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  • Co-occurrence matrix

    Co-occurrence matrix

    A co-occurrence matrix or co-occurrence distribution (also referred to as : gray-level co-occurrence matrices GLCMs) is a matrix that is defined over an image to be the distribution of co-occurring pixel values (grayscale values, or colors) at a given offset. It is used as an approach to texture analysis with various applications especially in medical image analysis. == Method == Given a grey-level image I {\displaystyle I} , co-occurrence matrix computes how often pairs of pixels with a specific value and offset occur in the image. The offset, ( Δ x , Δ y ) {\displaystyle (\Delta x,\Delta y)} , is a position operator that can be applied to any pixel in the image (ignoring edge effects): for instance, ( 1 , 2 ) {\displaystyle (1,2)} could indicate "one down, two right". An image with p {\displaystyle p} different pixel values will produce a p × p {\displaystyle p\times p} co-occurrence matrix, for the given offset. The ( i , j ) th {\displaystyle (i,j)^{\text{th}}} value of the co-occurrence matrix gives the number of times in the image that the i th {\displaystyle i^{\text{th}}} and j th {\displaystyle j^{\text{th}}} pixel values occur in the relation given by the offset. For an image with p {\displaystyle p} different pixel values, the p × p {\displaystyle p\times p} co-occurrence matrix C is defined over an n × m {\displaystyle n\times m} image I {\displaystyle I} , parameterized by an offset ( Δ x , Δ y ) {\displaystyle (\Delta x,\Delta y)} , as: C Δ x , Δ y ( i , j ) = ∑ x = 1 n ∑ y = 1 m { 1 , if I ( x , y ) = i and I ( x + Δ x , y + Δ y ) = j 0 , otherwise {\displaystyle C_{\Delta x,\Delta y}(i,j)=\sum _{x=1}^{n}\sum _{y=1}^{m}{\begin{cases}1,&{\text{if }}I(x,y)=i{\text{ and }}I(x+\Delta x,y+\Delta y)=j\\0,&{\text{otherwise}}\end{cases}}} where: i {\displaystyle i} and j {\displaystyle j} are the pixel values; x {\displaystyle x} and y {\displaystyle y} are the spatial positions in the image I; the offsets ( Δ x , Δ y ) {\displaystyle (\Delta x,\Delta y)} define the spatial relation for which this matrix is calculated; and I ( x , y ) {\displaystyle I(x,y)} indicates the pixel value at pixel ( x , y ) {\displaystyle (x,y)} . The 'value' of the image originally referred to the grayscale value of the specified pixel, but could be anything, from a binary on/off value to 32-bit color and beyond. (Note that 32-bit color will yield a 232 × 232 co-occurrence matrix!) Co-occurrence matrices can also be parameterized in terms of a distance, d {\displaystyle d} , and an angle, θ {\displaystyle \theta } , instead of an offset ( Δ x , Δ y ) {\displaystyle (\Delta x,\Delta y)} . Any matrix or pair of matrices can be used to generate a co-occurrence matrix, though their most common application has been in measuring texture in images, so the typical definition, as above, assumes that the matrix is an image. It is also possible to define the matrix across two different images. Such a matrix can then be used for color mapping. == Aliases == Co-occurrence matrices are also referred to as: GLCMs (gray-level co-occurrence matrices) GLCHs (gray-level co-occurrence histograms) spatial dependence matrices == Application to image analysis == Whether considering the intensity or grayscale values of the image or various dimensions of color, the co-occurrence matrix can measure the texture of the image. Because co-occurrence matrices are typically large and sparse, various metrics of the matrix are often taken to get a more useful set of features. Features generated using this technique are usually called Haralick features, after Robert Haralick. Texture analysis is often concerned with detecting aspects of an image that are rotationally invariant. To approximate this, the co-occurrence matrices corresponding to the same relation, but rotated at various regular angles (e.g. 0, 45, 90, and 135 degrees), are often calculated and summed. Texture measures like the co-occurrence matrix, wavelet transforms, and model fitting have found application in medical image analysis in particular. == Other applications == Co-occurrence matrices are also used for words processing in natural language processing (NLP).

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

    Online Safety Amendment (Social Media Minimum Age) Act 2024

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

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  • ISO 15765-2

    ISO 15765-2

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

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  • Social news website

    Social news website

    A social news website is a website that features user-posted stories. Such stories are ranked based on popularity, as voted on by other users of the site or by website administrators. Users typically comment online on the news posts and these comments may also be ranked in popularity. Since their emergence with the birth of Web 2.0, social news sites have been used to link many types of information, including news, humor, support, and discussion. All such websites allow the users to submit content and each site differs in how the content is moderated. On the Slashdot and Fark websites, administrators decide which articles are selected for the front page. On Reddit and Digg, the articles that get the most votes from the community of users will make it to the front page. Many social news websites also feature an online comment system, where users discuss the issues raised in an article. Some of these sites have also applied their voting system to the comments, so that the most popular comments are displayed first. Some social news websites also have a social networking service, in that users can set up a user profile and follow other users' online activity on the website. Like many other Web 2.0 tools, social news websites use the collective intelligence of all of the users to operate. Social news websites also "impl[y] the technical, economic, legal, and human enhancement of a universally distributed intelligence that will unleash a positive dynamic of recognition and skills mobilization". Social news websites help participants to share a collective vision and awareness of how their actions are integrated with those of other individuals. Social news websites provide a new and innovative way to participate in a community that is constantly being flooded with new information. These social news websites "include opportunities for peer-to-peer learning, a changed attitude toward intellectual property, the diversification of cultural expression, the development of skills valued in the modern workplace, and a more empowered conception of citizenship". These websites can help to shape and reshape democratic opinions and perspectives. Social news sites may mitigate the gatekeeping of mainstream news sources and allow the public to decide what counts as "news", which may facilitate a more participatory culture. Social news sites may also support democratic participation by allowing users from across geographic and national boundaries to access the same information, respond to fellow users' views and beliefs, and create a virtual sphere for users to contribute within. == Websites == === Active === ==== Fark ==== Fark, which started in 1997, features news on any topic. On Fark, users can submit articles to the administrators of the site. Each day, these administrators pick out 50 articles to display on the front page. ==== Slashdot ==== Slashdot, started in 1997, was one of the first social news websites. It focuses mainly on science and technology-related news. Users can submit stories and the editors pick out the best stories each day for the front page. Users can then post comments on the stories. The influx of web traffic that resulted from Slashdot linking to external websites led to the effect being called the Slashdot effect ==== Digg ==== Digg, started in December 2004, introduced the voting system. This system allows users to "digg" or "bury" articles. "Digging" is the equivalent of voting positively, so that popular articles are displayed first. "Burying" does not lower an article's score. However, if an article is buried enough times, it will be automatically deleted from the site. Digg offers a social networking service, as members can follow other members and build personal profiles with information about their interests. ==== Reddit ==== Reddit, started in June 2005, is a social news website where users can submit articles and comments and vote on these submissions. The submissions are organized into categories called "subreddits". Unlike Digg, with Reddit, users can directly affect an article's score. An "upvote" will increase the score and a "downvote" will decrease it. Articles with the highest scores are displayed on the front page. There is also a page for "controversial" articles, that have an almost equal number of upvotes and downvotes. Free speech debates have arisen due to the shutting down of obscene or potentially illegal "subreddits" (including /r/jailbait, a collection of sexually suggestive underage pictures.) Reddit introduced a system of user-created communities called "subreddits", which are essentially categories for a specific type of news. Comments on the featured posts are shown in a hierarchical fashion also based on votes. Users have the ability to earn "karma" for their participation and time on the website. ==== Hacker News ==== Hacker News, started in February 2007, is a social news site focusing on computer science and entrepreneurship, created by Paul Graham and run by his startup incubator, Y Combinator. === Defunct === ==== Newsvine ==== Newsvine, started in March 2006, was a social news website mostly focused on politics, both international and domestic. The Newsvine home page allowed users to customize "seeds" and story feeds. Users received articles via "The Wire" from sources including The Associated Press or The Huffington Post, and from "The Vine" a stream of content from other Newsvine users. The "Top of the Vine" displayed the most voted and commented on articles of the day, week, month, or year. Additionally, Newsvine allowed members to create their own "Customizable Column", which could highlight a user's content posted, recent comments, and information about the specific Newsvine member. ==== feedalizr ==== feedalizr was a cross-platform, desktop social media aggregator built using Adobe Integrated Runtime that consolidates the updates from social media and social networking websites. Users can then use this application to update those sites from their desktop and view a consolidated stream of information. ==== Voat ==== Voat, launched in April 2014 and discontinued in December of 2020, was also a social news website and is very similar to Reddit visually and functionally. The site's userbase included a large number of alt right users, many of whom migrated to Voat after being banned on Reddit. ==== Prismatic ==== Prismatic combined machine learning, user experience design, and interaction design to create a new way to discover, consume, and share media. Prismatic software used social network aggregation and machine learning algorithms to filter the content that aligns with the interests of a specific user. Prismatic integrated with Facebook, Twitter, and Pocket to gather information about user's interests and suggest the most relevant stories to read. ==== Artifact ==== Artifact was an iOS and Android app that used machine learning to personalize news recommendations to readers, and also had social features such as liking articles, commenting, and reputation scores for users.

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  • Sample complexity

    Sample complexity

    The sample complexity of a machine learning algorithm represents the number of training-samples that it needs in order to successfully learn a target function. More precisely, the sample complexity is the number of training-samples that we need to supply to the algorithm, so that the function returned by the algorithm is within an arbitrarily small error of the best possible function, with probability arbitrarily close to 1. There are two variants of sample complexity: The weak variant fixes a particular input-output distribution; The strong variant takes the worst-case sample complexity over all input-output distributions. The No free lunch theorem, discussed below, proves that, in general, the strong sample complexity is infinite, i.e. that there is no algorithm that can learn the globally-optimal target function using a finite number of training samples. However, if we are only interested in a particular class of target functions (e.g., only linear functions) then the sample complexity is finite, and it depends linearly on the VC dimension on the class of target functions. == Definition == Let X {\displaystyle X} be a space which we call the input space, and Y {\displaystyle Y} be a space which we call the output space, and let Z {\displaystyle Z} denote the product X × Y {\displaystyle X\times Y} . For example, in the setting of binary classification, X {\displaystyle X} is typically a finite-dimensional vector space and Y {\displaystyle Y} is the set { − 1 , 1 } {\displaystyle \{-1,1\}} . Fix a hypothesis space H {\displaystyle {\mathcal {H}}} of functions h : X → Y {\displaystyle h\colon X\to Y} . A learning algorithm over H {\displaystyle {\mathcal {H}}} is a computable map from Z {\displaystyle Z} to H {\displaystyle {\mathcal {H}}} . In other words, it is an algorithm that takes as input a finite sequence of training samples and outputs a function from X {\displaystyle X} to Y {\displaystyle Y} . Typical learning algorithms include empirical risk minimization, without or with Tikhonov regularization. Fix a loss function L : Y × Y → R ≥ 0 {\displaystyle {\mathcal {L}}\colon Y\times Y\to \mathbb {R} _{\geq 0}} , for example, the square loss L ( y , y ′ ) = ( y − y ′ ) 2 {\displaystyle {\mathcal {L}}(y,y')=(y-y')^{2}} , where h ( x ) = y ′ {\displaystyle h(x)=y'} . For a given distribution ρ {\displaystyle \rho } on X × Y {\displaystyle X\times Y} , the expected risk of a hypothesis (a function) h ∈ H {\displaystyle h\in {\mathcal {H}}} is E ( h ) := E ρ [ L ( h ( x ) , y ) ] = ∫ X × Y L ( h ( x ) , y ) d ρ ( x , y ) {\displaystyle {\mathcal {E}}(h):=\mathbb {E} _{\rho }[{\mathcal {L}}(h(x),y)]=\int _{X\times Y}{\mathcal {L}}(h(x),y)\,d\rho (x,y)} In our setting, we have h = A ( S n ) {\displaystyle h={\mathcal {A}}(S_{n})} , where A {\displaystyle {\mathcal {A}}} is a learning algorithm and S n = ( ( x 1 , y 1 ) , … , ( x n , y n ) ) ∼ ρ n {\displaystyle S_{n}=((x_{1},y_{1}),\ldots ,(x_{n},y_{n}))\sim \rho ^{n}} is a sequence of vectors which are all drawn independently from ρ {\displaystyle \rho } . Define the optimal risk E H ∗ = inf h ∈ H E ( h ) . {\displaystyle {\mathcal {E}}_{\mathcal {H}}^{}={\underset {h\in {\mathcal {H}}}{\inf }}{\mathcal {E}}(h).} Set h n = A ( S n ) {\displaystyle h_{n}={\mathcal {A}}(S_{n})} , for each sample size n {\displaystyle n} . h n {\displaystyle h_{n}} is a random variable and depends on the random variable S n {\displaystyle S_{n}} , which is drawn from the distribution ρ n {\displaystyle \rho ^{n}} . The algorithm A {\displaystyle {\mathcal {A}}} is called consistent if E ( h n ) {\displaystyle {\mathcal {E}}(h_{n})} probabilistically converges to E H ∗ {\displaystyle {\mathcal {E}}_{\mathcal {H}}^{}} . In other words, for all ϵ , δ > 0 {\displaystyle \epsilon ,\delta >0} , there exists a positive integer N {\displaystyle N} , such that, for all sample sizes n ≥ N {\displaystyle n\geq N} , we have Pr ρ n [ E ( h n ) − E H ∗ ≥ ε ] < δ . {\displaystyle \Pr _{\rho ^{n}}[{\mathcal {E}}(h_{n})-{\mathcal {E}}_{\mathcal {H}}^{}\geq \varepsilon ]<\delta .} The sample complexity of A {\displaystyle {\mathcal {A}}} is then the minimum N {\displaystyle N} for which this holds, as a function of ρ , ϵ {\displaystyle \rho ,\epsilon } , and δ {\displaystyle \delta } . We write the sample complexity as N ( ρ , ϵ , δ ) {\displaystyle N(\rho ,\epsilon ,\delta )} to emphasize that this value of N {\displaystyle N} depends on ρ , ϵ {\displaystyle \rho ,\epsilon } , and δ {\displaystyle \delta } . If A {\displaystyle {\mathcal {A}}} is not consistent, then we set N ( ρ , ϵ , δ ) = ∞ {\displaystyle N(\rho ,\epsilon ,\delta )=\infty } . If there exists an algorithm for which N ( ρ , ϵ , δ ) {\displaystyle N(\rho ,\epsilon ,\delta )} is finite, then we say that the hypothesis space H {\displaystyle {\mathcal {H}}} is learnable. In others words, the sample complexity N ( ρ , ϵ , δ ) {\displaystyle N(\rho ,\epsilon ,\delta )} defines the rate of consistency of the algorithm: given a desired accuracy ϵ {\displaystyle \epsilon } and confidence δ {\displaystyle \delta } , one needs to sample N ( ρ , ϵ , δ ) {\displaystyle N(\rho ,\epsilon ,\delta )} data points to guarantee that the risk of the output function is within ϵ {\displaystyle \epsilon } of the best possible, with probability at least 1 − δ {\displaystyle 1-\delta } . In probably approximately correct (PAC) learning, one is concerned with whether the sample complexity is polynomial, that is, whether N ( ρ , ϵ , δ ) {\displaystyle N(\rho ,\epsilon ,\delta )} is bounded by a polynomial in 1 / ϵ {\displaystyle 1/\epsilon } and 1 / δ {\displaystyle 1/\delta } . If N ( ρ , ϵ , δ ) {\displaystyle N(\rho ,\epsilon ,\delta )} is polynomial for some learning algorithm, then one says that the hypothesis space H {\displaystyle {\mathcal {H}}} is PAC-learnable. This is a stronger notion than being learnable. == Unrestricted hypothesis space: infinite sample complexity == One can ask whether there exists a learning algorithm so that the sample complexity is finite in the strong sense, that is, there is a bound on the number of samples needed so that the algorithm can learn any distribution over the input-output space with a specified target error. More formally, one asks whether there exists a learning algorithm A {\displaystyle {\mathcal {A}}} , such that, for all ϵ , δ > 0 {\displaystyle \epsilon ,\delta >0} , there exists a positive integer N {\displaystyle N} such that for all n ≥ N {\displaystyle n\geq N} , we have sup ρ ( Pr ρ n [ E ( h n ) − E H ∗ ≥ ε ] ) < δ , {\displaystyle \sup _{\rho }\left(\Pr _{\rho ^{n}}[{\mathcal {E}}(h_{n})-{\mathcal {E}}_{\mathcal {H}}^{}\geq \varepsilon ]\right)<\delta ,} where h n = A ( S n ) {\displaystyle h_{n}={\mathcal {A}}(S_{n})} , with S n = ( ( x 1 , y 1 ) , … , ( x n , y n ) ) ∼ ρ n {\displaystyle S_{n}=((x_{1},y_{1}),\ldots ,(x_{n},y_{n}))\sim \rho ^{n}} as above. The No Free Lunch Theorem says that without restrictions on the hypothesis space H {\displaystyle {\mathcal {H}}} , this is not the case, i.e., there always exist "bad" distributions for which the sample complexity is arbitrarily large. Thus, in order to make statements about the rate of convergence of the quantity sup ρ ( Pr ρ n [ E ( h n ) − E H ∗ ≥ ε ] ) , {\displaystyle \sup _{\rho }\left(\Pr _{\rho ^{n}}[{\mathcal {E}}(h_{n})-{\mathcal {E}}_{\mathcal {H}}^{}\geq \varepsilon ]\right),} one must either constrain the space of probability distributions ρ {\displaystyle \rho } , e.g. via a parametric approach, or constrain the space of hypotheses H {\displaystyle {\mathcal {H}}} , as in distribution-free approaches. == Restricted hypothesis space: finite sample-complexity == The latter approach leads to concepts such as VC dimension and Rademacher complexity which control the complexity of the space H {\displaystyle {\mathcal {H}}} . A smaller hypothesis space introduces more bias into the inference process, meaning that E H ∗ {\displaystyle {\mathcal {E}}_{\mathcal {H}}^{}} may be greater than the best possible risk in a larger space. However, by restricting the complexity of the hypothesis space it becomes possible for an algorithm to produce more uniformly consistent functions. This trade-off leads to the concept of regularization. It is a theorem from VC theory that the following three statements are equivalent for a hypothesis space H {\displaystyle {\mathcal {H}}} : H {\displaystyle {\mathcal {H}}} is PAC-learnable. The VC dimension of H {\displaystyle {\mathcal {H}}} is finite. H {\displaystyle {\mathcal {H}}} is a uniform Glivenko-Cantelli class. This gives a way to prove that certain hypothesis spaces are PAC learnable, and by extension, learnable. === An example of a PAC-learnable hypothesis space === X = R d , Y = { − 1 , 1 } {\displaystyle X=\mathbb {R} ^{d},Y=\{-1,1\}} , and let H {\displaystyle {\mathcal {H}}} be the space of affine functions on X {\displaystyle X} , that is, functions of the form x ↦ ⟨ w , x ⟩ + b {\displaystyle x\mapsto \langl

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  • Social media use in education

    Social media use in education

    Social media in education is the use of social media to enhance education. Social media are "a group of Internet-based applications...that allow the creation and exchange of user-generated content". It is also known as the read/write web. As time went on and technology evolved, social media has been an integral part of people's lives, including students, scholars, and teachers. However, social media are controversial because, in addition to providing new means of connection, critics claim that they damage self-esteem, shorten attention spans, and increase mental health issues. A 2016 dissertation presented surveys that focused on the impact of social media. It reported that 54.6% of students believed that social media affected their studies positively (38% agree, 16.6% strongly agree). About 40% disagreed, and 4.7% of students strongly disagreed. 53% of female students reported that social media negatively impacted their studies. Among male students, 40% agreed that social media had a negative impact on studies, while 59% disagreed. A 2023 article dives deep into the rewards system of the brain in response to social media. This study compares the social rewards system in our brain to those from social media. From ages 10-12, most are receiving a cell phone, social rewards in the brain start to feel more satisfying. Leading to adulthood, the effects of social rewards are less likely to feel reliant on feedback from peers. Equivalent to a more mature prefrontal cortex, this enables a better management of their emotional reaction to these social rewards, meaning a more balanced and controlled reaction. == History == A survey from Cambridge International of nearly 20,000 teachers and students (ages 12–19) from 100 countries found that 48% of students use a desktop computer in class, 42% uses phones, 33% use interactive whiteboards and 20% use tablets. Desktop computers are more used than tablets. Teachers were abandoning the "no phones at school" rule. A 2024 research survey through Common Sense Education reported 54% of age 8-12 and 69% of ages 13-18 social media is an extensive distraction from homework. === United States === The long-running technology boom accelerated after the millennium. As of 2018, 95% of US teenage students had access to a smartphone and 45% said they were online almost constantly. In the early days of social media, access to technology was a significant issue as many students did not own not compatible devices and school budgets were often insufficient to purchase devices for student use. Despite backlash, Missouri passed a law that prohibited teachers from communicating privately with students over social media in 2011. Supporters were concerned that online communication between underage students and faculty could lead to inappropriate relationships. Some schools adopted a "Bring Your Own Device" (BYOD) policy, allowing students to bring Internet-accessing devices, such as phones or tablets to class. During the pandemic, the federal government offered funds that allowed more schools to purchase devices. Over time, more students acquired phones with social media access. Personal devices increased student satisfaction, but reduced teachers' ability to control device use in their classrooms. A 2018 Pew Research study reported that 95% of teenagers had a phone and used social media consistently. === Canada === The Peel District School Board (PDSB) in Ontario accepted the use of social media in the classroom. In 2013, the PDSB introduced BYOD and unblocked many social media sites. That was later replaced by a policy that dealt specifically with social media. == Uses == === Classroom === In the classroom, social media offers a way to systematically distribute and gather information from students. Teachers can supply documents, and audio/video media to students for immediate or later use. One study on higher education reported that devices and social media: created opportunities for interaction provided occasions for collaboration sped up information access offered more ways to learn situated learning. Frustrations included anti-technology instructors, device challenges, and devices as a distraction. Social media in classrooms can have a negative effect. A Yale University publication reported that students who used laptops in class for non-academic reasons had poorer performance. Students spent most of their time on social media, shopping, and other personal activities. Social media has helped many educators mentor their students more effectively. === Outside of class === Social media offer a venue for video calls, stories, feeds, and game playing that can enhance the learning process. Teachers can utilize social media to communicate with their students. Social media can provide students with resources that they can utilize in essays, projects, and presentations. Students can easily access comments made by teachers and peers and offer feedback to teachers. Social media can offer students the opportunity to collaborate by sharing information without requiring face to face meetings. Social media can allow students to more easily connect with experts, to go beyond course materials. Instructors in a 2010 study reported that online technologies (social media) can help students become comfortable having discussions outside the classroom better than traditional means. Teachers may face some risk when using social media outside the classroom, without appropriate work rules. Studies explores how college students' engagement with social media platforms influences their communication preferences and habits, particularly in relation to using school email for academic purposes. === Professional development === Social media can aid professional development, as teachers become students, enhancing knowledge transfer, skill master, and collaboration. === Non-academic uses === Schools can use social media to make public announcements. Teachers and administrators can communicate other important information to parents and students and to receive feedback from them. Families can keep up with school events and policies. === Ecology education === The potential of using social media in ecological, nature and forest education include: virtual nature groups can help promote good habits in forest tourism and recreation (nature ethics), by entering general rules in the regulations by administrators, e.g. "DO NOT PICK UP PLANTS UNKNOWN TO US", which is to protects rare species from pointless picking. social media activity motivates people to learn about nature in the field, allows them to gain knowledge, dispels popular myths, enables contact with scientists and practitioners, promotes valuable literature, websites, and at the same time reveals distortions and substantive errors in popular news services. contact is not only virtual. Despite financial barriers and distance, Internet users organize nature conventions. Such meetings are an opportunity not only to make friends, but also to learn about nature together and have fun. the possibility of contact between scientists and nature lovers via Facebook has become a source of cooperation in species inventory, e.g. the online campaign of the NATRIX Herpetological Society, which consists not only of collecting reports of observations of the smooth snake by Internet users, but also of drawing attention to the biology and threats to this species. Social media has become a place where ecology education quickly reaches people of different ages and social statuses. The nature groups that have been created, in which nature lovers, biologists, foresters and scientists participate, can have a real impact on the state of knowledge and data collection through citizen science. == Apps and services == Social media can allow students to participate in their field by working with organizations outside the classroom. By offering easier access to peers outside the classroom, students can broaden their perspectives and find support resources. Social media aided learning outside of the classroom through collaboration and innovation. One specific study, "Exploring education-related use of social media," called this "audience connectors". Audience connectors bring students together while studying with WhatsApp and Facebook. This study reported that "60 percent [of students in the study] agreed that technology changes education for the better." While social media can promote a beneficial education platform, downsides exist. Students may become skilled at "lifting material from the internet" rather than enhancing their personal understanding. Another downside is student attention spans decline. A concern raised by the students of this study showed how many use spell-check as a crutch and will see a trend of points taken off when spell-check is not an option. Apps like X allowed teachers to make classroom accounts where students can learn about social media in a controlled context. Teachers can post assignments on th

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  • List of cryptography journals

    List of cryptography journals

    List of cryptography journals includes notable peer-reviewed academic journals that focus on cryptography, cryptanalysis, information security, and related areas in computer science and mathematics. == Notable journals == Cryptologia Designs, Codes and Cryptography IEEE Transactions on Information Theory International Journal of Information Security Journal of Cryptology Journal of Computer Security ACM Transactions on Privacy and Security Information Processing Letters Information and Computation

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  • Unknown key-share attack

    Unknown key-share attack

    As defined by Blake-Wilson & Menezes (1999), an unknown key-share (UKS) attack on an authenticated key agreement (AK) or authenticated key agreement with key confirmation (AKC) protocol is an attack whereby an entity A {\displaystyle A} ends up believing she shares a key with B {\displaystyle B} , and although this is in fact the case, B {\displaystyle B} mistakenly believes the key is instead shared with an entity E ≠ A {\displaystyle E\neq A} . In other words, in a UKS, an opponent, say Eve, coerces honest parties Alice and Bob into establishing a secret key where at least one of Alice and Bob does not know that the secret key is shared with the other. For example, Eve may coerce Bob into believing he shares the key with Eve, while he actually shares the key with Alice. The “key share” with Alice is thus unknown to Bob.

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  • Matrix regularization

    Matrix regularization

    In the field of statistical learning theory, matrix regularization generalizes notions of vector regularization to cases where the object to be learned is a matrix. The purpose of regularization is to enforce conditions, for example sparsity or smoothness, that can produce stable predictive functions. For example, in the more common vector framework, Tikhonov regularization optimizes over min x ‖ A x − y ‖ 2 + λ ‖ x ‖ 2 {\displaystyle \min _{x}\left\|Ax-y\right\|^{2}+\lambda \left\|x\right\|^{2}} to find a vector x {\displaystyle x} that is a stable solution to the regression problem. When the system is described by a matrix rather than a vector, this problem can be written as min X ‖ A X − Y ‖ 2 + λ ‖ X ‖ 2 , {\displaystyle \min _{X}\left\|AX-Y\right\|^{2}+\lambda \left\|X\right\|^{2},} where the vector norm enforcing a regularization penalty on x {\displaystyle x} has been extended to a matrix norm on X {\displaystyle X} . Matrix regularization has applications in matrix completion, multivariate regression, and multi-task learning. Ideas of feature and group selection can also be extended to matrices, and these can be generalized to the nonparametric case of multiple kernel learning. == Basic definition == Consider a matrix W {\displaystyle W} to be learned from a set of examples, S = ( X i t , y i t ) {\displaystyle S=(X_{i}^{t},y_{i}^{t})} , where i {\displaystyle i} goes from 1 {\displaystyle 1} to n {\displaystyle n} , and t {\displaystyle t} goes from 1 {\displaystyle 1} to T {\displaystyle T} . Let each input matrix X i {\displaystyle X_{i}} be ∈ R D T {\displaystyle \in \mathbb {R} ^{DT}} , and let W {\displaystyle W} be of size D × T {\displaystyle D\times T} . A general model for the output y {\displaystyle y} can be posed as y i t = ⟨ W , X i t ⟩ F , {\displaystyle y_{i}^{t}=\left\langle W,X_{i}^{t}\right\rangle _{F},} where the inner product is the Frobenius inner product. For different applications the matrices X i {\displaystyle X_{i}} will have different forms, but for each of these the optimization problem to infer W {\displaystyle W} can be written as min W ∈ H E ( W ) + R ( W ) , {\displaystyle \min _{W\in {\mathcal {H}}}E(W)+R(W),} where E {\displaystyle E} defines the empirical error for a given W {\displaystyle W} , and R ( W ) {\displaystyle R(W)} is a matrix regularization penalty. The function R ( W ) {\displaystyle R(W)} is typically chosen to be convex and is often selected to enforce sparsity (using ℓ 1 {\displaystyle \ell ^{1}} -norms) and/or smoothness (using ℓ 2 {\displaystyle \ell ^{2}} -norms). Finally, W {\displaystyle W} is in the space of matrices H {\displaystyle {\mathcal {H}}} with Frobenius inner product ⟨ … ⟩ F {\displaystyle \langle \dots \rangle _{F}} . == General applications == === Matrix completion === In the problem of matrix completion, the matrix X i t {\displaystyle X_{i}^{t}} takes the form X i t = e t ⊗ e i ′ , {\displaystyle X_{i}^{t}=e_{t}\otimes e_{i}',} where ( e t ) t {\displaystyle (e_{t})_{t}} and ( e i ′ ) i {\displaystyle (e_{i}')_{i}} are the canonical basis in R T {\displaystyle \mathbb {R} ^{T}} and R D {\displaystyle \mathbb {R} ^{D}} . In this case the role of the Frobenius inner product is to select individual elements w i t {\displaystyle w_{i}^{t}} from the matrix W {\displaystyle W} . Thus, the output y {\displaystyle y} is a sampling of entries from the matrix W {\displaystyle W} . The problem of reconstructing W {\displaystyle W} from a small set of sampled entries is possible only under certain restrictions on the matrix, and these restrictions can be enforced by a regularization function. For example, it might be assumed that W {\displaystyle W} is low-rank, in which case the regularization penalty can take the form of a nuclear norm. R ( W ) = λ ‖ W ‖ ∗ = λ ∑ i | σ i | , {\displaystyle R(W)=\lambda \left\|W\right\|_{}=\lambda \sum _{i}\left|\sigma _{i}\right|,} where σ i {\displaystyle \sigma _{i}} , with i {\displaystyle i} from 1 {\displaystyle 1} to min D , T {\displaystyle \min D,T} , are the singular values of W {\displaystyle W} . === Multivariate regression === Models used in multivariate regression are parameterized by a matrix of coefficients. In the Frobenius inner product above, each matrix X {\displaystyle X} is X i t = e t ⊗ x i {\displaystyle X_{i}^{t}=e_{t}\otimes x_{i}} such that the output of the inner product is the dot product of one row of the input with one column of the coefficient matrix. The familiar form of such models is Y = X W + b {\displaystyle Y=XW+b} Many of the vector norms used in single variable regression can be extended to the multivariate case. One example is the squared Frobenius norm, which can be viewed as an ℓ 2 {\displaystyle \ell ^{2}} -norm acting either entrywise, or on the singular values of the matrix: R ( W ) = λ ‖ W ‖ F 2 = λ ∑ i ∑ j | w i j | 2 = λ Tr ⁡ ( W ∗ W ) = λ ∑ i σ i 2 . {\displaystyle R(W)=\lambda \left\|W\right\|_{F}^{2}=\lambda \sum _{i}\sum _{j}\left|w_{ij}\right|^{2}=\lambda \operatorname {Tr} \left(W^{}W\right)=\lambda \sum _{i}\sigma _{i}^{2}.} In the multivariate case the effect of regularizing with the Frobenius norm is the same as the vector case; very complex models will have larger norms, and, thus, will be penalized more. === Multi-task learning === The setup for multi-task learning is almost the same as the setup for multivariate regression. The primary difference is that the input variables are also indexed by task (columns of Y {\displaystyle Y} ). The representation with the Frobenius inner product is then X i t = e t ⊗ x i t . {\displaystyle X_{i}^{t}=e_{t}\otimes x_{i}^{t}.} The role of matrix regularization in this setting can be the same as in multivariate regression, but matrix norms can also be used to couple learning problems across tasks. In particular, note that for the optimization problem min W ‖ X W − Y ‖ 2 2 + λ ‖ W ‖ 2 2 {\displaystyle \min _{W}\left\|XW-Y\right\|_{2}^{2}+\lambda \left\|W\right\|_{2}^{2}} the solutions corresponding to each column of Y {\displaystyle Y} are decoupled. That is, the same solution can be found by solving the joint problem, or by solving an isolated regression problem for each column. The problems can be coupled by adding an additional regularization penalty on the covariance of solutions min W , Ω ‖ X W − Y ‖ 2 2 + λ 1 ‖ W ‖ 2 2 + λ 2 Tr ⁡ ( W T Ω − 1 W ) {\displaystyle \min _{W,\Omega }\left\|XW-Y\right\|_{2}^{2}+\lambda _{1}\left\|W\right\|_{2}^{2}+\lambda _{2}\operatorname {Tr} \left(W^{T}\Omega ^{-1}W\right)} where Ω {\displaystyle \Omega } models the relationship between tasks. This scheme can be used to both enforce similarity of solutions across tasks, and to learn the specific structure of task similarity by alternating between optimizations of W {\displaystyle W} and Ω {\displaystyle \Omega } . When the relationship between tasks is known to lie on a graph, the Laplacian matrix of the graph can be used to couple the learning problems. == Spectral regularization == Regularization by spectral filtering has been used to find stable solutions to problems such as those discussed above by addressing ill-posed matrix inversions (see for example Filter function for Tikhonov regularization). In many cases the regularization function acts on the input (or kernel) to ensure a bounded inverse by eliminating small singular values, but it can also be useful to have spectral norms that act on the matrix that is to be learned. There are a number of matrix norms that act on the singular values of the matrix. Frequently used examples include the Schatten p-norms, with p = 1 or 2. For example, matrix regularization with a Schatten 1-norm, also called the nuclear norm, can be used to enforce sparsity in the spectrum of a matrix. This has been used in the context of matrix completion when the matrix in question is believed to have a restricted rank. In this case the optimization problem becomes: min ‖ W ‖ ∗ subject to W i , j = Y i j . {\displaystyle \min \left\|W\right\|_{}~~{\text{ subject to }}~~W_{i,j}=Y_{ij}.} Spectral Regularization is also used to enforce a reduced rank coefficient matrix in multivariate regression. In this setting, a reduced rank coefficient matrix can be found by keeping just the top n {\displaystyle n} singular values, but this can be extended to keep any reduced set of singular values and vectors. == Structured sparsity == Sparse optimization has become the focus of much research interest as a way to find solutions that depend on a small number of variables (see e.g. the Lasso method). In principle, entry-wise sparsity can be enforced by penalizing the entry-wise ℓ 0 {\displaystyle \ell ^{0}} -norm of the matrix, but the ℓ 0 {\displaystyle \ell ^{0}} -norm is not convex. In practice this can be implemented by convex relaxation to the ℓ 1 {\displaystyle \ell ^{1}} -norm. While entry-wise regularization with an ℓ 1 {\displaystyle \ell ^{1}} -norm will find solutions with a small number of nonzero elements, applying an ℓ 1 {

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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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  • Time-lock puzzle

    Time-lock puzzle

    A time-lock puzzle, or time-released cryptography, encrypts a message that cannot be decrypted until a specified amount of time has passed. The concept was first described by Timothy C. May, and a solution first introduced by Ron Rivest, Adi Shamir, and David A. Wagner in 1996. Time-lock puzzle are useful in cases where confidentiality of information is determined by time, such as a diarist who does not want their views released until 50 years after their death, an auction where bids are sealed until the bidding period is closed, electronic voting, and contract signing. They can additionally be used in creating further cryptographic primitives, such as verifiable delay functions and zero knowledge proofs. Time-released cryptography can be achieved through several different mechanisms. Use mathematical problems requiring sequential calculations to solve, and cannot be solved with parallelization. Thus, adding more computers to a problem will not help solve the problem faster. Use of a trusted agent, or multiple agents who each hold a part of the message and cryptographic keys, who release the message after a specified time period has passed. Distribute public encryption keys to users, and place private cryptographic keys with a trusted agent in an offline location, to be released at a later date.

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  • Media engagement framework

    Media engagement framework

    The media engagement framework is a planning framework used by marketing professionals to understand the behavior of social media marketing-based audiences. The construct was introduced in the book, ROI of Social Media. Powell’s background in marketing ROI and Groves' experience and understanding of the applications of social media in business led to a collaboration. Dimos joined as a brand strategist for Litmus Group, a global management consulting firm. The media engagement framework consists of the definitions of personas (Individuals, Consumers and Influencers), referenced by the competitive set or constraint that applies to that persona and the measurement framework that might be applied to those personas. It is referenced at the center of the marketing process diagram, surrounded by the marketing functions of strategy, tactics, metrics and ROI. The marketing process diagram describes how the media engagement framework can apply to any strategic marketing activity but was developed to establish a completely integrated framework describing how both traditional and social media marketing activities can be planned, executed, measured and improved. == Application == The media engagement framework provides a strategic planning construct in which measurements and metrics play a crucial role. Applying the media engagement framework aids in the development and management of an effective online marketing presence leveraging social media to engage a market or audience. By first personifying the audience, the marketer is able to identify the limiting aspect of the engagements possible with that audience segment and then, understand the type of engagement metrics to apply. Each persona makes decisions differently about how he/she acts in the social media universe. A framework metric can be applied for each of these personas: Endorsement funnel for influencers Community engagement funnel for individuals Purchase funnel for consumers Individuals, influencers and consumers make decisions based on alternatives available to them and constraints put on them. To engage with an individual brands must realize they are competing against the time an individual spends on line. If they find something else more engaging, they will engage with that activity. Brands compete against other brands for the purchases of consumers acting in the category. Lastly, influencers have only so many endorsements they can make and therefore brands compete with other endorsers for the endorsement of an influencer. Creating engaging content by keeping target audience in mind like create content that audience find it funny, interesting, and relatable will encourage audience to share it on social networks. Which will be beneficial for you brand, getting more people to know about your business and brand. Contact Digilord to create engaging content for your brand. Use of listening tools (Google Alerts, Twitter Search, SocialMention.com, Veooz.com, Alterian SM2, Radian6, Sysomos, Buzzient etc.) can be employed within the model to help identify the members of the audience segment and to support the formation of other social engagement planning and management tools.

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  • PDE surface

    PDE surface

    PDE surfaces are used in geometric modelling and computer graphics for creating smooth surfaces conforming to a given boundary configuration. PDE surfaces use partial differential equations to generate a surface which usually satisfy a mathematical boundary value problem. PDE surfaces were first introduced into the area of geometric modelling and computer graphics by two British mathematicians, Malcolm Bloor and Michael Wilson. == Technical details == The PDE method involves generating a surface for some boundary by means of solving an elliptic partial differential equation of the form ( ∂ 2 ∂ u 2 + a 2 ∂ 2 ∂ v 2 ) 2 X ( u , v ) = 0. {\displaystyle \left({\frac {\partial ^{2}}{\partial u^{2}}}+a^{2}{\frac {\partial ^{2}}{\partial v^{2}}}\right)^{2}X(u,v)=0.} Here X ( u , v ) {\displaystyle X(u,v)} is a function parameterised by the two parameters u {\displaystyle u} and v {\displaystyle v} such that X ( u , v ) = ( x ( u , v ) , y ( u , v ) , z ( u , v ) ) {\displaystyle X(u,v)=(x(u,v),y(u,v),z(u,v))} where x {\displaystyle x} , y {\displaystyle y} and z {\displaystyle z} are the usual cartesian coordinate space. The boundary conditions on the function X ( u , v ) {\displaystyle X(u,v)} and its normal derivatives ∂ X / ∂ n {\displaystyle \partial {X}/\partial {n}} are imposed at the edges of the surface patch. With the above formulation it is notable that the elliptic partial differential operator in the above PDE represents a smoothing process in which the value of the function at any point on the surface is, in some sense, a weighted average of the surrounding values. In this way, a surface is obtained as a smooth transition between the chosen set of boundary conditions. The parameter a {\displaystyle a} is a special design parameter which controls the relative smoothing of the surface in the u {\displaystyle u} and v {\displaystyle v} directions. When a = 1 {\displaystyle a=1} , the PDE is the biharmonic equation: X u u u u + 2 X u u v v + X v v v v = 0 {\displaystyle X_{uuuu}+2X_{uuvv}+X_{vvvv}=0} . The biharmonic equation is the equation produced by applying the Euler-Lagrange equation to the simplified thin plate energy functional X u u 2 + 2 X u v 2 + X v v 2 {\displaystyle X_{uu}^{2}+2X_{uv}^{2}+X_{vv}^{2}} . So solving the PDE with a = 1 {\displaystyle a=1} is equivalent to minimizing the thin plate energy functional subject to the same boundary conditions. == Applications == PDE surfaces can be used in many application areas. These include computer-aided design, interactive design, parametric design, computer animation, computer-aided physical analysis and design optimisation. == Related publications == M.I.G. Bloor and M.J. Wilson, Generating Blend Surfaces using Partial Differential Equations, Computer Aided Design, 21(3), 165–171, (1989). H. Ugail, M.I.G. Bloor, and M.J. Wilson, Techniques for Interactive Design Using the PDE Method, ACM Transactions on Graphics, 18(2), 195–212, (1999). J. Huband, W. Li and R. Smith, An Explicit Representation of Bloor-Wilson PDE Surface Model by using Canonical Basis for Hermite Interpolation, Mathematical Engineering in Industry, 7(4), 421-33 (1999). H. Du and H. Qin, Direct Manipulation and Interactive Sculpting of PDE surfaces, Computer Graphics Forum, 19(3), C261-C270, (2000). H. Ugail, Spine Based Shape Parameterisations for PDE surfaces, Computing, 72, 195–204, (2004). L. You, P. Comninos, J.J. Zhang, PDE Blending Surfaces with C2 Continuity, Computers and Graphics, 28(6), 895–906, (2004).

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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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  • Majal (organization)

    Majal (organization)

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

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