AI Apps Like Chat Gpt

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

  • Information extraction

    Information extraction

    Information extraction (IE) is the task of automatically extracting structured information from unstructured and/or semi-structured machine-readable documents and other electronically represented sources. Typically, this involves processing human language texts by means of natural language processing (NLP). Recent activities in multimedia document processing like automatic annotation and content extraction out of images/audio/video/documents could be seen as information extraction. Recent advances in NLP techniques have allowed for significantly improved performance compared to previous years. An example is the extraction from newswire reports of corporate mergers, such as denoted by the formal relation: MergerBetween ⁡ ( c o m p a n y 1 , c o m p a n y 2 , d a t e ) {\displaystyle \operatorname {MergerBetween} (\mathrm {company} _{1},\mathrm {company} _{2},\mathrm {date} )} , from an online news sentence such as: "Yesterday, New York based Foo Inc. announced their acquisition of Bar Corp." A broad goal of IE is to allow computation to be done on the previously unstructured data. A more specific goal is to allow automated reasoning about the logical form of the input data. Structured data is semantically well-defined data from a chosen target domain, interpreted with respect to category and context. Information extraction is the part of a greater puzzle which deals with the problem of devising automatic methods for text management, beyond its transmission, storage and display. The discipline of information retrieval (IR) has developed automatic methods, typically of a statistical flavor, for indexing large document collections and classifying documents. Another complementary approach is that of natural language processing (NLP) which has solved the problem of modelling human language processing with considerable success when taking into account the magnitude of the task. In terms of both difficulty and emphasis, IE deals with tasks in between both IR and NLP. In terms of input, IE assumes the existence of a set of documents in which each document follows a template, i.e. describes one or more entities or events in a manner that is similar to those in other documents but differing in the details. An example, consider a group of newswire articles on Latin American terrorism with each article presumed to be based upon one or more terroristic acts. We also define for any given IE task a template, which is a(or a set of) case frame(s) to hold the information contained in a single document. For the terrorism example, a template would have slots corresponding to the perpetrator, victim, and weapon of the terroristic act, and the date on which the event happened. An IE system for this problem is required to "understand" an attack article only enough to find data corresponding to the slots in this template. == History == Information extraction dates back to the late 1970s in the early days of NLP. An early commercial system from the mid-1980s was JASPER built for Reuters by the Carnegie Group Inc with the aim of providing real-time financial news to financial traders. Beginning in 1987, IE was spurred by a series of Message Understanding Conferences. MUC is a competition-based conference that focused on the following domains: MUC-1 (1987), MUC-3 (1989): Naval operations messages. MUC-3 (1991), MUC-4 (1992): Terrorism in Latin American countries. MUC-5 (1993): Joint ventures and microelectronics domain. MUC-6 (1995): News articles on management changes. MUC-7 (1998): Satellite launch reports. Considerable support came from the U.S. Defense Advanced Research Projects Agency (DARPA), who wished to automate mundane tasks performed by government analysts, such as scanning newspapers for possible links to terrorism. == Present significance == The present significance of IE pertains to the growing amount of information available in unstructured form. Tim Berners-Lee, inventor of the World Wide Web, refers to the existing Internet as the web of documents and advocates that more of the content be made available as a web of data. Until this transpires, the web largely consists of unstructured documents lacking semantic metadata. Knowledge contained within these documents can be made more accessible for machine processing by means of transformation into relational form, or by marking-up with XML tags. An intelligent agent monitoring a news data feed requires IE to transform unstructured data into something that can be reasoned with. A typical application of IE is to scan a set of documents written in a natural language and populate a database with the information extracted. == Tasks and subtasks == Applying information extraction to text is linked to the problem of text simplification in order to create a structured view of the information present in free text. The overall goal being to create a more easily machine-readable text to process the sentences. Typical IE tasks and subtasks include: Template filling: Extracting a fixed set of fields from a document, e.g. extract perpetrators, victims, time, etc. from a newspaper article about a terrorist attack. Event extraction: Given an input document, output zero or more event templates. For instance, a newspaper article might describe multiple terrorist attacks. Knowledge Base Population: Fill a database of facts given a set of documents. Typically the database is in the form of triplets, (entity 1, relation, entity 2), e.g. (Barack Obama, Spouse, Michelle Obama) Named entity recognition: recognition of known entity names (for people and organizations), place names, temporal expressions, and certain types of numerical expressions, by employing existing knowledge of the domain or information extracted from other sentences. Typically the recognition task involves assigning a unique identifier to the extracted entity. A simpler task is named entity detection, which aims at detecting entities without having any existing knowledge about the entity instances. For example, in processing the sentence "M. Smith likes fishing", named entity detection would denote detecting that the phrase "M. Smith" does refer to a person, but without necessarily having (or using) any knowledge about a certain M. Smith who is (or, "might be") the specific person whom that sentence is talking about. Coreference resolution: detection of coreference and anaphoric links between text entities. In IE tasks, this is typically restricted to finding links between previously extracted named entities. For example, "International Business Machines" and "IBM" refer to the same real-world entity. If we take the two sentences "M. Smith likes fishing. But he doesn't like biking", it would be beneficial to detect that "he" is referring to the previously detected person "M. Smith". Relationship extraction: identification of relations between entities, such as: PERSON works for ORGANIZATION (extracted from the sentence "Bill works for IBM.") PERSON located in LOCATION (extracted from the sentence "Bill is in France.") Semi-structured information extraction which may refer to any IE that tries to restore some kind of information structure that has been lost through publication, such as: Table extraction: finding and extracting tables from documents. Table information extraction : extracting information in structured manner from the tables. This task is more complex than table extraction, as table extraction is only the first step, while understanding the roles of the cells, rows, columns, linking the information inside the table and understanding the information presented in the table are additional tasks necessary for table information extraction. Comments extraction : extracting comments from the actual content of articles in order to restore the link between authors of each of the sentences Language and vocabulary analysis Terminology extraction: finding the relevant terms for a given corpus Audio extraction Template-based music extraction: finding relevant characteristic in an audio signal taken from a given repertoire; for instance time indexes of occurrences of percussive sounds can be extracted in order to represent the essential rhythmic component of a music piece. Note that this list is not exhaustive and that the exact meaning of IE activities is not commonly accepted and that many approaches combine multiple sub-tasks of IE in order to achieve a wider goal. Machine learning, statistical analysis and/or natural language processing are often used in IE. IE on non-text documents is becoming an increasingly interesting topic in research, and information extracted from multimedia documents can now be expressed in a high level structure as it is done on text. This naturally leads to the fusion of extracted information from multiple kinds of documents and sources. == World Wide Web applications == IE has been the focus of the MUC conferences. The proliferation of the Web, however, intensified the need for developing IE systems that help people

    Read more →
  • Social media marketing

    Social media marketing

    Social media marketing is the use of social media platforms and websites to promote a product or service. Although the terms e-marketing and digital marketing are still dominant in academia, social media marketing is becoming more popular for practitioners and researchers. Social media platforms such as Facebook, LinkedIn, Instagram, and Twitter, among others, have built-in data analytics tools that companies can use to track the progress, success, and engagement of social media marketing campaigns. Companies address a range of stakeholders through social media marketing, including current and potential customers, current and potential employees, journalists, bloggers, and the general public. On a strategic level, social media marketing includes the management of a marketing campaign, governance, setting the scope (e.g. more active or passive use) and the establishment of a firm's desired social media "culture" and "tone". Firms that use social media marketing can allow customers and Internet users to post user-generated content (e.g., online comments, product reviews, etc.), also known as "earned media", rather than use marketer-prepared advertising copy. == Purposes and tactics == Social media may be employed in marketing as a communications tool that makes companies accessible to those who are interested in their product and visible to those who are not familiar with their products. It is used by companies to create buzz, learn from customers, and target them. Of the top 10 factors that correlate with a strong Google organic search, seven are social media-dependent. This means that if brands with little to no social media presence tend to show up less on Google searches. While platforms such as Twitter, Facebook and—in the past—Google+ have a larger number of monthly users, the visual media-sharing-based mobile platforms garner a higher interaction rate in comparison, and have registered the fastest growth, and have changed the ways in which consumers engage with brand content. Instagram has an interaction rate of 1.46% with an average of 130 million users monthly as opposed to Twitter, which has a .03% interaction rate with an average of 210 million monthly users. Unlike traditional media that are often cost-prohibitive to many companies, a social media strategy does not require significant financial investment. To this end, companies make use of platforms such as Facebook, Twitter, YouTube, TikTok and Instagram to reach audiences much wider than through traditional print, television, or radio advertisements alone at a fraction of the cost, as most social networking sites can be used at little or no cost (however, some websites charge companies for premium services). This has changed the ways that companies approach and interact with customers, as a substantial percentage of consumer interactions are now being carried out over online platforms with much higher visibility. Customers can post reviews of products and services, rate customer service, and ask questions or voice concerns directly to companies through social media platforms. According to Measuring Success, over 80% of consumers use the web to research products and services. Thus social media marketing is also used by businesses in order to build relationships of trust with consumers. To this aim, companies may hire personnel to specifically handle these social media interactions, who usually report under the title of online community managers. Handling these interactions in a satisfactory manner can result in an increase of consumer trust. To both this aim and to fix the public's perception of a company, three steps are taken in order to address consumer concerns: Identifying the extent of the social chatter Engaging the influencers to help Developing a proportional response == Strategies == === Passive approach === Social media can be a useful source of market information and a way to hear customers' perspectives. Blogs, content communities, and forums are platforms where individuals share their reviews and recommendations of brands, products, and services. Businesses are able to tap into and analyze customer voices and feedback generated in social media for marketing purposes. In this sense, social media is a relatively inexpensive source of market intelligence which can be used by marketers and managers to track and respond to consumer-identified problems and detect market opportunities. === Active approach === Social media can be used as a public relations tool, a direct marketing tool, and a communication channel to target very specific audiences, with social media influencers and social media personalities as effective customer engagement tools. This tactic is widely known as influencer marketing, which gives brands the opportunity to reach their target audience via a group of selected influencers advertising their product or service. Brands were projected to spend up to $15 billion on influencer marketing by 2022, per Business Insider Intelligence estimates, based on Mediakix data. The use of customer influencers, such as popular bloggers, can be an efficient and cost-effective method to launch new products or services. == Engagement == Engagement with the social web means that customers and stakeholders are active participants rather than passive spectators. An example of these are consumer advocacy groups and groups that criticize companies (e.g., lobby groups or advocacy organizations). The use of Social media in a business or political context allows people to express and share opinions about a company's products, services or business practices, or a government's actions. On social media, each participant becomes part of the marketing department (or a challenge to the marketing effort) as other customers read their comments or reviews. The effectiveness of social media marketing campaigns is dependent on the promotion of online engagement. With the advent of social media marketing, it has become increasingly important to gain customer interest in products and services, which can eventually be translated into buying behavior, or voting and donating behavior in a political context. New online marketing concepts of engagement and loyalty have emerged which aim to build customer participation and brand reputation. Engagement in social media for the purpose of a social media strategy is divided into two parts. The first is proactive, regular posting of new online content, which can be seen through digital photos, digital videos, text, and conversations. It is also represented through sharing of content and information from others via weblinks. The second part is reactive conversations, with social media users responding to those who reach out to others' social media profiles through comments or messages. == Campaigns == === Local businesses === Small businesses use social networking sites as a promotional technique. Businesses can follow individuals' social media usage in their local area and advertise specials and deals, which can be exclusive and in the form of "get a free drink with a copy of this tweet". This type of message encourages other locals to follow the business on their official websites in order to obtain the promotional deal. The business's brand visibility is enhanced in the process. Social networking sites are also used by small businesses to develop their own market research on new products and services. By encouraging their customers to give feedback on new product ideas, businesses can gain insights on whether or not a product may be accepted by their target market enough to merit full production. In addition, customers will feel the company has engaged them in the process of co-creation—the process in which the business uses customer feedback to create or modify a product or service to fill a need of the target market. Such feedback can be presented in various forms, such as surveys, contests, and polls. Social networking sites such as LinkedIn, also provide opportunities for small businesses to find candidates to fill staff positions. Review sites such as Yelp help small businesses build their reputation beyond brand visibility. Positive customer peer reviews help influence new prospects to purchase goods and services more than company advertising. == Benefits == Social Media Marketing allows companies to promote themselves to large, diverse audiences that could not be reached through traditional marketing such as phone and email-based advertising. Marketing on most social media platforms also comes at little to no cost, making it accessible to virtually any size business. Social Media Marketing accommodates personalized and direct marketing that targets specific demographics and markets. Companies can engage with customers directly, allowing them to obtain feedback and resolve issues almost immediately. Another advantage of social media marketing is that it's an ideal environment for a company to conduct market research. It can be used

    Read more →
  • Social media mining

    Social media mining

    Social media mining is the process of obtaining data from user-generated content on social media in order to extract actionable patterns, form conclusions about users, and act upon the information. Mining supports targeting advertising to users or academic research. The term is an analogy to the process of mining for minerals. Mining companies sift through raw ore to find the valuable minerals; likewise, social media mining sifts through social media data in order to discern patterns and trends about matters such as social media usage, online behaviour, content sharing, connections between individuals, buying behaviour. These patterns and trends are of interest to companies, governments and not-for-profit organizations, as such organizations can use the analyses for tasks such as design strategies, introduce programs, products, processes or services. Social media mining uses concepts from computer science, data mining, machine learning, and statistics. Mining is based on social network analysis, network science, sociology, ethnography, optimization and mathematics. It attempts to formally represent, measure and model patterns from social media data. In the 2010s, major corporations, governments and not-for-profit organizations began mining to learn about customers, clients and others. Platforms such as Google, Facebook (partnered with Datalogix and BlueKai) conduct mining to target users with advertising. Scientists and machine learning researchers extract insights and design product features. Users may not understand how platforms use their data. Users tend to click through Terms of Use agreements without reading them, leading to ethical questions about whether platforms adequately protect users' privacy. During the 2016 United States presidential election, Facebook allowed Cambridge Analytica, a political consulting firm linked to the Trump campaign, to analyze the data of an estimated 87 million Facebook users to profile voters, creating controversy when this was revealed. == Background == As defined by Kaplan and Haenlein, social media is the "group of internet-based applications that build on the ideological and technological foundations of Web 2.0, and that allow the creation and exchange of user-generated content." There are many categories of social media including, but not limited to, social networking (Facebook or LinkedIn), microblogging (Twitter), photo sharing (Flickr, Instagram, Photobucket, or Picasa), news aggregation (Google Reader, StumbleUpon, or Feedburner), video sharing (YouTube, MetaCafe), livecasting (Ustream or Twitch), virtual worlds (Kaneva), social gaming (World of Warcraft), social search (Google, Bing, or Ask.com), and instant messaging (Google Talk, Skype, or Yahoo! messenger). The first social media website was introduced by GeoCities in 1994. It enabled users to create their own homepages without having a sophisticated knowledge of HTML coding. The first social networking site, SixDegrees.com, was introduced in 1997. Since then, many other social media sites have been introduced, each providing service to millions of people. These individuals form a virtual world in which individuals (social atoms), entities (content, sites, etc.) and interactions (between individuals, between entities, between individuals and entities) coexist. Social norms and human behavior govern this virtual world. By understanding these social norms and models of human behavior and combining them with the observations and measurements of this virtual world, one can systematically analyze and mine social media. Social media mining is the process of representing, analyzing, and extracting meaningful patterns from data in social media, resulting from social interactions. It is an interdisciplinary field encompassing techniques from computer science, data mining, machine learning, social network analysis, network science, sociology, ethnography, statistics, optimization, and mathematics. Social media mining faces grand challenges such as the big data paradox, obtaining sufficient samples, the noise removal fallacy, and evaluation dilemma. Social media mining represents the virtual world of social media in a computable way, measures it, and designs models that can help us understand its interactions. In addition, social media mining provides necessary tools to mine this world for interesting patterns, analyze information diffusion, study influence and homophily, provide effective recommendations, and analyze novel social behavior in social media. == Uses == Social media mining is used across several industries including business development, social science research, health services, and educational purposes. Once the data received goes through social media analytics, it can then be applied to these various fields. Often, companies use the patterns of connectivity that pervade social networks, such as assortativity—the social similarity between users that are induced by influence, homophily, and reciprocity and transitivity. These forces are then measured via statistical analysis of the nodes and connections between these nodes. Social analytics also uses sentiment analysis, because social media users often relay positive or negative sentiment in their posts. This provides important social information about users' emotions on specific topics. These three patterns have several uses beyond pure analysis. For example, influence can be used to determine the most influential user in a particular network. Companies would be interested in this information in order to decide who they may hire for influencer marketing. These influencers are determined by recognition, activity generation, and novelty—three requirements that can be measured through the data mined from these sites. Analysts also value measures of homophily: the tendency of two similar individuals to become friends. Users have begun to rely on information of other users' opinions in order to understand diverse subject matter. These analyses can also help create recommendations for individuals in a tailored capacity. By measuring influence and homophily, online and offline companies are able to suggest specific products for individuals consumers, and groups of consumers. Social media networks can use this information themselves to suggest to their users possible friends to add, pages to follow, and accounts to interact with. == Perception == Modern social media mining is a controversial practice that has led to exponential gains in user growth for tech giants such as Facebook, Inc., Twitter, and Google. Companies such as these, considered "Big Tech" are companies that build algorithms that take advantage of user input to understand their preferences, and keep them on the platform as much as possible. These inputs, that can be as simple as time spent on a given screen, provide the data being mined, and lead to companies profiting heavily from using that data to capitalize on extremely accurate predictions about user behavior. The growth of platforms accelerated rapidly once these strategies were put in place; Most of the largest platforms now average over 1 billion active users per month as of 2021. It has been claimed by a multitude of anti-algorithm personalities, like Tristan Harris or Chamath Palihapitiya, that certain companies (specifically Facebook) valued growth above all else, and ignored potential negative impacts from these growth engineering tactics. At the same time, users have now created their own data arbitrages with the help of their own data, through content monetization and becoming influencers. Users typically have access to a varied set of analytics specific to people that interact with them on social media, and can use these as building blocks for their own targeting and growth strategies through ads and posts that cater to their audiences. Influencers also commonly promote products and services for established brands, creating one of the largest digital industries: Influencer marketing. Instagram, Facebook, Twitter, YouTube, Google, and others have long given access to platform analytics, and allowed third parties to access that information as well, at times unbeknownst to even the user whose data is being viewed/bought. == Research == === Research areas === Social media event detection – Social networks enable users to freely communicate with each other and share their recent news, ongoing activities or views about different topics. As a result, they can be seen as a potentially viable source of information to understand the current emerging topics/events. Public health monitoring and surveillance - Using large-scale analysis of social media to study large cohorts of patients and the general public, e.g. to obtain early warning signals of drug-drug interactions and adverse drug reactions, or understand human reproduction and sexual interest. Community structure (Community Detection/Evolution/Evaluation) – Identifying communities on social networks, how t

    Read more →
  • Social media as a public utility

    Social media as a public utility

    Social media as a public utility is a theory postulating that social networking sites (such as Meta - ie:Facebook & Instagram or Alphabet - ie: YouTube & Google, but also independent sites such as Twitter, Tumblr, Snapchat etc.) are essential public services that should be regulated by the government, in a manner similar to how electric and phone utilities are typically government regulated. It is based on the notion that social media platforms have monopoly power and broad social influence. == Background == === Definitions === Social media is defined as "a group of Internet-based applications that build on the ideological and technological foundations of Web 2.0, and that allow the creation and exchange of User Generated Content." Furthermore, the New Zealand Government of Internal Affairs describes it as "a set of online technologies, sites, and practices which are used to share opinions, experiences and perspectives. Fundamentally it is about the conversation. In contrast with traditional media, the nature of social media is to be highly interactive." Moreover, the term social media is described as online tools that let people interact and communicate with each other. This has become a standard word for online cultural exchange and a dominant way for individuals to engage on the internet. By using social media individuals become more closely and strongly connected than ever before. The traditional definition of the term public utility is "an infrastructural necessity for the general public where the supply conditions are such that the public may not be provided with a reasonable service at reasonable prices because of monopoly in the area." Conventional public utilities include water, natural gas, and electricity. In order to secure the interests of the public, utilities are regulated. Public utilities can also be seen as natural monopolies implying that the highest degree of efficiency is accomplished under one operator in the marketplace. Public utility regulation for social media has been largely criticized because people believe it would produce undesirable and indirect effects. However, others say that truly effective government regulation would produce valuable results. Social media as a public utility is a crucial debate because utilities get regulated, so marking social media websites as utilities would require government regulation of various social media websites and platforms such as Facebook, Google, and Twitter. Applying the term public utility to social media implies that social media websites are public necessities, and, consequently, should be regulated by the government. While social media are not as essential for survival as traditional public utilities such as electricity, water, and natural gas, many people believe it has become vital for living in an interconnected world and without it, living a successful life would be difficult. Therefore, many people believe that social media has reached utility status and should be treated as a public utility. However, others believe that this is not true because social media are constantly revolutionizing and giving such platforms "utility status" would result in government regulation, which would consequently hinder innovation. Over the past decade many have debated and questioned whether or not "Internet service providers should be considered essential facilities or natural monopolies and regulated as public utilities." === Monopoly === A monopoly is defined as "a firm that is the only seller of a product or service having no close substitutes." A natural monopoly is when the entire demand within a relevant market can be satisfied at lowest cost by one firm rather than by two or more, and if such a market contains more than one firm then the firms will "quickly shake down to one through mergers or failures, or production will continue to consume more resources than necessary." In a monopoly competition is said to be short-lived, and in a natural monopoly it is said to produce inefficient results." Public utility companies can be regulated to prevent them from gaining monopolistic control. In November 2011 AT&T's proposal for merging with T-Mobile was rejected because it would have "diminished competition," and have led to the company having monopolistic power within the telephone industry. Such regulation is permitted because the telephone industry is a public utility. Similarly, Microsoft has also been prevented from taking various business actions that could result in the company gaining monopolistic power. If social media were a public utility then regulation of Google and Facebook would similarly dictate what they could and could not do. The possibility was raised in 2018 by U.S. Representative Steve King during a House Judiciary hearing on social media filtering practices. == Arguments == Advocates of this theory believe that social media websites already act like public utilities, and therefore regulation is needed. Additionally, advocates say that in the 21st century, using such websites are as necessary for communication as using traditional public utilities such as telephone, water, electricity, and natural gas are for other everyday uses. Specifically, advocates note that Google search should be treated as a public utility and needs to be regulated because it dominates the search engine market and no website can afford to ignore it. There is the position that a social media website such as Google "is a common carrier and should be regulated as such (Newman 2011)." These are reinforced by a perception that social media companies fail to properly maintain fair platforms for discourse. === Individual level === Advocates of regulating social media as a public utility believe that having an Internet presence using social media websites is imperative for individuals to adequately take part in the 21st century. Consequently, they argue that these sites are public utilities that need to be regulated to ensure that the constitutional rights of users are protected. For example, regulation may be needed to protect freedom of speech against risks such as Internet censorship and deplatforming. Social media affects people's behavior. For instance, it plays an important role in shaping its users' decisions and actions pertaining to health. This is demonstrated in a Pew Research Center research, which showed that 72 percent of American adults turned to social media for health information in 2011. Around 70 percent of people with chronic illnesses also use the platform to find cure, diagnoses, and other health answers. This development becomes a public issue as social media are likely to provide wrong medical information. Additionally, social media sites can also facilitate deleterious health behavior such as smoking, drug use, and harmful sexual behavior. === Business level === Advocates of social media as a public utility maintain that social media services dominate the Internet and are mainly owned by three or four companies that have unparalleled power to shape user interaction, and because of this power such businesses need to be regulated as public utilities. Zeynep Tufekci, University of North Carolina Chapel Hill, claims that services on the Internet such as Google, eBay, Facebook, Amazon.com, are all natural monopolies. She has stated that these services "benefit greatly from network externalities[,] which means that the more people on the service, the more useful it is for everyone," and thus it is difficult to replace the market leader. === Government level === Advocates of social media as a public utility believe that the government should impose restrictions on social media websites, such as Google, that are designed to benefit its rivals. Due to the recent substantial growth of social media websites such as Google, advocates claim that such a website "might need search neutrality regulation modeled after net neutrality regulation and that a Federal Search Commission might be needed to enforce such a regime." danah boyd expresses a future issue which the government may have to deal with in her research: Facebook is becoming an international social media website, specifically prevalent in Canada and Europe which are "two regions that love to regulate their utilities." Furthermore, recent books by New America Foundation Senior Fellow Rebecca MacKinnon and law professor Lori Andrews advise society to start considering Facebook and Google as nation-states or the "sovereigns of cyberspace." Overall, advocates of social media as a public utility believe that due to the immense popularity and necessity of social media websites, it is imperative that the Government imposes regulations in the same manner they do for electricity, water, and natural gas. == Counterarguments == Opponents of this theory say that social media websites should not be treated as public utilities because these platforms are changing every year, and because they are not essential services for s

    Read more →
  • Ultra Hal

    Ultra Hal

    Ultra Hal is a chatbot intended to function as a virtual assistant. It was developed by Zabaware, Inc. Ultra Hal uses a natural language interface with animated characters using speech synthesis. Users can communicate with the chatterbot via typing or via a speech recognition engine. It utilizes the WordNet lexical dictionary. Its name is an allusion to HAL 9000, the artificial intelligence from the movie 2001: A Space Odyssey. Ultra Hal won the 2007 Loebner Prize for "most human" chatterbot.

    Read more →
  • Harvest now, decrypt later

    Harvest now, decrypt later

    Harvest now, decrypt later (HNDL) is a surveillance strategy that relies on the acquisition and long-term storage of currently unreadable encrypted data awaiting possible breakthroughs in decryption technology that would render it readable in the future—a hypothetical date referred to as Y2Q (a reference to Y2K), or Q-Day. The most common concern is the prospect of developments in quantum computing which would allow current strong encryption algorithms to be broken at some time in the future, making it possible to decrypt any stored material that had been encrypted using those algorithms. However, the improvement in decryption technology need not be due to a quantum-cryptographic advance; any other form of attack capable of enabling decryption would be sufficient. The existence of this strategy has led to concerns about the need to urgently deploy post-quantum cryptography; even though no practical quantum attacks yet exist, some data stored now may still remain sensitive even decades into the future. As of 2022, the U.S. federal government has proposed a roadmap for organizations to start migrating toward quantum-cryptography-resistant algorithms to mitigate these threats. This new version of Commercial National Security Algorithm Suite uses publicly-available algorithms and is allowed for government use up to the TOP SECRET level. == Terminology and scope == The term “harvest now, decrypt later” encompasses various surveillance or espionage operations in which ciphertext or encrypted communications are collected today with the view that they may one day be decrypted, given sufficient advances in computing power or cryptanalysis. The abbreviation HNDL is sometimes used in technical and policy documents. The “Y2Q” (or “Q-Day”) label draws an analogy to the Y2K date-change issue, emphasising a potential future point at which current cryptography may collapse. The strategy is particularly relevant for data with long confidentiality lifetimes, such as diplomatic communications, personal health records, critical infrastructure logs, or intellectual property. == Mitigation strategies == The primary defense against HNDL attacks is the transition to post-quantum cryptography (PQC), which utilizes algorithms believed to be secure against quantum computer attacks. However, because PQC protects the data payload digitally, rather than the transmission itself, the encrypted data can still be harvested and stored. A complementary approach involves physical layer security (also known as optical layer encryption or photonic shielding). Unlike algorithmic encryption, this method modifies the optical waveform itself—often by burying the signal within optical noise or using spectral phase encoding—to render the transmission unrecordable by standard receivers. By preventing the attacker from capturing a valid signal in the first place, this approach aims to eliminate the "harvest" phase of the threat. Commercial implementations of harvest-proof optical encryption have been developed by firms such as CyberRidge to secure long-haul fiber networks. Field trials have demonstrated 100 Gbps throughput over legacy DWDM networks using this method.

    Read more →
  • Cryptochannel

    Cryptochannel

    In telecommunications, a cryptochannel is a complete system of crypto-communications between two or more holders or parties. It includes: (a) the cryptographic aids prescribed; (b) the holders thereof; (c) the indicators or other means of identification; (d) the area or areas in which effective; (e) the special purpose, if any, for which provided; and (f) pertinent notes as to distribution, usage, etc. A cryptochannel is analogous to a radio circuit.

    Read more →
  • Social television

    Social television

    Social television is the union of television and social media. Millions of people now share their TV experience with other viewers on social media such as Twitter and Facebook using smartphones and tablets. TV networks and rights holders are increasingly sharing video clips on social platforms to monetise engagement and drive tune-in. The social TV market covers the technologies that support communication and social interaction around TV as well as companies that study television-related social behavior and measure social media activities tied to specific TV broadcasts – many of which have attracted significant investment from established media and technology companies. The market is also seeing numerous tie-ups between broadcasters and social networking players such as Twitter and Facebook. The market is expected to be worth $256bn by 2017. Social TV was named one of the 10 most important emerging technologies by the MIT Technology Review on Social TV in 2010. And in 2011, David Rowan, the editor of Wired magazine, named Social TV at number three of six in his peek into 2011 and what tech trends to expect to get traction. Ynon Kreiz, CEO of the Endemol Group told the audience at the Digital Life Design (DLD) conference in January 2011: "Everyone says that social television will be big. I think it's not going to be big—it's going to be huge". Much of the investment in the earlier years of social TV went into standalone social TV apps. The industry believed these apps would provide an appealing and complimentary consumer experience which could then be monetized with ads. These apps featured TV listings, check-ins, stickers and synchronised second-screen content but struggled to attract users away from Twitter and Facebook. Most of these companies have since gone out of business or been acquired amid a wave of consolidation and the market has instead focused on the activities of the social media channels themselves – such as Twitter Amplify, Facebook Suggested Videos and Snapchat Discover – and the technologies that support them. == Twitter == Twitter and Facebook are both helping users connect around media, which can provoke strong debate and engagement. Both social platforms want to be the 'digital watercooler' and host conversation around TV because the engagement and data about what media people consume can then be used to generate advertising revenue. As an open platform, conversation on Twitter is closely aligned with real-time events. In May 2013, it launched Twitter Amplify – an advertising product for media and consumer brands. With Amplify, Twitter runs video highlights from major live broadcasts, with advertisers' names and messages playing before the clip. By February 2014, all four major U.S. TV networks had signed up to the Amplify program, bringing a variety of premium TV content onto the social platform in the form of in-tweet real-time video clips. In June 2014, Twitter acquired its Twitter Amplify partner in the U.S. SnappyTV, a company that was helping broadcasters and rights holders to share video content both organically across social and via Twitter's Amplify program. Twitter continues to rely on Grabyo, which has also struck numerous deals with some of the largest broadcasters and rights holders in Europe and North America to share video content across Facebook and Twitter. == Facebook == Facebook made significant changes to its platform in 2014 including updates to its algorithm to enhance how it serves video in users' feeds. It also launched video autoplay to get users to watch the videos in their feeds. It rapidly surpassed Twitter and by the end of 2014 it was enjoying three billion video views a day on its platform and had announced a partnership with the NFL, one of Twitter's most active Twitter Amplify partners. In April 2015, at its F8 Developer Conference, it revealed it was working with Grabyo among other technology partners to bring video onto its platform. Then in July it announced it would be launching Facebook Suggested Videos, bringing related videos and ads to anyone that clicks on a video – a move that not only competed with Twitter's commercial video offering but also put it in direct competition with YouTube. == TV Time == TV Time is a television dedicated social network that allows users to keep track of the television series they watch, as well as films. It also allows them to express their reaction to the media they have seen with episode specific voting for favorite characters and emotional reaction to episodes, as well as commenting in episode restrictive pages. This way users are able to avoid spoilers while also finding a precise audience and community for each of their interactions, as opposed to bigger, non-television dedicated social medias such as Facebook and Twitter where the likelihood of unintentionally reading spoilers is much higher. TV Time offers an analytics service called "TVLytics" where the votes and reactions collected from users can be studied for research and television production purposes. == Advertising == According to Businessinsider.com, there are variety of applications for social TV, including support for TV ad sales, optimizing TV ad buys, making ad buys more efficient, as a complement to audience measurement, and eventually, audience forecasting and real-time optimization. Social TV data can ease access to focus groups and may create a positive feedback loop for generating ultra-sticky TV programming and multi-screen ad campaigns. == In numbers == Viewers share their TV experience on social media in real-time as events unfold: between 88-100m Facebook users login to the platform during the primetime hours of 8pm – 11pm in the US. The volume of social media engagement in TV is also rising – according to Nielsen SocialGuide, there was a 38% increase in tweets about TV in 2013 to 263m. For the 2014 Super Bowl, Twitter reported that a record 24.9 million tweets about the game were sent during the telecast, peaking at 381,605 tweets per minute. Facebook reported that 50 million people discussed the Super Bowl, generating 185 million interactions. The 2014 Oscars generated 5m tweets, viewed by an audience of 37m unique Twitter users and delivering 3.3bn impressions globally as conversation and key moments were shared virally across the platform. In 2014 the All England Lawn Tennis Club (AELTC), hosts of Wimbledon, used Grabyo to share video content across social. The videos were viewed 3.5 million times across Facebook and Twitter. In partnered with Grabyo again in 2015 and the videos generated over 48 million views across Facebook and Twitter. == Television shows with social integration == Here are some examples of how TV executives are integrating social elements with TV shows: C-SPAN streamed tweets from US Senators and Representatives during the quorum call The Voice had the judges of the program tweet during the show and the posts scrolls on the bottom of the screen. The use of Twitter also led to an increase in viewers. "Glee" Entertainment Weekly created a second screen viewing platform for the Glee season 3 premiere. == Related publications == Erika Jonietz. "Making TV Social, Virtually" MIT Technology Review. (January 11, 2010) AmigoTV (Alcatel-Lucent; Coppens et al.) – 2004 www.ist-ipmedianet.org/Alcatel_EuroiTV2004_AmigoTV_short_paper_S4-2.pdf Nextream (MIT Media Lab, Martin et al.) – 2010 Social Interactive Television: Immersive Shared Experiences and Perspectives (P. Cesar, D. Geerts, and K. Chorianopoulos (eds.)) – 2009 Social TV and the Emergence of Interactive TV – Multimedia Research Group – November 2010 Interactive Social TV on Service Oriented Environments: Challenges and Enablers (May 2011) == Systems == Boxee – acquired by Samsung GetGlue – acquired by i.TV Grabyo KIT digital Miso TV Tank Top TV WiO Xbox Live

    Read more →
  • Inductive programming

    Inductive programming

    Inductive programming (IP) is a special area of automatic programming, covering research from artificial intelligence and programming, which addresses learning of typically declarative (logic or functional) and often recursive programs from incomplete specifications, such as input/output examples or constraints. Depending on the programming language used, there are several kinds of inductive programming. Inductive functional programming, which uses functional programming languages such as Lisp or Haskell, and most especially inductive logic programming, which uses logic programming languages such as Prolog and other logical representations such as description logics, have been more prominent, but other (programming) language paradigms have also been used, such as constraint programming or probabilistic programming. == Definition == Inductive programming incorporates all approaches which are concerned with learning programs or algorithms from incomplete (formal) specifications. Possible inputs in an IP system are a set of training inputs and corresponding outputs or an output evaluation function, describing the desired behavior of the intended program, traces or action sequences which describe the process of calculating specific outputs, constraints for the program to be induced concerning its time efficiency or its complexity, various kinds of background knowledge such as standard data types, predefined functions to be used, program schemes or templates describing the data flow of the intended program, heuristics for guiding the search for a solution or other biases. Output of an IP system is a program in some arbitrary programming language containing conditionals and loop or recursive control structures, or any other kind of Turing-complete representation language. In many applications the output program must be correct with respect to the examples and partial specification, and this leads to the consideration of inductive programming as a special area inside automatic programming or program synthesis, usually opposed to 'deductive' program synthesis, where the specification is usually complete. In other cases, inductive programming is seen as a more general area where any declarative programming or representation language can be used and we may even have some degree of error in the examples, as in general machine learning, the more specific area of structure mining or the area of symbolic artificial intelligence. A distinctive feature is the number of examples or partial specification needed. Typically, inductive programming techniques can learn from just a few examples. The diversity of inductive programming usually comes from the applications and the languages that are used: apart from logic programming and functional programming, other programming paradigms and representation languages have been used or suggested in inductive programming, such as functional logic programming, constraint programming, probabilistic programming, abductive logic programming, modal logic, action languages, agent languages and many types of imperative languages. == History == The early works of Plotkin, and his "relative least general generalization (rlgg)", had an enormous impact in inductive logic programming. There were some encouraging results on learning recursive Prolog programs such as quicksort from examples together with suitable background knowledge, for example with GOLEM. However, after initial success, the community got disappointed by limited progress about the induction of recursive programs with ILP less and less focusing on recursive programs and leaning more and more towards a machine learning setting with applications in relational data mining and knowledge discovery. In parallel to work in ILP, Koza proposed genetic programming in the early 1990s as a generate-and-test based approach to learning programs. The idea of genetic programming was further developed into the inductive programming system ADATE and the systematic-search-based system MagicHaskeller. Here again, functional programs are learned from sets of positive examples together with an output evaluation (fitness) function which specifies the desired input/output behavior of the program to be learned. The early work in grammar induction (also known as grammatical inference) is related to inductive programming, as rewriting systems or logic programs can be used to represent production rules. In fact, early works in inductive inference considered grammar induction and Lisp program inference as basically the same problem. The results in terms of learnability were related to classical concepts, such as identification-in-the-limit, as introduced in the seminal work of Gold. More recently, the language learning problem was addressed by the inductive programming community. In the recent years, the classical approaches have been resumed and advanced with great success. Therefore, the synthesis problem has been reformulated on the background of constructor-based term rewriting systems taking into account modern techniques of functional programming, as well as moderate use of search-based strategies and usage of background knowledge as well as automatic invention of subprograms. Many new and successful applications have recently appeared beyond program synthesis, most especially in the area of data manipulation, programming by example and cognitive modelling (see below). Other ideas have also been explored with the common characteristic of using declarative languages for the representation of hypotheses. For instance, the use of higher-order features, schemes or structured distances have been advocated for a better handling of recursive data types and structures; abstraction has also been explored as a more powerful approach to cumulative learning and function invention. One powerful paradigm that has been recently used for the representation of hypotheses in inductive programming (generally in the form of generative models) is probabilistic programming (and related paradigms, such as stochastic logic programs and Bayesian logic programming). == Application areas == The first workshop on Approaches and Applications of Inductive Programming (AAIP) Archived 2016-03-03 at the Wayback Machine held in conjunction with ICML 2005 identified all applications where "learning of programs or recursive rules are called for, [...] first in the domain of software engineering where structural learning, software assistants and software agents can help to relieve programmers from routine tasks, give programming support for end users, or support of novice programmers and programming tutor systems. Further areas of application are language learning, learning recursive control rules for AI-planning, learning recursive concepts in web-mining or for data-format transformations". Since then, these and many other areas have shown to be successful application niches for inductive programming, such as end-user programming, the related areas of programming by example and programming by demonstration, and intelligent tutoring systems. Other areas where inductive inference has been recently applied are knowledge acquisition, artificial general intelligence, reinforcement learning and theory evaluation, and cognitive science in general. There may also be prospective applications in intelligent agents, games, robotics, personalisation, ambient intelligence and human interfaces.

    Read more →
  • Transmission security

    Transmission security

    Transmission security (TRANSEC) is the component of communications security (COMSEC) that results from the application of measures designed to protect transmissions from interception and exploitation by means other than cryptanalysis. Goals of transmission security include: Low probability of interception (LPI) Low probability of detection (LPD) Antijam — resistance to jamming (EPM or ECCM) This involves securing communication links from being compromised by techniques like jamming, eavesdropping, and signal interception. TRANSEC includes the use of frequency hopping, spread spectrum and the physical protection of communication links to obscure the patterns of transmission. It is particularly vital in military and government communication systems, where the security of transmitted data is critical to prevent adversaries from gathering intelligence or disrupting operations. TRANSEC is often implemented alongside COMSEC (Communications Security) to form a comprehensive approach to communication security. Methods used to achieve transmission security include frequency hopping and spread spectrum where the required pseudorandom sequence generation is controlled by a cryptographic algorithm and key. Such keys are known as transmission security keys (TSK). Modern U.S. and NATO TRANSEC-equipped radios include SINCGARS and HAVE QUICK.

    Read more →
  • Visual networking

    Visual networking

    Visual networking refers to an emerging class of user applications that combine digital video and social networking capabilities. It is based upon the premise that visual literacy, "the ability to interpret, negotiate and make meaning from information presented in the form of a moving image", is a powerful force in how humans communicate, entertain and learn. The duality of visual networking—subsuming entertainment and communications, professional and personal content, video and other digital media, data networks and social networks to create immersive experiences, when, where and how the user wants it. These applications have changed video content from long-form movies and broadcast television programming to a database of segments or "clips", and social network annotations. And the generation and distribution of content takes on a new dimension with Web 2.0 applications—participatory social-networks or communities that facilitate interactive creativity, collaboration and sharing between users. == History == The rise of visual networking is relatively recent phenomenon driven by the emergence of social networking capabilities and the ability to deliver interactive video over a broadband network. It is a natural evolution of the current social networking phenomena whereby social networking annotations are layered over broadband video to create highly interactive and immersive experiences between individuals and their content. Until early 2005 this was not considered viable due to the lack of web and broadband infrastructure designed to support the transmission of web video and the still nascent stage of social networks like MySpace and Facebook. The introduction of YouTube in February 2005 marked the first significant combination of broadband video and social network systems designed to allow users to share, rate and tag user generated and premium content. From 2006 to 2008 this trend continued to gain steam as individuals and businesses pursued new combinations of video and social networking across a wide range of entertainment, communication and learning applications. == Broadband video takes off == Video has largely been defined by its use as an entertainment medium. Since the commercial availability of the television in the late '30s video has become the dominant entertainment medium far eclipsing audio and text based entertainment both in terms of time and dollars spent. Within the past decade, video use has rapidly evolved across a broader range of devices, multiple locations and user applications. The popularization of the long-tail and user-generated video has further challenged people's ideas of what's possible with video. A key advantage of video relative to other media is its superior ability to communicate ideas and emotions economically. If a picture is worth a thousand words, then a video may be worth a thousand pictures. Video by its very nature is highly experiential, making communications more compelling, informative and memorable. == Social networking meets video == At the core of visual networking is the concept that people can participate in communities of content and communities of interest. A community of interest is defined as a community of people who share a common interest or passion. These people exchange ideas and thoughts about the given passion, but may know (or care) little about each other outside of this area. Participation in a community of interest can be compelling, entertaining and create a ‘sticky’ community where people return frequently and remain for extended periods. The unparalleled potential of the Internet to promote such connections is only now being fully recognized and exploited, through Web-based groups established for that purpose. Based on the six degrees of separation concept (the idea that any two people on the planet could make contact through a chain of no more than five intermediaries), social networking establishes interconnected Internet communities (sometimes known as personal networks) that help people make contacts that would be good for them to know, but that they would be unlikely to have met otherwise. == Transition from search to discovery == The phrase The Long Tail was, according to Chris Anderson, first coined by himself in October 2004. Anderson argued that products that are in low demand or have low sales volume can collectively make up a market share that rivals or exceeds the relatively few current bestsellers and blockbusters, if the store or distribution channel is large enough. The Long Tail also has implications for the producers of content; especially those whose products could not—for economic reasons—find a place in pre-Internet information distribution channels controlled by book publishers, record companies, movie studios, and television networks. Looked at from the producers' side, the Long Tail has made possible a flowering of creativity across all fields of human endeavor. One example of this is YouTube, where thousands of diverse videos—whose content, production value or lack of popularity make them inappropriate for traditional television—are easily accessible to a wide range of viewers. The benefit to the consumer is that they know have an almost infinite choice of content to select from able to create their own specific channels based upon their unique needs. A potential negative side effect of the long tail is the rapidly growing inventory of text, audio and video content. The storage and distribution systems of the past restricted the number of songs, video, and books making it easier to search for what was relevant to the individual. As the long-tail has grown, more and more relevant and irrelevant content passes an individual by without their knowledge. This is especially true for video because unlike text-based files which can searched and indexed for easy finding, video typically has only its title as a clue to what's in it. This lack of comprehensive meta-data has limited the applicability of traditional search models. Augmenting traditional search has been the emergence of content based discovery tools that make people aware of relevant content based upon their participation in communities of interest and/or communities of content. The idea is that users may or may not start out searching for something, but they soon begin reacting to things they find, exploring links on pages they stumble upon and taking cues from fellow surfers about where to go. Instead of the old, passive, lean-back style of watching video, viewers are actively seeking content through discovery. People interact with each other, posting comments on what they just saw. Many sites now allow people to vote on videos, ranking and rating them. Ranking is the result of one of a number of algorithms that measure how many people have watched something or how many sites link to it. == Early examples == YouTube is the best early example of a visual networking experience. YouTube is a video sharing website where users can upload, view and share video clips. Unregistered users can watch most videos on the site, while registered users are permitted to upload an unlimited number of videos. Few statistics are publicly available regarding the number of videos on YouTube. However, in July 2006, the company revealed that more than 100 million videos were being watched every day, and 2.5 billion videos were watched in June 2006. 50,000 videos were being added per day in May 2006, and this increased to 65,000 by July. In January 2008 alone, nearly 79 million users watched over 3 billion videos on YouTube. Telepresence refers to a set of technologies which allow a person to feel as if they were present, to give the appearance that they were present, or to have an effect, at a location other than their true location. Telepresence requires that the senses of the user, or users, are provided with such stimuli as to give the feeling of being in that other location. Additionally, the user(s) may be given the ability to affect the remote location. In this case, the user's position, movements, actions, voice, etc. may be sensed, transmitted and duplicated in the remote location to bring about this effect. Therefore, information may be traveling in both directions between the user and the remote location. Critical the creating an in-person experience is the presence of high-definition video perfectly synchronized with stereophonic sound. A minimum system usually includes visual feedback. Ideally, the entire field of view of the user is filled with a view of the remote location, and the viewpoint corresponds to the movement and orientation of the user's head. In this way, it differs from television or cinema, where the viewpoint is out of the control of the viewer. == Other applications == While still in its infancy, visual networking applications are beginning to emerge that span both consumer and business markets. === Mobile video === Proliferation of multi-function mobile devices, particularl

    Read more →
  • Online Safety Amendment (Social Media Minimum Age) Act 2024

    Online Safety Amendment (Social Media Minimum Age) Act 2024

    The Online Safety Amendment (Social Media Minimum Age) Act 2024 is an Australian act of parliament that prohibits minors under the age of 16 from holding an account on certain social media platforms. It is an amendment to the Online Safety Act 2021 and was passed by the Parliament of Australia on 29 November 2024. It imposes monetary penalties on social media companies that fail to take reasonable steps to prevent minors under 16 that are located in Australia from having accounts on their services. The legislation allows the government to determine which social media platforms must ban age‑restricted users and proclaim a date for the commencement of the ban, with those provisions taking effect on 10 December 2025. Facebook, Instagram, Reddit, Snapchat, TikTok, Twitter, Threads, Twitch, Kick, and YouTube were age‑restricted on 10 December 2025, with the possibility that more platforms may be added. The act is being challenged in the High Court by the Digital Freedom Project. == Background == The ban on access to social media by young people by the federal government originated in November 2023, when shadow communications minister David Coleman introduced a private member's bill requiring the government to conduct a trial for age-verification technology on pornography and social media platforms. While the bill did not succeed, the Albanese government funded the trial in the 2024 Australian federal budget. In June 2024, opposition leader Peter Dutton pledged that a Coalition government would implement a ban on social media for under-16s within 100 days of taking office. The following month, prime minister Anthony Albanese announced the government would introduce legislation banning under-16s from social media. The Online Safety Amendment (Social Media Minimum Age) Bill 2024 was introduced into parliament by minister for communications Michelle Rowland on 21 November 2024, passing both houses on 28 November 2024. The ban on access to social media by young people by the federal government also gained momentum following an entreaty by the wife of the premier of South Australia, Peter Malinauskas, to her husband. She requested that he read The Anxious Generation by Jonathan Haidt and take action to address the impact of social media on the mental health of children. The couple have four young children, and, thinking of them, the premier thought that government should play a part in helping parents to regulate use of social media by their children at home. Malinauskas contacted former High Court chief justice Robert French, who agreed to look at the issue, and in September 2024 handed the premier a 267 page proposal, which he dubbed a "Swiss Army knife" rather than a machete, to adjust to social media's "changing landscape and its complexity". The leaders of other states and territories gave their support to Malinauskas's idea, and he took the French report to National Cabinet to collaborate with chief ministers, premiers, and the prime minister. Community support swelled after stories of parents who had lost their children to suicide after being bullied on social media were published. Albanese himself was moved by a personal letter received from Kelly O'Brien, whose 12-year-old daughter Charlotte had taken her own life due to bullying at school. An event took place at the sidelines of the United Nations General Assembly session in September 2025 at which a mother spoke of her daughter's suicide as "death by bullying ... enabled by social media". The speech won support from world leaders in Greece, Fiji, Tonga and the president of the European Commission Ursula von der Leyen. In early September 2024, South Australia proposed legislation similar to the federal law now in place. The state-based version was intended to ban users under the age of 14, unlike the federal law, which bans those under 16. The state-based law also proposed to require parental consent for 14 and 15‑year‑olds. Later in September, prime minister Anthony Albanese announced that his government intended to introduce legislation to set a minimum age requirement for social media. In November 2024, the federal government indicated their intention to engage the Age Check Certification Scheme following a tender process for an age assurance technology trial. The Albanese government's proposed ban was supported by the governments of every state and territory. Albanese described social media as a "scourge", and said "I want people to spend more time on the footy field or the netball court than they're spending on their phones", that family members are "worried sick about the safety of our kids online", and that social media "is having a negative impact on young people's mental health and on anxiety". Albanese's statements followed an earlier pledge by Liberal opposition leader Peter Dutton who was pushed by the early advocacy of shadow communications minister David Coleman to implement a ban on social media for under 16s within 100 days of being elected. The opposition organised an open letter signed by 140 experts who specialise in child welfare and technology. The opposition was concerned about the invasion of privacy that will occur with the introduction of identification-based age checks. An advocacy group for digital companies in Australia called the plans a "20th Century response to 21st Century challenges". A director of a mental health service voiced concerns, stating that "73% of young people across Australia who accessed mental health support did so through social media". == Implementation == Social media companies will receive a transition period of one year after the legislation is enacted to introduce reasonable controls preventing minors under the age of 16 from holding accounts on their services while physically located in Australia. Enforcement will involve fines of up to A$49.5 million for companies failing to take such steps, with no consequences for parents and children who violate the restrictions. There are no parental consent exceptions to the ban, and while the use of virtual private networks (VPNs) to access these services remains legal in Australia, the services are expected to try to stop under 16s from using VPNs to pretend to be outside Australia. The expectation is to make best-efforts to implement the ban on platforms including Facebook, Instagram, Reddit, Snapchat, TikTok, Twitter, Threads, Twitch, Kick and YouTube. Some social media companies are now obligated to become good enough at profiling Australian children under 16 to satisfy the Australian government they tried to implement the ban to avoid being fined. Consequently, social media companies said they will try to identify restricted users using various methods including behavioural inferencing. On 5 November 2025, it was announced that online gaming platform Roblox will not be banned, but Reddit and live-streaming platform Kick will be added to the list of platforms to be banned. A report by Age Check Certification Scheme, a UK company recruited by the government to consult on the technology used to implement the restrictions, was issued in June 2025, ahead of the December deadline to implement the ban. In June 2025, the preliminary report was released, which stated that "there are no significant technological barriers" to implementing the ban. In late July 2025, Google warned that it would sue the Australian government if YouTube was included in the ban. On 30 July, the government announced that it would extend its social media age limit to include YouTube, following advice from Grant. On 30 July 2025, the minister for communications, Anika Wells, published the Online Safety (Age-Restricted Social Media Platforms) Rules 2025, which specify exactly which types of social media platforms will be banned for certain users. On 31 August 2025, the full report was released, which stated that it would technically be possible to implement the ban; however, coordination among different services is required to successfully implement it. It also highlighted the benefits and flaws of different methods of age verification. On 16 September 2025, it was announced that the eSafety Commissioner will be able to take legal action against social media companies that have not pursued reasonable steps to bar users under the age of 16, and that fines can range up to A$49.5 million against these companies in court. On 19 November 2025, Meta announced that from 4 December their platforms (Instagram, Facebook, and Threads) would be removing users under the age of 16 ahead of the 10 December deadline. Users will be able to scan a face or provide an identity document to prove their age. On 21 November 2025, the eSafety Commissioner announced that the live-streaming platform Twitch will be included in the ban, but that Pinterest would not be. In December 2025, eSafety Commissioner Julie Inman Grant suggested efforts to block users include use by social media companies of various "signals" to identify children that are

    Read more →
  • Hugging Face

    Hugging Face

    Hugging Face, Inc., is an American company based in New York City that develops computation tools for building applications using machine learning. Its transformers library built for natural language processing applications and its platform allow users to share machine learning models and datasets and showcase their work. == History == === Founding === The company was founded in 2016 by French entrepreneurs Clément Delangue, Julien Chaumond, and Thomas Wolf in New York City, originally as a company that developed a chatbot app targeted at teenagers. The company was named after the U+1F917 🤗 HUGGING FACE emoji. After open sourcing the model behind the chatbot, the company pivoted to focus on being a platform for machine learning. === AI boom === On April 28, 2021, the company launched the BigScience Research Workshop in collaboration with several other research groups to release an open large language model. In 2022, the workshop concluded with the announcement of BLOOM, a multilingual large language model with 176 billion parameters. In February 2023, the company announced partnership with Amazon Web Services (AWS) which would allow Hugging Face's products to be available to AWS customers to use them as the building blocks for their custom applications. The company also said the next generation of BLOOM will be run on Trainium, a proprietary machine learning chip created by AWS. In June 2024, the company announced, along with Meta and Scaleway, their launch of a new AI accelerator program for European startups. The initiative aimed to help startups integrate open foundation models into their products, accelerating the EU AI ecosystem. The program, based at STATION F in Paris, ran from September 2024 to February 2025. Selected startups received mentoring, and access to AI models and tools and Scaleway's computing power. On September 23, 2024, to further the International Decade of Indigenous Languages, Hugging Face teamed up with Meta and UNESCO to launch a new online language translator. It was built on Meta's No Language Left Behind open-source AI model, enabling free text translation across 200 languages, including many low-resource languages. In April 2025, Hugging Face announced that they acquired a humanoid robotics startup, Pollen Robotics, based in France and founded by Matthieu Lapeyre and Pierre Rouanet in 2016. In an X tweet, Delangue shared his vision to "make Artificial Intelligence robotics Open Source". === Cyberattacks === In early 2026, hackers hijacked the Hugging Face platform to launch Android-targeted attacks involving "powerful malware" which could completely take over a compromised target.

    Read more →
  • Why We Post

    Why We Post

    Why We Post is a research project funded by the European Research Council and launched in 2012 by Daniel Miller with the objective of examining the global impact of new social media. The study is based on ethnographic data collected through the course of 15 months in China, India, Turkey, Italy, United Kingdom, Trinidad, Chile and Brazil. The results of this project were released on 29 February 2016. This included the first three of eleven Open Access books (available via UCL Press), a five-week e-course (MOOC) on FutureLearn in English, also available in Chinese, Portuguese, Hindi, Tamil, Italian, Turkish, and Spanish on UCLeXtend. In addition a website containing key discoveries, stories and over 100 films is available in the same 8 languages.

    Read more →
  • BitFunnel

    BitFunnel

    BitFunnel is the search engine indexing algorithm and a set of components used in the Bing search engine, which were made open source in 2016. BitFunnel uses bit-sliced signatures instead of an inverted index in an attempt to reduce operations cost. == History == Progress on the implementation of BitFunnel was made public in early 2016, with the expectation that there would be a usable implementation later that year. In September 2016, the source code was made available via GitHub. A paper discussing the BitFunnel algorithm and implementation was released as through the Special Interest Group on Information Retrieval of the Association for Computing Machinery in 2017 and won the Best Paper Award. == Components == BitFunnel consists of three major components: BitFunnel – the text search/retrieval system itself WorkBench – a tool for preparing text for use in BitFunnel NativeJIT – a software component that takes expressions that use C data structures and transforms them into highly optimized assembly code == Algorithm == === Initial problem and solution overview === The BitFunnel paper describes the "matching problem", which occurs when an algorithm must identify documents through the usage of keywords. The goal of the problem is to identify a set of matches given a corpus to search and a query of keyword terms to match against. This problem is commonly solved through inverted indexes, where each searchable item is maintained with a map of keywords. In contrast, BitFunnel represents each searchable item through a signature. A signature is a sequence of bits which describe a Bloom filter of the searchable terms in a given searchable item. The bloom filter is constructed through hashing through several bit positions. === Theoretical implementation of bit-string signatures === The signature of a document (D) can be described as the logical-or of its term signatures: S D → = ⋃ t ∈ D S t → {\displaystyle {\overrightarrow {S_{D}}}=\bigcup _{t\in D}{\overrightarrow {S_{t}}}} Similarly, a query for a document (Q) can be defined as a union: S Q → = ⋃ t ∈ Q S t → {\displaystyle {\overrightarrow {S_{Q}}}=\bigcup _{t\in Q}{\overrightarrow {S_{t}}}} Additionally, a document D is a member of the set M' when the following condition is satisfied: S Q → ∩ S D → = S Q → {\displaystyle {\overrightarrow {S_{Q}}}\cap {\overrightarrow {S_{D}}}={\overrightarrow {S_{Q}}}} This knowledge is then combined to produce a formula where M' is identified by documents which match the query signature: M ′ = { D ∈ C ∣ S Q → ∩ S D → = S Q → } {\displaystyle M'=\left\{D\in C\mid {\overrightarrow {S_{Q}}}\cap {\overrightarrow {S_{D}}}={\overrightarrow {S_{Q}}}\right\}} These steps and their proofs are discussed in the 2017 paper. === Pseudocode for bit-string signatures === This algorithm is described in the 2017 paper. M ′ = ∅ foreach D ∈ C do if S D → ∩ S Q → = S Q → then M ′ = M ′ ∪ { D } endif endfor {\displaystyle {\begin{array}{l}M'=\emptyset \\{\texttt {foreach}}\ D\in C\ {\texttt {do}}\\\qquad {\texttt {if}}\ {\overrightarrow {S_{D}}}\cap {\overrightarrow {S_{Q}}}={\overrightarrow {S_{Q}}}\ {\texttt {then}}\\\qquad \qquad M'=M'\cup \{D\}\\\qquad {\texttt {endif}}\\{\texttt {endfor}}\end{array}}}

    Read more →