AI Apps Free

AI Apps Free — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Texture filtering

    Texture filtering

    In computer graphics, texture filtering or texture smoothing is the method used to determine the texture color for a texture mapped pixel, using the colors of nearby texels (ie. pixels of the texture). Filtering describes how a texture is applied at many different shapes, size, angles and scales. Depending on the chosen filter algorithm, the result will show varying degrees of blurriness, detail, spatial aliasing, temporal aliasing and blocking. Depending on the circumstances, filtering can be performed in software (such as a software rendering package) or in hardware, eg. with either real time or GPU accelerated rendering circuits, or in a mixture of both. For most common interactive graphical applications, modern texture filtering is performed by dedicated hardware which optimizes memory access through memory cacheing and pre-fetch, and implements a selection of algorithms available to the user and developer. There are two main categories of texture filtering: magnification filtering and minification filtering. Depending on the situation, texture filtering is either a type of reconstruction filter where sparse data is interpolated to fill gaps (magnification), or a type of anti-aliasing (AA) where texture samples exist at a higher frequency than required for the sample frequency needed for texture fill (minification). There are many methods of texture filtering, which make different trade-offs between computational complexity, memory bandwidth and image quality. == The need for filtering == During the texture mapping process for any arbitrary 3D surface, a texture lookup takes place to find out where on the texture each pixel center falls. For texture-mapped polygonal surfaces composed of triangles typical of most surfaces in 3D games and movies, every pixel (or subordinate pixel sample) of that surface will be associated with some triangle(s) and a set of barycentric coordinates, which are used to provide a position within a texture. Such a position may not lie perfectly on the "pixel grid," necessitating some function to account for these cases. In other words, since the textured surface may be at an arbitrary distance and orientation relative to the viewer, one pixel does not usually correspond directly to one texel. Some form of filtering has to be applied to determine the best color for the pixel. Insufficient or incorrect filtering will show up in the image as artifacts (errors in the image), such as 'blockiness', jaggies, or shimmering. There can be different types of correspondence between a pixel and the texel/texels it represents on the screen. These depend on the position of the textured surface relative to the viewer, and different forms of filtering are needed in each case. Given a square texture mapped on to a square surface in the world, at some viewing distance the size of one screen pixel is exactly the same as one texel. Closer than that, the texels are larger than screen pixels, and need to be scaled up appropriately — a process known as texture magnification. Farther away, each texel is smaller than a pixel, and so one pixel covers multiple texels. In this case an appropriate color has to be picked based on the covered texels, via texture minification. Graphics APIs such as OpenGL allow the programmer to set different choices for minification and magnification filters. Note that even in the case where the pixels and texels are exactly the same size, one pixel will not necessarily match up exactly to one texel. It may be misaligned or rotated, and cover parts of up to four neighboring texels. Hence some form of filtering is still required. == Mipmapping == Mipmapping is a standard technique used to save some of the filtering work needed during texture minification. It is also highly beneficial for cache coherency - without it the memory access pattern during sampling from distant textures will exhibit extremely poor locality, adversely affecting performance even if no filtering is performed. During texture magnification, the number of texels that need to be looked up for any pixel is always four or fewer; during minification, however, as the textured polygon moves farther away potentially the entire texture might fall into a single pixel. This would necessitate reading all of its texels and combining their values to correctly determine the pixel color, a prohibitively expensive operation. Mipmapping avoids this by prefiltering the texture and storing it in smaller sizes down to a single pixel. As the textured surface moves farther away, the texture being applied switches to the prefiltered smaller size. Different sizes of the mipmap are referred to as 'levels', with Level 0 being the largest size (used closest to the viewer), and increasing levels used at increasing distances. == Filtering methods == This section lists the most common texture filtering methods, in increasing order of computational cost and image quality. === Nearest-neighbor interpolation === Nearest-neighbor interpolation is the simplest and crudest filtering method — it simply uses the color of the texel closest to the pixel center for the pixel color. While simple, this results in a large number of artifacts - texture 'blockiness' during magnification, and aliasing and shimmering during minification. This method is fast during magnification but during minification the stride through memory becomes arbitrarily large and it can often be less efficient than MIP-mapping due to the lack of spatially coherent texture access and cache-line reuse. === Nearest-neighbor with mipmapping === This method still uses nearest neighbor interpolation, but adds mipmapping — first the nearest mipmap level is chosen according to distance, then the nearest texel center is sampled to get the pixel color. This reduces the aliasing and shimmering significantly during minification but does not eliminate it entirely. In doing so it improves texture memory access and cache-line reuse through avoiding arbitrarily large access strides through texture memory during rasterization. This does not help with blockiness during magnification as each magnified texel will still appear as a large rectangle. === Linear mipmap filtering === Less commonly used, OpenGL and other APIs support nearest-neighbor sampling from individual mipmaps whilst linearly interpolating the two nearest mipmaps relevant to the sample. === Bilinear filtering === In Bilinear filtering, the four nearest texels to the pixel center are sampled (at the closest mipmap level), and their colors are combined by weighted average according to distance. This removes the 'blockiness' seen during magnification, as there is now a smooth gradient of color change from one texel to the next, instead of an abrupt jump as the pixel center crosses the texel boundary. Bilinear filtering for magnification filtering is common. When used for minification it is often used with mipmapping; though it can be used without, it would suffer the same aliasing and shimmering problems as nearest-neighbor filtering when minified too much. For modest minification ratios, however, it can be used as an inexpensive hardware accelerated weighted texture supersample. The Nintendo 64 used an unusual version of bilinear filtering where only three pixels are used known as 3-point texture filtering, instead of four due to hardware optimization concerns. This introduces a noticeable "triangulation bias" in some textures. === Trilinear filtering === Trilinear filtering is a remedy to a common artifact seen in mipmapped bilinearly filtered images: an abrupt and very noticeable change in quality at boundaries where the renderer switches from one mipmap level to the next. Trilinear filtering solves this by doing a texture lookup and bilinear filtering on the two closest mipmap levels (one higher and one lower quality), and then linearly interpolating the results. This results in a smooth degradation of texture quality as distance from the viewer increases, rather than a series of sudden drops. Of course, closer than Level 0 there is only one mipmap level available, and the algorithm reverts to bilinear filtering. === Anisotropic filtering === Anisotropic filtering is the highest quality filtering available in current consumer 3D graphics cards. Simpler, "isotropic" techniques use only square mipmaps which are then interpolated using bi– or trilinear filtering. (Isotropic means same in all directions, and hence is used to describe a system in which all the maps are squares rather than rectangles or other quadrilaterals.) When a surface is at a high angle relative to the camera, the fill area for a texture will not be approximately square. Consider the common case of a floor in a game: the fill area is far wider than it is tall. In this case, none of the square maps are a good fit. The result is blurriness and/or shimmering, depending on how the fit is chosen. Anisotropic filtering corrects this by sampling the texture as a non-square shape. The goal is

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  • Information security

    Information security

    Information security is the practice of protecting information by mitigating information risks. It is part of information risk management. It typically involves preventing or reducing the probability of unauthorized or inappropriate access to data or the unlawful use, disclosure, disruption, deletion, corruption, modification, inspection, recording, or devaluation of information. It also involves actions intended to reduce the adverse impacts of such incidents. Protected information may take any form, e.g., electronic or physical, tangible (e.g., paperwork), or intangible (e.g., knowledge). Information security's primary focus is the balanced protection of data confidentiality, integrity, and availability (known as the CIA triad, unrelated to the US government organization) while maintaining a focus on efficient policy implementation, all without hampering organization productivity. This is largely achieved through a structured risk management process. To standardize this discipline, academics and professionals collaborate to offer guidance, policies, and industry standards on passwords, antivirus software, firewalls, encryption software, legal liability, security awareness and training, and so forth. This standardization may be further driven by a wide variety of laws and regulations that affect how data is accessed, processed, stored, transferred, and destroyed. While paper-based business operations are still prevalent, requiring their own set of information security practices, enterprise digital initiatives are increasingly being emphasized, with information assurance now typically being dealt with by information technology (IT) security specialists. These specialists apply information security to technology (most often some form of computer system). IT security specialists are almost always found in any major enterprise/establishment due to the nature and value of the data within larger businesses. They are responsible for keeping all of the technology within the company secure from malicious attacks that often attempt to acquire critical private information or gain control of the internal systems. There are many specialist roles in Information Security including securing networks and allied infrastructure, securing applications and databases, security testing, information systems auditing, business continuity planning, electronic record discovery, and digital forensics. == Standards == Information security standards are guidelines generally outlined in published materials that aim to protect a user's or an organization's cyber environment from threats. This environment includes the users themselves, hardware such as devices and networks, software such as applications or services, and any information in storage or transit. These standards comprise security concepts, technologies, and guidelines to deal with an adverse event. They may also include assessment criteria and certification for organizations implementing a minimum level of security. These standards are developed by various international and national bodies to prevent or mitigate cyber-attacks, ensure consistency among developers, and establish a minimum standard in industries susceptible to an attack. The ISO/IEC 27000 family, published by the International Organization for Standardization (ISO) and the International Electrotechnical Commission (IEC), provides information about the guidelines and requirements for an Information Security Management System (ISMS). The Common Criteria (ISO/IEC 15408) provides guidelines on evaluating and certifying the security of a system. The IEC 62443 establishes security standards for automation and control systems. Similarly, the ISO/SAE 21434, ETSI EN 303 645, and EN 18031 provide standards for road vehicles, the Internet of Things, and radio-based systems respectively. The NIST Cybersecurity Framework (NIST CSF) is a set of guidelines developed by the U.S. National Institute of Standards and Technology to help organizations with risk management. NIST also publishes various Federal Information Processing Standards (FIPS) and Special Publications. The United Kingdom has introduced Cyber Essentials, which is a certification scheme to protect organizations against common security threats. The Australian Cyber Security Centre publishes the Essential Eight mitigation strategies. The Payment Card Industry Data Security Standard (PCI DSS) regulates handling of cardholder data in order to reduce credit card fraud. UL has published standards related to specific industries such as UL 2900-2-3 for security and life safety signaling systems and UL-2900-2-1 for healthcare and wellness systems. == Threats == Information security threats come in many different forms. Some of the most common threats today are software attacks, theft of intellectual property, theft of identity, theft of equipment or information, sabotage, and information extortion. Viruses, worms, phishing attacks, and Trojan horses are a few common examples of software attacks. The theft of intellectual property has also been an extensive issue for many businesses. Identity theft is the attempt to act as someone else usually to obtain that person's personal information or to take advantage of their access to vital information through social engineering. Sabotage usually consists of the destruction of an organization's website in an attempt to cause loss of confidence on the part of its customers. Information extortion consists of theft of a company's property or information as an attempt to receive a payment in exchange for returning the information or property back to its owner, as with ransomware. One of the most functional precautions against these attacks is to conduct periodical user awareness. Governments, military, corporations, financial institutions, hospitals, non-profit organizations, and private businesses amass a great deal of confidential information about their employees, customers, products, research, and financial status. Should confidential information about a business's customers or finances or new product line fall into the hands of a competitor or hacker, a business and its customers could suffer widespread, irreparable financial loss, as well as damage to the company's reputation. From a business perspective, information security must be balanced against cost; the Gordon-Loeb Model provides a mathematical economic approach for addressing this concern. For the individual, information security has a significant effect on privacy, which is viewed very differently in various cultures. == History == Since the early days of communication, diplomats and military commanders understood that it was necessary to provide some mechanism to protect the confidentiality of correspondence and to have some means of detecting tampering. Julius Caesar is credited with the invention of the Caesar cipher c. 50 B.C., which was created in order to prevent his secret messages from being read should a message fall into the wrong hands. However, for the most part protection was achieved through the application of procedural handling controls. Sensitive information was marked up to indicate that it should be protected and transported by trusted persons, guarded and stored in a secure environment or strong box. As postal services expanded, governments created official organizations to intercept, decipher, read, and reseal letters (e.g., the U.K.'s Secret Office, founded in 1653). In the mid-nineteenth century more complex classification systems were developed to allow governments to manage their information according to the degree of sensitivity. For example, the British Government codified this, to some extent, with the publication of the Official Secrets Act in 1889. Section 1 of the law concerned espionage and unlawful disclosures of information, while Section 2 dealt with breaches of official trust. A public interest defense was soon added to defend disclosures in the interest of the state. A similar law was passed in India in 1889, The Indian Official Secrets Act, which was associated with the British colonial era and used to crack down on newspapers that opposed the Raj's policies. A newer version was passed in 1923 that extended to all matters of confidential or secret information for governance. By the time of the First World War, multi-tier classification systems were used to communicate information to and from various fronts, which encouraged greater use of code making and breaking sections in diplomatic and military headquarters. Encoding became more sophisticated between the wars as machines were employed to scramble and unscramble information. The establishment of computer security inaugurated the history of information security. The need for such appeared during World War II. The volume of information shared by the Allied countries during the Second World War necessitated formal alignment of classification systems and procedural controls. An arcane range of markings evol

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  • Data independence

    Data independence

    Data independence is the type of data transparency that matters for a centralized DBMS. It refers to the immunity of user applications to changes made in the definition and organization of data. Application programs should not, ideally, be exposed to details of data representation and storage. The DBMS provides an abstract view of the data that hides such details. There are two types of data independence: physical and logical data independence. The data independence and operation independence together gives the feature of data abstraction. There are two levels of data independence. == Logical data independence == The logical structure of the data is known as the 'schema definition'. In general, if a user application operates on a subset of the attributes of a relation, it should not be affected later when new attributes are added to the same relation. Logical data independence indicates that the conceptual schema can be changed without affecting the existing schemas. == Physical data independence == The physical structure of the data is referred to as "physical data description". Physical data independence deals with hiding the details of the storage structure from user applications. The application should not be involved with these issues since, conceptually, there is no difference in the operations carried out against the data. There are three types of data independence: Logical data independence: The ability to change the logical (conceptual) schema without changing the External schema (User View) is called logical data independence. For example, the addition or removal of new entities, attributes, or relationships to the conceptual schema or having to rewrite existing application programs. Physical data independence: The ability to change the physical schema without changing the logical schema is called physical data independence. For example, a change to the internal schema, such as using different file organization or storage structures, storage devices, or indexing strategy, should be possible without having to change the conceptual or external schemas. View level data independence: always independent no effect, because there doesn't exist any other level above view level. == Data independence == Data independence can be explained as follows: Each higher level of the data architecture is immune to changes of the next lower level of the architecture. The logical scheme stays unchanged even though the storage space or type of some data is changed for reasons of optimization or reorganization. In this, external schema does not change. In this, internal schema changes may be required due to some physical schema were reorganized here. Physical data independence is present in most databases and file environment in which hardware storage of encoding, exact location of data on disk, merging of records, so on this are hidden from user. == Data independence types == The ability to modify schema definition in one level without affecting schema of that definition in the next higher level is called data independence. There are two levels of data independence, they are Physical data independence and Logical data independence. Physical data independence is the ability to modify the physical schema without causing application programs to be rewritten. Modifications at the physical level are occasionally necessary to improve performance. It means we change the physical storage/level without affecting the conceptual or external view of the data. The new changes are absorbed by mapping techniques. Logical data independence is the ability to modify the logical schema without causing application programs to be rewritten. Modifications at the logical level are necessary whenever the logical structure of the database is altered (for example, when money-market accounts are added to banking system). Logical Data independence means if we add some new columns or remove some columns from table then the user view and programs should not change. For example: consider two users A & B. Both are selecting the fields "EmployeeNumber" and "EmployeeName". If user B adds a new column (e.g. salary) to his table, it will not affect the external view for user A, though the internal schema of the database has been changed for both users A & B. Logical data independence is more difficult to achieve than physical data independence, since application programs are heavily dependent on the logical structure of the data that they access.

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  • Subliminal channel

    Subliminal channel

    In cryptography, subliminal channels are covert channels that can be used to communicate secretly in normal looking communication over an insecure channel. Subliminal channels in digital signature crypto systems were found in 1984 by Gustavus Simmons. Simmons describes how the "Prisoners' Problem" can be solved through parameter substitution in digital signature algorithms. == Examples == An easy example of a narrowband subliminal channel for normal human-language text would be to define that an even word count in a sentence is associated with the bit "0" and an odd word count with the bit "1". The question "Hello, how do you do?" would therefore send the subliminal message "1". The Digital Signature Algorithm has one subliminal broadband and three subliminal narrow-band channels == Improvements == A modification to the Brickell and DeLaurentis signature scheme provides a broadband channel without the necessity to share the authentication key. The Newton channel is not a subliminal channel, but it can be viewed as an enhancement. == Countermeasures == With the help of the zero-knowledge proof and the commitment scheme it is possible to prevent the usage of the subliminal channel. This countermeasure has a 1-bit subliminal channel because for is the problem that a proof can succeed or purposely fail. Another countermeasure can detect, and not prevent, the subliminal usage of the randomness.

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  • SurveyLab

    SurveyLab

    SurveyLab is an online system designed for creating and deploying surveys, questionnaires, web forms, tests, and quizzes. The platform functions as a web application, without the need for additional software installation. Founded in 2006, by the Polish company 7 Points, SurveyLab is used by businesses and professional users for market research, human resources assessments, customer feedback, and academic research. == History == SurveyLab was launched in 2006 under the name MySurveyLab, developed by the Warsaw-based company 7 Points. Early media coverage described the system as supporting online survey creation, real-time reporting, group collaboration and question logic, and noted that the platform was opened to custom feature development. MySurveyLab featured multi-user accounts, SSL-secured surveys, and support for right-to-left languages. Further 2010s updates improved reporting capabilities, expanded question types, and integration options. In 2020, the platform was rebranded to SurveyLab. By the early 2020s, the software supported integrations with external tools including Zapier, and offered additional analytics features. In 2025, 7 Points reported that SurveyLab had over 85,000 registered users and had processed over 7 million surveys. == Functionalities == SurveyLab is a web-based platform used for creating online surveys, questionnaires, and forms. Independent reviewers and software directories describe it as a tool used for market research, customer feedback management, and human resources-related assessments, including employee feedback surveys. According to the creators at 7 Points, SurveyLab supports customer satisfaction measurement, survey analysis, and 360-degree feedback evaluations. The platform allows users to create surveys with no limits on the number of questions or responses. Independent reviews describe SurveyLab as offering multiple-choice, matrix, rating-scale, and open-ended questions. According to 7 Points, the platform manages market-research workflows, including Net Promoter Score, Customer Satisfaction, and Customer Effort Score questions. The tool can also re-use previous answers in later questions, and create A/B survey variants. SurveyLab can integrate with external services and applications through APIs and third-party connectors. According to its developers, the platform can connect with customer service tools, as well as CRM, marketing automation, e-commerce, and data-storage tools An industry review cited workflow integrations with CINT, Slack, Salesforce, and Zendesk Other integrations included Aquera (SSO), Sona Systems (internet research), and Synerise (customer data management). == Data collection and aggregation == Independent descriptions note that SurveyLab can combine results from emails, SMS, website widgets and pop-ups, QR codes, and social media. Its surveys are also accessible through mobile apps on iOS and Android, used for online and offline data collection in the field. Developers state that the tool supports exporting data as CSV, Excel, and SPSS, with independent reviews also mentioning PDF and PowerPoint. SurveyLab can automate response collection through a multi-channel survey distribution and reporting. It includes data trends, offline responses, and reminders to non-respondents. According to its documentation, newer versions include AI-based tools that detect and analyze sentiment, and a survey builder generating questionnaires based on user prompts. === Data security and compliance === According to 7 Points, SurveyLab provides password-protected surveys, token-based access, IP-address filtering, and two-factor authentication for user accounts, and it complies with the General Data Protection Regulation. == Awards and accolades == In 2017, SurveyLab was listed in Capterra’s Top 20 Survey Software ranking, among 20 highest-scoring survey tools based on market presence and user base. In 2018, a software review platform FinancesOnline awarded SurveyLab the Rising Star Award and the Great User Experience Award, distinctions given to products that demonstrate positive user satisfaction and strong usability characteristics.

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  • IBM remote batch terminals

    IBM remote batch terminals

    The IBM 2780 and the IBM 3780 are devices developed by IBM for performing remote job entry (RJE) and other batch functions over telephone lines; they communicate with the mainframe via Binary Synchronous Communications (BSC or Bisync) and replaced older terminals using synchronous transmit-receive (STR). In addition, IBM has developed workstation programs for the 1130, 360/20, 2922, System/360 other than 360/20, System/370 and System/3. == 2780 Data Transmission Terminal == The 2780 Data Transmission Terminal first shipped in 1967. It consists of: A line printer similar to the IBM 1443 that can print up to 240 lines per minute (lpm), or 300 lpm using an extremely restricted character set. A card reader/punch unit, similar to an IBM 1442, that can read up to 400 cards per minute (cpm) and can punch up to 355 cpm. A line buffer that stores data received or to be transmitted over the communications line. A binary synchronous adapter which controls the flow of data over the communications line. The 2780 is capable of local (offline) card to print operation. It comes in four models: Model 1: Can read punched cards and transmit the data to a remote host computer, and can receive and print data sent by the host. Model 2: Same as Model 1 but adds the ability to punch card data received from the host. Model 3: Can only print data received from the host, but not send data to it. Model 4: Can read and punch card data, but has no printing capabilities. The 2780 uses a dedicated communication line at speeds of 1200, 2000, 2400 or 4800 bits per second. It is a half duplex device, although full duplex lines can be used with some increase in throughput. It can communicate in Transcode (a 6-bit code), 8-bit EBCDIC, or 7-bit ASCII. == 2770 Data Communication System == The 2770, announced in 1969, "was said to surpass all other IBM terminals in the variety of available input-output devices." The 2770 was developed by the IBM General Products Division (GPD) in Rochester, MN. It comes standard with a desktop terminal with keyboard. The printer and other devices (any two in any combination) can be attached to the 2772 Multi-Purpose Control unit. Possible devices include: 50 Magnetic Data Inscriber 545 Card Punch Model 3 (non-printing) or Model 4 (printing) 1017 Paper Tape Reader 1018 Paper Tape Punch 1053 Printer Model 1 1255 Magnetic Character Reader Models 1, 2 or 3 2203 Printer Model A1 or A2 2213 Printer Model 1 or 2 2265 Display Station Model 2 2502 Card Reader Model A1 or A2 5496 Data Recorder == 3780 Data Communications Terminal == In May 1972, IBM announced the IBM 3780, an enhanced version of the 2780. The 3780 was developed by IBM's Data Processing Division (DPD). There is one model, with an optional card punch. The 3780 drops Transcode support and incorporates several performance enhancements. It supports compression of blank fields in data using run-length encoding. It provides the ability to interleave data between devices, introduces double buffering, and adds support for the Wait-before-transmit ACKnowledgement (WACK) and Temporary Text Delay (TTD) Binary Synchronous control characters. The integrated punched card unit can read cards at 600 cards per minute. The integrated printer is rated at 300, 350 or 425 lines per minute based on characters set (63, 52 or 39 characters). The 3781 Card Punch is an optional feature. It punches 160 columns per second, or 91 cards per minute if all 80 columns are punched. The IBM 2780 and 3780 were later emulated on various types of equipment, including eventually the personal computer. A notable early emulation was the DN60, by Digital Equipment Corporation in the late 1970s. == 3770 Data Communications System == In 1974 IBM Data Processing Division (DPD) offered a successor to the 3780, called the 3770 Data Communications System, supporting SDLC, BSC, BSC Multi-leaving and SNA, depending on the configuration. The 3770 is a family of desk console style terminals that offers a variety of keyboard and printer combinations as well as I/O equipment attachment and communications features. The terminals come built into a desk and include the following models: 3771 Communication Terminal (optional card reader, optional card punch, wire matrix printer) Models 1 (40 cps printer), 2 (80 cps printer), and 3 (120 cps printer). 3773 Communication Terminal (diskette, wire matrix printer) Models 1 (40 cps printer), 2 (80 cps printer), and 3 (120 cps printer). Each model has a P version which adds some programming features. 3774 Communication Terminal (optional card reader, optional card punch, optional belt printer, wire matrix printer) Models 1 (80 cps printer), and 2 (120 cps printer). Each model has a P version which adds some programming features, a 480-character display and a non-removable diskette. 3775 Communication Terminal (optional card reader, optional card punch, optional diskette, belt printer) Model 1 (120 lpm printer). The model P1 adds some programming features, a 480-character display and a non-removable diskette. 3776 Communication Terminal (optional card reader, optional card punch, optional diskette, belt printer) Models 1 (300 lpm printer) and 2 (400 lpm printer). Models 3 and 4 are similar to models 1 and 2. 3777 Communication Terminal (optional card reader, optional diskette, train printer) Model 1 (up to 1000 lpm printer depending on character set). Model 2 adds an optional card punch, model 3 adds an optional magnetic tape drive and model 4 replaces the train printer with a slower model called the IBM 3262. The model 4 also allows a second, optional, 3262. The following I/O devices can be attached to a 3770 terminal: IBM 2502 Card Reader: Models A1 (up to 150 card per minute), A2 (up to 300 cards per minute) or A3 (up to 400 cards per minute) IBM 3203 Printer Model 3: 1000 LPM using 48 character set IBM 3501 Card Reader: Up to 50 cards per minute desktop unit IBM 3521 Card Punch: Up to 50 cards per minute IBM 3782 Card Attachment unit, which allows the 2502 or 3521 to be attached to any terminal except the 3777 IBM 3784 Line Printer, can be attached to a 3774 as a second printer. Up to 155 LPM with 48 characters set print belt. == Workstation programs == IBM distributes workstation programs with systems software including OS/360 Attached Support Processor (ASP) Houston Automatic Spooling Priority (HASP and HASP II) Operating System/Virtual Storage 1 (OS/VS1) Operating System/Virtual Storage 2 (OS/VS2 MVS) Release 2 through 3.8 MVS versions from MVS/SP Version 1 through z/OS Priority Output Writers, Execution processors and input Readers (POWER) Remote Spooling Communications Subsystem (RSCS) Except for the RJE workstation programs in OS/360, these programs use a variation of BSC known as Multi-leaving. In addition, IBM provides separately ordered workstation programs using BSC. Systems Network Architecture (SNA) and TCP/IP. Workstation programs are available from IBM and third-party vendors to support all of these protocols: 2770/3770 2780/3780 Multileaving Network Job Entry (NJE) OS/360 RJE SNA TCP/IP

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  • SPKAC

    SPKAC

    SPKAC (Signed Public Key and Challenge, also known as Netscape SPKI) is a format for sending a certificate signing request (CSR): it encodes a public key, that can be manipulated using OpenSSL. It is created using the little documented HTML keygen element inside a number of Netscape compatible browsers. == Standardisation == There exists an ongoing effort to standardise SPKAC through an Internet Draft in the Internet Engineering Task Force (IETF). The purpose of this work has been to formally define what has existed prior as a de facto standard, and to address security deficiencies, particular with respect to historic insecure use of MD5 that has since been declared unsafe for use with digital signatures. == Implementations == HTML5 originally specified the element to support SPKAC in the browser to make it easier to create client side certificates through a web service for protocols such as WebID; however, subsequent work for HTML 5.1 placed the keygen element "at-risk", and the first public working draft of HTML 5.2 removes the keygen element entirely. The removal of the keygen element is due to non-interoperability and non-conformity from a standards perspective in addition to security concerns. The World Wide Web Consortium (W3C) Web Authentication Working Group developed the WebAuthn (Web Authentication) API to replace the keygen element. Bouncy Castle provides a Java class. An implementation for Erlang/OTP exists too. An implementation for Python is named pyspkac. PHP OpenSSL extension as of version 5.6.0. Node.js implementation. === Deficiencies === The user interface needs to be improved in browsers, to make it more obvious to users when a server is asking for the client certificate.

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  • Protecting Kids From Social Media Act

    Protecting Kids From Social Media Act

    Protecting Kids on Social Media Act or HB 1891 is an American law that was introduced by William Lamberth of Sumner County, Tennessee and was signed into law by Tennessee's governor on May 2, 2024. The bill requires social media websites such as X, YouTube, TikTok, Facebook and others to verify the age of users and if those users are under 18, they must have parental consent. == Progress == The law passed the Tennessee State Legislature with little opposition: the bill had only two no votes in the House from Aftyn Behn and Vincent B. Dixie, and it had zero no votes in the Senate. == Bill summary == Every social media company must verify the age of new users after the law takes effect, and if the user had created an account before the law took effect, they must verify the age of the person attempting to access the account within 14 days. If the new user or the user who originally owned an account is under 18 years of age, they must get parental consent and the third party or social media company must not retain the data from the age verification process or obtaining parental consent. Parents who are account holders of those under 18 can view the privacy settings, set daily time restrictions, and implement breaks during which the minor cannot access the account. The law is enforced by the Attorney General of Tennessee and went into effect on January 1, 2025. == Lawsuit == On October 3, 2024, the trade association NetChoice filed a lawsuit against Tennessee Attorney General Jonathan Skrmetti in the Middle District Court of Tennessee, claiming that the law violates the First Amendment. The Judge for the case is William L. Campbell Jr. An initial case management conference was originally scheduled for December 4, 2024, however it was delayed because of the Supreme Court case United States v. Skrmetti, recommending that the conference be delayed after January 20, 2025. On February 14, 2025, Judge Eli Richardson denied NetChoice's motion for a temporary restraining order because it would disrupt the status quo of the case.

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  • Secure element

    Secure element

    A secure element (SE) is a secure operating system (OS) in a tamper-resistant processor chip or secure component. It can protect assets (root of trust, sensitive data, keys, certificates, applications) against high-level software and hardware attacks. Applications that process this sensitive data on an SE are isolated and so operate within a controlled environment not affected by software (including possible malware) found elsewhere on the OS. The hardware and embedded software meet the requirements of the Security IC Platform Protection Profile [PP 0084] including resistance to physical tampering scenarios described within it. More than 96 billion secure elements were produced and shipped between 2010 and 2021. SEs exist in various form factors, as devices such as smart cards, UICCs, or smart microSD cards, or embedded, or integrated, as parts of larger devices. SEs are an evolution of the chips in earlier smart cards, which have been adapted to suit the needs of numerous use cases, such as smartphones, tablets, set-top boxes, wearables, connected cars, and other internet of things (IoT) devices. The technology is widely used by technology firms such as Oracle, Apple and Samsung. SEs provide secure isolation, storage and processing for applications (called applets) they host while being isolated from the external world (e.g. rich OS and application processor when embedded in a smartphone) and from other applications running on the SE. Java Card and MULTOS are the most deployed standardized multi-application operating systems currently used to develop applications running on SEs. Since 1999, GlobalPlatform has been the body responsible for standardizing secure element technologies to support a dynamic model of application management in a multi-actor model. GlobalPlatform also runs Functional and Security Certification programmes for secure elements, and hosts a list of Functional Certified and Security Certified products. GlobalPlatform technology is also embedded in other standards such as ETSI SCP (now SET) since release 7. A Common Criteria Secure Element Protection Profile has been released targeting EAL4+ level with ALC_DVS.2 and AVA_VAN.5 extension to standardize the security features of a secure element across markets.

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  • Scalable Coherent Interface

    Scalable Coherent Interface

    The Scalable Coherent Interface or Scalable Coherent Interconnect (SCI), is a high-speed interconnect standard for shared memory multiprocessing and message passing. The goal was to scale well, provide system-wide memory coherence and a simple interface; i.e. a standard to replace existing buses in multiprocessor systems with one with no inherent scalability and performance limitations. The IEEE Std 1596-1992, IEEE Standard for Scalable Coherent Interface (SCI) was approved by the IEEE standards board on March 19, 1992. It saw some use during the 1990s, but never became widely used and has been replaced by other systems from the early 2000s. == History == Soon after the Fastbus (IEEE 960) follow-on Futurebus (IEEE 896) project in 1987, some engineers predicted it would already be too slow for the high performance computing marketplace by the time it would be released in the early 1990s. In response, a "Superbus" study group was formed in November 1987. Another working group of the standards association of the Institute of Electrical and Electronics Engineers (IEEE) spun off to form a standard targeted at this market in July 1988. It was essentially a subset of Futurebus features that could be easily implemented at high speed, along with minor additions to make it easier to connect to other systems, such as VMEbus. Most of the developers had their background from high-speed computer buses. Representatives from companies in the computer industry and research community included Amdahl, Apple Computer, BB&N, Hewlett-Packard, CERN, Dolphin Server Technology, Cray Research, Sequent, AT&T, Digital Equipment Corporation, McDonnell Douglas, National Semiconductor, Stanford Linear Accelerator Center, Tektronix, Texas Instruments, Unisys, University of Oslo, University of Wisconsin. The original intent was a single standard for all buses in the computer. The working group soon came up with the idea of using point-to-point communication in the form of insertion rings. This avoided the lumped capacitance, limited physical length/speed of light problems and stub reflections in addition to allowing parallel transactions. The use of insertion rings is credited to Manolis Katevenis who suggested it at one of the early meetings of the working group. The working group for developing the standard was led by David B. Gustavson (chair) and David V. James (Vice Chair). David V. James was a major contributor for writing the specifications including the executable C-code. Stein Gjessing’s group at the University of Oslo used formal methods to verify the coherence protocol and Dolphin Server Technology implemented a node controller chip including the cache coherence logic. Different versions and derivatives of SCI were implemented by companies like Dolphin Interconnect Solutions, Convex, Data General AViiON (using cache controller and link controller chips from Dolphin), Sequent and Cray Research. Dolphin Interconnect Solutions implemented a PCI and PCI-Express connected derivative of SCI that provides non-coherent shared memory access. This implementation was used by Sun Microsystems for its high-end clusters, Thales Group and several others including volume applications for message passing within HPC clustering and medical imaging. SCI was often used to implement non-uniform memory access architectures. It was also used by Sequent Computer Systems as the processor memory bus in their NUMA-Q systems. Numascale developed a derivative to connect with coherent HyperTransport. == The standard == The standard defined two interface levels: The physical level that deals with electrical signals, connectors, mechanical and thermal conditions The logical level that describes the address space, data transfer protocols, cache coherence mechanisms, synchronization primitives, control and status registers, and initialization and error recovery facilities. This structure allowed new developments in physical interface technology to be easily adapted without any redesign on the logical level. Scalability for large systems is achieved through a distributed directory-based cache coherence model. (The other popular models for cache coherency are based on system-wide eavesdropping (snooping) of memory transactions – a scheme which is not very scalable.) In SCI each node contains a directory with a pointer to the next node in a linked list that shares a particular cache line. SCI defines a 64-bit flat address space (16 exabytes) where 16 bits are used for identifying a node (65,536 nodes) and 48 bits for address within the node (256 terabytes). A node can contain many processors and/or memory. The SCI standard defines a packet switched network. === Topologies === SCI can be used to build systems with different types of switching topologies from centralized to fully distributed switching: With a central switch, each node is connected to the switch with a ringlet (in this case a two-node ring). In distributed switching systems, each node can be connected to a ring of arbitrary length and either all or some of the nodes can be connected to two or more rings. The most common way to describe these multi-dimensional topologies is k-ary n-cubes (or tori). The SCI standard specification mentions several such topologies as examples. The 2-D torus is a combination of rings in two dimensions. Switching between the two dimensions requires a small switching capability in the node. This can be expanded to three or more dimensions. The concept of folding rings can also be applied to the Torus topologies to avoid any long connection segments. === Transactions === SCI sends information in packets. Each packet consists of an unbroken sequence of 16-bit symbols. The symbol is accompanied by a flag bit. A transition of the flag bit from 0 to 1 indicates the start of a packet. A transition from 1 to 0 occurs 1 (for echoes) or 4 symbols before the packet end. A packet contains a header with address command and status information, payload (from 0 through optional lengths of data) and a CRC check symbol. The first symbol in the packet header contains the destination node address. If the address is not within the domain handled by the receiving node, the packet is passed to the output through the bypass FIFO. In the other case, the packet is fed to a receive queue and may be transferred to a ring in another dimension. All packets are marked when they pass the scrubber (a node is established as scrubber when the ring is initialized). Packets without a valid destination address will be removed when passing the scrubber for the second time to avoid filling the ring with packets that would otherwise circulate indefinitely. === Cache coherence === Cache coherence ensures data consistency in multiprocessor systems. The simplest form applied in earlier systems was based on clearing the cache contents between context switches and disabling the cache for data that were shared between two or more processors. These methods were feasible when the performance difference between the cache and memory were less than one order of magnitude. Modern processors with caches that are more than two orders of magnitude faster than main memory would not perform anywhere near optimal without more sophisticated methods for data consistency. Bus based systems use eavesdropping (snooping) methods since buses are inherently broadcast. Modern systems with point-to point links use broadcast methods with snoop filter options to improve performance. Since broadcast and eavesdropping are inherently non-scalable, these are not used in SCI. Instead, SCI uses a distributed directory-based cache coherence protocol with a linked list of nodes containing processors that share a particular cache line. Each node holds a directory for the main memory of the node with a tag for each line of memory (same line length as the cache line). The memory tag holds a pointer to the head of the linked list and a state code for the line (three states – home, fresh, gone). Associated with each node is also a cache for holding remote data with a directory containing forward and backward pointers to nodes in the linked list sharing the cache line. The tag for the cache has seven states (invalid, only fresh, head fresh, only dirty, head dirty, mid valid, tail valid). The distributed directory is scalable. The overhead for the directory based cache coherence is a constant percentage of the node’s memory and cache. This percentage is in the order of 4% for the memory and 7% for the cache. == Legacy == SCI is a standard for connecting the different resources within a multiprocessor computer system, and it is not as widely known to the public as for example the Ethernet family for connecting different systems. Different system vendors implemented different variants of SCI for their internal system infrastructure. These different implementations interface to very intricate mechanisms in processors and memory systems and each vendor has to preserve some degrees of

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  • Squeaky Dolphin

    Squeaky Dolphin

    Squeaky Dolphin is a program developed by the Government Communications Headquarters (GCHQ), a British intelligence and security organization, to collect and analyze data from social media networks. The program was first revealed to the general public on NBC on 27 January 2014 based on documents previously leaked by Edward Snowden. == Scope of surveillance == According to a document of the GCHQ dated August 2012, the program enables broad, real-time surveillance of the following items: YouTube video views The Like button on Facebook. Facebook has since then encrypted the data. Blogspot/Blogger visits Twitter, which has however encrypted its communications since this presentation was made The program can be supplemented with commercially available analytic software to determine which videos are popular among residents of specific cities. The dashboard software chosen was made by Splunk. The presentation, which was originally shown to an NSA audience and was made public by the NBC, contains a note saying the program was "Not interested in individuals just broad trends!". However, "according to other Snowden documents" obtained by NBC, in 2010, "GCHQ exploited unencrypted data from Twitter to identify specific users around the world and target them with propaganda."

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  • Data storage

    Data storage

    Data storage is the recording (storing) of information (data) in a storage medium. Handwriting, phonographic recording, magnetic tape, and optical discs are all examples of storage media. Biological molecules such as RNA and DNA are considered by some as data storage. Recording may be accomplished with virtually any form of energy. Electronic data storage requires electrical power to store and retrieve data. Data stored in a digital, machine-readable medium is called digital data. Computer data storage is one of the core functions of a general-purpose computer. Electronic documents can be stored in much less space than paper documents. Barcodes and magnetic ink character recognition (MICR) are two ways of recording machine-readable data on paper. == Recording media == A recording medium is physical material that holds information. Newly created information is distributed and can be stored in four storage media–print, film, magnetic, and optical–and seen or heard in four information flows–telephone, radio, TV, and the Internet as well as being observed directly. Digital information is stored on electronic media in many different recording formats. With electronic media, the data and the recording media are sometimes referred to as "software" despite the more common use of the word to describe computer software. With (traditional art) static media, art materials such as crayons may be considered both equipment and medium as the wax, charcoal or chalk material from the equipment becomes part of the surface of the medium. Some recording media may be temporary, either by design or by nature. Volatile organic compounds may be used to purposely make data expire over time or to reduce environmental impact. Data such as smoke signals or skywriting are temporary by nature. Depending on the volatility, a gas (e.g., atmosphere, smoke) or a liquid surface such as a lake would be considered a temporary recording medium, if it could be considered a recording medium at all. == Global capacity, digitization, and trends == A 2003 UC Berkeley report estimated that about five exabytes of new information were produced in 2002 and that 92% of this data was stored on magnetic media (primarily hard disk drives). This was about twice the data produced in 1999. The amount of data transmitted over telecommunications systems in 2002 was nearly 18 exabytes—three and a half times more than was recorded on non-volatile storage. Telephone calls constituted 98% of the telecommunicated information in 2002. The researchers' highest estimate for the growth rate of newly stored information (uncompressed) was more than 30% per year. In a more limited study, the International Data Corporation estimated that the total amount of digital data in 2007 was 281 exabytes and that the total amount of digital data produced exceeded the global storage capacity for the first time. A 2011 article in Science estimated that the year 2002 was the beginning of the digital age for information storage: an age in which more information is stored on digital storage devices than on analog storage devices. In 1986, approximately 1% of the world's capacity to store information was in digital format; this grew to 3% by 1993, to 25% by 2000, and to 94% by 2007. These figures correspond to less than three compressed exabytes in 1986, and 295 compressed exabytes in 2007. The quantity of digital storage doubled roughly every three to four years. It is estimated that around 120 zettabytes of data will be generated in 2023, an increase of 60x from 2010, and that it will increase to 181 zettabytes generated in 2025. == Mass storage ==

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  • Anti-Grain Geometry

    Anti-Grain Geometry

    Anti-Grain Geometry (AGG) is a 2D rendering graphics library written in C++. It features anti-aliasing and sub-pixel resolution. It is not a graphics library, per se, but rather a framework to build a graphics library upon. The library is operating system independent and renders to an abstract memory object. It comes with examples interfaced to the X Window System, Microsoft Windows, Mac OS X, AmigaOS, BeOS, SDL. The examples also include an SVG viewer. The design of AGG uses C++ templates only at a very high level, rather than extensively, to achieve the flexibility to plug custom classes into the rendering pipeline, without requiring a rigid class hierarchy, and allows the compiler to inline many of the method calls for high performance. For a library of its complexity, it is remarkably lightweight: it has no dependencies above the standard C++ libraries and it avoids the C++ STL in the implementation of the basic algorithms. The implicit interfaces are not well documented, however, and this can make the learning process quite cumbersome. While AGG version 2.5 is licensed under the GNU General Public License, version 2 or greater, AGG version 2.4 is still available under the 3-clause BSD license and is virtually the same as version 2.5. == History == Active development of the AGG codebase stalled in 2006, around the time of the v2.5 release, due to shifting priorities of its main developer and maintainer Maxim Shemanarev. M. Shemanarev remained active in the community until his sudden death in 2013. Development has continued on a fork of the more liberally licensed v2.4 on SourceForge.net. == Usage == The Haiku operating system uses AGG in its windowing system. It is one of the renderers available for use in GNU's Gnash Flash player. Graphical version of Rebol language interpreter is using AGG for scalable vector graphics DRAW dialect. Hilti uses it in some of their rebar detection tools, like the PS 1000. Matplotlib uses AGG as its canonical renderer for interactive user interfaces. fpGUI Toolkit has an optional AggPas back-end rendering engine. Work is being done to make AggPas the default or sole rendering engine for fpGUI. Mapnik, the toolkit that renders the maps on the OpenStreetMap website, uses AGG for all its bitmap map rendering by default. HTTPhotos uses AGG to scale photos. Pdfium, the PDF rendering engine used by Google Chrome makes use of AGG, although work is progressing to replace this with Skia Graphics Engine. Graphics Mill, the .NET imaging SDK uses AGG as its drawing engine. Image-Line FL Studio, a digital audio workstation, since version 10.8 released on September 30, 2012, uses AGG for drawing. Native Instruments's Supercharger and Supercharger GT compressors use AGG for its user interface. == Author == The main author of the library was Maxim Shemanarev (Russian: Максим Шеманарёв). On November 26, 2013 Shemanarev (born June 15, 1966, Nizhny Novgorod, Russia) was reported dead at the age of 47 at his home in Columbia, Maryland (US). He died suddenly, allegedly from an epileptic seizure that he had suffered for a while. He was a graduate from Nizhny Novgorod State Technical University. Little is known about his personal life. It's known though that he was divorced and his mother was alive at the time of his death. He used to love skiing, snowboarding (in Colorado), and inline skating. He was praised by his friends for his intelligent programming skills.

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  • Social media and suicide

    Social media and suicide

    Since the rise of social media, there have been numerous cases of individuals being influenced towards committing suicide or self-harm through their use of social media, and even of individuals arranging to broadcast suicide attempts, some successful, on social media. Researchers have studied social media and suicide to determine what, if any, risks social media poses in terms of suicide, and to identify methods of mitigating such risks, if they exist. The search for a correlation has not yet uncovered a clear answer. == Background == Suicide is one of the leading causes of death worldwide, and as of 2020, the second leading cause of death in the United States for those aged 15–34. According to the Center for Disease Control and Prevention, suicide was the third leading cause of death among adolescents in the US, from 1999 to 2006. In 2020, people in the US had a suicide rate of 13.5 per 100,000. Suicide was a leading cause of death in the United States accounting for 48,183 deaths in 2021. Suicide rates increased by 30 per cent from 2000 to 2018 and declined in 2019 and 2020. Suicide remains a significant public health issue worldwide, despite prevention efforts and treatments. Suicide has been identified not only as an individual phenomenon but also as being influenced by social and environmental factors. There is growing evidence that online activity has influenced suicide-related behavior. The use of social media throughout the 21st century has grown exponentially. For this reason, there are a variety of sources that are accessible to the public in various forms, especially social media sites such as Facebook, Instagram, Twitter, YouTube, Snapchat, TikTok and many more. Although these platforms were intended to allow people to connect virtually, these platforms can lead to cyber-bullying, insecurity, and emotional distress, and sometimes may influence a person to attempt suicide. Bullying, whether on social media or elsewhere, physical or not, significantly increases victims' risk of suicidal behavior. Since social media was introduced some people have taken their lives as a result of cyberbullying. Furthermore, suicide rates among teenagers have increased from 2010 to 2022 as social media has become something that people interact with more throughout their day-to-day lives. Media algorithms tend to popularize videos and posts to inform the country of the rising trouble, which may create a popular appeal to the young and immature minds of teenagers. This is why, social media could provide higher risks with the promotion of different kinds of pro-suicidal sites, message boards, chat rooms, and forums. Moreover, the Internet not only reports suicide incidents but documents suicide methods (for example, suicide pacts, an agreement between two or more people to kill themselves at a particular time and often by the same lethal means). Therefore, the role the Internet plays, particularly social media, in suicide-related behavior is a topic of growing interest. == Cyberbullying == There is substantial evidence that the Internet and social media can influence suicide-related behavior. Such evidence includes an increase in exposure to graphic content. A research study conducted by Sameer Hinduja and Justin Patchin found a correlation between cyberbullying and suicide. According to their findings, cyber-bullying increases suicidal thoughts by 14.5 percent and suicide attempts by 8.7 percent. Particularly alarming is the fact that children and young people under 25 who are victims of cyberbullying are more than twice as likely to self-harm and engage in suicidal behavior. Overall, teen suicide rates have increased within the past decade.This presents a significant public health concern, with over 40,000 suicides in the United States and nearly one million worldwide annually. Adolescents involved in cyberbullying often downplay its seriousness by calling it a joke or blaming the victim. These moral disengagement strategies can normalize harmful behavior and reduce feelings of guilt. This normalization may increase emotional distress and contribute to risks like depression and suicidal thoughts. Recent data from the Centers for Disease Control and Prevention reveals that 14.9 per cent of teenagers have experienced online bullying, while 13.6 per cent of teenagers have seriously attempted suicide. Both of these incidents are in increasing numbers in the United States. Furthermore, in numerous recent incidents, cyber-bullying led the victim to commit suicide; this phenomenon is now known as cyberbullicide. Many parents and children are unaware of the dangers and potential legal consequences of cyberbullying. As a response, anti-bullying regulations implemented by schools aim to prevent any form of bullying, including through technology, and protect students from online harassment. While some states have enacted laws against cyberbullying, there are currently no federal regulations addressing this issue. == Social media's influence on suicide == The media may portray suicidal behavior or language which can potentially influence people to act on these suicidal ideation. This may include news reports of actual suicides that have occurred or television shows and films that reenact suicides. Some organizations have proposed guidelines about how the media should report suicide. There is evidence that compliance with the guidelines varies. Some research showed that it is unclear whether the guidelines have successfully reduced the number of suicides. On the contrary, other research studies stated that the guidelines have worked in some cases. == Impact of pro-suicidal sites, message boards, chat rooms and forums == Social media platforms have transformed traditional methods of communication by allowing instantaneous and interactive sharing of information created and controlled by individuals, groups, organizations, and governments. As of the third quarter of 2022, Facebook had 266 million monthly active users, between Canada and the US. An immense quantity of information on the topic of suicide is available on the Internet and via social media. The information available on social media on the topic of suicide can influence suicidal behavior, both negatively and positively. The social cognitive theory plays a vital role in suicide attempts influenced through social media. This theory is demonstrated when one is influenced by what they see through various processes that form into modeled behaviors. This can be shown when people post their suicide attempts online or promote suicidal behavior in general. Contributors to these social media platforms may also exert peer pressure and encourage others to take their own lives, idolize those who have killed themselves, and facilitate suicide pacts. These pro-suicidal sites reported the following. For example, on a Japanese message board in 2008, it was shared that people can kill themselves using hydrogen sulfide gas. Shortly afterwards, 220 people attempted suicide in this way, and 208 were successful. Biddle et al. conducted a systematic Web search of 12 suicide-associated terms (e.g., suicide, suicide methods, how to kill yourself, and best suicide methods) to analyze the search results, and found that pro-suicide sites and chat rooms that discussed general issues associated with suicide most often occurred within the first few hits of a search. In another study, 373 suicide-related websites were found using Internet search engines and examined. Among them, 31% were suicide-neutral, 29% were anti-suicide, and 11% were pro-suicide. Together, these studies have shown that obtaining pro-suicide information on the Internet, including detailed information on suicide methods, is very easy. While social media has been prevalent in young adult suicide, some young adults find comfort and solace through these platforms. Young adults are making connections with people in like situations that are helping them feel less lonely. Although the public opinion is that message boards are harmful, the following studies show how they point to suicide prevention and have positive influences. A study using content analysis analyzed all of the postings on the AOL Suicide Bulletin Board over 11 months and concluded that most contributions contained positive, empathetic, and supportive postings. Then, a multi-method study was able to demonstrate that the users of such forums experience a great deal of social support and only a small amount of social strain. Lastly, in the survey participants were asked to assess the extent of their suicidal thoughts on a 7-level scale (0, absolutely no suicidal thoughts, to 7, very strong suicidal thoughts) for the time directly before their first forum visit and at the time of the survey. The study found a significant reduction after using the forum. The study however cannot conclude the forum is the only reason for the decrease. Together, these studies show how forums can reduce the number of

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  • Cryptographic multilinear map

    Cryptographic multilinear map

    A cryptographic n {\displaystyle n} -multilinear map is a kind of multilinear map, that is, a function e : G 1 × ⋯ × G n → G T {\displaystyle e:G_{1}\times \cdots \times G_{n}\rightarrow G_{T}} such that for any integers a 1 , … , a n {\displaystyle a_{1},\ldots ,a_{n}} and elements g i ∈ G i {\displaystyle g_{i}\in G_{i}} , e ( g 1 a 1 , … , g n a n ) = e ( g 1 , … , g n ) ∏ i = 1 n a i {\displaystyle e(g_{1}^{a_{1}},\ldots ,g_{n}^{a_{n}})=e(g_{1},\ldots ,g_{n})^{\prod _{i=1}^{n}a_{i}}} , and which in addition is efficiently computable and satisfies some security properties. It has several applications on cryptography, as key exchange protocols, identity-based encryption, and broadcast encryption. There exist constructions of cryptographic 2-multilinear maps, known as bilinear maps, however, the problem of constructing such multilinear maps for n > 2 {\displaystyle n>2} seems much more difficult and the security of the proposed candidates is still unclear. == Definition == === For n = 2 === In this case, multilinear maps are mostly known as bilinear maps or pairings, and they are usually defined as follows: Let G 1 , G 2 {\displaystyle G_{1},G_{2}} be two additive cyclic groups of prime order q {\displaystyle q} , and G T {\displaystyle G_{T}} another cyclic group of order q {\displaystyle q} written multiplicatively. A pairing is a map: e : G 1 × G 2 → G T {\displaystyle e:G_{1}\times G_{2}\rightarrow G_{T}} , which satisfies the following properties: Bilinearity ∀ a , b ∈ F q ∗ , ∀ P ∈ G 1 , Q ∈ G 2 : e ( a P , b Q ) = e ( P , Q ) a b {\displaystyle \forall a,b\in F_{q}^{},\ \forall P\in G_{1},Q\in G_{2}:\ e(aP,bQ)=e(P,Q)^{ab}} Non-degeneracy If g 1 {\displaystyle g_{1}} and g 2 {\displaystyle g_{2}} are generators of G 1 {\displaystyle G_{1}} and G 2 {\displaystyle G_{2}} , respectively, then e ( g 1 , g 2 ) {\displaystyle e(g_{1},g_{2})} is a generator of G T {\displaystyle G_{T}} . Computability There exists an efficient algorithm to compute e {\displaystyle e} . In addition, for security purposes, the discrete logarithm problem is required to be hard in both G 1 {\displaystyle G_{1}} and G 2 {\displaystyle G_{2}} . === General case (for any n) === We say that a map e : G 1 × ⋯ × G n → G T {\displaystyle e:G_{1}\times \cdots \times G_{n}\rightarrow G_{T}} is an n {\displaystyle n} -multilinear map if it satisfies the following properties: All G i {\displaystyle G_{i}} (for 1 ≤ i ≤ n {\displaystyle 1\leq i\leq n} ) and G T {\displaystyle G_{T}} are groups of same order; if a 1 , … , a n ∈ Z {\displaystyle a_{1},\ldots ,a_{n}\in \mathbb {Z} } and ( g 1 , … , g n ) ∈ G 1 × ⋯ × G n {\displaystyle (g_{1},\ldots ,g_{n})\in G_{1}\times \cdots \times G_{n}} , then e ( g 1 a 1 , … , g n a n ) = e ( g 1 , … , g n ) ∏ i = 1 n a i {\displaystyle e(g_{1}^{a_{1}},\ldots ,g_{n}^{a_{n}})=e(g_{1},\ldots ,g_{n})^{\prod _{i=1}^{n}a_{i}}} ; the map is non-degenerate in the sense that if g 1 , … , g n {\displaystyle g_{1},\ldots ,g_{n}} are generators of G 1 , … , G n {\displaystyle G_{1},\ldots ,G_{n}} , respectively, then e ( g 1 , … , g n ) {\displaystyle e(g_{1},\ldots ,g_{n})} is a generator of G T {\displaystyle G_{T}} There exists an efficient algorithm to compute e {\displaystyle e} . In addition, for security purposes, the discrete logarithm problem is required to be hard in G 1 , … , G n {\displaystyle G_{1},\ldots ,G_{n}} . === Candidates === All the candidates multilinear maps are actually slightly generalizations of multilinear maps known as graded-encoding systems, since they allow the map e {\displaystyle e} to be applied partially: instead of being applied in all the n {\displaystyle n} values at once, which would produce a value in the target set G T {\displaystyle G_{T}} , it is possible to apply e {\displaystyle e} to some values, which generates values in intermediate target sets. For example, for n = 3 {\displaystyle n=3} , it is possible to do y = e ( g 2 , g 3 ) ∈ G T 2 {\displaystyle y=e(g_{2},g_{3})\in G_{T_{2}}} then e ( g 1 , y ) ∈ G T {\displaystyle e(g_{1},y)\in G_{T}} . The three main candidates are GGH13, which is based on ideals of polynomial rings; CLT13, which is based approximate GCD problem and works over integers, hence, it is supposed to be easier to understand than GGH13 multilinear map; and GGH15, which is based on graphs.

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