AI Assistant Reddit

AI Assistant Reddit — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Smart data capture

    Smart data capture

    Smart data capture (SDC), also known as 'intelligent data capture' or 'automated data capture', describes the branch of technology concerned with using computer vision techniques like optical character recognition (OCR), barcode scanning, object recognition and other similar technologies to extract and process information from semi-structured and unstructured data sources. IDC characterize smart data capture as an integrated hardware, software, and connectivity strategy to help organizations enable the capture of data in an efficient, repeatable, scalable, and future-proof way. Data is captured visually from barcodes, text, IDs and other objects - often from many sources simultaneously - before being converted and prepared for digital use, typically by artificial intelligence-powered software. An important feature of SDC is that it focuses not just on capturing data more efficiently but serving up easy-to-access, actionable insights at the instant of data collection to both frontline and desk-based workers, aiding decision-making and making it a two-way process. Smart data capture automates and accelerates capture, applying insights in real time and automating processes based on extracted input. Smart data capture is designed to be repeatable and scalable to reduce low-level manual tasks and eliminate human error. To achieve this goal, smart data capture solutions are often made available using specialist software installed on commodity hardware such as smartphones. However, some solutions may rely on specialized hardware such as dedicated scanning devices, wearables or shop floor robots. == Differences from OCR == Optical character recognition applications are typically concerned with the actual data capture process; they are intended to faithfully reproduce text, words, letters and symbols from a printed document. Smart data capture is multimodal, capable of extracting data from a wider range of semi-structured and unstructured sources, going beyond basic text recognition to offer a wider scope of applications. By extending functionality to provide actionable insights at the point of capture, SDC is also a two-way process (capture-display), while OCR is more commonly one-way (capture only), primarily used for data input. Smart data capture solutions typically have two parts: Data capture (which includes OCR, barcode scanning, object recognition) Functionality that then uses this data to provide actionable insights at the point of capture. == Applications == Smart data capture can be applied to almost any industry and application that requires visual information capture and interpretation. This may include: Retail Warehouse inventory control Logistics, handling and shipping Manufacturing Field service Healthcare Transport and travel Fraud detection

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  • Content management

    Content management

    Content management (CM) are a set of processes and technologies that support the collection, managing, and publishing of information in any form or medium. When stored and accessed via computers, this information may be more specifically referred to as digital content, or simply as content. Digital content may take the form of text (such as electronic documents), images, multimedia files (such as audio or video files), or any other file type that follows a content lifecycle requiring management. The process of content development and management is complex enough that various commercial software vendors (large and small), such as Interwoven and Microsoft, offer content management software to control and automate significant aspects of the content lifecycle. == Process == Content management practices and goals vary by mission and by organizational governance structure. News organizations, e-commerce websites, and educational institutions all use content management, but in different ways. This leads to differences in terminology and in the names and number of steps in the process. For example, some digital content is created by one or more authors. Over time that content may be edited. One or more individuals may provide some editorial oversight, approving the content for publication. Publishing may take many forms: it may be the act of "pushing" content out to others, or simply granting digital access rights to certain content to one or more individuals. Later that content may be superseded by another version of the content and thus retired or removed from use (as when this wiki page is modified). Content management is an inherently collaborative process. It often consists of the following basic roles and responsibilities: Creator – responsible for creating and editing content. Editor – responsible for tuning the content message and the style of delivery, including translation and localization. Publisher – responsible for releasing the content for use. Administrator – responsible for managing access permissions to folders, collections and files, usually accomplished by assigning access rights to user groups or roles. Admins may also assist and support users in various ways. Consumer, viewer or guest – the person who reads or otherwise consumes the content after it is published or shared. A critical aspect of content management is the ability to manage versions of content as it evolves (see also version control). Authors and editors often need to restore older versions of edited products due to a process failure or an undesirable series of edits. Time-sensitive content may also require updates as the subject matter evolves over time. Another equally important aspect of content management involves the creation, maintenance, and application of review standards. Each member of the content creation and review process has a unique role and set of responsibilities in the development or publication of the content. Each review team member requires clear and concise review standards. These must be maintained on an ongoing basis to ensure the long-term consistency and health of the knowledge base. A content management system is a set of automated processes that may support the following features: Import and creation of documents and multimedia material Identification of all key users and their roles The ability to assign roles and responsibilities to different instances of content categories or types Definition of workflow tasks often coupled with messaging so that content managers are alerted to changes in content The ability to track and manage multiple versions of a single instance of content The ability to publish the content to a repository to support access The ability to personalize content based on a set of rules Increasingly, the repository is an inherent part of the system, and incorporates enterprise search and retrieval. Content management systems take the following forms: Web content management system—software for web site management (often what content management implicitly means) Output of a newspaper editorial staff organization Workflow for article publication Document management systems Knowledge management software Single source content management system—content stored in chunks within a relational database Variant management system—where personnel tag source content (usually text and graphics) to represent variants stored as single source "master" content modules, resolved to the desired variant at publication (for example: automobile owners manual content for 12 model years stored as single master content files and "called" by model year as needed)—often used in concert with database chunk storage (see above) for large content objects == Governance structures == Content management expert Marc Feldman defines three primary content management governance structures: localized, centralized, and federated—each having its unique strengths and weaknesses. === Localized governance === By putting control in the hands of those closest to the content, the context experts, localized governance models empower and unleash creativity. These benefits come, however, at the cost of a partial-to-total loss of managerial control and oversight. === Centralized governance === When the levers of control are strongly centralized, content management systems are capable of delivering an exceptionally clear and unified brand message. Moreover, centralized content management governance structures allow for a large number of cost-savings opportunities in large enterprises, realized, for example, through (1) the avoidance of duplicated efforts in creating, editing, formatting, repurposing and archiving content; (2) process management and the streamlining of all content related labor; and/or (3) an orderly deployment or updating of the content management system. === Federated governance === Federated governance models potentially realize the benefits of both localized and centralized control while avoiding the weaknesses of both. While content management software systems are inherently structured to enable federated governance models, realizing these benefits can be difficult because it requires, for example, negotiating the boundaries of control with local managers and content creators. In the case of larger enterprises, in particular, the failure to fully implement or realize a federated governance structure equates to a failure to realize the full return on investment and cost savings that content management systems enable. == Implementation == Content management implementations must be able to manage content distributions and digital rights in content life cycle. Content management systems are usually involved with digital rights management in order to control user access and digital rights. In this step, the read-only structures of digital rights management systems force some limitations on content management, as they do not allow authors to change protected content in their life cycle. Creating new content using managed (protected) content is also an issue that gets protected contents out of management controlling systems. A few content management implementations cover all these issues.

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  • Myrinet

    Myrinet

    Myrinet, ANSI/VITA 26-1998, is a high-speed local area networking system designed by the company Myricom to be used as an interconnect between multiple machines to form computer clusters. == Description == Myrinet was promoted as having lower protocol overhead than standards such as Ethernet, and therefore better throughput, less interference, and lower latency while using the host CPU. Although it can be used as a traditional networking system, Myrinet is often used directly by programs that "know" about it, thereby bypassing a call into the operating system. Earlier versions of Myrinet used a variety of media and connectors: Generation 2 used copper media with DC-37 (Myrinet-LAN, M2L- controllers and switches) or microribbon (Myrinet-SAN, M2M-) connectors. Generation 3 used copper media with HSSDC (Myrinet-Serial, M3S-) or microribbon (Myrinet-SAN, M3M-) connectors, or fiber with LC-connectors (Myrinet-Fiber, M3F-). The later versions of Myrinet physically consist of two fibre optic cables, upstream and downstream, connected to the host computers with a single connector. Machines are connected via low-overhead routers and switches, as opposed to connecting one machine directly to another. Myrinet includes a number of fault-tolerance features, mostly backed by the switches. These include flow control, error control, and "heartbeat" monitoring on every link. The "fourth-generation" Myrinet, called Myri-10G, supported a 10 Gbit/s data rate and can use 10 Gigabit Ethernet on PHY, the physical layer (cables, connectors, distances, signaling). Myri-10G started shipping at the end of 2005. Myrinet was approved in 1998 by the American National Standards Institute for use on the VMEbus as ANSI/VITA 26-1998. One of the earliest publications on Myrinet is a 1995 IEEE article. === Performance === Myrinet is a lightweight protocol with little overhead that allows it to operate with throughput close to the basic signaling speed of the physical layer. For supercomputing, the low latency of Myrinet is even more important than its throughput performance, since, according to Amdahl's law, a high-performance parallel system tends to be bottlenecked by its slowest sequential process, which in all but the most embarrassingly parallel supercomputer workloads is often the latency of message transmission across the network. === Deployment === According to Myricom, 141 (28.2%) of the June 2005 TOP500 supercomputers used Myrinet technology. In the November 2005 TOP500, the number of supercomputers using Myrinet was down to 101 computers, or 20.2%, in November 2006, 79 (15.8%), and by November 2007, 18 (3.6%), a long way behind gigabit Ethernet at 54% and InfiniBand at 24.2%. In the June 2014 TOP500 list, the number of supercomputers using Myrinet interconnect was 1 (0.2%). In November 2013, the assets of Myricom (including the Myrinet technology) were acquired by CSP Inc. In 2016, it was reported that Google had also offered to buy the company.

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  • Viral marketing

    Viral marketing

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

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  • List of Java software and tools

    List of Java software and tools

    This is a list of software and programming tools for the Java programming language, which includes frameworks, libraries, IDEs, build tools, application servers, and related projects. == Java frameworks == == Libraries == Apache Ant – build automation tool Apache Batik – SVG processing Apache Cayenne – object-relational mapping Apache Xerces – collection of software libraries for parsing, validating, serializing and manipulating XML. Applet – applet API Ardor3D – 3D graphics engine Bonita BPM – workflow engine Cassowary – constraint solving Checkstyle – static code analysis GNU Classpath – standard library implementation Colt – scientific computing and technical computing Commons Daemon – manages applications as daemons DESMO-J – discrete event simulation Diagrams.net – diagramming Disruptor – high-performance messaging Dom4j – XML processing Dynamic Languages Toolkit – support for dynamic programming languages on the JVM Echo – GUI Flying Saucer – XHTML/CSS rendering Formatting Objects Processor – XSL-FO to PDF H2 Database Engine – relational database IAIK-JCE – cryptography Internet Foundation Classes – legacy GUI JavaBeans – reusable component architecture for enabling encapsulation, events, and properties for software components JavaCC – open-source parser generator and lexical analyzer Java Class Library – standard library of Java and other JVM languages Java Native Access – provides Java programs easy access to native shared libraries without using the Java Native Interface Javolution – real-time computing Jblas – linear algebra JDBCFacade – simplifies JDBC use JExcel – Excel API JFugue – music programming JMusic – music programming Joget Workflow – workflow engine JOOQ Object Oriented Querying – fluent API for SQL JPOS – financial messaging JUNG – open-source graph modeling and visualization LanguageWare – language processing LibGDX – game development Modular Audio Recognition Framework – collection of voice, sound, speech, text and natural language processing algorithms. ASM – bytecode manipulation Open Inventor – 3D graphics OpenPDF – PDF Parallel Colt – parallel computing Parboiled – parser PlayN – game development QOCA – constraint solving QtJambi – Qt bindings SLF4J – logging StableUpdate – update management SWT – GUI SuanShu – numerical computing SwingLabs – GUI extensions UBY – natural language processing Undecimber – calendar XDoclet – attribute-oriented programming XINS – XML network services XStream – object serialization == Machine learning and AI == Apache Mahout – scalable machine learning library focused on clustering, classification, and collaborative filtering Apache MXNet – deep learning framework with Java API support Apache OpenNLP – machine learning based toolkit for natural language processing of text Deeplearning4j – distributed deep learning library Deep Java Library – open-source deep learning framework developed by Amazon Web Services Encog – framework for neural networks, genetic algorithms, Hidden Markov model, and Bayesian networks. LIBSVM – Support Vector Machine implementation Mallet – machine learning toolkit for classification, clustering, and topic modeling. MLlib – distributed machine-learning framework on top of Apache Spark Core Neuroph – lightweight neural network framework Weka – collection of machine learning algorithms for data mining Yooreeka – machine learning == Data mining == Java Data Mining (JDM) – standard Java API for data mining Massive Online Analysis (MOA) – data stream mining with concept drift == Math and scientific libraries == Apache Commons Math – general-purpose mathematics library including statistics, linear algebra, and optimization. Colt – high-performance scientific computing, including linear algebra and random numbers. Efficient Java Matrix Library (EJML) – dense and sparse matrix computations and linear algebra Easy Java Simulations – Open Source Physics project designed to create discrete computer simulations Exp4j – evaluates mathematical expressions at runtime GroovyLab – numerical computational environment Hipparchus – fork of Apache Commons Math with updated algorithms for statistics, linear algebra, and optimization. JAMA – numerical linear algebra library Jblas: Linear Algebra for Java (Jblas) – linear algebra library using native BLAS/LAPACK bindings Java Astrodynamics Toolkit – numerical library of software components for use in spaceflight applications for Java or MATLAB Matrix Toolkit Java (MTJ) – linear algebra library with BLAS and LAPACK support OjAlgo – optimization, linear algebra, and financial calculations. OptimJ – extension for mathematical optimization and constraint programming Parallel Colt – A parallel extension of Colt SuanShu – numerical analysis, linear algebra, statistics, and optimization. == Integrated development environments == See also: Java IDEs on Wikibooks Android Studio – IDE for Google's Android operating system BlueJ – educational IDE for teaching Java DrJava – lightweight Java IDE for beginners Eclipse IDE – open-source IDE with extensive plugin ecosystem Greenfoot – educational IDE IntelliJ IDEA – commercial and community editions from JetBrains JDeveloper – freeware IDE supplied by Oracle Corporation jGRASP – software visualizations MyEclipse – Java EE IDE NetBeans IDE – Apache NetBeans Visual Studio Code – general-purpose editor with Java extensions === Online IDEs === Eclipse Che GitHub Codespaces JDoodle Replit == Text editors with Java support == == Build tools and package managers == Apache Ant – automating software build Apache Ivy – subproject of Apache Ant Apache Maven – build automation and dependency management Boot – build automation for Clojure CMake – build tool with limited support for java Gradle – modern build automation tool Go continuous delivery (GoCD) – continuous delivery and build automation server Jenkins – automation server continuous delivery JitPack – package repository for Git projects Leiningen – build automation for Clojure Simple build tool (sbt) – open-source build tool Spring Roo – rapid application development of Java-based enterprise software WaveMaker – low-code development platform == Java runtimes, compilers and virtual machines == Android Runtime – runtime environment javac – Java programming language compiler Java Virtual Machine (JVM) – virtual machine that executes Java bytecode JD Decompiler JEB decompiler – disassembler and decompiler software for Android applications GraalVM – Just-in-time compilation HotSpot – JVM implementation included in OpenJDK == JVM languages and dialects == Clojure – Lisp dialect Groovy JRuby – Ruby implementation Jython – Python implementation Kotlin – popular for Android app development Renjin – R implementation Scala == Application servers and containers == Apache Geronimo – open source application server Apache MINA – event-driven asynchronous network application framework Apache Tomcat – web container and web server Apache TomEE – Apache Tomcat with Java EE features Borland Enterprise Server – discontinued application server by Borland ColdFusion – commercial application server by Adobe Systems GlassFish – application server for Jakarta EE IBM WebSphere Application Server – enterprise application server by IBM IBM WebSphere Application Server Community Edition – open source edition of WebSphere (discontinued) JBoss Enterprise Application Platform – Red Hat's supported distribution of JBoss/WildFly JEUS – commercial Java EE application server from TmaxSoft Jetty – HTTP server and web container Lucee (formerly Railo) – open source CFML application server Netty – non-blocking I/O client–server framework for network applications Oracle Containers for J2EE – discontinued application server by Oracle Oracle WebLogic Server – enterprise application server by Oracle Orion Application Server – early commercial Java EE server by IronFlare Payara Server – fork of GlassFish for production use Resin – Java application server by Caucho (open source and professional editions) SAP NetWeaver Application Server – enterprise application server by SAP WildFly – application server == Debugging and profiling tools == jdb – Java debugger bundled with the JDK JConsole – JMX-compliant monitoring tool JDK Flight Recorder – method profiling, allocation profiling, and garbage collection related events. JProfiler – commercial Java profiler VisualVM – visual tool integrating commandline JDK tools for profiling and monitoring == Testing and quality assurance == Apache JMeter – load testing tool JaCoCo – Java code coverage library JArchitect – analyzes code quality, architecture, and dependencies. Jtest – software testing and static analysis JUnit – unit testing framework Mockito – open-source testing framework for Java PMD – static program analysis source code analyzer Selenium – browser automation for web app testing Spock – test framework SpotBugs (formerly FindBugs) – static analysis tool TestNG – testing framework inspired by JUnit and NUnit == Other == Apache XMLBeans –

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  • Software token

    Software token

    A software token (a.k.a. soft token) is a piece of a two-factor authentication security device that may be used to authorize the use of computer services. Software tokens are stored on a general-purpose electronic device such as a desktop computer, laptop, PDA, or mobile phone and can be duplicated. (Contrast hardware tokens, where the credentials are stored on a dedicated hardware device and therefore cannot be duplicated — absent physical invasion of the device) Because software tokens are something one does not physically possess, they are exposed to unique threats based on duplication of the underlying cryptographic material - for example, computer viruses and software attacks. Both hardware and software tokens are vulnerable to bot-based man-in-the-middle attacks, or to simple phishing attacks in which the one-time password provided by the token is solicited, and then supplied to the genuine website in a timely manner. Software tokens do have benefits: there is no physical token to carry, they do not contain batteries that will run out, and they are cheaper than hardware tokens. == Security architecture == There are two primary architectures for software tokens: shared secret and public-key cryptography. For a shared secret, an administrator will typically generate a configuration file for each end-user. The file will contain a username, a personal identification number, and the secret. This configuration file is given to the user. The shared secret architecture is potentially vulnerable in a number of areas. The configuration file can be compromised if it is stolen and the token is copied. With time-based software tokens, it is possible to borrow an individual's PDA or laptop, set the clock forward, and generate codes that will be valid in the future. Any software token that uses shared secrets and stores the PIN alongside the shared secret in a software client can be stolen and subjected to offline attacks. Shared secret tokens can be difficult to distribute, since each token is essentially a different piece of software. Each user must receive a copy of the secret, which can create time constraints. Some newer software tokens rely on public-key cryptography, or asymmetric cryptography. This architecture eliminates some of the traditional weaknesses of software tokens, but does not affect their primary weakness (ability to duplicate). A PIN can be stored on a remote authentication server instead of with the token client, making a stolen software token no good unless the PIN is known as well. However, in the case of a virus infection, the cryptographic material can be duplicated and then the PIN can be captured (via keylogging or similar) the next time the user authenticates. If there are attempts made to guess the PIN, it can be detected and logged on the authentication server, which can disable the token. Using asymmetric cryptography also simplifies implementation, since the token client can generate its own key pair and exchange public keys with the server.

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  • Pamphlet war

    Pamphlet war

    A pamphlet war is a protracted argument or discussion through printed media, especially between the time the printing press became common, and when state intervention like copyright laws made such public discourse more difficult. The purpose was to defend or attack a certain perspective or idea. Pamphlet wars have occurred multiple times throughout history, as both social and political platforms. Pamphlet wars became viable platforms for this protracted discussion with the advent and spread of the printing press. Cheap printing presses, and increased literacy made the late 17th century a key stepping stone for the development of pamphlet wars, a period of prolific use of this type of debate. Over 2200 pamphlets were published between 1600–1715 alone. Pamphlet wars are generally credited for powering many key social changes of the era, including the Reformation and the Revolution Controversy, the English philosophical debate set off by the French Revolution. == History of the pamphlet in England == Throughout Europe in the 16th century, printed tracts were used to argue religious doctrine and foment support for religious causes. In England, Henry VIII used print literature to justify his break from the Catholic Church. During the subsequent reigns of Edward and Mary, print polemics escalated into propaganda warfare, as print media gained enormous potential to sway common opinion. By the 1560s, print was widely used to convey news. In 1562, the first pamphlets appeared, which discussed the English forces sent to aid the Protestant French Huguenots. In 1569, pamphlets reported the revolt of the Northern Earls and the subsequent Rebellion of the same year. In the 1580s, pamphlets began to replace broadsheet ballads as the means to convey information to the general public. Over the next century, the pamphlet became the principal means of garnering support for a cause or an idea, and was particularly influential during the English Civil Wars (1642-1651) and the Glorious Revolution of 1688. Through the ensuing decades, the pamphlet lost some popularity due to the emergence of newspapers and journals, but continued to be an important medium of public debate, as illustrated by the Revolution Controversy a full century later in the 1790s. == Pamphlet printing == Coming from a Latin word, "pamphlet" literally means "small book." In the early days of printing, the format of the book or pamphlet depended on the size of the paper used and the number of times it was folded. If a page was only folded once, it was called a folio. If it was folded twice, it was known as a quarto. An octave was a paper folded three times. A pamphlet was usually 1-12 sheets of paper folded in quarto, or 8-96 pages. It was sold for one or two pennies apiece. The printing of a pamphlet involved many people: the author, the printer, suppliers, print-makers, compositor, correctors, pressmen, binders, and distributors. Once the pamphleteer had written the pamphlet, it was sent to the printing house to be corrected, set into type, and printed. The papers were then given to the printer's warehouse-keeper, who bundled the copies and sent them to the bookseller, who was probably the one financing the printing. He was responsible to bind the pamphlets, usually by sewing them, and then sold them wholesale to individual bookselling vendors. The booksellers then sold them from a stall in the marketplace. == Pamphlet subjects == Pamphlets began as the means of conveyance for religious debates, and therefore religious topics were one of the main subjects they dealt with. The definition of a pamphlet came to mean a short work dealing with social, political, or religious issues. Typical topics included the Civil war, Church of England doctrines, Acts of Parliament, the Popish Plot (see below), the Stuart Era, and Cromwell propaganda. In addition, pamphlets were also used for romantic fiction, autobiography, scurrilous personal abuse, and social criticism. They contained much of the propaganda of the 17th century in the midst of the religious and political turmoil. They were also used for debates between the Puritans and the Anglican. During the Glorious Revolution, pamphlets were political weapons. == Authors == There were many authors of pamphlets. However some of the more popular authors include Daniel Defoe, Thomas Hobbes, Jonathan Swift, John Milton, and Samuel Pepys. Also included in the midst are Thomas Nashe, Joseph Addison, Richard Steele, and Matthew Prior. In 1591–1592, Robert Greene released a series of pamphlets which later inspired many other authors including Thomas Middleton and Thomas Dekker. == Critics == Pamphlets, along with their vast popularity, received criticism. There were many in the time period who believed that pamphlets were full of foolishness. They thought the pamphlets were not good enough literature and that they would turn people from "good" writing. They believed that pamphlets would be the end of the great volumes of literature and that great writing would be forgotten. == News reporting == Pamphlets made a great difference in the way news was reported to the general public. With the publication of pamphlets, it was no longer difficult for people to hear of events taking place far away. The closer the occurrence was to London, the easier and faster people heard of it. For example, the Battle of Edgehill took place on 23 October 1642. The first pamphlet reporting the incident was printed on 25 October 24 hours after some of the orders reported had been given. While not entirely accurate, and hurriedly made, the pamphlet nonetheless was able to tell the general public what had happened in the battle. A more accurate, specific, and readable account was available in a pamphlet printed on 26 October, and the "authorized" version was available only five days after the battle took place. == Marprelate pamphlets == In 1588, a series of pamphlets marked a turning point for the Puritans, dividing them from other Protestants in the country. The authors wrote under the pseudonym of Martin Marprelate and his two sons of the same name. The true identities of the authors were never discovered. The pamphlets aimed to provoke authorities to take action against censorship. The series was among the first to ask questions directly of its readers. == Early pamphlet wars == === Elizabethan pamphlet wars === As a means of forming or swaying public opinion, pamphlets like these had a part in influencing society, even as the content was itself influenced by society. During the 16th century and continuing for a short while in the early 17th century in England there was rise in the use of pamphlet wars to discuss a myriad of issues spanning from the civil war, to religious freedoms and the roles of women in society. The Queen herself participated in these discussions, making sure that she was widely read and understood by her people in order to gain favour and establish herself as the monarch despite being a woman. Examples of her use of this medium appear in To the Troops at Tilbury written in 1588, On Mary's Execution written in 1586, and many more. Another famous writer of this period to take advantage of the pamphlet was Emilia Lanier, famous for her arguments about the role of women. A common idea promoted by many literary works and the general attitude towards women, Lanier's work "Eve's Apology in Defence of Women" refuted the belief that Eve is responsible for the fall of man. A very uncommon and unpopular stance to take, Lanier accomplishes her defence through structuring it as an apology, one of the earliest subversive feminist texts. Similarly, Francis Bacon wrote his Essays to promote his idea of morality and other complicated social issues. For example, his work, "Of Love" examines the various understandings of the concept of love, particularly as it was perceived during the Elizabethan era. === Eikon Series === From 1649 until 1651, some five pamphlets were published in a debate about the execution of King Charles I of England (1600-1649). Prior to his execution, King Charles wrote the first pamphlet in the discussion, Eikon Basilike’’ (from the Greek “eikon” for image and “basileus” for king). The subtitle of this work - Portraiture of His Sacred Majesty in His Solitudes and Sufferings - indicates that Charles sought to portray himself as a martyr to the cause of regal prerogative. In the following months, several response pamphlets were published (collectively known as the "Eikon" series), including: Eikon Alethine, Eikon e Pistes, Eikonoklastes, and Eikon Aklastos,” alternately attacking or defending the king, his regicide, and his self-portrait in “Eikon Basilike.” == Popish Plot and Elizabeth Cellier == In the 1680s, after being acquitted of the "Meal-Tub Plot" for which she was accused, Elizabeth Cellier wrote Malice Defeated, which, along with The Matchless Picaro, sparked a pamphlet war surrounding debate of the ascension of a Catholic king to the thro

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  • Social search

    Social search

    Social search is a behavior of retrieving and searching on a social searching engine that mainly searches user-generated content such as news, videos and images related search queries on social media like Facebook, LinkedIn, Twitter, Instagram and Flickr. It is an enhanced version of web search that combines traditional algorithms. The idea behind social search is that instead of ranking search results purely based on semantic relevance between a query and the results, a social search system also takes into account social relationships between the results and the searcher. The social relationships could be in various forms. For example, in LinkedIn people search engine, the social relationships include social connections between searcher and each result, whether or not they are in the same industries, work for the same companies, belong the same social groups, and go the same schools, etc. Social search may not be demonstrably better than algorithm-driven search. In the algorithmic ranking model that search engines used in the past, relevance of a site is determined after analyzing the text and content on the page and link structure of the document. In contrast, search results with social search highlight content that was created or touched by other users who are in the Social Graph of the person conducting a search. It is a personalized search technology with online community filtering to produce highly personalized results. Social search takes many forms, ranging from simple shared bookmarks or tagging of content with descriptive labels to more sophisticated approaches that combine human intelligence with computer algorithms. Depending on the feature-set of a particular search engine, these results may then be saved and added to community search results, further improving the relevance of results for future searches of that keyword. The principle behind social search is that human network oriented results would be more meaningful and relevant for the user, instead of computer algorithms deciding the results for specific queries. == Research and implementations == Over the years, there have been different studies, researches and some implementations of Social Search. In 2008, there were a few startup companies that focused on ranking search results according to one's social graph on social networks. Companies in the social search space include Sproose, Mahalo, Jumper 2.0, Scour, Wink, Eurekster, and Delver. Former efforts include Wikia Search. In 2008, a story on TechCrunch showed Google potentially adding in a voting mechanism to search results similar to Digg's methodology. This suggests growing interest in how social groups can influence and potentially enhance the ability of algorithms to find meaningful data for end users. There are also other services like Sentiment that turn search personal by searching within the users' social circles. In 2009, a startup project called HeyStaks (www.heystaks.com) developed a web browser plugin "HayStaks". HeyStaks applies social search through collaboration in web search as a way that leads to better search results. The main motivation for HeyStaks to work on this idea is to provide the user with features that search engines didn't provide at that time. For instance, different searches have indicated that about 70% of the time when user search for something, a friend or a coworker have found it already. Also, studies have shown that approximately, 30% of people who use online search, search for something that they have found before. The startup believe that they help avoid these kind of issues by providing a shared and rich search experience through a list of recommendations that get generated based on search results. In October 2009, Google rolled out its "Social Search"; after a time in beta, the feature was expanded to multiple languages in May 2011. Before the expansion however in 2010 Bing and Google were already taking into account re-tweets and Likes when providing search results. However, after a search deal with Twitter ended without renewal, Google began to retool its Social Search. In January 2012, Google released "Search plus Your World", a further development of Social Search. The feature, which is integrated into Google's regular search as an opt-out feature, pulls references to results from Google+ profiles. The goal was to deliver better, more relevant and personalized search results with this integration. This integration however had some problems in which Google+ still is not wildly adopted or has much usage among many users. Later on, Google was criticized by Twitter for the perceived potential impact of "Search plus Your World" upon web publishers, describing the feature's release to the public as a "bad day for the web", while Google replied that Twitter refused to allow deep search crawling by Google of Twitter's content. By Google integrating Google+, the company was encouraging users to switch to Google's social networking site in order to improve search results. One famous example occurred when Google showed a link to Mark Zuckerberg's dormant Google+ account rather than the active Facebook profile. In November 2014 these accusations started to die down because Google's Knowledge Graph started to finally show links to Facebook, Twitter, and other social media sites. In December 2008, Twitter had re-introduced their people search feature. While the interface had since changed significantly, it allows you to search either full names or usernames in a straight-forward search engine. In January 2013, Facebook announced a new search engine called Graph Search still in the beta stages. The goal was to allow users to prioritize results that were popular with their social circle over the general internet. Facebook's Graph search utilized Facebook's user generated content to target users. Although there have been different researches and studies in social search, social media networks have not vested enough interest in working with search engines. LinkedIn for example has taken steps to improve its own individual search functions in order to stray users from external search engines. Even Microsoft started working with Twitter in order to integrate some tweets into Bing's search results in November 2013. Yet Twitter has its own search engine which points out how much value their data has and why they would like to keep it in house. In the end though social search will never be truly comprehensive of the subjects that matter to people unless users opt to be completely public with their information. == Social discovery == Social discovery is the use of social preferences and personal information to predict what content will be desirable to the user. Technology is used to discover new people and sometimes new experiences shopping, meeting friends or even traveling. The discovery of new people is often in real-time, enabled by mobile apps. However, social discovery is not limited to meeting people in real-time, it also leads to sales and revenue for companies via social media. An example of retail would be the addition of social sharing with music, through the iTunes music store. There is a social component to discovering new music Social discovery is at the basis of Facebook's profitability, generating ad revenue by targeting the ads to users using the social connections to enhance the commercial appeal. == Social search engines == A social search engine in an aspect can be thought of as a search engine that provides an answer for a question from another answer by identifying a person in the answer. That can happen by retrieving a user submitted query and determining that the query is related to the question; and provides an answer, including the link to the resource, as part of search results that are responsive to the query. Few social search engines depend only on online communities. Depending on the feature-set of a particular search engine, these results may then be saved and added to community search results, further improving the relevance of results for future searches of that keyword. Social search engines are considered a part of Web 2.0 because they use the collective filtering of online communities to elevate particularly interesting or relevant content using tagging. These descriptive tags add to the meta data embedded in Web pages, theoretically improving the results for particular keywords over time. A user will generally see suggested tags for a particular search term, indicating tags that have previously been added. An implementation of a social search engine is Aardvark. Aardvark is a social search engine that is based on the "village paradigm" which is about connecting the user who has a question with friends or friends of friends whom can answer his or her question. In Aadvark, a user ask a question in different ways that mostly involves online ways such as instant messaging, email, web input or other non-online ways such as text message or voice. The Aar

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  • Virtual intelligence

    Virtual intelligence

    Virtual intelligence (VI) is the term given to artificial intelligence that exists within a virtual world. Many virtual worlds have options for persistent avatars that provide information, training, role-playing, and social interactions. The immersion in virtual worlds provides a platform for VI beyond the traditional paradigm of past user interfaces (UIs). What Alan Turing established as a benchmark for telling the difference between human and computerized intelligence was devoid of visual influences. With today's VI bots, virtual intelligence has evolved past the constraints of past testing into a new level of the machine's ability to demonstrate intelligence. The immersive features of these environments provide nonverbal elements that affect the realism provided by virtually intelligent agents. Virtual intelligence is the intersection of these two technologies: Virtual environments: Immersive 3D spaces provide for collaboration, simulations, and role-playing interactions for training. Many of these virtual environments are currently being used for government and academic projects, including Second Life, VastPark, Olive, OpenSim, Outerra, Oracle's Open Wonderland, Duke University's Open Cobalt, and many others. Some of the commercial virtual worlds are also taking this technology into new directions, including the high-definition virtual world Blue Mars. Artificial intelligence (AI): AI is a branch of computer science that aims to create intelligent machines capable of performing tasks that typically require human intelligence. VI is a type of AI that operates within virtual environments to simulate human-like interactions and responses. == Applications == Cutlass Bomb Disposal Robot: Northrop Grumman developed a virtual training opportunity because of the prohibitive real-world cost and dangers associated with bomb disposal. By replicating a complicated system without having to learn advanced code, the virtual robot has no risk of damage, trainee safety hazards, or accessibility constraints. MyCyberTwin: NASA is among the companies that have used the MyCyberTwin AI technologies. They used it for the Phoenix rover in the virtual world Second Life. Their MyCyberTwin used a programmed profile to relay information about what the Phoenix rover was doing and its purpose. Second China: The University of Florida developed the "Second China" project as an immersive training experience for learning how to interact with the culture and language in a foreign country. Students are immersed in an environment that provides role-playing challenges coupled with language and cultural sensitivities magnified during country-level diplomatic missions or during times of potential conflict or regional destabilization. The virtual training provides participants with opportunities to access information, take part in guided learning scenarios, communicate, collaborate, and role-play. While China was the country for the prototype, this model can be modified for use with any culture to help better understand social and cultural interactions and see how other people think and what their actions imply. Duke School of Nursing Training Simulation: Extreme Reality developed virtual training to test critical thinking with a nurse performing trained procedures to identify critical data to make decisions and performing the correct steps for intervention. Bots are programmed to respond to the nurse's actions as the patient with their conditions improving if the nurse performs the correct actions.

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  • Hike Messenger

    Hike Messenger

    Hike Messenger, aka Hike Sticker Chat, is a multifunctional Indian social media and social networking service offering instant messaging (IM) and Voice over IP (VoIP) services that was launched on December 11, 2012, by Kavin Bharti Mittal. Hike functioned through SMS. The app registration used a s‍tandard, one-time password (OTP) based authentication process. It was estimated to be worth $1.4 billion and had more than 100 million registered users. It went defunct on January 6, 2021, as they were unable to compete with global messaging platforms. The app re-appeared on google play store and apple app store on 19 September 2025. == History == Hike Messenger was launched on December 12, 2012, by its founder, Kavin Bharti Mittal. The majority of users were from India, with 80% under the age of 25. The company purchased startups like TinyMogul and Hoppr in 2015. After buying US-based free voice calling company Zip Phones, Hike provided VoIP calling services. On March 5, 2015, Hike launched the 'Great Indian Sticker Challenge' to create more stickers. In February 2017, Hike acquired the social networking app Pulse. From version 5.0, it became the first social messaging app to start a mobile payment service in India. The timeline feature came back after multiple user requests and the introduction of a personalized digital envelope called Blue Packets for sending monetary gifts through a built-in wallet. In 2017, the acquisition of Bengaluru-based startup Creo was announced to enable third-party developers to build services on top of the Hike platform. In 2018, Hike provided 1 billion users with internet access by targeting smaller cities. In January 2019, the company discarded the previous super-app approach, and began launching specialized apps for specific use-cases. In May 2019, Hike announced a collaboration with Indraprastha Institute of Information Technology, Delhi (IIIT-D) to develop a variety of machine learning models. In April 2019, the company launched its first standalone app, Hike Sticker Chat. A separate content app Hike News & Content was also launched. In 2021, Hike shut down its messaging service and shifted focus to gaming and community platforms. It launched Rush, a real-money gaming app featuring casual titles like ludo and carrom, which scaled to over 10 million users and generated more than US$500 million in gross revenue over four years. The company also introduced Vibe, an approval-only community app, as part of its pivot away from the super-app and messaging model. In September 2025, following the passage of the Promotion and Regulation of Online Gaming Act, which banned real-money gaming in India, Hike announced its complete closure. Founder Kavin Bharti Mittal stated that while the company had begun international expansion, scaling globally under the new regulatory regime would require a full reset that was not a viable use of capital or resources. On 19 September 2025, hike was relaunched on play store and app store by the name hike messenger. == Application == === Timeline of Features === On 15 April 2014, Hike introduced unlimited free SMS via a service called Hike Offline, through credits earned by users from regular chatting, as connectivity is still a major issue in many parts of India. In an attempt to appeal to its younger users, Hike introduced features that find resonance with the local market, such as Last Seen Privacy and localized sticker packs. It also introduced a two-way chat theme, allowing users to change the chat background for themselves and for their friends simultaneously. The app also started showing live Cricket scores in collaboration with Cricbuzz, as well as news, casual games, and social media feeds. Hike also added a file transfer service, allowing files less than 100MB of all formats, with a view on further increasing the size limit to 1 GB. With the launch of version 2.9.2.0 in January 2015, Hike implemented support for sending uncompressed images and a "quick upload" feature optimized for 2G speed. Later that month, Hike introduced a voice calling feature for its users. In September 2015, Hike launched free group call support with up to 100 people in a simultaneous conference call environment. In November 2016, Hike announced the launch of a feature called Stories that allows people to share real-life moments using fun live filters which automatically get deleted after 48 hours, and a new camera design with localized filters. Hike 4.0 launched on 26 August 2015 with the tagline 'Got a Gang? Get on Hike'. Hike 4.0 was an optimization-focused update, increasing the performance of the app on poor networks. It supported photo filters, doodles, and bite-sized news updates in under 100 characters. Hike launched News Feed with Hindi language support on 29 September 2015 to cater for the needs of the non-English population. Hike launched version 3.5 as the biggest update for Windows Phone 8.1 during December 2015 which changed the user interface for more simpler navigation, supported sending unlimited non-media files and documents of any format and better group admin settings. It also included ten brand new chat themes. Hike launched a microapp feature which was live for two days on 8 May 2016, as a Mother's Day special in which users could add images, quotes or messages as a token of love with customized e-cards and stickers on their timeline not only on Hike, but also on other platforms. On 26 October 2016, Hike Messenger rolled out the beta version of a video calling feature ahead of WhatsApp starting with the Android users which also lets recipients preview a video call before deciding to take it and is optimized to even work under 2G conditions. On 24 December 2016, Hike rolled out a short 20-second Video Stories feature that can be directly shared with friends or posted on a public timeline with different filters in collaboration with content creators with the same 48-hour time limit before being automatically deleted. The Stories feature continues to receive constant future updates to include and enable content, public story option, private user messaging and geo-tagging. In September 2017, Hike launched personalized sticker packs with 20,000+ graphical stickers for over 500 colleges that covered around 1,000 colleges by December 2018 across India which can be used across different geographies, and are highly customized for users with availability in 40+ local languages that support automatic sticker suggestions where the application suggests the best reply for any sticker message and also allows users to "nudge", a feature used to ping the receiver. Hike started supporting user comments on friend's posts, added a specific message reply function, a redesigned camera interface to support front flash and user mentions with the help of the @ symbol. In December, 2017, Hike launched group voting, bill splitting, checklists and event reminders for group chat that supports up to 1,000 users both on iOS and Android platform. Hike launched another feature called Hike Land, which is a virtual world with beta trial to start from March 2020, that will use Hike Moji where online users with their digital avatar can hang out with other users and will be built inside the Hike Sticker Chat application. It is mainly targeted but not restricted towards 16 to 21 years age group of people. Without unveiling much about Hike Land, a separate website has been created with option to reserve spots by giving details like name, gender and phone number that will link the user profile from the Hike Sticker Chat account though it is not a necessity. ==== Hike Direct ==== The Hike Direct feature is based on the technology known as WiFi Direct, which initially was also called WiFi P2P and got introduced to users by October 2015, which enables sharing of files such as music, apps, videos without a live internet connection within a 100-meter radius by creating a wireless network between two or more devices with a transfer speed of 100MB per minute. For privacy and security reasons, Hike didn't show the recipient's location or proximity and works only when two users are connected in the same room by adding one another into the contact list. ==== Hike Wallet ==== In June 2017, Hike announced the launch of version 5.0 with multiple new features like User Chat Themes, Night Mode and Magic Selfie. along with a built-in Wallet partnered with Yes Bank. This feature was first rolled out to Android users followed by iOS users at a later stage. Hike collaborated with Airtel Payment Bank to power its digital payment wallet by November 2017 where Hike users have access to Airtel Payments Bank's merchant & utility payment services and know your customer (KYC) infrastructure with 5 million transactions happening from services like recharge and P2P. Hike formed a partnership with Ola Cabs to bring a taxi and auto-rickshaw booking facility from 14 February 2018. With Hike Wallet facility users could now book bus tickets with 3

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  • Chaos Communication Congress

    Chaos Communication Congress

    The Chaos Communication Congress is an annual hacker conference organized by the Chaos Computer Club. The congress features a variety of lectures and workshops on technical and political issues related to security, cryptography, privacy and online freedom of speech. It has taken place regularly at the end of the year since 1984, with the current date and duration (27–30 December) established in 2005. It is considered one of the largest events of its kind, alongside DEF CON in Las Vegas. == History == The congress is held in Germany. It started in 1984 in Hamburg, moved to Berlin in 1998, and back to Hamburg in 2012, having exceeded the capacity of the Berlin venue with more than 4500 attendees. Since then, it attracts an increasing number of people: around 6600 attendees in 2012, over 13000 in 2015, and more than 15000 in 2017. From 2017 to 2019, it took place at the Trade Fair Grounds in Leipzig, since the Hamburg venue (CCH) was closed for renovation in 2017 and the existing space was not enough for the growing congress. The congress moved back to Hamburg in 2023, after the renovation of CCH was finished. A large range of speakers are featured. The event is organized by volunteers called Chaos Angels. The non-members entry fee for four days was €100 in 2016, and was raised to €120 in 2018 to include a public transport ticket for the Leipzig area. An important part of the congress are the assemblies, semi-open spaces with clusters of tables and internet connections for groups and individuals to collaborate and socialize in projects, workshops and hands-on talks. These assembly spaces, introduced at the 2012 meeting, combine the hack center project space and distributed group spaces of former years. From 1997 to 2004 the congress also hosted the annual German Lockpicking Championships. 2005 was the first year the Congress lasted four days instead of three and lacked the German Lockpicking Championships. 2020 was the first year where the Congress did not take place at a physical location due to the COVID-19 pandemic, giving way to the first Remote Chaos Experience (rC3). The Chaos Computer Club announced to return to the now newly renovated Congress Center Hamburg for the 37th edition of the Chaos Communication Congress. The announcement confirms the usual date of 27-30 December, notably omitting the year it will be held. On 18 October 2022, they confirmed that the congress will indeed not be held in 2022. On 6 October 2023, the CCC announced that 37C3 will take place again on the usual dates in 2023. === Timeline ===

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  • Personal web page

    Personal web page

    Personal web pages are World Wide Web pages created by an individual to contain content of a personal nature rather than content pertaining to a company, organization or institution. Personal web pages are primarily used for informative or entertainment purposes but can also be used for personal career marketing (by containing a list of the individual's skills, experience and a CV), social networking with other people with shared interests, or as a space for personal expression. These terms do not usually refer to just a single "page" or HTML file, but to a website—a collection of webpages and related files under a common URL or Web address. In strictly technical terms, a site's actual home page (index page) often only contains sparse content with some catchy introductory material and serves mostly as a pointer or table of contents to the more content-rich pages inside, such as résumés, family, hobbies, family genealogy, a web log/diary ("blog"), opinions, online journals and diaries or other writing, examples of written work, digital audio sound clips, digital video clips, digital photos, or information about a user's other interests. Many personal pages only include information of interest to friends and family of the author. However, some webpages set up by hobbyists or enthusiasts of certain subject areas can be valuable topical web directories. == History == In the 1990s, most Internet service providers (ISPs) provided a free small personal, user-created webpage along with free Usenet News service. These were all considered part of full Internet service. Also several free web hosting services such as GeoCities provided free web space for personal web pages. These free web hosting services would typically include web-based site management and a few pre-configured scripts to easily integrate an input form or guestbook script into the user's site. Early personal web pages were often called "home pages" and were intended to be set as a default page in a web browser's preferences, usually by their owner. These pages would often contain links, to-do lists, and other information their author found useful. In the days when search engines were in their infancy, these pages (and the links they contained) could be an important resource in navigating the web. Since the early 2000s, the rise of blogging and the development of user friendly web page designing software made it easier for amateur users who did not have computer programming or website designer training to create personal web pages. Some website design websites provided free ready-made blogging scripts, where all the user had to do was input their content into a template. At the same time, a personal web presence became easier with the increased popularity of social networking services, some with blogging platforms such as LiveJournal and Blogger. These websites provided an attractive and easy-to-use content management system for regular users. Most of the early personal websites were Web 1.0 style, in which a static display of text and images or photos was displayed to individuals who came to the page. About the only interaction that was possible on these early websites was signing the virtual "guestbook". With the collapse of the dot-com bubble in the late 1990s, the ISP industry consolidated, and the focus of web hosting services shifted away from the surviving ISP companies to independent Internet hosting services and to ones with other affiliations. For example, many university departments provided personal pages for professors and television broadcasters provided them for their on-air personalities. These free webpages served as a perquisite ("perk") for staff, while at the same time boosting the Web visibility of the parent organization. Web hosting companies either charge a monthly fee, or provide service that is "free" (advertising based) for personal web pages. These are priced or limited according to the total size of all files in bytes on the host's hard drive, or by bandwidth, (traffic), or by some combination of both. For those customers who continue to use their ISP for these services, national ISPs commonly continue to provide both disk space and help including ready-made drop-in scripts. With the rise of Web 2.0-style websites, both professional websites and user-created, amateur websites tended to contain interactive features, such as "clickable" links to online newspaper articles or favourite websites, the option to comment on content displayed on the website, the option to "tag" images, videos or links on the site, the option of "clicking" on an image to enlarge it or find out more information, the option of user participation for website guests to evaluate or review the pages, or even the option to create new user-generated content for others to see. A key difference between Web 1.0 personal webpages and Web 2.0 personal pages was while the former tended to be created by hackers, computer programmers and computer hobbyists, the latter were created by a much wider variety of users, including individuals whose main interests lay in hobbies or topics outside of computers (e.g., indie music fans, political activists, and social entrepreneurs). == Motivations == In a study done by Zinkhan, participants had four main reasons to create personal web pages. First, people use personal web pages as a portrayal of self, in a sense marketing themselves, since creators have the freedom to portray their own identities. Second, personal web pages are a way to interact with people who have similar interests as the creator, possible employers, or colleagues. Third, personal web pages can gain social acceptance with groups that the creator is interested in depending on the information that the creator reveals about themselves. Fourth, personal web pages can give creators a sense of connection to the world since these web pages are public and a way to introduce oneself to other people around the globe. People may maintain personal web pages to serve as a showcase for their skills in professional life, creative skills or self promotion of their business, charity or band. The use of personal web pages to display an individual's professional life has become more common in the 21st century. Mary Madden, an expert researcher on privacy and technology, did a study that found a tenth of American jobs require Personal web pages that advertise an individual online. Personal web pages have become a source of initial impression of possible employees used by employers. It can also be used to express opinions on issues ranging from news and politics to movies. Others may use their personal web page as a communication method. For example, an aspiring artist might give out business cards with their personal web page, and invite people to visit their page and see their artwork, "like" their page or sign their guestbook. A personal web page gives the owner generally more control on presence in search results and how they wish to be viewed online. It also allows more freedom in types and quantity of content than a social network profile offers, and can link various social media profiles with each other. It can be used to correct the record on something, or clear up potential confusion between you and someone with the same name. In the 2010s, some amateur writers, bands and filmmakers release digital versions of their stories, songs and short films online, with the aim of gaining an audience and becoming more well-known. While the huge number of aspiring artists posting their work online makes it unlikely for individuals and groups to become popular via the Internet, there are a small number of YouTube stars who were unknown until their online performances garnered them a huge audience. == Sites of academics == Academic professionals (especially at the college and university level), including professors and researchers, are often given online space for creating and storing personal web documents, including personal web pages, CVs and a list of their books, academic papers and conference presentations, on the websites of their employers. This goes back to the early decade of the World Wide Web and its original purpose of providing a quick and easy way for academics to share research papers and data. Researchers may have a personal website to share more information about themselves, about their academic activities and for sharing (unpublished) results of their research. This has been noted as part of the success of open-access repositories such as arXiv.

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  • Speech recognition

    Speech recognition

    Speech recognition (automatic speech recognition (ASR), computer speech recognition, or speech-to-text (STT)) is a sub-field of computational linguistics concerned with methods and technologies that translate spoken language into text or other interpretable forms. Speech recognition applications include voice user interfaces, where the user speaks to a device, which "listens" and processes the audio. Common voice applications include interpreting commands for calling, call routing, home automation, and aircraft control. These applications are called direct voice input. Productivity applications include searching audio recordings, creating transcripts, and dictation. Speech recognition can be used to analyse speaker characteristics, such as identifying native language using pronunciation assessment. Voice recognition (speaker identification) refers to identifying the speaker, rather than speech contents. Recognizing the speaker can simplify the task of translating speech in systems trained on a specific person's voice. It can also be used to authenticate the speaker as part of a security process. == History == Applications for speech recognition developed over many decades, with progress accelerated due to advances in deep learning and the use of big data. These advances are reflected in an increase in academic papers, and greater system adoption. Key areas of growth include vocabulary size, more accurate recognition for unfamiliar speakers (speaker independence), and faster processing speed. === Pre-1970 === 1952 – Bell Labs researchers, Stephen Balashek, R. Biddulph, and K. H. Davis, built Audrey for single-speaker digit recognition. Their system located the formants in the power spectrum of each utterance. 1960 – Gunnar Fant developed and published the source–filter model of speech production. 1962 – IBM's 16-word "Shoebox" machine's speech recognition debuted at the 1962 World's Fair. 1966 – Linear predictive coding, a speech coding method, was proposed by Fumitada Itakura of Nagoya University and Shuzo Saito of Nippon Telegraph and Telephone. 1969 – Funding at Bell Labs came to a halt for several years after the company's head engineer, John R. Pierce, wrote an open letter criticizing speech recognition research. This defunding lasted until Pierce retired and James L. Flanagan took over. Raj Reddy was the first person to work on continuous speech recognition, as a graduate student at Stanford University in the late 1960s. Previous systems required users to pause after each word. Reddy's system issued spoken commands for playing chess. Around this time, Soviet researchers invented the dynamic time warping (DTW) algorithm and used it to create a recognizer capable of operating on a 200-word vocabulary. DTW processed speech by dividing it into short frames (e.g. 10 ms segments) and treating each frame as a unit. Speaker independence, however, remained unsolved. === 1970–1990 === 1971 – DARPA funded a five-year speech recognition research project, Speech Understanding Research, seeking a minimum vocabulary size of 1,000 words. The project considered speech understanding a key to achieving progress in speech recognition, which was later disproved. BBN, IBM, Carnegie Mellon (CMU), and Stanford Research Institute participated. 1972 – The IEEE Acoustics, Speech, and Signal Processing group held a conference in Newton, Massachusetts. 1976 – The first ICASSP was held in Philadelphia, which became a major venue for publishing on speech recognition. During the late 1960s, Leonard Baum developed the mathematics of Markov chains at the Institute for Defense Analysis. A decade later, at CMU, Raj Reddy's students James Baker and Janet M. Baker began using the hidden Markov model (HMM) for speech recognition. James Baker had learned about HMMs while at the Institute for Defense Analysis. HMMs enabled researchers to combine sources of knowledge, such as acoustics, language, and syntax, in a unified probabilistic model. By the mid-1980s, Fred Jelinek's team at IBM created a voice-activated typewriter called Tangora, which could handle a 20,000-word vocabulary. Jelinek's statistical approach placed less emphasis on emulating human brain processes in favor of statistical modelling. (Jelinek's group independently discovered the application of HMMs to speech.) This was controversial among linguists since HMMs are too simplistic to account for many features of human languages. However, the HMM proved to be a highly useful way for modelling speech and replaced dynamic time warping as the dominant speech recognition algorithm in the 1980s. 1982 – Dragon Systems, founded by James and Janet M. Baker, was one of IBM's few competitors. === Practical speech recognition === The 1980s also saw the introduction of the n-gram language model. 1987 – The back-off model enabled language models to use multiple-length n-grams, and CSELT used HMM to recognize languages (in software and hardware, e.g. RIPAC). At the end of the DARPA program in 1976, the best computer available to researchers was the PDP-10 with 4 MB of RAM. It could take up to 100 minutes to decode 30 seconds of speech. Practical products included: 1984 – the Apricot Portable was released with up to 4096 words support, of which only 64 could be held in RAM at a time. 1987 – a recognizer from Kurzweil Applied Intelligence 1990 – Dragon Dictate, a consumer product released in 1990. AT&T deployed the Voice Recognition Call Processing service in 1992 to route telephone calls without a human operator. The technology was developed by Lawrence Rabiner and others at Bell Labs. By the early 1990s, the vocabulary of the typical commercial speech recognition system had exceeded the average human vocabulary. Reddy's former student, Xuedong Huang, developed the Sphinx-II system at CMU. Sphinx-II was the first to do speaker-independent, large vocabulary, continuous speech recognition, and it won DARPA's 1992 evaluation. Handling continuous speech with a large vocabulary was a major milestone. Huang later founded the speech recognition group at Microsoft in 1993. Reddy's student Kai-Fu Lee joined Apple, where, in 1992, he helped develop the Casper speech interface prototype. Lernout & Hauspie, a Belgium-based speech recognition company, acquired other companies, including Kurzweil Applied Intelligence in 1997 and Dragon Systems in 2000. L&H was used in Windows XP. L&H was an industry leader until an accounting scandal destroyed it in 2001. L&H speech technology was bought by ScanSoft, which became Nuance in 2005. Apple licensed Nuance software for its digital assistant Siri. ==== 2000s ==== In the 2000s, DARPA sponsored two speech recognition programs: Effective Affordable Reusable Speech-to-Text (EARS) in 2002, followed by Global Autonomous Language Exploitation (GALE) in 2005. Four teams participated in EARS: IBM; a team led by BBN with LIMSI and the University of Pittsburgh; Cambridge University; and a team composed of ICSI, SRI, and the University of Washington. EARS funded the collection of the Switchboard telephone speech corpus, which contained 260 hours of recorded conversations from over 500 speakers. The GALE program focused on Arabic and Mandarin broadcast news. Google's first effort at speech recognition came in 2007 after recruiting Nuance researchers. Its first product, GOOG-411, was a telephone-based directory service. Since at least 2006, the U.S. National Security Agency has employed keyword spotting, allowing analysts to index large volumes of recorded conversations and identify speech containing "interesting" keywords. Other government research programs focused on intelligence applications, such as DARPA's EARS program and IARPA's Babel program. In the early 2000s, speech recognition was dominated by hidden Markov models combined with feed-forward artificial neural networks (ANN). Later, speech recognition was taken over by long short-term memory (LSTM), a recurrent neural network (RNN) published by Sepp Hochreiter & Jürgen Schmidhuber in 1997. LSTM RNNs avoid the vanishing gradient problem and can learn "Very Deep Learning" tasks that require memories of events that happened thousands of discrete time steps earlier, which is important for speech. Around 2007, LSTMs trained with Connectionist Temporal Classification (CTC) began to outperform. In 2015, Google reported a 49 percent error‑rate reduction in its speech recognition via CTC‑trained LSTM. Transformers, a type of neural network based solely on attention, were adopted in computer vision and language modelling, and then to speech recognition. Deep feed-forward (non-recurrent) networks for acoustic modelling were introduced in 2009 by Geoffrey Hinton and his students at the University of Toronto, and by Li Deng and colleagues at Microsoft Research. In contrast to the prioer incremental improvements, deep learning decreased error rates by 30%. Both shallow and deep forms (e.g., recurrent nets) of ANNs had been explored since the 1980s. Howev

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  • Backup

    Backup

    In information technology, a backup, or data backup is a copy of computer data taken and stored elsewhere so that it may be used to restore the original after a data loss event. The verb form, referring to the process of doing so, is "back up", whereas the noun and adjective form is "backup". Backups can be used to recover data after its loss from data deletion or corruption, or to recover data from an earlier time. Backups provide a simple form of IT disaster recovery; however not all backup systems are able to reconstitute a computer system or other complex configuration such as a computer cluster, active directory server, or database server. A backup system contains at least one copy of all data considered worth saving. The data storage requirements can be large. An information repository model may be used to provide structure to this storage. There are different types of data storage devices used for copying backups of data that is already in secondary storage onto archive files. There are also different ways these devices can be arranged to provide geographic dispersion, data security, and portability. Data is selected, extracted, and manipulated for storage. The process can include methods for dealing with live data, including open files, as well as compression, encryption, and de-duplication. Additional techniques apply to enterprise client-server backup. Backup schemes may include dry runs that validate the reliability of the data being backed up. There are limitations and human factors involved in any backup scheme. == Storage == A backup strategy requires an information repository, "a secondary storage space for data" that aggregates backups of data "sources". The repository could be as simple as a list of all backup media (DVDs, etc.) and the dates produced, or could include a computerized index, catalog, or relational database. === 3-2-1 Backup Rule === The backup data needs to be stored, requiring a backup rotation scheme, which is a system of backing up data to computer media that limits the number of backups of different dates retained separately, by appropriate re-use of the data storage media by overwriting of backups no longer needed. The scheme determines how and when each piece of removable storage is used for a backup operation and how long it is retained once it has backup data stored on it. The 3-2-1 rule can aid in the backup process. It states that there should be at least 3 copies of the data, stored on 2 different types of storage media, and one copy should be kept offsite, in a remote location (this can include cloud storage). 2 or more different media should be used to eliminate data loss due to similar reasons (for example, optical discs may tolerate being underwater while LTO tapes may not, and SSDs cannot fail due to head crashes or damaged spindle motors since they do not have any moving parts, unlike hard drives). An offsite copy protects against fire, theft of physical media (such as tapes or discs) and natural disasters like floods and earthquakes. Physically protected hard drives are an alternative to an offsite copy, but they have limitations like only being able to resist fire for a limited period of time, so an offsite copy still remains as the ideal choice. Because there is no perfect storage, many backup experts recommend maintaining a second copy on a local physical device, even if the data is also backed up offsite. === Backup methods === ==== Unstructured ==== An unstructured repository may simply be a stack of tapes, DVD-Rs or external HDDs with minimal information about what was backed up and when. This method is the easiest to implement, but unlikely to achieve a high level of recoverability as it lacks automation. ==== Full only/System imaging ==== A repository using this backup method contains complete source data copies taken at one or more specific points in time. Copying system images, this method is frequently used by computer technicians to record known good configurations. However, imaging is generally more useful as a way of deploying a standard configuration to many systems rather than as a tool for making ongoing backups of diverse systems. ==== Incremental ==== An incremental backup stores data changed since a reference point in time. Duplicate copies of unchanged data are not copied. Typically a full backup of all files is made once or at infrequent intervals, serving as the reference point for an incremental repository. Subsequently, a number of incremental backups are made after successive time periods. Restores begin with the last full backup and then apply the incrementals. Some backup systems can create a synthetic full backup from a series of incrementals, thus providing the equivalent of frequently doing a full backup. When done to modify a single archive file, this speeds restores of recent versions of files. ==== Near-CDP ==== Continuous Data Protection (CDP) refers to a backup that instantly saves a copy of every change made to the data. This allows restoration of data to any point in time and is the most comprehensive and advanced data protection. Near-CDP backup applications—often marketed as "CDP"—automatically take incremental backups at a specific interval, for example every 15 minutes, one hour, or 24 hours. They can therefore only allow restores to an interval boundary. Near-CDP backup applications use journaling and are typically based on periodic "snapshots", read-only copies of the data frozen at a particular point in time. Near-CDP (except for Apple Time Machine) intent-logs every change on the host system, often by saving byte or block-level differences rather than file-level differences. This backup method differs from simple disk mirroring in that it enables a roll-back of the log and thus a restoration of old images of data. Intent-logging allows precautions for the consistency of live data, protecting self-consistent files but requiring applications "be quiesced and made ready for backup." Near-CDP is more practicable for ordinary personal backup applications, as opposed to true CDP, which must be run in conjunction with a virtual machine or equivalent and is therefore generally used in enterprise client-server backups. Software may create copies of individual files such as written documents, multimedia projects, or user preferences, to prevent failed write events caused by power outages, operating system crashes, or exhausted disk space, from causing data loss. A common implementation is an appended ".bak" extension to the file name. ==== Reverse incremental ==== A Reverse incremental backup method stores a recent archive file "mirror" of the source data and a series of differences between the "mirror" in its current state and its previous states. A reverse incremental backup method starts with a non-image full backup. After the full backup is performed, the system periodically synchronizes the full backup with the live copy, while storing the data necessary to reconstruct older versions. This can either be done using hard links—as Apple Time Machine does, or using binary diffs. ==== Differential ==== A differential backup saves only the data that has changed since the last full backup. This means a maximum of two backups from the repository are used to restore the data. However, as time from the last full backup (and thus the accumulated changes in data) increases, so does the time to perform the differential backup. Restoring an entire system requires starting from the most recent full backup and then applying just the last differential backup. A differential backup copies files that have been created or changed since the last full backup, regardless of whether any other differential backups have been made since, whereas an incremental backup copies files that have been created or changed since the most recent backup of any type (full or incremental). Changes in files may be detected through a more recent date/time of last modification file attribute, and/or changes in file size. Other variations of incremental backup include multi-level incrementals and block-level incrementals that compare parts of files instead of just entire files. === Storage media === Regardless of the repository model that is used, the data has to be copied onto an archive file data storage medium. The medium used is also referred to as the type of backup destination. ==== Magnetic tape ==== Magnetic tape was for a long time the most commonly used medium for bulk data storage, backup, archiving, and interchange. It was previously a less expensive option, but this is no longer the case for smaller amounts of data. Tape is a sequential access medium, so the rate of continuously writing or reading data can be very fast. While tape media itself has a low cost per space, tape drives are typically dozens of times as expensive as hard disk drives and optical drives. Tape media are generally rotated on a schedule so at least one set is off-site in case something should happe

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  • Personal network

    Personal network

    A personal network is a set of human contacts known to an individual, with whom that individual would expect to interact at intervals to support a given set of activities. In other words, a personal network is a group of caring, dedicated people who are committed to maintain a relationship with a person in order to support a given set of activities. Having a strong personal network requires being connected to a network of resources for mutual development and growth. Personal networks can be understood by: who knows you what you know about them what they know about you what are you learning together how you work at that Personal networks are intended to be mutually beneficial, extending the concept of teamwork beyond the immediate peer group. The term is usually encountered in the workplace, though it could apply equally to other pursuits outside work. Personal networking is the practice of developing and maintaining a personal network, which is usually undertaken over an extended period. The concept is related to business networking and is often encouraged by large organizations, in the hope of improving productivity, and so a number of tools exist to support the maintenance of networks. Many of these tools are IT-based, and use Web 2.0 technologies. == History of networking and business success == In the second half of the twentieth century, U.S. advocates for workplace equity popularized the term and concept of networking as part of a larger social capital lexicon—which also includes terms such as glass ceiling, role model, mentoring, and gatekeeper—serving to identify and address the problems barring non-dominant groups from professional success. Mainstream business literature subsequently adopted the terms and concepts, promoting them as pathways to success for all career climbers. In 1970 these terms were not in the general American vocabulary; by the mid-1990s they had become part of everyday speech. Before the mid-twentieth century, what we call networking today was framed in the language of family and friendship. These close personal relationships provided a range of opportunities to preferred subsets of people, such as access to job opportunities, information, credit, and partnerships. Family networks and nepotism have proven particularly strong throughout history. However, other common bonds—from ethnicity and religion to school ties and club memberships—can connect subsets of people as well. Of course people whom insiders consider undesirable have been barred from such networks, with important consequences. Those who tap into influential networks can be nurtured toward success. Those who are shut out from networks can lose hope of success. Numerous business heroes of the past—such as Benjamin Franklin, Andrew Carnegie, Henry Ford, and John D. Rockefeller—exploited networks to great effect. The business networks that seemed natural and transparent to these white men were a closed book to women and minorities for much of American history. Drawing on work from the social sciences, these outsider groups had to identify and then harness the mechanisms behind networking's power. A prominent early example of this process was the formation of corporate caucuses by black men at Xerox starting in 1969. Groups of black salesmen met regularly to share information about Xerox's culture and strategies for navigating it most effectively. Through confrontation and collaboration with a relatively accommodating upper management, the caucuses helped open opportunities for high-performing black employees. The popular and business press began using the terms "network" and "networking" in the mid-1970s in the context of businesswomen consciously pursuing this strategy. Authors encouraged female workers to recognize and exploit the informal workplace systems that provided advancement. They urged women to identify mentors, use social contacts, and build peer and authority networks. The push for networking drew on ideas and relationships from the era's feminist movement, and dictionaries of the time explicitly linked business networking to women's efforts to succeed in the workplace. Since the closing decades of the twentieth century, networking has become a pervasive term and concept in American society. People now invoke networking in relation to everything from business to child rearing to science. While ambitious careerists seek networks as an indispensable talisman, companies purposefully encourage networking among their employees to boost performance and gain competitive advantage. At the same time, Americans are forgetting the workplace activism that first illuminated the power of networking. Unfortunately, this loss of historical context can fuel a backlash against outsider groups who still seek to synthesize networks so they can access the same opportunities enjoyed by insiders. == Characteristics of networks == Broadly speaking, all networks have the following characteristics: Purpose – A network can be established for learning, mission, business, idea, and family or personal reasons. Structure – A network is a group of interlinked entities that form a cluster. Most social structures tend to be characterized by dense clusters of strong connections. Style – The place, space, pace and style of interaction of the networks give an understanding of the style of the networks. Namkee Park, Seungyoon Lee and Jang Hyun Kim examined the relations between personal network characteristics and Facebook use. According to their study, personal networks are investigated through several structural characteristics, which can be categorized into three major dimensions according to the level of analysis: Dyadic tie attributes which include the characteristics of ego-alter ties such as duration, multiplexity, and proximity. Ego-alter tie attributes represent various dimensions of relationships between the focal person and their close contacts. First, tie duration refers to the length of time since the tie was originally initiated, which indicates the duration of relationships. Second, multiplexity includes a focal individual's degree of involvement in various types of interactions with network members. The third dimension is the physical proximity between ego and alter. Theories of proximity suggest that physical proximity between people affects their interaction and subsequently, their formation of network ties. The characteristics of alter-alter ties including personal network density. When moving to ties at the alter-alter level, ego-network density, which refers to the extent to which one's alters are connected with each other, is an important dimension of personal networks. Dense personal network structure indicates close interpersonal contacts among alters, and consequently, is considered to promote the sharing of resources. On the other hand, loose connections, or structural holes in ego-networks, have been found to facilitate the flow of information and to provide advantages in searching and obtaining resources (e.g., getting a job). The composition of alter attributes centered on the heterogeneity of alters in one's personal network. The heterogeneity of alters in one's personal network is associated with access to diverse resources and information It is expected, thus, that the heterogeneity attributes may enhance the focal actor's social activities. Each of these characteristics represents unique aspects of individuals' network relationships. == Types of personal networks == Personal networks can be used for two main reasons: social and professional. In 2012, LinkedIn along with TNS conducted a survey of 6,000 social network users to understand the difference between personal social networks and personal professional networks. The "Mindset Divide" of users of these networks was compared as follows: Emotions: Personal social networks: Nostalgia, fun, distraction. Personal professional networks: Achievement, success, aspiration. Use: Personal social networks: Users are in a casual mindset often just passing time. They use social networks to socialize, stay in touch, be entertained and kill time. Personal professional networks: In this purposeful mindset, users invest time to improve themselves and their future. These networks are used to maintain professional identity, make useful contacts, search for opportunities and stay in touch. Content: Personal professional networks: These provide information about career, brand updates and current affairs. Professional development: Personal development networks: These provide access to those who can provide information, knowledge, advice, support, expertise, guidance, and concrete resources to learn and work effectively—thus those who support the continuing professional development. == Personal network management == Personal network management (PNM) is a crucial aspect of personal information management and can be understood as the practice of managing the links and connections for social and profession

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