AI Art Legality

AI Art Legality — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Control system

    Control system

    A control system manages, commands, directs, or regulates the behavior of other devices or systems using control loops. It can range from a single home heating controller using a thermostat controlling a domestic boiler to large industrial control systems which are used for controlling processes or machines. The control systems are designed via control engineering process. For continuously modulated control, a feedback controller is used to automatically control a process or operation. The control system compares the value or status of the process variable (PV) being controlled with the desired value or setpoint (SP), and applies the difference as a control signal to bring the process variable output of the plant to the same value as the setpoint. For sequential and combinational logic, software logic, such as in a programmable logic controller, is used. == Open-loop and closed-loop control == == Feedback control systems == == Logic control == Logic control systems for industrial and commercial machinery were historically implemented by interconnected electrical relays and cam timers using ladder logic. Today, most such systems are constructed with microcontrollers or more specialized programmable logic controllers (PLCs). The notation of ladder logic is still in use as a programming method for PLCs. Logic controllers may respond to switches and sensors and can cause the machinery to start and stop various operations through the use of actuators. Logic controllers are used to sequence mechanical operations in many applications. Examples include elevators, washing machines and other systems with interrelated operations. An automatic sequential control system may trigger a series of mechanical actuators in the correct sequence to perform a task. For example, various electric and pneumatic transducers may fold and glue a cardboard box, fill it with the product and then seal it in an automatic packaging machine. PLC software can be written in many different ways – ladder diagrams, SFC (sequential function charts) or statement lists. == On–off control == On–off control uses a feedback controller that switches abruptly between two states. A simple bi-metallic domestic thermostat can be described as an on-off controller. When the temperature in the room (PV) goes below the user setting (SP), the heater is switched on. Another example is a pressure switch on an air compressor. When the pressure (PV) drops below the setpoint (SP) the compressor is powered. Refrigerators and vacuum pumps contain similar mechanisms. Simple on–off control systems like these can be cheap and effective. == Linear control == == Fuzzy logic == Fuzzy logic is an attempt to apply the easy design of logic controllers to the control of complex continuously varying systems. Basically, a measurement in a fuzzy logic system can be partly true. The rules of the system are written in natural language and translated into fuzzy logic. For example, the design for a furnace would start with: "If the temperature is too high, reduce the fuel to the furnace. If the temperature is too low, increase the fuel to the furnace." Measurements from the real world (such as the temperature of a furnace) are fuzzified and logic is calculated arithmetic, as opposed to Boolean logic, and the outputs are de-fuzzified to control equipment. When a robust fuzzy design is reduced to a single, quick calculation, it begins to resemble a conventional feedback loop solution and it might appear that the fuzzy design was unnecessary. However, the fuzzy logic paradigm may provide scalability for large control systems where conventional methods become unwieldy or costly to derive. Fuzzy electronics is an electronic technology that uses fuzzy logic instead of the two-value logic more commonly used in digital electronics. == Physical implementation == The range of control system implementation is from compact controllers often with dedicated software for a particular machine or device, to distributed control systems for industrial process control for a large physical plant. Logic systems and feedback controllers are usually implemented with programmable logic controllers. The Broadly Reconfigurable and Expandable Automation Device (BREAD) is a recent framework that provides many open-source hardware devices which can be connected to create more complex data acquisition and control systems.

    Read more →
  • Dynamic knowledge repository

    Dynamic knowledge repository

    The dynamic knowledge repository (DKR) is a concept developed by Douglas C. Engelbart as a primary strategic focus for allowing humans to address complex problems. He has proposed that a DKR will enable us to develop a collective IQ greater than any individual's IQ. References and discussion of Engelbart's DKR concept are available at the Doug Engelbart Institute. == Definition == A knowledge repository is a computerized system that systematically captures, organizes and categorizes an organization's knowledge. The repository can be searched and data can be quickly retrieved. The effective knowledge repositories include factual, conceptual, procedural and meta-cognitive techniques. The key features of knowledge repositories include communication forums. A knowledge repository can take many forms to "contain" the knowledge it holds. A customer database is a knowledge repository of customer information and insights – or electronic explicit knowledge. A Library is a knowledge repository of books – physical explicit knowledge. A community of experts is a knowledge repository of tacit knowledge or experience. The nature of the repository only changes to contain/manage the type of knowledge it holds. A repository (as opposed to an archive) is designed to get knowledge out. It should therefore have some rules of structure, classification, taxonomy, record management, etc., to facilitate user engagement.

    Read more →
  • Data grid

    Data grid

    A data grid is an architecture or set of services that allows users to access, modify and transfer extremely large amounts of geographically distributed data for research purposes. Data grids make this possible through a host of middleware applications and services that pull together data and resources from multiple administrative domains and then present it to users upon request. The data in a data grid can be located at a single site or multiple sites where each site can be its own administrative domain governed by a set of security restrictions as to who may access the data. Likewise, multiple replicas of the data may be distributed throughout the grid outside their original administrative domain and the security restrictions placed on the original data for who may access it must be equally applied to the replicas. Specifically developed data grid middleware is what handles the integration between users and the data they request by controlling access while making it available as efficiently as possible. == Middleware == Middleware provides all the services and applications necessary for efficient management of datasets and files within the data grid while providing users quick access to the datasets and files. There is a number of concepts and tools that must be available to make a data grid operationally viable. However, at the same time not all data grids require the same capabilities and services because of differences in access requirements, security and location of resources in comparison to users. In any case, most data grids will have similar middleware services that provide for a universal name space, data transport service, data access service, data replication and resource management service. When taken together, they are key to the data grids functional capabilities. === Universal namespace === Since sources of data within the data grid will consist of data from multiple separate systems and networks using different file naming conventions, it would be difficult for a user to locate data within the data grid and know they retrieved what they needed based solely on existing physical file names (PFNs). A universal or unified name space makes it possible to create logical file names (LFNs) that can be referenced within the data grid that map to PFNs. When an LFN is requested or queried, all matching PFNs are returned to include possible replicas of the requested data. The end user can then choose from the returned results the most appropriate replica to use. This service is usually provided as part of a management system known as a Storage Resource Broker (SRB). Information about the locations of files and mappings between the LFNs and PFNs may be stored in a metadata or replica catalogue. The replica catalogue would contain information about LFNs that map to multiple replica PFNs. === Data transport service === Another middleware service is that of providing for data transport or data transfer. Data transport will encompass multiple functions that are not just limited to the transfer of bits, to include such items as fault tolerance and data access. Fault tolerance can be achieved in a data grid by providing mechanisms that ensures data transfer will resume after each interruption until all requested data is received. There are multiple possible methods that might be used to include starting the entire transmission over from the beginning of the data to resuming from where the transfer was interrupted. As an example, GridFTP provides for fault tolerance by sending data from the last acknowledged byte without starting the entire transfer from the beginning. The data transport service also provides for the low-level access and connections between hosts for file transfer. The data transport service may use any number of modes to implement the transfer to include parallel data transfer where two or more data streams are used over the same channel or striped data transfer where two or more steams access different blocks of the file for simultaneous transfer to also using the underlying built-in capabilities of the network hardware or specifically developed protocols to support faster transfer speeds. The data transport service might optionally include a network overlay function to facilitate the routing and transfer of data as well as file I/O functions that allow users to see remote files as if they were local to their system. The data transport service hides the complexity of access and transfer between the different systems to the user so it appears as one unified data source. === Data access service === Data access services work hand in hand with the data transfer service to provide security, access controls and management of any data transfers within the data grid. Security services provide mechanisms for authentication of users to ensure they are properly identified. Common forms of security for authentication can include the use of passwords or Kerberos (protocol). Authorization services are the mechanisms that control what the user is able to access after being identified through authentication. Common forms of authorization mechanisms can be as simple as file permissions. However, need for more stringent controlled access to data is done using Access Control Lists (ACLs), Role-Based Access Control (RBAC) and Tasked-Based Authorization Controls (TBAC). These types of controls can be used to provide granular access to files to include limits on access times, duration of access to granular controls that determine which files can be read or written to. The final data access service that might be present to protect the confidentiality of the data transport is encryption. The most common form of encryption for this task has been the use of SSL while in transport. While all of these access services operate within the data grid, access services within the various administrative domains that host the datasets will still stay in place to enforce access rules. The data grid access services must be in step with the administrative domains access services for this to work. === Data replication service === To meet the needs for scalability, fast access and user collaboration, most data grids support replication of datasets to points within the distributed storage architecture. The use of replicas allows multiple users faster access to datasets and the preservation of bandwidth since replicas can often be placed strategically close to or within sites where users need them. However, replication of datasets and creation of replicas is bound by the availability of storage within sites and bandwidth between sites. The replication and creation of replica datasets is controlled by a replica management system. The replica management system determines user needs for replicas based on input requests and creates them based on availability of storage and bandwidth. All replicas are then cataloged or added to a directory based on the data grid as to their location for query by users. In order to perform the tasks undertaken by the replica management system, it needs to be able to manage the underlying storage infrastructure. The data management system will also ensure the timely updates of changes to replicas are propagated to all nodes. ==== Replication update strategy ==== There are a number of ways the replication management system can handle the updates of replicas. The updates may be designed around a centralized model where a single master replica updates all others, or a decentralized model, where all peers update each other. The topology of node placement may also influence the updates of replicas. If a hierarchy topology is used then updates would flow in a tree like structure through specific paths. In a flat topology it is entirely a matter of the peer relationships between nodes as to how updates take place. In a hybrid topology consisting of both flat and hierarchy topologies updates may take place through specific paths and between peers. ==== Replication placement strategy ==== There are a number of ways the replication management system can handle the creation and placement of replicas to best serve the user community. If the storage architecture supports replica placement with sufficient site storage, then it becomes a matter of the needs of the users who access the datasets and a strategy for placement of replicas. There have been numerous strategies proposed and tested on how to best manage replica placement of datasets within the data grid to meet user requirements. There is not one universal strategy that fits every requirement the best. It is a matter of the type of data grid and user community requirements for access that will determine the best strategy to use. Replicas can even be created where the files are encrypted for confidentiality that would be useful in a research project dealing with medical files. The following section contains several strategies for replica placement. ===== Dynamic replication ===== Dynam

    Read more →
  • Consumer relationship system

    Consumer relationship system

    Consumer relationship systems (CRS) are specialized customer relationship management (CRM) software applications that are used to handle a company's dealings with its customers. Current consumer relationship systems integrate the software with telephone and call recording systems as well as with corporate systems for input and reporting. Customers can provide input from the company's website directly into the CRS. These systems are popular because they can deliver the 'voice of the consumer' that contributes to product quality improvement and that ultimately increases corporate profits. Consumer relationship systems that provide automated support as well as advanced systems may have artificial intelligence (AI) interfaces that can extract and analyse data collected, or handle basic questions and complaints. == History == The first CRS was developed in the 1980s. In 1981 Michael Wilke and Robert Thornton founded Wilke/Thornton, Inc in Columbus, Ohio, to develop new CRS software.

    Read more →
  • GCube system

    GCube system

    gCube is an open source software system specifically designed and developed to enact the building and operation of a Data Infrastructure providing their users with a rich array of services suitable for supporting the co-creation of Virtual Research Environments and promoting the implementation of open science workflows and practices. It is at the heart of the D4Science Data Infrastructure. == Overview == It is primarily organised in a number of web service called to offer functionality supporting the phases of knowledge production and sharing. In addition, it consists of a set of software libraries supporting service development, service-to-service integration, and service capabilities extension, and a set of portlets dedicated to realise user interface constituents facilitating the exploitation of one or more services. It is designed and conceived to enact system of systems. In fact, its gCube services rely on standards and mediators to interact with other services as well as are made available by standard and APIs to make it possible for clients to use them. For instance, the DataMiner service implements the Web Processing Service protocol to facilitate clients to execute processes. The set of components dealing with Identity and Access Management rely on Keycloak and federates other IDMs thus making the overall Authentication and the Authorization management compliant with open standards such as OAuth2, User-Managed Access (UMA), and OpenID Connect (OIDC)protocols. The Catalogue relies on DCAT, OAI-PMH, and Catalogue Service for the Web to collect contents from other catalogues and data sources and offers its content by DCAT, OAI-PMH, and a proprietary REST API (gCat REST API). Its Continuous Integration/Continuous Delivery pipeline implemented by Jenkins represents an innovative approach to software delivering conceived to be scalable and easy to maintain and upgrade at a minimal cost. == History == gCube has been developed in the context of the D4Science initiative with the support of several EU projects.

    Read more →
  • Feistel cipher

    Feistel cipher

    In cryptography, a Feistel cipher (also known as Luby–Rackoff block cipher) is a symmetric structure used in the construction of block ciphers, named after the German-born physicist and cryptographer Horst Feistel, who did pioneering research while working for IBM; it is also commonly known as a Feistel network. A large number of block ciphers use the scheme, including the US Data Encryption Standard, the Soviet/Russian GOST (aka Magma) and the more recent Blowfish and Twofish ciphers. In a Feistel cipher, encryption and decryption are very similar operations, and both consist of iteratively running a function called a "round function" a fixed number of times. == History == Many modern symmetric block ciphers are based on Feistel networks. Feistel networks were first seen commercially in IBM's Lucifer cipher, designed by Horst Feistel and Don Coppersmith in 1973. Feistel networks gained respectability when the U.S. Federal Government adopted the DES (a cipher based on Lucifer, with changes made by the NSA) in 1976. Like other components of the DES, the iterative nature of the Feistel construction makes implementing the cryptosystem in hardware easier (particularly on the hardware available at the time of DES's design). == Design == A Feistel network uses a round function, a function which takes two inputs – a data block and a subkey – and returns one output of the same size as the data block. In each round, the round function is run on half of the data to be encrypted, and its output is XORed with the other half of the data. This is repeated a fixed number of times, and the final output is the encrypted data. An important advantage of Feistel networks compared to other cipher designs such as substitution–permutation networks (SP-networks) is that the entire operation is guaranteed to be invertible (that is, encrypted data can be decrypted), even if the round function is not itself invertible. The round function can be made arbitrarily complicated, since it does not need to be designed to be invertible. Furthermore, the encryption and decryption operations are very similar, even identical in some cases, requiring only a reversal of the key schedule. Therefore, the size of the code or circuitry required to implement such a cipher is nearly halved. Unlike SP-networks, Feistel networks also do not depend on a substitution box that could cause timing side-channels in software implementations. == Theoretical work == The structure and properties of Feistel ciphers have been extensively analyzed by cryptographers. Michael Luby and Charles Rackoff analyzed the Feistel cipher construction and proved that if the round function is a cryptographically secure pseudorandom function, with Ki used as the seed, then 3 rounds are sufficient to make the block cipher a pseudorandom permutation, while 4 rounds are sufficient to make it a "strong" pseudorandom permutation (which means that it remains pseudorandom even to an adversary who gets oracle access to its inverse permutation). Because of this very important result of Luby and Rackoff, Feistel ciphers are sometimes called Luby–Rackoff block ciphers. Further theoretical work has generalized the construction somewhat and given more precise bounds for security. == Construction details == Let F {\displaystyle \mathrm {F} } be the round function and let K 0 , K 1 , … , K n {\displaystyle K_{0},K_{1},\ldots ,K_{n}} be the sub-keys for the rounds 0 , 1 , … , n {\displaystyle 0,1,\ldots ,n} respectively. Then the basic operation is as follows: Split the plaintext block into two equal pieces: ( L 0 {\displaystyle L_{0}} , R 0 {\displaystyle R_{0}} ). For each round i = 0 , 1 , … , n {\displaystyle i=0,1,\dots ,n} , compute L i + 1 = R i , {\displaystyle L_{i+1}=R_{i},} R i + 1 = L i ⊕ F ( R i , K i ) , {\displaystyle R_{i+1}=L_{i}\oplus \mathrm {F} (R_{i},K_{i}),} where ⊕ {\displaystyle \oplus } means XOR. Then the ciphertext is ( R n + 1 , L n + 1 ) {\displaystyle (R_{n+1},L_{n+1})} . Decryption of a ciphertext ( R n + 1 , L n + 1 ) {\displaystyle (R_{n+1},L_{n+1})} is accomplished by computing for i = n , n − 1 , … , 0 {\displaystyle i=n,n-1,\ldots ,0} R i = L i + 1 , {\displaystyle R_{i}=L_{i+1},} L i = R i + 1 ⊕ F ⁡ ( L i + 1 , K i ) . {\displaystyle L_{i}=R_{i+1}\oplus \operatorname {F} (L_{i+1},K_{i}).} Then ( L 0 , R 0 ) {\displaystyle (L_{0},R_{0})} is the plaintext again. The diagram illustrates both encryption and decryption. Note the reversal of the subkey order for decryption; this is the only difference between encryption and decryption. === Unbalanced Feistel cipher === Unbalanced Feistel ciphers use a modified structure where L 0 {\displaystyle L_{0}} and R 0 {\displaystyle R_{0}} are not of equal lengths. The Skipjack cipher is an example of such a cipher. The Texas Instruments digital signature transponder uses a proprietary unbalanced Feistel cipher to perform challenge–response authentication. The Thorp shuffle is an extreme case of an unbalanced Feistel cipher in which one side is a single bit. This has better provable security than a balanced Feistel cipher but requires more rounds. There exists Type-1, Type-2, and Type-3 Feistel networks, where the Feistel function is one fourth the size of the block but operates a varying number of times within one round. === Other uses === The Feistel construction is also used in cryptographic algorithms other than block ciphers. For example, the optimal asymmetric encryption padding (OAEP) scheme uses a simple Feistel network to randomize ciphertexts in certain asymmetric-key encryption schemes. A generalized Feistel algorithm can be used to create strong permutations on small domains of size not a power of two (see format-preserving encryption). === Feistel networks as a design component === Whether the entire cipher is a Feistel cipher or not, Feistel-like networks can be used as a component of a cipher's design. For example, MISTY1 is a Feistel cipher using a three-round Feistel network in its round function, Skipjack is a modified Feistel cipher using a Feistel network in its G permutation, and Threefish (part of Skein) is a non-Feistel block cipher that uses a Feistel-like MIX function. == List of Feistel ciphers == Feistel or modified Feistel: Generalised Feistel: CAST-256 CLEFIA MacGuffin RC2 RC6 Skipjack SMS4

    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 →
  • Majal (organization)

    Majal (organization)

    Majal is a regional not-for-profit organization focused on "amplifying voices of dissent" throughout the Middle East and North Africa via digital media. Founded in Bahrain, the organization "creates platforms and web applications that promote freedom of expression and social justice." Majal, which relies on open source platforms, like WordPress and Ruby on Rails, was launched in 2006 by Esra'a Al Shafei as a simple group-blogging idea. However, it has changed course to focus on the development of unique applications and tools. == Objectives and means == Majal's content, in addition to its projects and applications, is free open source content to ensure right to access information for everyone. The organization uses a broad spectrum of social media tools, ranging from written blogs, podcasts, vlogs, comics, video animation and pictures to live broadcasting through radio. == Projects and applications == Majal runs various active projects that include Alliance for Kurdish Rights, The Muslim Network for Baháʼí Rights, a discussion tool for Arab LGBT youth and various Mobile apps. == Funding == Majal is funded through private donations and grants from non-governmental organizations, as well as any potential revenues earned through freelance development. Its primary funders are the Shuttleworth Foundation and the Omidyar Network. In 2008, Majal won the Berkman Award from the Berkman Klein Center for Internet & Society at Harvard University in the Human Rights/Global Advocacy category. This $10,000 award was Majal’s first source of funding. This award is presented to “people or institutions that have made a significant contribution to the Internet and its impact on society over the past decade.” In 2009, the March 18 Movement, a project of Majal, received the Think Social Award, which demonstrates how social media can be used to solve the world’s problems. Esra'a Al-Shafei was named a 2009 Echoing Green Fellow for Civil and Human Rights, a seed funding award for young entrepreneurs engaged in social change. Financially, the fellowship consists of a $60,000 stipend paid over two years. Most recently, MEY has received a grant from the Arab Fund for Arts and Culture for its Mideast Tunes website. == Awards == Winner of Human Rights Tulip 2014 Human Rights Tulip - Human rights - Government.nl Ashoka Changemakers Citizen Media competition in 2011 for their CrowdVoice project. Monaco Media Prize 2011 for Majal founder and director Esra'a Al Shafei in 2011. The BOBS Special Topic Human Rights award in 2011 for the Majal website Migrant Rights. ThinkSocial Award in 2009, as powerful model for how social media can be used to address global problems. Echoing Green, 2009 Fellowship. TEDGlobal 2009 Fellowship. Berkman Award for Internet Innovation from Berkman Klein Center for Internet & Society at Harvard Law School in 2008 for the outstanding contributions to the internet and its impact on society. The Global Journal selected Majal as one of the Top 100 NGOs in 2013. 2013-2014 Shuttleworth Foundation Fellowship. == Leadership == Majal team is led primarily by women. The organization was founded by Esra'a Al Shafei, a blogger from Bahrain in 2006. Ahmed Zidan of Egypt has served for over three years as the Editor-in-Chief of Majal Arabic, and is the co-founder of Ahwaa, and is also a podcaster. Other team members include Mona Kareem, Rima Kalush, Abir Ghattas, Namita Malhotra, and Vani Saraswathi. == 2011 Middle East and North Africa protests == Blogs and video played a role in the documentation of protests throughout the Middle East and North Africa during 2010-2011, also known as the Arab Spring. During this period, MEY's project, CrowdVoice (launched in 2010) helped curate and archive the large amounts of videos, images, and eye-witness reports being aggregated and crowdsourced from across the region. As a result, it had been censored temporarily in Yemen and is still censored in Bahrain. == Media coverage == Majal claims to have received various coverage from news agencies, TV satellite channels, radio stations, newspapers, magazines. For instance, Sky News, CNN, New York Times, BBC, The Guardian, NPR, Time, MTV political blog "Act", VH1, Daily Telegraph, Die Zeit, Frankfurter Rundschau FR-online, Toronto Star, TechCrunch, Rolling Stone Middle East, Abu Dhabi TV, Gulf News, Al-Hasnaa' magazine, ReadWriteWeb, Mashable, The Next Web, Radio Sawt Beirut International, Radio Farda among many others.

    Read more →
  • Clipping (computer graphics)

    Clipping (computer graphics)

    Clipping, in the context of computer graphics, is a method to selectively enable or disable rendering operations within a defined region of interest. Mathematically, clipping can be described using the terminology of constructive geometry. A rendering algorithm only draws pixels in the intersection between the clip region and the scene model. Lines and surfaces outside the view volume (aka. frustum) are removed. Clip regions are commonly specified to improve render performance. Pixels that will be drawn are said to be within the clip region. Pixels that will not be drawn are outside the clip region. More informally, pixels that will not be drawn are said to be "clipped." == In 2D graphics == In two-dimensional graphics, a clip region may be defined so that pixels are only drawn within the boundaries of a window or frame. Clip regions can also be used to selectively control pixel rendering for aesthetic or artistic purposes. In many implementations, the final clip region is the composite (or intersection) of one or more application-defined shapes, as well as any system hardware constraints In one example application, consider an image editing program. A user application may render the image into a viewport. As the user zooms and scrolls to view a smaller portion of the image, the application can set a clip boundary so that pixels outside the viewport are not rendered. In addition, GUI widgets, overlays, and other windows or frames may obscure some pixels from the original image. In this sense, the clip region is the composite of the application-defined "user clip" and the "device clip" enforced by the system's software and hardware implementation. Application software can take advantage of this clip information to save computation time, energy, and memory, avoiding work related to pixels that aren't visible. == In 3D graphics == In three-dimensional graphics, the terminology of clipping can be used to describe many related features. Typically, "clipping" refers to operations in the plane that work with rectangular shapes, and "culling" refers to more general methods to selectively process scene model elements. This terminology is not rigid, and exact usage varies among many sources. Scene model elements include geometric primitives: points or vertices; line segments or edges; polygons or faces; and more abstract model objects such as curves, splines, surfaces, and even text. In complicated scene models, individual elements may be selectively disabled (clipped) for reasons including visibility within the viewport (frustum culling); orientation (backface culling), obscuration by other scene or model elements (occlusion culling, depth- or "z" clipping). Sophisticated algorithms exist to efficiently detect and perform such clipping. Many optimized clipping methods rely on specific hardware acceleration logic provided by a graphics processing unit (GPU). The concept of clipping can be extended to higher dimensionality using methods of abstract algebraic geometry. === Near clipping === Beyond projection of vertices & 2D clipping, near clipping is required to correctly rasterise 3D primitives; this is because vertices may have been projected behind the eye. Near clipping ensures that all the vertices used have valid 2D coordinates. Together with far-clipping it also helps prevent overflow of depth-buffer values. Some early texture mapping hardware (using forward texture mapping) in video games suffered from complications associated with near clipping and UV coordinates. === Occlusion clipping (Z- or depth clipping) === In 3D computer graphics, "Z" often refers to the depth axis in the system of coordinates centered at the viewport origin: "Z" is used interchangeably with "depth", and conceptually corresponds to the distance "into the virtual screen." In this coordinate system, "X" and "Y" therefore refer to a conventional cartesian coordinate system laid out on the user's screen or viewport. This viewport is defined by the geometry of the viewing frustum, and parameterizes the field of view. Z-clipping, or depth clipping, refers to techniques that selectively render certain scene objects based on their depth relative to the screen. Most graphics toolkits allow the programmer to specify a "near" and "far" clip depth, and only portions of objects between those two planes are displayed. A creative application programmer can use this method to render visualizations of the interior of a 3D object in the scene. For example, a medical imaging application could use this technique to render the organs inside a human body. A video game programmer can use clipping information to accelerate game logic. For example, a tall wall or building that occludes other game entities can save GPU time that would otherwise be spent transforming and texturing items in the rear areas of the scene; and a tightly integrated software program can use this same information to save CPU time by optimizing out game logic for objects that aren't seen by the player. == Algorithms == Line clipping algorithms: Cohen–Sutherland Liang–Barsky Fast-clipping Cyrus–Beck Nicholl–Lee–Nicholl Skala O(lg N) algorithm Polygon clipping algorithms: Greiner–Hormann Sutherland–Hodgman Weiler–Atherton Vatti Rendering methodologies Painter's algorithm

    Read more →
  • White-box cryptography

    White-box cryptography

    In cryptography, the white-box model refers to an extreme attack scenario, in which an adversary has full unrestricted access to a cryptographic implementation, most commonly of a block cipher such as the Advanced Encryption Standard (AES). A variety of security goals may be posed (see the section below), the most fundamental being "unbreakability", requiring that any (bounded) attacker should not be able to extract the secret key hardcoded in the implementation, while at the same time the implementation must be fully functional. In contrast, the black-box model only provides an oracle access to the analyzed cryptographic primitive (in the form of encryption and/or decryption queries). There is also a model in-between, the so-called gray-box model, which corresponds to additional information leakage from the implementation, more commonly referred to as side-channel leakage. White-box cryptography is a practice and study of techniques for designing and attacking white-box implementations. It has many applications, including digital rights management (DRM), pay television, protection of cryptographic keys in the presence of malware, mobile payments and cryptocurrency wallets. Examples of DRM systems employing white-box implementations include CSS and Widevine. White-box cryptography is closely related to the more general notions of obfuscation, in particular, to Black-box obfuscation, proven to be impossible, and to Indistinguishability obfuscation, constructed recently under well-founded assumptions but so far being infeasible to implement in practice. As of January 2023, there are no publicly known unbroken white-box designs of standard symmetric encryption schemes. On the other hand, there exist many unbroken white-box implementations of dedicated block ciphers designed specifically to achieve incompressibility (see § Security goals). == Security goals == Depending on the application, different security goals may be required from a white-box implementation. Specifically, for symmetric-key algorithms the following are distinguished: Unbreakability is the most fundamental goal requiring that a bounded attacker should not be able to recover the secret key embedded in the white-box implementation. Without this requirement, all other security goals are unreachable since a successful attacker can simply use a reference implementation of the encryption scheme together with the extracted key. One-wayness requires that a white-box implementation of an encryption scheme can not be used by a bounded attacker to decrypt ciphertexts. This requirement essentially turns a symmetric encryption scheme into a public-key encryption scheme, where the white-box implementation plays the role of the public key associated to the embedded secret key. This idea was proposed already in the famous work of Diffie and Hellman in 1976 as a potential public-key encryption candidate. Code lifting security is an informal requirement on the context, in which the white-box program is being executed. It demands that an attacker can not extract a functional copy of the program. This goal is particularly relevant in the DRM setting. Code obfuscation techniques are often used to achieve this goal. A commonly used technique is to compose the white-box implementation with so-called external encodings. These are lightweight secret encodings that modify the function computed by the white-box part of an application. It is required that their effect is canceled in other parts of the application in an obscure way, using code obfuscation techniques. Alternatively, the canceling counterparts can be applied on a remote server. Incompressibility requires that an attacker can not significantly compress a given white-box implementation. This can be seen as a way to achieve code lifting security (see above), since exfiltrating a large program from a constrained device (for example, an embedded or a mobile device) can be time-consuming and may be easy to detect by a firewall. Examples of incompressible designs include SPACE cipher, SPNbox, WhiteKey and WhiteBlock. These ciphers use large lookup tables that can be pseudorandomly generated from a secret master key. Although this makes the recovery of the master key hard, the lookup tables themselves play the role of an equivalent secret key. Thus, unbreakability is achieved only partially. Traceability (Traitor tracing) requires that each distributed white-box implementation contains a digital watermark allowing identification of the guilty user in case the white-box program is being leaked and distributed publicly. == History == The white-box model with initial attempts of white-box DES and AES implementations were first proposed by Chow, Eisen, Johnson and van Oorshot in 2003. The designs were based on representing the cipher as a network of lookup tables and obfuscating the tables by composing them with small (4- or 8-bit) random encodings. Such protection satisfied a property that each single obfuscated table individually does not contain any information about the secret key. Therefore, a potential attacker has to combine several tables in their analysis. The first two schemes were broken in 2004 by Billet, Gilbert, and Ech-Chatbi using structural cryptanalysis. The attack was subsequently called "the BGE attack". The numerous consequent design attempts (2005-2022) were quickly broken by practical dedicated attacks. In 2016, Bos, Hubain, Michiels and Teuwen showed that an adaptation of standard side-channel power analysis attacks can be used to efficiently and fully automatically break most existing white-box designs. This result created a new research direction about generic attacks (correlation-based, algebraic, fault injection) and protections against them. == Competitions == Four editions of the WhibOx contest were held in 2017, 2019, 2021 and 2024 respectively. These competitions invited white-box designers both from academia and industry to submit their implementation in the form of (possibly obfuscated) C code. At the same time, everyone could attempt to attack these programs and recover the embedded secret key. Each of these competitions lasted for about 4-5 months. WhibOx 2017 / CHES 2017 Capture the Flag Challenge targeted the standard AES block cipher. Among 94 submitted implementations, all were broken during the competition, with the strongest one staying unbroken for 28 days. WhibOx 2019 / CHES 2019 Capture the Flag Challenge again targeted the AES block cipher. Among 27 submitted implementations, 3 programs stayed unbroken throughout the competition, but were broken after 51 days since the publication. WhibOx 2021 / CHES 2021 Capture the Flag Challenge changed the target to ECDSA, a digital signature scheme based on elliptic curves. Among 97 submitted implementations, all were broken within at most 2 days. WhibOx 2024 / CHES 2024 Capture the Flag Challenge again targeted ECDSA. Among 47 submitted implementations, all were broken during the competition, with the strongest one staying unbroken for almost 5 days.

    Read more →
  • Social media coverage of the Olympics

    Social media coverage of the Olympics

    Over the years, television broadcast rights have distinguished what Olympic-related content can be accessed by fans online. By doing so, mobile-friendly social platforms began to integrate into the Olympics. Athletes and fans use these platforms to share live updates, special moments, and behind-the-scenes specials. Various social media platforms have been used for Olympic content, including Twitter and Facebook. Some marketers credit social media for prompting the official U.S. broadcasters, NBC, to live stream events, including early rounds. == Background == The Olympics is able to advertise to its viewers and its host country with the use of data it collects through Social media marketing. Prominent social media platforms include: Twitter, Facebook, Instagram, Tumblr, YouTube, Google, MSN, Yahoo and many more. Campaign Initiatives and Artificial Intelligence technologies have been used to analyze the social media content of users. Information from consumers such as their preferences, demographics, age and locality are all analyzed to gain consumer insight. Campaign initiatives and AI technologies were used for such purposes in the 2010 Vancouver Winter Olympics and are in use currently. Social media marketing of the Olympics is a new phenomena, beginning prior to the 2008 Beijing Olympics == Variations == There are two classifications of social media marketing recognized by the IOC: Officially sanctioned content from rights holders and sponsors that maximizes the use of Olympic content (imagery, hashtag) Unofficial content that is generated by brands that leverage the excitement of the Olympics == 2008 Beijing Summer Olympics == Social media marketing emerged as a phenomenon during the 2008 Beijing Olympics, which progressed as a marketing and an advertising tactic ever since. The Beijing Olympics became the test subject for social media marketing initiatives started by advertising agencies. In 2008, social media marketing began the transition from one-sided communication to mass communication of the Olympic Games. Although social media marketing of the Olympic Games began in 2008, the audience to the Olympics was still primarily reached through television–reaching an audience of 4.3 billion viewers. At the time, the viewers of the Olympic Games through Internet website platforms made up an audience of approximately 390 million individuals. What was the beginning of Olympic social media marketing, was also the beginning of a more globalized experience of the Olympic Games via social media. Twitter, now a prominent social media platform, began in 2006 and grew to three million active users by the beginning of the 2008 Beijing Olympics. Members of Facebook, another prominent social media platform, tracking the Olympic Games grew from approximately one million during the Olympic Games of Athens 2004 to 90 million during the 2008 Beijing Olympics. Social media use, in general, increased by 24 percent between 2007 and 2008–from 63 percent of U.S. adults to 87 percent of U.S. adults. == 2010 Vancouver Winter Olympics == The International Olympic Committee (IOC) deemed The Vancouver Winter Olympics as "the first social media games” based on its fan base through social media platforms. The IOC launched their Facebook page a month before the games began, attracting 1.5 million fans. Shifting to online viewing attracted a younger audience than past Olympic games with over 60 percent of Facebook fans being under 24 years of age. Athletes like Lindsey Vonn and Shaun White reached fans on social media as the platform posted behind-the-scenes coverage on their experiences. The IOC used social media to create competitions between athletes and fans streamed online. Its YouTube channel hosted a “Best of Us” challenge in which the public could compete in games with their favorite athletes, acquiring three million viewers. Photos spread across social media platforms, such as Flickr, which had 11,000 photos posted by 600 photographers, bringing a new perspective to the games. Twitter contributed constant live updates of the competitions. The IOC's Twitter following doubled to 12,000 followers during the Vancouver Olympics, creating a larger viewer population for the games. The IOC created social media guidelines as more athletes and fans got online to interact with the Olympics. Social media was still relatively new as a marketing platform, so these guidelines confused many individuals. == 2012 London Summer Olympics == The London 2012 Olympic Games succeeded in broadcasting, participation and marketing. For the first time, the IOC broadcast the Olympic Games live and on-demand through YouTube, allowing fans to access the Games anytime, anywhere through live streaming. The combination of conventional broadcasting and mobile platforms reached a global audience of 4.8 billion people. Social media soared with Facebook, Twitter and Google+, attracting 4.7 million followers. Athletes shared photographs, interacted online with fans and updated daily, either in person or via an agent. Instagram was established by 2012, making itself a premier photo-sharing platform perfect for athletes to capture their emotions. Lewis Wiltshire, head of sport for Twitter UK said, "Never before have fans had such direct access to their sporting heroes." Social media created conversation on fan opinions regarding athletes, including 962,756 total mentions of Usain Bolt, “Fastest Man in History,” who defended the 100 meter and 200 meter gold medals. Michael Phelps followed with 828,081 total mentions. Olympic sponsors were active on social media; created several campaigns to promote their brands; and inspired viewers with mass participation and personalized events. The Adidas “Take the Stage” Campaign recognized talent around the world, installing a photo booth and inviting the 550 Olympics athletes to take the stage. (IOC Marketing Report 2012). David Beckham surprised fans at the photo booth in Westfield shopping centre, gaining popularity in UK media. Coca-Cola, Acer Inc., McDonald's, Visa Inc. and several others used similar tactics of participation to attract viewers. == 2014 Sochi Winter Olympics == === Channels === The 2014 Winter Olympic Games were held in Sochi, a city in Krasnodar Krai, Russia, establishing the first “social media Olympics” for Russia. The most popular Russian social media and networking service, VK, created an Olympic page, similar to Facebook's. The Olympic VK page has 2.8 million fans and—the most popular official community on the platform. Throughout the games, VK had 54 million Olympic mentions, an average of 1.5 million per day. Numbers grew on other social media pages: more than 2 million fans joined the Olympic Facebook page, 168,101 followed the Olympic Twitter, 150,000 followed the Olympic Instagram and three million visited the Olympic website in February 2014. There were 90,000 total updates on social media by Sochi 2014 Olympians and teams. The United States was the most active country during the games logging 22,598 posts across Facebook, Twitter, and Instagram. === Engagement === With social media there is also hashtags. The most popular hashtag was #sochi2014 with almost 11,000 uses. The next top five hashtags were #wearewinter, #teamusa, #olympics, #goaus and #wirfuerD. Another popular hashtag was #Sochiproblems, depicting local struggles. Photos of the poor state of Sochi on all platforms made the games the number one trending topic one week before the opening ceremony. #SochiFail and #SochiProblems gave multiple reports of the poor living arrangements, incomplete construction, broken elevators, and polluted waters. This was one way that social media provided awareness to its users. === Media Perceptions === Media perceptions varied during the games; the Olympics was viewed as a confrontation between Eastern and Western Civilizations. The LGBT community took a stand against the games. Sponsors for the games including Coca-Cola, Mcdonald's, and P&G protested against Russian authorities and Russian anti-LGBT laws. Many protests took a stand against Russian laws, which created a discussion between human rights advocates. Advocates believed organizations should not promote certain values in western markets while supporting an anti-human rights government in another market. == 2016 Rio Summer Olympics == Social media marketing was an influential tool in the promotion and analysis of the 2016 Rio Olympics. Thomas Bach, President of the International Olympic Committee said that the power of sport demonstrates that diversity and interconnectedness can enlighten us all. With over 25,000+ sources of accredited media covering the games, the 2016 games were the most consumed Olympic games to date. Marketing for the Rio Olympics began in 2013 and ultimately lasted 3 years. There were 26 million visits to Olympic.org, the official website of the Olympic games, and over 7 billion views of official Olympic content on social media. There were o

    Read more →
  • CARE Principles for Indigenous Data Governance

    CARE Principles for Indigenous Data Governance

    The CARE Principles for Indigenous Data Governance are a set of principles intended to guide open data projects in engaging Indigenous Peoples rights and interests. CARE was created in 2019 by the International Indigenous Data Sovereignty Interest Group, a group that is a part of the Research Data Alliance. It outlines collective rights related to open data in the context of the United Nations Declaration on the Rights of Indigenous Peoples and Indigenous data sovereignty. CARE is an acronym which stands for Collective Benefit, Authority to Control, Responsibility, Ethics. The CARE Principles are 'people and purpose-oriented, reflecting the crucial role of data in advancing Indigenous innovation and self-determination', and intended as a complement to the data-oriented perspective of other standards such as FAIR data (findable, accessible, interoperable, reusable). The CARE principles have been embedded into the Beta version of Standardised Data on Initiatives (STARDIT). CARE principles were the basis of a submission to the UN's Global Digital Compact.

    Read more →
  • STIT logic

    STIT logic

    STIT logic (from seeing to it that) is a family of modal and branching-time logics for reasoning about agency and choice. A typical STIT operator has the form [ i s t i t : φ ] {\displaystyle [i\ {\mathsf {stit}}:\varphi ]} , usually read as "agent i {\displaystyle i} sees to it that φ {\displaystyle \varphi } ", and is interpreted in models where agents choose between alternative possible futures. STIT logics are used in action theory, deontic logic, epistemic logic, and the theory of intelligent agents to formalise notions such as "could have done otherwise", responsibility, joint action, and strategic ability in an indeterministic world. == Etymology == The acronym STIT comes from the English phrase "seeing to it that", introduced in influential work by Nuel Belnap and Michael Perloff on the logical analysis of agentive expressions. In this tradition, "to see to it that φ {\displaystyle \varphi } " is treated as a primitive agency operator, rather than being reduced to ordinary modal necessity. == History == Modern STIT logic arose in the 1980s in the context of branching-time semantics and formal theories of agency. Belnap and Perloff's article "Seeing to it that: A canonical form for agentives" introduced the idea of treating expressions of the form "agent i sees to it that φ" as a primitive modal operator, and analysed such sentences using a branching tree of moments and histories. This approach was further developed in a series of papers on indeterminism and agency and provided the conceptual core for later STIT formalisms. In the 1990s the basic formal systems of STIT logic were worked out. Horty and Belnap's influential paper on the deliberative STIT operator distinguished between a "Chellas" STIT that merely records the result of an agent's present choice and a "deliberative" STIT that requires the agent's choice to make a difference, and connected STIT with issues of action, omission, ability and obligation. Around the same time, Ming Xu proved completeness and decidability results for basic STIT systems, including a single-agent logic with Kripke-style semantics and axiomatizations for multi-agent deliberative STIT, thereby establishing STIT as a well-behaved normal modal framework. This early work was systematised in Belnap, Perloff and Xu's monograph Facing the Future: Agents and Choices in Our Indeterminist World, which presents a general branching-time semantics for individual and group STIT operators, discusses independence-of-agents conditions and articulates the metaphysical picture of an indeterministic "tree" of moments. At roughly the same time, Horty's book Agency and Deontic Logic developed deontic STIT logics in which obligations are tied to agents' available choices rather than to static states of affairs, and used the resulting systems to analyse "ought implies can", contrary-to-duty obligations and deontic paradoxes. These works helped to position STIT at the intersection of action theory, temporal logic and deontic logic. From the late 1990s and 2000s onward, STIT logics were combined with epistemic, temporal and strategic modalities. Broersen introduced complete STIT logics for knowledge and action and deontic-epistemic STIT systems that distinguish different modes of mens rea, with applications to responsibility and the specification of multi-agent systems. Work on group and coalitional agency investigated axiomatisations and complexity results for group STIT logics, and related STIT-based analyses of agency to coalition logic and alternating-time temporal logic (ATL) by exhibiting formal embeddings between the frameworks. Explicit temporal operators were added to STIT in so-called temporal STIT logics. Lorini proposed a temporal STIT with "next" and "until" operators along histories and showed how it can be applied to normative reasoning about ongoing behaviour and commitments. Ciuni and Lorini compared different semantics for temporal STIT, clarifying the relationships between branching-time, game-based and epistemic approaches, while Boudou and Lorini gave a semantics for temporal STIT based on concurrent game structures, thus strengthening links with standard models of multi-agent interaction used for ATL and strategy logic. In parallel, complexity-theoretic work by Balbiani, Herzig and Troquard and by Schwarzentruber and co-authors investigated the satisfiability and model-checking problems for various STIT fragments, showing for instance that many expressive group STIT logics are undecidable or of high computational complexity. In the 2010s, STIT ideas were combined with justification logic, imagination operators and refined deontic notions. Justification STIT logics, developed by Olkhovikov and others, merge explicit justifications with STIT-style agency so that producing a proof can itself be treated as an action that brings about knowledge, and they come with completeness and decidability results. Olkhovikov and Wansing introduced STIT imagination logics, together with axiomatic systems and tableau calculi, to model acts of voluntary imagining and their role in doxastic control. Other authors have proposed STIT-based logics of responsibility, blameworthiness and intentionality for use in philosophical and AI settings. Xu's survey article "Combinations of STIT with Ought and Know" (2015) reviews many of these developments and emphasises the interplay between deontic and epistemic STIT logics. Current research on STIT focuses on proof theory, automated reasoning and richer expressive resources. Lyon and van Berkel, building on earlier work on labelled calculi for STIT, have developed cut-free sequent systems and proof-search algorithms that yield syntactic decision procedures for a range of deontic and non-deontic multi-agent STIT logics and support applications such as duty checking and compliance checking in autonomous systems. Sawasaki has proposed first-order cstit-based STIT logics that can distinguish de re and de dicto readings of agency statements and has proved strong completeness results for Hilbert systems over finite models, moving the STIT programme beyond the purely propositional level. Further work investigates interpreted-system and computationally grounded semantics for STIT and its extensions in order to model the behaviour of autonomous agents in multi-agent settings, and proposes STIT-based semantics for epistemic notions based on patterns of information disclosure in interactive systems. == Branching-time semantics == STIT logics are usually interpreted over branching-time models. A standard STIT frame consists of: a non-empty set of moments T {\displaystyle T} , partially ordered by < {\displaystyle <} so that ( T , < ) {\displaystyle (T,<)} forms a tree (every pair of moments with a common predecessor has a greatest lower bound); a set of histories, each history being a maximal linearly ordered subset of T {\displaystyle T} ; a non-empty set of agents A g {\displaystyle Ag} ; for each agent i ∈ A g {\displaystyle i\in Ag} and moment m {\displaystyle m} , a choice function c h o i c e i m {\displaystyle {\mathsf {choice}}_{i}^{m}} that partitions the set of histories passing through m {\displaystyle m} into choice cells. The idea is that a moment represents a time at which choices are made, and histories represent complete possible future courses of events. At each moment, each agent's choice corresponds to selecting one of the available cells of histories determined by their choice function. Formulas are evaluated at pairs ( m , h ) {\displaystyle (m,h)} of a moment and a history through that moment (sometimes written m / h {\displaystyle m/h} ). A valuation assigns truth-values to atomic propositions at such indices; Boolean connectives are interpreted pointwise as in Kripke-style modal logic. == Chellas and deliberative STIT operators == Several STIT operators have been distinguished in the literature. A common approach uses two closely related operators, often called Chellas STIT and deliberative STIT. Let H m {\displaystyle H_{m}} be the set of histories passing through a moment m {\displaystyle m} , and write H m {\displaystyle H_{m}} ⟦ φ ⟧ m = { h ∈ H m ∣ M , m / h ⊨ φ } {\displaystyle {\text{⟦}}\varphi {\text{⟧}}_{m}=\{h\in H_{m}\mid M,m/h\models \varphi \}} for the set of histories at m {\displaystyle m} where φ {\displaystyle \varphi } holds. The Chellas STIT operator, often written [ i c s t i t : φ ] {\displaystyle [i\ {\mathsf {cstit}}:\varphi ]} , is given by M , m / h ⊨ [ i c s t i t : φ ] iff c h o i c e i m ( h ) ⊆ ⟦ φ ⟧ m . {\displaystyle M,m/h\models [i\ {\mathsf {cstit}}:\varphi ]\quad {\text{iff}}\quad {\mathsf {choice}}_{i}^{m}(h)\subseteq {\text{⟦}}\varphi {\text{⟧}}_{m}.} Intuitively, agent i {\displaystyle i} sees to it that φ {\displaystyle \varphi } if φ {\displaystyle \varphi } holds at all histories compatible with their present choice. The deliberative STIT operator, [ i d s t i t : φ ] {\displaystyle [i\ {\mathsf {dstit}}:\varphi ]} , adds

    Read more →
  • SIPRNet

    SIPRNet

    The Secret Internet Protocol Router Network (SIPRNet) is "a system of interconnected computer networks used by the U.S. Department of Defense and the U.S. Department of State to transmit classified information (up to and including information classified SECRET) by packet switching over the 'completely secure' environment". It also provides services such as hypertext document access and electronic mail. SIPRNet is a component of the Defense Information Systems Network. Other components handle communications with other security needs, such as the NIPRNet, which is used for nonsecure communications, and the Joint Worldwide Intelligence Communications System (JWICS), which is used for Top Secret communications. == Access == According to the U.S. Department of State Web Development Handbook, domain structure and naming conventions are the same as for the open internet, except for the addition of a second-level domain, like, e.g., "sgov" between state and gov: openforum.state.sgov.gov. Files originating from SIPRNet are marked by a header tag "SIPDIS" (SIPrnet DIStribution). A corresponding second-level domain smil.mil exists for DoD users. Access is also available to a "...small pool of trusted allies, including Australia, Canada, the United Kingdom and New Zealand...". This group (including the US) is known as the Five Eyes. SIPRNet was one of the networks accessed by Chelsea Manning, convicted of leaking the video used in WikiLeaks' "Collateral Murder" release as well as the source of the US diplomatic cables published by WikiLeaks in November 2010. == Alternate names == SIPRNet and NIPRNet are referred to colloquially as SIPPERnet and NIPPERnet (or simply sipper and nipper), respectively.

    Read more →
  • Cognos ReportNet

    Cognos ReportNet

    Cognos ReportNet (CRN) was a web-based software product for creating and managing ad hoc and custom-made reports. ReportNet was developed by the Ottawa-based company Cognos (formerly Cognos Incorporated), an IBM company. The web-based reporting tool was launched in September 2003. Since IBM's acquisition of Cognos, ReportNet has been renamed IBM Cognos ReportNet like all other Cognos products. ReportNet uses web services standards such as XML and Simple Object Access Protocol and also supports dynamic HTML and Java. ReportNet is compatible with multiple databases including Oracle, SAP, Teradata, Microsoft SQL server, DB2 and Sybase. The product provides interface in over 10 languages, has Web Services architecture to meet the needs of multi-national, diversified enterprises and helps reduce total cost of ownership. Multiple versions of Cognos ReportNet have since been released by the company. Cognos ReportNet was awarded the Software and Information Industry Association (SIIA) 2005 Codie awards for the "Best Business Intelligence or Knowledge Management Solution" category. CRN's capabilities have been further used in IBM Cognos 8 BI (2005), the latest reporting tool. CRN comes with its own software development kit (SDK). == Launch == Early adopters of Cognos ReportNet for their corporate reporting needs included Bear Stearns, BMW and Alfred Publishing. Around this same time of launch, Cognos competitor Business Objects released version 6.1 of its enterprise reporting tool. Cognos ReportNet has been successful since its launch, raising revenues in 2004 from licensing fees. == Controversy == Cognos rival Business Objects announced in 2005 that BusinessObjects XI significantly outperformed Cognos ReportNet in benchmark tests conducted by VeriTest, an independent software testing firm. The tests performed showed Cognos ReportNet performed poorly when processing styled reports, complex business reports and combination of both. The tests reported a massive 21 times higher report throughput for BusinessObjects XI than Cognos ReportNet at capacity loads. Cognos soon dismissed the claims by stating Business Objects dictated the environment and testing criteria and Cognos did not provide the software to participate in benchmark test. Cognos later performed their own test to demonstrate Cognos ReportNet capabilities. == Components == Cognos Report Studio – A Web-based product for creating complex professional looking reports. Cognos Query Studio - A Web-based product for creating ad-hoc reports. Cognos Framework Manager – A metadata modeling tool to create BI metadata for reporting and dashboard applications. Cognos Connection – Main portal used to access reports, schedule reports and perform administrator activities. == Versions == Cognos ReportNet 1.1 – Java EE-style professional web-based authoring tool. (base version) Cognos ReportNet IBM Special Edition – comes with an embedded version of IBM WebSphere as its application server and IBM DB2 as its data store. Cognos Linux – for Intel-based Linux platforms.

    Read more →