AI Content Generation Tools

AI Content Generation Tools — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • 17LIVE

    17LIVE

    17LIVE is an international entertainment platform. As of 2024, 17LIVE is the #3 live broadcasting platform globally, formed by its flagship live stream app 17LIVE (LIVIT in English markets), MEME Live and live stream e-commerce platforms HandsUP and OrderPally. == History == 17LIVE was first founded in Taiwan in 2015 by Jeffery Huang. The company has maintained its leading position since its entry into the Japan market in 2017, becoming the biggest platform for live entertainment in Japan, Taiwan, Hong Kong, and other countries. In 2017, 17 closed out US$33M in series B round to merge with dating software Paktor, with Joseph Phua (Co-founder of Paktor) taking over the leadership of 17LIVE as CEO and Co-founder, as well as to enter the Japan and Hong Kong market. Within one year, 17 Media became the #1 market leader in Japan. In 2018, the company raised $25M in series C round as it got ready for US IPO, which failed to materialize. 17LIVE had an unsuccessful US IPO attempt in 2018. Since then, the company reformed and transformed the business. Some key initiatives include the hiring of current CEO Hirofumi Ono, spin-off of Paktor (dating software business unit), full buy-out of founder Jeffery Huang, acquisition of MEME and HandsUp, and more. Despite the failed IPO attempt, the company continued to push for international expansion, including creating ‘LIVIT’ for the English-speaking markets to enter US, India, and North Africa. In 2019, 17's flagship live streaming app reached 10M downloads in Japan, and the business continues to push for both organic and inorganic expansion. Some key M&A highlights in the year include the acquisition of MEME Live in Southeast Asia, as well as HandsUp, a live e-commerce platform. In 2020, M17 closed out $26.5M in Series D round to continue organic growth in Japan, US and Middle East. In the same year, the company also sold its dating app business, Parktor, to rationalise M17 into a live-stream pure play business, followed by the appointment of its current Chairman, Joseph Phua, and previous Global CEO, Hirofumi Ono. With the buy-out and departure of founder Jeff Huang, the parent holding company M17 Entertainment Limited was officially renamed as 17 LIVE Group. An estimated 60 million users registered in 154 countries and territories in April 2022. In 2022, September, 17LIVE announced Group CEO Hirofumi Ono steps down. Alex Lien takes over the leadership as new Group COO; Jing Shen Ng appointed Group CTO. In 2023, March, 17LIVE announced Alex Lien promoted to Global CEO. Kenta Masuda appointed as Global CFO. === Collaboration with Ayumi Hamasaki === To celebrate its 4th anniversary, 17LIVE collaborated with Japanese singer-songwriter Ayumi Hamasaki, who led the 17LIVE 4th Anniversary meets Ayumi Hamasaki series starting October 18, 2021. Along with composer and arranger Yuta Nakano, Hamasaki judged auditioning artists competing for the chance to work with her and her production team for a debut single. The series was streamed live on the 17LIVE website, the final airing on November 11. The eventual winner was named as Yoshitaka_song. When asked why she collaborated with 17LIVE as a producer, Hamasaki commented: "Although the world has become like this (during COVID-19), I believe that the art of entertainment can give people dreams, hope, courage, and strength. I hope that kind of light will continue to shine through the entertainment industry." == Features == On 17LIVE, artists (LIVERs) are able to broadcast live, and post photos and videos from their album. The app has been designed for LIVERs to simply open the App, and start sharing contents without the need to edit or professionally curate their videos. The platform cultivates LIVERs, supports them with a local content management team, and provides artists with various functions, such as real time chatting, gifting, fan clubs, interactive competition and events. Today, 17LIVE has 46 thousands contracted artists and more than 2.3 million MAU, who spend 44 minutes on the platform every day. 17LIVE continues to advocate content-driven philosophy and delivers diverse topics, from politics and music to entertainment, to broaden its audience groups. 17LIVE also hosts offline flash events and concerts to attract new users and support LIVERs better connect with their fans. == Operation == 17LIVE has over 700 employees globally. The app provides few monetization models for LIVERs on the platform, including: Gifting: user / fans buy virtual gifts on the app to send to their favored LIVERs. Subscription: monthly subscription fan club service for access to exclusive content Pay-per-view: ticket service for online streaming concerts E-commerce: live e-commerce platform In the past, 17LIVE has encountered some regulatory headwinds with reported incidents of inappropriate livestream content on the platform. The incidents were direct results of the lack of oversight and supervision capability in place in the business at the time. Over the years, 17LIVE claims to have put in tremendous manpower and effort into improving, monitoring and maintaining control over both the live stream content and the KYC procedures and systems.

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  • Bootstrap (front-end framework)

    Bootstrap (front-end framework)

    Bootstrap (formerly Twitter Bootstrap) is a free and open-source CSS framework directed at responsive, mobile-first front-end web development. It contains HTML, CSS and (optionally) JavaScript-based design templates for typography, forms, buttons, navigation, and other interface components. As of May 2023, Bootstrap is the 17th most starred project (4th most starred library) on GitHub, with over 164,000 stars. According to W3Techs, Bootstrap is used by 19.2% of all websites. == Features == Bootstrap is an HTML, CSS and JS library that focuses on simplifying the development of informative web pages (as opposed to web applications). The primary purpose of adding it to a web project is to apply Bootstrap's choices of color, size, font and layout to that project. As such, the primary factor is whether the developers in charge find those choices to their liking. Once added to a project, Bootstrap provides basic style definitions for all HTML elements. The result is a uniform appearance for prose, tables and form elements across web browsers. In addition, developers can take advantage of CSS classes defined in Bootstrap to further customize the appearance of their contents. For example, Bootstrap has provisioned for light- and dark-colored tables, page headings, more prominent pull quotes, and text with a highlight. Bootstrap also comes with several JavaScript components which do not require other libraries like jQuery. They provide additional user interface elements such as dialog boxes, tooltips, progress bars, navigation drop-downs, and carousels. Each Bootstrap component consists of an HTML structure, CSS declarations, and in some cases accompanying JavaScript code. They also extend the functionality of some existing interface elements, including for example an auto-complete function for input fields. The most prominent components of Bootstrap are its layout components, as they affect an entire web page. The basic layout component is called "Container", as every other element in the page is placed in it. Developers can choose between a fixed-width container and a fluid-width container. While the latter always fills the width with the web page, the former uses one of the five predefined fixed widths, depending on the size of the screen showing the page: Smaller than 576 pixels 576–768 pixels 768–992 pixels 992–1200 pixels 1200–1400 pixels Larger than 1400 pixels Once a container is in place, other Bootstrap layout components implement a CSS Flexbox layout through defining rows and columns. A precompiled version of Bootstrap is available in the form of one CSS file and three JavaScript files that can be readily added to any project. The raw form of Bootstrap, however, enables developers to implement further customization and size optimizations. This raw form is modular, meaning that the developer can remove unneeded components, apply a theme and modify the uncompiled Sass files. == History == === Early beginnings === Bootstrap, originally named Twitter Blueprint, was developed by Mark Otto and Jacob Thornton at Twitter in 2010 as a framework to encourage consistency across internal tools. Before Bootstrap, various libraries were used for interface development, which led to inconsistencies and a high maintenance burden. According to Otto: A super small group of developers and I got together to design and build a new internal tool and saw an opportunity to do something more. Through that process, we saw ourselves build something much more substantial than another internal tool. Months later, we ended up with an early version of Bootstrap as a way to document and share common design patterns and assets within the company. After a few months of development by a small group, many developers at Twitter began to contribute to the project as a part of Hack Week, a hackathon-style week for the Twitter development team. It was renamed from Twitter Blueprint to Twitter Bootstrap and released as an open-source project on August 19, 2011. It has continued to be maintained by Otto, Thornton, a small group of core developers, and a large community of contributors. === Bootstrap 2 === On January 31, 2012, Bootstrap 2 was released, which added built-in support for Glyphicons, several new components, as well as changes to many of the existing components. This version supports responsive web design, meaning the layout of web pages adjusts dynamically, taking into account the characteristics of the device used (whether desktop, tablet, mobile phone). Shortly before the release of Bootstrap 2.1.2, Otto and Thornton left Twitter, but committed to continue to work on Bootstrap as an independent project. === Bootstrap 3 === On August 19, 2013, Bootstrap 3 was released. It redesigned components to use flat design and a mobile first approach. Bootstrap 3 features new plugin system with namespaced events. Bootstrap 3 dropped Internet Explorer 7 and Firefox 3.6 support, but there is an optional polyfill for these browsers. Bootstrap 3 was also the first version released under the twbs organization on GitHub instead of the Twitter one. === Bootstrap 4 === Otto announced Bootstrap 4 on October 29, 2014. The first alpha version of Bootstrap 4 was released on August 19, 2015. The first beta version was released on August 10, 2017. Otto suspended work on Bootstrap 3 on September 6, 2016, to free up time to work on Bootstrap 4. Bootstrap 4 was finalized on January 18, 2018. Significant changes include: Major rewrite of the code Replacing Less with Sass Addition of Reboot, a collection of element-specific CSS changes in a single file, based on Normalize Dropping support for IE8, IE9, and iOS 6 CSS Flexible Box support Adding navigation customization options Adding responsive spacing and sizing utilities Switching from the pixels unit in CSS to root ems Increasing global font size from 14px to 16px for enhanced readability Dropping the panel, thumbnail, pager, and well components Dropping the Glyphicons icon font Huge number of utility classes Improved form styling, buttons, drop-down menus, media objects and image classes Bootstrap 4 supports the latest versions of Google Chrome, Firefox, Internet Explorer, Opera, and Safari (except on Windows). It additionally supports back to IE10 and the latest Firefox Extended Support Release (ESR). === Bootstrap 5 === Bootstrap 5 was officially released on May 5, 2021. Major changes include: New offcanvas menu component Removing dependence on jQuery in favor of vanilla JavaScript Rewriting the grid to support responsive gutters and columns placed outside of rows Migrating the documentation from Jekyll to Hugo Dropping support for Internet Explorer Moving testing infrastructure from QUnit to Jasmine Adding custom set of SVG icons Adding CSS custom properties Improved API Enhanced grid system Improved customizing docs Updated forms RTL support Built in darkmode support

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  • Style sheet (web development)

    Style sheet (web development)

    A web style sheet is a form of separation of content and presentation for web design in which the markup (i.e., HTML or XHTML) of a webpage contains the page's semantic content and structure, but does not define its visual layout (style). Instead, the style is defined in an external style sheet file using a style sheet language such as CSS or XSLT. This design approach is identified as a "separation" because it largely supersedes the antecedent methodology in which a page's markup defined both style and structure. The philosophy underlying this methodology is a specific case of separation of concerns. == Benefits == Separation of style and content has advantages, but has only become practical after improvements in popular web browsers' CSS implementations. === Speed === Overall, users experience of a site utilising style sheets will generally be quicker than sites that do not use the technology. ‘Overall’ as the first page will probably load more slowly – because the style sheet AND the content will need to be transferred. Subsequent pages will load faster because no style information will need to be downloaded – the CSS file will already be in the browser’s cache. === Maintainability === Holding all the presentation styles in one file can reduce the maintenance time and reduces the chance of error, thereby improving presentation consistency. For example, the font color associated with a type of text element may be specified — and therefore easily modified — throughout an entire website simply by changing one short string of characters in a single file. The alternative approach, using styles embedded in each individual page, would require a cumbersome, time consuming, and error-prone edit of every file. === Accessibility === Sites that use CSS with either XHTML or HTML are easier to tweak so that they appear similar in different browsers (Chrome, Internet Explorer, Mozilla Firefox, Opera, Safari, etc.). Sites using CSS "degrade gracefully" in browsers unable to display graphical content, such as Lynx, or those so very old that they cannot use CSS. Browsers ignore CSS that they do not understand, such as CSS 3 statements. This enables a wide variety of user agents to be able to access the content of a site even if they cannot render the style sheet or are not designed with graphical capability in mind. For example, a browser using a refreshable braille display for output could disregard layout information entirely, and the user would still have access to all page content. === Customization === If a page's layout information is stored externally, a user can decide to disable the layout information entirely, leaving the site's bare content still in a readable form. Site authors may also offer multiple style sheets, which can be used to completely change the appearance of the site without altering any of its content. Most modern web browsers also allow the user to define their own style sheet, which can include rules that override the author's layout rules. This allows users, for example, to bold every hyperlink on every page they visit. Browser extensions like Stylish and Stylus have been created to facilitate management of such user style sheets. === Consistency === Because the semantic file contains only the meanings an author intends to convey, the styling of the various elements of the document's content is very consistent. For example, headings, emphasized text, lists and mathematical expressions all receive consistently applied style properties from the external style sheet. Authors need not concern themselves with the style properties at the time of composition. These presentational details can be deferred until the moment of presentation. === Portability === The deferment of presentational details until the time of presentation means that a document can be easily re-purposed for an entirely different presentation medium with merely the application of a new style sheet already prepared for the new medium and consistent with elemental or structural vocabulary of the semantic document. A carefully authored document for a web page can easily be printed to a hard-bound volume complete with headers and footers, page numbers and a generated table of contents simply by applying a new style sheet.

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  • Packard Bell Statesman

    Packard Bell Statesman

    The Packard Bell Statesman was an economy line of notebook-sized laptops introduced in 1993 by Packard Bell. They were slower in performance and lacked features compared to most competitor products, but they were lower in price. It was created in a collaboration between Packard Bell and Zenith Data Systems. The Statesman series was essentially a rebrand of Zenith Data Systems Z-Star 433 series, with the only notable difference of the logo in the middle and text on the front bezel. == History == In June 1993 Zenith Data Systems announced an alliance with Packard Bell. Zenith acquired about 20% of Packard Bell and they would both now work together to design and build PC's. Zenith would also provide Packard Bell with private-label versions of their portable PC's. The Packard Bell Statesman was a rebrand of the Zenith Z-Star notebook computer series. While the Statesman was being advertised by Packard Bell, the Z-Star series was also still being sold by Zenith. The Statesman was first introduced on October 4, 1993. Prices started at $1,500 for a monochrome or color DSTN model with a 33 MHz Cyrix Cx486SLC, 4 MB of RAM, 200 MB hard disk drive, internal 1.44 MB floppy disk drive, and MS-DOS 6.0 with Windows 3.1 for the included software. A "J mouse" pointing device was included, similar to the TrackPoint. The Statesman was expected to begin shipping within the next few weeks. == Specifications == === Hardware === CPU The first two models, the 200M and 200C, used the Cyrix Cx486SLC. This was Cyrix's first processor, which was a 386SX pin-compatible chip with on-board L1 cache and 486 instructions, being known as a "hybrid chip". The processor was clocked at 33 MHz and had 1 KB of L1 cache. It was a 16-bit processor and was pin compatible with the Intel 80386SX. On the bottom of the unit, the motherboard had an empty socket for a Cyrix FasMath co-processor, which could improve floating-point math performance. The 200M and 200C plus models had a Cyrix Cx486SLC2 clocked at 50 MHz, which was 50% faster than the original 486SLC. The SLC2 similarly had 1 KB of on-board cache and was pin compatible with the previous model. Graphics & Display For video all models used three versions of the Chips & Technologies 655xx, the CT65520, 65525, and 65530. The 65520 was first introduced in early 1992 as the first controller with Super VGA resolution. It supported resolutions up to 1024x768 in 16 colors or shades of gray. If in 800x600 resolution, it can display up to 256 colors. All 3 chips were the same, with the CT65525 identifying as a CT65530. The CT65530 had an ability of 5V and 3.3V mixed operation and linear video memory addressing. All models used a 9.5in 800x600 resolution DSTN LCD. The 200M and 200M Plus had a monochrome display, while the 200C and 200C Plus had a color display. Audio All models had only basic audio available, with just a piezo speaker soldered onto the motherboard and no sound controller. Memory Standard RAM included was 4-8 MB of EDO RAM. The RAM was on a proprietary SIPP package that could only be upgraded to 12 MB maximum if the user had compatible modules. Storage For storage all models used a hard drive with a size of 100 or 200 MB, and all models had an internal 1.44 MB floppy disk drive located on the side of the unit. The maximum capacity hard drive compatible if the user wanted to upgrade was 500 MB.Ports & Expansion For ports all models had 1x serial, 1x parallel, 1x VGA output, and 1x PS/2 keyboard/mouse input. For expansion all models only had one PCMCIA type II slot. Keyboard & Mouse All models used a small-scale keyboard with control keys. One interesting feature of the keyboard is that the J key also acted as a mouse, working similar to IBM's ThinkPad TrackPoint. On some models additional keys such as S, D, F, G and space let you do other mouse actions such as right click, left click, double click, and middle mouse click. === Software === The series shipped with MS-DOS and Windows 3.1 as the included operating system. == Model Comparison == Statesman 200M — The first Statesman model, it came with a DSTN monochrome screen, and a Nickel-cadmium battery pack which could last up to 4 hours. It weighed 7.4 lb and was $1500. Statesman 200C — The second Statesman model, it was the same as the 200M with the only notable differences of a DSTN color display rather than monochrome and a slightly decreased battery life of about 3 hours. It cost $700 more than the 200M at $2200. Statesman 200M/200C Plus — The 200M/200C Plus were both identical to their previous base models, with the only difference of them having a Cx486SLC2 running at 50 MHz. In 1994 it cost around $2,295 for the 200C plus with 4 MB of ram, with 8 MB costing an extra $400. == Reception == The Statesman received fair reception, with most reviewers giving positivity for the low price and high battery life, but mainly criticizing the performance and screen quality of the model line. A review by PC World writer Rex Farrance and Owen Linderholm said the 200M had a good price, being only $1500, and a good battery life which lasted about 4 hours. In benchmarks however, the 200M performed "noticeably below the average". It was noted that the 200M's worst feature was its monochrome display, being "cloudy and a bit dim for our tastes". The J mouse was considered a decent choice, and was said to be "highly usable" after some practice. The 200M was listed as number 3 on PC World's top 20 budget PC list. PC World also reviewed the 200C, saying the color display is only a "marginal, although an improvement on the monochrome version". The 200C placed 9 on the PC World top 20 budget PC list. Compute! Magazine reviewed the 200C Plus in September 1994 stating it "lagged far behind the others, especially the DXs, but then speed isn't everything". It was given pros for low cost and good display, but criticized for its low performance, not having a trackball, and poor external monitor support.

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  • Brownout (software engineering)

    Brownout (software engineering)

    Brownout in software engineering is a technique that involves disabling certain features of an application. == Description == Brownout is used to increase the robustness of an application to computing capacity shortage. If too many users are simultaneously accessing an application hosted online, the underlying computing infrastructure may become overloaded, rendering the application unresponsive. Users are likely to abandon the application and switch to competing alternatives, hence incurring long-term revenue loss. To better deal with such a situation, the application can be given brownout capabilities: The application will disable certain features – e.g., an online shop will no longer display recommendations of related products – to avoid overload. Although reducing features generally has a negative impact on the short-term revenue of the application owner, long-term revenue loss can be avoided. The technique is inspired by brownouts in power grids, which consists in reducing the power grid's voltage in case electricity demand exceeds production. Some consumers, such as incandescent light bulbs, will dim – hence originating the term – and draw less power, thus helping match demand with production. Similarly, a brownout application helps match its computing capacity requirements to what is available on the target infrastructure. Brownout complements elasticity. The former can help the application withstand short-term capacity shortage, but does so without changing the capacity available to the application. In contrast, elasticity consists of adding (or removing) capacity to the application, preferably in advance, so as to avoid capacity shortage altogether. The two techniques can be combined; e.g., brownout is triggered when the number of users increases unexpectedly until elasticity can be triggered, the latter usually requiring minutes to show an effect. Brownout is relatively non-intrusive for the developer, for example, it can be implemented as an advice in aspect-oriented programming. However, surrounding components, such as load-balancers, need to be made brownout-aware to distinguish between cases where an application is running normally and cases where the application maintains a low response time by triggering brownout. == Usage in phased deprecation == A related use of the brownout concept in software engineering is the deliberate introduction of temporary outages to a system, API or feature that is being phased out. This is sometimes also called a "scream test" when it is used to discover unknown dependents of a system or API. The intention is to allow detection of downstream consumers of an API or service who may otherwise have missed deprecation announcements or to uncover hidden side-effects of the deprecation that may have been overlooked. The intention is that developers of dependent systems will notice their own system failures caused by the upstream brownout. Such brownouts are typically pre-announced scheduled outages or probabilistic in nature (such as artificially failing a percentage of requests). As a brownout is only a temporary or partial outage, it provides downstream consumers of an API or service time to remove any discovered dependencies on the deprecated API before it is fully retired. For consumers that have already prepared for the deprecation, a brownout provides valuable testing that the final removal of the service won't cause any unexpected problems.

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  • Audience capture

    Audience capture

    Audience capture is the phenomenon where an influencer is affected by their audience, catering to it with what they believe it wants to hear or is willing to pay for. This creates a positive feedback loop, which can lead the influencer to express more extreme views and behaviors. A famous example of audience capture can be found in the story of the online influencer Nicholas Perry, known as Nikocado Avocado. Perry started off on YouTube with videos of himself playing the violin and supporting veganism. He then shifted to videos of himself eating known as mukbang. Audience capture led him to more and more extreme eating leading him in turn to obesity and poor health. The effect can cause ideological media creators to become more politically radical, based on the feedback of their audience.

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  • ProjectExplorer

    ProjectExplorer

    ProjectExplorer is a documentary short film series. The films, directed and produced by ProjectExplorer's Founder, Jenny M Buccos, focus on histories and cultures of foreign places and people using interviews with subject experts, artists, and public figures including Archbishop Desmond Tutu, Dr. John Kani, Greg Marinovich, and Sipho “Hotstix” Mabuse. Produced for a child and young adult audience, segments in each series depict everyday life and the challenges and concerns of those living in the locations and regions featured. Each film is 2–4 minutes in length, with each series containing approximately 40 films. The ProjectExplorer series is distributed internationally without charge via the web by ProjectExplorer, LTD. an American not-for-profit organization. Three series have been produced and distributed. In fall 2009, ProjectExplorer's third series, Jordan, received a GOLD level Parents' Choice Award for excellence in web programming. == Film series == === Shakespeare's England (2006) === The first series was filmed in London, Stratford-upon-Avon, and New York City. The series includes more than 30 film segments. United Kingdom locations and individuals include: The London Eye The Tower of London The Whitechapel Bell Foundry, which demonstrates the process of making a bell Simon Hughes, Member of Parliament and President of the Liberal Democrats The Old Vic The Royal Shakespeare Company The National Archives (UK) Segments filmed in New York City include: Michael Cumpsty discusses and performs monologues from Hamlet (while starring in the Classic Stage Company production) Michael Stuhlbarg discusses and performs a monologue from Macbeth === South Africa (2007) === Filmed in Johannesburg, Cape Town, and KwaZulu Natal, the series contains over 40 film segments including: Ntate Thabong Phosa, a lesiba player from Lesotho. Due to the rarity of lesiba players globally, this is one of the only publicly available examples of the lesiba played on film. A Robben Island piece, filmed at the cell in which Nelson Mandela was held for 18 of his 27-year imprisonment. JSE Securities Exchange with Leigh Roberts, correspondent for CNBC Africa. A 3-part series on HIV/AIDS with amfAR Director of Research, Dr. Rowena Johnson. Dr. Johnson discusses high cost of anti-retroviral drugs and testing in South Africa. The June 16, 1976 Soweto Uprising, with archival film footage and photography from SABC and The Sowetan newspaper. Prominent South Africans featured in the series: Dr. John Kani, Chairperson of the Apartheid Museum and TONY Award Winning Actor Musician Sipho “Hotstix” Mabuse Former U.N. Ambassador Dave A. Steward, Executive Director of the FW de Klerk Foundation Director and producer, Duma Ndlovu Malcolm Purkey, Artistic Director of the Market Theatre === South Africa, Part II (2008) === Filmed in Johannesburg, Cape Town, and New York City, the series contains over 10 film segments. Prominent South Africans featured in the series: Archbishop Desmond Tutu, Nobel Peace Prize laureate Photojournalist Greg Marinovich, Pulitzer Prize winner and co-author of The Bang-Bang Club Vusi Mahlasela, musician Author, Max du Preez === Jordan (2008) === Filmed in Amman, Petra, Umm Qais, Jerash, Madaba, Bethany, the Dead Sea, and New York City, the series contains more than 45 film segments. Jordan series segments include: A tour of the throne room of King Abdullah II, at Raghadan Palace Sharing mansaf with a Bedouin family in the Wadi Rum desert The UNRWA Jabal Hussein refugee camp The Siq, Treasury, and Monastery at Petra The ruins of Gadara at Umm Qais Jerash, the capital and largest city of Jordan's Jerash Governorate Madaba, home of the Madaba Map and the mosaic capital of Jordan The archaeological site at Bethany Traditional clothing from Salt and Ma'an The reintroduction into the wild of the endangered Arabian Oryx The Desert Castles The science of the Dead Sea Her Royal Highness Princess Basma bint Ali and her Royal Botanic Garden

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  • Filter (social media)

    Filter (social media)

    Filters are digital image effects often used on social media. They initially simulated the effects of camera filters, and they have since developed with facial recognition technology and computer-generated augmented reality. Social media filters—especially beauty filters—are often used to alter the appearance of selfies taken on smartphones or other similar devices. While filters are commonly associated with beauty enhancement and feature alterations, there is a wide range of filters that have different functions. From adjusting photo tones to using face animations and interactive elements, users have access to a range of tools. These filters allow users to enhance photos and allow room for creative expression and fun interactions with digital content. == History == Beauty filters originate from Purikura ("print club"), a type of Japanese photographic arcade game machine conceived in 1994 by Sasaki Miho, a female employee at Atlus, and released in 1995 by Atlus and Sega primarily for female visitors at Japanese arcades. They allowed the manipulation of digital selfie photos with kawaii beauty filters similar to later Snapchat filters. Purikura filters included beautifying the image, cat whiskers, bunny ears, writing text, scribbling graffiti, selecting backdrops, borders, insertable decorations, icons, hair extensions, twinkling diamond tiaras, tenderized light effects, and predesigned decorative margins. To capitalize on the Purikura phenomenon in Japan during the late 1990s, Japanese mobile phones began including a front-facing camera, starting with the Kyocera Visual Phone VP‑210 in 1999. The Sanyo SCP-5300 released in 2002 was the first camera phone with filter effects, such as illumination, white‑balance control, sepia, black and white, and negative colors. Purikura-like beauty filters later appeared in smartphone apps such as Instagram and Snapchat in the 2010s. In 2010, Apple introduced the iPhone 4—the first iPhone model with a front-facing camera. It gave rise to a dramatic increase in selfies, which could be touched up with more flattering lighting effects with applications such as Instagram. The American photographer Cole Rise was involved in the creation of the original filters for Instagram around 2010, designing several of them himself, including Sierra, Mayfair, Sutro, Amaro, and Willow. However, the technology for virtual lens filters was invented and patented by Patrick Levy-Rosenthal in 2007. The patent received 100 citations, including Facebook, Nvidia, Microsoft, Samsung, and Snap. In September, 2011, the Instagram 2.0 update for the application introduced "live filters," which allowed the user to preview the effect of the filter while shooting with the application's camera. #NoFilter, a hashtag label to describe an image that had not been filtered, became popular around 2013. An update in 2014 allowed users to adjust the intensity of the filters as well as fine-tune other aspects of the image, features that had been available for years on applications such as VSCO and Litely. In 2014, Snapchat started releasing sponsored filters to monetize the participatory use of the application. In September 2015, Snapchat acquired Looksery and released a feature called "lenses," animated filters using facial recognition technology. Some of the early lenses available on Snapchat at the time were Heart Eyes, Terminator, Puke Rainbows, Old, Scary, Rage Face, Heart Avalanche. The Coachella filter released April 2016 was a popular early augmented reality filter. In April 2017, Facebook released the Camera Effects Platform, which is the first augmented reality platform that allows developers to create their own filters and effects on Facebook's Camera. In December 2017, Snapchat also launched their Lens Studio augmented reality developer tool that allows users and advertisers to do the same on the Snapchat application. In April 2022,TikTok joined the two, and launched their own augmented reality developer platform called Effect house. In February 2023, Effect House gave opened up the access to generative AI tools that allowed creators to change facial features in real time. In November 2023, TikTok released a feature where users no longer needed Effect House to create their own filters, as they are now able to create their own effects on the TikTok application. In August 2024, Meta announced that it would be removing third-party filter effects from its family of apps by January 14, 2025. The AR development software Meta Spark AR will also be retired at the same time; it was at one point the "world's largest mobile AR platform". Brand and creator effects represent the vast majority of filters available on Meta platforms, with over 2 million third-party filters available as of 2021. == Beauty filter == A beauty filter is a filter applied to still photographs, or to video in real time, to enhance the physical attractiveness of the subject. Typical effects of such filters include smoothing skin texture and modifying the proportions of facial features, for example enlarging the eyes or narrowing the nose. Filters may be included as a built-in feature of social media apps such as Instagram or Snapchat, or implemented through standalone applications such as Facetune. In 2020, the "Perfect Skin" filter for Snapchat and Instagram which was created by Brazilian augmented reality developer Brenno Faustino gained more than 36 million impressions in the first 24 hours of its release. In 2021, TikTok users pointed out how the default front-facing camera on the platform automatically applied the retouch and other feature-altering filters. Users noted that these filters slimmed down faces, smoothed skin, whitened teeth, and altered facial features such as nose and eye size, without the option to disable this feature through settings. In March 2023, the "Bold Glamour" filter was released on TikTok and instantly went viral with over 18 million videos created within its first week. This filter subtly enhances the user's facial features seamlessly, giving the illusion of fuller eyebrows, taller cheekbones, enhanced eye make up, a smaller nose, plumper lips, and clearer skin, giving off a natural yet distinct effect. As of May 2024, the filter has been used in over 220 million videos and has become a pivotal moment for beauty filters on digital platforms. Critics have raised concerns that the widespread use of such filters on social media may lead to negative body image, particularly among girls. Though Meta's intention of removing third-party filters will likely see all beauty filters removed, academics feel that the damage of beautifying filters is already done. === Background === The manipulation of photos to enhance attractiveness has long been possible using software such as Adobe Photoshop and, before that, analogue techniques such as airbrushing. However, such tools required considerable technical and artistic skill, and so their use was mostly limited to professional contexts, such as magazines or advertisements. By contrast, filters work in an automated fashion through the use of complex algorithms, requiring little or no input from the user. This ease of use, in combination with the increase in processing power of smartphones, and the rise of social media and selfie culture, have led to photographic manipulation occurring on a much wider scale than ever before. One of the earliest examples of a content-aware digital photographic filter is red-eye reduction. === Effects === Typical changes applied by beauty filters include: Smoothing skin texture; minimizing fine lines and blemishes Erasing under-eye bags Erasing naso-labial lines ("laugh lines") Application of virtual makeup, such as lipstick or eyeshadow Slimming the face; erasing double chins Enlarging the eyes Whitening teeth Narrowing the nose Increasing fullness of the lips Beauty filters most frequently target the face, though in some cases they may affect other body parts. For example, the app "Retouch Me" was reported to have a feature which allows users to superimpose visible abdominal muscles (a "six pack") onto photos featuring the subject's bare stomach. === Reception and psychological effects === Some commentators have expressed concern that beauty filters may create unrealistic beauty standards, particularly among girls, and contribute to rates of body dysmorphic disorder. A correlation has been established between negative body image and the use of beautifying filters, though the direction of causation is unknown. The inability to discern whether a particular image has been filtered is thought to exacerbate their negative psychological effects. Policymakers have advocated for social networks to disclose the use of filters; TikTok, Instagram, and Snapchat all label filtered photos and videos with the name of the filter applied. It has also been noted that beauty filters on social media tend to highlight Eurocentric features, like lighter eyes, a smaller nose, and flushed ch

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  • Computational intelligence

    Computational intelligence

    In computer science, computational intelligence (CI) refers to concepts, paradigms, algorithms and implementations of systems that are designed to show "intelligent" behavior in complex and changing environments. These systems are aimed at mastering complex tasks in a wide variety of technical or commercial areas and offer solutions that recognize and interpret patterns, control processes, support decision-making or autonomously manoeuvre vehicles or robots in unknown environments, among other things. These concepts and paradigms are characterized by the ability to learn or adapt to new situations, to generalize, to abstract, to discover and associate. Nature-analog or nature-inspired methods play a key role in this. CI approaches primarily address those complex real-world problems for which traditional or mathematical modeling is not appropriate for various reasons: the processes cannot be described exactly with complete knowledge, the processes are too complex for mathematical reasoning, they contain some uncertainties during the process, such as unforeseen changes in the environment or in the process itself, or the processes are simply stochastic in nature. Thus, CI techniques are properly aimed at processes that are ill-defined, complex, nonlinear, time-varying and/or stochastic. A recent definition of the IEEE Computational Intelligence Societey describes CI as the theory, design, application and development of biologically and linguistically motivated computational paradigms. Traditionally the three main pillars of CI have been Neural Networks, Fuzzy Systems and Evolutionary Computation. ... CI is an evolving field and at present in addition to the three main constituents, it encompasses computing paradigms like ambient intelligence, artificial life, cultural learning, artificial endocrine networks, social reasoning, and artificial hormone networks. ... Over the last few years there has been an explosion of research on Deep Learning, in particular deep convolutional neural networks. Nowadays, deep learning has become the core method for artificial intelligence. In fact, some of the most successful AI systems are based on CI. However, as CI is an emerging and developing field there is no final definition of CI, especially in terms of the list of concepts and paradigms that belong to it. The general requirements for the development of an “intelligent system” are ultimately always the same, namely the simulation of intelligent thinking and action in a specific area of application. To do this, the knowledge about this area must be represented in a model so that it can be processed. The quality of the resulting system depends largely on how well the model was chosen in the development process. Sometimes data-driven methods are suitable for finding a good model and sometimes logic-based knowledge representations deliver better results. Hybrid models are usually used in real applications. According to actual textbooks, the following methods and paradigms, which largely complement each other, can be regarded as parts of CI: Fuzzy systems Neural networks and, in particular, convolutional neural networks Evolutionary computation and, in particular, multi-objective evolutionary optimization Swarm intelligence Bayesian networks Artificial immune systems Learning theory Probabilistic methods == Relationship between hard and soft computing and artificial and computational intelligence == Artificial intelligence (AI) is used in the media, but also by some of the scientists involved, as a kind of umbrella term for the various techniques associated with it or with CI. Craenen and Eiben state that attempts to define or at least describe CI can usually be assigned to one or more of the following groups: "Relative definition” comparing CI to AI Conceptual treatment of key notions and their roles in CI Listing of the (established) areas that belong to it The relationship between CI and AI has been a frequently discussed topic during the development of CI. While the above list implies that they are synonyms, the vast majority of AI/CI researchers working on the subject consider them to be distinct fields, where either CI is an alternative to AI AI includes CI CI includes AI The view of the first of the above three points goes back to Zadeh, the founder of the fuzzy set theory, who differentiated machine intelligence into hard and soft computing techniques, which are used in artificial intelligence on the one hand and computational intelligence on the other. In hard computing (HC) and traditional AI (e.g. expert systems), inaccuracy and uncertainty are undesirable characteristics of a system, while soft computing (SC) and thus CI focus on dealing with these characteristics. The adjacent figure illustrates this view and lists the most important CI techniques. Another frequently mentioned distinguishing feature is the representation of information in symbolic form in AI and in sub-symbolic form in CI techniques. Hard computing is a conventional computing method based on the principles of certainty and accuracy and it is deterministic. It requires a precisely stated analytical model of the task to be processed and a prewritten program, i.e. a fixed set of instructions. The models used are based on Boolean logic (also called crisp logic), where e.g. an element can be either a member of a set or not and there is nothing in between. When applied to real-world tasks, systems based on HC result in specific control actions defined by a mathematical model or algorithm. If an unforeseen situation occurs that is not included in the model or algorithm used, the action will most likely fail. Soft computing, on the other hand, is based on the fact that the human mind is capable of storing information and processing it in a goal-oriented way, even if it is imprecise and lacks certainty. SC is based on the model of the human brain with probabilistic thinking, fuzzy logic and multi-valued logic. Soft computing can process a wealth of data and perform a large number of computations, which may not be exact, in parallel. For hard problems for which no satisfying exact solutions based on HC are available, SC methods can be applied successfully. SC methods are usually stochastic in nature i.e., they are a randomly defined processes that can be analyzed statistically but not with precision. Up to now, the results of some CI methods, such as deep learning, cannot be verified and it is also not clear what they are based on. This problem represents an important scientific issue for the future. AI and CI are catchy terms, but they are also so similar that they can be confused. The meaning of both terms has developed and changed over a long period of time, with AI being used first. Bezdek describes this impressively and concludes that such buzzwords are frequently used and hyped by the scientific community, science management and (science) journalism. Not least because AI and biological intelligence are emotionally charged terms and it is still difficult to find a generally accepted definition for the basic term intelligence. == History == In 1950, Alan Turing, one of the founding fathers of computer science, developed a test for computer intelligence known as the Turing test. In this test, a person can ask questions via a keyboard and a monitor without knowing whether his counterpart is a human or a computer. A computer is considered intelligent if the interrogator cannot distinguish the computer from a human. This illustrates the discussion about intelligent computers at the beginning of the computer age. The term Computational Intelligence was first used as the title of the journal of the same name in 1985 and later by the IEEE Neural Networks Council (NNC), which was founded 1989 by a group of researchers interested in the development of biological and artificial neural networks. On November 21, 2001, the NNC became the IEEE Neural Networks Society, to become the IEEE Computational Intelligence Society two years later by including new areas of interest such as fuzzy systems and evolutionary computation. The NNC helped organize the first IEEE World Congress on Computational Intelligence in Orlando, Florida in 1994. On this conference the first clear definition of Computational Intelligence was introduced by Bezdek: A system is computationally intelligent when it: deals with only numerical (low-level) data, has pattern-recognition components, does not use knowledge in the AI sense; and additionally when it (begins to) exhibit (1) computational adaptivity; (2) computational fault tolerance; (3) speed approaching human-like turnaround and (4) error rates that approximate human performance. Today, with machine learning and deep learning in particular utilizing a breadth of supervised, unsupervised, and reinforcement learning approaches, the CI landscape has been greatly enhanced, with novell intelligent approaches. == The main algorithmic approaches of CI and their applicati

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  • Bridgefy

    Bridgefy

    Bridgefy is a Mexican software company with offices in Mexico and California, the United States, dedicated to developing mesh-networking technology for mobile apps. It was founded circa 2014 by Jorge Rios, Roberto Betancourt and Diego Garcia who conceived the idea while participating in a tech competition called StartupBus. Bridgefy's smartphone ad hoc network technology, apparently using Bluetooth Mesh, is licensed to other apps. The app gained popularity during protests in different countries since it can operate without Internet, using Bluetooth instead. Aware of the security issues of not using cryptography and the criticism surrounding it, Bridgefy announced in late October 2020 that they adopted the Signal protocol, in both their app and SDK, to keep information private, though security researchers have demonstrated that Bridgefy's usage of the Signal Protocol is insecure. == Usage == The app gained popularity as a communication tactic during the 2019–2020 Hong Kong protests and Citizenship Amendment Act protests in India, because it requires people who want to intercept the message to be physically close because of Bluetooth's limited range, and the ability to daisy-chain devices to send messages further than Bluetooth's range. == Security == In August 2020, researchers published a paper describing numerous attacks against the application, which allow de-anonymizing users, building social graphs of users’ interactions (both in real time and after the fact), decrypting and reading direct messages, impersonating users to anyone else on the network, completely shutting down the network, performing active man-in-the-middle attacks to read messages and even modify them. In response to the disclosures, developers acknowledged that "no part of the Bridgefy app is encrypted now" and gave a vague promise to release a new version "encrypted with top security protocols". Later developers said they plan to switch to Signal Protocol, which is widely recognized by cryptographers and used by Signal and WhatsApp. The Signal Protocol was integrated into the Bridgefy app and SDK by late October 2020, with the developers claiming to have included improvements such as the impossibility of a third person impersonating any other user, man-in-the-middle attacks done by modifying stored keys, and historical proximity tracking, among others. However, in 2022, the same security researchers, now including Kenny Paterson, published a paper describing how Bridgefy's usage of the Signal Protocol was incorrect, failing to remedy the previously discovered issues. The researchers performed a demonstration, showing that it was possible for users to intercept messages intended for others without the sender noticing. The researchers disclosed the vulnerabilities to the developers of Bridgefy in August 2021, but, according to the researchers, the developers had yet to resolve the issues as of June 2022. On July 31, 2023, the security firm 7asecurity released a blog post and pentest report of a white box penetration test and overall security review of the Bridgefy app in collaboration with the platform's developers. Their review, which began in November 2022 and concluded in May 2023, identified multiple critical vulnerabilities throughout the application. Many of the issues were fixed, or partially fixed, before the end of the audit, including user impersonation and biometric bypass. Bridgefy also published a blog post on August 8, 2023, announcing the audit results.

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  • Style sheet (web development)

    Style sheet (web development)

    A web style sheet is a form of separation of content and presentation for web design in which the markup (i.e., HTML or XHTML) of a webpage contains the page's semantic content and structure, but does not define its visual layout (style). Instead, the style is defined in an external style sheet file using a style sheet language such as CSS or XSLT. This design approach is identified as a "separation" because it largely supersedes the antecedent methodology in which a page's markup defined both style and structure. The philosophy underlying this methodology is a specific case of separation of concerns. == Benefits == Separation of style and content has advantages, but has only become practical after improvements in popular web browsers' CSS implementations. === Speed === Overall, users experience of a site utilising style sheets will generally be quicker than sites that do not use the technology. ‘Overall’ as the first page will probably load more slowly – because the style sheet AND the content will need to be transferred. Subsequent pages will load faster because no style information will need to be downloaded – the CSS file will already be in the browser’s cache. === Maintainability === Holding all the presentation styles in one file can reduce the maintenance time and reduces the chance of error, thereby improving presentation consistency. For example, the font color associated with a type of text element may be specified — and therefore easily modified — throughout an entire website simply by changing one short string of characters in a single file. The alternative approach, using styles embedded in each individual page, would require a cumbersome, time consuming, and error-prone edit of every file. === Accessibility === Sites that use CSS with either XHTML or HTML are easier to tweak so that they appear similar in different browsers (Chrome, Internet Explorer, Mozilla Firefox, Opera, Safari, etc.). Sites using CSS "degrade gracefully" in browsers unable to display graphical content, such as Lynx, or those so very old that they cannot use CSS. Browsers ignore CSS that they do not understand, such as CSS 3 statements. This enables a wide variety of user agents to be able to access the content of a site even if they cannot render the style sheet or are not designed with graphical capability in mind. For example, a browser using a refreshable braille display for output could disregard layout information entirely, and the user would still have access to all page content. === Customization === If a page's layout information is stored externally, a user can decide to disable the layout information entirely, leaving the site's bare content still in a readable form. Site authors may also offer multiple style sheets, which can be used to completely change the appearance of the site without altering any of its content. Most modern web browsers also allow the user to define their own style sheet, which can include rules that override the author's layout rules. This allows users, for example, to bold every hyperlink on every page they visit. Browser extensions like Stylish and Stylus have been created to facilitate management of such user style sheets. === Consistency === Because the semantic file contains only the meanings an author intends to convey, the styling of the various elements of the document's content is very consistent. For example, headings, emphasized text, lists and mathematical expressions all receive consistently applied style properties from the external style sheet. Authors need not concern themselves with the style properties at the time of composition. These presentational details can be deferred until the moment of presentation. === Portability === The deferment of presentational details until the time of presentation means that a document can be easily re-purposed for an entirely different presentation medium with merely the application of a new style sheet already prepared for the new medium and consistent with elemental or structural vocabulary of the semantic document. A carefully authored document for a web page can easily be printed to a hard-bound volume complete with headers and footers, page numbers and a generated table of contents simply by applying a new style sheet.

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  • G7 Rapid Response Mechanism

    G7 Rapid Response Mechanism

    The G7 Rapid Response Mechanism (RRM) is an initiative introduced in the "Charlevoix Commitment on Defending Democracy from Foreign Threats", issued by the leaders of the Group of Seven (G7) countries—United States, Canada, Japan, United Kingdom, France, Germany and Italy—on June 9, 2018, during their summit in Charlevoix, Quebec. The RRM's mandate is to strengthen the coordination of G7 member countries, as well as "to identify and respond to diverse and evolving threats to our democracies, including through sharing information and analysis, and identifying opportunities for coordinated response" The G7 is an informal international intergovernmental economic organization that meets annually, whose members represent the seven wealthiest advanced economies in the world, as measured by the International Monetary Fund (IMF). == Constituents == The following countries and organisations are members and observers (associate members) of the G7 Rapid Response Mechanism: Australia Canada France Germany Italy Japan Netherlands New Zealand Poland Sweden United Kingdom United States European Union North Atlantic Treaty Organization == Mandate == The RRM was mandated to "strengthen coordination to prevent, thwart and respond to malign and evolving threats to G7 democracies." It "will share information and threat analysis related to various threats to democracy, and is an established mechanism to identify opportunities for coordinated response." According to the Institute for Research on Public Policy's Policy Options magazine, the "RRM initiative seeks to strengthen the leading democracies' coordination to identify and respond to diverse and evolving threats…including through sharing information and analysis, and identifying opportunities for a coordinated response." == Administration == The RRM initiative is led by Canada through Global Affairs Canada's Centre for International Digital Policy. Tara Denham, Director of the Centre for International Digital Policy at Global Affairs Canada, directed the team responsible for setting up the RRM Coordination Unit. Global Affairs Canada—the Department of Foreign Affairs, Trade and Development—is the federal Canadian ministry responsible for diplomatic and consular relations, international trade, and international development and humanitarian assistance. The Centre for International Digital Policy includes the Digital Inclusion Lab and the RRM. Denham is also the RRM's Canadian Focal Point. At a briefing on "the security and intelligence threats to elections" of the House of Commons Standing Committee on Access to Information, Privacy and Ethics, the chair Bob Zimmer (CPC), said that the 2019 general election "may be different" from past elections in Canada. as the "tools that were used to strengthen civic engagement are being used to undermine, disrupt and destabilize democracy." "Democracies around the world have entered a new era—an era of heightened threat and heightened vigilance—and 2019 will see a number of countries brace for volleys of attempted disruption: India, Australia, Ukraine, Switzerland, Belgium, the EU and, of course, Canada. Evidence has confirmed that the most recent Canadian general election, in 2015, was unencumbered by interference, although there were some relatively primitive attempts to disrupt, misinform and divide. These efforts were few in number and uncoordinated, and had no visible impact on the voter, either online or in line." Zimmer described the initiative's three pillars. "enhancing citizen preparedness" through the "digital citizen initiative" "improving organizational readiness" with national security and intelligence agencies supporting Elections Canada "ensure a comprehensive understanding of and response to any threats to Canada's democratic process." by establishing the Security and Intelligence Threats to Elections Task Force (SITE) which works as a team with the Communications Security Establishment (CSE), the Canadian Security Intelligence Service (CSIS), the Royal Canadian Mounted Police (RCMP), as well as Global Affairs Canada Zimmer said that as part of the third pillar, "We have activated the G7 rapid response mechanism, announced at the G7 leaders' summit in Charlevoix, to strengthen coordination among our G7 allies and to ensure that there is international collaboration and coordination in responding to foreign threats to democracy." == Background == === Charlevoix summit === The G7 met from June 8 to 9, 2018 during their summit at the Manoir Richelieu in Charlevoix, in La Malbaie, Quebec. The Charlevoix Summit was the 44th G7 summit. The group issued eight "Commitments" at the summit. They included: Commitment on Defending Democracy from Foreign Threats Commitment on Equality and Economic Growth Commitment to End Sexual and Gender-Based Violence, Abuse and Harassment in Digital Contexts Declaration on Quality Education for Girls, Adolescent Girls and Women in Developing Countries Commitment on Innovative Financing for Development. Prime Minister Justin Trudeau announced five themes for Canada's G7 presidency which began in January 2018. === Defending Democracy from Foreign Threats === "We commit to take concerted action in responding to foreign actors who seek to undermine our democratic societies and institutions, our electoral processes, our sovereignty and our security as outlined in the Charlevoix Commitment on Defending Democracy from Foreign Threats. We recognize that such threats, particularly those originating from state actors, are not just threats to G7 nations, but to international peace and security and the rules-based international order. We call on others to join us in addressing these growing threats by increasing the resilience and security of our institutions, economies and societies, and by taking concerted action to identify and hold to account those who would do us harm." They committed to "cooperate in defending democracies from foreign threats and establish a response mechanism for that purpose". "Democracy and the rules-based international order are increasingly being challenged by authoritarianism and the defiance of international norms. In particular, foreign actors seek to undermine our democratic societies and institutions, our electoral processes, our sovereignty and our security. These malicious, multi-faceted and ever-evolving tactics constitute a serious strategic threat which we commit to confront together, working with other governments that share our democratic values." The Charlevoix Commitment states that "foreign actors seek to undermine our democratic societies and institutions, our electoral processes, our sovereignty and our security. These malicious, multi-faceted and ever-evolving tactics constitute a serious strategic threat which we commit to confront together, working together with other governments that share our democratic values." The Charlevoix Summit resolved to "establish a G7 Rapid Response Mechanism to strengthen our coordination to identify and respond to diverse and evolving threats to our democracies, including through sharing information and analysis, and identifying opportunities for coordinated response." == Monitored elections == === 2019 European Parliament election === RRM Canada's comprehensive report on the 2019 European Parliament election analyzed open data "related to foreign interference during and leading up to the 2019 European Union Parliamentary Elections, May 23–26, 2019". RRM Canada did not find "significant evidence of state-based foreign interference, or any large-scale, organized and coordinated efforts by non-state actors". They did find that "national or international non-state actors" used tactics based on those used by the Russian sponsored Internet Research Agency (IRA) in previous elections, "such as the 2016 U.S. Elections". For example, blogs, webpages, and social media accounts on Twitter, Facebook and Reddit "were used to spread divisive and false information to damage and negatively impact social cohesion and trust in democratic processes and institutions" in coordinated networks of Facebook groups. === 2019 Alberta general election === RRM Canada's analyz report on the 2019 Alberta general election was intended to "identify any emerging tactics in foreign interference and draw lessons learned for the Canadian general elections scheduled to take place in October 2019." No foreign activity was detected, although the data revealed ""suspicious account creation pattern that is indicative of troll or bot activity". They found "automated inauthentic behaviour and trolling activities" but concluded that they were "very likely domestic". The data showed "suspicious account creation pattern that is indicative of troll or bot activity", and "spikes in account creation" which suggested the "presence of accounts developed for a specific purpose." The accounts were very likely domestic and were "mainly comprised of supporters of the United Conservative Party (UCP)." A seco

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  • Aseprite

    Aseprite

    Aseprite ( ace-prite) is a proprietary, source-available image editor designed primarily for pixel art drawing and animation. It runs on Windows, macOS, and Linux, and features different tools for image and animation editing such as layers, frames, tilemap support, command-line interface, Lua scripting, among others. It is developed by Igara Studio S.A. and led by the developers David, Gaspar, and Martín Capello. Aseprite can be downloaded as freeware, (albeit it does not have the ability to save sprites) or purchased on Steam or Itch.io. Aseprite source code and binaries are distributed under EULA, educational, and Steam proprietary licenses. == History == Aseprite, formerly known as Allegro Sprite Editor, had its first release in 2001 as a free software project under the GPLv2 license. This license was kept until August 2016 with version v1.1.8, when the developers switched to a EULA, thus making the software proprietary. On the 1st of September 2016, the main developer, David Capello, wrote a post on the Aseprite Devblog explaining this change. The EULA permits others to download the Aseprite source code, compile it, and use it for personal purposes, but forbids its redistribution to third parties. After the license change, LibreSprite, a free and open source version of it, was created. Both before and after the license change, Aseprite was sold online, on Steam, itch.io, and the project's website. The project's code repository was hosted on Google Code until August 2014, when it was migrated to GitHub, where it remains hosted to date. As of October 2022, its repository has had 68 contributors and around 19 thousand stars. From 2014 to 2021, Aseprite had 66 different releases. Aseprite was used in the development of several notable games such as TowerFall (2013), Celeste (2018), Minit (2018), Wargroove (2019), Loop Hero (2021), Eastward (2021), Unpacking (2021), Haiku the Robot (2022) and Pizza Tower (2023). == Design and features == The main design purpose of Aseprite is to create animated 2D pixel-art sprites. Some of its features include: Layers and frames, with layer grouping and animation tagging Pixel-art specific transformations and tools (pixel-perfect modes, custom brushes, etc.) Animation real-time preview and onion skinning Tilemap and tileset modes Color palette managing, including 65 default palettes Color profiles and modes (RGBA, indexed and grayscale) Non-square pixels Command line interface (CLI) and Lua scripting Aseprite uses its own binary file type to store data, which is typically saved with .ase or .aseprite extensions. Different third-party projects were developed to support parsing of .ase files in programming languages including C#, Python and JavaScript, and in game engines such as Unity and Godot. Images and animations can be exported to different file formats including PNG, GIF, FLC, FLI, JPEG, PCX, TGA, ICO, SVG, and bitmap (BMP).

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  • Industry Dive

    Industry Dive

    Industry Dive is a United States-based business-to-business news organization with an estimated 18 million readers in more than 25 industries, such as banking and waste management. Since 2022, it has been owned by Informa plc. Industry Dive aims to serve business executives who read news on their mobile phones. The company had an estimated revenue of more than of more than $110 million in 2023. As of 2020, it has more than 300 employees, including 80 journalists and 12 engineers. Its headquarters is in Washington, D.C. == History == Industry Dive was formed in 2012 by Sean Griffey (president), Eli Dickinson (chief technology officer), and Ryan Willumson (chief revenue officer). It was funded with $900,000 from private investors in 2012 and 2013. The company covered five industries: construction, education, marketing, utility, and waste. In 2016, it began its Dive Awards. Industry Dive's revenues quadrupled from 2015 to 2018, putting it in the top half of the Deloitte Technology Fast 500 and the top 20 percent of the Inc. Top 5000 list. In 2019, Falfurrias Capital Partners acquired a majority stake in the company. ID's content marketing clients included IBM, Siemens, and UPS. In 2020, DCA Live named Industry Dive to its "Red Hot Companies" list, which recognizes the D.C. area's 'fastest-growing' companies. In the same year, Industry Dive acquired CFO. In 2021, Industry Dive acquired PharmaVOICE. In 2022, it was purchased by Informa plc, which bought its majority stake from Falfurrias Capital Partners for about $530 million. == Publications == Industry Dive provides news coverage of a variety of industries including agriculture, banking, construction, education, fashion, healthcare, and manufacturing, each using a different website: == Awards == Industry Dive publications have received several national and regional Awards of Excellence from the American Society of Business Publication Editors, including for a series of 2020 articles about Big Pharma and the race for the coronavirus vaccine. The Washington Post recognized Industry Dive as a top place to work for four consecutive years, from 2016 to 2020.

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  • Blend4Web

    Blend4Web

    Blend4Web is a free and open source framework for creating and displaying interactive 3D computer graphics in web browsers. == Overview == The Blend4Web framework leverages Blender to edit 3D scenes. Content rendering relies on WebGL, Web Audio, WebVR, and other web standards, without the use of plug-ins. It is dual-licensed. The framework is distributed under the free and open source GPLv3 and, a non-free license - with the source code being hosted on GitHub. A 3D scene can be prepared in Blender and then exported as a pair of JSON and binary files to load in a web application. It can also be exported as a single, self-contained HTML file, in which exported data, the web player GUI, and the engine itself are packed. The HTML option is considered to be the simplest way. The resulting file, which has a minimum size of 1 MB, can be embedded in a web page using a standard iframe HTML element. Blend4Web-powered web applications can be deployed on social networking websites such as Facebook. The Blend4Web toolchain consists of JavaScript libraries, the Blender add-on, and a set of tools for tweaking 3D scene parameters, debugging, and optimization. Developed by Moscow-based company Triumph in 2010, Blend4Web was publicly released on March 28, 2014. At the end of 2017, the project founders Yuri and Alex Kovelenov quit Triumph to start the development of a new WebGL framework Verge3D. In October 2019, an "Absolutely new Blend4Web" was announced, planned to make developing 3D apps easier and to add a new marketplace where people can offer their 3D models. == Features == The framework has a number of components typically found in game engines, including a positional audio system, physics engine (a fork of Bullet ported to JavaScript), animation system, and an abstraction layer for game logic programming. Up to 8 different types of animations can be assigned to a single object, including skeletal and per-vertex animation. The speed and the direction of animation (forward/backward play), as well as particle system parameters (size, initial velocity, and count), can be changed through the API. Among other supported features are: scene data dynamic loading and unloading, subsurface scattering simulation, and image-based lighting. Some out-of-box options exist for rendering extended outdoor environments, including foliage-wind interaction, water, atmosphere, and sunlight simulation. One example demonstrating these effects is "The Farm" tech demo, which also features multiple animated NPCs and the ability to walk, interact with objects and drive a vehicle in first-person mode. Being based on the cross-browser WebGL API, Blend4Web runs in the majority of web browsers, including mobile ones. There are some caveats for browsers with experimental WebGL support, such as Internet Explorer. There are also applications developed to run on Tizen-powered devices such as the Samsung Gear S2 smartwatch. Other features include: draw call batching, hidden surface determination, threaded physics simulation and ocean simulation. In version 14.09, Blend4Web introduced the possibility of adding interactivity to 3D scenes using a visual programming tool. The tool is reminiscent of the BGE's logic editor as it uses logic blocks that are placed inside Blender. It plays back animation tracks authored by an artist when the user interacts with predefined 3D objects. Since version 15.03, Blend4Web has supported attaching HTML elements (such as information windows) to 3D objects ("annotations") and copying objects in run time ("instancing"). The following post-processing effects are supported: glow, bloom, depth of field, crepuscular rays, motion blur, and screen space ambient occlusion. == Virtual reality and augmented reality == Virtual reality devices have been supported since the end of 2015. Specifically, Oculus Rift head-mounted display works over experimental WebVR API. The software also now includes preliminary support for gamepads, based on the Gamepad API. In 2017, the option to author augmented reality content was added. The system is based on the open-source tracking library ARToolKit and uses the WebRTC protocols. Starting from version 17.08, finger tracking is supported through the Leap Motion device. == Blender integration == The Blender add-on is written in Python and C and can be compiled for the Linux x86/x64, OS X x64, and MS Windows x86/x64 platforms. A Blend4Web-specific profile can be activated in the add-on settings. When switching to this profile, the Blender interface changes so that it only reveals settings relevant to Blend4Web. Blend4Web supports a set of Blender-specific features such as the node material editor (a tool for visual shader programming) and the particle system. There is basic support for Blender's non-linear animation (NLA) editor for creating simple scenarios. Blend4Web is based on Blender's real-time GLSL rendering engine, which users are recommended to use in order to enable WYSIWYG editing. == Notable uses == NASA developed an interactive web application called Experience Curiosity to celebrate the 3rd anniversary of the Curiosity rover landing on Mars. This Blend4Web-based app makes it possible to operate the rover, control its cameras and the robotic arm, and reproduce some of the prominent events of the Mars Science Laboratory mission. The application got presented at the beginning of the WebGL section at SIGGRAPH 2015. Experience Curiosity was ported to Verge3D for Blender in 2018 with several performance improvements and bug fixes. A General Motors authorized dealer in the United Arab Emirates has placed a functional Chevrolet Camaro 3D configurator on its website. Greenpeace created interactive 3D infographics to back Greenpeace's Detox campaign in Russia. Tallink featured an interactive 3D presentation of its MS Megastar vessel to allow visitors to browse details of the ship.

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