AI Chatbot Social Network

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

  • EasyA

    EasyA

    EasyA is a web3 technology company and education platform based in London (United Kingdom), founded in 2022 by Phil Kwok and Dom Kwok. EasyA was officially launched in 2022, focusing on web3 technologies. This community was influenced by the founders' experiences during the COVID-19 pandemic and early collaborations with universities and other educational institutions. Subsequently, the community was used as a foundation for developing Web3-related initiatives, including the organisation of EasyA's first Web3 hackathon in 2022. The EasyA app has over one million users and provides educational content on various blockchain technologies. EasyA Labs is a separate initiative focused on developing products intended to improve accessibility to cryptocurrency for a broader audience.

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  • 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.

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  • JQuery

    JQuery

    jQuery is a JavaScript library designed to simplify HTML DOM tree traversal and manipulation, as well as event handling, CSS animations, and Ajax. It is free, open-source software using the permissive MIT License. As of August 2022, jQuery is used by 77% of the 10 million most popular websites. Web analysis indicates that it is the most widely deployed JavaScript library by a large margin, having at least three to four times more usage than any other JavaScript library. jQuery's syntax is designed to make it easier to navigate a document, select DOM elements, create animations, handle events, and develop Ajax applications. jQuery also provides capabilities for developers to create plug-ins on top of the JavaScript library. This enables developers to create abstractions for low-level interaction and animation, advanced effects and high-level, theme-able widgets. The modular approach to the jQuery library allows the creation of powerful dynamic web pages and Web applications. The set of jQuery core features—DOM element selections, traversal, and manipulation—enabled by its selector engine (named "Sizzle" from v1.3), created a new "programming style", fusing algorithms and DOM data structures. This style influenced the architecture of other JavaScript frameworks like YUI v3 and Dojo, later stimulating the creation of the standard Selectors API. Microsoft and Nokia bundle jQuery on their platforms. Microsoft includes it with Visual Studio for use within Microsoft's ASP.NET AJAX and ASP.NET MVC frameworks while Nokia has integrated it into the Web Run-Time widget development platform. == Overview == jQuery, at its core, is a Document Object Model (DOM) manipulation library. The DOM is a tree-structure representation of all the elements of a Web page. jQuery simplifies the syntax for finding, selecting, and manipulating these DOM elements. For example, jQuery can be used for finding an element in the document with a certain property (e.g. all elements with the h1 tag), changing one or more of its attributes (e.g. color, visibility), or making it respond to an event (e.g. a mouse click). jQuery also provides a paradigm for event handling that goes beyond basic DOM element selection and manipulation. The event assignment and the event callback function definition are done in a single step in a single location in the code. jQuery also aims to incorporate other highly used JavaScript functionality (e.g. fade ins and fade outs when hiding elements, animations by manipulating CSS properties). The principles of developing with jQuery are: Separation of JavaScript and HTML: The jQuery library provides simple syntax for adding event handlers to the DOM using JavaScript, rather than adding HTML event attributes to call JavaScript functions. Thus, it encourages developers to completely separate JavaScript code from HTML markup. Brevity and clarity: jQuery promotes brevity and clarity with features like "chainable" functions and shorthand function names. Elimination of cross-browser incompatibilities: The JavaScript engines of different browsers differ slightly so JavaScript code that works for one browser may not work for another. Like other JavaScript toolkits, jQuery handles all these cross-browser inconsistencies and provides a consistent interface that works across different browsers. Extensibility: New events, elements, and methods can be easily added and then reused as a plugin. == History == jQuery was originally created in January 2006 at BarCamp NYC by John Resig, influenced by Dean Edwards' earlier cssQuery library. It is currently maintained by a team of developers led by Timmy Willison (with the jQuery selector engine, Sizzle, being led by Richard Gibson). jQuery was originally licensed under the CC BY-SA 2.5, and relicensed to the MIT License in 2006. At the end of 2006, it was dual-licensed under GPL and MIT licenses. As this led to some confusion, in 2012 the GPL was dropped and is now only licensed under the MIT license. === Popularity === In 2015, jQuery was used on 62.7% of the top 1 million websites (according to BuiltWith), and 17% of all Internet websites. In 2017, jQuery was used on 69.2% of the top 1 million websites (according to Libscore). In 2018, jQuery was used on 78% of the top 1 million websites. In 2019, jQuery was used on 80% of the top 1 million websites (according to BuiltWith), and 74.1% of the top 10 million (per W3Techs). In 2021, jQuery was used on 77.8% of the top 10 million websites (according to W3Techs). == Features == jQuery includes the following features: DOM element selections using the multi-browser open source selector engine Sizzle, a spin-off of the jQuery project DOM manipulation based on CSS selectors that uses elements' names and attributes, such as id and class, as criteria to select nodes in the DOM Events Effects and animations Ajax Deferred and Promise objects to control asynchronous processing JSON parsing Extensibility through plug-ins Utilities, such as feature detection Compatibility methods that are natively available in modern browsers, but need fallbacks for old browsers, such as jQuery.inArray() and jQuery.each(). Cross-browser support === Browser support === jQuery 3.0 and newer supports "current−1 versions" (meaning the current stable version of the browser and the version that preceded it) of Firefox (and ESR), Chrome, Safari, and Edge as well as Internet Explorer 9 and newer. On mobile it supports iOS 7 and newer, and Android 4.0 and newer. == Distribution == The jQuery library is typically distributed as a single JavaScript file that defines all its interfaces, including DOM, Events, and Ajax functions. It can be included within a Web page by linking to a local copy or by linking to one of the many copies available from public servers. jQuery has a content delivery network (CDN) hosted by MaxCDN. Google in Google Hosted Libraries service and Microsoft host the library as well. Example of linking a copy of the library locally (from the same server that hosts the Web page): Example of linking a copy of the library from jQuery's public CDN: == Interface == === Functions === jQuery provides two kinds of functions, static utility functions and jQuery object methods. Each has its own usage style. Both are accessed through jQuery's main identifier: jQuery. This identifier has an alias named $. All functions can be accessed through either of these two names. ==== jQuery methods ==== The jQuery function is a factory for creating a jQuery object that represents one or more DOM nodes. jQuery objects have methods to manipulate these nodes. These methods (sometimes called commands), are chainable as each method also returns a jQuery object. Access to and manipulation of multiple DOM nodes in jQuery typically begins with calling the $ function with a CSS selector string. This returns a jQuery object referencing all the matching elements in the HTML page. $("div.test"), for example, returns a jQuery object with all the div elements that have the class test. This node set can be manipulated by calling methods on the returned jQuery object. ==== Static utilities ==== These are utility functions and do not directly act upon a jQuery object. They are accessed as static methods on the jQuery or $ identifier. For example, $.ajax() is a static method. === No-conflict mode === jQuery provides a $.noConflict() function, which relinquishes control of the $ name. This is useful if jQuery is used on a Web page also linking another library that demands the $ symbol as its identifier. In no-conflict mode, developers can use jQuery as a replacement for $ without losing functionality. === Typical start-point === Typically, jQuery is used by putting initialization code and event handling functions in $(handler). This is triggered by jQuery when the browser has finished constructing the DOM for the current Web page. or Historically, $(document).ready(callback) has been the de facto idiom for running code after the DOM is ready. However, since jQuery 3.0, developers are encouraged to use the much shorter $(handler) signature instead. === Chaining === jQuery object methods typically also return a jQuery object, which enables the use of method chains: This line finds all div elements with class attribute test , then registers an event handler on each element for the "click" event, then adds the class attribute foo to each element. Certain jQuery object methods retrieve specific values (instead of modifying a state). An example of this is the val() method, which returns the current value of a text input element. In these cases, a statement such as $('#user-email').val() cannot be used for chaining as the return value does not reference a jQuery object. === Creating new DOM elements === Besides accessing existing DOM nodes through jQuery, it is also possible to create new DOM nodes, if the string passed as the argument to $() factory looks like HTML. For example, the below code finds an HTML select element, and cr

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  • Foreground detection

    Foreground detection

    Foreground detection is one of the major tasks in the field of computer vision and image processing whose aim is to detect changes in image sequences. Background subtraction is any technique which allows an image's foreground to be extracted for further processing (object recognition etc.). Many applications do not need to know everything about the evolution of movement in a video sequence, but only require the information of changes in the scene, because an image's regions of interest are objects (humans, cars, text etc.) in its foreground. After the stage of image preprocessing (which may include image denoising, post processing like morphology etc.) object localisation is required which may make use of this technique. Foreground detection separates foreground from background based on these changes taking place in the foreground. It is a set of techniques that typically analyze video sequences recorded in real time with a stationary camera. == Description == All detection techniques are based on modelling the background of the image, i.e., setting the background and detecting which changes occur. Defining the background can be difficult when it contains shapes, shadows, and moving objects. In defining the background, it is assumed that stationary objects may vary in color and intensity over time. Scenarios in which these techniques apply tend to be very diverse. There can be highly variable sequences, such as images with different lighting, interiors, exteriors, quality, and noise. In addition to real-time processing, systems need to adapt to these changes. A foreground detection system should be able to: Develop a background model (estimate). Be robust to lighting changes, repetitive movements (leaves, waves, shadows), and long-term changes. == Background subtraction == Background subtraction is a widely used approach for detecting moving objects in videos from static cameras. The rationale in the approach is that of detecting the moving objects from the difference between the current frame and a reference frame, often called "background image", or "background model". Background subtraction is mostly done if the image in question is a part of a video stream. Background subtraction provides important cues for numerous applications in computer vision, for example surveillance tracking or human pose estimation. Background subtraction is generally based on a static background hypothesis which is often not applicable in real environments. With indoor scenes, reflections or animated images on screens lead to background changes. Similarly, due to wind, rain or illumination changes brought by weather, static backgrounds methods have difficulties with outdoor scenes. == Temporal average filter == The temporal average filter is a method that was proposed at the Velastin. This system estimates the background model from the median of all pixels of a number of previous images. The system uses a buffer with the pixel values of the last frames to update the median for each image. To model the background, the system examines all images in a given time period called training time. At this time, we only display images and will find the median, pixel by pixel, of all the plots in the background this time. After the training period for each new frame, each pixel value is compared with the input value of funds previously calculated. If the input pixel is within a threshold, the pixel is considered to match the background model and its value is included in the pixbuf. Otherwise, if the value is outside this threshold pixel is classified as foreground, and not included in the buffer. This method cannot be considered very efficient because they do not present a rigorous statistical basis and requires a buffer that has a high computational cost. == Conventional approaches == A robust background subtraction algorithm should be able to handle lighting changes, repetitive motions from clutter and long-term scene changes. The following analyses make use of the function of V(x,y,t) as a video sequence where t is the time dimension, x and y are the pixel location variables. e.g. V(1,2,3) is the pixel intensity at (1,2) pixel location of the image at t = 3 in the video sequence. === Using frame differencing === A motion detection algorithm begins with the segmentation part where foreground or moving objects are segmented from the background. The simplest way to implement this is to take an image as background and take the frames obtained at the time t, denoted by I(t) to compare with the background image denoted by B. Here using simple arithmetic calculations, we can segment out the objects simply by using image subtraction technique of computer vision meaning for each pixels in I(t), take the pixel value denoted by P[I(t)] and subtract it with the corresponding pixels at the same position on the background image denoted as P[B]. In mathematical equation, it is written as: P [ F ( t ) ] = P [ I ( t ) ] − P [ B ] {\displaystyle P[F(t)]=P[I(t)]-P[B]} The background is assumed to be the frame at time t. This difference image would only show some intensity for the pixel locations which have changed in the two frames. Though we have seemingly removed the background, this approach will only work for cases where all foreground pixels are moving, and all background pixels are static. A threshold "Threshold" is put on this difference image to improve the subtraction (see Image thresholding): | P [ F ( t ) ] − P [ F ( t + 1 ) ] | > T h r e s h o l d {\displaystyle |P[F(t)]-P[F(t+1)]|>\mathrm {Threshold} } This means that the difference image's pixels' intensities are 'thresholded' or filtered on the basis of value of Threshold. The accuracy of this approach is dependent on speed of movement in the scene. Faster movements may require higher thresholds. === Mean filter === For calculating the image containing only the background, a series of preceding images are averaged. For calculating the background image at the instant t: B ( x , y , t ) = 1 N ∑ i = 1 N V ( x , y , t − i ) {\displaystyle B(x,y,t)={1 \over N}\sum _{i=1}^{N}V(x,y,t-i)} where N is the number of preceding images taken for averaging. This averaging refers to averaging corresponding pixels in the given images. N would depend on the video speed (number of images per second in the video) and the amount of movement in the video. After calculating the background B(x,y,t) we can then subtract it from the image V(x,y,t) at time t = t and threshold it. Thus the foreground is: | V ( x , y , t ) − B ( x , y , t ) | > T h {\displaystyle |V(x,y,t)-B(x,y,t)|>\mathrm {Th} } where Th is a threshold value. Similarly, we can also use median instead of mean in the above calculation of B(x,y,t). Usage of global and time-independent thresholds (same Th value for all pixels in the image) may limit the accuracy of the above two approaches. === Running Gaussian average === For this method, Wren et al. propose fitting a Gaussian probabilistic density function (pdf) on the most recent n {\displaystyle n} frames. In order to avoid fitting the pdf from scratch at each new frame time t {\displaystyle t} , a running (or on-line cumulative) average is computed. The pdf of every pixel is characterized by mean μ t {\displaystyle \mu _{t}} and variance σ t 2 {\displaystyle \sigma _{t}^{2}} . The following is a possible initial condition (assuming that initially every pixel is background): μ 0 = I 0 {\displaystyle \mu _{0}=I_{0}} σ 0 2 = ⟨ some default value ⟩ {\displaystyle \sigma _{0}^{2}=\langle {\text{some default value}}\rangle } where I t {\displaystyle I_{t}} is the value of the pixel's intensity at time t {\displaystyle t} . In order to initialize variance, we can, for example, use the variance in x and y from a small window around each pixel. Note that background may change over time (e.g. due to illumination changes or non-static background objects). To accommodate for that change, at every frame t {\displaystyle t} , every pixel's mean and variance must be updated, as follows: μ t = ρ I t + ( 1 − ρ ) μ t − 1 {\displaystyle \mu _{t}=\rho I_{t}+(1-\rho )\mu _{t-1}} σ t 2 = d 2 ρ + ( 1 − ρ ) σ t − 1 2 {\displaystyle \sigma _{t}^{2}=d^{2}\rho +(1-\rho )\sigma _{t-1}^{2}} d = | ( I t − μ t ) | {\displaystyle d=|(I_{t}-\mu _{t})|} Where ρ {\displaystyle \rho } determines the size of the temporal window that is used to fit the pdf (usually ρ = 0.01 {\displaystyle \rho =0.01} ) and d {\displaystyle d} is the Euclidean distance between the mean and the value of the pixel. We can now classify a pixel as background if its current intensity lies within some confidence interval of its distribution's mean: | ( I t − μ t ) | σ t > k ⟶ foreground {\displaystyle {\frac {|(I_{t}-\mu _{t})|}{\sigma _{t}}}>k\longrightarrow {\text{foreground}}} | ( I t − μ t ) | σ t ≤ k ⟶ background {\displaystyle {\frac {|(I_{t}-\mu _{t})|}{\sigma _{t}}}\leq k\longrightarrow {\text{background}}} where the parameter k {\displaystyle k} is a free threshold (usuall

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  • Toggl Track

    Toggl Track

    Toggl Track (formerly Toggl) is a time tracking software developed by Toggl OÜ which is headquartered in Tallinn, Estonia. The company offers online time tracking and reporting services through their website along with mobile and desktop applications. Time can be tracked through a start/stop button, manual entry, or dragging and resizing time blocks in a calendar view. == History == According to Alari Aho, Toggl's CEO and founder, the application has been fully self-funded from the start. The name was created using a random name generator.

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  • 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.

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  • Flapit

    Flapit

    Flapit is a split-flap display that reveals real-time social media statistics such as Twitter followers or Yelp ratings. The product is designed to show off a bricks-and-mortar company's online community and increase its online presence by letting offline customers interact with the connected counter. The idea came from a product launched by the retailer C&A called the Fashion Like. The device can be customised via a web app and API to display any promotional messages, internal stats or discounts. It has 7 digits including numbers, letters and currency symbols Special messages such as Thank You or Like Us can be displayed on the first flap and are translated into Italian, German, French, Chinese, Japanese, Russian, Portuguese, Spanish and English. The Flapit counter was officially presented to the press at the CES Las Vegas 2015 and received favorable reviews from major specialised press

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  • Optical recording

    Optical recording

    The history of optical recording can be divided into a few number of distinct major contributions. The pioneers of optical recording worked mostly independently, and their solutions to the many technical challenges have very distinctive features, such as reflective disc (Compaan and Kramer) transparent disc (Gregg) floppy disc (Russell) rigid disc (Compaan and Kramer) focused laser beam for read-out through transparent substrate (Compaan and Kramer). == Gregg 1958 == Laserdisc technology, using a transparent disc, was invented by David Paul Gregg in 1958 (and patented in 1970 and 1990). By 1969 Philips had developed a videodisc in reflective mode, which has great advantages over the transparent mode. MCA and Philips decided to join their efforts. They first publicly demonstrated the videodisc in 1972. Laserdisc was first available on the market, in Atlanta, on December 15, 1978, two years after the VHS VCR and four years before the CD, which is based on Laserdisc technology. Philips produced the players and MCA produced the discs. The Philips/MCA cooperation was not successful, and discontinued after a few years. Several of the scientists responsible for the early research (John Winslow, Richard Wilkinson and Ray Dakin) founded Optical Disc Corporation (now ODC Nimbus). == Russell 1965 == While working at Pacific Northwest National Laboratory, James Russell invented an optical storage system for digital audio and video, patenting the concept in 1970. The earliest patents by Russell, US 3,501,586, and 3,795,902 were filed in 1966, and 1969. respectively. He built prototypes, and the first was operating in 1973. Russell had found a way to record digital information onto a photosensitive plate in tiny dark spots, each spot one micrometre from centre to centre, with a laser that wrote the binary patterns. Russell's first optical disc was distinctly different from the eventual compact disc product: the disc in the player was not read by laser light. A key characteristic of Russell's invention is that a laser is not used for the reading the disc, instead the entire disc or oblong sheet to be read is illuminated by a large playback light source at the back of the transparent foil. As a result, the information density is relatively low. By 1985, Russell held over 25 patents to various technologies related to optical recording and playback. Russell's intellectual property was purchased by Optical Recording Corporation (ORC) in Toronto in 1985, and this firm notified a number of CD manufacturers that their CD technology was based on patents held by ORC. In 1987, ORC signed an agreement with Sony whereby Sony paid for licensing of the technology. Further licenses followed from Philips and others. Warner Communications did not sign, and was sued by ORC. In 1992, the large CD manufacturer, now called Time Warner, was ordered to pay ORC US$30 million in patent violations. In the 1970 patent, the spot diameter was around 10 micrometres. Thus, the areal information density was around a factor hundred less than that of the CD as later developed. Russell continued to refine the concept throughout the 1970s. Philips and Sony, however, were able to put far greater resources into the parallel development of the concept, arriving at a smaller and more sophisticated product in just a few years. Russell's various partners and ventures failed to produce a single consumer product. == Korpel 1968 == Adrianus Korpel worked for the Zenith Electronics Corporation, when he developed very early optical videodisc systems, including holographic storage. == Kramer and Compaan 1969 == The Philips development of the videodisc technology began in 1969 with efforts by Dutch physicists Klaas Compaan and Piet Kramer to record video images in holographic form on disc. Their prototype Laserdisc shown in 1972 used a laser beam in reflective mode to read a track of pits using an FM video signal. Together with MCA, Philips brought the optical videodisk to market in 1978. The cooperation between Philips and MCA did not last long, and discontinued after a few years. == Immink and Doi 1979 == The Compact Disc (CD), which is based on MCA/Philips Laserdisc technology, was developed by a taskforce of Sony and Philips in 1979–1980. Toshi Doi and Kees Schouhamer Immink created the digital technologies that turned the analog Laserdisc into a high-density low-cost digital audio disc. The CD, available on the market since October 1982, remains the standard physical medium for sale of commercial audio recordings Standard CDs have a diameter of 120 mm and can hold up to 80 minutes of audio (700 MB of data). The Mini CD has various diameters ranging from 60 to 80 mm; they are sometimes used for CD singles or device drivers, storing up to 24 minutes of audio. The technology was later adapted and expanded to include data storage CD-ROM, write-once audio and data storage CD-R, rewritable media CD-RW, Super Audio CD (SACD), Video Compact Discs (VCD), Super Video Compact Discs (SVCD), PhotoCD, PictureCD, CD-i, and Enhanced CD. CD-ROMs and CD-Rs remain widely used technologies in the computer industry. The CD and its extensions have been extremely successful: in 2004, worldwide sales of CD audio, CD-ROM, and CD-R reached about 30 billion discs. By 2007, 200 billion CDs had been sold worldwide.

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  • AFNLP

    AFNLP

    AFNLP (Asian Federation of Natural Language Processing Associations) is the organization for coordinating the natural language processing related activities and events in the Asia-Pacific region. == Foundation == AFNLP was founded on 4 October 2000. == Member Associations == ALTA – Australasian Language Technology Association ANLP Japan Association of Natural Language Processing ROCLING Taiwan ROC Computational Linguistics Society SIG-KLC Korea SIG-Korean Language Computing of Korea Information Science Society == Existing Asian Initiatives == NLPRS: Natural Language Processing Pacific Rim Symposium IRAL: International Workshop on Information Retrieval with Asian Languages PACLING: Pacific Association for Computational Linguistics PACLIC: Pacific Asia Conference on Language, Information and Computation PRICAI: Pacific Rim International Conference on AI ICCPOL: International Conference on Computer Processing of Oriental Languages ROCLING: Research on Computational Linguistics Conference == Conferences == IJCNLP-04: The 1st International Joint Conference on Natural Language Processing in Hainan Island, China IJCNLP-05: The 2nd International Joint Conference on Natural Language Processing in Jeju Island, Korea IJCNLP-08: The 3rd International Joint Conference on Natural Language Processing in Hyderabad, India ACL-IJCNLP-2009: Joint Conference of the 47th Annual Meeting of the Association for Computational Linguistics (ACL) and 4th International Joint Conference on Natural Language Processing (IJCNLP) in Singapore IJNCLP-11: The 5th International Joint Conference on Natural Language Processing in Chiang Mai, Thailand

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  • Boba liberal

    Boba liberal

    Boba liberal is a term mostly used within the Asian diaspora communities in the West, especially in the United States. It describes someone of East or Southeast Asian descent living in the West who has a shallow, surface-level liberal outlook. It is also occasionally used to describe conservatives who weaponize their East or Southeast Asian identity. The neologism emerged among the Asian American leftist community on Twitter who accused "boba liberals" of only holding their liberal beliefs to appear more white-adjacent by engaging in progressive social movements or viewpoints, while at the same time disregarding and trivializing issues concerning Asians. Mary Chao, writing for The North Jersey Record, said that "Asians call peers boba liberals when they aspire to liberal whiteness." An article in The Yale Herald described it as a term "used to describe the ethnocentric politics of Asian Americans, usually of East Asian descent, who exclusively advocate for issues that benefit themselves, without acknowledging problematic dimensions of their own history and working to support other people of color." The feminist magazine Fem said that "the faces of boba liberalism are Asian Americans that are part of the middle and upper economic class. As a result, boba liberals disregard the negative effects of capitalism because they profit from it. For instance, boba liberals tend to focus on advocating for Asian representation in white spaces, or discussing whether or not wearing chopsticks in one's hair is culture appropriation. These topics are popular within boba liberal circles, all while dialogue regarding inequality, globalization, and racial injustice are purposely neglected." UnHerd notes that conservative Asian Americans have used the term not to critique capitalism, but to "aim at a small but influential group of progressive Asian-American activists who are supposedly selling out other Asians, especially working-class Asians, in order to win brownie points from elite, generally white liberals." MRAsians have similarly used the term to attack Asian American feminists who supported the Black Lives Matter movement. The Asian identity of boba liberals has often been accused of being shallow and superficial. Boba liberals are accused of using surface-level stereotypical Asian traits such as liking boba tea to bolster their Asian credentials. Plan A Magazine, an Asian diaspora magazine, described the film Crazy Rich Asians and the sitcom Fresh Off the Boat as "boba liberal media", calling them the result of "a specific kind of atomized identity politics". Other media outlets have connected the Crazy Rich Asians film to boba liberalism. == Controversy == The term "boba liberal" was coined in 2019 by Vietnamese American Twitter user Redmond (@diaspora_is_red) to analyze a form of Asian American liberalism through a Marxist lens. Redmond has criticized the misappropriation of their neologism by stripping away the Marxist framework by failing to discuss "socialism, communism, the capitalist system, imperialism, and the diaspora bourgeoisie" and conflating "boba liberalism" with the flawed concept of "East Asian privilege". In 2024, Redmond criticized misuse of the term by conservatives and liberals, and said "The term boba liberalism can go away for all I care. It's corny and stale". === United States === One commentator described boba liberals as supporting policies that primarily benefit upper-income Asian-Americans, and not necessarily the Asian-American community as a whole. Therefore, while the word "liberal" is used in the term, it is not mutually exclusive to one specific ideology, as it may also extend to conservative-aligned Asians in some areas, as they would often take advantage of the "model minority" label by defending such measures.

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  • MADI

    MADI

    Multichannel Audio Digital Interface (MADI) standardized as AES10 by the Audio Engineering Society (AES) defines the data format and electrical characteristics of an interface that carries multiple channels of digital audio. The AES first documented the MADI standard in AES10-1991 and updated it in AES10-2003 and AES10-2008. The MADI standard includes a bit-level description and has features in common with the two-channel AES3 interface. MADI supports serial digital transmission over coaxial cable or fibre-optic lines of 28, 56, 32, or 64 channels; and sampling rates to 96 kHz and beyond with an audio bit depth of up to 24 bits per channel. Like AES3 and ADAT Lightpipe, it is a unidirectional interface from one sender to one receiver. == Development and applications == MADI was developed by AMS Neve, Solid State Logic, Sony and Mitsubishi and is widely used in the audio industry, especially in the professional audio sector. It provides advantages over other audio digital interface protocols and standards such as AES3, ADAT Lightpipe, TDIF (Tascam Digital Interface), and S/PDIF (Sony/Philips Digital Interface). These advantages include: Support for a greater number of channels per line Use of coaxial and optical fiber media that support transmission of audio signals over 100 meters, up to 3000 meters over multi-mode and 40,000 meters over single-mode optical fiber The original specification (AES10-1991) defined the MADI link as a 56-channel transport for linking large-format mixing consoles to digital multitrack recording devices. Large broadcast studios also adopted it for routing multi-channel audio throughout their facilities. The 2003 revision (AES10-2003) adds a 64-channel capability by removing varispeed operation and supports 96 kHz sampling frequency with reduced channel capacity. The latest AES10-2008 standard includes minor clarifications and updates to correspond to the current AES3 standard. Audio over Ethernet of various types is the primary alternative to MADI for transport of many channels of professional digital audio. == Transmission format == MADI links use a transmission format similar to Fiber Distributed Data Interface (FDDI) networking. Since MADI is most often transmitted on copper links via 75-ohm coaxial cables, it more closely compares to the FDDI specification for copper-based links, called CDDI. AES10-2003 recommends using BNC connectors with coaxial cables and SC connectors with optic fibers. MADI over fibre can support a range of up to 2 km. The basic data rate is 100 Mbit/s of data using 4B5B encoding to produce a 125 MHz physical baud rate. Unlike AES3, this clock is not synchronized to the audio sample rate, and the audio data payload is padded using JK sync symbols. Sync symbols may be inserted at any subframe boundary, and must occur at least once per frame. Though the standard disassociates the transmission clock from the audio sample rate, and thus requires a separate word clock connection to maintain synchronization, some vendors do give the option of locking to parts of the transmission timing information for purposes of deriving a word clock. The audio data is almost identical to the AES3 payload, though with more channels. Rather than letters, MADI assigns channel numbers from 0–63. Frame synchronization is provided by sync symbols outside the data itself, rather than an embedded preamble sequence, and the first four time slots of each sub-channel are encoded as normal data, used for sub-channel identification: Bit 0: Set to 1 to mark channel 0, the first channel in each frame Bit 1: Set to 1 to indicate that this channel is active (contains interesting data) Bit 2: notA/B channel marker, used to mark left (0) and right (1) channels. Generally, even channels are A and odd channels are B. Bit 3: Set to 1 to mark the beginning of a 192-sample data block == Sampling frequency == The original AES10-1991 specification allowed 56 channels at sample rates from 32 to 48 kHz with an additional vari-speed range of ± 12.5%. This leads to a total range of 28 to 54 kHz. At the highest frequency, this produces a total of 56 × 32 × 54 = 96768 kbit/s, leaving 3.232% of the channel for synchronization marks and transmit clock error. The 2003 revision specifies different relations between sampling frequency and number of channels. 32 kHz to 48 kHz ± 12.5%, 56 channels; 32 kHz to 48 kHz nominal, 64 channels; 64 kHz to 96 kHz ± 12.5%, 28 channels. With a 48 kHz sampling frequency, 64 channels take 64 × 32 × 48000 = 98.304 Mbit/s. Adding the minimum 8 × 58 kbit/s of framing produces 98688 bit/s, leaving 1.312% free for timing variation and other overhead. Both versions of the standard accommodate higher sampling frequencies (for example, 96 kHz or 192 kHz) by using two or more channels per audio sample on the link.

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  • Technology company

    Technology company

    A technology company, or tech company, is a company that focuses primarily on the manufacturing, support, research and development of—most commonly computing, telecommunication and consumer electronics–based—technology-intensive products and services, which include businesses relating to digital electronics, software, optics, new energy, and Internet-related services such as cloud storage and e-commerce services. Big Tech refers to the 6 largest companies, both in the United States and globally, symbolized by the metonym 'Silicon Valley', where 4 of them are based. == Details == According to Fortune, as of 2020, the ten largest technology companies by revenue are: Apple Inc., Samsung, Foxconn, Alphabet Inc., Microsoft, Huawei, Dell Technologies, Hitachi, IBM, and Sony. Amazon has higher revenue than Apple, but is classified by Fortune in the retail sector. The most profitable listed in 2020 are Apple Inc., Microsoft, Alphabet Inc., Intel, Meta Platforms, Samsung, and Tencent. Apple Inc., Alphabet Inc. (owner of Google), Meta Platforms (owner of Facebook), Microsoft, and Amazon.com, Inc. are often referred to as the Big Five multinational technology companies based in the United States. These five technology companies dominate major functions, e-commerce channels, and information of the entire Internet ecosystem. As of 2017, the Big Five had a combined valuation of over $3.3 trillion and make up more than 40 percent of the value of the Nasdaq-100 index. Many large tech companies have a reputation for innovation, spending large sums of money annually on research and development. According to PwC's 2017 Global Innovation 1000 ranking, tech companies made up nine of the 20 most innovative companies in the world, with the top R&D spender (as measured by expenditure) being Amazon, followed by Alphabet Inc., and then Intel. As a result of numerous influential tech companies and tech startups opening offices in proximity to one another, a number of technology districts have developed in various areas across the globe. These include: Silicon Valley in the San Francisco Bay Area, Silicon Wadi in Israel, Silicon Docks in Dublin, Silicon Hills in Austin, Tech City in London; Digital Media City in Seoul, Zhongguancun in Beijing, Cyberjaya in Malaysia and Cyberabad in Hyderabad, India. As of 2026, Europe has six of the world's 100 most valuable tech companies, compared with 56 in the United States and 16 in China.

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  • Hybrid intelligent system

    Hybrid intelligent system

    Hybrid intelligent system denotes a software system which employs, in parallel, a combination of methods and techniques from artificial intelligence subfields, such as: Neuro-symbolic systems Neuro-fuzzy systems Hybrid connectionist-symbolic models Fuzzy expert systems Connectionist expert systems Evolutionary neural networks Genetic fuzzy systems Rough fuzzy hybridization Reinforcement learning with fuzzy, neural, or evolutionary methods as well as symbolic reasoning methods. From the cognitive science perspective, every natural intelligent system is hybrid because it performs mental operations on both the symbolic and subsymbolic levels. For the past few years, there has been an increasing discussion of the importance of A.I. Systems Integration. Based on notions that there have already been created simple and specific AI systems (such as systems for computer vision, speech synthesis, etc., or software that employs some of the models mentioned above) and now is the time for integration to create broad AI systems. Proponents of this approach are researchers such as Marvin Minsky, Ron Sun, Aaron Sloman, Angelo Dalli and Michael A. Arbib. An example hybrid is a hierarchical control system in which the lowest, reactive layers are sub-symbolic. The higher layers, having relaxed time constraints, are capable of reasoning from an abstract world model and performing planning (even by hybrid wisdom). Intelligent systems usually rely on hybrid reasoning processes, which include induction, deduction, abduction and reasoning by analogy.

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  • Outline of electronics

    Outline of electronics

    The following outline is provided as an overview of and topical guide to electronics: Electronics – branch of physics, engineering and technology dealing with electrical circuits that involve active semiconductor components and associated passive interconnection technologies. == Branches == === Classical electronics === Analog electronics Digital electronics Electronic instrumentation Electronic engineering Microelectronics Optoelectronics Power electronics Printed electronics Semiconductor technology Schematic capture Thermal management Automation Electronics === Advanced topics === Atomtronics Bioelectronics Failure modes of electronics Flexible electronics Low-power electronics Microelectromechanical systems (MEMS) Molecular electronics Nanoelectronics Organic electronics Photonics Piezotronics Quantum electronics Spintronics === History of electronics === History of electronic engineering History of radar History of radio History of television == General concepts == === Data converters === Analog-to-digital converters (ADC) Aliasing Successive approximation ADC Dual-slope ADC Quantization Sensor resolution Sampling Delta-sigma ADC Digital-to-analog converters (DAC) Digital potentiometer Binary weighted resistor converter Charge distribution DAC Pulse width modulator Reconstruction filter The R2R ladder === Digital electronics === Binary decision diagrams Boolean algebra Combinational logic Counters (digital) De Morgan's laws Digital circuit Formal verification Karnaugh maps Logic families Logic gate Logic minimization Logic simulation Logic synthesis Registers Sequential logic State machines Truth tables Transparent latch === Electrical element/discretes === Passive elements: Capacitor Inductor Memristor Resistor Transformer Active elements: Diode Zener diode Light-emitting diode PIN diode Schottky diode Avalanche diode Laser diode Microcontroller Operational amplifier Thyristor DIAC TRIAC IGBT Transistor Bipolar transistor (BJT) Field effect transistor (FET) Darlington transistor Other components Aural devices Battery (electricity) Crystal oscillator Electromechanical devices Sensors Surface acoustic wave (SAW) === Electronics analysis === Electronic packaging Electronic circuit simulation Electronic design automation Electronic noise Mathematical methods in electronics Thermal management of electronic devices and systems === Electronic circuits === Amplifiers Differential amplifiers Feedback amplifiers Power amplifiers Comparators Converters Filters Active filters Passive filters Digital filters Oscillators Phase-locked loops Timers === Electronic equipment === Air conditioner Breathalyzer Central heating Clothes dryer Computer/Notebook Dishwasher Freezer Home robot Home entertainment system Information technologies Cooker Microwave oven Refrigerator Robotic vacuum cleaner Tablet Telephone Water heater Washing machine === Television === Analog television History of television Television show Television broadcaster Timeline of the introduction of television in countries Mechanical television Color television Digital television Digital television transition Smart television Streaming television Internet Protocol television 3D television Terrestrial television ==== Television broadcasting ==== === Electronic instrumentation === Ammeter Capacitance meter Distortionmeter Electric energy meter LCR meter Microwave power meter Multimeter Network analyzer Ohmmeter Oscilloscope Psophometer Q meter Signal analyzer Signal generator Spectrum analyzer Transistor tester Tube tester Wattmeter Vectorscope Video signal generator Voltmeter VU meter === Memory technology === Flash memory Hard drive systems Optical storage Probe Storage Programmable read-only memory Read-only memory Solid-state drive (SSD) Volatile memory === Microcontrollers === Features Analog-to-digital converter Central processing unit (CPU) Clock generator (Quartz timing crystal, resonator or RC circuit) Debugging support Digital-to-analog converters Discrete input and output bits In-circuit programming Non-volatile memory (ROM, EPROM, EEPROM or Flash) Peripherals (Timers, event counters, PWM generators, and watchdog) Serial interface (Input/output such as serial ports (UARTs)) Serial communications (I²C, Serial Peripheral Interface and Controller Area Network) Volatile memory (RAM) 8-bit microcontroller families: AVR - PIC - COP8 - MCS-48 - MCS-51 - Z8 - eZ80 - HC08 - HC11 - H8 - PSoC Some notable suppliers: ARM Atmel Cypress Semiconductor Freescale Intel MIPS Microchip Technology NXP Semiconductors Parallax Propeller PowerPC Rabbit 2000 Renesas RX, V850 Silicon Laboratories STMicroelectronics Texas Instruments Toshiba TLCS === Optoelectronics === Optical fiber Optical properties Optical receivers Optical system design Optical transmitters === Physical laws === Ampère's law Coulomb's law Faraday's law of induction/Faraday-Lenz law Gauss's law Kirchhoff's circuit laws Current law Voltage law Maxwell's equations Gauss's law Faraday's law of induction Ampère's law Ohm's law === Power electronics === Power Devices Gate turn-off thyristor MOS-controlled thyristor (MCT) Power BJT/MOSFET Static induction devices Electric power conversion DC to DC DC to DC converter Voltage stabiliser Linear regulator AC to DC Rectifier Mains power supply unit (PSU) Switched-mode power supply DC to AC Inverter AC to AC Cycloconverter Transformer Variable frequency transformer Voltage converter Voltage regulator Power applications Automotive applications Capacitor charging applications Electronic ballasts Energy harvesting technologies Flexible AC transmission systems (FACTS) High frequency inverters HVDC transmission Motor controller Photovoltaic system Conversion Power factor correction circuits Power supply Renewable energy sources Switching power converters Uninterruptible power supply Wind power === Programmable devices === Application-specific integrated circuit (ASIC) Complex programmable logic device (CPLD) Erasable programmable logic device (EPLD) Simple programmable logic device (SPLD) Macrocell array Programmable array logic (PAL) Programmable logic array (PLA) Programmable logic device (PLD) Field-programmable gate array (FPGA) VHSIC Hardware Description Language (VHDL) Verilog Hardware Description Language Some notable suppliers: Altera - Atmel - Cypress Semiconductor - Lattice Semiconductor - Xilinx === Semiconductors theory === Properties Bipolar junction transistors Capacitance voltage profiling Charge carrier Charge-transfer complex Deep-level transient spectroscopy Depletion region Density of states Diode modelling Direct band gap Electronic band structure Energy level Exciton Field-effect transistors Metal–semiconductor junction MOSFETs N-type semiconductor Organic semiconductors P–n junction P-type semiconductor Photoelectric effect Quantum tunneling Semiconductor chip Semiconductor detector Solar cell Transistor model Thin film Tight-binding model Device Fabrication Semiconductor device fabrication Semiconductor industry Semiconductor consolidation == Applications == Audio electronics Automotive electronics Avionics Control Systems Consumer electronics Data acquisition E-health Electronic book Electronics industry Electronic warfare Embedded systems Home automation Integrated circuits Marine electronics Microwave technology Military electronics Multimedia Nuclear electronics Open hardware Radar and Radionavigation Radio electronics Terahertz technology Video hardware Wired and Wireless Communications

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  • Usage share of operating systems

    Usage share of operating systems

    The usage share of an operating system is the percentage of computers running that operating system (OS). These statistics are estimates as wide scale OS usage data is difficult to obtain and measure. Reliable primary sources are limited and data collection methodology is not formally agreed. Currently devices connected to the internet allow for web data collection to approximately measure OS usage. As of December 2025, Android, which uses the Linux kernel, is the world's most popular operating system with 38.94% of the global market, followed by Windows with 29.99%, iOS with 15.66%, macOS with 2.14%, and other operating systems with 10.78%. This is for all device types excluding embedded devices. For smartphones and other mobile devices, Android has 72% market share, and Apple's iOS has 28%. For desktop computers and laptops, Microsoft Windows has 60.8%, followed by unknown operating systems at 19.7%, Mac OS at 14.4%, desktop Linux at 3.2%, then Google's ChromeOS at 1.6%, as of March 2026. For tablets, Apple's iPadOS (a variant of iOS) has 52% share and Android has 48% worldwide. For the top 500 most powerful supercomputers, Linux distributions have had 100% of the market share since 2017. The global server operating system market share has Linux leading with a 63.1% marketshare, followed by Windows, Unix and other operating systems. Linux is also most used for web servers, and the most common Linux distribution is Ubuntu, followed by Debian. Linux has almost caught up with the second-most popular (desktop) OS, macOS, in some regions, such as in South America, and in Asia it's at 6.4% (7% with ChromeOS) vs 9.7% for macOS. In the US, ChromeOS is third at 5.5%, followed by (desktop) Linux at 4.3%. The most numerous type of device with an operating system are embedded systems. Not all embedded systems have operating systems, instead running their application code on the "bare metal"; of those that do have operating systems, a high percentage are standalone or do not have a web browser, which makes their usage share difficult to measure. Some operating systems used in embedded systems are more widely used than some of those mentioned above; for example, modern Intel microprocessors contain an embedded management processor running a version of the Minix operating system. == Worldwide device shipments == Shipments (to stores) do not necessarily translate to sales to consumers, therefore suggesting the numbers indicate popularity and/or usage could be misleading. Not only do smartphones sell in higher numbers than PCs, but also a lot more by dollar value, with the gap only projected to widen, to well over double. According to Gartner, the following is the worldwide device shipments (referring to wholesale) by operating system from 2012 to 2016, which includes smartphones, tablets, laptops and PCs together. On 27 January 2016, Paul Thurrott summarized the operating system market, the day after Apple announced "one billion devices": Apple's "active installed base" is now one billion devices. [..] Granted, some of those Apple devices were probably sold into the marketplace years ago. But that 1 billion figure can and should be compared to the numbers Microsoft touts for Windows 10 (200 million, most recently) or Windows more generally (1.5 billion active users, a number that hasn’t moved, magically, in years), and that Google touts for Android (over 1.4 billion, as of September). My understanding of iOS is that the user base was previously thought to be around 800 million strong, and when you factor out Macs and other non-iOS Apple devices, that's probably about right. But as you can see, there are three big personal computing platforms. And only one of them is actually declining. We’ll see how Windows 10 fares over the long term, but even if Microsoft hits the 1 billion figure in 1-2 years as promised, it will by then still be the smallest of those three platforms. In 2018, Apple stopped revealing unit sales in its reports. Since 2018, the company have been publishing only revenues per device models which, nonetheless, allowed the analysers to extrapolate the unit sales from the model revenues by applying the wholesale device prices. Other hardware manufacturers usually do not report unit sales. === PC shipments === For 2015 (and earlier), Gartner reports for "the year, worldwide PC shipments declined for the fourth consecutive year, which started in 2012 with the launch of tablets" with an 8% decline in PC sales for 2015 (not including cumulative decline in sales over the previous years). Microsoft backed away from their goal of one billion Windows 10 devices in three years (or "by the middle of 2018") and reported on 26 September 2016 that Windows 10 was running on over 400 million devices, and in March 2019, on more than 800 million. In May 2020, Gartner predicted further decline in all market segments for 2020 due to COVID-19, predicting a decline of 13.6% for all devices. while the "Work from Home Trend Saved PC Market from Collapse", with only a decline of 10.5% predicted for PCs. However, in the end, according to Gartner, PC shipments grew 10.7% in the fourth quarter of 2020 and reached 275 million units in 2020, a 4.8% increase from 2019 and the highest growth in ten years." Apple in 4th place for PCs had the largest growth in shipments for a company in Q4 of 31.3%, while "the fourth quarter of 2020 was another remarkable period of growth for Chromebooks, with shipments increasing around 200% year over year to reach 11.7 million units. In 2020, Chromebook shipments increased over 80% to total nearly 30 million units, largely due to demand from the North American education market." Chromebooks sold more (30 million) than Apple's Macs worldwide (22.5 million) in pandemic year 2020. According to the Catalyst group, the year 2021 had record high PC shipments with total shipments of 341 million units (including Chromebooks), 15% higher than 2020 and 27% higher than 2019, while being the largest shipment total since 2012. According to Gartner, worldwide PC shipments declined by 16.2% in 2022, the largest annual decrease since the mid-1990s, due to geopolitical, economic, and supply chain challenges. In 2024 and 2025, due to lower adoption of Windows 11 and Microsoft ending its support to Windows 10, the number of PCs shipped with pre-installed Windows OS dropped. Pundits attribute the low Windows 11 acceptance to its steep hardware requirements and especially the TPM 2.0 ready chipset requirement and the 2024 CrowdStrike-related IT outages. Meanwhile, the macOS device market share in PC device shipments increased to new heights, with improved numbers seen for Linux devices too. In Q3 2025, the macOS pre-installed device shipments increased by 14.9% year-over-year (YoY), while the overall PC-shipments increased only by 8.1%, in Q2 2025, it grew 21.4% YoY while the global PC-shipments increased only by 6.5%, and in Q1 2025, it grew 7% YoY while the global PC-shipments increased by 4.8%. === Tablet computers shipments === In 2015, eMarketer estimated at the beginning of the year that the tablet installed base would hit one billion for the first time (with China's use at 328 million, which Google Play doesn't serve or track, and the United States's use second at 156 million). At the end of the year, because of cheap tablets – not counted by all analysts – that goal was met (even excluding cumulative sales of previous years) as: Sales quintupled to an expected 1 billion units worldwide this year, from 216 million units in 2014, according to projections from the Envisioneering Group. While that number is far higher than the 200-plus million units globally projected by research firms IDC, Gartner and Forrester, Envisioneering analyst Richard Doherty says the rival estimates miss all the cheap Asian knockoff tablets that have been churning off assembly lines.[..] Forrester says its definition of tablets "is relatively narrow" while IDC says it includes some tablets by Amazon — but not all.[..] The top tech purchase of the year continued to be the smartphone, with an expected 1.5 billion sold worldwide, according to projections from researcher IDC. Last year saw some 1.2 billion sold.[..] Computers didn’t fare as well, despite the introduction of Microsoft's latest software upgrade, Windows 10, and the expected but not realized bump it would provide for consumers looking to skip the upgrade and just get a new computer instead. Some 281 million PCs were expected to be sold, according to IDC, down from 308 million in 2014. Folks tend to be happy with the older computers and keep them for longer, as more of our daily computing activities have moved to the smartphone.[..] While Windows 10 got good reviews from tech critics, only 11% of the 1-billion-plus Windows user base opted to do the upgrade, according to Microsoft. This suggests Microsoft has a ways to go before the software gets "hit" status. Apple's new operating system El Capitan has been

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