AI Chatbot Market Share

AI Chatbot Market Share — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • TikTok

    TikTok

    TikTok is a social media and short-form online video platform. It hosts user-submitted videos, which range in duration from three seconds to 60 minutes. It can be accessed through a mobile app or through its website. Since its launch, TikTok has become one of the world's most popular social media platforms, using recommendation algorithms to connect content creators and influencers with new audiences. In April 2020, TikTok surpassed two billion mobile downloads worldwide. The popularity of TikTok has allowed viral trends in food, fashion, and music to take off and increase the platform's cultural impact worldwide. TikTok has come under scrutiny due to data privacy violations, mental health concerns, misinformation, offensive content, addictive algorithm, its role during the Gaza war, and, following its 2026 divestiture in the U.S., alleged censorship of criticism of Donald Trump and discussions of Jeffrey Epstein. While TikTok remains accessible to users in most countries, a minority of countries (including India and Afghanistan) have implemented full or partial bans. Many other countries limit TikTok's use on government-issued devices for security or privacy reasons. == Corporate structure == TikTok Ltd was incorporated in the Cayman Islands in the Caribbean and is based in both Singapore and Los Angeles. It owns entities which are based respectively in Australia (which also runs the New Zealand business), United Kingdom (also owns subsidiaries in the European Union), and Singapore (owns operations in Southeast Asia and India). A spin-off company, TikTok USDS Joint Venture LLC was formed on 22 January 2026 to handle TikTok and other ByteDance properties in the United States, Oracle Corporation, MGX Fund Management Limited, Silver Lake each holding a 15% stake, ByteDance holds a 19.9% stake and the remaining 35.1% is shared between Dell Technologies founder Michael Dell and Vastmere Strategic Investments. Its parent company, Beijing-based ByteDance, is owned by founders and Chinese investors, other global investors, and employees. One of ByteDance's main domestic subsidiaries is owned by Chinese state funds and entities through a 1% golden share. Employees have reported that multiple overlaps exist between TikTok and ByteDance in terms of personnel management and product development. TikTok says that since 2020, its US-based CEO is responsible for making important decisions, and has downplayed its China connection. == History == === Douyin === Douyin (Chinese: 抖音; pinyin: Dǒuyīn; lit. 'Shaking Sound') was launched on 20 September 2016, by ByteDance, originally under the name A.me, before changing its name to Douyin in December 2016. Douyin was developed in nearly 7 months and within a year had 100 million users, with more than one billion videos viewed every day. While TikTok and Douyin share a similar user interface, the platforms operate separately. Douyin includes an in-video search feature that can search by people's faces for more videos of them, along with other features such as buying, booking hotels, and making geo-tagged reviews. === TikTok === ByteDance planned on Douyin expanding overseas. The founder of ByteDance, Zhang Yiming, stated that "China is home to only one-fifth of Internet users globally. If we don't expand on a global scale, we are bound to lose to peers eyeing the four-fifths. So, going global is a must." ByteDance created TikTok as an overseas version of Douyin. TikTok was launched in the international market in September 2017. On 9 November 2017, ByteDance spent nearly $1 billion to purchase Musical.ly, a startup headquartered in Shanghai with an overseas office in Santa Monica, California. Musical.ly was a social media video platform that allowed users to create short lip-sync and comedy videos, initially released in August 2014. TikTok merged with Musical.ly on 2 August 2018 with existing accounts and data consolidated into one app, keeping the title TikTok. On 23 January 2018, the TikTok app ranked first among free application downloads on app stores in Thailand and other countries. TikTok has been downloaded more than 130 million times in the United States and has reached 2 billion downloads worldwide, according to data from mobile research firm Sensor Tower (those numbers exclude Android users in China). In the United States, Jimmy Fallon, Tony Hawk, and other celebrities began using the app in 2018. Other celebrities like Jennifer Lopez, Jessica Alba, Will Smith, and Justin Bieber joined TikTok. In January 2019, TikTok allowed creators to embed merchandise sale links into their videos. On 3 September 2019, TikTok and the US National Football League (NFL) announced a multi-year partnership. The agreement came just two days before the NFL's 100th season kick-off at Soldier Field in Chicago where TikTok hosted activities for fans in honor of the deal. The partnership entails the launch of an official NFL TikTok account, which is to bring about new marketing opportunities such as sponsored videos and hashtag challenges. In July 2020, TikTok, excluding Douyin, reported close to 800 million monthly active users worldwide after less than four years of existence. In May 2021, TikTok appointed Shou Zi Chew as their new CEO who assumed the position from interim CEO Vanessa Pappas, following the resignation of Kevin A. Mayer on 27 August 2020. In September 2021, TikTok reported that it had reached 1 billion users. In 2021, TikTok earned $4 billion in advertising revenue. In October 2022, TikTok was reported to be planning an expansion into the e-commerce market in the US, following the launch of TikTok Shop in the United Kingdom. The company posted job listings for staff for a series of order fulfillment centers in the US and was reportedly planning to start the new live shopping business before the end of the year. The Financial Times reported that TikTok will launch a video gaming channel, but the report was denied in a statement to Digiday, with TikTok instead aiming to be a social hub for the gaming community. According to data from app analytics group Sensor Tower, advertising on TikTok in the US grew by 11% in March 2023, with companies including Pepsi, DoorDash, Amazon, and Apple among the top spenders. According to estimates from research group Insider Intelligence, TikTok is projected to generate $14.15 billion in revenue in 2023, up from $9.89 billion in 2022. In March 2024, The Wall Street Journal reported that TikTok's growth in the US had stagnated. ==== Plans to sell TikTok's US operations ==== Since at least 2020, following calls to ban TikTok in the country, the Committee on Foreign Investment in the United States (CFIUS) has been investigating the company's 2017 merger with Musical.ly but has not finalized any of its negotiations with TikTok, such as the Project Texas proposal, waiting instead for Congress to act. In January 2025, Chinese officials began preliminary talks about potentially selling TikTok's US operations to Elon Musk if the app faced an impending ban due to national security concerns. While Beijing preferred TikTok remain under ByteDance's control, the sale could happen through a competitive process or with US government involvement. One possibility involved Musk's platform, X, taking over TikTok's US business. The move came ahead of a Supreme Court case that upheld the constitutionality of a law that would force a sale or ban of TikTok in the US by 19 January 2025, due to national security concerns regarding its ties to China. Other potential buyers included Project Liberty's "The People's Bid For TikTok" consortium of Frank McCourt with Kevin O'Leary, Steven Mnuchin, MrBeast and Bobby Kotick, the seriousness of these potential buyers was unclear. The day before the impending ban, California-based conversational search engine company Perplexity AI submitted a bid for a merger with TikTok US. On 14 September 2025, the Wall Street Journal reported the US and China have reached the "framework of a deal" for the US operations of TikTok to be sold to a consortium of investors in the US including close Trump ally Larry Ellison of Oracle. The deal was completed by 22 January 2026, with a consortium of investors—including Oracle, Silver Lake, MGX, and others including the personal investment entity for Michael Dell—owning more than 80% of the new venture. ByteDance retained 19.9% ownership. Under the deal, the app would remain the same, and the algorithm would be adjusted over time to favor American topics for those users. === Expansion in other markets === TikTok was downloaded over 104 million times on Apple's App Store during the first half of 2018, according to data provided to CNBC by Sensor Tower. After merging with musical.ly in August, downloads increased and TikTok subsequently became the most downloaded app in the US in October 2018, which musical.ly had done once before. In February 2019, TikTok, together with Douyin, hit one billion downloads globally, excluding Android

    Read more →
  • Upworthy

    Upworthy

    Upworthy is a media brand that focuses on positive storytelling. It was started in March 2012 by Eli Pariser, the former executive director of MoveOn, and Peter Koechley, the former managing editor of The Onion. One of Facebook's co-founders, Chris Hughes, was an early investor. At its peak between 2012 and 2014, it reached up to 100 million people a month. In 2017, the company was acquired by Good Worldwide. == History == Upworthy was launched in 2012 with a focus on aggregating positive content, which aligned with Facebook's algorithm. Originally, Upworthy curators searched the internet for existing content to feature on the site. Once selected as an option, curators brainstormed different headlines and shareable images for the content, and tested it with a small sample of Upworthy's visitors before sharing it on the site. The site popularized a clickbait style of two-phrase headlines. The company simplifies issues that are controversial by nature, which are presented from a politically liberal point of view and are heavily fact-checked for accuracy. In June 2013, an article in Fast Company called Upworthy "the fastest growing media site of all time". It had 8.7 million unique monthly visitors in the first six months, and in November 2013, had a high of 87 million unique visitors in a single month. In 2013, Facebook changed its algorithm, leading to a significant decline in readers from that platform. Upworthy fired one round of writers in 2015, and another in 2016, after an unionization effort by some of the staff. The union involved, the Writers Guild of America, East, has organized several online "viral" news publishers. In January 2017, Upworthy was acquired by media company GOOD Worldwide. The newsrooms of the two organizations would merge as part of the acquisition. About 20 staffers were laid off as part of the merger. In March 2020, Upworthy saw a 65% increase in Instagram followers and a 47% increased interest in positive content on-site page views as a result of increased interest in positive content during the COVID-19 pandemic. In January 2023, National Geographic Books bought Good People: Stories From the Best of Humanity from Upworthy, with a publication date of September 3, 2024. The book is described as "a heartwarming collection of first-person tales that will provide comfort and inspiration to anyone who could use a little dose of joy right now". It was created by two senior Upworthy team members, Gabriel Reilich and Lucia Knell, and features 101 stories from Upworthy's audience. The co-creators encouraged Upworthy followers to connect with the brand through questions on their posts, opening the door for organic and personal stories to be shared in the comment sections. The book debuted on The New York Times nonfiction bestseller list on September 22, 2024, and remained on the list for two weeks. The book is seen in the top 10 on Publishers Weekly Fall 2024 Adult Preview: Lifestyle and on The Washington Post's "5 feel-good books".

    Read more →
  • Vans challenge

    Vans challenge

    The Vans challenge is a viral internet challenge that began in March 2019 where people show their Vans shoes landing right-side up after tossing them in the air. The viral sensation reportedly started after a Twitter user shared a video of the occurrence, which was captioned: “Did you know it doesn’t matter how you throw your Vans they will land facing up.” Since then, multiple people on social media posted similar videos of them throwing their Vans in the air and landing right-side up, along with Crocs, UGG boots, and other popular shoes. This theory proved false, as these shoes have not always landed facing up after tossing them.

    Read more →
  • Bitcoin Satoshi Vision

    Bitcoin Satoshi Vision

    Bitcoin Satoshi Vision (BSV) is a cryptocurrency that is a hard fork of Bitcoin Cash. Bitcoin Satoshi Vision was created in November 2018 by a group of individuals led by Craig Steven Wright, who has claimed since 2015 to be Satoshi Nakamoto, the creator of the original bitcoin. == History == === 2018 split from Bitcoin Cash === On 15 November 2018, a hard fork chain split of Bitcoin Cash occurred between two rival factions called Bitcoin Cash and Bitcoin SV. On 15 November 2018 Bitcoin Cash traded at about $289, and Bitcoin SV traded at about $96.50, down from $425.01 on 14 November for the un-split Bitcoin Cash. The split originated from what was described as a "civil war" in two competing Bitcoin Cash camps. The first camp, supported by entrepreneur Roger Ver and Jihan Wu of Bitmain, promoted the software entitled Bitcoin ABC (short for Adjustable Blocksize Cap), which would maintain the block size at 32 MB. The second camp led by Craig Steven Wright and billionaire Calvin Ayre put forth a competing software version Bitcoin SV, short for "Bitcoin Satoshi Vision", which would increase the block size limit to 128 MB. === 2019 de-listing from Binance === In April 2019, an online feud broke out between those who supported the claims of Bitcoin SV supporter Craig Wright that he was Satoshi Nakamoto, and those who did not. The feud resulted in cryptocurrency exchange Binance de-listing Bitcoin SV from their platform, stating that: At Binance, we periodically review each digital asset we list to ensure that it continues to meet the high level of standard we expect. When a coin or token no longer meets this standard, or the industry changes, we conduct a more in-depth review and potentially delist it. We believe this best protects all of our users. When we conduct these reviews, we consider a variety of factors. Here are some that drive whether we decide to delist a digital asset: Commitment of team to project Level and quality of development activity Network / smart contract stability Level of public communication Responsiveness to our periodic due diligence requests Evidence of unethical / fraudulent conduct Contribution to a healthy and sustainable crypto ecosystem === 2021 network attack === In August 2021, Bitcoin SV suffered a 51% attack, after previously suffering attacks in June and July of the same year. Such an attack involves cryptocurrency miners gaining control of more than half of a network's computing power; these kinds of network attacks have the goal of preventing new transactions from gaining confirmations, allowing the attackers to double-spend coins. Adam James, senior editor at OKEx Insights claimed that "In the intermediate term, the attack has seemingly somewhat-negligible impact on its current price action," however "Faith in [Bitcoin SV] will likely be reduced following the incident." === 2024 high court ruling === In March 2024, Mr Justice James Mellor in the British High Court ruled that Wright is not Satoshi Nakamoto.

    Read more →
  • Dropbox Paper

    Dropbox Paper

    Dropbox Paper, or simply Paper, is a collaborative document-editing service developed by Dropbox. Originating from the company's acquisition of document collaboration company Hackpad in April 2014, Dropbox Paper was officially announced in October 2015, and launched in January 2017. It offers a web application, as well as mobile apps for Android and iOS. Dropbox Paper was described in the official announcement post as "a flexible workspace that brings people and ideas together. With Paper, teams can create, review, revise, manage, and organize — all in shared documents". Reception of Dropbox Paper has been mixed. Critics praised collaboration functionality, including content available immediately, the ability to mention specific collaborators, assign tasks, write comments, as well as editing attribution, and revision history. It received particular praise for its support for rich media from a variety of sources, with one reviewer noting that the Paper's support for rich media exceeds the capabilities of most of its competitors. However, it was criticized for a lack of formatting options and editing features. While the user interface was liked for being minimal, reviewers cited the lack of a fixed formatting bar and missing features present in competitors' products as making Dropbox Paper seem like a "light" tool. == History == Dropbox acquired document collaboration company Hackpad in April 2014. A year later, Dropbox launched a Dropbox Notes note-taking product in beta testing phase. Dropbox Paper was officially announced on October 15, 2015, followed by an open beta and release of mobile Android and iOS apps in August 2016. Dropbox Paper was officially released on January 30, 2017. == Reception == In a comparison between Dropbox Paper and Evernote, PC World's Michael Ansaldo wrote that "With its emphasis on document creation, you might expect formatting to be front and center in Dropbox Paper. That's not the case." Ansaldo noted the lack of a "fixed formatting toolbar as you'd find in Evernote or a word processor like Google Docs or Microsoft Word. Instead, the text editor appears as a floating ribbon only when you highlight selected text." The only formatting options available for emphasis were bolding, strikethrough, bulleted and numbered lists, and H1 and H2 tags. Users can also add links, convert text to checklists, and add comments. Ansaldo wrote that "Both Evernote and Dropbox Paper make it easy to add images to a document", but also noted that "Dropbox Paper doesn't support any image editing". Paper supports rich media, and users can "add rich content to your document just by pasting a link to the file. In addition to Dropbox, Paper supports media from a variety of popular services including YouTube, Spotify, Vimeo, SoundCloud, Facebook, and Google's productivity suite. Once the file appears, you can delete the link for a cleaner display." To start working with other people, Paper "allows you to invite people via email from within a document", with sharing options for who can view the link (anyone with the link or just the invited person), and action permissions (edit or only comment). Regarding collaboration, Ansaldo wrote that "Creative collaboration is Paper’s marquee feature, and it provides a variety of ways to work effectively with others in real time". Users can "make any content immediately visible and accessible to a specific collaborator with "@mentions"", and "You can also use @mentions to create and assign task lists within a document." Paper also "boasts essential collaboration tools including comments, editing attribution, and revision history." Writing for TechRadar, John Brandon wrote that Dropbox Paper "might be a 'light' tool for now without the extensive templates of Microsoft Office or the integration with other apps in the Zoho suite, but it does work well with the Dropbox storage service that's so popular with office workers these days." Kyle Wiggers of Digital Trends wrote that Paper is "all about minimizing distractions. Its interface is quite literally a big, blank canvas on which you tap out your agenda. You can organize notes by title and create to-do lists, but even basic formatting tools are obscured from view", noting Paper's "floating box above words and phrases highlighted by your cursor". Wiggers stated that "Paper is not a to-do organizer", but that it's "well suited to the purpose thanks to a bevy of labor-saving conveniences", highlighting that Paper "supports more media than most of its to-do and note-taking counterparts". He praised the collaboration tools, writing that they "are as extensive as you'd hope, and then some", citing its invitation system with permission controls, lists of changes and revision history, comment and chat support, and "perhaps best of all", the ability to assign tasks with a "@" mention. Business Insider's Alex Heath praised that "Paper's interface is spotless and friendly to write in. You don't feel overwhelmed with formatting options", but criticized the available features, writing that "Google Docs is much more full-featured in the formatting department, so Paper has some catching up to do if it wants to be on par with the competition". Writing for The Verge, Casey Newton praised Paper's handling of rich media, complimenting it for being "great", and added that "I imagine that creative types who work on teams will appreciate having rich media embedded in the documents they're working on rather than in a series of infinite tabs".

    Read more →
  • CARE Principles for Indigenous Data Governance

    CARE Principles for Indigenous Data Governance

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

    Read more →
  • Influencer

    Influencer

    An influencer is an individual who has the capacity to shape the attitudes, behavior, or decisions of others through authority, knowledge, position, or the nature of the relationship with the audience. The term is used in various fields such as media, business, politics, religion, and communication, referring to influencers such as social media influencers, podcasters, public speakers, religious influencers, writers, and newsletter writers etc who have dedicated followings in various areas. One writer defines influencers as "a range of third parties who exercise influence over the organization and its potential customers." Another writer defines an influencer as a "third party who significantly shapes the customer's purchasing decision but may never be accountable for it." According to another writer, influencers are "well-connected, create an impact, have active minds, and are trendsetters". Just because a person has many followers does not necessarily mean they have much influence over those people. In contemporary usage, the term frequently refers to a social media influencer, (also known as an online influencer or simply influencer) a person who builds a grassroots online presence through engaging content such as photos, videos, and updates. This is done by using direct audience interaction to establish authenticity, expertise, and appeal, and by standing apart from traditional celebrities by growing their platform through social media rather than pre-existing fame. The modern referent of the term is commonly a paid role in which a business entity pays for the social media influence-for-hire activity to promote its products and services, known as influencer marketing. A 1% increase in spending on influencer marketing can lead to a 0.5% increase in audience engagement. As such, an influencer effectively acts as a modern salesperson or a marketer. Types of influencers include fashion influencer, travel influencer, and virtual influencer, and they involve content creators and streamers. Some influencers are associated primarily with specific social media apps such as TikTok, Instagram, or Pinterest; many influencers are also considered internet celebrities. As of 2023, Instagram is the social media platform businesses spend the most advertising money towards marketing with influencers. However, influencers can have an impact on any social media network. == History == === Origins === The word influencer in its general sense of a person or thing that exerts influence, is attested in historical sources at least since the 17th century. The Oxford English Dictionary (OED) gives 1664 as the earliest example of usage and cites a sentence from Henry More's A Modest Enquiry into the Mystery of Iniquity: "The head and influencer of the whole Church". The origins of online influencing can be traced back to the emergence of digital blogs and platforms in the early 2000s. Nevertheless, recent studies demonstrate that Instagram, an application with more than one billion users, harbors the majority of the influencer demographic. These individuals are sometimes referred to as "Instagrammers" or "Instafamous". A crucial aspect of influencing is their association with sponsors. The 2015 debut of Vamp, a company that links influencers with sponsorships, transformed the landscape of influencing. There is much debate about whether social media influencers can be considered celebrities, as their path to fame is often less traditional and arguably easier. Melody Nouri addressed the differences between the two types in her article "The Power of Influence: Traditional Celebrities vs Social Media Influencer". Nouri asserts that social media platforms have a greater negative impact on young, impressionable audiences in comparison with traditional media such as magazines, billboards, advertisements, and tabloids featuring celebrities. Online, it is thought to be simpler to manipulate an image and lifestyle in such a way that viewers are more susceptible to believing it. One theory considers the former American First Lady Eleanor Roosevelt (1884–1962) to be the "original media influencer." While she achieved celebrity in her role as First Lady, she built a global personal brand as a wise, informative, trustworthy American woman. Her voice was her own, unrestricted by political advisors and powerful men, and with it, Roosevelt exerted unprecedented social and cultural influence in radio, print, public speaking, film, and television until she died. In one notable example, it may have been Roosevelt's television support of John F. Kennedy which nudged his "hairline victory" during the 1960 Presidential campaign. In another example, David Ogilvy paid Roosevelt more than a quarter of a million dollars in today's currency to make a TV commercial for Good Luck margarine (1959), in which Roosevelt also managed to mention world hunger. As a content creator, she wrote My Day, a popular daily newspaper column that ran nationwide for twenty-six years. Like a social media post, My Day covered all aspects of her life, and in it Roosevelt often recommended movies, books, and products that she admired. Roosevelt also had a hand in designing all three of her public affairs television shows. Unlike contemporary influencers, she was less motivated by a pay-to-play situation than by a desire to educate and inspire; but she did use her influence to benefit the entertainment industry careers of her children, and she welcomed the revenue that her influence bought, most of which was donated to charity. === 2000s === The early 2000s showed corporate endeavors to leverage the internet for influence, with some companies participating in forums for promotions or providing bloggers with complimentary products in return for favorable reviews. A few of these practices were viewed as unethical for taking advantage of the labor of young individuals without providing remuneration. In 2004, The Blogstar Network was established by Ted Murphy of MindComet. Bloggers were encouraged to join an email list and receive remunerated offers from corporations in exchange for creating specific posts. For instance, bloggers were compensated for writing reviews of fast-food meals on their blogs. Blogstar is widely regarded as the first influencer marketing network. Murphy succeeded Blogstar with PayPerPost, which was introduced in 2006. This platform compensated significant posters on prominent forums and social media platforms for every post made about a corporate product. Payment rates were determined by the influencer's status. Though very popular, PayPerPost, received a great deal of criticism as these influencers were not required to disclose their involvement with PayPerPost as traditional journalism would have. With the success of PayPerPost, the public became aware that there was a drive for corporate interests to influence what some people were posting to these sites. The platform also incentivized other firms to establish comparable programs. Despite concerns, marketing networks with influencers continued to grow throughout the 2000s and into the 2010s. The influencer marketing industry was worth as much as $8 billion in 2019, according to estimates from Business Insider Intelligence, which are based on Mediakix data. Evan Asano, the Former CEO and founder of the agency Mediakix, previously spoke with Business Insider and said he believed influencer marketing on Instagram would continue to grow despite likes being hidden. === 2010s === By the 2010s, the term "influencer" described digital content creators with a large following, distinctive brand persona, and a patterned relationship with commercial sponsors. By this period, influencer marketing had become a widely researched field globally, with systematic reviews drawing on hundreds of studies that documented the growing role of authenticity, audience engagement, and parasocial relationships in shaping how consumers responded to influencer content across different markets. During this period, influencer culture also developed through distinct channels outside Western markets. In South Korea, the global spread of Korean pop culture, also called K-Pop, through platforms such as YouTube, Facebook, and Twitter gave rise to what scholars have called 'Hallyu 2.0' or the 'New Korean Wave', where fans throughout Southeast Asia, North America, Latin America, and Europe shared, subtitled, and redistributed Korean music and film content on a large scale. This helped Korean entertainers to build substantial followings internationally. Consumers often mistakenly view celebrities as reliable, leading to trust and confidence in the products being promoted. A 2001 study from Rutgers University discovered that individuals were using "internet forums as influential sources of consumer information." The study proposes that consumers preferred internet forums and social media when making purchasing decisions over conventional advertising and print sources. An in

    Read more →
  • Strong secrecy

    Strong secrecy

    Strong secrecy is a term used in formal proof-based cryptography for making propositions about the security of cryptographic protocols. It is a stronger notion of security than syntactic (or weak) secrecy. Strong secrecy is related with the concept of semantic security or indistinguishability used in the computational proof-based approach. Bruno Blanchet provides the following definition for strong secrecy: Strong secrecy means that an adversary cannot see any difference when the value of the secret changes For example, if a process encrypts a message m an attacker can differentiate between different messages, since their ciphertexts will be different. Thus m is not a strong secret. If however, probabilistic encryption were used, m would be a strong secret. The randomness incorporated into the encryption algorithm will yield different ciphertexts for the same value of m.

    Read more →
  • DABUS

    DABUS

    DABUS (Device for the Autonomous Bootstrapping of Unified Sentience) is an artificial intelligence (AI) system created by Stephen Thaler. It reportedly conceived of two novel products — a food container constructed using fractal geometry, which enables rapid reheating, and a flashing beacon for attracting attention in an emergency. The filing of patent applications designating DABUS as inventor has led to decisions by patent offices and courts on whether a patent can be granted for an invention reportedly made by an AI system. == History in different jurisdictions == === Australia === On 17 September 2019, Thaler filed an application to patent a "Food container and devices and methods for attracting enhanced attention," naming DABUS as the inventor. On 21 September 2020, IP Australia found that section 15(1) of the Patents Act 1990 (Cth) is inconsistent with an artificial intelligence machine being treated as an inventor, and Thaler's application had lapsed. Thaler sought judicial review, and on 30 July 2021, the Federal Court set aside IP Australia's decision and ordered IP Australia to reconsider the application. On 13 April 2022, the Full Court of the Federal Court set aside that decision, holding that only a natural person can be an inventor for the purposes of the Patents Act 1990 (Cth) and the Patents Regulations 1991 (Cth), and that such an inventor must be identified for any person to be entitled to a grant of a patent. On 11 November 2022, Thaler was refused special leave to appeal to the High Court. === European Patent Office === On 17 October 2018 and 7 November 2018, Thaler filed two European patent applications with the European Patent Office. The first claimed invention was a "Food Container" and the second was "Devices and Methods for Attracting Enhanced Attention." On 27 January 2020, the EPO rejected the applications on the grounds that the application listed an AI system named DABUS, and not a human, as the inventor, based on Article 81 and Rule 19(1) of the European Patent Convention (EPC). On 21 December 2021, the Board of Appeal of the EPO dismissed Thaler's appeal from the EPO's primary decision. The Board of Appeal confirmed that "under the EPC the designated inventor has to be a person with legal capacity. This is not merely an assumption on which the EPC was drafted. It is the ordinary meaning of the term inventor." === United Kingdom === Similar applications were filed by Thaler to the United Kingdom Intellectual Property Office on 17 October and 7 November 2018. The Office asked Thaler to file statements of inventorship and of right of grant to a patent (Patent Form 7) in respect of each invention within 16 months of the filing date. Thaler filed those forms naming DABUS as the inventor and explaining in some detail why he believed that machines should be regarded as inventors in the circumstances. His application was rejected on the grounds that: (1) naming a machine as inventor did not meet the requirements of the Patents Act 1977; and (2) the IPO was not satisfied as to the manner in which Thaler had acquired rights that would otherwise vest in the inventor. Thaler was not satisfied with the decision and asked for a hearing before an official known as the "hearing officer". By a decision dated 4 December 2019 the hearing officer rejected Thaler's appeal. Thaler appealed against the hearing officer's decision to the Patents Court (a specialist court within the Chancery Division of the High Court of England and Wales that determines patent disputes). On 21 September 2020, Mr Justice Marcus Smith upheld the decision of the hearing officer. On 21 September 2021, Thaler's further appeal to the Court of Appeal was dismissed by Arnold LJ and Laing LJ (Birss LJ dissenting). On 20 December 2023, the UK Supreme Court dismissed a further appeal by Thaler. In its judgment, the court held that an "inventor" under the Patents Act 1977 must be a natural person. === United States === The patent applications on the inventions were refused by the USPTO, which held that only natural persons can be named as inventors in a patent application. Thaler first fought this result by filing a complaint under the Administrative Procedure Act alleging that the decision was "arbitrary, capricious, an abuse of discretion and not in accordance with the law; unsupported by substantial evidence, and in excess of Defendants’ statutory authority." A month later on August 19, 2019, Thaler filed a petition with the USPTO as allowed in 37 C.F.R. § 1.181 stating that DABUS should be the inventor. The judge and Thaler agreed in this case that Thaler himself is unable to receive the patent on behalf of DABUS. In their August 5, 2022, Thaler decision, the US Court of Appeals for the Federal Circuit affirmed that only a natural person could be an inventor, which means that the AI that invents any other type of invention is not addressed by the "who" mentioned in the legislation. === New Zealand === On January 31, 2022, the Intellectual Property Office of New Zealand (IPONZ) decided that a patent application (776029) filed by Stephen Thaler was void, on the basis that no inventor was identified on the patent application. IPONZ determined that DABUS could not be "an actual devisor of the invention" as required by the Patents Act 2013, and that this must be a natural person as held by the previous patent offices above. The High Court of New Zealand confirmed the decision in 2023. === South Africa === On 24 June 2021, the South African Companies and Intellectual Property Commission (CIPC) accepted Dr Thaler's Patent Cooperation Treaty, for a patent in respect of inventions generated by DABUS. In July 2021, the CIPC released a notice of issuance for the patent. It is the first patent granted for an AI invention. === Switzerland === On June 26, 2025, the Swiss Federal Administrative Court ruled that artificial intelligence systems such as DABUS cannot be listed as inventors in patent applications. The court upheld the existing practice of the Swiss Federal Institute of Intellectual Property (IPI), which requires that only natural persons can be recognized as inventors under Swiss patent law. The case concerned a patent application, which sought to designate DABUS as the sole inventor of a food container designed with a fractal geometry to enhance heat distribution. The IPI had rejected the application, arguing that both the absence of a human inventor and the attribution of inventorship to an AI system were inadmissible. While the court dismissed Thaler's main request, it accepted a subsidiary request: if a human applicant recognizes and files a patent based on an AI-generated invention, that person may be considered the inventor. As a result, the application may proceed with Thaler listed as the inventor. The decision (B-2532/2024) can still be appealed to the Swiss Federal Supreme Court.

    Read more →
  • AS2

    AS2

    AS2 (Applicability Statement 2) is a specification on how to transport structured business-to-business data securely and reliably over the Internet. Security is achieved by using digital certificates and encryption. == Background == AS2 was created in 2002 by the IETF to replace AS1, which they created in the early 1990s. The adoption of AS2 grew rapidly throughout the early 2000s because major players in the retail and fast-moving consumer goods industries championed AS2. Walmart was the first major retailer to require its suppliers to use the AS2 protocol instead of relying on dial-up modems for ordering goods. Amazon, Target, Lowe's, Bed, Bath, & Beyond and thousands of others followed suit. Many other industries use the AS2 protocol, including healthcare, as AS2 meets legal HIPAA requirements. In some cases, AS2 is a way to bypass expensive value-added networks previously used for data interchange. == Technical overview == AS2 is specified in RFC 4130, and is based on HTTP and S/MIME. It was the second AS protocol developed and uses the same signing, encryption and MDN (as defined by RFC3798) conventions used in the original AS1 protocol introduced in the late 1990s by IETF. In other words: Files are encoded as "attachments" in a standardized S/MIME message (an AS2 message). AS2 does not specify the contents of the files. Usually, the file contents are in a standardized format that is separately agreed upon, such as XML or EDIFACT. AS2 messages are always sent using the HTTP or HTTPS protocol (Secure Sockets Layer — also known as SSL — is implied by HTTPS) and usually use the "POST" method (use of "GET" is rare). Messages can be signed, but do not have to be. Messages can be encrypted, but do not have to be. Messages may request a Message Disposition Notification (MDN) back if all went well, but do not have to request such a message. If the original AS2 message requested an MDN: Upon the receipt of the message and its successful decryption or signature validation (as necessary) a "success" MDN will be sent back to the original sender. This MDN is typically signed but never encrypted (unless temporarily encrypted in transit via HTTPS). Upon the receipt and successful verification of the signature on the MDN, the original sender will "know" that the recipient got their message (this provides the "Non-repudiation" element of AS2). If there are any problems receiving or interpreting the original AS2 message, a "failed" MDN may be sent back. However, part of the AS2 protocol states that the client must treat a lack of an MDN as a failure as well, so some AS2 receivers will not return an MDN in this case. Like any other AS file transfer, AS2 file transfers typically require both sides of the exchange to trade X.509 certificates and specific "trading partner" names before any transfers can take place. AS2 trading partner names can usually be any valid phrase. === MDN options === Unlike AS1 or AS3 file transfers, AS2 file transfers offer several "MDN return" options instead of the traditional options of "yes" or "no". Specifically, the choices are: ==== AS2 w/ "Sync" MDNs ==== Return Synchronous MDN via HTTP(S) ("AS2 Sync") - This popular option allows AS2 MDNs to be returned to AS2 message sender clients over the same HTTP connection they used to send the original message. This "MDN while you wait" capability makes "AS2 Sync" transfers the fastest of any type of AS file transfer, but it also keeps this flavor of MDN requests from being used with large files (which may time out in low-bandwidth situations). ==== AS2 w/ "ASync" MDNs ==== Return Asynchronous MDN via HTTP(S) (a.k.a. "AS2 Async") - This popular option allows AS2 MDNs to be returned to the AS2 message sender's server later over a different HTTP connection. This flavor of MDN request is usually used if large files are involved or if your trading partner's AS2 server has poor Internet service. ==== AS2 w/ "Email" MDNs ==== Return (Asynchronous) MDN via Email - This rarely used option allows AS2 MDNs to be returned to AS2 message senders via email rather than HTTP. Otherwise, it is similar to "AS2 Async (HTTP)". ==== AS2 w/ No MDNs ==== Do not return MDN - This option works like it does in any other AS protocol: the receiver of an AS2 message with this option set simply does not try to return an MDN to the AS2 message sender. ==== Filename preservation ==== AS2 filename preservation feature will be used to communicate the filename to the trading partner. The banking industry relies on filenames being communicated between trading partners. AS2 vendors are currently certifying that implementation of filename communication conforms to the standard and is interoperable. There are two profiles for filename preservation being optionally tested under AS2 testing: Filename preservation without MDN responses Filename preservation with an associated MDN response certification Walmart recommends contacting Drummond Group, LLC for more information on EDIINT AS2, or for a list of interoperable-testing AS2 software providers. == Benefits == For many businesses, the use of AS2 and electronic data interchange (EDI) is not a choice so much as it is a requirement of doing business with a large customer or partner. That said, AS2 is a universal protocol that has benefits, from both business and technology vantage points. === Business case === Cut costs by using the web for EDI file transfers, AS2 reduces the cost of transactions from expensive VANs. Extend EDI to more partners; with lower costs and universal web connectivity, AS2 allows organizations to implement EDI with partners worldwide that have little EDI infrastructure. Save time by eliminating the need to manually process orders. Eliminate errors by turning manual processes into automated processes. Universal solution — AS2 is established and tested, so no one has to re-invent the wheel. === Technological advantages === Leverage the web: if an organization can share data securely via the web, they already have much of the infrastructure for AS2. Unlimited EDI data — there are no practical limitations on transaction sizes via the web, and AS2 includes features for managing large transfers. Payload Agnostic — AS2 can be used to transport any type of document. While EDI X12, EDIFACT and XML are common, any mutually agreed-upon format may be transferred.

    Read more →
  • Sharenting

    Sharenting

    "Sharenting" is a portmanteau of "sharing" and "parenting", describing the practice of parents publicizing a large amount of potentially sensitive content about their children on internet platforms, most notably on social media. While the term was coined as recently as 2010, sharenting has become an international phenomenon with widespread presence in the United States, Spain, France, and the United Kingdom. Proponents of sharenting frame the practice as a natural expression of parental pride in their children and argue that critics take sharenting-related posts out of context. Detractors find that it violates child privacy and hurts a parent–child relationship. Academic research has been conducted over the potential social motivations for sharenting and legal frameworks to balance child privacy with this parental practice. Researchers have conducted several psychological surveys, outlining social media accessibility, parental self-identification with children, and social pressure as potential causes for sharenting. Legal scholars have identified international human rights laws, labor protections, and recent online child privacy statutes as potential legal standards to check sharenting abuses. == History == The origins of the term "sharenting" have been attributed to the Wall Street Journal, where they called it "oversharenting," a portmanteau of "oversharing" and "parenting." Priya Kumar suggests that recording life moments of children rearing is not a new practice: people have been using diaries, scrapbooks and baby log books as the media of documentation for centuries. Scholars assert that sharenting has become popular as a result of social media, which has made many people more comfortable with sharing their lives and those of their children online. The trend of oversharing on social media has raised public attention in the 2010s and become the focus of a number of editorials and academic research projects. It was also added to Times Word of the Day in February 2013 and Collins English Dictionary in 2016 given its influence. == Popularity == Several studies describe sharenting as an international phenomenon with widespread prevalence across households. In the United States, researchers at the University of Michigan C.S. Mott Children's Hospital found that almost 75% of American parents were familiar with someone who over-shared information about their child on social media, and an AVG survey determined that 92% of all American two-year-olds had some presence on the internet. In Australia, Fisher-Price conducted a survey which revealed that 90% of Australian parents admitted to over-sharing. In Spain and Czech Republic, a survey of approximately 1,500 parents found that 70-80% participated in sharenting. In the United Kingdom, France, Germany, and Italy, a Research Now report revealed that almost three-quarters of surveyed parents said that they were "willing to share images of their infants". Some claim that sharenting presents a violation of child privacy, and this backlash includes anti-sharenting sites and apps that block baby pictures. One particular outlet of protest was the blog STFU Parents, founded in 2009 to criticize parental oversharing on social media. Some parents felt that these criticisms of sharenting often took posts out of context and neglected some positive aspects of the practice, including advancing a stronger sense of online community. Others, while acknowledging the potential privacy violations of sharenting, suggested a more tailored approach that would only permit posting under certain conditions, notwithstanding audience and identification restrictions for social media posts. == Motivations == Research has suggested that sharenting is associated with a mix of parent self-identification with children, mothering pressures, and the accessibility of social media. Conducting 17 interviews with mothers in the United Kingdom, a London School of Economics study found that parent bloggers often re-explained their sharing practices in terms of expressing their own personal identity, representing their own child as part of themselves. In particular, the report surveyed the use of blogs as a networking vehicle to connect parents with similar family situations and found that sharenting parents, by filtering self-presentation through their parent-child relationship, adopted a more relational identity on social media websites. This included identifying oneself in terms of parental circumstances, whether it be raising a child with a disability or being a single mother. Alternatively, some have suggested that these online expressions indicate the infiltration of individual pride into the sphere of parenting, as family photography becomes a means to "show off" one's children to the others and strengthens a parent's sense of individuated self. Addressing the prevalence of mothers engaging in sharenting, those who purport this view argue that the rise of digital communication has pressured mothers into performing the role of a "good" parent on social media platforms. They claim that these developments may reinforce a dominant vision of a "normal" family, as sharenting posts could be motivated by the need to converge to a normative interpretation of family. == Controversy == While some people assert that online platforms enable parents to establish a community and seek parenting support, others are concerned about the children's data privacy and their lack of informed consent. Sharing content may not only embarrass children but also creates an initial digital footprint, a history of online activity, that the children themselves have no control over. This might bring some negative consequences, such as being ridiculed at school or leaving a negative impression on future employers. === Parental benefits === Many parents use social media to seek parenting advice and share information about their children. With the convenience of online platforms, parent bloggers can easily connect with other people in similar situations as well as those who are willing to contribute meaningful advice. By forming a community, parents can receive encouragement from empathetic peers and assistance from experts in children rearing. Parents whose children need special educational accommodations or have disabilities often found themselves detached from the mainstream parenting style. Therefore, they regard online blogs as a means to gain support from others and support back. Online blogging enables parents of children with disabilities and special needs to connect with other parents. The advice from similarly situated families can open up new possibilities that help the parents "negotiate the complexities of social services, health care, and schools". However, in some cases, posting online about a parent's struggles can cause a backlash, as advocates may accuse the parent of presenting people with that condition in a bad light, or wonder how the child will feel, if they later read these posts and see how much their parents struggled to care for them. Such advantages of social media are not limited to particular groups of parents. In general, most parents benefit from exchanging parenting experience. Statistically speaking, 72% of parents rate social media useful for emotional connection and affirmations, and 74% of them receive support about parenting from friends on social media. Sharenting also plays a role in fostering interpersonal relationships. As the images and words about children's lives initiate conversations, parents use sharenting to stay connected with distant friends and relatives. In particular, mothers, as a research study reveals, are willing to engage in sharenting since they believe that the positive contents can help avoid digital conflicts and maintain close relations with those in their social circles. Researchers also found that female participants in this study carefully chose photos and phrases to express love and present laudable behaviors of children in their updates, which indicates their intention to convey positive messages. These messages also promote a close social network for a child as the parents invites supportive family members and friends into daily life. === Children's privacy === Given the potential misuse of digital data, people are critical about sharenting, and the majority of parents are cautious about the wrongdoing with online posts. The disclosure of minors' personal information, such as geographic location, name, date of birth, pictures, and the schools they attend, might expose them to illegal practices by recipients with malicious intentions. Sharented information is often abused for "identity theft", when imposters manage to track, stalk, commit fraud against children, or even blackmail the family. According to Barclays, online fraud targeting the young generation will contribute to a loss of £670 million (approximately $790 million) by 2030, and two-thirds of identity fraud will be related to s

    Read more →
  • SIPRNet

    SIPRNet

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

    Read more →
  • Natural language processing

    Natural language processing

    Natural language processing (NLP) is the processing of natural language information by a computer. NLP is a subfield of computer science and is closely associated with artificial intelligence. NLP is also related to information retrieval, knowledge representation, computational linguistics, and linguistics more broadly. Major processing tasks in an NLP system include: speech recognition, text classification, natural language understanding, and natural language generation. == History == Natural language processing has its roots in the 1950s. Already in 1950, Alan Turing published an article titled "Computing Machinery and Intelligence," which proposed what is now called the Turing test as a criterion of intelligence, though at the time that was not articulated as a problem separate from artificial intelligence. The proposed test includes a task that involves the automated interpretation and generation of natural language. === Symbolic NLP (1950s – early 1990s) === The premise of symbolic NLP is often illustrated using John Searle's Chinese room thought experiment: Given a collection of rules (e.g., a Chinese phrasebook, with questions and matching answers), the computer emulates natural language understanding (or other NLP tasks) by applying those rules to the data it confronts. 1950s: The Georgetown experiment in 1954 involved fully automatic translation of more than sixty Russian sentences into English. The authors claimed that within three or five years, machine translation would be a solved problem. However, real progress was much slower, and after the ALPAC report in 1966, which found that ten years of research had failed to fulfill the expectations, funding for machine translation was dramatically reduced. Little further research in machine translation was conducted in America (though some research continued elsewhere, such as Japan and Europe) until the late 1980s when the first statistical machine translation systems were developed. 1960s: Some notably successful natural language processing systems developed in the 1960s were SHRDLU, a natural language system working in restricted "blocks worlds" with restricted vocabularies, and ELIZA, a simulation of Rogerian psychotherapy, written by Joseph Weizenbaum between 1964 and 1966. Despite using minimal information about human thought or emotion, ELIZA was able to produce interactions that appeared human-like. When the "patient" exceeded the very small knowledge base, ELIZA might provide a generic response, for example, responding to "My head hurts" with "Why do you say your head hurts?". Ross Quillian's successful work on natural language was demonstrated with a vocabulary of only twenty words, because that was all that would fit in a computer memory at the time. 1970s: During the 1970s, many programmers began to write "conceptual ontologies", which structured real-world information into computer-understandable data. Examples are MARGIE (Schank, 1975), SAM (Cullingford, 1978), PAM (Wilensky, 1978), TaleSpin (Meehan, 1976), QUALM (Lehnert, 1977), Politics (Carbonell, 1979), and Plot Units (Lehnert 1981). During this time, the first chatterbots were written (e.g., PARRY). 1980s: The 1980s and early 1990s mark the heyday of symbolic methods in NLP. Focus areas of the time included research on rule-based parsing (e.g., the development of HPSG as a computational operationalization of generative grammar), morphology (e.g., two-level morphology), semantics (e.g., Lesk algorithm), reference (e.g., within Centering Theory) and other areas of natural language understanding (e.g., in the Rhetorical Structure Theory). Other lines of research were continued, e.g., the development of chatterbots with Racter and Jabberwacky. An important development (that eventually led to the statistical turn in the 1990s) was the rising importance of quantitative evaluation in this period. === Statistical NLP (1990s–present) === Up until the 1980s, most natural language processing systems were based on complex sets of hand-written rules. Starting in the late 1980s, however, there was a revolution in natural language processing with the introduction of machine learning algorithms for language processing. This shift was influenced by increasing computational power (see Moore's law) and a decline in the dominance of Chomskyan linguistic theories (e.g. transformational grammar), whose theoretical underpinnings discouraged the sort of corpus linguistics that underlies the machine-learning approach to language processing. 1990s: Many of the notable early successes in statistical methods in NLP occurred in the field of machine translation, due especially to work at IBM Research, such as IBM alignment models. These systems were able to take advantage of existing multilingual textual corpora that had been produced by the Parliament of Canada and the European Union as a result of laws calling for the translation of all governmental proceedings into all official languages of the corresponding systems of government. However, many systems relied on corpora that were specifically developed for the tasks they were designed to perform. This reliance has been a major limitation to their broader effectiveness and continues to affect similar systems. Consequently, significant research has focused on methods for learning effectively from limited amounts of data. 2000s: With the growth of the web, increasing amounts of raw (unannotated) language data have become available since the mid-1990s. Research has thus increasingly focused on unsupervised and semi-supervised learning algorithms. Such algorithms can learn from data that has not been hand-annotated with the desired answers or using a combination of annotated and non-annotated data. Generally, this task is much more difficult than supervised learning, and typically produces less accurate results for a given amount of input data. However, large quantities of non-annotated data are available (including, among other things, the entire content of the World Wide Web), which can often make up for the worse efficiency if the algorithm used has a low enough time complexity to be practical. 2003: word n-gram model, at the time the best statistical algorithm, is outperformed by a multi-layer perceptron (with a single hidden layer and context length of several words, trained on up to 14 million words, by Bengio et al.) 2010: Tomáš Mikolov (then a PhD student at Brno University of Technology) with co-authors applied a simple recurrent neural network with a single hidden layer to language modeling, and in the following years he went on to develop Word2vec. In the 2010s, representation learning and deep neural network-style (featuring many hidden layers) machine learning methods became widespread in natural language processing. This shift gained momentum due to results showing that such techniques can achieve state-of-the-art results in many natural language tasks, e.g., in language modeling and parsing. This is increasingly important in medicine and healthcare, where NLP helps analyze notes and text in electronic health records that would otherwise be inaccessible for study when seeking to improve care or protect patient privacy. == Approaches: Symbolic, statistical, neural networks == Symbolic approach, i.e., the hand-coding of a set of rules for manipulating symbols, coupled with a dictionary lookup, was historically the first approach used both by AI in general and by NLP in particular: such as by writing grammars or devising heuristic rules for stemming. Machine learning approaches, which include both statistical and neural networks, on the other hand, have many advantages over the symbolic approach: both statistical and neural network methods tend to focus more on the most common cases extracted from a corpus of texts, whereas the rule-based approach needs to provide rules for both rare and common cases equally. language models, produced by either statistical or neural networks methods, are more robust to both unfamiliar (e.g. containing words or structures that have not been seen before) and erroneous input (e.g. with misspelled words or words accidentally omitted) in comparison to the rule-based systems, which are also more costly to produce. the larger such a (probabilistic) language model is, the more accurate it becomes, in contrast to rule-based systems that can gain accuracy only by increasing the amount and complexity of the rules leading to intractability problems. Rule-based systems are commonly used: when the amount of training data is insufficient to successfully apply machine learning methods, e.g., for the machine translation of low-resource languages such as provided by the Apertium system, for preprocessing in NLP pipelines, e.g., tokenization, or for post-processing and transforming the output of NLP pipelines, e.g., for knowledge extraction from syntactic parses. === Statistical approach === In the late 1980s and mid-1990s, the statistical approach ended a peri

    Read more →
  • Pivot to video

    Pivot to video

    "Pivot to video" is a phrase referring to the trend, starting in 2015, of media publishing companies cutting staff resources for written content (generally published on their own web sites) in favor of short-form video content (often published on third-party platforms such as Facebook, Instagram, Twitter, YouTube, Snapchat, and TikTok). These moves were generally presented by publishers as a response to changes in social media traffic or to changes in the media consumption habits of younger audiences. However, many media commentators have argued that this shift was primarily motivated by advertising revenue, and that only advertisers, not consumers, prefer video over text. The pivot's contribution to job loss in the media industry has given the phrase "pivot to video" an association with decline, especially in a business context. Commentators have also noted a lack of transparency and accuracy in the viewership metrics reported by platforms such as Facebook, pointing out that abrupt shifts in platforms' proprietary algorithms can have devastating effects on publishers' viewership, traffic, and revenue. Following a scandal in which Facebook revealed it had artificially inflated numbers to its advertisers about how long viewers watched ads, many journalists and industry analysts concluded that the shift to video was based on such misleading or inaccurate metrics, which created a false impression that there was customer demand for additional video content. == History == Streaming media technology has been available since the early 1990s, though it was relatively low-fidelity and not widely available until the mid-2000s. In 2007, traditional media publishers including the New York Times, Washington Post and Time Inc. created new divisions to develop web videos, and Facebook launched its video platform. Twitter purchased micro-video service Vine in October 2012, began adding native video streaming in late 2014, and acquired video-streaming service Periscope in January 2015. An August 2014 profile on BuzzFeed noted the publisher's large investment into video production, and observed that "the future of BuzzFeed may not even be on BuzzFeed.com. One of the company’s nascent ideas, BuzzFeed Distributed, will be a team of 20 people producing content that lives entirely on other popular platforms, like Tumblr, Instagram or Snapchat." On 7 January 2015, Facebook issued a statement about "the shift to video," reporting that "since June 2014, Facebook has averaged more than 1 billion video views every day." Media critic John Herrman argued that "What the shift to Facebook video means is that Facebook is more interested in hosting the things media companies make than just spreading them, that it views links to outside pages as a problem to be solved, and that it sees Facebook-hosted video as an example of the solution." In February 2015, the digital video-journalism publisher NowThis announced that it would operate without a home page, producing content to be published directly on social media platforms. In April 2016, Mashable fired much of its editorial staff, attempting to pivot away from hard news coverage while "growing Mashable across every platform" and doubling down on branded content and video. By December 2017, following a sale to Ziff Davis, Mashable retreated from this focus on video; Bernard Gershon, president of GershonMedia, said that the announcement of many such "pivots" were actually aimed primarily at investors. By 2017, "advertiser interest in video [was] insatiable... Any CFO is going to say 'How can we get more video?'" according to an executive of the publishers' trade association Digital Content Next. Publishers such as Vanity Fair, the Washington Post, and Sports Illustrated began adapting their own articles into cheap video content, either dictated by a newsreader or animated as a slideshow with captions, which could be shared on social platforms or even played alongside the articles themselves. June 2017 saw numerous high-profile pivots to video. Vocativ laid off at least 20 staff, including its entire newsroom, explaining that "as the industry evolves, we are undertaking a strategic shift to focus exclusively on video content that will be distributed via social media and other platforms." Fox Sports eliminated its entire writing staff to focus on creating "premium video across all platforms." And MTV News announced a restructuring that would cut its writing team. Less than two years earlier, MTV News had hired Grantland co-founder Dan Fierman to lead a significant investment in "longform" political and cultural reporting, but Fierman left in April 2017, and in June MTV announced it was "shifting resources into short-form video content more in line with young people's media consumption habits." In July, Vice Media laid off at least 60 employees, including the editor-in-chief of Vice Sports, while expanding video production. August 2017 saw Mic cut ten writers and directed the remainder of the newsroom to generate videos for social platforms. CEO Chris Altchek said "When you think about how many hours people spend watching video versus reading, the audience has already spoken." The move was ultimately unsuccessful, and Mic laid off the majority of its staff a year later before being sold to Bustle Media Group for a fraction of its former value. In September 2017, the for-profit wiki-hosting company Fandom began adding commercially produced videos to its otherwise user-generated wiki subdomains, explicitly citing the need to "keep up with user and advertiser expectations" by "diversifying our content," claiming without substantiation that "consumer patterns are changing," necessitating the addition of "complementary video" to accommodate that supposed need. Objection to the content in these videos and its sharp contrast against the content of the wiki sites to which they were applied led to vocal user backlash, leading Fandom CCO Dorth Raphaely to offer the following non-committal response: "I agree that with these videos in particular we did not deliver the right type of content experience." Movie Pilot CEO Tobi Bauckhage explained his company's fall 2017 layoffs as part of moving "from a text-based publishing model to video... a reaction to the fact that Facebook has changed their algorithms in favor of video instead of referral traffic over the last 12 months and we were losing money in the publishing bit of our business." As part of the company's change in direction, the majority of its staff was laid off and its parent company was sold to Webedia. In November 2017, magazine publisher Condé Nast cut jobs, reduced the frequency of several magazines, and shut down the print edition of Teen Vogue, then invested significant new resources in video production, with a senior executive saying "In the next 24 months, I hope that video is half our business... It’s critical. It’s the macro trend of content consumption." In February 2018, Vox Media cut approximately 50 employees, primarily those assigned to "social video," as Vox CEO Jim Bankoff admitted that those efforts were not "viable audience or revenue growth drivers." In August 2020, Facebook Inc. (now Meta Platforms) pivoted Instagram to video in an effort to replicate the success of TikTok and appeal to a younger audience, introducing "reels" as a form of video and promoting them aggressively. Reels accounted more than half the 20 most-viewed posts on Facebook; however, most of these reels were anonymous aggregations of content from TikTok. Elon Musk declared in early 2024 that X (formerly Twitter) was now a "video-first platform", which has been described by critics as a "pivot to video". == As euphemism == In 2017, Journalist Brian Feldman said that "'Pivoting to video' has become a business strategy for digital publishers common enough in recent months to be a kind of cliché — a slick way to describe something else: layoffs." In response, writers use the phrase as gallows humor shorthand for death or cancellation, as in "how do i tell my bf i want our relationship to pivot to video" (SkyNews' Mollie Goodfellow) or "Horse broke its leg, so we had to take it out back and help it 'pivot to video'" (blogger Anil Dash). == Facebook metrics controversy == In September 2016, Facebook admitted that it had reported artificially inflated numbers to its advertisers about how long viewers watched ads leading to an overestimation of 60-80%. Plaintiffs in a later court case allege the discrepancy was as high as 150-900%. Facebook apologized in an official statement and in multiple staff appearances at New York Advertising Week. Two months later, Facebook disclosed additional discrepancies in audience metrics. In October 2018, a California federal court unsealed the text of a class action lawsuit filed by advertisers against Facebook, alleging that Facebook had known since 2015 that its viewership numbers were highly inflated, that internal records showed it "was far from an hon

    Read more →
  • Data set (IBM mainframe)

    Data set (IBM mainframe)

    In the context of IBM mainframe computers in the IBM System/360 line and its successors, a data set (IBM preferred) or dataset is a computer file having a record organization. Use of this term began with, e.g., DOS/360 and OS/360, and is still used by their successors, including the current VSE and z/OS. Documentation for these systems historically preferred this term rather than file. A data set is typically stored on a direct access storage device (DASD) or magnetic tape, however unit record devices, such as punch card readers, card punches, line printers and page printers can provide input/output (I/O) for a data set (file). Data sets are not unstructured streams of bytes, but rather are organized in various logical record and block structures determined by the DSORG (data set organization), RECFM (record format), and other parameters. These parameters are specified at the time of the data set allocation (creation), for example with Job Control Language DD statements. Within a running program they are stored in the Data Control Block (DCB) or Access Control Block (ACB), which are data structures used to access data sets using access methods. Records in a data set may be fixed, variable, or “undefined” length. == Data set organization == For OS/360, the DCB's DSORG parameter specifies how the data set is organized. It may be CQ Queued Telecommunications Access Method (QTAM) in Message Control Program (MCP) CX Communications line group DA Basic Direct Access Method (BDAM) GS Graphics device for Graphics Access Method(GAM) IS Indexed Sequential Access Method (ISAM) MQ QTAM message queue in application PO Partitioned Organization PS Physical Sequential among others. Data sets on tape may only be DSORG=PS. The choice of organization depends on how the data is to be accessed, and in particular, how it is to be updated. Programmers utilize various access methods (such as QSAM or VSAM) in programs for reading and writing data sets. Access method depends on the given data set organization. == Record format (RECFM) == Regardless of organization, the physical structure of each record is essentially the same, and is uniform throughout the data set. This is specified in the DCB RECFM parameter. RECFM=F means that the records are of fixed length, specified via the LRECL parameter. RECFM=V specifies a variable-length record. V records when stored on media are prefixed by a Record Descriptor Word (RDW) containing the integer length of the record in bytes and flag bits. With RECFM=FB and RECFM=VB, multiple logical records are grouped together into a single physical block on tape or DASD. FB and VB are fixed-blocked, and variable-blocked, respectively. RECFM=U (undefined) is also variable length, but the length of the record is determined by the length of the block rather than by a control field. The BLKSIZE parameter specifies the maximum length of the block. RECFM=FBS could be also specified, meaning fixed-blocked standard, meaning all the blocks except the last one were required to be in full BLKSIZE length. RECFM=VBS, or variable-blocked spanned, means a logical record could be spanned across two or more blocks, with flags in the RDW indicating whether a record segment is continued into the next block and/or was continued from the previous one. This mechanism eliminates the need for using any "delimiter" byte value to separate records. Thus data can be of any type, including binary integers, floating-point, or characters, without introducing a false end-of-record condition. The data set is an abstraction of a collection of records, in contrast to files as unstructured streams of bytes. == Partitioned data set == A partitioned data set (PDS) is a data set containing multiple members, each of which holds a separate sub-data set, similar to a directory in other types of file systems. This type of data set is often used to hold load modules (old format bound executable programs), source program libraries (especially Assembler macro definitions), ISPF screen definitions, and Job Control Language. A PDS may be compared to a Zip file or COM Structured Storage. A Partitioned Data Set can only be allocated on a single volume and have a maximum size of 65,535 tracks. Besides members, a PDS contains also a directory. Each member can be accessed indirectly via the directory structure. Once a member is located, the data stored in that member are handled in the same manner as a PS (sequential) data set. Whenever a member is deleted, the space it occupied is unusable for storing other data. Likewise, if a member is re-written, it is stored in a new spot at the back of the PDS and leaves wasted “dead” space in the middle. The only way to recover “dead” space is to perform file compression. Compression, which is done using the IEBCOPY utility, moves all members to the front of the data space and leaves free usable space at the back. (Note that in modern parlance, this kind of operation might be called defragmentation or garbage collection; data compression nowadays refers to a different, more complicated concept.) PDS files can only reside on DASD, not on magnetic tape, in order to use the directory structure to access individual members. Partitioned data sets are most often used for storing multiple job control language files, utility control statements, and executable modules. An improvement of this scheme is a Partitioned Data Set Extended (PDSE or PDS/E, sometimes just libraries) introduced with DFSMSdfp for MVS/XA and MVS/ESA systems. A PDS/E library can store program objects or other types of members, but not both. BPAM cannot process a PDS/E containing program objects. PDS/E structure is similar to PDS and is used to store the same types of data. However, PDS/E files have a better directory structure which does not require pre-allocation of directory blocks when the PDS/E is defined (and therefore does not run out of directory blocks if not enough were specified). Also, PDS/E automatically stores members in such a way that compression operation is not needed to reclaim "dead" space. PDS/E files can only reside on DASD in order to use the directory structure to access individual members. == Generation Data Group == A Generation Data Group (GDG) is a group of non-VSAM data sets that are successive generations of historically-related data stored on an IBM mainframe (running OS/360 and its successors or DOS/360 and its successors). A GDG is usually cataloged. An individual member of the GDG collection is called a "Generation Data Set." The latter may be identified by an absolute number, ACCTG.OURGDG(1234), or a relative number: (-1) for the previous generation, (0) for the current one, and (+1) the next generation. A GDG specifies how many generations of a data set are to be kept and at what age a generation will be deleted. Whenever a new generation is created, the system checks whether one or more obsolete generations are to be deleted. The purpose of GDGs is to automate archival, using the command language JCL, the data set name given is generic. When DSN appears, the GDG data set appears along with the history number, where (0) is the most recent version (-1), (-2), ... are previous generations (+1) a new generation (see DD) Another use of GDGs is to be able to address all generations simultaneously within a JCL script without having to know the number of currently available generations. To do this, you have to omit the parentheses and the generation number in the JCL when specifying the dataset. === GDG JCL & features === Generation Data Groups are defined using either the BLDG statement of the IEHPROGM utility or the DEFINE GENERATIONGROUP statement of the newer IDCAMS utility, which allows setting various parameters. LIMIT(10) would limit the number of generations limit to 10. SCRATCH FOR (91) would retain each member, up to the limited#generations, at least 91 days. IDCAMS can also delete (and optionally uncatalog) a GDG. ==== Example ==== Creation of a standard GDG for five safety scopes, each at least 35 days old: Delete a standard GDG:

    Read more →