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  • Cryptee

    Cryptee

    Cryptee is a privacy focused client-side encrypted and cross-platform productivity suite and data storage service. == History == Cryptee was founded in 2017, by John Ozbay, a cybersecurity researcher, commenter, and activist, to exclusively focus on providing a secure document editing service similar to Google Docs and Photos for everyone, with a particular focus on victims and survivors of domestic abuse, journalists and reporters. == Software == Users can write personal documents, notes, journals, store images, videos, and various kinds of other files. The source code of Cryptee is open source and publicly available to allow anyone to audit the service with ease, and help identify errors or potential vulnerabilities in a public and transparent manner. Cryptee has a few key features that differentiate it from other services in the industry, such as its Ghost Folders and Ghost Albums features, built specifically with victims and survivors of domestic abuse, journalists and reporters in mind. Cryptee allows users to hide (ghost) folders for plausible deniability also as known as deniable encryption in the field of cryptography and steganography, and ensure privacy even under coercion. === Features === Cryptee Docs' features include: To-do lists, Markdown support, KaTeX math and file attachments. cross-platform accessible, as it is a progressive web app. Bulk transfer from other note taking apps such as Evernote. Encrypted PDF and print-accurate (A4 and U.S. Letter paper-sized) text editing. Ability to edit docx files Cryptee Photos' features include: Ability to create slideshows. Ability to store original quality of photos. Ability to tag photos for organization. === Commercial strategy === The company's commercial strategy is focused on offering to its users an open source and transparent Photo Storage, Document Editor and Cloud Storage services without trackers or advertisements as it seeks to compete with Google Docs, Google Photos and similar services through its offerings. === Privacy === Cryptee utilizes zero-access storage to safe-keep all users' sensitive digital belongings. == Advocacy == === Lockdown mode === In July 2022, to fortify iPhones against the Pegasus Spyware, Apple announced a new, upcoming Lockdown Mode feature in iOS 16, welcomed by many experts. In the following weeks after Apple's announcement, in August 2022, the Founder and CEO of Cryptee, and privacy activist John Ozbay published their research detailing shortcoming of Apple's Lockdown Mode. They demonstrated that enabling Lockdown Mode makes it possible for all websites and online ads to be able to detect if users have Lockdown Mode enabled or not. This was due to the fact that disabling web fonts (an attack surface) was detectable by websites. === Confrontations against Apple === ==== On PWAs ==== In February 2024, Apple announced plans to kill progressive web apps on iOS devices in the EU, claiming it was to comply with the Digital Markets Act (DMA). The announcement was criticized as anti-competitive by many in the tech industry, including by Tim Sweeney, the CEO of Epic Games. In response, Cryptee started working together with Open Web Advocacy (OWA), an international not-for-profit digital rights group to advocate for the future of the open web, promote web browser choice on mobile operating systems through challenging Apple's anti-competitive third party browser engine ban, and to champion the use and equality of progressive web apps over native apps, by reaching out to the European Union's Digital Markets Act (DMA) team. To better understand the consequences of Apple's decision to kill web apps, the EU announced that they "seek to investigate Apple over cutting off web apps", and that they sent "requests for information to Apple and to app developers, who can provide useful information for our assessment". Apart from sending a response to the EU, Cryptee, along with the OWA, launched an open letter to Tim Cook, which in 48 hours, got thousands of signatories including European Parliament Members Karen Melchior and Patrick Breyer; and thousands of other developers and organizations from over 100 countries. Consequently, 24 hours later, Apple backed off, and reversed course on its plan to cut off progressive web apps in the EU. ==== Ozbay's representations ==== Following the events, eventually on March 18, 2024, Founder and CEO of Cryptee John Ozbay represented the Open Web Advocacy group in European Union's Digital Markets Act (DMA) hearing for Apple. At the hearing, OWA confronted Apple, accused Apple of "maliciously intending to undermine user choice", and stated that there was no defense for Apple's behavior. In response, according to the tech news outlet Ars Technica, Apple's spokesperson "seemed to dodge Ozbay's question". ==== Cooperation with the EU ==== Within a week of the hearing, the European Union announced a DMA non-compliance investigation against Apple and United States' Department of Justice filed an antitrust lawsuit against Apple. A few months later, on June 27, 2024, Cryptee, in cooperation with EDRi — an international advocacy group, along with Article 19 — a British international human rights organization, Privacy International, F-Droid, Free Software Foundation Europe, Guardian Project and others have submitted a comprehensive analysis to the European Commission about how Apple's plans to comply with the Digital Markets Act are insufficient. == Reviews == In a 2018 article, Wall Street Journal's MarketWatch reviewed Cryptee, articulating the fact that Cryptee offers zero-access storage for photos, files, documents and notes, and pointed out that: "Being based in Estonia puts Cryptee outside the “14 eyes jurisdiction,” an international surveillance alliance of European Union and North American countries, making it less likely it will be targeted with demands for data". In addition, the review highlighted Cryptee's Ghost Folders feature which ensures privacy even under coercion. In a 2019 article, Reclaim The Net named Cryptee as one of the "5 great privacy-focused Evernote alternatives to keep your notes safe", underlining that: "When it comes to security, this app is state of the art." and that "When making this app, the developers thought about every aspect of security and have taken every precaution to make it as secure as possible.". The review further underscored Cryptee's open-source nature, its strong encryption, and easy migration features. In a 2021 article, The Verge reviewed Cryptee, pointing out that Cryptee, based out of Europe, is one of the main photo storage service alternatives to Google Photos, and that it's their recommendation for users who are "concerned about privacy and like the idea of encryption" as Cryptee "offers to keep all your photos encrypted using AES-256". In a 2024 article, Beebom, enlisted Cryptee as one of the "7 best iCloud Photos Alternatives for iPhone and iPad", complimenting Cryptee's simplicity, its use of encryption to safeguard users' photos against hacking by not storing any unencrypted data. The article also provided further attention to Cryptee's additional features such as such as Ghost Albums, slideshows, easy-to-use drag and drop uploads, tagging and users' ability to store original-quality photos on Cryptee, concluding that Cryptee is "a safe bet if you are on the lookout for a privacy-centric iCloud Photos alternative".

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  • Virtual DOM

    Virtual DOM

    A virtual DOM is a lightweight JavaScript representation of the Document Object Model (DOM) used in declarative web frameworks such as React, Vue.js, and Elm. Since generating a virtual DOM is relatively fast, any given framework is free to rerender the virtual DOM as many times as needed relatively cheaply. The framework can then find the differences between the previous virtual DOM and the current one (diffing), and only makes the necessary changes to the actual DOM (reconciliation). While technically slower than using just vanilla JavaScript, the pattern makes it much easier to write websites with a lot of dynamic content, since markup is directly coupled with state. Similar techniques include Ember.js' Glimmer and Angular's incremental DOM. == History == The JavaScript DOM API has historically been inconsistent across browsers, clunky to use, and difficult to scale for large projects. While libraries like jQuery aimed to improve the overall consistency and ergonomics of interacting with HTML, it too was prone to repetitive code that didn't describe the nature of the changes being made well and decoupled logic from markup. The release of AngularJS in 2010 provided a major paradigm shift in the interaction between JavaScript and HTML with the idea of dirty checking. Instead of imperatively declaring and destroying event listeners and modifying individual DOM nodes, changes in variables were tracked and sections of the DOM were invalidated and rerendered when a variable in their scope changed. This digest cycle provided a framework to write more declarative code that coupled logic and markup in a more logical way. While AngularJS aimed to provide a more declarative experience, it still required data to be explicitly bound to and watched by the DOM, and performance concerns were cited over the expensive process of dirty checking hundreds of variables. To alleviate these issues, React was the first major library to adopt a virtual DOM in 2013, which removed both the performance bottlenecks (since diffing and reconciling the DOM was relatively cheap) and the difficulty of binding data (since components were effectively just objects). Other benefits of a virtual DOM included improved security since XSS was effectively impossible and better extensibility since a component's state was entirely encapsulated. Its release also came with the advent of JSX, which further coupled HTML and JavaScript with an XML-like syntax extension. Following React's success, many other web frameworks copied the general idea of an ideal DOM representation in memory, such as Vue.js in 2014, which used a template compiler instead of JSX and had fine-grained reactivity built as part of the framework. In recent times, the virtual DOM has been criticized for being slow due to the additional time required for diffing and reconciling DOM nodes. This has led to the development of frameworks without a virtual DOM, such as Svelte, and frameworks that edit the DOM in-place such as Angular 2. == Implementations == === React === React pioneered the use of a virtual DOM to make components declaratively. Virtual DOM nodes are constructed using the createElement() function, but are often transpiled from JSX to make writing components more ergonomic. In class-based React, virtual DOM nodes are returned from the render() function, while in functional hook-based components, the return value of the function itself serves as the page markup. === Vue.js === Vue.js uses a virtual DOM to handle state changes, but is usually not directly interacted with; instead, a compiler is used to transform HTML templates into virtual DOM nodes as an implementation detail. While Vue supports writing JSX and custom render functions, it's more typical to use the template compiler since a build step isn't required that way. === Svelte === Svelte does not have a virtual DOM, with its creator Rich Harris calling the virtual DOM "pure overhead". Instead of diffing and reconciling DOM nodes at runtime, Svelte uses compile-time reactivity to analyze markup and generate JavaScript code that directly manipulates the DOM, drastically increasing performance.

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  • Push technology

    Push technology

    Push technology, also known as server push, is a communication method where the communication is initiated by a server rather than a client. This approach is different from the "pull" method where the communication is initiated by a client. In push technology, clients can express their preferences for certain types of information or data, typically through a process known as the publish–subscribe model. In this model, a client "subscribes" to specific information channels hosted by a server. When new content becomes available on these channels, the server automatically sends, or "pushes," this information to the subscribed client. Under certain conditions, such as restrictive security policies that block incoming HTTP requests, push technology is sometimes simulated using a technique called polling. In these cases, the client periodically checks with the server to see if new information is available, rather than receiving automatic updates. == General use == Synchronous conferencing and instant messaging are examples of push services. Chat messages and sometimes files are pushed to the user as soon as they are received by the messaging service. Both decentralized peer-to-peer programs (such as WASTE) and centralized programs (such as IRC or XMPP) allow pushing files, which means the sender initiates the data transfer rather than the recipient. Email may also be a push system: SMTP is a push protocol (see Push e-mail). However, the last step—from mail server to desktop computer—typically uses a pull protocol like POP3 or IMAP. Modern e-mail clients make this step seem instantaneous by repeatedly polling the mail server, frequently checking it for new mail. The IMAP protocol includes the IDLE command, which allows the server to tell the client when new messages arrive. The original BlackBerry was the first popular example of push-email in a wireless context. Another example is the PointCast Network, which was widely covered in the 1990s. It delivered news and stock market data as a screensaver. Both Netscape and Microsoft integrated push technology through the Channel Definition Format (CDF) into their software at the height of the browser wars, but it was never very popular. CDF faded away and was removed from the browsers of the time, replaced in the 2000s with RSS (a pull system.) Other uses of push-enabled web applications include software updates distribution ("push updates"), market data distribution (stock tickers), online chat/messaging systems (webchat), auctions, online betting and gaming, sport results, monitoring consoles, and sensor network monitoring. == Examples == === Web push === The Web push proposal of the Internet Engineering Task Force is a simple protocol using HTTP version 2 to deliver real-time events, such as incoming calls or messages, which can be delivered (or "pushed") in a timely fashion. The protocol consolidates all real-time events into a single session which ensures more efficient use of network and radio resources. A single service consolidates all events, distributing those events to applications as they arrive. This requires just one session, avoiding duplicated overhead costs. Web Notifications are part of the W3C standard and define an API for end-user notifications. A notification allows alerting the user of an event, such as the delivery of an email, outside the context of a web page. As part of this standard, Push API is fully implemented in Chrome, Firefox, and Edge, and partially implemented in Safari as of February 2023. === HTTP server push === HTTP server push (also known as HTTP streaming) is a mechanism for sending unsolicited (asynchronous) data from a web server to a web browser. HTTP server push can be achieved through any of several mechanisms. As a part of HTML5 the Web Socket API allows a web server and client to communicate over a full-duplex TCP connection. Generally, the web server does not terminate a connection after response data has been served to a client. The web server leaves the connection open so that if an event occurs (for example, a change in internal data which needs to be reported to one or multiple clients), it can be sent out immediately; otherwise, the event would have to be queued until the client's next request is received. Most web servers offer this functionality via CGI (e.g., Non-Parsed Headers scripts on Apache HTTP Server). The underlying mechanism for this approach is chunked transfer encoding. Another mechanism is related to a special MIME type called multipart/x-mixed-replace, which was introduced by Netscape in 1995. Web browsers interpret this as a document that changes whenever the server pushes a new version to the client. It is still supported by Firefox, Opera, and Safari today, but it is ignored by Internet Explorer and is only partially supported by Chrome. It can be applied to HTML documents, and also for streaming images in webcam applications. The WHATWG Web Applications 1.0 proposal includes a mechanism to push content to the client. On September 1, 2006, the Opera web browser implemented this new experimental system in a feature called "Server-Sent Events". It is now part of the HTML5 standard. === Pushlet === In this technique, the server takes advantage of persistent HTTP connections, leaving the response perpetually "open" (i.e., the server never terminates the response), effectively fooling the browser to remain in "loading" mode after the initial page load could be considered complete. The server then periodically sends snippets of JavaScript to update the content of the page, thereby achieving push capability. By using this technique, the client doesn't need Java applets or other plug-ins in order to keep an open connection to the server; the client is automatically notified about new events, pushed by the server. One serious drawback to this method, however, is the lack of control the server has over the browser timing out; a page refresh is always necessary if a timeout occurs on the browser end. === Long polling === Long polling is itself not a true push; long polling is a variation of the traditional polling technique, but it allows emulating a push mechanism under circumstances where a real push is not possible, such as sites with security policies that require rejection of incoming HTTP requests. With long polling, the client requests to get more information from the server exactly as in normal polling, but with the expectation that the server may not respond immediately. If the server has no new information for the client when the poll is received, then instead of sending an empty response, the server holds the request open and waits for response information to become available. Once it does have new information, the server immediately sends an HTTP response to the client, completing the open HTTP request. Upon receipt of the server response, the client often immediately issues another server request. In this way the usual response latency (the time between when the information first becomes available and the next client request) otherwise associated with polling clients is eliminated. For example, BOSH is a popular, long-lived HTTP technique used as a long-polling alternative to a continuous TCP connection when such a connection is difficult or impossible to employ directly (e.g., in a web browser); it is also an underlying technology in the XMPP, which Apple uses for its iCloud push support. === Flash XML Socket relays === This technique, used by chat applications, makes use of the XML Socket object in a single-pixel Adobe Flash movie. Under the control of JavaScript, the client establishes a TCP connection to a unidirectional relay on the server. The relay server does not read anything from this socket; instead, it immediately sends the client a unique identifier. Next, the client makes an HTTP request to the web server, including this identifier with it. The web application can then push messages addressed to the client to a local interface of the relay server, which relays them over the Flash socket. The advantage of this approach is that it appreciates the natural read-write asymmetry that is typical of many web applications, including chat, and as a consequence it offers high efficiency. Since it does not accept data on outgoing sockets, the relay server does not need to poll outgoing TCP connections at all, making it possible to hold open tens of thousands of concurrent connections. In this model, the limit to scale is the TCP stack of the underlying server operating system. === Reliable Group Data Delivery (RGDD) === In services such as cloud computing, to increase reliability and availability of data, it is usually pushed (replicated) to several machines. For example, the Hadoop Distributed File System (HDFS) makes 2 extra copies of any object stored. RGDD focuses on efficiently casting an object from one location to many while saving bandwidth by sending minimal number of copies (only one in the best case) of

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  • Digital asset

    Digital asset

    A digital asset is anything that exists only in digital form and comes with a distinct usage right or distinct permission for use. Data that do not possess those rights are not considered assets. Digital assets include, but are not limited to: digital documents, audio content, motion pictures, and other relevant digital data currently in circulation or stored on digital appliances, such as personal computers, laptops, portable media players, tablets, data storage devices, and telecommunication devices. This encompasses any apparatus that currently exists or will exist as technology progresses to accommodate the conception of new modalities capable of carrying digital assets. This holds true regardless of the ownership of the physical device on which the digital asset is located. == Types == Types of digital assets include, but are not limited to: software, photography, logos, illustrations, animations, audiovisual media, presentations, spreadsheets, digital paintings, word documents, electronic mails, websites, and various other digital formats with their respective metadata. The number of different types of digital assets is exponentially increasing due to the rising number of devices that leverage these assets, such as smartphones, serving as conduits for digital media. In Intel's presentation at the 'Intel Developer Forum 2013,' they introduced several new types of digital assets related to medicine, education, voting, friendships, conversations, and reputation, among others. == Digital asset management system == A digital asset management (DAM) is an integrated structure that combines software, hardware, and/or other services to manage, store, ingest, organize, and retrieve digital assets. These systems enable users to find and use content when needed. == Digital asset metadata == Metadata is data about other data. Any structured information that defines a specification of any form of data is referred to as metadata. Metadata is also a claimed relationship between two entities, often used to establish connections or associations. Librarian Lorcan Dempsey says "Think of metadata as data which removes from a user (human or machine) the need to have full advance knowledge of the existence or characteristics of things of potential interest in the environment". At first, the term metadata was used for digital data exclusively, but nowadays metadata can apply to both physical and digital data. Catalogs, inventories, registers, and other similar standardized forms of organizing, managing, and retrieving resources contain metadata. Metadata can be stored and contained directly within the file it refers to or independently from it with the help of other forms of data management such as a DAM system. The more metadata is assigned to an asset the easier it gets to categorize it, especially as the amount of information grows. The asset's value rises the more metadata it has for it becomes more accessible, easier to manage, and more complex. Structured metadata can be shared with open protocols like OAI-PMH to allow further aggregation and processing. Open data sources like institutional repositories have thus been aggregated to form large datasets and academic search engines comprising tens of millions of open access works, like BASE, CORE, and Unpaywall. == Issues == Due to a lack of either legislation or legal precedent, there is limited existing governmental control and regulation surrounding digital assets in the United States and other large economies globally. Many of the control issues relating to access and transferability are maintained by individual companies. Some consequences of this include 'What is to become of the assets once their owner is deceased?' as well as can, and, if so, how, may they be inherited. This subject was broached in a bogus story about Bruce Willis allegedly looking to sue Apple as the end user agreement prevented him from bequeathing his iTunes collection to his children. Another case of this was when a soldier died on duty and the family requested access to the Yahoo! account. When Yahoo! refused to grant access, the probate judge ordered them to give the emails to the family but Yahoo! still was not required to give access. The Music Modernization Act was passed in September 2018 by the U.S. Congress to create a new music licensing system, with the aim to help songwriters get paid more.

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  • Knowledge integration

    Knowledge integration

    Knowledge integration is the process of synthesizing multiple knowledge models (or representations) into a common model (representation). Compared to information integration, which involves merging information having different schemas and representation models, knowledge integration focuses more on synthesizing the understanding of a given subject from different perspectives. For example, multiple interpretations are possible of a set of student grades, typically each from a certain perspective. An overall, integrated view and understanding of this information can be achieved if these interpretations can be put under a common model, say, a student performance index. The Web-based Inquiry Science Environment (WISE), from the University of California at Berkeley has been developed along the lines of knowledge integration theory. Knowledge integration has also been studied as the process of incorporating new information into a body of existing knowledge with an interdisciplinary approach. This process involves determining how the new information and the existing knowledge interact, how existing knowledge should be modified to accommodate the new information, and how the new information should be modified in light of the existing knowledge. A learning agent that actively investigates the consequences of new information can detect and exploit a variety of learning opportunities; e.g., to resolve knowledge conflicts and to fill knowledge gaps. By exploiting these learning opportunities the learning agent is able to learn beyond the explicit content of the new information. The machine learning program KI, developed by Murray and Porter at the University of Texas at Austin, was created to study the use of automated and semi-automated knowledge integration to assist knowledge engineers constructing a large knowledge base. A possible technique which can be used is semantic matching. More recently, a technique useful to minimize the effort in mapping validation and visualization has been presented which is based on Minimal Mappings. Minimal mappings are high quality mappings such that i) all the other mappings can be computed from them in time linear in the size of the input graphs, and ii) none of them can be dropped without losing property i). The University of Waterloo operates a Bachelor of Knowledge Integration undergraduate degree program as an academic major or minor. The program started in 2008.

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  • New media

    New media

    New media are communication technologies that enable or enhance interaction between users, as well as interaction between users and content. In the middle of the 1990s, the phrase "new media" became widely used as part of a sales pitch for the influx of interactive CD-ROMs for entertainment and education. The new media technologies, sometimes known as Web 2.0, include a wide range of web-related communication tools such as blogs, wikis, online social networking, virtual worlds, and other social media platforms. The phrase "new media" refers to computational media that share material online and through computers. New media inspire new ways of thinking about older media. Media do not replace one another in a clear, linear succession, instead evolving in a more complicated network of interconnected feedback loops . What is different about new media is how they specifically refashion traditional media and how older media refashion themselves to meet the challenges of new media. Unless they contain technologies that enable digital generative or interactive processes, broadcast television programs, non-interactive news websites, feature films, magazines, and books are not considered to be new media. The term "new media" stands in contrast to old media, which dominated the media landscape as a form of mass media for many years. == History == In the 1950s, connections between computing and radical art began to grow stronger. It was not until the 1980s that Alan Kay and his co-workers at Xerox PARC began to give the computability of a personal computer to the individual, rather than have a big organization be in charge of this. In the late 1980s and early 1990s, however, we seem to witness a different kind of parallel relationship between social changes and computer design. Although causally unrelated, conceptually, it makes sense that the Cold War and the design of the Web took place at exactly the same time. Writers and philosophers such as Marshall McLuhan were instrumental in the development of media theory during this period which is now famous declaration in Understanding Media: The Extensions of Man, that "the medium is the message" drew attention to the too often ignored influence media and technology themselves, rather than their "content," have on humans' experience of the world and on society broadly. Until the 1980s, media relied primarily upon print and analog broadcast models such as television and radio. The last twenty-five years have seen the rapid transformation into media which are predicated upon the use of digital technologies such as the Internet and video games. However, these examples are only a small representation of new media. The use of digital computers has transformed the remaining 'old' media, as suggested by the advent of digital television and online publications. Even traditional media forms such as the printing press have been transformed through the application of technologies by using of image manipulation software like Adobe Photoshop and desktop publishing tools. Andrew L. Shapiro argues that the "emergence of new, digital technologies signals a potentially radical shift of who is in control of information, experience and resources". W. Russell Neuman suggests that whilst the "new media" have technical capabilities to pull in one direction, economic and social forces pull back in the opposite direction. According to Neuman, "We are witnessing the evolution of a universal interconnected network of audio, video, and electronic text communications that will blur the distinction between interpersonal and mass communication; and between public and private communication". Neuman argues that new media will: Alter the meaning of geographic distance. Allow for a huge increase in the volume of communication. Provide the possibility of increasing the speed of communication. Provide opportunities for interactive communication. Allow forms of communication that were previously separate to overlap and interconnect. Consequently, it has been the contention of scholars such as Douglas Kellner and James Bohman that new media and particularly the Internet will provide the potential for a democratic postmodern public sphere, in which citizens can participate in well informed, non-hierarchical debate pertaining to their social structures. Contradicting these positive appraisals of the potential social impacts of new media are scholars such as Edward S. Herman and Robert McChesney who have suggested that the transition to new media has seen a handful of powerful transnational telecommunications corporations who achieve a level of global influence which was hitherto unimaginable. Scholars have highlighted both the positive and negative potential and actual implications of new media technologies, suggesting that some of the early work in new media studies was guilty of technologicaldeterminism – whereby the effects of media were determined by the technologies themselves, rather than by tracing the complex social networks that governed the development, funding, implementation, and future evolution of any technology. Based on the argument that people have a limited amount of time to spend on the consumption of different media, displacement theory argue that the viewership or readership of one particular outlet leads to the reduction in the amount of time spent by the individual on another. The introduction of new media, such as the internet, therefore reduces the amount of time individuals would spend on existing "old" media, which could ultimately lead to the end of such traditional media. == Definition == Although, there are several ways that new media may be described, Lev Manovich, in an introduction to The New Media Reader, defines new media by using eight propositions: New media versus cyberculture – Cyberculture is the various social phenomena that are associated with the Internet and network communications (blogs, online multi-player gaming), whereas new media is concerned more with cultural objects and paradigms (digital to analog television, smartphones). New media as computer technology used as a distribution platform – New media are the cultural objects which use digital computer technology for distribution and exhibition. e.g. (at least for now) Internet, Web sites, computer multimedia, Blu-ray disks etc. The problem with this is that the definition must be revised every few years. The term "new media" will not be "new" anymore, as most forms of culture will be distributed through computers. New media as digital data controlled by software – The language of new media is based on the assumption that, in fact, all cultural objects that rely on digital representation and computer-based delivery do share a number of common qualities. New media is reduced to digital data that can be manipulated by software as any other data. Now media operations can create several versions of the same object. An example is an image stored as matrix data which can be manipulated and altered according to the additional algorithms implemented, such as color inversion, gray-scaling, sharpening, rasterizing, etc. New media as the mix between existing cultural conventions and the conventions of software – New media today can be understood as the mix between older cultural conventions for data representation, access, and manipulation and newer conventions of data representation, access, and manipulation. The "old" data are representations of visual reality and human experience, and the "new" data is numerical data. The computer is kept out of the key "creative" decisions, and is delegated to the position of a technician. e.g. In film, software is used in some areas of production, in others are created using computer animation. New media as the aesthetics that accompanies the early stage of every new modern media and communication technology – While ideological tropes indeed seem to be reappearing rather regularly, many aesthetic strategies may reappear two or three times ... In order for this approach to be truly useful it would be insufficient to simply name the strategies and tropes and to record the moments of their appearance; instead, we would have to develop a much more comprehensive analysis which would correlate the history of technology with social, political, and economical histories or the modern period. New media as faster execution of algorithms previously executed manually or through other technologies – Computers are a huge speed-up of what were previously manual techniques. e.g. calculators. Dramatically speeding up the execution makes possible previously non-existent representational technique. This also makes possible of many new forms of media art such as interactive multimedia and video games. On one level, a modern digital computer is just a faster calculator, we should not ignore its other identity: that of a cybernetic control device. New media as the encoding of modernist avant-garde; new media as metamedia – Manovi

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  • Electric Literature

    Electric Literature

    Electric Literature is an American literary magazine. == History == Founded by Andy Hunter and Scott Lindenbaum in 2009 as a print quarterly journal, Electric Literature transitioned to a daily website in 2012 under the helm of Halimah Marcus and Benjamin Samuel. Electric Literature publishes essays, reading lists, interviews, fiction, poetry, graphic narratives, humor, and book news, all available to read online for free without a paywall. It launched the first fiction magazine on the iPhone and iPad. Work published has been recognized by Best American Short Stories, Essays, Poetry, and Comics, the Pushcart Prize, Best Canadian Short Stories, The Best of the Small Presses, and the O. Henry Prize. in 2014, Electric Literature became a registered non-profit. In 2016, Halimah Marcus was appointed the first executive director of Electric Literature. She has been with the magazine since 2010. In 2021, Denne Michele Norris became editor-in-chief of Electric Literature, the first Black and openly trans editor-in-chief of a major U.S. literary publication. In 2022, Electric Literature was the Digital Prize Winner of the Whiting Literary Magazine Prizes. In 2023, Electric Literature partnered with Banned Books USA to offer free banned and challenged books to residents of Florida. In 2025, Electric Literature published their first book, edited by Norris and published by HarperOne: Both/And: Essays by Trans and Gender-Nonconforming Writers of Color. It builds on a prior essay series that Electric Literature sponsored for trans writers of color. Both/And became a finalist for the 2026 Lambda Literary Award for Transgender Nonfiction. == Recommended reading == In May 2012, Electric Literature launched Recommended Reading, a weekly fiction magazine. Each issue is curated by a well known editor or writer. == The Commuter == The Commuter, a weekly magazine for poetry, flash, graphic, or experimental narrative, debuted in January 2018, helmed by writer Kelly Luce.

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  • Enterprise bookmarking

    Enterprise bookmarking

    Enterprise bookmarking is a method for Web 2.0 users to tag, organize, store, and search bookmarks of both web pages on the Internet and data resources stored in a distributed database or fileserver. This is done collectively and collaboratively in a process by which users add tag (metadata) and knowledge tags. In early versions of the software, these tags are applied as non-hierarchical keywords, or terms assigned by a user to a web page, and are collected in tag clouds. Examples of this software are Connectbeam and Dogear. New versions of the software such as Jumper 2.0 and Knowledge Plaza expand tag metadata in the form of knowledge tags that provide additional information about the data and are applied to structured and semi-structured data and are collected in tag profiles. == History == Enterprise bookmarking is derived from Social bookmarking that got its modern start with the launch of the website del.icio.us in 2003. The first major announcement of an enterprise bookmarking platform was the IBM Dogear project, developed in Summer 2006. Version 1.0 of the Dogear software was announced at Lotusphere 2007, and shipped later that year on June 27 as part of IBM Lotus Connections. The second significant commercial release was Cogenz in September 2007. Since these early releases, Enterprise bookmarking platforms have diverged considerably. The most significant new release was the Jumper 2.0 platform, with expanded and customizable knowledge tagging fields. == Differences == === Versus social bookmarking === In a social bookmarking system, individuals create personal collections of bookmarks and share their bookmarks with others. These centrally stored collections of Internet resources can be accessed by other users to find useful resources. Often these lists are publicly accessible, so that other people with similar interests can view the links by category or by the tags themselves. Most social bookmarking sites allow users to search for bookmarks which are associated with given "tags", and rank the resources by the number of users which have bookmarked them. Enterprise bookmarking is a method of tagging and linking any information using an expanded set of tags to capture knowledge about data. It collects and indexes these tags in a web-infrastructure knowledge base server residing behind the firewall. Users can share knowledge tags with specified people or groups, shared only inside specific networks, typically within an organization. Enterprise bookmarking is a knowledge management discipline that embraces Enterprise 2.0 methodologies to capture specific knowledge and information that organizations consider proprietary and are not shared on the public Internet. === Tag management === Enterprise bookmarking tools also differ from social bookmarking tools in the way that they often face an existing taxonomy. Some of these tools have evolved to provide Tag management which is the combination of uphill abilities (e.g. faceted classification, predefined tags, etc.) and downhill gardening abilities (e.g. tag renaming, moving, merging) to better manage the bottom-up folksonomy generated from user tagging.

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  • Kernel-phase

    Kernel-phase

    Kernel-phases are observable quantities used in high resolution astronomical imaging used for superresolution image creation. It can be seen as a generalization of closure phases for redundant arrays. For this reason, when the wavefront quality requirement are met, it is an alternative to aperture masking interferometry that can be executed without a mask while retaining phase error rejection properties. The observables are computed through linear algebra from the Fourier transform of direct images. They can then be used for statistical testing, model fitting, or image reconstruction. == Prerequisites == In order to extract kernel-phases from an image, some requirements must be met: Images are nyquist-sampled (at least 2 pixels per resolution element ( λ D {\displaystyle {\frac {\lambda }{D}}} )) Images are taken in near monochromatic light Exposure time is shorter than the timescale of aberrations Strehl ratio is high (good adaptive optics) Linearity of the pixel response (i.e. no saturation) Deviations from these requirements are known to be acceptable, but lead to observational bias that should be corrected by the observation of calibrators. == Definition == The method relies on a discrete model of the instrument's pupil plane and the corresponding list of baselines to provide corresponding vectors φ {\displaystyle \varphi } of pupil plane errors and Φ {\displaystyle \Phi } of image plane Fourier Phases. When the wavefront error in the pupil plane is small enough (i.e. when the Strehl ratio of the imaging system is sufficiently high), the complex amplitude associated to the instrumental phase in one point of the pupil φ k {\displaystyle \varphi _{k}} , can be approximated by e i φ k ≈ 1 + i φ k {\displaystyle e^{i\varphi _{k}}\approx 1+{\mathit {i}}\varphi _{k}} . This permits the expression of the pupil-plane phase aberrations φ {\displaystyle \varphi } to the image plane Fourier phase as a linear transformation described by the matrix A {\displaystyle A} : Φ = Φ 0 + A ⋅ φ {\displaystyle \Phi =\Phi _{0}+A\cdot \varphi } Where Φ 0 {\displaystyle \Phi _{0}} is the theoretical Fourier phase vector of the object. In this formalism, singular value decomposition can be used to find a matrix K {\displaystyle K} satisfying K ⋅ A = 0 {\displaystyle K\cdot A=0} . The rows of K {\displaystyle K} constitute a basis of the kernel of A T {\displaystyle A^{T}} . K ⋅ Φ = K ⋅ Φ 0 + K ⋅ A ⋅ φ {\displaystyle K\cdot \Phi =K\cdot \Phi _{0}+{\cancel {K\cdot A\cdot \varphi }}} The vector K . Φ {\displaystyle K.\Phi } is called the kernel-phase vector of observables. This equation can be used for model-fitting as it represents the interpretation of a sub-space of the Fourier phase that is immune to the instrumental phase errors to the first order. == Applications == The technique was first used in the re-analysis of archival images from the Hubble Space Telescope where it enabled the discovery of a number of brown dwarf in close binary systems. The technique is used as an alternative to aperture masking interferometry, especially for fainter stars because it does not require the use of masks that typically block 90% of the light, and therefore allows higher throughput. It is also considered to be an alternative to coronagraphy for direct detection of exoplanets at very small separations (below 2 λ D {\displaystyle 2{\frac {\lambda }{D}}} ) where coronagraphs are limited by the wavefront errors of adaptive optics. The same framework can be used for wavefront sensing. In the case of an asymmetric aperture, a pseudo-inverse of A {\displaystyle A} can be used to reconstruct the wavefront errors directly from the image. A Python library called xara is available on GitHub and maintained by Frantz Martinache to facilitate the extraction and interpretation of kernel-phases. The KERNEL project, has received funding from the European Research Council to explore the potential of these observables for a number of use-cases, including direct detection of exoplanets, image reconstruction, and image plane wavefront sensing for adaptive optics.

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  • Mediated intercultural communication

    Mediated intercultural communication

    Mediated intercultural communication is digital communication between people of different cultural backgrounds. Media include social networks, blogs and conferencing services. Digital communication is distinct from traditional media, creating new avenues for intercultural communication. User take online classes; post, consume and comment on others content; and play multi-player video games. This creates spaces to form virtual communities that can ease communication across boundaries of space, time and culture. New media technologies can change culture in positive ways or become a tool of repression. == History == Intercultural communication is as ancient as human movement in search of food sources. The systematic study of intercultural communication began with Edward Hall's labor at the Foreign Service Institute, and the publication of his The Silent Language (1959). Later research, primarily focused on face-to-face communication in various areas such as interpersonal, group, and organizational and cultural identity. International and development media have been studied under the umbrella of international communication. Media imperialism, cultural imperialism and dependency theories inform this research. Mediated intercultural communication examines the bidirectional relationships between media and intercultural communication.

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  • Account verification

    Account verification

    Account verification is the process of verifying that a new or existing account is owned and operated by a specified real individual or organization. A number of websites, for example social media websites, offer account verification services. Verified accounts are often visually distinguished by check mark icons or badges next to the names of individuals or organizations. Account verification can enhance the quality of online services, mitigating sockpuppetry, bots, trolling, spam, vandalism, fake news, disinformation and election interference. == History == Account verification was introduced by Twitter in June 2009, initially as a feature for public figures and accounts of interest, individuals in "music, acting, fashion, government, politics, religion, journalism, media, sports, business and other key interest areas". A similar verification system was adopted by Google+ in 2011, Facebook page in October 2015 (Available in United States, Canada, United Kingdom, Australia and New Zealand) Facebook profile and Facebook page in 2018 (Available in Worldwide) Instagram in 2014, and Pinterest in 2015. On YouTube, users are able to submit a request for a verification badge once they obtain 100,000 or more subscribers. It also has an "official artist" badge for musicians and bands. In July 2016, Twitter announced that, beyond public figures, any individual would be able to apply for account verification. This was temporarily suspended in February 2018, following a backlash over the verification of one of the organisers of the far-right Unite the Right rally due to a perception that verification conveys "credibility" or "importance". In March 2018, during a live-stream on Periscope, Jack Dorsey, co-founder and CEO of Twitter, discussed the idea of allowing any individual to get a verified account. Twitter reopened account verification applications in May 2021 after revamping their account verification criteria. This time offering notability criteria for the account categories of government, companies, brands, and organizations, news organizations and journalists, entertainment, sports and activists, organizers, and other influential individuals. Instagram began allowing users to request verification in August 2018. In April 2018, Mark Zuckerberg, co-founder and CEO of Facebook, announced that purchasers of political or issue-based advertisements would be required to verify their identities and locations. He also indicated that Facebook would require individuals who manage large pages to be verified. In May 2018, Kent Walker, senior vice president of Google, announced that, in the United States, purchasers of political-leaning advertisements would need to verify their identities. In November 2022, Elon Musk included a blue verification check mark with a paid Twitter Blue monthly membership. Prior to Musk's acquisition of Twitter, Twitter offered this check mark at no charge to confirmed high profile users. On December 19, 2022, Twitter introduced two new check mark colors: gold for accounts from official businesses and organizations, and grey for accounts from governments or multilateral organizations. The type of check mark can be confirmed by visiting the profile page, then clicking or tapping on the check mark. == Techniques == === Identity verification services === Identity verification services are third-party solutions which can be used to ensure that a person provides information which is associated with the identity of a real person. Such services may verify the authenticity of identity documents such as drivers licenses or passports, called documentary verification, or may verify identity information against authoritative sources such as credit bureaus or government data, called nondocumentary verification. === Identity documents verification === The uploading of scanned or photographed identity documents is a practice in use, for example, at Facebook. According to Facebook, there are two reasons that a person would be asked to send a scan of or photograph of an ID to Facebook: to show account ownership and to confirm their name. In January 2018, Facebook purchased Confirm.io, a startup that was advancing technologies to verify the authenticity of identification documentation. === Biometric verification === === Behavioral verification === Behavioral verification is the computer-aided and automated detection and analysis of behaviors and patterns of behavior to verify accounts. Behaviors to detect include those of sockpuppets, bots, cyborgs, trolls, spammers, vandals, and sources and spreaders of fake news, disinformation and election interference. Behavioral verification processes can flag accounts as suspicious, exclude accounts from suspicion, or offer corroborating evidence for processes of account verification. === Bank account verification === Identity verification is required to establish bank accounts and other financial accounts in many jurisdictions. Verifying identity in the financial sector is often required by regulation such as Know Your Customer or Customer Identification Program. Accordingly, bank accounts can be of use as corroborating evidence when performing account verification. Bank account information can be provided when creating or verifying an account or when making a purchase. === Postal address verification === Postal address information can be provided when creating or verifying an account or when making and subsequently shipping a purchase. A hyperlink or code can be sent to a user by mail, recipients entering it on a website verifying their postal address. === Telephone number verification === A telephone number can be provided when creating or verifying an account or added to an account to obtain a set of features. During the process of verifying a telephone number, a confirmation code is sent to a phone number specified by a user, for example in an SMS message sent to a mobile phone. As the user receives the code sent, they can enter it on the website to confirm their receipt. === Email verification === An email account is often required to create an account. During this process, a confirmation hyperlink is sent in an email message to an email address specified by a person. The email recipient is instructed in the email message to navigate to the provided confirmation hyperlink if and only if they are the person creating an account. The act of navigating to the hyperlink confirms receipt of the email by the person. The added value of an email account for purposes of account verification depends upon the process of account verification performed by the specific email service provider. === Multi-factor verification === Multi-factor account verification is account verification which simultaneously utilizes a number of techniques. === Multi-party verification === The processes of account verification utilized by multiple service providers can corroborate one another. OpenID Connect includes a user information protocol which can be used to link multiple accounts, corroborating user information. == Account verification and good standing == On some services, account verification is synonymous with good standing. Twitter reserves the right to remove account verification from users' accounts at any time without notice. Reasons for removal may reflect behaviors on and off Twitter and include: promoting hate and/or violence against, or directly attacking or threatening other people on the basis of race, ethnicity, national origin, sexual orientation, gender, gender identity, religious affiliation, age, disability, or disease; supporting organizations or individuals that promote the above; inciting or engaging in the harassment of others; violence and dangerous behavior; directly or indirectly threatening or encouraging any form of physical violence against an individual or any group of people, including threatening or promoting terrorism; violent, gruesome, shocking, or disturbing imagery; self-harm, suicide; and engaging in other activity on Twitter that violates the Twitter Rules. In April 2023, Blue ticks were removed from all Twitter accounts that had not subscribed to Twitter Blue.

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  • Grid network

    Grid network

    A grid network is a computer network consisting of a number of computer systems connected in a grid topology. In a regular grid topology, each node in the network is connected with two neighbors along one or more dimensions. If the network is one-dimensional, and the chain of nodes is connected to form a circular loop, the resulting topology is known as a ring. Network systems such as FDDI use two counter-rotating token-passing rings to achieve high reliability and performance. In general, when an n-dimensional grid network is connected circularly in more than one dimension, the resulting network topology is a torus, and the network is called "toroidal". When the number of nodes along each dimension of a toroidal network is 2, the resulting network is called a hypercube. A parallel computing cluster or multi-core processor is often connected in regular interconnection network such as a de Bruijn graph, a hypercube graph, a hypertree network, a fat tree network, a torus, or cube-connected cycles. A grid network is not the same as a grid computer or a computational grid, although the nodes in a grid network are usually computers, and grid computing requires some kind of computer network or "universal coding" to interconnect the computers.

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  • Dropbox Carousel

    Dropbox Carousel

    Dropbox Carousel was a photo and video management app offered by Dropbox. The third-party native app, available on Android and iOS, allowed users to store, manage, and organize photos. Photos were organized by date, time and event and backed up on Dropbox. It competed in this space against other online photo storage services such as Google's Google Photos, Apple's iCloud, and Yahoo's Flickr. Chris Lee, Dropbox's head of product development for Carousel described the app as an add-on to Dropbox, a “dedicated experience for photos and videos” and a space for “reliving personal memories”. == History == Mailbox founder, Gentry Underwood unveiled Carousel at a gathering in San Francisco on April 9, 2014. Much of the features in Carousel come from Snapjoy, a photo start-up, that Dropbox acquired on December 19, 2012. When Carousel was launched, it marked amongst many others, a series of acquisitions made by Dropbox to prep up before opening its stock for public offering. The acquisitions would help demonstrate its expansive product offerings pitching potential profitability to investors. In December 2015, Dropbox announced that Carousel would be shut down and some Carousel features would be integrated into the primary Dropbox application. On March 31, 2016, Carousel was deactivated. == Features == Carousel prompted users to free local storage once it had synced and backed-up local photos to the cloud. Flashback was a feature (enabled by default) that showed past photos or videos taken the same day, a year, or some years back. Flashback used an algorithm designed to identify human faces - resulting in greater likelihood of the user's picture or people in the user's close circle appearing. A scrollable timeline, which was earlier a scroll wheel, at the bottom let the user scroll to photo(s) at a specific date with a finger swipe.

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  • Errored second

    Errored second

    In telecommunications and data communication systems, an errored second is an interval of a second during which any error whatsoever has occurred, regardless of whether that error was a single bit error or a complete loss of communication for that entire second. The type of error is not important for the purpose of counting errored seconds. In communication systems with very low uncorrected bit error rates, such as modern fiber-optic transmission systems, or systems with higher low-level error rates that are corrected using large amounts of forward error correction, errored seconds are often a better measure of the effective user-visible error rate than the raw bit error rate. For many modern packet-switched communication systems, even a single uncorrected bit error is enough to cause the loss of a data packet by causing its CRC check to fail; whether that packet loss was caused by a single bit error or a hundred-bit-long error burst is irrelevant. For systems using large amounts of forward error correction, the reverse applies; a single low-level bit error will almost never occur, since any small errors will almost always be corrected, but any error sufficiently large to cause the forward error correction to fail will almost always result in a large burst error. More specialist and precise definitions of errored seconds exist in standards such as the T1 and DS1 transport systems.

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  • WebAR

    WebAR

    WebAR, previously known as the Augmented Web, is a web technology that allows for augmented reality functionality within a web browser. It is a combination of HTML, Web Audio, WebGL, and WebRTC. From 2020s more known as web-based Augmented Reality or WebAR, which is about the use of augmented reality elements in browsers. It was the focus of a Birds of a Feather meeting at ISMAR2012 and is now the focus of the W3C Augmented Web Community Group. == Features == Browser augmented reality for smartphones has a number of features that distinguish it from similar content in special apps. No special applications are needed for Web AR. A regular browser is enough. And it can run to a certain extent on most browsers. It is easy to set up marketing analytics. By connecting the website to services that collect statistics, it is convenient to receive geographic coordinates, demographic characteristics and other information about users. Ability to add a CTA button. It is extremely important for marketing websites to place it so that the user can add contact information or place an order after considering the offer. Rich content. Browser augmented reality for tablets and smartphones supports 2D and 3D graphics, animation and other formats. Image marker tracking. If a QR code is selected as an activator for an AR element or just a picture on a flat surface, the device can easily read it. Various activation ways. Web AR can be marker and markerless, attached to geolocation, it can also be hidden in a direct link. Game content. Even simple games with simple mechanics, transferred into augmented reality, can delight the website visitor. Cross-platform. You can view content that complements our usual reality using any modern smartphone model. == Limitations == Performance is simply better on an app, where there's capacity for more memory and programs are executed in native code therefore it provides better visuals, better animations and better interactivity than in WebAR experience. A web page can only have access to certain parts of the device you're using, whereas a native app can access all of a device's capabilities. Meaning if you want the convenience of WebAR, you need to be thinking of simple but effective experiences instead. Compatibility. Not every mobile device has the required HW for AR performance. == Implementation == Browser support is evolving quickly and can best be monitored using services like Can I Use. Since this is a web application, there are platforms that support the creation of WebAR that are similar to normal web development platforms. Something which enables the creation of 3D assets and environments using a web framework that looks similar to HTML. Applications (like for example – A-Frame) are supported by 8th Wall, which is by the end of 2021 the leading SLAM tracking SDK for WebAR on the market. WebAR is currently limited mostly by the browser – so how much the technology will develop rather depends on what the big players like Google and Apple develop. For iOS device users, Apple developed AR Quick Look, an extension that enables users to use ARKit on the web. For Android devices your browser should support WebXR, an API that allows users to view AR/VR content without installing extra plugins or software, and have ARCore installed. There are many tools and frameworks that help developers in expanding the immersive web with WebAR. For example, AR.js is an open-source library for Augmented Reality on the Web for improved WebAR performance on smartphones that includes marker-based technology (simplified QR-codes) and location-based AR. Apple at the WWDC Conference 2018, announced that it has developed a new file format, working together with Pixar, called USDZ Universal. This file will allow developers to create 3d models for augmented reality. USDZ format was created by Apple together with Pixar Animation Studio and allowed developers to create 3D models for AR. == Industries == Where WebAR can be used from virtual guides, which can help students navigate through campus to virtual film posters: E-commerce and Advertising. Education. Entertainment. Business. Fashion. == Examples == Promotion of Spider-Man: Into the Spider-Verse for which 8th Wall developed the AR platform that made this interactive WebAR promoting the Sony animated smash hit. Everyone can invite teenage Spiderman/Miles Morales into their homes for some one-on-one interaction, take pictures and share the experience with friends. Sony Pictures included the QR code to launch this WebAR site in print promotions for the movie. Also in 2017 the advertising of Jumanji: The Next Level gave us the world's first WebAR activation with usage of Amazon Lex to power voice interaction (the same tool that powers Amazon Alexa), the experience sends users on a wild 3D adventure into the world of Jumanji! This was a collaboration between Sony Pictures and Trigger - The Mixed Reality Agency. The WebAR technology is powered by 8th Wall. And you can check it via the link to the official YouTube recording of the experience. RPR & Microsoft's Holographic Retail Platform, where Web AR brings a new twist to online shopping by allowing users to interact with 3D holographic images of models right from their smartphones' browsers. This experience is designed to increase buyer confidence and reduce clothing returns, which are two of the greatest challenges to purchasing clothing online. Digital Porsche Brand Academy was developed by the Team of svarmony Technologies GmbH and it is the first-to-market training tool that uses augmented reality to provide Porsche employees an immersive experience learning about the company's history and values. The star of this WebAR experience is an animated avatar that serves as a tour guide for Porsche's past, present, and future. Employees can explore realistically animated Porsche-locations, take a ride in a virtual Porsche, help assemble a car, and test Porsche knowledge via a quiz. The Digital Porsche Brand Academy is a great starter kit for employees to establish a relationship with the brand and align with the company's plans. == Future == By freeing smartphone users from having to install numerous apps, WebAR can make Augmented Reality far more accessible for them and more beneficial for business. The further development of the WebAR can be accelerated by the widespread social acceptance of the headsets that can give the whole other level of AR experience. This means instant access to the information when the contextually relevant content is appearing as the person's real background is changing.

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