AI Chatbot Miles

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

  • AI literacy

    AI literacy

    AI literacy or artificial intelligence literacy is "a set of competencies that enables individuals to critically evaluate AI technologies; communicate and collaborate effectively with AI; and use AI as a tool online, at home, and in the workplace." AI is employed in a variety of applications, including self-driving automobiles, virtual assistants and text generation by generative AI models. Users of these tools should be able to make informed decisions. AI literacy may have an impact on students' future employment prospects. With the rise of generative AI platforms, AI literacy has become a topic of conversation in the field of education. Some think AI literacy is essential for school and college students, while others restrict or prohibit the use of AI in assignments, viewing it as a form of academic dishonesty. However, many researchers and educational institutions promote a more nuanced approach, encouraging critical engagement with AI while developing policies that balance academic integrity with opportunities for learning. == Definitions == Other definitions of AI literacy include the ability to understand, use, monitor, and critically reflect on AI applications. That use of the term usually refers to teaching skills and knowledge to the general public, particularly those who are not adept in AI and the ability to understand, use, evaluate, and ethically navigate AI. As research into AI literacy is still emerging and focused on developing context-specific skills, there is not yet a single, broadly agreed-upon definition. AI literacy is linked to other forms of literacy. AI literacy requires digital literacy, whereas scientific and computational literacy may inform it. Data literacy also significantly overlaps with it. == Categories == AI literacy encompasses multiple categories, including a theoretical understanding of how artificial intelligence works, the usage of artificial intelligence technologies, and the critical appraisal of artificial intelligence, and its ethics. === Know and understand AI === Knowledge and understanding of AI refers to a basic understanding of what artificial intelligence is and how it works. This includes familiarity with machine learning algorithms and the limitations and biases present in AI systems. Users who know and understand AI should be familiar with various technologies that use artificial intelligence, including cognitive systems, robotics and machine learning. This includes recognizing that large language models (LLMs) are machine learning models trained on extensive datasets which generate new text rather than retrieving pre-written responses. === Use and apply AI === Using and applying AI refers to the ability to use AI tools to solve problems and perform tasks such as programming and analyzing big data. Some consider prompt engineering, the practice of designing effective prompts to guide generative AI platforms more effectively, as another competency within AI literacy. === Evaluate and create AI === Evaluation and creation refers to the ability to critically evaluate the quality and reliability of AI systems. It also refers to designing and building fair and ethical AI systems. To evaluate correctly, users should also learn in which areas AI is strong, and in which areas it is weak. === AI ethics === AI ethics refers to understanding the moral implications of AI, and the making informed decisions regarding the use of AI tools. This area includes considerations such as: Accountability: Hold AI actors accountable for the operation of AI systems and adherence to ethical ideals. Accuracy: Identify and report sources of error and uncertainty in algorithms and data. Auditability: Enable other parties to audit and assess algorithm behavior via transparent information sharing. Explainability: Make sure that algorithmic judgments and the underlying data can be presented in simple language. Fairness: Prevent biases and consider varied viewpoints. To do so, increase the diversity of researchers in the field. Human Centricity and Well-being: Prioritize human well-being in AI development and deployment. Human rights Alignment: Ensure that technology do not infringe internationally recognized human rights. Inclusivity: Make AI accessible to everyone. Progress: Choose high value initiatives. Responsibility, accountability, and transparency: Foster trust via responsibility, accountability, and fairness. Robustness and Security: Make AI systems safe, secure, and resistant to manipulation or data breach. Sustainability: Choose implementations that generate long-term, useful benefits. Environmental Implications: How this tool impacts the environment, any restrictions or laws, if this impact is worth the effects or not. === Enabling AI === Support AI by developing associated knowledge and skills such as programming and statistics. == Promoting AI literacy == Several governments have recognized the need to promote AI literacy, including among adults. Such programs have been published in the United States, China, Germany and Finland. Programs intended for the general public usually consist of short and easy to understand online study units. Programs intended for children are usually project-based. Programs for students at colleges and universities often address the specific professional needs of the student, depending on their field of study. Beyond the education system, AI literacy can also be developed in the community, for example in museums. === Schools === Schools use diverse pedagogies to promote AI literacy. These include: Performing a Turing test with an intelligent agent Creating chatbots Building apps using Blockly-based programming Project-based learning Building robots Data visualization Training AI models Artificial intelligence curricula can improve students' understanding of topics such as machine learning, neural networks, and deep learning. === Higher education === Before the second decade of the 21st century, artificial intelligence was studied mainly in STEM courses. Later, projects emerged to increase artificial intelligence education, specifically to promote AI literacy. Most courses start with one or more study units that deal with basic questions such as what artificial intelligence is, where it comes from, what it can do and what it can't do. Most courses also refer to machine learning and deep learning. Some of the courses deal with moral issues in artificial intelligence. In Ireland, the Higher Education Authority published Generative AI in Higher Education Teaching & Learning: Policy Framework in December 2025, which encouraged higher education institutions to embed AI literacy across programmes as a core graduate attribute. ==== Disciplinary policy ==== As a response to the increase of generative AI use in education, several disciplines formed committees or task forces to examine context-specific approaches toward AI literacy. In spring 2025, the Modern Language Association and Conference on College Composition and Communication Joint Task Force finished development of three working papers, a guide on AI literacy for students, and a collection of resources addressing AI use in writing. The task force emphasized the need for "a culture of critical AI literacy" and included guidelines not only for students but also educators and institutions, highlighting the need for modeling ethical AI use in planning processes. Similarly, a committee formed by the American Historical Association Council published "Guiding Principles for Artificial Intelligence in History Education" which encouraged "clear and transparent engagement with generative AI." The guidelines demonstrate the value of criticality when working with generative AI in thinking and research.

    Read more →
  • IDN Times

    IDN Times

    IDN Times is a digital multi-platform media outlet that provides news and entertainment for Millennials and Gen Z in Indonesia. IDN Times is one of IDN’s business units under the Digital Media pillar, founded by Winston Utomo and William Utomo on June 8, 2014. Currently, senior journalist Uni Zulfiani Lubis serves as the Editor-in-Chief of IDN Times. == History == IDN Times was initially known as Indonesian Times, a blog featuring articles written by Winston Utomo while he was working at Google Singapore. As interest and readership grew, Indonesian Times evolved into IDN Times, a digital multi-platform media company focused on delivering relevant content for Indonesia’s younger generations. == Bureau == IDN Times has a representative bureau that has spread over 12 provinces in Indonesia: == Events == === Indonesia Millennial and Gen Z Summit === The Indonesia Millennial and Gen-Z Summit (IMGS) is an annual event organized by IDN. This event aims to empower Indonesia’s younger generations through discussions and interdisciplinary collaborations. IMGS features inspirational figures, professionals, and leaders from various fields who share insights and drive positive change. The event hosts dozens of discussion sessions in collaboration with eight prominent communities. Topics covered include politics, economics, technology, and pop culture. === Indonesia Writers Festival === The Indonesia Writers Festival is an independent writing festival organized by IDN Times. The event seeks to empower Indonesians through writing by inviting experts and literacy activists from various backgrounds. == Duniaku.com == Duniaku.com is a multi-platform digital media part of IDN Times which presents content about geek culture ranging from video games, anime, comics, films, technology and gadgets. Duniaku.com was officially launched on September 6, 2019 by the Minister of Communication and Informatics Rudiantara together with CEO of IDN Media Winston Utomo and IDN Times and Editor-in-Chief of Duniaku.com Uni Lubis. == Awards == 2019 IDN won WAN-IFRA Asia Digital Media Awards 2019 as the Best Digital Project to Engage Younger and/or Millennial Audiences for IDN Times’ #MillennialsMemilih program 2020 IDN Times (IDN Times Community) won WAN-IFRA Asia Digital Media Awards 2019 in The Best in Audience Engagement category. 2021 IDN Times journalists won awards at the Subroto Award, Ministry of Energy and Mineral Resources (ESDM) on 28 September 2021. 2024 IDN Times won WAN-IFRA event at both the Asia and Global levels in Best Use of AI in Revenue Strategy. === #Interconnected22 by Pulitzer Center === One of the IDN Times journalists, Dhana Kencana, was the speaker at the #Interconnected22 conference held from June 9 to June 10, 2022, in Washington DC, United States of America. Dhana Kencana is also a grant recipient Pulitzer Center through the Rainforest Journalism Fund (RJF) program, a funding program for journalists that makes a number of coverage of the rainforest.

    Read more →
  • The Big Book of Social Media

    The Big Book of Social Media

    The Big Book of Social Media: Case Studies, Stories, Perspectives, released in November 2010 by Yorkshire Publishing, is a compilation of non-fiction articles and chapters written by social media experts in their respective fields and edited by Robert Fine, organizer of the Cool Social Conferences World Tour and founder of Cool Blue Press, with a foreword by Sam Feist, political director for CNN. == Synopsis == The publisher, on its site, summed up the book as, "Not business. Not marketing. This is an idea book." And an article in Business Insider described the book as bringing "the social back into social media." == Contributors == Contributing authors include: Alan Rosenblatt, Alane Anderson, Alecia Dantico, Alex Priest, Alfred Naranjo, Becky Carroll, Carri Bugbee, Cathy Scott, Colleen Crinklaw, Constantine Markides, Cordelia Mendoza, Craig Kanalley, Dave Ingland, Eric Andersen, Eric Brown, Gary Zukowski, Haja Rasambainarivo, Jennifer Kaplan, Kari Quaas, Lauri Stevens, Lev Ekster, Mark Stelzner, Matthew Felling, Matt Stewart, Melani Gordon, Michael Bourne, Michele Mattia, Mirna Bard, Neal Schaffer, Nic Evans, Noaf Ereiqat, Pek Pongpaet, Perri Gorman, Phil Baumann, Regina Holliday, Rory Cooper, Sam Feist, Shashi Bellamkonda, Shrinath Navghane, Steve Pratt, Ted Nguyen, Todd Schnick, Tonia Ries, Wayne Burke, as well as Robert Fine. In December 2011, some of the contributing authors organized "Tweet It Forward," a holiday charity fundraiser, with net proceeds benefitting the Food Bank for New York City. == Reception == Reviewer Mike Brown wrote on the Brainzooming blog that the book goes "beyond the valueless chatter out there; it provides solid discussions of real-life social media strategy implementations that have truly integrated organizational objectives and delivered real metrics." And Tech Cocktail wrote it in its review, "Through a collection of entertaining anecdotes and insightful marketing agendas, one sees what social media is truly all about and how it is revolutionizing the communications industry." In 2011, at the SXSW social media festival in Austin, Texas, Fine launched Cool Blue Press and reintroduced The Big Book of Social Media, with plans, he told a reporter from the Washington Examiner, for other new media books and publishing projects, including The Social Media Monthly magazine. The book was reviewed in 2012 by SAGE Publications for its Journalism and Mass Communication Educator magazine. It is also cited in several books and journals. === Awards === The book was a winner in the 4th Annual Reader's Choice "Small Business Book Awards" for 2011. Windmill Networking named it the Top 15 recommended social media books of 2010.

    Read more →
  • Coupling (electronics)

    Coupling (electronics)

    In electronics, electric power and telecommunication, coupling is the transfer of electrical energy from one circuit to another, or between parts of a circuit. Coupling can be deliberate as part of the function of the circuit, or it may be undesirable, for instance due to coupling to stray fields. For example, energy is transferred from a power source to an electrical load by means of conductive coupling, which may be either resistive or direct coupling. An AC potential may be transferred from one circuit segment to another having a DC potential by use of a capacitor. Electrical energy may be transferred from one circuit segment to another segment with different impedance by use of a transformer; this is known as impedance matching. These are examples of electrostatic and electrodynamic inductive coupling. == Types == Electrical conduction: Direct coupling, also called conductive coupling and galvanic coupling Resistive conduction Atmospheric plasma channel coupling Electromagnetic induction: Electrodynamic induction — commonly called inductive coupling, also magnetic coupling Capacitive coupling Evanescent wave coupling Electromagnetic radiation: Radio waves — Wireless telecommunications. Electromagnetic interference (EMI) — Sometimes called radio frequency interference (RFI), is unwanted coupling. Electromagnetic compatibility (EMC) requires techniques to avoid such unwanted coupling, such as electromagnetic shielding. Microwave power transmission Other kinds of energy coupling: Acoustic coupler

    Read more →
  • Kai's Power Tools

    Kai's Power Tools

    Kai's Power Tools (KPT) are a set of API plugins created by the German computer scientist Kai Krause in 1992 that were designed for use with Adobe Photoshop and Corel Photo-Paint. Kai's Power Tools were sold to Corel in 2000 when MetaCreations was closed. There are various versions of Kai's Power Tools. KPT 3, 5, 6, and X sets are compilations of different filters. The program interface features a reward-based function in which a bonus function is revealed as the user moves towards more complex aspects of the tool. == Filters == The KPT Convolver is a mathematics based filter; the level of precision and varying effects can be achieved by using numerical values of colour, tint, hue, saturation, contrast, brightness, luminosity, and posterize. The KPT Projector takes the current image or selection and offers a number of interactive perspective warp effects. To a large extent, with its draggable distortion handles and its moving, scaling and rotating options, this simply duplicates Adobe Photoshop's Free Transform capabilities. What is completely different is the ability to rotate the bitmap image in 3D space and to tile the results if desired. It can also animate the distortions by dragging keyframes from the preview window into an animation palette. KPT 6 will then preview the animation and output it to various sizes in avi or mov format. This animation capability is even more useful with the KPT Turbulence filter. This is another distortion filter, but one that treats the image as if it was completely liquid. The preview panel shows the animation in real time. The KPT Goo filter is used to produce a single frame freeform liquid distortion. This filter is available both with KPT 6 and the standalone version. It works by effectively turning a bitmap image into a liquid that can be interactively smeared, smudged, twirled, and pinched with the range of tools on offer. The obvious use is to distort photographic portraits into caricatures. KPT Materializer can create advanced surface textures based on bump maps that define troughs and peaks. It can use any external image for the basis of the bump map or alternatively the user can pick out the hue, saturation, luminance or red, green, or blue channel of the current image. It can then offset, scale and rotate the texture map, control its lighting, and even blend in a reflection map. The filter can be used for anything from providing an oil-painting feel to an entire image, to giving the illusion of depth to a selection. Also producing the impression of depth is the KPT Gel filter which uses various paint tools to synthesize photo-realistic 3D materials such as metals, liquids, or plastics. Gel painting is very different from traditional 2D painting as the brush strokes pool together when they touch and refract the underlying image. It can also manipulate 3D paint—once it has been added—by twirling, pinching, and carving it. The opposite is true of the Equalizer filter, which is used for applying variations on sharpening effects. The filter has three modes. The first mode, Equalizer, looks and works rather like the graphic equalizer on a stereo system, enabling adjustment of the level of pixel contrast within nine bands of different visual frequencies. The second mode, Contrast Sharpen, allows for increasing the contrast between light and dark areas in an image. The third mode, Bounded Sharpen, can sharpen an image without causing oversharpening, which can lead to halo effects. This feature is particularly useful when pulling out the detail in an image softened by resizing. KPT SceneBuilder is used for producing photorealistic 3D scenes by importing and rendering 3DS files. The main image window offers three tabs for editing in 2D and 3D mode and for setting up the object's final texture. Many users regard this filter as being the most impressive because it acts as a standalone 3D rendering tool and provides control over everything from transparency, reflection, refraction, bump mapping through to multiple light sources, and so on but without the ability to create or edit objects. The final filter, KPT SkyEffects, also has its roots in Metacreations' experience with 3D programs such as Bryce and RayDream. This filter is designed to simulate the interaction between the light from the sun or moon with no less than six atmospheric layers of haze, fog and cloud. The filter is typical of the KPT 6 collection as a whole: at times the interface is inspired and offers the ability to create beautiful reddening sunsets simply by interactively dragging the sun toward the horizon, producing realistic sunsets and moonscapes. == Other effects == Kai's Power Tools 6 features a lens flare effect for precisely managing the type of glow, halo, streaks, and reflection. The addition of a library of preset effects helps to overcome this by allowing the user to choose a standard effect and then interactively position the flare in the image preview. KPT 6 provides a new engine in the form of the KPT Reaction, which takes a reaction seed and turns it into a seamlessly tiling pattern based on a reaction diffusion process. It offers random noise, regular dots or reticulated voronoi patterns or a bitmap image itself as the seed. Corel has no plans for any updates.

    Read more →
  • Military communications

    Military communications

    Military communications or military signals involve all aspects of communications, or conveyance of information, by armed forces. Examples from Jane's Military Communications include text, audio, facsimile, tactical ground-based communications, naval signalling, terrestrial microwave, tropospheric scatter, satellite communications systems and equipment, surveillance and signal analysis, security, direction finding and jamming. The most urgent purposes are to communicate information to commanders and orders from them. Military communications span from pre-history to the present. The earliest military communications were delivered by runners. Later, communications progressed to visual signals. For example, Naval ships would use flag signaling to communicate from ship to ship. These flags are a uniform set of easily identifiable nautical codes that would convey visual messages and codes between ships and from ship to shore. Then militaries discovered methods to use audible signaling to communicate with each other. This way of communicating was possible because of telegraphs. They are an electronic device that is used by a sender and when the sender presses on the telegraph key, they interrupt the current creating an audible pulse that is heard at the receiving station. The receiver then decodes the pulses to decode the messages. Since then, military communication has evolved and advanced much further. Today, there are many perspectives used to examine how troops around the world communicate. Anthony King states how Military sociologists have attempted to explain how military institutions develop and maintain high levels of social cohesion. == History == In past centuries communicating a message usually required someone to go to the destination, bringing the message. Thus, the term communication often implied the ability to transport people and supplies. A place under siege was one that lost communication in both senses. The association between transport and messaging declined in recent centuries. The first military communications involved the use of runners or the sending and receiving of simple signals (sometimes encoded to be unrecognizable). The first distinctive uses of military communications were called semaphore. Modern units specializing in these tactics are usually designated as signal corps. The Roman system of military communication (cursus publicus or cursus vehicularis) is an early example of this. Later, the terms signals and signaller became words referring to a highly-distinct military occupation dealing with general communications methods (similar to those in civil use) rather than with weapons. Present-day military forces of an informational society conduct intense and complicated communicating activities on a daily basis, using modern telecommunications and computing methods. Only a small portion of these activities are directly related to combat actions. Modern concepts of network-centric warfare (NCW) rely on network-oriented methods of communications and control to make existing forces more effective. == Military communications equipment == Drums, horns, flags, and riders on horseback were some of the early methods the military used to send messages over distances. The advent of distinctive signals led to the formation of the signal corps, a group specialized in the tactics of military communications. The signal corps evolved into a distinctive occupation where the signaller became a highly technical job dealing with all available communications methods including civil ones. In the middle 20th century radio equipment came to dominate the field. Many modern pieces of military communications equipment are built to both encrypt and decode transmissions and survive rough treatment in hostile climates. They use different frequencies to send signals to other radio stations to communicate. Radios have played a major role in military communication. Since they are capable of sending radio waves to transmit voice signals over long distances. This can be helpful for communication on the battlefield since it is a good way to send messages undetected over long distances. Radios are also very reliable because even in harsh weather conditions they are still able to help communicate among the soldiers. Militaries still use radios and continue to improve the technology because of their durability and reliability for military communication. Spelling alphabets such as the NATO phonetic alphabet are used to aid radio communications by reducing ambiguity between letters. Military communications – or "comms" – are activities, equipment, techniques, and tactics used by the military in some of the most hostile areas of the earth and in challenging environments such as battlefields, on land (compare radio in a box), underwater and also in air. Military comms include command, control and communications and intelligence and were known as the C3I model before computers were fully integrated. The U.S. Army expanded the model to C4I when it recognized the vital role played by automated computer equipment to send and receive large, bulky amounts of data. In the modern world, most nations attempt to minimize the risk of war caused by miscommunication or inadequate communication. As a result, military communication is intense and complicated and often motivates the development of advanced technology for remote systems such as satellites. Satellites have been improving and are being used more and more for communication. They are being made to have higher transmission capacity to help with their communication abilities. The military is upgrading satellites to be immune to interference during combat operations. This advancement will establish stable, high-quality information highways for long distance communication. Aircraft are also beneficial for communication, both crewed and uncrewed, as well as computers. Computers and their varied applications have revolutionized military comms. Although military communication is designed for warfare, it also supports intelligence-gathering and communication between adversaries, and thus sometimes prevents war. The six categories of military comms are: alert measurement systems cryptography military radio systems command and control signal corps network-centric warfare The alert measurement systems are various states of alertness or readiness for the armed forces used around the world during a state of war, act of terrorism or a military attack against a state. They are known by different acronyms, such as DEFCON, or defense readiness condition, used by the U.S. Armed Forces. Cryptography is the study of methods of converting messages to a form unreadable except to one who knows how to decrypt them. This ancient military comms art gained new importance with the rise of radio systems whose signals traveled far and were easily intercepted. Cryptographic software is also widely used in civilian commerce. == Commercial refile == In United States military communications systems, commercial refile refers to sending a military message via a commercial communications network. The message may come from a military network, such as a tape relay network, a point-to-point telegraph network, a radio-telegraph network, or the Defense Switched Network. Commercial refiling of a message will usually require a reformatting of the message, particularly the heading.

    Read more →
  • DBOS

    DBOS

    DBOS (Formerly Database-Oriented Operating System, now just DBOS) is an open source durable workflow execution software library written for the Python, TypeScript, Java, and Go programming languages. DBOS arose from a joint open source project from MIT and Stanford, after a discussion between Michael Stonebraker and Matei Zaharia on how to scale and improve scheduling and performance of millions of Apache Spark tasks. Today it is a commercial company that offers an open source system to add durable computing to any software, built on concepts derived from the joint research project. == History == === 2020: Academic R&D Project === DBOS originated in 2020 as a joint open source project between MIT, Stanford, and Carnegie Mellon. The project explored the idea of operating system services built atop a distributed database - a database-oriented operating system meant to simplify and improve the scalability, security and resilience of large-scale distributed applications. The basic concept was to run a multi-node multi-core, transactional, highly-available distributed database, such as VoltDB, as the only application for a microkernel, and then to implement scheduling, messaging, file systems and other operating system services on top of the database. The architectural philosophy is described by this quote from the abstract of their initial preprint: All operating system state should be represented uniformly as database tables, and operations on this state should be made via queries from otherwise stateless tasks. This design makes it easy to scale and evolve the OS without whole-system refactoring, inspect and debug system state, upgrade components without downtime, manage decisions using machine learning, and implement sophisticated security features. A prototype was built with competitive performance to existing systems. ==

    Read more →
  • GeForce RTX 50 series

    GeForce RTX 50 series

    The GeForce RTX 50 series of consumer graphics cards is the successor of Nvidia's GeForce 40 series. Announced at CES 2025, it debuted with the release of the RTX 5070, RTX 5080 and RTX 5090 in January 2025. It is based on Nvidia's Blackwell architecture featuring Nvidia RTX's fourth-generation RT cores for hardware-accelerated real-time ray tracing, and fifth-generation deep learning–focused Tensor Cores. The GPUs are manufactured by TSMC on a custom 4N process node. == Background == In March 2024, Nvidia announced the Blackwell architecture for its datacenter products. Like Ampere, the architecture is shared by consumer and datacenter products rather than having distinct architectures released simultaneously like Ada Lovelace for consumers and Hopper for datacenter. At the Game Awards in December 2024, a cinematic trailer for The Witcher IV was shown that had been pre-rendered on an "unannounced Nvidia GeForce RTX GPU". This was assumed to be an upcoming GeForce RTX 50 series GPU. Following the RTX 50 series announcement, Nvidia confirmed that the trailer was "pre-rendered in Unreal Engine 5 on a GeForce RTX 5090". Later in the same month, it was reported that Nvidia had begun stockpiling GeForce RTX 50 series units in U.S. warehouses due to a threatened 10% import tariff and 60% tariff on Chinese imports that Donald Trump promised in his re-election campaign. === Announcement === On January 6, 2025, the GeForce RTX 50 series was officially announced for desktop and mobile devices during Nvidia's CES keynote in Las Vegas. The pricing announcement was met with surprise as the RTX 5080 at $999 was the same price that the RTX 4080 Super released at a year earlier despite the anticipated price increases. Nvidia CEO Jensen Huang falsely claimed that the RTX 5070 could reach "RTX 4090 performance at $549", a figure that relies on the use of DLSS 4 upscaling and Multi Frame generation, and is not an indication of raw performance. == Features == === Blackwell architecture === The GeForce RTX 50 series is powered by the Blackwell microarchitecture, which continues Ada Lovelace's emphasis on high graphics frequencies and large L2 caches. The Blackwell architecture introduces Nvidia RTX's fourth-generation RT cores for hardware-accelerated real-time ray tracing and fifth-generation Tensor Cores for AI compute and performing floating-point calculations. === GDDR7 === RTX 50 series GPUs are the first consumer GPUs to feature GDDR7 video memory for greater memory bandwidth over the same bus width compared to the GDDR6 and GDDR6X memory used in the GeForce 40 series. RTX 50 series desktop GPUs use GDDR7 modules from Samsung due to them being available for validation earlier than modules from SK Hynix and Micron. === 12V-2×6 connector === The GeForce RTX 50 series uses the 16-pin 12V-2×6 connector, which is a revision of the 12VHPWR connector featured on the GeForce 40 series. There were problems with the 12VHPWR connector melting on some RTX 4090 GPUs due to the connector not being fully seated and connector design flaws that did not implement a high enough safety and error tolerance. The 12V-2×6 connector revision, published by PCI-SIG in July 2023, addressed this by shortening the four sense pins so the connector will not push any power if it has not been fully seated. The 12VHPWR design would still draw up to 150W of power even if the sense pins were not making full contact. 12V-2×6 is backwards compatible with existing 12VHPWR cables and adapters. Nvidia has mandated to its AIB partners that the 16-pin 12V-2×6 connector be used on all RTX 50 series designs. With the GeForce 40 series, the 12VHPWR connector was only mandated on higher power cards such as the RTX 4070 Super, RTX 4070 Ti, RTX 4070 Ti Super, RTX 4080, RTX 4080 Super and RTX 4090 while RTX 4060, RTX 4060 Ti and RTX 4070 AIB designs had the option of using 8-pin PCIe connectors. The 600W-capable 12VHPWR connector would not have been necessary on sub-200W cards. === DLSS 4 === The fourth generation of Deep Learning Super Sampling (DLSS) was unveiled alongside the RTX 50 series. DLSS 4 upscaling uses a new vision transformer-based model for enhanced image quality with reduced ghosting and greater image stability in motion compared to the previous convolutional neural network (CNN) model. DLSS 4 also allows a greater number of frames to be generated and interpolated based on a single traditionally rendered frame. This form of frame generation called Multi Frame Generation is exclusive to the RTX 50 series while the GeForce 40 series is limited to one interpolated frame per traditionally rendered frame. Nvidia claims that DLSS 4's frame generation model uses 30% less video memory with the example of Warhammer 40,000: Darktide using 400 MB less memory at 4K resolution with frame generation enabled. Nvidia claims that 75 titles will integrate DLSS 4 Multi Frame Generation at launch, including Alan Wake 2, Cyberpunk 2077, Indiana Jones and the Great Circle, and Star Wars Outlaws. === Media Engine and I/O === The RTX 50 series includes DisplayPort 2.1b UHBR20 (80Gbps) with higher display output data rates to support high resolution and high refresh rate displays. The GeForce 40 series received criticism for only including DisplayPort 1.4a (32Gbps) while the competing Radeon RX 7000 series included DisplayPort 2.1 UHBR13.5 (54Gbps). At CES 2025, VESA announced a collaboration with Nvidia on the new DP80LL ("low loss") UHBR20 active cable standard. DP80LL allows for 80Gbps DisplayPort 2.1 cables up to 3 meters long as passive DP80 cables are limited in length due to signal integrity concerns. The RTX 50 series introduces the ninth-generation NVENC encoder and sixth-generation NVDEC video decoder. For the first time in a consumer GeForce GPU, encoding and decoding video in the 4:2:2 color format for professional-grade higher color depth is supported. == List of GPUs == === Desktop === GeForce RTX 50 series desktop GPUs are the second consumer GPUs to utilize a PCIe 5.0 interface and the first to feature GDDR7 video memory (except for the entry level RTX 5050 that still uses GDDR6). They are fabricated by TSMC using a custom 5 nm process dubbed 4N. === Mobile === Laptops featuring GeForce RTX 50 series laptop GPUs were shown at CES 2025. Laptops with RTX 50 series GPUs were paired with Intel's Arrow Lake-HX and AMD's Strix Point and Fire Range CPUs. Nvidia claims that Blackwell architecture's new Max-Q features can increase battery life by up to 40% over GeForce 40 series laptops. For example, Advanced Power Gating saves power by turning off areas of the GPU that are unused and the paired GDDR7 memory can run in an "ultra" low-voltage state. Initial RTX 50 series laptops will become available in March 2025 starting at $1,299. == Controversies == === 12V-2x6 power connector issue === The 12V-2x6 connector used by multiple 5090 cards faces criticism due to a design flaw that can potentially cause the connector to melt. The flaw primarily affect Nvidia's own RTX 5090 FE and RTX 5080 FE cards and are similar to the failures seen on the RTX 40 series but models by third party OEMs have been affected as well. === Availability and pricing === The releases of the RTX 5090, 5080 and 5070 Ti were marked by severe availability issues and pricing well above MSRP. Pricing became an issue again at the end of 2025 due to an ongoing memory supply shortage. Nvidia has been rumored to cut production of 16GB VRAM cards, affecting the availability of the RTX 5060 Ti 16GB and RTX 5070 Ti SKUs. === 32-bit support removal for CUDA, OpenCL, and GPU PhysX === Support for 32-bit OpenCL, and CUDA applications (and as a result 32-bit GPU-accelerated PhysX), was dropped for the GeForce RTX 50 series, which resulted in several applications encountering performance issues with GPU PhysX options or not being able to run at all, causing negative reactions from numerous gaming communities. On December 4, 2025, with the release of driver version 591.44, 32-bit GPU-accelerated PhysX support was restored for certain games. Support for more games was promised in the future. === Incomplete dies and missing ROPs === The dies of certain RTX 5090/5090D, 5080, and 5070 Ti cards were missing eight render output units (ROPs), resulting in slower graphics while pure compute and AI workloads are unaffected. Nvidia claimed that less than 0.5% of cards are affected and that the "production anomaly" has been rectified. === Black screen issues === Some RTX 5080 and 5090 users reported an issue where the system would boot into a black screen after installing Nvidia drivers. Nvidia confirmed the issue and said that a new driver update would fix it for people who hadn't received a VBIOS update yet. Released on February 27, 2025 Nvidia drivers version 572.60 claim to have fixed the issue. Nvidia has since released multiple hotfix and Game Ready drivers that contain additional fixes for the issue. === Windows driver branch quality and stabilit

    Read more →
  • List of C++ software and tools

    List of C++ software and tools

    This is a list of notable software and programming tools for the C++ programming language, including libraries, web frameworks, programming language implementations, compilers, integrated development environments (IDEs), and other related software development utilities. == Compilers and IDEs == AMD Optimizing C/C++ Compiler — proprietary fork of LLVM + Clang for Linux C++Builder — rapid application development (RAD) environment Clang – compiler front end for C, C++, and Objective-C, part of LLVM CLion — C++ IDE by JetBrains Code::Blocks — open-source cross-platform IDE that supports multiple compilers including GCC, Clang and Visual C++ CodeLite — cross-platform IDE for the C/C++ programming languages using the wxWidgets toolkit CodeSynthesis XSD – XML Data Binding compiler Dev-C++ — MinGW or TDM-GCC 64bit port of the GCC as its compiler GCC – GNU Compiler Collection Intel C++ Compiler – proprietary high-performance compiler by Intel KDevelop — IDE part of the KDE project and is based on KDE Frameworks and Qt, the C/C++ backend uses Clang. Microsoft Visual C++ – proprietary C++ compiler and IDE for Windows Oracle Developer Studio — Solaris, OpenSolaris, RHEL, and Oracle Linux operating systems. Qt Creator — part of the SDK for the Qt GUI application development framework and uses the Qt API SlickEdit — text editor and IDE Turbo C++ – legacy C++ IDE and compiler popular in the 1990s Understand — IDE that enables static code analysis through an array of visuals, documentation, and metric tools. Visual Studio — integrated development environment by Microsoft that supports C++ Visual Studio Code — integrated development environment by Microsoft that supports C++ Xcode — Apple IDE to develop macOS, iOS, iPadOS, watchOS, tvOS, and visionOS that supports C++ source code. == Debuggers == Allinea DDT – a graphical debugger dbx — a proprietary source-level debugger GNU Debugger – portable debugger that runs on many Unix-like systems Modular Debugger — a C/C++ source level debugger for Solaris and derivates Undo LiveRecorder — time travel debugger == Libraries == Active Template Library – template-based C++ classes developed by Microsoft Apache MXNet — deep learning framework Apache Xerces – parsing, validating, and serializing and manipulating XML. Asio — networking and low-level I/O library Bitpit — scientific computing and mesh manipulation library Boost — collection of peer-reviewed libraries Botan — cryptography library C++ AMP – easy way to write programs that compile and execute on data-parallel hardware, such as graphics cards and GPUs C++ Standard Library — standard library for the language C++/WinRT — library for Microsoft's Windows Runtime platform, designed to provide access to modern Windows APIs. C3D Toolkit — geometric modeling kernel Caffe — deep learning framework CAPD — library for rigorous numerics and dynamical systems Cassowary — constraint-solving toolkit that efficiently solves systems of linear equalities and inequalities Cinder — library for creative coding ClanLib — cross-platform game SDK CMU Sphinx — speech recognition system Crypto++ — cryptographic algorithms library Dlib — general-purpose cross-platform library Dune — partial differential equations using grid-based methods fastText — text representation and text classification library FLTK — GUI toolkit Geospatial Data Abstraction Library — geospatial data access library GDCM — image library General Polygon Clipper — polygon clipping library GiNaC — computer algebra system that uses Class Library for Numbers for implementing arbitrary-precision arithmetic GLFW — OpenGL and window management library HarfBuzz — text rendering and typesetting library High Efficiency Image File Format — digital container format for storing individual digital images and image sequences ITK — image analysis library Integrated Performance Primitives — domain-specific functions that are highly optimized for diverse Intel architectures Jackets library — GPU computing library JSBSim — open-source flight dynamics model JUCE — framework for audio applications KDE Frameworks — collection of libraries from the KDE project KFRlib — digital signal processing framework LEMON — library for optimization and graph problems LevelDB — key–value database library Libdash — MPEG-DASH streaming library libLAS — reading and writing geospatial data encoded in the ASPRS laser (LAS) file format libsigc++ — typesafe callbacks LibRaw — free and open-source software library for reading raw files from digital cameras libSBML — application programming interface (API) for the SBML (Systems Biology Markup Language) LIBSVM — sequential minimal optimization (SMO) algorithm for kernelized support vector machines Libx — DirectX .X files graphics library Loki — collection of design patterns LIVE555 — multimedia streaming library Metakit — embedded database library Microsoft Cognitive Toolkit — deep learning toolkit Microsoft Foundation Class Library — object-oriented library for developing desktop applications for Windows Microsoft SEAL — homomorphic encryption library mlpack — machine learning and AI library Mobile Robot Programming Toolkit — robotics research library Object Windows Library — Object Windows Library, superseded by VCL Open Cascade — CAD and 3D modeling library Open Asset Import Library — 3D model import library to provide a common API for different 3D asset file formats OpenCV – computer vision and machine learning library OpenFOAM — computational fluid dynamics toolkit OpenH264 — real-time encoding and decoding video streams in the H.264/MPEG-4 AVC format OpenImageIO — image processing library Open Inventor — higher layer of programming for OpenGL OpenNN — neural networks library OpenVDB — sparse volume data library openFrameworks — creative coding toolkit OpenRTM-aist — robotics middleware library Oracle Template Library — database access that supports IBM Db2 and Open Database Connectivity Orfeo toolbox — remote sensing image processing library OR-Tools — operations research and optimization library Parallel Augmented Maps — ordered sets, ordered maps, and augmented maps. Parallel Patterns Library — Microsoft library that provides features for multicore programming PhysX — physics simulation engine POCO C++ Libraries — general-purpose libraries for software development Poppler — PDF rendering library Protocol Buffers — data serialization library Qt — cross-platform widget toolkit QuantLib — quantitative finance library RocksDB — key–value database library ROOT — data analysis framework from CERN ROS — robotics middleware Scintilla — source code editing component SDL – Simple DirectMedia Layer, cross-platform development library for multimedia applications SFML – Simple and Fast Multimedia Library Shark – open-source machine learning library Shogun — machine learning toolbox Skia — 2D graphics library Snappy — compression library Sound Object Library — music and audio development Standard Template Library — library of containers and algorithms Stapl — parallel computing library SymbolicC++ — symbolic computation library TerraLib — GIS library Tesseract OCR — optical character recognition engine Threading Building Blocks — parallel computing library ThreadWeaver — concurrency framework Tiny-dnn — lightweight deep learning library TinyXML — lightweight XML parser Tkrzw — key–value databases VTD-XML — XML processing library wxWidgets — cross-platform GUI toolkit x265 — video encoding library for HEVC XGBoost — gradient boosting library Windows Template Library — Win32 development === Mathematical and numerical libraries === == Tools == Akonadi — a C++/Qt framework and storage service for personal information management BALL – framework and set of algorithms and data structures for molecular modelling and computational structural bioinformatics Boehm garbage collector – conservative garbage collector CEGUI — C++ GUI library ClanLib – video game SDK CMake — cross-platform build system for C++ projects Confidential Consortium Framework – blockchain infrastructure framework DaviX – WebDAV client Doxygen — documentation generator for C++ and other languages FLTK — Fast Light Toolkit, cross-platform GUI library Fox toolkit — C++ GUI toolkit GDB — GNU Project debugger, often used with C and C++ gtkmm — official C++ interface for the popular GUI library GTK HOOPS Visualize — 3D computer graphics HPX — partitioned global address space Parallel programming Runtime System JUCE — cross-platform C++ audio and GUI framework LessTif — free clone of Motif GUI toolkit MFC — Microsoft Foundation Class library Nana — modern C++ GUI toolkit PTK Toolkit — 2D rendering engine and SDK, and portability options. Qt — cross-platform C++ GUI toolkit Rogue Wave — C++ GUI toolkit TnFOX — C++ GUI toolkit Ultimate++ — cross-platform C++ GUI framework Valgrind — tool suite for debugging and profiling C/C++ programs wxWidgets — cross-platform C++ GUI toolkit x265 — encoder for creating digital video streams in the High Efficiency Vid

    Read more →
  • Extremely online

    Extremely online

    An extremely online (often capitalized), terminally online, or chronically online person is someone who is closely engaged with Internet culture. People said to be extremely online often believe that online posts are very important. Events and phenomena can themselves be extremely online; while often used as a descriptive term, the phenomenon of extreme online usage has been described as "both a reformation of the delivery of ideas – shared through words and videos and memes and GIFs and copypasta – and the ideas themselves". Here, "online" is used to describe "a way of doing things, not [simply] the place they are done". == Criteria == While the term was in use as early as 2014, it gained popularity over the latter half of the 2010s in conjunction with the increasing prevalence and notability of Internet phenomena in all areas of life. Extremely online people, according to The Daily Dot, are interested in topics "no normal, healthy person could possibly care about", and have been analogized to "pop culture fandoms, just without the pop". Extremely online phenomena such as fan culture and reaction GIFs have been described as "swallowing democracy" by journalists such as Amanda Hess in The New York Times, who claimed that a "great convergence between politics and culture, values and aesthetics, citizenship and commercialism" had become "a dominant mode of experiencing politics". Vulture – formerly the pop culture section of New York magazine, now a stand-alone website – has a section for articles tagged "extremely online". == Historical background == In the 2010s, many categories and labels came into wide use from media outlets to describe Internet-mediated cultural trends, such as the alt-right, the dirtbag left, and doomerism. These ideological categories are often defined by their close association with online discourse. For example, the term "alt-right" was added to the Associated Press' stylebook in 2016 to describe the "digital presence" of far-right ideologies, the dirtbag left refers to a group of "underemployed and overly online millennials" who "have no time for the pieties of traditional political discourse", and the doomer's "blackpilled despair" is combined with spending "too much time on message boards in high school" to produce an eclectic "anti-socialism". Extreme onlineness transcends ideological boundaries. For example, right-wing figures like Alex Jones and Laura Loomer have been described as "extremely online", but so have those on the left like Alexandria Ocasio-Cortez and fans of the Chapo Trap House podcast. Extremely online phenomena can range from acts of offline violence (such as the 2019 Christchurch shootings) to "[going] on NPR to explain the anti-capitalist irony inherent in kids eating Tide Pods". United States President Donald Trump's posts on social media have been frequently cited as extremely online, during both his presidency and his 2020 presidential campaign; Vox claimed his approach to re-election veered into being "Too Online", and Reason questioned whether the final presidential debate was "incomprehensible to normies". While individual people are often given the description, being extremely online has also been posited as an overall cultural phenomenon, applying to trends like lifestyle movements suffixed with "-wave" and "-core" based heavily on Internet media, as well as an increasing expectation for digital social researchers to have an "online presence" to advance in their careers. == Participants and media coverage == One example of a phenomenon considered to be extremely online is the "wife guy" (a guy who posts about his wife); despite being a "stupid online thing" which spent several years as a piece of Internet slang, in 2019 it became the subject of five articles in leading U.S. media outlets. Like many extremely online phrases and phenomena, the "wife guy" has been attributed in part to the in-character Twitter account dril. The account frequently parodies how people behave on the Internet, and has been widely cited as influential on online culture. In one tweet, his character refuses to stop using the Internet, even when someone shouts outside his house that he should log off. Many of dril's other coinages have become ubiquitous parts of Internet slang. Throughout the 2010s, posters such as dril inspired commonly used terms like "corncobbing" (referring to someone losing an argument and failing to admit it); while originally a piece of obscure Internet slang used on sites like Twitter, use of the term (and controversy over its misinterpretation) became a subject of reporting from traditional publications, with some noting that keeping up with the rapid turnover of inside jokes, memes, and quotes online required daily attention to avoid embarrassment. Twitch has been described as "talk radio for the extremely online". Another example of an event cited as extremely online is No Nut November. Increasingly, researchers are expected to have more of an online presence, to advance in their careers, as networking and portfolios continue to transition to the digital world. In November 2020, an article in The Washington Post criticized the filter bubble theory of online discourse on the basis that it "overgeneralized" based on a "small subset of extremely online people". The 2021 storming of the United States Capitol was described as extremely online, with "pro-Trump internet personalities", such as Baked Alaska, and fans livestreaming and taking selfies. People who have been described as extremely online include Chrissy Teigen, Jon Ossoff, and Andrew Yang. In contrast, Joe Biden has been cited as the antithesis of extremely online—The New York Times wrote in 2019 that he had "zero meme energy".

    Read more →
  • Nitro Zeus

    Nitro Zeus

    Nitro Zeus is the project name for a well funded comprehensive cyber attack plan created as a mitigation strategy after the Stuxnet malware campaign and its aftermath. Unlike Stuxnet, that was loaded onto a system after the design phase to affect its proper operation, Nitro Zeus's objectives are built into a system during the design phase unbeknownst to the system users. This built-in feature allows a more assured and effective cyber attack against the system's users. The information about its existence was raised during research and interviews carried out by Alex Gibney for his Zero Days documentary film. The proposed long term widespread infiltration of major Iranian systems would disrupt and degrade communications, power grid, and other vital systems as desired by the cyber attackers. This was to be achieved by electronic implants in Iranian computer networks. The project was seen as one pathway in alternatives to full-scale war.

    Read more →
  • Digital cinema

    Digital cinema

    Digital cinema is the digital technology used within the film industry to distribute or project motion pictures as opposed to the historical use of reels of motion picture film, such as 35 mm film. Whereas film reels have to be shipped to movie theaters, a digital movie can be distributed to cinemas in a number of ways: over the Internet or dedicated satellite links, or by sending hard drives or optical discs such as Blu-ray discs, then projected using a digital video projector instead of a film projector. Typically, digital movies are shot using digital movie cameras or in animation transferred from a file and are edited using a non-linear editing system (NLE). The NLE is often a video editing application installed in one or more computers that may be networked to access the original footage from a remote server, share or gain access to computing resources for rendering the final video, and allow several editors to work on the same timeline or project. Alternatively a digital movie could be a film reel that has been digitized using a motion picture film scanner and then restored, or, a digital movie could be recorded using a film recorder onto film stock for projection using a traditional film projector. Digital cinema is distinct from high-definition television and does not necessarily use traditional television or other traditional high-definition video standards, aspect ratios, or frame rates. In digital cinema, resolutions are represented by the horizontal pixel count, usually 2K (2048×1080 or 2.2 megapixels) or 4K (4096×2160 or 8.8 megapixels). The 2K and 4K resolutions used in digital cinema projection are often referred to as DCI 2K and DCI 4K. DCI stands for Digital Cinema Initiatives. As digital cinema technology improved in the early 2010s, most theaters across the world converted to digital video projection. Digital cinema technology has continued to develop over the years with RealD 3D, IMAX, RPX, 4DX, Dolby Cinema, and ScreenX, allowing moviegoers more immersive experiences. == History == The transition from film to digital video was preceded by cinema's transition from analog to digital audio, with the release of the Dolby Digital (AC-3) audio coding standard in 1991. Its main basis is the modified discrete cosine transform (MDCT), a lossy audio compression algorithm. It is a modification of the discrete cosine transform (DCT) algorithm, which was first proposed by Nasir Ahmed in 1972 and was originally intended for image compression. The DCT was adapted into the MDCT by J.P. Princen, A.W. Johnson and Alan B. Bradley at the University of Surrey in 1987, and then Dolby Laboratories adapted the MDCT algorithm along with perceptual coding principles to develop the AC-3 audio format for cinema needs. Cinema in the 1990s typically combined analog photochemical images with digital audio. Digital media playback of high-resolution 2K files has at least a 20-year history. Early video data storage units (RAIDs) fed custom frame buffer systems with large memories. In early digital video units, the content was usually restricted to several minutes of material. Transfer of content between remote locations was slow and had limited capacity. It was not until the late 1990s that feature-length films could be sent over the "wire" (Internet or dedicated fiber links). On October 23, 1998, Digital light processing (DLP) projector technology was publicly demonstrated with the release of The Last Broadcast, the first feature-length movie, shot, edited and distributed digitally. In conjunction with Texas Instruments, the movie was publicly demonstrated in five theaters across the United States (Philadelphia, Portland (Oregon), Minneapolis, Providence, and Orlando). === Foundations === In the United States, on June 18, 1999, Texas Instruments' DLP Cinema projector technology was publicly demonstrated on two screens in Los Angeles and New York for the release of Lucasfilm's Star Wars Episode I: The Phantom Menace. In Europe, on February 2, 2000, Texas Instruments' DLP Cinema projector technology was publicly demonstrated, by Philippe Binant, on one screen in Paris for the release of Toy Story 2. From 1997 to 2000, the JPEG 2000 image compression standard was developed by a Joint Photographic Experts Group (JPEG) committee chaired by Touradj Ebrahimi (later the JPEG president). In contrast to the original 1992 JPEG standard, which is a DCT-based lossy compression format for static digital images, JPEG 2000 is a discrete wavelet transform (DWT) based compression standard that could be adapted for motion imaging video compression with the Motion JPEG 2000 extension. JPEG 2000 technology was later selected as the video coding standard for digital cinema in 2004. In 1992, Hughes-JVC was founded by JVC and Hughes Electronics to develop ILA (Image Light Amplifer) digital video projectors for commercial movie theaters using liquid crystal on silicon (LCOS) technology. In 1997, JVC introduced D-ILA (Direct-Drive ILA) technology with a 2K resolution digital video projector. In 2000, JVC introduced a 4K resolution video projector using D-ILA technology. === Initiatives === On January 19, 2000, the Society of Motion Picture and Television Engineers, in the United States, initiated the first standards group dedicated to developing digital cinema. By December 2000, there were 15 digital cinema screens in the United States and Canada, 11 in Western Europe, 4 in Asia, and 1 in South America. Digital Cinema Initiatives (DCI) was formed in March 2002 as a joint project of many motion picture studios (Disney, Fox, MGM, Paramount, Sony Pictures, Universal and Warner Bros.) to develop a system specification for digital cinema. The same month it was reported that the number of cinemas equipped with digital projectors had increased to about 50 in the US and 30 more in the rest of the world. In April 2004, in collaboration with the American Society of Cinematographers, DCI created standard evaluation material (the ASC/DCI StEM material) for testing of 2K and 4K playback and compression technologies. DCI selected JPEG 2000 as the basis for the compression in the system the same year. Initial tests with JPEG 2000 produced bit rates of around 75–125 Mbit/s for 2K resolution and 100–200 Mbit/s for 4K resolution. === Worldwide deployment === In China, in June 2005, an e-cinema system called "dMs" was established and was used in over 15,000 screens spread across China's 30 provinces. DMs estimated that the system would expand to 40,000 screens in 2009. In 2005, the UK Film Council Digital Screen Network launched in the UK by Arts Alliance Media creating a chain of 250 2K digital cinema systems. The roll-out was completed in 2006. This was the first mass roll-out in Europe. AccessIT/Christie Digital also started a roll-out in the United States and Canada. By mid-2006, about 400 theaters were equipped with 2K digital projectors with the number increasing every month. In August 2006, the Malayalam digital movie Moonnamathoral, produced by Benzy Martin, was distributed via satellite to cinemas, thus becoming the first Indian digital cinema. This was done by Emil and Eric Digital Films, a company based at Thrissur using the end-to-end digital cinema system developed by Singapore-based DG2L Technologies. In January 2007, Guru became the first Indian film mastered in the DCI-compliant JPEG 2000 Interop format and also the first Indian film to be previewed digitally, internationally, at the Elgin Winter Garden in Toronto. This film was digitally mastered at Real Image Media Technologies in India. In 2007, the UK became home to Europe's first DCI-compliant fully digital multiplex cinemas; Odeon Hatfield and Odeon Surrey Quays (in London), with a total of 18 digital screens, were launched on 9 February 2007. By March 2007, with the release of Disney's Meet the Robinsons, about 600 screens had been equipped with digital projectors. In June 2007, Arts Alliance Media announced the first European commercial digital cinema Virtual Print Fee (VPF) agreements (with 20th Century Fox and Universal Pictures). In March 2009, AMC Theatres announced that it closed a $315 million deal with Sony to replace all of its movie projectors with 4K HDR digital projectors starting in the second quarter of 2009; it was anticipated that this replacement would be finished by 2012. As digital cinema technology improved in the early 2010s, most theaters across the world converted to digital video projection. In January 2011, the total number of digital screens worldwide was 36,242, up from 16,339 at end 2009 or a growth rate of 121.8 percent during the year. There were 10,083 d-screens in Europe as a whole (28.2 percent of global figure), 16,522 in the United States and Canada (46.2 percent of global figure) and 7,703 in Asia (21.6 percent of global figure). Worldwide progress was slower as in some territories, particularly Latin America and Africa. As of 31 March 2015, 38,719 screens (out of a total of 3

    Read more →
  • Security switch

    Security switch

    A security switch is a hardware device designed to protect computers, laptops, smartphones and similar devices from unauthorized access or operation, distinct from a virtual security switch which offers software protection. Security switches should be operated by an authorized user only; for this reason, it should be isolated from other devices, in order to prevent unauthorized access, and it should not be possible to bypass it, in order to prevent malicious manipulation. The primary purpose of a security switch is to provide protection against surveillance, eavesdropping, malware, spyware, and theft of digital devices. Unlike other protections or techniques, a security switch can provide protection even if security has already been breached, since it does not have any access from other components and is not accessible by software. It can additionally disconnect or block peripheral devices, and perform "man in the middle" operations. A security switch can be used for human presence detection since it can only be initiated by a human operator. It can also be used as a firewall. == Types == === Hardware kill switch === A hardware kill switch (HKS) is a physical switch that cuts the signal or power line to the device or disable the chip running them. == Examples == A cellphone is compromised by malicious software, and the device initiates video and audio recording. When the user activates the “prevent capture of audio/video” mode of the security switch, that either physically disconnects or cut the power to the microphone and the camera, which stops the recording. A laptop that has an embedded security switch is stolen. The security switch detects a lack of communication from a specific external source for 12 hours, and responds by disconnecting the screen, keyboard and other key components, rendering the laptop useless, with no possibility of recovery, even with a full format. A user wishes to prevent tracking of their location. The user then activates geolocation protection and the security switch disables all GPS communication, eliminating the possibility of tracking the device's location. A user desires to eliminate the possibility of their PIN being copied from their smartphone. They can activate the secure input function, causing the security switch to disconnect the touch screen from the operating system, so input signals are not available to any devices except the switch. A security switch performs scheduled monitoring and finds that a program is attempting to download malicious content from the internet. It then activates internet security function and disables internet access, interrupting the download. If laptop software is compromised by air-gap malware, the user may activate the security switch and disconnect the speaker and microphone, so it can not establish communication with the device. == History == Google started to work on a hardware kill switch for AI in 2016. In 2019, Apple, and Google, along with a handful of smaller players, are designing “kill switches” that cut the power to the microphones or cameras in their devices. Googles first product that implemented this is Nest Hub Max. Hardware kill switches are already available and widely tested on the PinePhone, Librem, Shiftphone, to cut power to the input peripherals (microphone, camera) but also the network connectivity modules (wifi, cellular network).

    Read more →
  • Event cinema

    Event cinema

    Event cinema sometimes called alternative content cinema or livecasts refers to the use of movie theaters to display a varied range of live and recorded entertainment excluding traditional films, such as sport, opera, musicals, ballet, music, one-off TV specials, current affairs, comedy and religious services. == History and development == Event Cinema was set up at the start of the century with rock concerts by Bon Jovi (2001), David Bowie (2003), and Robbie Williams (2005) bringing non-film audiences into cinemas that had newly installed digital equipment. The Metropolitan Opera in New York through their partnership with Fathom Events is acknowledged as the trailblazer in this area, aggressively seeking out new markets and setting high standards for live broadcasts via satellite. Emulated by other opera houses worldwide such as the Royal Opera House following a close second, Glyndebourne, La Scala and the Sydney Opera House the genre of opera within the 'Event Cinema' industry has been a huge success, and has brought new, younger audiences into cash-strapped opera houses depended on state funding and wealthy benefactors for the first time - an unforeseen and happy consequence of digitisation. Ballet and theater have also been very successful, as have rock concerts, both live and recorded. The UK's National Theatre has been a huge success here with their season of live broadcasts under the banner 'NT Live', featuring big name casts such as Helen Mirren, whose recent turn as Queen Elizabeth II in The Audience was a sell out everywhere. (This was in partnership with another West End theatre and the NT are keen to help other theatres maximise their potential through live broadcasts). The Globe and the Royal Shakespeare Company are also producing work for live broadcast and recorded exhibition. As digitisation of cinemas matures, the Event Cinema industry is growing. The strongest territory is the US, followed by the UK and mainland European territories. Latin America is also a very strong market. Recent additions include Pompeii Live, a unique exhibition by the UK's British Museum, featuring celebrities and curators taking the audience on a live tour around the recreated set of Pompeii within the museum itself, and they are also exploring the schools market for the first time, following the live broadcast on June 18 with a daytime broadcast aimed at UK schools for the first time. If successful this will no doubt prove a model for future museums to emulate. An added incentive for exhibitors is the ability to show alternative content, i.e. alternative to mainstream, studio-driven content, such as live special events, sports, pre-show advertising and other digital or video content. In industry terms this has become known as 'Alternative Content', but has recently become known more widely as 'Event Cinema'. === Expanding markets === Some low-budget films that would normally not have a theatrical release because of distribution costs might be shown in smaller engagements than the typical large release studio pictures. The cost of duplicating a digital "print" is very low, so adding more theaters to a release has a small additional cost to the distributor. Movies that start with a small release could scale to a much larger release quickly if they were sufficiently successful, opening up the possibility that smaller movies could achieve box office success previously out of their reach. ==== Technical specifications ==== Event Cinema is also finding a market in 3rd world countries in which the higher costs and quality of DCI equipment are not yet affordable, as crucially there are no DCI specifications for Alternative Content as there is in mainstream [studio] content. This has led to an explosion in the variety of content on offer, but a lack of standardisation has led to questionable quality at times. As the industry matures, this lack of regulation is expected to change and there are moves afoot to introduce codes of practice and technical specifications. Recorded content complements mainstream studio content by maximising the 'downtime' that plagues the cinema industry, where screens worldwide spend a large proportion of their time in darkness and cinemas empty. Some cinema chains have targeted pensioners in particular, offering free tea and coffee for afternoon matinees of recorded opera, for example. Digital Cinema Packages (DCPs) have been useful to cinemas not yet equipped with satellite broadcasting capability and has enabled exhibitors to build their Event Cinema audience, which is not generally the 18-24 demographic that multiplexes are targeting. ==== New Audiences ==== Event Cinema has seen a return of an older, affluent audience, previously turned off by the multiplex experience, and cinemas are starting to capitalise on this by offering waiter-serviced, high class finger food and alcoholic beverages, complete with bars and restaurants, a world away from the traditional popcorn/soft drink model; art house cinemas are increasingly marketing themselves as 'destination' venues for an evening's entertainment, somewhere to spend an entire evening, rather than just a couple of hours. As exhibition admissions have plateau'd in recent years due to the explosion in VOD, tablet and mobile content technology, this new revenue stream has been a surprise and welcome addition to the cinema industry, though the US studios have been cautious in embracing the change as yet. The thrill of Live broadcasts means they are generally regarded as more popular than recorded events, but there are exceptions; artists with a loyal cult or teenage following tend to do particularly well in this area, as concert films featuring artists such as the Grateful Dead, Pearl Jam, JLS, Led Zeppelin and the Rolling Stones have shown. ==== The Future ==== As more and more distributors are emerging, offering an increasingly broad range of content to cinemas worldwide, the landscape itself is shifting: screen advertising companies, technical providers, and exhibitors themselves are reinventing themselves as Alternative Content or Event Cinema distributors, and the industry is witnessing a re-evaluation of business models and practices worldwide. Predictions are that this industry could be work in excess of US$1bn by 2015. An illustration of the growth of this industry is the news the establishment of a European trade association promoting the industry to the general public and supporting those involved in it and the Event Cinema Association.

    Read more →
  • Watcher Entertainment

    Watcher Entertainment

    Watcher Entertainment is an American digital media and entertainment company, founded by Steven Lim, Shane Madej, and Ryan Bergara. The channel features a variety of comedy, paranormal, gaming, cooking, and educational shows – typically hosted by Madej and Bergara. The Watcher main channel has over 400 million views and 2.9 million subscribers. The company launched their own streaming service, WatcherTV, in 2024. == History == === Buzzfeed and the creation of Watcher Entertainment (2019) === Madej, Bergara, and Lim met while working at the digital media company BuzzFeed. Madej and Bergara were co-hosts of the popular true crime and paranormal series Buzzfeed Unsolved and Lim was the creator and co-host of the popular internet food series Worth It. Both shows generated a combined 2 billion views with 15 billion minutes watched, making them two of the most successful shows on Buzzfeed. In 2019, Madej, Bergara, and Lim quit Buzzfeed as full-time employees. They each stayed on as contracted employees to complete their respective shows. The trio credited their departure to their desire to found a company with more "creative opportunities" and the ability to have "actual ownership of the content" made. The company is majority-owned by the trio. They received funding from Neuro, a caffeinated energy gum company; Boba Guys, a bubble-milk tea chain; and Steve Chen, a YouTube co-founder. Watcher Entertainment gained its name from the infamous true crime case of The Westfield Watcher, which Madej and Bergara had covered in a Buzzfeed Unsolved episode. The trio began the company as co-CEOs; however, Bergara and Madej stepped down from the role in 2023 to focus on content creation. === Watcher Entertainment (2020–present) === Watcher Entertainment was launched in January 2020. The company debuted with seven series and a weekly interactive talk show: Homemade, Grocery Run, Weird Wonderful World, Puppet History, Tourist Trapped, Top 5 Beatdown, Spooky Small Talk, and Watcher Weekly. The channel reached over 300,000 subscribers within the first month of launching. They were signed by talent agency CAA in the same year. Puppet History, a comedy educational game show, quickly became a success and gained a significant audience. The show, which stars Madej as a fluffy blue puppet, has spanned seven seasons and led to the creation of a variety of merchandise. It has featured a variety of guest stars on every episode, including other former Buzzfeed employees. The company premiered its first horror series in July 2020 with Are You Scared?. Following the end of Buzzfeed Unsolved: Supernatural in 2021, the studio premiered its highly anticipated successor, Ghost Files, just months after. The show followed a similar format, with Bergara and Madej investigating reportedly haunted locations and attempting to find evidence of the paranormal. The show had significant success, with critics noting the improved production value and design from its predecessor. In 2023, Bergara and Madej went on a tour across the United States to premiere episodes of the second season. The series was renewed for a third season, which they premiered with a United Kingdom tour in 2024. That year, Watcher premiered a light-hearted successor to the graphic Buzzfeed Unsolved: True Crime, with Mystery Files. In this rendition, Bergara or Madej present unusual crime or supernatural mysteries with a collection of theoretical solutions. The show was met with great success by audiences and was quickly renewed for a second season. Watcher launched a second channel, 'WatcherPodcasts,' in October 2023. The channel features podcasts hosted by Lim, Bergara, and Madej. On April 19, 2024, the company launched its Watcher streaming service. Going forward, all of their content would be released exclusively on the service and the company planned to transition away from YouTube. This announcement was met with overwhelmingly negative reactions from their fans, with many calling for the company to reverse the decision. Additionally, their YouTube channel lost over 50,000 subscribers in the day following the announcement. On April 22, 2024, the company issued an apology and changed their decision, stating that episodes would instead be released on the streaming service a month before their premiere on YouTube. In May 2025, the channel 'Andrew, Steven, and Adam' was launched as a subsidiary of Watcher with the release of the second season of Travel Season. Travel Season is a spiritual successor to Worth It with the same cast of Lim, Andrew Ilnyckyj, and Adam Bianchi. The channel focuses on food reviews and the behind of the scenes of making it. The main channel is now set to be focused primarily on horror, creepy, and paranormal content. == Channels and shows == === Watcher === ==== Current shows ==== Puppet History (2020–present) A whimsical puppet host walks through history's wildest tales as two guests compete for the title of history wizard. Making Watcher (2020–present) What happens when 3 creators with no business experience decide to make their own company? A multi-series documentary on the journey of creating Watcher Entertainment. Weird Wonderful World (2020–present) Curious pals Madej and Bergara explore lesser-known destinations and the fascinating subcultures within them. Too Many Spirits (2020–present) Bergara and Madej read and rate audience-submitted ghost stories, while getting progressively more tipsy drinking cocktails prepared by Steven and Ricky Wang. Top 5 Beatdown (2020–present) Bergara and Madej compare asinine top 5 lists with a topical expert, inspiring surprisingly heated debate. Are You Scared? (2020–2022, 2024–present) Bergara reads the internet's scariest stories (some true, some false) to his pal Madej as they try to figure out if the story is experienced or imagined. Ghost Files (2021–present) Bergara and Madej investigate haunted locations to discover whether something paranormal really lies within. Mystery Files (2023–present) Bergara and Madej present unusual crime or supernatural mysteries with a collection of theoretical solutions. Survival Mode (2023–present) Bergara and Madej play a variety of horror games and give a spooky review. ==== Former shows ==== Grocery Run (2020) Madej interviews a celeb on their typical grocery run, before returning to their home to help prepare their signature dish. Homemade (2020) Lim examines popular food by comparing an elevated restaurant experience vs. a home-cooked experience. Spooky Small Talk (2020) Bergara interviews celebs in a haunted house, exposing their fears and if they can manage it, a little about themselves too. Social Distancing D&D (2020) Socially Distance along with the motley gang of Watchers as they embark on a great quest of Dungeons and Dragons! Tourist Trapped (2020) Begara and Madej battle for tour guide supremacy, highlighting the two sides of a city, tourist attractions and hidden gems. Watcher Weekly (2020–2021) Lim, Bergara, and Madej chat the week's content and answer questions, with the occasional musical guest! Dish Granted (2021–2022) A show where host and amateur home cook Lim attempts to create the most extravagant dishes for his friends. Pretty Historic (2022) Selorm and guests explore beauty and fashion trends from history, try them, and decide whether the trends should remain in the past or come to the present. Worth a Shot (2022–2023) Take a seat at a Master Mixologist's bar as pro Ricky Wang crafts the unbelievable into a digestible drink for his guests. === Watcher Podcast === ==== Current shows ==== Get Scared with Shane, Ryan, and Steven (2023–2025) Previously named 'Pod Watcher' Madej, Bergara, and Lim host a weekly podcasts, exploring a variety of topics and answering viewer questions. Guests occasionally appear to replace one host. Matt Real serves as the producer and a fourth voice for the podcast. For Your Amusement (2023–present) Bergara explores a variety of topics surrounding theme parks. === Andrew, Steven, and Adam === Travel Season (2024–present) Lim reunites with Worth It costars Andrew Ilnyckyj and Adam Bianchi in a new food review show. == Awards and nominations ==

    Read more →