AI Code Update

AI Code Update — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Deconvolution

    Deconvolution

    In mathematics, deconvolution is the inverse of convolution. Both operations are used in signal processing and image processing. For example, it may be possible to recover the original signal after a filter (convolution) by using a deconvolution method with a certain degree of accuracy. Due to the measurement error of the recorded signal or image, it can be demonstrated that the worse the signal-to-noise ratio (SNR), the worse the reversing of a filter will be; hence, inverting a filter is not always a good solution as the error amplifies. Deconvolution offers a solution to this problem. The foundations for deconvolution and time-series analysis were largely laid by Norbert Wiener of the Massachusetts Institute of Technology in his book Extrapolation, Interpolation, and Smoothing of Stationary Time Series (1949). The book was based on work Wiener had done during World War II but that had been classified at the time. Some of the early attempts to apply these theories were in the fields of weather forecasting and economics. == Description == In general, the objective of deconvolution is to find the solution f of a convolution equation of the form: f ∗ g = h {\displaystyle fg=h\,} Usually, h is some recorded signal, and f is some signal that we wish to recover, but has been convolved with a filter or distortion function g, before we recorded it. Usually, h is a distorted version of f and the shape of f can't be easily recognized by the eye or simpler time-domain operations. The function g represents the impulse response of an instrument or a driving force that was applied to a physical system. If we know g, or at least know the form of g, then we can perform deterministic deconvolution. However, if we do not know g in advance, then we need to estimate it. This can be done using methods of statistical estimation or building the physical principles of the underlying system, such as the electrical circuit equations or diffusion equations. There are several deconvolution techniques, depending on the choice of the measurement error and deconvolution parameters: === Raw deconvolution === When the measurement error is very low (ideal case), deconvolution collapses into a filter reversing. This kind of deconvolution can be performed in the Laplace domain. By computing the Fourier transform of the recorded signal h and the system response function g, you get H and G, with G as the transfer function. Using the convolution theorem, F = H / G {\displaystyle F=H/G\,} where F is the estimated Fourier transform of f. Finally, the inverse Fourier transform of the function F is taken to find the estimated deconvolved signal f. Note that G is at the denominator and could amplify elements of the error model if present. === Deconvolution with noise === In physical measurements, the situation is usually closer to ( f ∗ g ) + ε = h {\displaystyle (fg)+\varepsilon =h\,} In this case ε is noise that has entered our recorded signal. If a noisy signal or image is assumed to be noiseless, the statistical estimate of g will be incorrect. In turn, the estimate of ƒ will also be incorrect. The lower the signal-to-noise ratio, the worse the estimate of the deconvolved signal will be. That is the reason why inverse filtering the signal (as in the "raw deconvolution" above) is usually not a good solution. However, if at least some knowledge exists of the type of noise in the data (for example, white noise), the estimate of ƒ can be improved through techniques such as Wiener deconvolution. == Applications == === Seismology === The concept of deconvolution had an early application in reflection seismology. In 1950, Enders Robinson was a graduate student at MIT. He worked with others at MIT, such as Norbert Wiener, Norman Levinson, and economist Paul Samuelson, to develop the "convolutional model" of a reflection seismogram. This model assumes that the recorded seismogram s(t) is the convolution of an Earth-reflectivity function e(t) and a seismic wavelet w(t) from a point source, where t represents recording time. Thus, our convolution equation is s ( t ) = ( e ∗ w ) ( t ) . {\displaystyle s(t)=(ew)(t).\,} The seismologist is interested in e, which contains information about the Earth's structure. By the convolution theorem, this equation may be Fourier transformed to S ( ω ) = E ( ω ) W ( ω ) {\displaystyle S(\omega )=E(\omega )W(\omega )\,} in the frequency domain, where ω {\displaystyle \omega } is the frequency variable. By assuming that the reflectivity is white, we can assume that the power spectrum of the reflectivity is constant, and that the power spectrum of the seismogram is the spectrum of the wavelet multiplied by that constant. Thus, | S ( ω ) | ≈ k | W ( ω ) | . {\displaystyle |S(\omega )|\approx k|W(\omega )|.\,} If we assume that the wavelet is minimum phase, we can recover it by calculating the minimum phase equivalent of the power spectrum we just found. The reflectivity may be recovered by designing and applying a Wiener filter that shapes the estimated wavelet to a Dirac delta function (i.e., a spike). The result may be seen as a series of scaled, shifted delta functions (although this is not mathematically rigorous): e ( t ) = ∑ i = 1 N r i δ ( t − τ i ) , {\displaystyle e(t)=\sum _{i=1}^{N}r_{i}\delta (t-\tau _{i}),} where N is the number of reflection events, r i {\displaystyle r_{i}} are the reflection coefficients, t − τ i {\displaystyle t-\tau _{i}} are the reflection times of each event, and δ {\displaystyle \delta } is the Dirac delta function. In practice, since we are dealing with noisy, finite bandwidth, finite length, discretely sampled datasets, the above procedure only yields an approximation of the filter required to deconvolve the data. However, by formulating the problem as the solution of a Toeplitz matrix and using Levinson recursion, we can relatively quickly estimate a filter with the smallest mean squared error possible. We can also do deconvolution directly in the frequency domain and get similar results. The technique is closely related to linear prediction. === Optics and other imaging === In optics and imaging, the term "deconvolution" is specifically used to refer to the process of reversing the optical distortion that takes place in an optical microscope, electron microscope, telescope, or other imaging instrument, thus creating clearer images. It is usually done in the digital domain by a software algorithm, as part of a suite of microscope image processing techniques. Deconvolution is also practical to sharpen images that suffer from fast motion or jiggles during capturing. Early Hubble Space Telescope images were distorted by a flawed mirror and were sharpened by deconvolution. The usual method is to assume that the optical path through the instrument is optically perfect, convolved with a point spread function (PSF), that is, a mathematical function that describes the distortion in terms of the pathway a theoretical point source of light (or other waves) takes through the instrument. Usually, such a point source contributes a small area of fuzziness to the final image. If this function can be determined, it is then a matter of computing its inverse or complementary function, and convolving the acquired image with that. The result is the original, undistorted image. In practice, finding the true PSF is impossible, and usually an approximation of it is used, theoretically calculated or based on some experimental estimation by using known probes. Real optics may also have different PSFs at different focal and spatial locations, and the PSF may be non-linear. The accuracy of the approximation of the PSF will dictate the final result. Different algorithms can be employed to give better results, at the price of being more computationally intensive. Since the original convolution discards data, some algorithms use additional data acquired at nearby focal points to make up some of the lost information. Regularization in iterative algorithms (as in expectation-maximization algorithms) can be applied to avoid unrealistic solutions. When the PSF is unknown, it may be possible to deduce it by systematically trying different possible PSFs and assessing whether the image has improved. This procedure is called blind deconvolution. Blind deconvolution is a well-established image restoration technique in astronomy, where the point nature of the objects photographed exposes the PSF thus making it more feasible. It is also used in fluorescence microscopy for image restoration, and in fluorescence spectral imaging for spectral separation of multiple unknown fluorophores. The most common iterative algorithm for the purpose is the Richardson–Lucy deconvolution algorithm; the Wiener deconvolution (and approximations) are the most common non-iterative algorithms. For some specific imaging systems such as laser pulsed terahertz systems, PSF can be modeled mathematically. As a result, as shown in the figure, deconvolution of the modeled PS

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  • Content format

    Content format

    A content format is an encoded format for converting a specific type of data to displayable information. Content formats are used in recording and transmission to prepare data for observation or interpretation. This includes both analog and digitized content. Content formats may be recorded and read by either natural or manufactured tools and mechanisms. In addition to converting data to information, a content format may include the encryption and/or scrambling of that information. Multiple content formats may be contained within a single section of a storage medium (e.g. track, disk sector, computer file, document, page, column) or transmitted via a single channel (e.g. wire, carrier wave) of a transmission medium. With multimedia, multiple tracks containing multiple content formats are presented simultaneously. Content formats may either be recorded in secondary signal processing methods such as a software container format (e.g. digital audio, digital video) or recorded in the primary format (e.g. spectrogram, pictogram). Observable data is often known as raw data, or raw content. A primary raw content format may be directly observable (e.g. image, sound, motion, smell, sensation) or physical data which only requires hardware to display it, such as a phonographic needle and diaphragm or a projector lamp and magnifying glass. The following are examples of some common content formats and content format categories (covering: sensory experience, model, and language used for encoding information):

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  • Content-oriented workflow models

    Content-oriented workflow models

    In data management, a content-oriented workflow model seeks to articulate workflow progression by the presence of content units (like data-records/objects/documents). Most content-oriented workflow approaches provide a life-cycle model for content units, such that workflow progression can be qualified by conditions on the state of the units. Most approaches are research and work in progress and the content models and life-cycle models are more or less formalized. The term content-oriented workflows is an umbrella term for several scientific workflow approaches, namely "data-driven", "resource-driven", "artifact-centric", "object-aware", and "document-oriented". Thus, the meaning of "content" ranges from simple data attributes to self-contained documents; the term "content-oriented workflows" appeared at first in as an umbrella term. Such a general term, independent from a specific approach, is necessary to contrast the content-oriented modelling principle with traditional activity-oriented workflow models (like Petri nets or BPMN) where a workflow is driven by a control flow and where the content production perspective is neglected or even missing. The term "content" was chosen to subsume the different levels in granularity of the content units in the respective workflow models; it was also chosen to make associations with content management. Both terms "artifact-centric" and "data-driven" would also be good candidates for an umbrella term, but each is closely related to a specific approach of a single working group. The "artifact-centric" group itself (i.e. IBM Research) has generalized the characteristics of their approach and has used "information-centric" as an umbrella term in. Yet, the term information is too unspecific in the context of computer science, thus, "content-orientated workflows" is considered as good compromise. == Workflow Model Approaches == === Data-driven === The data-driven process structures provides a sophisticated workflow model being specialized on hierarchical write-and-review-processes. The approach provides interleaved synchronization of sub-processes and extends activity diagrams. Unfortunately, the COREPRO prototype implementation is not publicly available. Research on the project had been ceased. The general idea has been continued by Reichert in form of the #Object-aware approach. Synonyms data-driven process structures / data-driven modeling and coordination Protagonists Dr. Dominic Müller (University of Twente), Joachim Herbst (DaimlerChrysler Research), and Manfred Reichert (at this time Assoc. Prof. at Univ. of Twente, currently Prof. at Ulm Univ.) Organization(s) University of Twente, DaimlerChrysler Period 2005 - 2007 Selected publications Implementation COREPRO === Resource-driven === The resource-driven workflow system is an early approach that considered workflows from a content-oriented perspective and emphasizes on the missing support for plain document-driven processes by traditional activity-oriented workflow engines. The resource-driven approach demonstrated the application of database triggers for handling workflow events. Still the system implementation is centralized and the workflow schema is statically defined. The project appeared in 2005 but many aspects are considered future work by the authors. Research did not continue on the project. Wang completed his PhD thesis in 2009, yet, his thesis does not mention the resource-driven approach to workflow modelling but is about discrete event simulation. Synonyms Resource-based Workflows / Document-Driven Workflow Systems Protagonists Jianrui Wang and Prof. Akhil Kumar Organization Pennsylvania State University Period 2005 - today Selected publications Implementation N/A === Artifact-centric === The artifact-centric approach provides a framework for content-oriented workflows. In this model, the enterprise application landscape includes distributed business services, while the workflow engine is centralized. Process enactment is integrated with database management system infrastructure, and the project is funded by IBM. Synonyms artifact-centric business process models / artifact-based business process (ACP) / artifact-centric workflows Protagonists Richard Hull and Dr. Kamal Bhattacharya as well as Cagdas E. Gerede and Jianwen Su Organization IBM (T.J. Watson Research Center, NY) Period 2007 - today Selected publications Implementation ArtiFact === Object-aware === The object-aware approach manages a set of object types and generates forms for creating object instances. The form completion flow is controlled by transitions between object configurations each describing a progressing set of mandatory attributes. Each object configuration is named by an object state. The data production flow is user-shifting and it is discrete by defining a sequence of object states. The discussion is currently limited to a centralized system, without any workflows across different organizations. However, the approach is of great relevance to many domains like concurrent engineering. Finally, the object-aware approach and its PHILharmonicFlows system are going to provide general-purpose workflow systems for generic enactment of data production processes. Synonyms object-aware process management / datenorientiertes Prozess-Management-System Protagonists Vera Künzle and Prof. Manfred Reichert Organization Ulm University Period 2009 - today Selected publications Implementation PHILharmonicFlows === Distributed Document-oriented === Distributed document-oriented process management (dDPM) enables distributed case handling in heterogeneous system environments and it is based on document-oriented integration. The workflow model reflects the paper-based working practice in inter-institutional healthcare scenarios. It targets distributed knowledge-driven ad hoc workflows, wherein distributed information systems are required to coordinate work with initially unknown sets of actors and activities. The distributed workflow engine supports process planning & process history as well as participant management and process template creation with import/export. The workflow engine embeds a functional fusion of 1) group-based instant messaging 2) with a shared work list editor 3) with version control. The software implementation of dDPM is α-Flow which is available as open source. dDPM and α-Flow provide a content-oriented approach to schema-less workflows. The complete distributed case handling application is provided in form of a single active Document ("α-Doc"). The α-Doc is a case file (as information carrier) with an embedded workflow engine (in form of active properties). Inviting process participants is equivalent to providing them with a copy of an α-Doc, copying it like an ordinary desktop file. All α-Docs that belong to the same case can synchronize each other, based on the participant management, electronic postboxes, store-and-forward messaging, and an offline-capable synchronization protocol. Synonyms distributed document-oriented process management (dDPM), distributed case handling via active documents Protagonists Christoph P. Neumann and Prof. Richard Lenz Organization Friedrich-Alexander-Universität Erlangen-Nürnberg Period 2009 - 2012 Selected Publications and a PhD thesis Implementation α-Flow (open source) == Related Concepts == === Content Management === The bandwidth of Content management systems (CMS) reaches from Web content management systems (WCMS) and Document management system (DMS) to Enterprise Content Management (ECM). Mature DMS products support document production workflows in a basic form, primarily focusing on review cycle workflows concerning a single document. === Groupware and Computer-Supported Cooperative Work === Groupware focuses on messaging (like E-Mail, Chat, and Instant Messaging), shared calendars (e.g. Lotus Notes, Microsoft Outlook with Exchange Server), and conferencing (e.g. Skype). Groupware overlaps with Computer-supported cooperative work (CSCW), that originated from shared multimedia editors (for live drawing/sketching) and synchronous multi-user applications like desktop sharing. The extensive conceptual claim of CSWC must be put into perspective by its actual solution scope, that is available as the CSCW Matrix. === Case Handling === The case handling paradigm stems from Prof. van der Aalst and gained momentum in 2005. The core features are: (a) provide all information available, i.e. present the case as a whole rather than showing bits and pieces, (b) decide about activities on the basis of the information available rather than the activities already executed, (c) separate work distribution from authorization and allow for additional types of roles, not just the execute role, and (d) allow workers to view and add/modify data before or after the corresponding activities have been executed. In healthcare, the flow of a patient between healthcare professionals is considered as a workflow - with activities that inc

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  • Hike Messenger

    Hike Messenger

    Hike Messenger, aka Hike Sticker Chat, is a multifunctional Indian social media and social networking service offering instant messaging (IM) and Voice over IP (VoIP) services that was launched on December 11, 2012, by Kavin Bharti Mittal. Hike functioned through SMS. The app registration used a s‍tandard, one-time password (OTP) based authentication process. It was estimated to be worth $1.4 billion and had more than 100 million registered users. It went defunct on January 6, 2021, as they were unable to compete with global messaging platforms. The app re-appeared on google play store and apple app store on 19 September 2025. == History == Hike Messenger was launched on December 12, 2012, by its founder, Kavin Bharti Mittal. The majority of users were from India, with 80% under the age of 25. The company purchased startups like TinyMogul and Hoppr in 2015. After buying US-based free voice calling company Zip Phones, Hike provided VoIP calling services. On March 5, 2015, Hike launched the 'Great Indian Sticker Challenge' to create more stickers. In February 2017, Hike acquired the social networking app Pulse. From version 5.0, it became the first social messaging app to start a mobile payment service in India. The timeline feature came back after multiple user requests and the introduction of a personalized digital envelope called Blue Packets for sending monetary gifts through a built-in wallet. In 2017, the acquisition of Bengaluru-based startup Creo was announced to enable third-party developers to build services on top of the Hike platform. In 2018, Hike provided 1 billion users with internet access by targeting smaller cities. In January 2019, the company discarded the previous super-app approach, and began launching specialized apps for specific use-cases. In May 2019, Hike announced a collaboration with Indraprastha Institute of Information Technology, Delhi (IIIT-D) to develop a variety of machine learning models. In April 2019, the company launched its first standalone app, Hike Sticker Chat. A separate content app Hike News & Content was also launched. In 2021, Hike shut down its messaging service and shifted focus to gaming and community platforms. It launched Rush, a real-money gaming app featuring casual titles like ludo and carrom, which scaled to over 10 million users and generated more than US$500 million in gross revenue over four years. The company also introduced Vibe, an approval-only community app, as part of its pivot away from the super-app and messaging model. In September 2025, following the passage of the Promotion and Regulation of Online Gaming Act, which banned real-money gaming in India, Hike announced its complete closure. Founder Kavin Bharti Mittal stated that while the company had begun international expansion, scaling globally under the new regulatory regime would require a full reset that was not a viable use of capital or resources. On 19 September 2025, hike was relaunched on play store and app store by the name hike messenger. == Application == === Timeline of Features === On 15 April 2014, Hike introduced unlimited free SMS via a service called Hike Offline, through credits earned by users from regular chatting, as connectivity is still a major issue in many parts of India. In an attempt to appeal to its younger users, Hike introduced features that find resonance with the local market, such as Last Seen Privacy and localized sticker packs. It also introduced a two-way chat theme, allowing users to change the chat background for themselves and for their friends simultaneously. The app also started showing live Cricket scores in collaboration with Cricbuzz, as well as news, casual games, and social media feeds. Hike also added a file transfer service, allowing files less than 100MB of all formats, with a view on further increasing the size limit to 1 GB. With the launch of version 2.9.2.0 in January 2015, Hike implemented support for sending uncompressed images and a "quick upload" feature optimized for 2G speed. Later that month, Hike introduced a voice calling feature for its users. In September 2015, Hike launched free group call support with up to 100 people in a simultaneous conference call environment. In November 2016, Hike announced the launch of a feature called Stories that allows people to share real-life moments using fun live filters which automatically get deleted after 48 hours, and a new camera design with localized filters. Hike 4.0 launched on 26 August 2015 with the tagline 'Got a Gang? Get on Hike'. Hike 4.0 was an optimization-focused update, increasing the performance of the app on poor networks. It supported photo filters, doodles, and bite-sized news updates in under 100 characters. Hike launched News Feed with Hindi language support on 29 September 2015 to cater for the needs of the non-English population. Hike launched version 3.5 as the biggest update for Windows Phone 8.1 during December 2015 which changed the user interface for more simpler navigation, supported sending unlimited non-media files and documents of any format and better group admin settings. It also included ten brand new chat themes. Hike launched a microapp feature which was live for two days on 8 May 2016, as a Mother's Day special in which users could add images, quotes or messages as a token of love with customized e-cards and stickers on their timeline not only on Hike, but also on other platforms. On 26 October 2016, Hike Messenger rolled out the beta version of a video calling feature ahead of WhatsApp starting with the Android users which also lets recipients preview a video call before deciding to take it and is optimized to even work under 2G conditions. On 24 December 2016, Hike rolled out a short 20-second Video Stories feature that can be directly shared with friends or posted on a public timeline with different filters in collaboration with content creators with the same 48-hour time limit before being automatically deleted. The Stories feature continues to receive constant future updates to include and enable content, public story option, private user messaging and geo-tagging. In September 2017, Hike launched personalized sticker packs with 20,000+ graphical stickers for over 500 colleges that covered around 1,000 colleges by December 2018 across India which can be used across different geographies, and are highly customized for users with availability in 40+ local languages that support automatic sticker suggestions where the application suggests the best reply for any sticker message and also allows users to "nudge", a feature used to ping the receiver. Hike started supporting user comments on friend's posts, added a specific message reply function, a redesigned camera interface to support front flash and user mentions with the help of the @ symbol. In December, 2017, Hike launched group voting, bill splitting, checklists and event reminders for group chat that supports up to 1,000 users both on iOS and Android platform. Hike launched another feature called Hike Land, which is a virtual world with beta trial to start from March 2020, that will use Hike Moji where online users with their digital avatar can hang out with other users and will be built inside the Hike Sticker Chat application. It is mainly targeted but not restricted towards 16 to 21 years age group of people. Without unveiling much about Hike Land, a separate website has been created with option to reserve spots by giving details like name, gender and phone number that will link the user profile from the Hike Sticker Chat account though it is not a necessity. ==== Hike Direct ==== The Hike Direct feature is based on the technology known as WiFi Direct, which initially was also called WiFi P2P and got introduced to users by October 2015, which enables sharing of files such as music, apps, videos without a live internet connection within a 100-meter radius by creating a wireless network between two or more devices with a transfer speed of 100MB per minute. For privacy and security reasons, Hike didn't show the recipient's location or proximity and works only when two users are connected in the same room by adding one another into the contact list. ==== Hike Wallet ==== In June 2017, Hike announced the launch of version 5.0 with multiple new features like User Chat Themes, Night Mode and Magic Selfie. along with a built-in Wallet partnered with Yes Bank. This feature was first rolled out to Android users followed by iOS users at a later stage. Hike collaborated with Airtel Payment Bank to power its digital payment wallet by November 2017 where Hike users have access to Airtel Payments Bank's merchant & utility payment services and know your customer (KYC) infrastructure with 5 million transactions happening from services like recharge and P2P. Hike formed a partnership with Ola Cabs to bring a taxi and auto-rickshaw booking facility from 14 February 2018. With Hike Wallet facility users could now book bus tickets with 3

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  • KoalaPad

    KoalaPad

    The KoalaPad is a graphics tablet, released in 1983 by US company Koala Technologies Corporation, for the Apple II, TRS-80 Color Computer (as the TRS-80 Touch Pad), Atari 8-bit computers, Commodore 64, and IBM PC compatibles. Originally designed by Dr. David Thornburg as a low-cost computer drawing tool for schools, the Koala Pad and the bundled drawing program, KoalaPainter, was popular with home users as well. KoalaPainter was called KoalaPaint in some versions for the Apple II, and PC Design for the IBM PC. A program called Graphics Exhibitor was included for creating slideshow presentations from KoalaPainter drawings. == Description == The pad was four inches square (i.e. roughly 10×10 cm) and mounted on a slightly inclined base with the back of the pad higher than the front. At the top, "behind" the pad, were two buttons. The pad hooked into the computer using the analog signals of the joystick ports (the so-called paddle inputs), which meant that it had a low resolution and tended to jostle the cursor if moved during use. As an alternative to the drawing stylus, the pad could as easily be operated by the user's fingers for tasks that demanded less precision, such as selecting between menu items (thus using the pad as a kind of "indirect touch screen"). The top-mounted buttons tended to be somewhat frustrating to use, as the user had to "reach around" the stylus to push the buttons in order to start or stop drawing. A similar tablet from Atari, the Atari CX77 Touch Tablet, addressed this with a built-in button on the stylus, which some enterprising users adapted for use with their KoalaPad. == KoalaPainter == The pad shipped with a simple bitmap graphics editor developed by Audio Light called KoalaPainter, PC Design or Micro Illustrator depending on the target machine (see release history). Although bundled with the pad, KoalaPainter could also be operated using an ordinary digital joystick. One unique feature of the program, for its time, was that it held two pictures in the computer's memory, allowing the user to flip from one to the other—a function commonly used in order to study the differences between an original and a modified picture, and to copy and paste between two different pictures. Some third-party bitmap editors could also be used with the KoalaPad, such as Broderbund's Dazzle Draw for the Apple II. === Release history === KoalaPainter for Commodore 64 (1983) and Atari 8-bit computers (1983) PC Design for the IBM PC (1983) Micro Illustrator for the Apple II (1983), Atari 8-bit computers (1983) and Commodore Plus/4 (1984) KoalaPainter II for Commodore 64 (1984) === Reception === Ahoy! called KoalaPainter "a very powerful and effective color drawing package", and concluded that it and the KoalaPad were "excellent in ease of use, a fine choice for a beginner as well as young children". BYTE's reviewer stated in December 1984 that he made far fewer errors when using an Apple Mouse with MousePaint than with a KoalaPad and its software. He found that MousePaint was easier to use and more efficient, predicting that the mouse would receive more software support than the pad. Cassie Stahl in InfoWorld's Essential Guide to Atari Computers praised the tablet and its documentation, rating it "Excellent" among all categories and stating that "Playing with the KoalaPad becomes addictive. It does everything it claims to, and it does it well". She also liked Micro Illustrator, rating it "Excellent" except for "Good" for Performance. While criticizing the limited erase function, Stahl reported an undocumented feature enabling exporting pictures to other software. === File format === The Commodore 64 version of KoalaPainter used a fairly simple file format corresponding directly to the way bitmapped graphics are handled on the computer: A two-byte load address, followed immediately by 8,000 bytes of raw bitmap data, 1,000 bytes of raw "Video Matrix" data, 1,000 bytes of raw "Color RAM" data, and a one-byte Background Color field. == KoalaWare == Koala Technologies offered more software beyond the bundled KoalaPainter and Graphics Exhibitor for use with the pad. Among these applications, marketed under the moniker KoalaWare (like KoalaPainter itself), was educational software for use with customized keypads and overlays, such as spelling tools, music programs, and mathematics instruction software, as well as software for "translating" graphical designs into Logo programs.

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  • Tumblr

    Tumblr

    Tumblr ( TUM-blər) is a microblogging and social media platform founded by David Karp in 2007 and operated by American company Tumblr, Inc., a subsidiary of Automattic. The service allows users to post multimedia and other content to a short-form blog. It has attracted significant attention and controversy for hosting a wide range of progressive user-generated content. == History == === Beginnings (2006–2012) === Development of Tumblr began in 2006 during a two-week gap between contracts at David Karp's software consulting company, Davidville. Karp had been interested in tumblelogs (short-form blogs, hence the name Tumblr) for some time and was waiting for one of the established blogging platforms to introduce their own tumblelogging platform. As none had done so after a year of waiting, Karp and developer Marco Arment began working on their own platform. Tumblr was launched in February 2007, and within two weeks had gained 75,000 users. Arment left the company in September 2010 to work on Instapaper. In June 2012, Tumblr featured its first major brand advertising campaign in collaboration with Adidas, who launched an official soccer Tumblr blog and bought ad placements on the user dashboard. This launch came only two months after Tumblr announced it would be moving towards paid advertising on its site. === Ownership by Yahoo! (2013–2018) === On May 20, 2013, it was announced that Yahoo and Tumblr had reached an agreement for Yahoo! Inc. to acquire Tumblr for $1.1 billion in cash. Many of Tumblr's users were unhappy with the news, causing some to start a petition, achieving nearly 170,000 signatures. David Karp remained CEO and the deal was finalized on June 20, 2013. Advertising sales goals were not met and in 2016 Yahoo wrote down $712 million of Tumblr's value. Verizon Communications acquired Yahoo in June 2017, and placed Yahoo and Tumblr under its Oath subsidiary. Karp announced in November 2017 that he would be leaving Tumblr by the end of the year. Jeff D'Onofrio, Tumblr's president and COO, took over leading the company. The site, along with the rest of the Oath division (renamed Verizon Media Group in 2019), continued to struggle under Verizon. In March 2019, Similarweb estimated Tumblr had lost 30% of its user traffic since December 2018, when the site had introduced a stricter content policy with heavier restrictions on adult content (which had been a notable draw to the service). In May 2019, it was reported that Verizon was considering selling the site due to its continued struggles since the purchase (as it had done with another Yahoo property, Flickr, via its sale to SmugMug). Following this news, Pornhub's vice president publicly expressed interest in purchasing Tumblr, with a promise to reinstate the previous adult content policies. === Automattic (2019–present) === On August 12, 2019, Verizon Media announced that it would sell Tumblr to Automattic, the operator of blog service WordPress.com and corporate backer of the open source blog software of the same name. The sale was for an undisclosed amount, but Axios reported that the sale price was less than $3 million, less than 0.3% of Yahoo's original purchase price. Automattic CEO Matt Mullenweg stated that the site will operate as a complementary service to WordPress.com, and that there were no plans to reverse the content policy decisions made during Verizon ownership. In November 2022, Mullenweg stated that Tumblr will add support for the decentralized social networking protocol ActivityPub. In November 2023, most of Tumblr's product development and marketing teams were transferred to other groups within Automattic. Mullenweg stated that focus would shift to core functionality and streamlining existing features. In February 2024, Automattic announced that it would begin selling user data from Tumblr and WordPress.com to Midjourney and OpenAI. Tumblr users are opted-in by default, with an option to opt out. In August 2024, Automattic announced that it would migrate Tumblr's backend to an architecture derived from WordPress, in order to ease development and code sharing between the platforms. The company stated that this migration would not impact the service's user experience and content, and that users "won't even notice a difference from the outside". In January 2025, Mullenweg stated that the migration, once completed, would also "unlock" ActivityPub access for Tumblr, including native support for the company's official ActivityPub plugin for WordPress. In April 2025, Automattic announced layoffs for 16% of its workforce, reducing a large portion of Tumblr staff. On March 16, 2026, Tumblr implemented a change to how notes were assigned to reblogs, making it more similar to sites like Twitter and Bluesky. The change was rolled back the next day after heavy user backlash. == Features == === Blog management === Dashboard: The dashboard is the primary tool for the typical Tumblr user. It is a live feed of recent posts from blogs that they follow. Through the dashboard, users are able to comment, reblog, and like posts from other blogs that appear on their dashboard. The dashboard allows the user to upload text posts, images, videos, quotes, or links to their blog with a click of a button displayed at the top of the dashboard. Users are also able to connect their blogs to their Twitter and Facebook accounts, so that whenever they make a post, it will also be sent as a tweet and a status update. As of June 2022, users can also turn off reblogs on specific posts through the dashboard. Queue: Users are able to set up a schedule to delay posts that they make. They can spread their posts over several hours or even days. Tags: Users can help their audience find posts about certain topics by adding tags. If someone were to upload a picture to their blog and wanted their viewers to find pictures, they would add the tag #picture, and their viewers could use that word to search for posts with the tag #picture. HTML editing: Tumblr allows users to edit their blog's theme using HTML to control the appearance of their blog. Custom themes are able to be shared and used by other users, or sold. Custom domains: Tumblr allows users to use custom domains for their blogs. Users must purchase a domain from Tumblr Domains, an in-house registrar that provides domains that can only be used with Tumblr unless removed from the user's blog and transferred to another registrar. Blogs previously were able to be linked with any domain/subdomain from any registrar, however following the introduction of the Tumblr Domains service, now requires you to purchase a domain directly from Tumblr to be used with a blog. Users who kept their blogs connected to a domain after the introduction got to keep their custom domain, as long as they do not disconnect it from Tumblr or let the domain expire. === Tags === The tagging system on the website operates on a hybrid tagging system, involving both self-tagging (user write their own tags on their posts) and an auto-manual function (the website will recommend popular tags and ones that the user has used before.) Only the first 20 tags added to any post will be indexed by the site. The tags are prefaced by a hashtag and separated by commas, and spaces and special characters are allowed, but only up to 140 characters total per tag. There are two main types used by Tumblr users: descriptive tagging, and opinion or commentary tagging. Descriptive tags are usually introduced by the original poster, and describe what is in the post (e.g. #art, #sky). These are important for the original poster to use, so their post will be indexed and searchable by others wishing to view that subject of content. Tags used as a form of communication are unique to Tumblr, and are typically more personal, expressing opinions, reactions, meta-commentary, background information, and more. Instead of adding onto the reblogged post (with their comments becoming an addition to each subsequent reblog from them) a user may add their comments in the tags, not changing the content or appearance of the original post in any way. Not all users choose to use tags this way, but those who do use tags for commentary may prefer it over adding a comment on the actual post. === Mobile === With Tumblr's 2009 acquisition of Tumblerette, an iOS application created by Jeff Rock and Garrett Ross, the service launched its official iPhone app. The site became available to BlackBerry smartphones on April 17, 2010, via a Mobelux application in BlackBerry World. In June 2012, Tumblr released a new version of its iOS app, Tumblr 3.0, allowing support for Spotify integration, hi-res images and offline access. An app for Android is also available. A Windows Phone app was released on April 23, 2013. An app for Google Glass was released on May 16, 2013. === Inbox and messaging === Tumblr blogs have the option to allow users to submit questions, either as themselves or anonymously, to the blog for a response. Tumblr

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  • Viber

    Viber

    Rakuten Viber, commonly known as Viber, is a cross-platform voice over IP (VoIP) and instant messaging (IM) software application owned by the Japanese technology company Rakuten Group. The service is available as freeware for Android, iOS, Microsoft Windows, macOS and Linux. Users are registered and identified through a mobile phone number, although the service can also be accessed on desktop platforms without mobile connectivity. In addition to instant messaging, the platform allows users to exchange media such as images, videos and files, and provides a paid international calling service called Viber Out. The software was launched in 2010 by the company Viber Media, founded by Talmon Marco and Igor Magazinnik. Rakuten acquired Viber Media in 2014 and later renamed the company Rakuten Viber. The company is headquartered in Cyprus and maintains offices in London, Manila, Paris, San Francisco, Singapore, Tokyo and Beijing. == History == === Founding (2010) === Viber Media was founded in Tel Aviv, Israel, in 2010 by Talmon Marco and Igor Magazinnik. Marco and Magazinnik are also co-founders of the peer-to-peer media and file-sharing client iMesh. The company was run from Israel and was registered in Cyprus. Sani Maroli and Ofer Smocha soon joined the company as well. Marco said Viber allows instant calling and synchronization with contacts because the ID is the user's cell number. In its early days, Viber relied on a patchwork of outsourcing partners from different countries, commissioning specific solutions from external vendors — including teams based in Cyprus and Belarus. According to the company's statements, development of Viber's core functionality historically originated from its Tel Aviv office — a testament to its roots — even though the legal entity was registered elsewhere. === Early monetisation (2011) === In its first two years of availability, Viber did not generate revenues. It began doing so in 2013, via user payments for Viber Out voice calling and the Viber graphical messaging "sticker market". The company was originally funded by individual investors, described by Marco as "friends and family". They invested $20 million in the company, which had 120 employees as of May 2013. On 24 July 2013, Viber's support system was defaced by the Syrian Electronic Army. According to Viber, no sensitive user information was accessed. By the time Rakuten came forward with its acquisition deal in 2014, Viber had already stopped working with external vendors, choosing instead to consolidate development under its own offices. === Rakuten acquires Viber (2014) === On 13 February 2014, Rakuten announced they had acquired Viber Media for $900 million, and since then Viber has been owned by Rakuten, Inc., an e-commerce conglomerate headquartered in Tokyo. The sale of Viber earned the Shabtai family (Benny, his brother Gilad, and Gilad's son Ofer) some $500 million from their 55.2% stake in the company. At that sale price, the founders each realized over 30 times return on their investments. Later that year, the company established a UK presence with the incorporation of Viber UK Limited in London. Djamel Agaoua became Viber Media CEO in February 2017, replacing co-founder Marco who left in 2015. In July 2017 the corporate name of Viber Media was changed to Rakuten Viber and a new wordmark logo was introduced. Its legal name remains Viber Media, S.à r.l. based in Luxembourg. === Post-acquisition === In August 2015 Viber opened a regional office for Central and Eastern Europe in Sofia to support growth in the region. In 2017, Rakuten Viber and the World Wildlife Fund engaged in a commercial transaction aimed at raising awareness and protecting wildlife. After first using Viber to spread its message in June 2020, the International Federation of the Red Cross launched an official chatbot and community on the messaging app to combat the spread of false information, which they termed an infodemic, about COVID-19. The chatbot is still active as of June 2022, with over 1.4 million subscribers. In 2020, Rakuten Viber and the World Health Organization (the WHO) engaged in a commercial transaction for a chatbot to inform users of issues such as women's health. and an anti-smoking campaign. In the wake of the July–August 2020 Belarusian election protests, to avoid sanctions and harassment from monopolies the company closed its office in Minsk. In 2022, Ofir Eyal became Viber CEO, replacing Djamel Agaoua. Eyal is a Viber veteran; he worked as Vice President of Product in 2014 before his promotion to Chief Operating Officer in 2019. Shortly after the appointment of a new CEO, Viber continued its international expansion. In March 2022, Rakuten announced the opening of a development center in Tbilisi, Georgia, intended to support work on mobile applications and technology projects in the region. In July 2022, Rakuten Viber partnered with Rapyd to launch instant cross-border P2P payments. The company launched payments on the Viber app first in Greece and Germany, and then in other countries. In August, Mineski teamed up with Viber to develop a social minigame platform that can play off Viber's application. In May 2022, Rakuten Viber launched the premium chat service Viber Plus that offers exclusive features, including sticker market privileges, ad-free use, priority Viber support, exclusive badge, unique Viber icon, large file sharing, and more. In 2022, Viber joined the European Union’s Code of Conduct on countering illegal hate speech online. As part of this framework, the company undertook to review reported content and remove material identified as hate speech in accordance with the Code and its platform rules. In January 2024 Rakuten (the company behind Viber) established an office in Kyiv to bring together engineering and marketing departments. Alongside launching its Kyiv office the company joined Diia.City as a resident. Subsequently in October 2024 Rakuten Viber inaugurated an office in Manila to broaden its operations, in the Philippines. The company’s legal entity remains Viber Media S.à r.l., registered in Luxembourg. Viber’s engineering work has been carried out across multiple countries and through external partners, including outsourcing and near-shore vendors. As a result, its development operations are distributed internationally rather than concentrated in a single location. In December 2024, Viber was blocked in Russia. Roskomnadzor announced the nationwide blocking of the messaging app due to non-compliance with local legal requirements. == Security audit == On 4 November 2014, Viber scored 1 out of 7 points on the Electronic Frontier Foundation's "Secure Messaging Scorecard". Viber received a point for encryption during transit but lost points because communications were not encrypted with keys that the provider did not have access to (i.e. the communications were not end-to-end encrypted), users could not verify contacts' identities, past messages were not secure if the encryption keys were stolen (i.e. the service did not provide forward secrecy), the code was not open to independent review (i.e. the code was not open-source), the security design was not properly documented, and there had not been a recent independent security audit. On 14 November 2014, the EFF changed Viber's score to 2 out of 7 after it had received an external security audit from Ernst & Young's Advanced Security Centre. On 19 April 2016, with the announcement of Viber version 6.0, Rakuten added end-to-end encryption to their service. The company said that the encryption protocol had only been audited internally, and promised to commission external audits "in the coming weeks". In May 2016, Viber published an overview of their encryption protocol, saying that it is a custom implementation that "uses the same concepts" as the Signal Protocol. In 2022, Rakuten Viber won a Security Award, by test.de, a tech firm based in Germany where there are over 3 million Viber users. In 2024, Rakuten Viber received SOC certification following an audit conducted by Ernst & Young. The certification relates to the company’s controls for data protection and information security. == Market share == As of December 2016, Viber had 800 million registered users. According to Statista, there are 260 million monthly active users as of January 2019. The Viber messenger is very popular in the Philippines, Greece, Eastern Europe, Russia, the Middle East, and some Asian markets. India was the largest market for Viber as of December 2014 with 33 million registered users, the fifth most popular instant messenger in the country. At the same time there were 30 million users in the United States, 28 million in Russia and 18 million in Brazil. Viber is particularly popular in Eastern Europe, being the most downloaded messaging app on Android in Belarus, Moldova and Ukraine as of 2016. It is also popular in Iraq, Libya and Nepal. Viber is translated in 44 languages and used in more than 190 co

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  • Social media use in education

    Social media use in education

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

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  • VEX Robotics

    VEX Robotics

    VEX Robotics is one of the main robotics programs for elementary through university students, and a subset of Innovation First International. The VEX Robotics competitions and programs were overseen by the Robotics Education & Competition Foundation (RECF), until May 2026 when VEX split from the foundation. VEX Robotics Competition was named the largest robotics competition in the world by Guinness World Records. There are four leagues of VEX Robotics competitions designed for different age groups and skill levels: VEX V5 Robotics Competition (previously VEX EDR, VRC) is for middle and high school students, and is the largest competition out of the four. VEX Robotics teams have an opportunity to compete annually in the VEX V5 Robotics Competition (V5RC). VEX IQ Robotics Competition is for elementary and middle school students. VEX IQ robotics teams have an opportunity to compete annually in the VEX IQ Robotics Competition (VIQRC). VEX AI is a 'spinoff' of VEX U, for high school and college level students. The competition features no driver control periods, hence the name 'VEX AI'. VEX AI robotics teams have an opportunity to compete in the VEX AI Competition (VAIC). VEX U is a robotics competition for college and university students. The game is similar to V5RC, but traditionally with separate, more relaxed rules on the construction of their robots. In each of the four leagues, students are given a new challenge annually and must design, build, program, and drive a robot to complete the challenge as best they can. The robotics teams that consistently display exceptional mastery in all of these areas will eventually progress to the VEX Robotics World Championship. The description and rules for the season's competition are released during the world championship of the previous season. From 2021 to 2025, the VEX Robotics World Championship was held in Dallas, Texas each year in mid-April or mid-May, depending on which league the teams are competing in. St. Louis, Missouri will host the event in 2026 and 2027. == VEX V5 == VEX V5 is a STEM learning system designed by VEX Robotics and the REC Foundation to help middle and high school students develop problem-solving and computational thinking skills. It was introduced at the VEX Robotics World Championship in April 2019 as a replacement for a previous system called VEX EDR (VEX Cortex). The program utilizes the VEX V5 Construction and Control System as a standardized hardware, firmware, and software compatibility platform. Robotics teams and clubs can use the VEX V5 system to build robots to compete in the annual VEX V5 Robotics Competition. === Construction and Control System === The VEX V5 Construction and Control System is a metal-based robotics platform with machinable, bolt-together pieces that can be used to construct custom robotic mechanisms. The robot is controlled by a programmable processor known as the VEX V5 Brain. The Brain is equipped with a color LCD touchscreen, 21 hardware ports, an SD card port, a battery port, 8 legacy sensor ports, and a micro-USB programming port. Usage with a VEX V5 Radio enables wireless driving and wireless programming of the brain via the VEX V5 Controller. The controller allows wireless user input to the robot brain, and two controllers can be daisy-chained if necessary. Each controller has two hardware ports, a micro-USB port, two 2-axis joysticks, a monochrome LCD, and twelve buttons. The controller's LCD can be written wirelessly from the robot, providing users with configurable feedback from the robot brain. The VEX V5 Motors connect to the brain via the hardware ports and are equipped with an internal optical shaft encoder to provide feedback on the rotational status of the motor. The motor's speed is programmable but may also be altered by exchanging the internal gear cartridge with one of three cartridges of different gear ratios. The three cartridges are 100 rpm, 200 rpm, and 600 rpm. === VEXcode V5 === VEXcode V5 is a Scratch-based coding environment designed by VEX Robotics for programming VEX Robotics hardware, such as the VEX V5 Brain. The block-style interface makes programming simple for elementary through high-school students. VEXcode is consistent across VEX 123, GO, IQ, and V5 and can be used to program the devices from each. VEXcode allows the block programs to be viewed as equivalent C++ or programs to help more advanced students transition from blocks to text. This also allows easy interconversion between text-based and block-based programming. VEXcode also lets students code in C++, which gives the opportunity to learn basic C++, but to collect data from sensors or to move the drivetrain, VEX uses a header file. === PROS === PROS is a C/C++ programming environment for VEX V5 hardware maintained by students of Purdue University through Purdue ACM SIGBots. It provides a more bare-bones environment for more knowledgeable students that allows for an industry-applicable experience. It has a more robust API that allows for more precise control of the hardware for competition-level uses in VRC/VEX U. It is based on FreeRTOS. == VEX V5 Robotics Competition == VEX V5 Robotics Competition (V5RC) is a robotics competition for registered middle and high school teams that utilize the VEX V5 Construction and Control System. In this competition, teams design, cad, build, and program robots to compete at tournaments. At tournaments, teams participate in qualifying matches where two randomly chosen alliances of two teams each compete for the highest team ranking. Before the Elimination Rounds, the top-ranking teams choose their permanent alliance partners, starting with the highest-ranked team, and continuing until the alliance capacity for the tournament is reached. The new alliances then compete in an elimination bracket, and the tournament champions, alongside other award winners, qualify for their regional culminating event. . The current challenge is VEX V5 Robotics Competition: Override. === General rules === Middle and high school students have the same game and rules. The most general and basic rules for the VEX V5 Robotics Competition are as follows, but each year may have exceptions and/or additional constraints. Each robot is partnered with another robot in a pair called an "alliance". In any given match, each alliance competes against one other alliance. One team is designated as the red alliance, and the other as the blue alliance. No robot may exceed the dimensions of an 18-inch cube until the match has begun. No robot may contain hardware, software, material, or content that is not distributed by or explicitly allowed by VEX Robotics. The playing field consists of a 12-foot by 12-foot square of foam tiles bordered by a wall of metal-framed polycarbonate dividers. Anything outside of these border walls is considered as off of the playing field. The various field elements associated with that season's competition are arranged in a defined and reproducible manner before the start of each match. At the start of the match is a 15-second 'autonomous' period, where all four robots navigate the field based on pre-programmed instructions without driver input. After the autonomous period has ended, the 'driver control' period begins. This stage of the match consists of one minute and forty-five seconds of manual control of the robot using one or two handheld controllers utilized by the respective number of 'drivers'. The object of the match is to attain a higher score, i.e. more points, than the opposing alliance. The method by which the alliances attain these points varies significantly with each season. Throughout the match, the blue alliance is not allowed to enter the red alliance's 'protected zone' of the field, and vice versa. The designated areas of the field are often different for each season. During the autonomous period, the protected zone normally consists of half of the field where the alliance starts, whereas the driver control period rarely features a defined protected zone, as was the case for VRC Tipping Point, VRC High Stakes, and VRC Push Back. Intentionally removing game objects from the field will result in a warning, minor violation, and/or major violation (disqualification). Intentionally and repeatedly damaging any of the robots involved, either during the match or otherwise, will result in immediate disqualification. === 2025-2026 Game: Push Back === The objective of the game is to score as many blocks as possible in goals within a 15-second autonomous period, and 1:45 driver control period. Each field consists of two long goals, two center goals, four loaders, and two park zones. ==== Field Element - Goals ==== The goals may be pictured as 'bridges' above the field. Long goals can fit fifteen blocks of any color, while center goals can fit seven. Goals feature control bonuses that are always awarded to the alliance with the most blocks scored in the control zone of each goal. Center goal control zones inco

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  • Omni-Path

    Omni-Path

    Omni-Path Architecture (OPA) is a high-performance communication architecture developed by Intel. It aims for low communication latency, low power consumption and a high throughput. It directly competes with InfiniBand. Intel planned to develop technology based on this architecture for exascale computing. The current owner of Omni-Path is Cornelis Networks. == History == Production of Omni-Path products started in 2015 and delivery of these products started in the first quarter of 2016. In November 2015, adapters based on the 2-port "Wolf River" ASIC were announced, using QSFP28 connectors with channel speeds up to 100 Gbit/s. Simultaneously, switches based on the 48-port "Prairie River" ASIC were announced. First models of that series were available starting in 2015. In April 2016, implementation of the InfiniBand "verbs" interface for the Omni-Path fabric was discussed. In October 2016, IBM, Hewlett Packard Enterprise, Dell, Lenovo, Samsung, Seagate Technology, Micron Technology, Western Digital and SK Hynix announced a joint consortium called Gen-Z to develop an open specification and architecture for non-volatile storage and memory products—including Intel's 3D Xpoint technology—which might in part compete against Omni-Path. Intel offered their Omni-Path products and components via other (hardware) vendors. For example, Dell EMC offered Intel Omni-Path as Dell Networking H-series, following the naming-standard of Dell Networking in 2017. In July 2019, Intel announced it would not continue development of Omni-Path networks and canceled OPA 200 series (200-Gbps variant of Omni-Path). In September 2020, Intel announced that the Omni-Path network products and technology would be spun out into a new venture with Cornelis Networks. Intel would continue to maintain support for legacy Omni-Path products, while Cornelis Networks continues the product line, leveraging existing Intel intellectual property related to Omni-Path architecture. In 2021, Cornelis announced Omni-Path Express, which replaces PSM2-based drivers and middleware, which trace back to PathScale's PSM created in 2003, for the existing Omni-Path hardware, with a native libfabric provider.

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  • ESign (India)

    ESign (India)

    Aadhaar eSign is an online electronic signature service in India to facilitate an Aadhaar holder to digitally sign a document. The signature service is facilitated by authenticating the Aadhaar holder via the Aadhaar-based e-KYC (electronic Know Your Customer) service. To eSign a document, one has to have an Aadhaar card and a mobile number registered with Aadhaar. With these two things, an Indian citizen can sign a document remotely without being physically present. == Procedure == The notification issued by Government of India in this regard stipulates the following procedure for the e-authentication using Aadhaar e-KYC services. Authentication of an electronic record by e-authentication technique, which shall be done by the applicable use of e-authentication, hash function, and asymmetric cryptosystem techniques, leading to issuance of digital signature certificate by Certifying Authority, a trusted third party service by subscriber's key pair generation, storing of the key pairs on hardware security module and creation of digital signature provided that the trusted third party shall be offered by the certifying authority (the trusted third party shall send application form and certificate signing request to the Certifying Authority for issuing a digital signature certificate to the subscriber), issuance of digital signature certificate by Certifying Authority shall be based on e-authentication, particulars given in the prescribed format, digitally signed verified information from Aadhaar e-KYC services and electronic consent of digital signature certificate applicant, the manner and requirements for e-authentication shall be as issued by the Controller from time to time, the security procedure for creating the subscriber's key pair shall be in accordance with the e-authentication guidelines issued by the Controller, the standards referred to in rule 6 of the Information Technology (Certifying Authorities) Rules, 2000 shall be complied with, in so far as they relate to the certification function of public key of Digital Signature Certificate applicant, and the manner in which information is authenticated by means of digital signature shall comply with the standards specified in rule 6 of the Information Technology (Certifying Authorities) Rules, 2000 in so far as they relate to the creation, storage and transmission of Digital Signature. == eSign Service Providers == Organisations and individuals seeking to obtain the eSigning Service can utilize the services of various service providers. There are empanelled service providers with whom organisations can register as an Application Service Prover after submitting the requisite documents, getting UAT access, building the application around the service and going through an IT Audit by an CERT-IN empanelled auditor. However, the process of registering as an Application Service Provider is cumbersome, and requires huge investments of time, money and resources in complying with the regulations and building a suitable application. Most organisations prefer using services of plug-n-play gateway providers who take the responsibility of complying with the regulations, hence simplifying the process for the market.

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  • Social trading

    Social trading

    Social trading is a form of investing that allows investors to observe the trading behavior of their peers and expert traders. The primary objective is to follow their investment strategies using copy trading or mirror trading. Social trading requires little or no knowledge about financial markets. == History == One of the first social trading platforms was Collective2] which began offering a social trading functionality to retail traders as early as 2003 (preceding ZuluTrade by four years). In 2010, social trading started to achieve a greater degree of mainstream appeal with eToro, followed by Wikifolio in 2012. Europe-based NAGA, listed on Frankfurt Stock Exchange since 2017, claims more than EUR 27 billion was traded on its platform in the second half of 2019. Some of the other contemporary social trading platforms and tech providers are Trading Motion, Brokeree Solutions, iSystems, and FX Junction, among others. === Research === MIT Computer Scientist and researcher Yaniv Altshuler described social trading networks as complex adaptive systems, and in his 2014 research on eToro's OpenBook, wrote that "Having the inherent ability to share ideas and information between each others, OpenBook's users are given a new source of information they can use in order to enhance their trading performance. As the users are not playing against each other but rather – against the market, this situation becomes a non zero-sum game, hence incentivizing the users to share as much information as possible." His paper concludes that "social trading provides much better opportunities for profiting compared with individual trading," but that users make "excellent but sometimes not optimal decisions in selecting experts when they can see others' choices." A 2015 World Economic Forum report described social trading networks as disruptors, which "have emerged to provide low-cost, sophisticated alternatives to traditional wealth managers. These solutions cater to a broader customer base and empower customers to have more control of their wealth management," and "pose a tangible threat to the traditional practices of the wealth management industry". Economist Nouriel Roubini's thinktank predicted in 2016 that "newer forms of investment, such as socially responsible investments and social trading will bring some of the largest industry growth in the coming years." A 2017 St. John's University study found that 'leader' traders, or those with followers, are more susceptible to the disposition effect than investors that are not being followed by any other traders, with the authors suggesting the observation may be explained by "leaders feeling responsible towards their followers and an urge to not let them down, by fear of losing followers when admitting a bad investment decision and signaling confidence in their initial investment choice, or by an attempt of newly appointed leaders to manage their self-image." Social trading may potentially also change how much risk investors take. A recent experimental study argues that merely providing information on the success of others may lead to a significant increase in risk taking. This increase in risk taking may even be larger when subjects are provided with the option to directly copy others. == Characteristics == Social trading is an alternative way of analyzing financial data by looking at what other traders are doing and comparing and copying their techniques and strategies. Prior to the advent of social trading, investors and traders were relying on fundamental or technical analysis to form their investment decisions. Using social trading investors and traders could integrate into their investment decision-process social indicators from trading data-feeds of other traders. Social trading platforms or networks can be considered a subcategory of social networking services. Social trading allows traders to trade online with the help of others and some have claimed shortens the learning curve from novice to experienced trader. Traders can interact with others, watch others take trades, then duplicate their trades and learn what prompted the top performer to take a trade in the first place. By copying trades, traders can learn which strategies work and which do not work. Social trading is used to do speculation; in the moral context speculative practices are considered negatively and to be avoided by each individual. who conversely should maintain a long-term horizon avoiding any types of short term speculation. Social Media has permeated the trading world such that two main types of trading has evolved: Traditional Trades Single (or non-social) trade: Trader A places a normal trade by himself or herself; This can by manual or automated Social Trading There are two main types of social trading: Copy trade: Trader A places exactly the same trade as trader B's one single trade; (iii) Mirror trade: Trader A automatically executes trader B's every single trade, i.e., trader A follows exactly trader B's trading activities. Other variations offered on some platforms allow users to copy another trader's portfolio (copy portfolio), and follow a trader's dividends (copy dividends), where whenever a followed trader withdraws money from his or her account, a proportional amount of money will be withdrawn from the balance of their follower, in real time. === Key features === Information flow: Unencumbered access to information is important in financial markets and that makes the free exchange of information of interest to small scale as well as individual investors. Cooperative trading: Social trading offers traders the opportunity to work together in trading teams which can trade the markets collaboratively, whether by pooling funds, dividing research or through sharing information. Monetization: As with social networks in the broader sense, monetization strategies are not always clear. As with social networks in general, it is possible, however, that the long-term worth of such websites may come from the variety and depth of data about their users which their active communities are likely to generate. Transparency: Social trading platforms reveal traders' performance stats, open and past positions, and market sentiment, giving members complete information to assess the credibility of the contributors they follow on the platform.

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  • SeaTable

    SeaTable

    SeaTable is a no-code platform that allows users to develop and implement business processes. The cloud collaboration service SeaTable is marketed by the GmbH of the same name with headquarters in Mainz and additional offices in Berlin and Beijing, and developed by the same company as Seafile. == History == SeaTable is a collaborative database and low-code application platform developed as part of a joint venture between Seafile Ltd., a software company based in Guangzhou, China, and SeaTable GmbH, a German firm headquartered in Mainz. Founded in 2020, the project represents the international expansion of Seafile, a Chinese developer originally known for its file synchronization and sharing software. While SeaTable's cloud services and European client operations are managed by the German entity, the platform itself is developed in China by Seafile's engineering team. This cross-border structure, described by TechCrunch as an “unconventional path” for a Chinese startup expanding abroad, reflects Seafile's effort to maintain its product development in China while addressing growing scrutiny in Western markets over data governance and corporate control. In 2021, an innovation project led by the Cyber Innovation Hub at the IT School of the German Armed Forces started to evaluate the possibilities of a large-scale deployment at the German Armed Forces. The evaluation project is currently still ongoing. In 2022, SeaTable is optimizing its database backend to allow millions of records within one base in the future. The focus of development is increasingly on automation and visualization. In 2025, SeaTable introduced AI-powered automations with version 6. The update enabled the integration of large language models (LLMs) for text analysis and automated decision-making. SeaTable operates a self-hosted LLM on servers provided by Hetzner (Germany), while self-hosted deployments can connect to any compatible model. == Features == SeaTable combines the traditional capabilities of a spreadsheet such as Excel and supplements them with a wide range of functions for process automation and visualization as well as a fully comprehensive API. SeaTable is not a pure cloud solution, but can alternatively be installed on a private server and operated completely autonomously. In this way, the owner retains full control over their own data. The installation is done via Docker on a Linux server. == Security and privacy == While most no-code platforms exist only as SaaS solutions, SeaTable describes itself as a data-sparse European solution. While initially the SeaTable Cloud was hosted on Amazon AWS, the move to the German data centers of Swiss provider Exoscale then took place in May 2021. This was followed by the replacement of the Freshdesk cloud ticketing system with a self-hosted Zammad instance, and since April 2022 SeaTable has completely dispensed with all tracking cookies on its website.

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  • Short Weather Cipher

    Short Weather Cipher

    The Short Weather Cipher (German: Wetterkurzschlüssel, abbreviated WKS), also known as the weather short signal book, was a cipher, presented as a codebook, that was used by the radio telegraphists aboard U-boats of the German Navy (Kriegsmarine) during World War II. It was used to condense weather reports into a short 7-letter message, which was enciphered by using the naval Enigma and transmitted by radiomen to intercept stations on shore, where it was deciphered by Enigma and the 7-letter weather report was reconstructed. == History == During World War II, during various times, different versions of the cipher were in operation. The first issue carried the codename Weimar. It was replaced by the edition Eisenach on 20 January 1942. On 10 March 1943, the third edition of the weather key, bearing the codename Naumburg, entered into force. On May 9, 1941, during Operation Primrose, the operation to occupy Åndalsnes and create a diversion south of Trondheim in Norway as part of the Norwegian Campaign, an intact Naval Enigma (M3) cipher machine, a copy of the "Weimar" version of the short weather cipher and a copy of the short signal book (German: Kurzsignalbuch or Kurzsignale for short) was recovered from the submarine U-110, that was captured in the North Atlantic east of Cape Farewell, Greenland. This enabled the cryptanalysts in Bletchley Park to break the encryption of the M3 and to decipher the German submarine radio messages. The Short Weather Cipher was critical in the cryptanalysis of the Naval Enigma M4 and yielded excellent cribs. On 30 October 1942, a copy of the Wetterkurzschlüssel, the short weather cipher, and of the short signal book, the Kurzsignale, were recovered as part of a daring raid on the U-boat U-559, when three Royal Navy sailors, Lieutenant Anthony Fasson, Able Seaman Colin Grazier and NAAFI canteen assistant Tommy Brown, then boarded the abandoned submarine, and recovered the documents after a 90-minute search. They reached the Government Code and Cypher at Bletchley Park after a three-week delay, on 24 November 1942. The documents which cost the lives of Fasson and Grazier proved to be particularly important in breaking the Naval Enigma M4. The version of the short weather cipher recovered was the Eisenach version. Unlike the first version Weimar, the Eisenach did not list the 26 rotor positions that were indicated by a letter, to be used in enciphering weather reports. Thus, Hut 8 cryptanalysts thought that all four rotors were used to encipher weather reports. Testing on the Bombes began to surface weather kisses (identical messages in two cryptosystems). On 13 December 1942, a crib obtained using the Short Weather Cipher gave a key with the Naval Enigma M4 rotatable Umkehrwalze (reversing roller or reflector) in the neutral position, making it equivalent to a standard Enigma and thus making B-Dienst messages potentially breakable on existing bombes. Hut 8 learned that the 4-letter indicators for regular U-boat messages were the same as 3-letter indicators for weather messages the same day, except for one extra letter. This meant that once the key was found for a weather message on any day, the fourth rotor had to be only tested in 26 positions to find the full 4-letter key. By the end of the day on Sunday 13 December, Rodger Winn of the Submarine Tracking Room at Bletchley Park knew that Shark Enigma Cipher was broken. When the third edition of the short signal book was introduced on 10 March 1943, Hut 8 was immediately deprived of cribs. However, by the 19 March, cribs were again being used by Hut 8 personnel, using the method of employing short signal sighting reports. These were reports made by U-boats when contact was made with Kurzsignalheft code book. Hut 8 managed to solve Shark for 90 out of 112 days before the end of June. Kurzsignalheft short sighting reports also used M4 in M3 mode. By the end of June, four-rotor bombes had entered service at Bletchley Park, and by August had been introduced by the US Navy. From September onwards, Shark was generally solved within 24 hours. == Operation == The U-boat encoded weather reports using the Short Weather Cipher, before being enciphered on the Naval Enigma. The shore patrol of the Kriegsmarine, deciphered the message and decoded it, then forwarding it to a central meteorological station, which rebroadcast the data as ship synoptics, after enciphering it with additive tables using a cipher, which was called Germet 3 by Hut 8 personnel. The short weather cipher coded weather reports using a polyphonic single-letter code with X missing. A = +28° ◦ B = +27° ◦ C = +26° ◦ D = +25° ◦ . . . ◦ W = +6° ◦ Y= +5° ◦ Z = +4° ◦ A = +3° ◦ B = +2° ◦ C = +1° ◦ D = 0° ◦ E =−1° ◦ F =−2° ◦ . . . ◦ Z = −21° ◦ In a similar way, water temperature, atmospheric pressure, humidity, wind direction, wind velocity, visibility, degree of cloudiness, geographic latitude, and geographic longitude had to be coded in a prescribed order with the weather report consisted of a single short word. Based on the approximate knowledge of the position of the submarine, the Kriegsmarine telegraphist who received the message could translate the letter "S", according to the above table, which could mean 10 °C or −15 °C, back to the correct temperature. Similarly, the direction and the type of swell was also coded with only a single letter: ----------------------------------------------------- Direction from which | Type of swell the swell comes | low | middle high | high | ----------------------------------------------------- N | a | i | q | NE | b | j | r | E | c | k | s | SE | d | l | t | S | e | m | u | SW | f | n | v | W | g | o | w | NW | h | p | x | No swelling | | | | y Intermittent | | | | z As an example of the cipher, a weather report for 68° North latitude, 20° West longitude (north of Iceland) with atmospheric pressure 972 millibars, temperature minus 5 °C, wind northwest Force 6 (on the Beaufort scale), 3/10 cirrus cloud cover, visibility 5 nautical miles, would be coded as MZNFPED. == Publications == Bauer, Arthur O. (1997), Funkpeilung als alliierte Waffe gegen deutsche U-Boote 1939–1945 [Direction finding as Allied weapon against German submarines from 1939 to 1945] (in German), Diemen, NL: Selbstverlag, ISBN 978-3-00-002142-8 Bauer, Friedrich L. (2007), Decrypted Secrets. Methods and Maxims of Cryptology (4., rev. and extended ed.), Berlin Heidelberg New York: Springer, ISBN 978-3-540-24502-5 Pfeiffer, Paul N. (October 1998), "Breaking the German Weather Ciphers in the Mediterranean Detachment, 849th Signal Intelligence Service", Cryptologia, 22 (4): 354–369, doi:10.1080/0161-119891886975, ISSN 0161-1194 Ulbricht, Heinz (2005), Die Chiffriermaschine Enigma – Trügerische Sicherheit. Ein Beitrag zur Geschichte der Nachrichtendienste [The Enigma cipher machine – Deceptive security. A contribution to the history of the intelligence services], Dissertation, Fachbereich Mathematik und Informatik, Technische Universität Braunschweig (in German)

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  • OARnet

    OARnet

    The Ohio Academic Resources Network (OARnet) is a state-funded IT organization that provides member organizations with intrastate networking, virtualization and cloud computing applications, advanced videoconferencing, connections to regional and international research networks and the commodity Internet, colocation services, and emergency web-hosting. The OARnet network (known for a time as Third Frontier Network and later, OSCnet) is a dedicated, statewide, high-speed fiber-optic network that serves Ohio K-12 schools, college and university campuses, academic medical centers, public broadcasting stations and state and local/state government. OARnet is connected in Cleveland and Cincinnati to Internet2, the United States' most advanced nationwide research and education network. OARnet also maintains direct connections to Michigan's Merit network and OmniPoP in Chicago. OARnet offices are located on the West Campus of Ohio State University in Columbus, Ohio, United States. OARnet additionally serves as the delegated registrar for many third-level domains (both generic and locality-based) under .oh.us and some under .in.us and .ky.us. == History == A member-organization of the Ohio Technology Consortium, the technology and information division of the Ohio Board of Regents (now the Ohio Department of Higher Education), OARnet was created by the Ohio General Assembly in 1987 to provide Ohio researchers with network connectivity to the resources of the Ohio Supercomputer Center (OSC). It was recognized at the time that the network would serve a much broader audience, so when a network name was selected in early 1988, OARnet was chosen to emphasize the many uses of the network. The initial plan (1987) was to make use of a number of existing BITNET and CCnet (regional DECnet network) connections to get started. Three network (compatible) protocols were used, NJE, DECnet, and TCP/IP. The first OARnet-funded line was installed between Case Western Reserve University and John Carroll University in June 1987. Many subsequent lines at 9.6 kbit/s, 56 kbit/s, and T1 (1.544 Mbit/s) were installed with the aid of an Ohio Department of Administrative Services contract with Litel Corp. Internet (then NSFNET) connections were obtained in the spring of 1988. The non-TCP/IP protocols were soon phased out, and a process of upgrading connections took place regularly. In 1991, it was decided that OARnet would accept commercial business, at appropriate rates, for Internet connection services. Thus OARnet became one of the first Internet service providers (ISPs) in Ohio. After commercial ISPs entered the business extensively, OARnet stopped seeking new commercial accounts. A very large increase in backbone capacity occurred (planning 2000–02, installation 2003–04) when it became possible to lease optical fiber lines themselves ("dark fiber"). A new network backbone of 1,850 miles was installed at much higher capacity, and the eTech Ohio Commission and the Ohio Department of Education joined in funding and using OARnet. The fiber-optic backbone was launched in November 2004. In 2006, OARnet provided one of the first networks for delivery of live TV via Internet Protocol, known today as IPTV. OARnet served as the backbone for Ohio News Network to transmit Miami Redhawks hockey. The team finished the 2008-2009 season at the Frozen Four with a 4-3 OT loss to Boston University in the championship. It was one of the first live sports transmission deliveries over IPTV in the US. Another sharp jump in capacity occurred in 2012, when the State of Ohio funded an upgrade of the OARnet backbone to 100 Gigabits per second. Today, more than 1,500 miles of Ohio’s network backbone runs at an ultra-fast 100 Gbit/s, which was recognized by ComputerWorld in the Emerging Technology category of their 2013 Computerworld Honors Laureates program. In November 2012, Case Western Reserve University became the first member institution to connect at 100 Gbit/s to the OARnet backbone. The OARnet leaders have been: Russell M. Pitzer, director, 1987–88 Alison Brown, director, 1988–94 John Ritter, acting director, 1995 Larry Buell, acting director, 1996–97 Douglas Gale, director, 1998–2002 Alvin Stutz, director, 2002–05 Pankaj Shah, executive director, 2005–15 Paul Schopis, interim executive director, 2015–2018, executive director 2018–19 Denis Walsh, interim executive director, 2019–20 Pankaj Shah, executive director, 2020–

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