led to over 75 projects with funding exceeding $44 million. IBM has also put considerable resources into such processes, producing its social computing guidelines through employee crowdsourcing, as well as its Connections platform through the Technology Adoption Program (TAP), a more formalized crowdsourcing initiative. Another popular form of internal collaboration is the hack day, or hackathon. Organizations such as Netflix, Facebook, and IBM use hack days to pull employees out of their day-to-day work environments and encourage them to collaborate in nontraditional ways in an attempt to drive disruptive innovation. Social employees are often encouraged to seek external collaboration opportunities with customers and prospects. For example, Procter & Gamble introduced the Live Well Collaborative to connect with external stakeholders and develop products and services for the 50+ demographic. === Social listener === A social listener is someone who engages in social listening, or social media monitoring, for professional means. Social employees can use social media monitoring for a variety of reasons, including professional development, industry news and trends, and gauging market sentiment. Some have argued that social listening is one of the most important components of social business, as it enables organizations to collect rich market data, make more informed strategic decisions, and respond to customer needs more authentically. === Customer-centric === Advocates of customer-centricity in social business argue that social media has changed the dynamic from one-way brand messaging to shared interactions between brand and customer. Brand and customer engagement is seen as a means of creating more lasting connections with customers and prospects and empowering them to become brand promoters. Customer-centric interactions are seen to have distinct value to brands, as research shows that prospects are far more likely to trust brand-related messaging from a friend or family member than they are from a brand. As a means of building social employees, some social advocates have also called for a broader definition of customer to include the employees themselves. In the book The Pursuit of Social Business Excellence, authors Vala Afshar and Brad Martin made the following argument: A social business operates with the guiding principle that each employee's responsi

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  • Cambridge Analytica

    Cambridge Analytica

    Cambridge Analytica Ltd. (CA), previously known as SCL USA, was a British political consulting firm that came to prominence through the Facebook–Cambridge Analytica data scandal. It was founded in 2013, as a subsidiary of the private intelligence company and self-described "global election management agency" SCL Group by long-time SCL executives Nigel Oakes, Alexander Nix and Alexander Oakes, with Nix as CEO. Cambridge Analytica was hired by a variety of political actors, including the Trinidadian government in 2010 and the 2016 presidential campaigns of Ted Cruz and Donald Trump. The firm maintained offices in London, New York City, and Washington, D.C. The company closed operations in 2018 due to backlash from the scandal, although firms related to both Cambridge Analytica and its parent firm SCL still exist. == History == Cambridge Analytica was founded in 2013 as a subsidiary of the private intelligence company SCL Group, which describes itself as providing "data, analytics and strategy to governments and military organisations worldwide". The company was part of "an international web of companies" headed by the London-based SCL Group. Cambridge Analytica (SCL USA) was incorporated in January 2013 with its registered office being in Westferry Circus, London and consisting of just one staff member, director and CEO Alexander Nix (also appointed in January 2015). Nix was also the director of nine similar companies sharing the same registered offices in London, including Firecrest technologies, Emerdata and six SCL Group companies including "SCL elections limited". Nigel Oakes, known as the former boyfriend of Lady Helen Windsor, had founded the predecessor SCL Group in the 1990s, and in 2005 Oakes established SCL Group together with his brother Alexander Oakes and Alexander Nix; SCL Group was the parent company of Cambridge Analytica. Former Conservative minister and MP Sir Geoffrey Pattie was the founding chairman of SCL; Lord Ivar Mountbatten also joined Oakes as a director of the company. As a result of the Facebook–Cambridge Analytica data scandal, Nix was removed as CEO and replaced by Julian Wheatland before the company closed. Several of the company's executives were Old Etonians. The company's owners included several of the Conservative Party's largest donors such as billionaire Vincent Tchenguiz, former British Conservative minister Jonathan Marland, Baron Marland and the family of American hedge fund manager Robert Mercer. The company combined misappropriation of digital assets, data mining, data brokerage, and data analysis with strategic communication during electoral processes. While its parent SCL had focused on influencing elections in developing countries since the 1990s, Cambridge Analytica focused more on the western world, including the United Kingdom and the United States; CEO Alexander Nix has said CA was involved in 44 U.S. political races in 2014. In 2015, CA performed data analysis services for Ted Cruz's presidential campaign. In 2016, CA worked for Donald Trump's presidential campaign as well as for Leave.EU (one of the organisations campaigning in the United Kingdom's referendum on European Union membership). CA's role in those campaigns has been controversial and is the subject of ongoing inquiries in both countries. Political scientists question CA's claims about the effectiveness of its methods of targeting voters. == Data scandal == In March 2018, media outlets broke news of Cambridge Analytica's business practices. The New York Times and The Observer reported that the company had acquired and used personal data about Facebook users from an external researcher who had told Facebook he was collecting it for academic purposes. Shortly afterwards, Channel 4 News aired undercover investigative videos showing Nix boasting about using prostitutes, bribery sting operations, and honey traps to discredit politicians on whom it had conducted opposition research, and saying that the company "ran all of (Donald Trump's) digital campaign". In response to the media reports, the Information Commissioner's Office (ICO) of the UK pursued a warrant to search the company's servers. Facebook banned Cambridge Analytica from advertising on its platform, saying that it had been deceived. On 23 March 2018, the British High Court granted the ICO a warrant to search Cambridge Analytica's London offices. As a result, Nix was suspended as CEO, and replaced by Julian Wheatland. The personal data of up to 87 million Facebook users were acquired via the 270,000 Facebook users who used a Facebook app created by Aleksandr Kogan called "This Is Your Digital Life". This was a personality profiling app and asked simple personality questions similar to other Facebook quizzes. Kogan was a scientist and psychologist, also being an employed lecturer for the University of Cambridge from 2012 to 2018. Alexander Nix claimed they had close to five thousand data points on each person who participated. They also gathered information through other data brokers ending with them acquiring millions of data points from American citizens. Kogan's app exploited a feature of Facebook's Graph API (version 1.0), which permitted any third-party app to access not only the app user's data, but also the full profile data of all of that user's Facebook friends, without those friends' knowledge or consent. This platform-wide design was available to all developers and was used by tens of thousands of apps; Facebook CEO Mark Zuckerberg later told the House Energy and Commerce Committee that the company was auditing "tens of thousands" of apps that had had access to large amounts of user data. Because the average Facebook user at the time had approximately 300 friends, the 270,000 users who installed Kogan's app yielded data on up to 87 million people. Facebook deprecated the friends-data API in April 2014 and shut it down entirely in April 2015, but data already collected by apps remained in developers' possession. Kogan passed this data to Cambridge Analytica, breaching Facebook's terms of service. On 1 May 2018, Cambridge Analytica and its parent company SCL filed for insolvency proceedings and closed operations. Alexander Tayler, a former director for Cambridge Analytica, was appointed director of Emerdata on 28 March 2018. Rebekah Mercer, Jennifer Mercer, Alexander Nix and Johnson Chun Shun Ko, who has links to American businessman Erik Prince, are in leadership positions at Emerdata. The Russo brothers are producing an upcoming film on Cambridge Analytica. In 2019 the Federal Trade Commission filed an administrative complaint against Cambridge Analytica for misuse of data. In 2020, the British Information Commissioner's Office closed a three-year inquiry into the company, concluded that Cambridge Analytica was "not involved" in the 2016 Brexit referendum and found no additional evidence for Russia's alleged interference during the campaign. US sensitive polling and election data, however, were passed to Russian Intelligence via a Cambridge Analytica contractor Sam Patten, Trump campaign manager Paul Manafort, and Russian agent Konstantin Kilimnik, who was indicted during the affair. Publicly, parent company SCL Group called itself a "global election management agency", Politico reported it was known for involvement "in military disinformation campaigns to social media branding and voter targeting". SCL gained work on a large number of campaigns for the US and UK governments' war on terror advancing their model of behavioral conflict during the 2000s. SCL's involvement in the political world has been primarily in the developing world where it has been used by the military and politicians to study and manipulate public opinion and political will. Slate writer Sharon Weinberger compared one of SCL's hypothetical test scenarios to fomenting a coup. Among the investors in Cambridge Analytica were some of the Conservative Party's largest donors such as billionaire Vincent Tchenguiz, former Conservative minister Jonathan Marland, Baron Marland, Roger Gabb, the family of American hedge fund manager Robert Mercer, and Steve Bannon. A minimum of 15 million dollars has been invested into the company by Mercer, according to The New York Times. Bannon's stake in the company was estimated at 1 to 5 million dollars, but he divested his holdings in April 2017 as required by his role as White House Chief Strategist. In March 2018, Jennifer Mercer and Rebekah Mercer became directors of Emerdata limited. In March 2018 it became public by Christopher Wylie, that Cambridge Analytica's first activities were founded on a data set, which its parent company SCL bought 2014 from a company named Global Science Research founded by Aleksandr Kogan and his team present across the world who worked as a psychologist at Cambridge. During Boris Johnson's tenure as foreign secretary, the Foreign Office sought advice from Cambridge Analytica and Boris Johnson had a meeting with Alexander N

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