AI Coding Quality

AI Coding Quality — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Google Messages

    Google Messages

    Google Messages (formerly known as Messenger, Android Messages, and Messages by Google) is a text messaging software application developed by Google for its Android and Wear OS mobile operating systems. It is also available as a web app. Google's official universal messaging platform for the Android ecosystem, Messages employs SMS, MMS, and Rich Communication Services (RCS). Starting in 2023, Google has RCS activated by default on participating Android devices, similar to the implementation of iMessage on Apple devices. Samsung Messages will be discontinued on July 6th 2026, with Samsung transitioning users to Google Messages as the default messaging application. == History == The original code for Android SMS messaging was released in 2009 integrated into the operating system. It was released as a standalone application independent of Android with the release of Android 5.0 Lollipop in 2014, replacing Google Hangouts as the default SMS app on Google's Nexus line of phones. In 2018, Messages adopted RCS messages and evolved to send larger data files, sync with other apps, and even create mass messages. This was in preparation for when Google launched Messages for web. In December 2019, Google began to introduce support for Rich Communication Services (RCS) messaging via an RCS service hosted by Google, referred to in the user interface as "chat features". This was followed by a wider global rollout throughout 2020. The app surpassed 1 billion installs in April 2020, doubling its number of installs in less than a year. Initially, RCS did not support end-to-end encryption. In June 2021, Google introduced end-to-end encryption in Messages by default using the Signal Protocol, for all one-to-one RCS-based conversations, for all RCS group chats in December 2022 for beta users, and for all RCS users by August 2023, as well as enabling RCS for all users by default to encourage encryption. In July 2023, Google announced it would build the Message Layer Security (MLS) end-to-end encryption protocol into Google Messages. Beginning with the Samsung Galaxy S21, Messages replaces Samsung's in-house Messages app as the default text messaging app for One UI for some regions and carriers. In April 2021, the app began to receive UI modifications on Samsung devices to follow aspects of One UI, including pushing the top of the message list towards the middle of the screen to improve ergonomics. In February 2023, Google began to replace references to "chat features" in the Messages user interface with "RCS". In August 2023, Google announced that Messages will use RCS by default for all users unless they opt out, to allow them to benefit from secure messaging. In December 2023, with the arrival of several new features, the app was renamed "Google Messages". In July 2024, Samsung announced it would no longer pre-install Samsung Messages on its Galaxy devices in some regions, starting with the Galaxy Z Fold 6 and Flip, favoring Google Messages instead. In April 2026, Samsung announced that Samsung Messages would be discontinued in July 2026. It encouraged users to switch to Google Messages. == Features == Some of the most important features in Google Messages are: Send instant text and voice messages in 1:1 or group chat conversations over mobile data and Wi-Fi, via Android, Wear OS or the web. End-to-end encryption for RCS chats. Typing, sent, delivered and read status Reply and react to specific messages Share files and high-resolution photos Voice message transcriptions Schedule messages In-app reminders for birthdays and messages you didn't respond to after some time with Nudges Tight integration with the Google ecosystem, e.g. Google Calendar, Meet, Maps, YouTube, Photos, Contacts, Assistant, Search, Safe Browsing etc. Web interface: Users can visit https://messages.google.com/web and either sign in with their Google account or scan the QR code that is shown with their smartphone to access a limited web version of the app that allows them to send and receive messages, provided the smartphone remains connected. Phone number recognition: The app shows the country and province of the caller. Additionally, it can show the company's name or a warning for spam calls if the number is registered in a data base. Access to the Gemini chatbot on select Pixel, Galaxy and Android devices.

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  • Festival of International Virtual & Augmented Reality Stories

    Festival of International Virtual & Augmented Reality Stories

    Festival of International Virtual & Augmented Reality Stories (FIVARS) is a Canadian media festival for story-driven works using extended reality (XR) and immersive media, including virtual reality, augmented reality, WebXR, live VR performance, projection mapping and spatialized audio. Founded in Toronto in 2015, it has been described as Canada's first dedicated virtual and augmented reality stories festival, the first Canadian festival of its kind, and Canada's original festival dedicated to immersive storytelling. FIVARS has described itself as "the original and longest-running festival wholly dedicated to Virtual and Augmented Reality Stories", while third-party XR coverage has called it one of the longest-running events dedicated to immersive content. FIVARS is produced by Constant Change Media Group, Inc., with its partner event VRTO. == History == FIVARS began in 2015, with preview screenings at the Camp Wavelength music festival on Toronto Island and an inaugural festival held in Toronto in September 2015. Contemporary coverage described the first edition as a virtual reality film festival held at UG3 Live in Toronto. The festival continued with a second edition in 2016. L'Express described the 2016 festival as presenting Canadian and international interactive works in virtual and augmented reality narrative forms. FIVARS's 2016 festival was also listed in a York University Future Cinema course page as a public event students could attend. In 2017, the third annual FIVARS festival was held at the House of VR in Toronto. In 2018, the festival was held at the Matador Ballroom, which NOW Magazine reported was reopening for FIVARS from September 14 to 16. The festival's own history states that the 2018 edition included 36 works from 12 countries and that Stephanie Greenall took over as co-producer that year. In 2019, FIVARS moved to the Toronto Media Arts Centre for its fifth anniversary and listed official selections in passive and interactive immersive-experience categories. The festival also held talks and panels at the Toronto Media Arts Centre. During the COVID-19 pandemic, FIVARS moved part of its programming online. In 2020, Voices of VR reported that Malicki-Sanchez and WebXR developer James Baicoianu used JanusXR code to create a platform for presenting 360-degree video through the web. The festival's history states that its 2020 online festival included 39 selections from 16 countries and was produced by Malicki-Sanchez and Greenall. In 2021, FIVARS introduced a dual-event structure with FIVARS in FEB and FIVARS in FALL. The fall 2021 edition used a hybrid format, with an in-person component in West Hollywood from October 15 to 17 and an online WebXR component from October 22 to November 2. In 2022, FIVARS held hybrid programming with pop-up viewing locations in Los Angeles and Toronto. The fall 2022 edition was listed by blogTO as the festival's tenth edition, with an in-person component at Stackt - an outdoor arts park built from shipping containers in Toronto and online programming. The 2023 festival was presented as a hybrid exhibition of 65 immersive stories, with an in-person Toronto component and an online component. The FIVARS Online Festival was later listed among the Innovator of the Year nominees for the 2024 Poly Awards. FIVARS stated that the nominees for that recognition were producer and designer Keram Malicki-Sanchez and developer James Baicoianu. The 2024 edition was listed as FIVARS 2024 (Toronto + Online), with an in-person Toronto event from October 3 to 8 and an online component beginning October 10. The festival also published a 2024 official selections list covering virtual reality, augmented reality, spherical video, spatial web and related immersive formats. In 2025, FIVARS and VRTO were held together at OCAD University. The 2026 edition is scheduled for June 15 to 19, 2026, at OCAD University in Toronto, with OCAD University as presenting sponsor and first-time venue host. FIVARS has featured official selections from more than forty countries across six continents. == Organization == FIVARS was founded in 2015 by Keram Malicki-Sánchez. Joseph Ellsworth was the festival's original technical director and helped operate FIVARS during its early years. Malicki-Sánchez remains executive director and festival director. Jessy Blaze joined Malicki-Sánchez as co-producer in 2016 and served until Stephanie Greenall took over the role in 2018. Greenall served as co-producer and associate producer from 2018 to 2022. Aimee Reynolds took over from Greenall in 2022 and has served as associate producer of FIVARS and VRTO since 2022. == Immersive Media Awards == FIVARS presents People's Choice awards for interactive works and immersive video or passive immersive works. Juried award categories have included the Grand Jury Prize, Impact Award, Technical Achievement, Excellence in Experience Design, Excellence in Visual Design, Excellence in Sound Design, and Outstanding Performance. === 2015 === On Monday, September 21, the festival announced People's Choice awards for two categories at the Cadillac Lounge, a music venue and restaurant in Toronto. People's Choice Best Interactive Experience: Apollo 11 Best Immersive Video: SONAR === 2016 === People's Choice Best Interactive Experience: Pearl (Patrick Osborne) Best Immersive Video: Help (Justin Lin) Juried Grand Jury Award: Real (Connor Hair and Alex Meader) === 2017 === People's Choice Best Interactive: Alteration Best Immersive (Passive): Guardian of the Guge Kingdom Juried Impact Award: Priya's Shakti / Priya's Mirror (Dan Goldman) Grand Jury Prize: Manifest 99 === 2018 === People's Choice Best Interactive: Museum of Symmetry (Paloma Dawkins) Best Immersive (Passive): Going Home (David Beier) Juried Impact Award: The Hidden (Annie Lukowski, BJ Schwartz) Grand Jury Prize: Battlescar (Nico Casavecchia, Martin Allais) === 2019 === People's Choice Best Interactive: After Dan Graham (David Han/Friend Generator) Best Immersive (Passive): 2nd Step (Joerg Courtial) Juried Technical Achievement: tx-reverse Excellence in Experience Design: Battlescar (Nico Casavecchia, Martin Allais) Excellence in Sound Design: Unheard (Zhechuan Zhang) Excellence in Visual Design: Ex Anima (Pierre Zandrowicz) Impact Award: State Power (Jeff Stanzler) Grand Jury Prize: The Industry (Mirka Duijn) === 2020 === People's Choice Best Interactive: Gravity VR (Fabito Rychter, Amir Admoni) Best Immersive (Passive): Warsaw Rising (Tomasz Dobosz) Juried Technical Achievement: The Cosmic Laughter of Cucci Binaca (Jonathan Sims) Excellence in Experience Design: Sleeping Eyes (Sojung Bahng, Sungeun Lee) Excellence in Sound Design: Symphony of Noise VR (Michaela Pnacekova) Excellence in Visual Design: Hominidae (Brian Andrews) Impact Award: Indirect Actions (Maranatha Hay) Grand Jury Prize: Minimum Mass (Raqi Syed, Areito Echevarria) === 2021 === FIVARS in FEB – People's Choice Best Interactive: CLAWS (created by Evan Neiden; directed by John Ertman) Best Immersive (Passive): Inside COVID 19 (Gary Yost, Adam Loften) FIVARS in FALL – People's Choice Best Interactive: Samsara (director: Hsin-Chien Huang) Best Immersive (Passive): The Invasion of Normandy Omaha Beach (director: Uli Futschik) Juried Technical Achievement: Dark Threads (director: Jonathon Corbiere) Excellence in Experience Design: Andy's World (director: Liquan Liu) Excellence in Sound Design: Symphony (director: Igor Cortadellas) Excellence in Visual Design: Mind VR Exploration (director: Deng Zuyun) Outstanding Performance: Lori Kovachevich, Lena's Journey (director: Wes Evans) Impact Award: Om Devi: Sheroes Revolution (director: Claudio Casale) Grand Jury Prize: Montegelato (director: Davide Rapp) === 2022 === FIVARS in FEB – People's Choice Best Interactive: Severance Theory: Welcome to Respite (Lyndsie Scoggin, United States) Best Immersive (Passive): Beescapes (Alan Nguyen, Australia) FIVARS in FALL – People's Choice Best Interactive: Namuanki (Kevin Mack, United States) Best Immersive (Passive): Reimagined Vol. 1: Nyssa (Julie Cavaliere, United States) Juried (Whole Year) Technical Achievement: Namuanki (Kevin Mack, United States) Excellence in Experience Design: Unframed: Hand Puppets, Paul Klee (Martin Charrière, Switzerland) Excellence in Visual Design: The Last Dance (Toshiaki Hanzaki, Japan) Excellence in Sound Design: Kingdom of Plants with David Attenborough (Iona McEwan, UK and USA) Outstanding Performance: Ari Tarr, OffRail (Ari Tarr, United States) Impact Award: Tearless (Gina Kim, South Korea) Grand Jury Prize: Klaxon. My dear sweet Friend (Nikita Shokhov, United States) === 2023 === People's Choice Best Interactive: PULSAR Best Immersive (Passive): Behind the Dish Juried Technical Achievement: VFC Excellence in Experience Design: Broken Spectre Excellence in Visual Design: Night Creatures Excellence in Sound Design: VFC Outstanding Performance: Origins Impact Award: LOU Grand Jury Prize: Stay Alive, My Son === 2024 ==

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  • Content Credentials

    Content Credentials

    Content Credentials (also known as C2PA signatures) are a digital media metadata specification. They aim to provide provenance information about a piece of media (such as an image or a video) and help prove its authenticity. They are described as the equivalent of nutrition labels for digital media. One of the stated goal of this specification is to fight online disinformation. The specification is written and maintained by the Coalition for Content Provenance and Authenticity (C2PA), a group of many media and tech organizations including Adobe, Amazon, the BBC, Google, Meta, Microsoft, OpenAI and Sony. Another organization, the Content Authenticity Initiative (CAI), is responsible for promoting the standard and accelerate its adoption. The standard relies on cryptographic digital signatures. == Adoption == There are two main stakeholders who can implement Content Credentials: Producers (softwares and hardwares that produce or modify digital media) and publishers (softwares that show digital media to users). === Producers === ==== Adobe ==== Adobe is one of the first companies to implement the specification, announcing support in Photoshop in 2021. Content Credentials can be enabled and the complete history of edits is kept. ==== Google ==== Google announced support for Content Credentials on its Pixel 10 phones in August 2025. The Content Credentials are embedded on each picture taken from the Pixel Camera, and modifications done using Google Photos. Information include picture timestamp and a non-identifiable signature that proves it was taken from a Pixel 10. As for Google Photos, a list of AI and non-AI edits are kept. Google is the first company to introduce support for Content Credentials on either phones or consumer-grade devices, and also the first company to make it available for free to all users. ==== Nikon ==== Nikon announced in 2024 that their Z6 III camera would support embedding Content Credentials in its photos. However, in 2025, a vulnerability was discovered in the software of the camera that allowed to combine unauthentic images with authentic photos and still have the resulting image with a valid digital signature. Nikon revoked the certificates. ==== Media organizations ==== CBC/Radio-Canada and the BBC both have started attaching Content Credentials to media they produce or verify. ==== OpenAI ==== OpenAI embeds Content Credentials on the images and videos it generates that includes that the media was created by AI using their platforms. ==== Sony ==== In June 2025, Sony announced the release of its Camera Verify system for press photographers and news editors using C2PA digital signatures. Initially, the system will be limited to still images, high‑end cameras, and selected news agencies. Registration with Sony Creators' Cloud is also required. === Publishers === ==== LinkedIn ==== In 2024, LinkedIn started showing a "CR" icon on images that contain Content Credentials of AI-generated images. In 2025, they announced a partnership with Adobe to allow photographers to prove ownership of images using Content Credentials. ==== TikTok ==== TikTok announced in 2024 that an "AI-generated" label would be applied to videos containing Content Credentials if they were AI-generated. In 2025, they announced that users could control the amount of AI-generated content they see, using self-reported labels, Content Credentials and an invisible, proprietary AI watermark embedded in videos by their AI editor tool. ==== YouTube ==== In 2024, YouTube started showing to users a label that reads "captured with a camera" on videos that show authentic, unedited videos taken by Content Credentials-compatible cameras.

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  • CSS HTML Validator

    CSS HTML Validator

    CSS HTML Validator (previously named CSE HTML Validator) is an HTML editor and CSS editor for Microsoft Windows (and Linux and other Unix-like operating systems when used with Wine) that helps web developers create syntactically correct and accessible HTML/HTML5, XHTML, and CSS documents by locating errors, potential problems like browser compatibility issues, and common mistakes. It is also able to check links, check spelling, suggest improvements, alert developers to deprecated, obsolete, or proprietary tags, attributes, and CSS properties, and find issues that can affect search engine optimization. CSS HTML Validator is developed, marketed, and sold by AI Internet Solutions LLC located in the United States. The first version of CSS HTML Validator was released in 1997 for Windows 95. The current version is 2026/v26.02 (as of January 9, 2026) and is for Windows 10 and above, including Windows 11. A native macOS and Linux command-line console tool (called htmlval) became available with version 23. There are currently three main editions of CSS HTML Validator — Pro/Professional, Home/Standard, and Lite. The Enterprise edition was discontinued in 2025/v25. While the application is generally a commercial product (except for the Lite edition), a free version of the Home edition is available for personal/educational, non-commercial use. A free limited version of the htmlval command-line console tool for macOS and Linux is also available. == Features == CSS HTML Validator includes an HTML editor, validator for HTML, XHTML, htmx, polyglot markup, CSS, PHP and JavaScript (using JSLint or JSHint), link checker (to find dead and broken links), spell checker, accessibility checker, and search engine optimization (SEO) checker. An integrated web browser allows developers to browse the web while the pages are automatically validated. Because documents are checked locally and not uploaded over the Internet to a server in order to be checked, validations are performed relatively quickly, and security and privacy are increased. A custom scripting language called TNPL, included in the Pro and Enterprise editions, can be used to customize validations by adding, eliminating, or changing validator messages. TNPL can also be used to integrate customized validation checks to meet the unique requirements of an individual or entity. A Batch Wizard tool, included in the Pro and Enterprise editions, can check entire Web sites, parts of Web sites, or a list of local web documents. The Batch Wizard generates reports in standard HTML or XML format. The reports can be viewed using a normal web browser. The accessibility checker includes support for Section 508 Amendment to the Rehabilitation Act of 1973 and Web Content Accessibility Guidelines (both WCAG 1.0 and WCAG 2.0/2.1/2.2). Using a version of HTML Tidy with HTML5 support and the Pretty Print & Fix Tool, CSS HTML Validator can automatically fix some common problems with HTML and XHTML documents. However, some problems cannot be fixed (or fixed correctly) with automated tools and require manual review and repair. == Version history == Validation of polyglot markup was added in version 12, and mobile development support (for HTML and CSS) was added in version 14 and improved in version 15. Version 15 added built-in syntax checking for JSON and HTML5 cache manifest files. Version 16 added JavaScript linting using JSHint, a static code analysis tool for checking JavaScript, but also continues to support JSLint. Version 17 added support for the Accelerated Mobile Pages Project, which is a type of HTML optimized for mobile web browsing, and support for live DOM validation using Google Chrome CSS HTML Validator 2018/v18 renames the software from CSE HTML Validator to CSS HTML Validator and includes updated HTML5 and CSS support. Version 18 also added a new "By Message" report in the Batch Wizard and dropped support for Windows Vista and below. CSS HTML Validator 2019/v19 includes updated HTML and CSS support, adds WCAG 2.1 support, improves support when running under Wine (software), and is a native 64-bit application (previously releases were 32-bit). CSS HTML Validator 2020/v20, first released in January 2020, includes HTML, CSS, accessibility, and other updates, including improved support for the Accelerated Mobile Pages Project. Also, beginning with version 20, the Standard edition was renamed to the Home edition. CSS HTML Validator 2021/v21, first released in January 2021, includes further HTML, CSS, accessibility, and other updates. CSS HTML Validator 2022/v22, released in January 2022, includes improvements and updates to keep the program up-to-date, a new Microsoft Edge WebView2 rendering engine for the integrated web browser, and three new dark themes. Later updates to version 22 added support for checking JSON Lines and NDJSON documents. CSS HTML Validator 2023/v23, released in January 2023, includes more improvements and updates to keep the program up-to-date. The new release also introduced new command-line macOS and Linux ports of the core validation engine, called htmlval for Mac and Linux. Official support for Windows 7, 8, and 8.1 was dropped in the 2023/v23 version. CSS HTML Validator 2024/v24, released in January 2024, includes updates and improvements. It also adds support for htmx. CSS HTML Validator 2025/v25, released in December 2024, includes further updates and improvements for 2025. Version 25 discontinues the Enterprise edition, moving Enterprise functionality to the Pro edition. CSS HTML Validator 2026/v26, released in January 2026, includes updated support for HTML and CSS. An online edition based on CSS HTML Validator Pro that can check documents via file upload, URL, or snippets (direct text input) was discontinued May 2017 in favor of the desktop version for Microsoft Windows. == Purpose of validation == The purpose of validation and computerized checking of HTML, XHTML, and CSS documents is to help make sure that the documents are syntactically correct and problem-free. Checked HTML, XHTML, and CSS documents are more likely to: be more accessible for people with disabilities (such as blindness), as well as all users in general render faster (user agents don't have to "figure out" and decipher bad syntax) render as intended and with fewer problems on a variety of user agents, including mobile devices cause browsers and user agents to build a more consistent Document Object Model, which is important for CSS and JavaScript be forward-compatible with future versions of user agents and browsers ("future-proof") be compatible with current and future HTML, XHTML, and CSS specifications cause fewer problems for visitors and web indexing not contain dead, broken, or rotting links While automated checking tools are helpful for website development and continued maintenance, they cannot guarantee that a document will display (render) and behave as intended in all browsers. Developers should always test documents in a variety of browsers (including mobile browsers) to locate problems that cannot be detected with a computerized checking tool. == Differences from other HTML validators == CSS HTML Validator is an offline desktop app for Microsoft Windows and a native macOS and Linux command-line console tool that does not require an Internet connection. The offline nature of CSS HTML Validator is in contrast to online web-based services. CSS HTML Validator primarily works offline (except for link checking when it must go online), which has speed and privacy benefits compared to web-based solutions and services like the W3C Markup Validation Service. However, the user must keep the software updated unlike web-based solutions which are typically kept updated by the solution provider. CSS HTML Validator checks HTML/XHTML syntax, CSS, links, spelling, accessibility, JavaScript, SEO, and PHP with one pass, while DTD-based validators are more limited and cannot check HTML5. CSS HTML Validator includes a built-in scripting language (called TNPL) which allows for a high degree of customization via scripting and "user functions". This allows developers to add custom (specialized) validation checks and messages. CSS HTML Validator includes a DTD-based validator which can optionally be used for checking DTD-based versions of HTML (versions prior to HTML5), however one of CSS HTML Validator's primary differences is that its custom validation engine can perform more checks on a document than a DTD-based validator can. This is because DTD-based validators are limited to checking only what can be specified in a Document Type Definition. == Integration == CSS HTML Validator integrates with other third-party software like those listed below. This allows validation using CSS HTML Validator from within the third-party program. EmEditor - includes a special Lite edition build of CSS HTML Validator for built-in checking of HTML and CSS Blumentals Software - several Blumentals software products integrate with CSS H

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  • AlphaChip (controversy)

    AlphaChip (controversy)

    The AlphaChip controversy refers to a series of public, scholarly, and legal disputes surrounding a 2021 Nature paper by Google-affiliated researchers. The paper describes an approach to macro placement, a stage of chip floorplanning, based on reinforcement learning (RL), a machine learning method in which a system iteratively improves its decisions by optimizing performance-based reward signals. The primary technical question is whether the new techniques are better than existing (non-AI) techniques. Both internal Google studies and external attempts to replicate the algorithm have failed to show the claimed benefits. No head-to-head comparison is available because the data used in the paper is proprietary, and Google has not released any results from running its algorithm on public benchmarks. This has resulted in considerable skepticism over the paper's claims. In addition, the inability of others (both inside and outside of Google) to replicate the claimed results have sparked concerns about the paper’s methodology, reproducibility, and scientific integrity. The lead researchers of the Nature paper were affiliated with Google Brain, which became part of Google DeepMind, and later spun off into the company Ricursive. == Motivation for research: Macro placement in chip layout == Chip design for modern integrated circuits is a complex, expert-driven process that relies on electronic design automation. It determines the performance of the final chip, and takes weeks or months to complete. Advances that produce better designs, or complete the process faster, are commercially and academically significant. Macro placement is a step during chip design that determines the locations of large circuit components (macros) within a chip. It is followed by detailed placement, which places the far more numerous but much smaller standard cells. Alternatively, mixed-size placement simultaneously places both large macros and millions of small cells, requiring algorithms to handle objects that differ by several orders of magnitude in area and mobility. The number of macros per circuit typically ranges from several to thousands. Wiring must be performed after placement, and the details of this wiring strongly influence the power, performance, and area (PPA) of the completed chip. The full wiring calculation is very resource intensive, so placement tools typically use a proxy cost, a simplified objective function used to guide the placement algorithm during training and evaluation. The faithfulness of the chosen proxy cost to the final objective cost is a critical aspect of placer performance. === State of the art as of 2021 === Chips have been designed since the 1960s, so there were many existing methods as of 2021. Available options included manual design, academic tools, and commercial offerings. Academic methods include combinatorial optimization techniques such as simulated annealing, analytical placement, hierarchical heuristics, and as of 2019 reinforcement learning and broader machine learning techniques.. Existing (non-AI) academic tools for solving the same problem include APlace, NTUplace3, ePlace, RePlace, and DREAMPlace. Commercial EDA vendors also offered automated software tools for floorplanning and mixed-size placement. For instance, as of 2019 Cadence’s Innovus implementation software offered a Concurrent Macro Placer (CMP) feature to automatically place large blocks and standard cells. == The 2021 Nature paper and its claims == In 2021, Nature published a paper under the title “A graph‑placement methodology for fast chip design” co‑authored by 21 Google-affiliated researchers. The paper reported that an RL agent could generate macro placements for integrated circuits "in under six hours" and achieve improvements over human-designed layouts in power, timing performance, and area (PPA), standard chip-quality metrics referring respectively to energy consumption, chip operating speed, and silicon footprint (evaluated after wire routing). It introduced a sequential macro placement algorithm in which macros are placed one at a time instead of optimizing their locations concurrently. At each step, the algorithm selects a location for a single macro on a discretized chip canvas, conditioning its decision on the placements of previously placed macros. This sequential formulation converts macro placement into a long-horizon decision process in which early placement choices constrain later ones. After macro placement, force-directed placement is applied to place standard cells connected to the macros. Deep reinforcement learning is used to train a policy network to place macros by maximizing a reward that reflects final placement quality (for example, wirelength and congestion). Policy learning occurs during self‑play for one or multiple circuit designs. Further placement optimizations refine the overall layout by balancing wirelength, density, and overlap constraints, while treating the macro locations produced by the RL policy as fixed obstacles. The approach relies on pre-training, in which the RL model is first trained on a corpus of prior designs (twenty in the Nature paper) to learn general placement patterns before being fine-tuned on a specific chip. Circuit examples used in the study were parts of proprietary Google TPU designs, called blocks (or floorplan partitions). The paper reported results on five blocks and described the approach as generalizable across chip designs. == Controversy == Soon after the paper's publication, controversy arose over whether the claims were true, whether they were sufficiently proven, and whether academic standards were followed. These controversies arose both within Google and among external academic experts. === Internal dispute at Google and legal proceedings === In 2022, Satrajit Chatterjee, a Google engineer involved in reviewing the AlphaChip work, raised concerns internally and drafted an alternative analysis, (Stronger Baselines) arguing that established methods outperformed the RL approach under fair comparison. In March 2022, Google declined to publish this analysis and terminated Chatterjee's employment. Chatterjee filed a wrongful dismissal lawsuit, alleging that representations related to the AlphaChip research involved fraud and scientific misconduct. According to court documents, Chatterjee's study was conducted "in the context of a large potential Google Cloud deal". He noted that it "would have been unethical to imply that we had revolutionary technology when our tests showed otherwise" and claimed Google was deliberately withholding material information. Furthermore, the committee that reviewed his paper and disapproved its publication was allegedly chaired by subordinates of Jeff Dean, a senior co-author of the Nature paper. Google’s subsequent motion to dismiss was denied, holding that Chatterjee had plausibly alleged retaliation for refusing to engage in conduct he believed would violate state or federal law. === External controversy === The external questions can be summarized in four main points: (a) Are the claims supported by the evidence provided? (b) Did the paper provide enough information to allow the results to be independently reproduced and verified? If so, are the results an improvement over existing academic and commercial tools? (c) Were the comparisons in the paper done fairly and with full disclosure? (d) Were academic standards followed? Each of these is discussed below. ==== Are the claims supported by the evidence provided? ==== The Nature paper described the reduction in design-process time as going from "days or weeks" to "hours", but did not provide per-design time breakdowns or specify the number of engineers, their level of expertise, or the baseline tools and workflow against which this comparison was made. It was also unclear whether the "days or weeks" baseline included time spent on other tasks such as functional design changes. The paper also evaluated the method on fewer benchmarks (five) than is common in the field, and showed mixed results across different evaluation goals While the approach was described as improving circuit area, this claim seems unsupported, as the RL optimization did not alter the overall circuit area, as it adjusted only the locations of fixed-shape non-overlapping circuit components within a fixed rectangular layout boundary. ==== Comparison with existing methods, and replicating the algorithm ==== Because macro placement is largely geometric and its fundamental algorithms are not tied to a specific process node, competing approaches can be evaluated on public benchmarks (tests) across technologies, rather than primarily on proprietary internal designs. This is standard procedure when comparing academic placers, see . In contrast, Google has only reported results only on internal proprietary designs, and as of 2026 has not offered comparisons with prior methods on common benchmarks. Researchers at the University of Califor

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  • Remote scripting

    Remote scripting

    Remote scripting is a technology which allows scripts and programs that are running inside a browser to exchange information with a server. The local scripts can invoke scripts on the remote side and process the returned information. The earliest form of asynchronous remote scripting was developed before XMLHttpRequest existed, and made use of very simple process: a static web page opens a dynamic web page (e.g. at other target frame) that is reloaded with new JavaScript content, generated remotely on the server side. The XMLHttpRequest and similar "client-side script remote procedure call" functions, open the possibility of use and triggering web services from the web page interface. The web development community subsequently developed a range of techniques for remote scripting in order to enable consistent results across different browsers. Early examples include JSRS library from 2000, the introduction of the Image/Cookie technique in 2000. == JavaScript Remote Scripting == JavaScript Remote Scripting (JSRS) is a web development technique for creating interactive web applications using a combination of: HTML (or XHTML) The Document Object Model manipulated through JavaScript to dynamically display and interact with the information presented A transport layer. Different technologies may be used, though using a script tag or an iframe is used the most because it has better browser support than XMLHttpRequest A data format. XML with WDDX can be used as well as JSON or any other text format. Schematic A similar approach is Ajax, though it depends on the XmlHttpRequest in newer web browsers. === Libraries === Brent Ashley's original JSRS library released in 2000 BlueShoes JSRS with added encoding and OO RPC abstractions Simple Tutorials: Javascript Remote Scripting with PHP at the Wayback Machine (archived 2006-04-14) MSDN article

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  • Randomized benchmarking

    Randomized benchmarking

    Randomized benchmarking is an experimental method for measuring the average error rates of quantum computing hardware platforms. The protocol estimates the average error rates by implementing long sequences of randomly sampled quantum gate operations. Randomized benchmarking is the industry-standard protocol used by quantum hardware developers such as IBM and Google to test the performance of the quantum operations. The original theory of randomized benchmarking, proposed by Joseph Emerson and collaborators, considered the implementation of sequences of Haar-random operations, but this had several practical limitations. The now-standard protocol for randomized benchmarking (RB) relies on uniformly random Clifford operations, as proposed in 2006 by Dankert et al. as an application of the theory of unitary t-designs. In current usage randomized benchmarking sometimes refers to the broader family of generalizations of the 2005 protocol involving different random gate sets that can identify various features of the strength and type of errors affecting the elementary quantum gate operations. Randomized benchmarking protocols are an important means of verifying and validating quantum operations and are also routinely used for the optimization of quantum control procedures. == Overview == Randomized benchmarking offers several key advantages over alternative approaches to error characterization. For example, the number of experimental procedures required for full characterization of errors (called tomography) grows exponentially with the number of quantum bits (called qubits). This makes tomographic methods impractical for even small systems of just 3 or 4 qubits. In contrast, randomized benchmarking protocols are the only known approaches to error characterization that scale efficiently as number of qubits in the system increases. Thus RB can be applied in practice to characterize errors in arbitrarily large quantum processors. Additionally, in experimental quantum computing, procedures for state preparation and measurement (SPAM) are also error-prone, and thus quantum process tomography is unable to distinguish errors associated with gate operations from errors associated with SPAM. In contrast, RB protocols are robust to state-preparation and measurement errors Randomized benchmarking protocols estimate key features of the errors that affect a set of quantum operations by examining how the observed fidelity of the final quantum state decreases as the length of the random sequence increases. If the set of operations satisfies certain mathematical properties, such as comprising a sequence of twirls with unitary two-designs, then the measured decay can be shown to be an invariant exponential with a rate fixed uniquely by features of the error model. == History == Randomized benchmarking was proposed in Scalable noise estimation with random unitary operators, where it was shown that long sequences of quantum gates sampled uniformly at random from the Haar measure on the group SU(d) would lead to an exponential decay at a rate that was uniquely fixed by the error model. Emerson, Alicki and Zyczkowski also showed, under the assumption of gate-independent errors, that the measured decay rate is directly related to an important figure of merit, the average gate fidelity and independent of the choice of initial state and any errors in the initial state, as well as the specific random sequences of quantum gates. This protocol applied for arbitrary dimension d and an arbitrary number n of qubits, where d=2n. The SU(d) RB protocol had two important limitations that were overcome in a modified protocol proposed by Dankert et al., who proposed sampling the gate operations uniformly at random from any unitary two-design, such as the Clifford group. They proved that this would produce the same exponential decay rate as the random SU(d) version of the protocol proposed in Emerson et al.. This follows from the observation that a random sequence of gates is equivalent to an independent sequence of twirls under that group, as conjectured in and later proven in. This Clifford-group approach to Randomized Benchmarking is the now standard method for assessing error rates in quantum computers. A variation of this protocol was proposed by NIST in 2008 for the first experimental implementation of an RB-type for single qubit gates. However, the sampling of random gates in the NIST protocol was later proven not to reproduce any unitary two-design. The NIST RB protocol was later shown to also produce an exponential fidelity decay, albeit with a rate that depends on non-invariant features of the error model In recent years a rigorous theoretical framework has been developed for Clifford-group RB protocols to show that they work reliably under very broad experimental conditions. In 2011 and 2012, Magesan et al. proved that the exponential decay rate is fully robust to arbitrary state preparation and measurement errors (SPAM). They also proved a connection between the average gate fidelity and diamond norm metric of error that is relevant to the fault-tolerant threshold. They also provided evidence that the observed decay was exponential and related to the average gate fidelity even if the error model varied across the gate operations, so-called gate-dependent errors, which is the experimentally realistic situation. In 2018, Wallman and Dugas et al., showed that, despite concerns raised in, even under very strong gate-dependence errors the standard RB protocols produces an exponential decay at a rate that precisely measures the average gate-fidelity of the experimentally relevant errors. The results of Wallman. in particular proved that the RB error rate is so robust to gate-dependent errors models that it provides an extremely sensitive tool for detecting non-Markovian errors. This follows because under a standard RB experiment only non-Markovian errors (including time-dependent Markovian errors) can produce a statistically significant deviation from an exponential decay The standard RB protocol was first implemented for single qubit gate operations in 2012 at Yale on a superconducting qubit. A variation of this standard protocol that is only defined for single qubit operations was implemented by NIST in 2008 on a trapped ion. The first implementation of the standard RB protocol for two-qubit gates was performed in 2012 at NIST for a system of two trapped ions

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  • Digital citizen

    Digital citizen

    The term digital citizen is used with different meanings. According to the definition provided by Karen Mossberger, one of the authors of Digital Citizenship: The Internet, Society, and Participation, digital citizens are "those who use the internet regularly and effectively". In this sense, a digital citizen is a person who uses information technology (IT) to engage in society, politics, and government. More recent elaborations of the concept define digital citizenship as the self-enactment of people’s role in society through the use of digital technologies, stressing the empowering and democratizing characteristics of the citizenship idea. These theories aim at taking into account the ever-increasing datafication of contemporary societies (symbolically linked to the Snowden leaks), which has called into question the meaning of “being (digital) citizens in a datafied society”. This condition is also referred to as the “algorithmic society”, characterised by the increasing datafication of social life and the pervasive presence of surveillance practices – see surveillance and surveillance capitalism, the use of artificial intelligence, and Big Data. Datafication presents crucial challenges for the very notion of citizenship, so that data collection can no longer be seen as an issue of privacy alone so that:We cannot simply assume that being a citizen online already means something (whether it is the ability to participate or the ability to stay safe) and then look for those whose conduct conforms to this meaning Instead, the idea of digital citizenship shall reflect the idea that we are no longer mere “users” of technologies since they shape our agency both as individuals and as citizens. Digital citizenship refers to the responsible and respectful use of technology to engage online, evaluate information, and protect human rights. It encompasses skills for communication, collaboration, empathy, privacy protection, and security to prevent data breaches and identity theft. == Digital citizenship in the "algorithmic society" == In the context of the algorithmic society, the question of digital citizenship "becomes one of the extents to which subjects are able to challenge, avoid or mediate their data double in this datafied society”. These reflections put the emphasis on the idea of the digital space (or cyberspace) as a political space where the respect of fundamental rights of the individual shall be granted (with reference both to the traditional ones as well as to new specific rights of the internet [see “digital constitutionalism”]) and where the agency and the identity of the individuals as citizens is at stake. This idea of digital citizenship is thought to be not only active but also performative, in the sense that “in societies that are increasingly mediated through digital technologies, digital acts become important means through which citizens create, enact and perform their role in society.” In particular, for Isin and Ruppert this points towards an active meaning of (digital) citizenship based on the idea that we constitute ourselves as digital citizen by claiming rights on the internet, either by saying or by doing something. == Types of digital participation == People who characterize themselves as digital citizens often use IT extensively—creating blogs, using social networks, and participating in online journalism. Although digital citizenship begins when any child, teen, or adult signs up for an email address, posts pictures online, uses e-commerce to buy merchandise online, and/or participates in any electronic function that is B2B or B2C, the process of becoming a digital citizen goes beyond simple internet activity. According to Thomas Humphrey Marshall, a British sociologist known for his work on social citizenship, a primary framework of citizenship comprises three different traditions: liberalism, republicanism, and ascriptive hierarchy. Within this framework, the digital citizen needs to exist in order to promote equal economic opportunities and increase political participation. In this way, digital technology helps to lower the barriers to entry for participation as a citizen within a society. They also have a comprehensive understanding of digital citizenship, which is the appropriate and responsible behavior when using technology. Since digital citizenship evaluates the quality of an individual's response to membership in a digital community, it often requires the participation of all community members, both visible and those who are less visible. A large part in being a responsible digital citizen encompasses digital literacy, etiquette, online safety, and an acknowledgement of private versus public information. The development of digital citizen participation can be divided into two main stages. The first stage is through information dissemination, which includes subcategories of its own: static information dissemination, characterized largely by citizens who use read-only websites where they take control of data from credible sources in order to formulate judgments or facts. Many of these websites where credible information may be found are provided by the government. dynamic information dissemination, which is more interactive and involves citizens as well as public servants. Both questions and answers can be communicated, and citizens have the opportunity to engage in question-and-answer dialogues through two-way communication platforms The second stage of digital citizen participation is citizen deliberation, which evaluates what type of participation and role that they play when attempting to ignite some sort of policy change. static citizen participants can play a role by engaging in online polls as well as through complaints and recommendations sent up, mainly toward the government who can create changes in policy decisions. dynamic citizen participants can deliberate amongst others on their thoughts and recommendations in town hall meetings or various media sites. One potential advantage of online participation through digital citizenship is increased social inclusion. In a report on civic engagement, citizen-powered democracy can be initiated either through information shared through the web, direct communication signals made by the state toward the public, and social media tactics from both private and public companies. In fact, it was found that the community-based nature of social media platforms allow individuals to feel more socially included and informed about political issues that peers have also been found to engage with, otherwise known as a "second-order effect." Understanding strategic marketing on social media would further explain social media customers’ participation. Two types of opportunities rise as a result, the first being the ability to lower barriers that can make exchanges much easier. In addition, they have the chance to participate in transformative disruption, giving people who have a historically lower political engagement to mobilize in a much easier and convenient fashion. Nonetheless, there are several challenges that face the presence of digital technologies in political participation. Both current as well as potential challenges can create significant risks for democratic processes. Not only is digital technology still seen as relatively ambiguous, it was also seen to have "less inclusivity in democratic life." Demographic groups differ considerably in the use of technology, and thus, one group could potentially be more represented than another as a result of digital participation. Another primary challenge consists in the ideology of a "filter bubble" effect. Alongside a tremendous spread of false information, internet users could reinforce existing prejudices and assist in polarizing disagreements in the public sphere. This can lead to misinformed voting and decisions based on exposure rather than on pure knowledge. A communication technology director, Van Dijk, stated, "Computerized information campaigns and mass public information systems have to be designed and supported in such a way that they help to narrow the gap between the 'information rich' and 'information poor' otherwise the spontaneous development of ICT will widen it." Access and equivalent amounts of knowledge behind digital technology must be equivalent in order for a fair system to put into place. Alongside a lack of evidenced support for technology that can be proven to be safe for citizens, the OECD has identified five struggles for the online engagement of citizens: Scale: To what extent can a society allow every individual's voice to be heard, but also not be lost in the mass debate? This can be extremely challenging for the government, which may not effectively know how to listen and respond to each individual contribution. Capacity: How can digital technology offer citizens more information on public policy-making? The opportunity for citizens to debate with one another is lacking for acti

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  • Abdul Majid Bhurgri Institute of Language Engineering

    Abdul Majid Bhurgri Institute of Language Engineering

    Abdul Majid Bhurgri Institute of Language Engineering (Sindhi: عبدالماجد ڀرڳڙي انسٽيٽيوٽ آف لئنگئيج انجنيئرنگ) is an autonomous body under the administrative control of the Culture, Tourism and Antiquities Department, Government of Sindh established for bringing Sindhi language at par with national and international languages in all computational process and Natural language processing. == Establishment == In recognition to services of Abdul-Majid Bhurgri, who is the founder of Sindhi computing, Government of Sindh has established the institute after his name. The institute was primarily initiated on the concept given by a language engineer and linguist Amar Fayaz Buriro in briefing to the Minister, Culture, Tourism and Antiquities, Government of Sindh, Syed Sardar Ali Shah on 21 February 2017 on celebration of International Mother Language Day in Sindhi Language Authority, Hyderabad, Sindh. After the presentation and concept given by Amar Fayaz Buriro, the minister Syed Sardar Ali Shah had announced the Institute. Then, Government of Sindh added the development scheme in the Budget of fiscal year 2017-2018. == Projects == The Institute has developed several projects aimed at advancing the Sindhi language and promoting linguistic research. Notable initiatives include the AMBILE Hamiz Ali Sindhi Optical character recognition, which allows for the accurate digitization of Sindhi text, and the ongoing Sindhi WordNet System, a project to build a comprehensive lexical database for Natural language processing. The institute has also created the Font, which integrates symbols from the Indus script, Khudabadi script, and modern Perso-Arabic Script Code for Information Interchange into a single resource for researchers]. Additionally, institute has developed online converter tools that automatically transliterate between the Arabic-Perso script and Devanagari script, improving linguistic accessibility. Another key project is Bhittaipedia, a digital platform dedicated to the preservation and dissemination of the poetry of Shah Abdul Latif Bhittai, one of Sindh's most renowned poet. == Location == The institute is established behind Sindh Museum and Sindhi Language Authority, N-5 National Highway, Qasimabad, Hyderabad, Sindh.

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  • SD-WAN

    SD-WAN

    A Software-Defined Wide Area Network (SD-WAN) is a wide area network that uses software-defined networking technology, such as communicating over the Internet using overlay tunnels which are encrypted when destined for internal organization locations. If standard tunnel setup and configuration messages are supported by all of the network hardware vendors, SD-WAN simplifies the management and operation of a WAN by decoupling the networking hardware from its control mechanism. This concept is similar to how software-defined networking implements virtualization technology to improve data center management and operation. In practice, proprietary protocols are used to set up and manage an SD-WAN, meaning there is no decoupling of the hardware and its control mechanism. A key application of SD-WAN is to allow companies to build higher-performance WANs using lower-cost and commercially available Internet access, enabling businesses to partially or wholly replace more expensive private WANs connection technologies such as MPLS. When SD-WAN traffic is carried over the Internet, there are no end-to-end performance guarantees. Carrier MPLS VPN WAN services are not carried as Internet traffic, but rather over carefully controlled carrier capacity, and do come with an end-to-end performance guarantee. == History == WANs were very important for the development of networking in general and for a long time one of the most important applications of networks both for military and enterprise applications. The ability to communicate data over long distances was one of the main driving factors for the development of data communications, as it made it possible to overcome the distance limitations, as well as shortening the time necessary to exchange messages with other parties. Legacy WANs allowed communication over circuits connecting two or more endpoints. Earlier networking supported point-to-point communication over a slow speed circuit, usually between two fixed locations. As networking progressed, WAN circuits became faster and more flexible. Innovations like circuit and packet switching (in the form of X.25, ATM and later Internet Protocol or Multiprotocol Label Switching) allowed communication to become more dynamic, supporting ever-growing networks. The need for strict control, security and quality of service (QOS) meant that multinational corporations were very conservative in leasing and operating their WANs. National regulations restricted the companies that could provide local service in each country, and complex arrangements were necessary to establish truly global networks. All that changed with the growth of the Internet, which permitted entities around the world to connect to each other. However, over the first years, the uncontrolled nature of the Internet was not considered adequate or safe for private corporate use. Independent of safety concerns, connectivity to the Internet became a necessity to the point where every branch required Internet access. At first, due to safety concerns, private communications were still done via WAN, and communication with other entities (including customers and partners) moved to the Internet. As the Internet grew in reach and maturity, companies started to evaluate how to leverage it for private corporate communications. During the early 2000s, application delivery over the WAN became an important topic of research and commercial innovation. Over the next decade, increasing computing power made it possible to create software-based appliances that were able to analyze traffic and make informed decisions without delays, making it possible to create large-scale overlay networks over the public Internet that could replicate all the functionality of legacy WANs, at a fraction of the cost. SD-WAN combines several networking aspects to create full-fledged private networks, with the ability to dynamically share network bandwidth across the connection points. Additional enhancements include central controllers, zero-touch provisioning, integrated analytics and on-demand circuit provisioning, with some network intelligence based in the cloud, allowing centralized policy management and security. Networking publications started using the term SD-WAN to describe this new networking trend as early as 2014. With the rapid shift to remote work as a result of lockdowns and stay at home orders during the COVID-19 pandemic, SD-WAN grew in popularity as a way of connecting remote workers. == Overview == WANs allow companies to extend their computer networks over large distances, connecting remote branch offices to data centers and to each other, and delivering applications and services required to perform business functions. Due to the physical constraints imposed by the propagation time over large distances, and the need to integrate multiple service providers to cover global geographies (often crossing nation boundaries), WANs face important operational challenges, including network congestion, packet delay variation, packet loss, and even service outages. Modern applications such as VoIP calling, videoconferencing, streaming media, and virtualized applications and desktops require low latency. Bandwidth requirements are also increasing, especially for applications featuring high-definition video. It can be expensive and difficult to expand WAN capability, with corresponding difficulties related to network management and troubleshooting. SD-WAN products are designed to address these network problems. By enhancing or even replacing traditional branch routers with virtualization appliances that can control application-level policies and offer a network overlay, less expensive consumer-grade Internet links can act more like a dedicated circuit. This simplifies the setup process for branch personnel. SD-WAN products can be physical appliances or software based only. === Components === The MEF Forum has defined an SD-WAN architecture consisting of an SD-WAN edge, SD-WAN gateway, SD-WAN controller and SD-WAN orchestrator. ==== SD-WAN edge ==== The SD-WAN edge is a physical or virtual network function that is placed at an organization's branch/regional/central office site, data center, and in public or private cloud platforms. MEF Forum has published the first SD-WAN service standard, MEF 70 which defines the fundamental characteristics of an SD-WAN service plus service requirements and attributes. ==== SD-WAN gateway ==== SD-WAN gateways provide access to the SD-WAN service in order to shorten the distance to cloud-based services or the user, and reduce service interruptions. A distributed network of gateways may be included in an SD-WAN service by the vendor or setup and maintained by the organization using the service. By sitting outside the headquarters in the cloud, the gateway also reduces headquarters traffic. ==== SD-WAN orchestrator ==== The SD-WAN orchestrator is a cloud hosted or on-premises web management tool that allows configuration, provisioning and other functions when operating an SD-WAN. It simplifies application traffic management by allowing central implementation of an organization's business policies. ==== SD-WAN controller ==== The SD-WAN controller functionality, which can be placed in the orchestrator or in an SD-WAN gateway, is used to make forwarding decisions for application flows. Application flows are IP packets that have been classified to determine their user application or grouping of applications to which they are associated. The grouping of application flows based on a common type, e.g., conferencing applications, is referred to as an Application Flow Group in MEF 70. Per MEF 70, the SD-WAN Edge classifies incoming IP packets at the SD-WAN UNI (SD-WAN user network interface), determines, via OSI Layer 2 through Layer 7 classification, which application flow the IP packets belong to, and then applies the policies to block the application flow or allow the application flows to be forwarded based on the availability of a route to the destination SD-WAN UNI on a remote SD-WAN Edge. This helps ensure that application performance meets service level agreements (SLAs). == Required characteristics == The Gartner research firm has defined an SD-WAN as having four required characteristics: The ability to support multiple connection types, such as MPLS, last mile fiber optic network or through high speed cellular networks e.g. 4G LTE and 5G wireless technologies The ability to do dynamic path selection, for load sharing and resiliency purposes A simple interface that is easy to configure and manage The ability to support VPNs, and third party services such as WAN optimization controllers, firewalls and web gateways == Features == Features of SD-WANs include resilience, quality of service (QoS), security, and performance, with flexible deployment options; simplified administration and troubleshooting; and online traffic engineering. === Resilience === A resilient SD-WAN reduces network downtime. To

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  • Influence-for-hire

    Influence-for-hire

    Influence-for-hire or collective influence, refers to the economy that has emerged around buying and selling influence on social media platforms. == Overview == Companies that engage in the influence-for-hire industry range from content farms to high-end public relations agencies. Traditionally influence operations have largely been confined to public sector actors like intelligence agencies, in the influence-for-hire industry the groups conduction the operations are private with commerce being their primary consideration. However many of the clients in the influence-for-hire industry are countries or countries acting through proxies. They are often located in countries with less expensive digital labor. == History == In May 2021, Facebook took a Ukrainian influence-for-hire network offline. Facebook attributed the network to organizations and consultants linked to Ukrainian politicians including Andriy Derkach. During the COVID-19 pandemic state sponsored misinformation was spread through influence-for-hire networks. In August 2021, a report published by the Australian Strategic Policy Institute implicated the Chinese government and the ruling Chinese Communist Party in campaigns of online manipulation conducted against Australia and Taiwan using influence-for-hire.

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  • Amplified conference

    Amplified conference

    An amplified conference is a conference or similar event in which the talks and discussions at the conference are 'amplified' through use of networked technologies in order to extend the reach of the conference deliberations. The term was originally coined by Lorcan Dempsey in a blog post. The term is now widely used within the academic and research community with Wankel proposing the following definition: The extension of a physical event (or a series of events) through the use of social media tools for expanding access to (aspects of) the event beyond physical and temporal bounds. Such amplification takes place in the context of intent to make the most of the intellectual content, discussion, networking, and discovery initiated by the event through the process of sharing with co-attendees, colleagues, friends and wider informed publics. A paper by Haider and others illustrates how amplified conferences are becoming mainstream in a discussion on "how social media have been employed as part of the project, particularly around event amplification". As described by Guy in the Ariadne ejournal the term is not a prescriptive one, but rather describes a pattern of behaviors which initially took place at IT and Web-oriented conferences once WiFi networks started to become available at conference venues and delegates started to bring with them networked devices such as laptops and, more recently, PDAs and mobile phones. == Different Approaches to 'Amplification' of Conferences == There are a number of ways in which conferences can be amplified through use of networked technologies: Amplification of the audiences' voice: Prior to the availability of real time chat technologies at events (whether use of IRC, Twitter, instant messaging clients, etc.) it was only feasible to discuss talks with immediate neighbours, and even then this may be considered rude. Amplification of the speaker's talk: The availability of video and audio-conferencing technologies make it possible for a speaker to be heard by an audience which isn't physically present at the conference. Although use of video technologies has been available to support conferences for some time, this has normally been expensive and require use of dedicated video-conferencing technologies. However the availability of lightweight desktop tools make it much easier to deploy such technologies, without even, requiring the involvement of conference organisers. Amplification across time: Video and audio technologies can also be used to allow a speaker's talk to be made available after the event, with use of podcasting or videocasting technologies allowing the talks to be easily syndicated to mobile devices as well as accessed on desktop computers. Amplification of the speaker's slides: The popularity of global repository services for slides, such as SlideShare, enable the slides used by a speaker to be more easily found, embedded on other Web sites and commented upon, in ways that were not possible when the slides, if made available at all, were only available on a conference Web site. Amplification of feedback to the speaker: Micro-blogging technologies, such as Twitter, are being used not only as a discussion channel for conference participants but also as a way of providing real-time feedback to a speaker during a talk. We are also now seeing dedicated microblogging technologies, such as Coveritlive and Scribblelive, being developed which aim to provide more sophisticated 'back channels' for use at conferences. Amplification of a conference's collective memory: The popularity of digital cameras and the photographic capabilities of many mobile phones is leading to many photographs being taken at conferences. With such photographs often being uploaded to popular photographic sharing services, such as Flickr, and such collections being made more easy to discover through agreed use of tags, we are seeing amplification of the memories of an event though the sharing of such resources. The ability of such photographic resources to be 'mashed up' with, say, accompanying music, can similarly help to enrich such collective experiences. Amplification of the learning: The ability to be able to follow links to resources and discuss the points made by a speaker during a talk can enrich the learning which takes place at an event, as described by Shabajee's article on "'Hot' or Not? Welcome to real-time peer review" published in the Times Higher Education Supplement in May 2003. Long term amplification of conference outputs: The availability in a digital format of conference resources, including 'official' resources such as slides, video and audio recordings, etc. which have been made by the conference organisers with the approval of speakers, together with more nebulous resources such as archives of conference back channels, and photographs and unofficial recordings taken at the event may help to provide a more authentic record of an event, which could potentially provide a valuable historical record. The amplification of conferences can be viewed as an example of how new technologies are altering standard practice. By using these techniques a different type of interaction is created at the conference itself, but also the boundaries around the conference can be seen as permeable, with remote participants engaging in discussion. An amplified conference also provides a considerably altered archive compared with a 'traditional' one. For the latter, the printed proceedings will be the main record, but for an amplified event this record is distributed across many media and takes in a wider range of content types, including the papers, videos of the presentations (for example on YouTube), the slides (e.g. on Slideshare), photos of the event (Flickr), interaction between participants (Twitter), reflections and comments (blogs), etc. The amplified conference represents an example of changing practice in digital scholarship.

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  • TigerGraph

    TigerGraph

    TigerGraph is a private company headquartered in Redwood City, California. It provides graph database and graph analytics software. == History == TigerGraph was founded in 2012 by programmer Yu, Ruoming, Li, Like and Mingxi, under the name GraphSQL. In September 2017, the company came out of stealth mode under the name TigerGraph with $33 million in funding. It raised an additional $32 million in funding in September 2019 and another $105 million in a series C round in February 2021. Cumulative funding as of March 2021 is $170 million. == Products == TigerGraph's hybrid transactional/analytical processing database and analytics software can scale to hundreds of terabytes of data with trillions of edges, and is used for data intensive applications such as fraud detection, customer data analysis (customer 360), IoT, artificial intelligence and machine learning. It is available using the cloud computing delivery model. The analytics uses C++ based software and a parallel processing engine to process algorithms and queries. It has its own graph query language that is similar to SQL. TigerGraph also provides a software development kit for creating graphs and visual representations. As of Mar 2024, TigerGraph version is up to version 4.2.0 TigerGraph offers free Community Edition for developers, researchers, and educators. It can be obtained from https://dl.tigergraph.com/ == Query Language == GSQL , designed by Mingxi Wu and Alin Deutsch in 2015, is a SQL-like Turing complete query language. GSQL includes additions to make it compliant with the Graph Query Language standard.

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  • Coupling (electronics)

    Coupling (electronics)

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

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  • Over-the-top media services in India

    Over-the-top media services in India

    As per Govt of India, there are currently about 57 providers of over-the-top media services (OTT) in India, which distribute streaming media or video on demand over the Internet. == History and growth == The first dependent Indian OTT platform was BIGFlix, launched by Reliance Entertainment in 2008. In 2010 Digivive launched India's first OTT mobile app called nexGTv, which provides access to both live TV and on–demand content. nexGTV was the first app to live–stream Indian Premier League matches on smart phones and did so during 2013 and 2014. The livestream of the IPL since 2015, when rights were won, played an important role in the growth of another OTT platform, Hotstar (now JioHotstar) in India. OTT Platforms gained significant momentum in India when both DittoTV (Zee) and Sony Liv were launched in the Indian market around 2013. Following the initial push of Regional OTT platforms like Aha, Hoichoi, Sun NXT, Planet Marathi, Chaupal & MX Player. The Indian OTT industry saw rapid transformation with the entry of global OTT companies such as Netflix and Amazon Prime Video into the Indian market in 2016. Replacement of this competition with global enterprises caused local rivals to innovate in both region and hyper-regional content. === Hotstar === Hotstar (now JioHotstar) is the most subscribed–to OTT platform in India, owned by JioStar as of February 2025, with around 500 million active users and over 650 million downloads. According to Hotstar's India Watch Report 2018, 96% of watch time on Hotstar comes from videos longer than 20 minutes, while one–third of Hotstar subscribers watch television shows. In 2019, Hotstar began investing ₹120 crore in generating original content such as "Hotstar Specials." 80% of the viewership on Hotstar comes from drama, movies and sports programs. Hotstar has the exclusive streaming rights of IPL in India. === Netflix === American streaming service Netflix entered India in January 2016. In April 2017, it was registered as a limited liability partnership (LLP) and started commissioning content. It earned a net profit of ₹2020,000 (₹2.02 million) for fiscal year 2017. In fiscal year 2018, Netflix earned revenues of ₹580 million. According to Morgan Stanley Research, Netflix had the highest average watch time of more than 120 minutes but viewer counts of around 20 million in July 2018. As of 2018, Netflix has six million subscribers, of which 5–6% are paid members. India was not affected by Netflix's July 2018 increase in subscription rates for the US and Latin America. Netflix has stated its intent to invest ₹600 crore in the production of Indian original programming. In late 2018, Netflix bought 150,000 square feet (14,000 m2) of office space in Bandra–Kurla Complex (BKC) in Mumbai as their head office. As of December 2018, Netflix has more than 40 employees in India. === Other OTT providers === Sun NXT is an Indian video on demand service run by Sun TV Network. It was launched in June 2017, streaming in the Tamil language and six other languages. The platform has more than 4,000 Tamil movies and 200 Tamil shows, as well as regional movies and shows. Sun NXT also streams a large library of its own Sun TV shows and movies. Amazon Prime Video was launched in 2016. The platform has 2,300 titles available including 2,000 movies and about 400 shows. It has announced that it will invest ₹20 billion in creating original content in India. Besides English, Prime Video is available in six Indian languages as of December 2018. Amazon India launched Amazon Prime Music in February 2018. Eros Now, an OTT platform launched by Eros International, has the most content among the OTT providers in India, including over 12,000 films, 100,000 music tracks and albums, and 100 TV shows. Eros Now was named the Best OTT Platform of the Year 2019 at the British Asian Media Awards. It has 211.5 million registered users and 36.2 million paying subscribers as of September 2020. In February 2020, Aha OTT platform was launched, broadcasting exclusively Telugu content. In 2021, Planet Marathi became the first OTT platform dedicated to Marathi content in India, including web-series, films, music, theater, fiction and non-fiction reality shows. It is available for both Android and iOS mobile devices along with Android TV and Amazon Fire TV devices. Bollywood actress Madhuri Dixit helped launch the platform. With rising interest for Korean dramas, Rakuten Viki saw its biggest jump of web traffic from India in 2020 due to the COVID-19 lockdown, which led to ad localization on the platform. The OTT market in fiscal year 2020 was estimated to be worth $1.7 billion. === SonyLIV and ZEE5 === In December 2021, Sony and Zee announced their merger, and announced plans to merge their OTT platforms. The merger was called off. === OTT services launched as Amazon Prime video channels === The list is by alphabetical order, not by rank or popularity. == Content regulation == Due to the absence of any rules and regulation regarding OTT content, many OTT providers were accused of showing nudity, vulgarity and obscenity and hurting Hindu religious sentiments in their shows. Series which were the focus of controversy include Four More Shots Please!, Tandav, Paatal Lok, Sacred Games, Mirzapur Lust stories franchise, Rana Naidu. Thank You for Coming, and Annapoorani (2023). According to media reports, between 2018 and 2024, some OTT platforms emerged which started showing porn in the form of web series. Both the Supreme Court and Delhi High Court say that OTT regulation is necessary. === OTT regulation === On 25 Feb 2021, Indian govt introduced self-regulation rules for OTT platforms to stop obscene content and abusive language. On 19 March 2023, I&B minister Anurag Thakur said that self regulation does not mean that OTT should show obscenity and nudity. On 15 April 2023, I&B Secretary Apurva Chandra has said because of the government's soft-touch regulations on OTT industry have led to the creation of content that is undesirable and vulgar. On 26 April 2023, MIB India said that if nudity and obscenity is seen on any OTT platform, strict action will be taken against it. On 16 May 2023, Don't show obscene content, parliamentary panel told to Netflix and Amazon Prime Video. On 20 June 2023, the government told Netflix, Disney+ Hotstar and all other streaming services that their content should be independently reviewed for obscenity and violence before being shown online. On 27 June 2023, DPCGC took punitive action against Ullu for streaming obscene content and asked them to remove all their explicit shows or remove all adult scenes within 15 days. On 18 July 2023, Anarug Thakur said in a meeting with all OTT stakeholders that demeaning Indian culture will not be tolerated. OTT can't show vulgarity and nudity in the garb of 'creative expression'.The cited sources do not mention vulgarity - they say this was about demeaning Indian culture/society. On 22 August 2023, Indian government assured that it will bring rules and regulation to regulate vulgar and obscene content on social media and OTT platforms. On 10 November 2023, MIB India introduces the 'Broadcasting Service Regulation Bill', which included Programme code with Content Evaluation Committee(CEC) for every OTT platforms. Currently public consultation is ongoing till 15 January 2024. The draft bill mandates that all OTT streaming platforms can only broadcast those web series or content, which will be duly certified by Content Evaluation Committee(CEC). On 14 March 2024, the Ministry of Information and Broadcasting banned over 18 OTT apps from Google play store and suspended all of their 57 social media accounts, as well as closed nineteen streaming websites. The banned platforms were MoodX, Prime Play, Hunters, Besharams, Rabbit movies, Voovi, Fugi, Mojflix, Chikooflix, Nuefliks, Xtramood, NeonX VIP, X Prime, Tri Flicks, Uncut Adda, Dreams Films, Hot Shots VIP, and Yessma. On 25 July 2025, the Ministry of Information and Broadcasting banned from 25 OTT apps from Google play store and suspended all of their 40 social media accounts, as well as 26 closed streaming websites. The banned platforms were include ALTT, Ullu, Big Shots App, Desiflix, Boomex, NeonX VIP, Navarasa Lite, Gulab App, Kangan App, Bull App, ShowHit, Jalva App, Wow Entertainment, Look Entertainment, Hitprime, Fugi, Feneo, ShowX, Sol Talkies, Adda TV, HotX VIP, Hulchul App, MoodX, Triflicks, and Mojflix. On 24 February 2026, the Ministry of Information and Broadcasting banned from 5 OTT apps from Google play store and suspended all of their 5 social media accounts, as well as 5 closed streaming websites. The banned platforms were include Feel App, Digi Movieplex, Jugnu App, MoodX VIP, and Koyal Playpro. === Legal action === Currently OTT is regulated under the IT Rules 2021, which clearly stated that 'No content that is prohibited by law at the time being force can be Publishing or transmitted'. MIB has continuously taking action

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