AI Content Producer

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

  • Phrase structure grammar

    Phrase structure grammar

    The term phrase structure grammar was originally introduced by Noam Chomsky as the term for grammar studied previously by Emil Post and Axel Thue (Post canonical systems). Some authors, however, reserve the term for more restricted grammars in the Chomsky hierarchy: context-sensitive grammars or context-free grammars. In a broader sense, phrase structure grammars are also known as constituency grammars. The defining character of phrase structure grammars is thus their adherence to the constituency relation, as opposed to the dependency relation of dependency grammars. == History == In 1956, Chomsky wrote, "A phrase-structure grammar is defined by a finite vocabulary (alphabet) Vp, and a finite set Σ of initial strings in Vp, and a finite set F of rules of the form: X → Y, where X and Y are strings in Vp." == Constituency relation == In linguistics, phrase structure grammars are all those grammars that are based on the constituency relation, as opposed to the dependency relation associated with dependency grammars; hence, phrase structure grammars are also known as constituency grammars. Any of several related theories for the parsing of natural language qualify as constituency grammars, and most of them have been developed from Chomsky's work, including Government and binding theory Generalized phrase structure grammar Head-driven phrase structure grammar Lexical functional grammar The minimalist program Nanosyntax Further grammar frameworks and formalisms also qualify as constituency-based, although they may not think of themselves as having spawned from Chomsky's work, e.g. Arc pair grammar, and Categorial grammar.

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  • Push technology

    Push technology

    Push technology, also known as server push, is a communication method where the communication is initiated by a server rather than a client. This approach is different from the "pull" method where the communication is initiated by a client. In push technology, clients can express their preferences for certain types of information or data, typically through a process known as the publish–subscribe model. In this model, a client "subscribes" to specific information channels hosted by a server. When new content becomes available on these channels, the server automatically sends, or "pushes," this information to the subscribed client. Under certain conditions, such as restrictive security policies that block incoming HTTP requests, push technology is sometimes simulated using a technique called polling. In these cases, the client periodically checks with the server to see if new information is available, rather than receiving automatic updates. == General use == Synchronous conferencing and instant messaging are examples of push services. Chat messages and sometimes files are pushed to the user as soon as they are received by the messaging service. Both decentralized peer-to-peer programs (such as WASTE) and centralized programs (such as IRC or XMPP) allow pushing files, which means the sender initiates the data transfer rather than the recipient. Email may also be a push system: SMTP is a push protocol (see Push e-mail). However, the last step—from mail server to desktop computer—typically uses a pull protocol like POP3 or IMAP. Modern e-mail clients make this step seem instantaneous by repeatedly polling the mail server, frequently checking it for new mail. The IMAP protocol includes the IDLE command, which allows the server to tell the client when new messages arrive. The original BlackBerry was the first popular example of push-email in a wireless context. Another example is the PointCast Network, which was widely covered in the 1990s. It delivered news and stock market data as a screensaver. Both Netscape and Microsoft integrated push technology through the Channel Definition Format (CDF) into their software at the height of the browser wars, but it was never very popular. CDF faded away and was removed from the browsers of the time, replaced in the 2000s with RSS (a pull system.) Other uses of push-enabled web applications include software updates distribution ("push updates"), market data distribution (stock tickers), online chat/messaging systems (webchat), auctions, online betting and gaming, sport results, monitoring consoles, and sensor network monitoring. == Examples == === Web push === The Web push proposal of the Internet Engineering Task Force is a simple protocol using HTTP version 2 to deliver real-time events, such as incoming calls or messages, which can be delivered (or "pushed") in a timely fashion. The protocol consolidates all real-time events into a single session which ensures more efficient use of network and radio resources. A single service consolidates all events, distributing those events to applications as they arrive. This requires just one session, avoiding duplicated overhead costs. Web Notifications are part of the W3C standard and define an API for end-user notifications. A notification allows alerting the user of an event, such as the delivery of an email, outside the context of a web page. As part of this standard, Push API is fully implemented in Chrome, Firefox, and Edge, and partially implemented in Safari as of February 2023. === HTTP server push === HTTP server push (also known as HTTP streaming) is a mechanism for sending unsolicited (asynchronous) data from a web server to a web browser. HTTP server push can be achieved through any of several mechanisms. As a part of HTML5 the Web Socket API allows a web server and client to communicate over a full-duplex TCP connection. Generally, the web server does not terminate a connection after response data has been served to a client. The web server leaves the connection open so that if an event occurs (for example, a change in internal data which needs to be reported to one or multiple clients), it can be sent out immediately; otherwise, the event would have to be queued until the client's next request is received. Most web servers offer this functionality via CGI (e.g., Non-Parsed Headers scripts on Apache HTTP Server). The underlying mechanism for this approach is chunked transfer encoding. Another mechanism is related to a special MIME type called multipart/x-mixed-replace, which was introduced by Netscape in 1995. Web browsers interpret this as a document that changes whenever the server pushes a new version to the client. It is still supported by Firefox, Opera, and Safari today, but it is ignored by Internet Explorer and is only partially supported by Chrome. It can be applied to HTML documents, and also for streaming images in webcam applications. The WHATWG Web Applications 1.0 proposal includes a mechanism to push content to the client. On September 1, 2006, the Opera web browser implemented this new experimental system in a feature called "Server-Sent Events". It is now part of the HTML5 standard. === Pushlet === In this technique, the server takes advantage of persistent HTTP connections, leaving the response perpetually "open" (i.e., the server never terminates the response), effectively fooling the browser to remain in "loading" mode after the initial page load could be considered complete. The server then periodically sends snippets of JavaScript to update the content of the page, thereby achieving push capability. By using this technique, the client doesn't need Java applets or other plug-ins in order to keep an open connection to the server; the client is automatically notified about new events, pushed by the server. One serious drawback to this method, however, is the lack of control the server has over the browser timing out; a page refresh is always necessary if a timeout occurs on the browser end. === Long polling === Long polling is itself not a true push; long polling is a variation of the traditional polling technique, but it allows emulating a push mechanism under circumstances where a real push is not possible, such as sites with security policies that require rejection of incoming HTTP requests. With long polling, the client requests to get more information from the server exactly as in normal polling, but with the expectation that the server may not respond immediately. If the server has no new information for the client when the poll is received, then instead of sending an empty response, the server holds the request open and waits for response information to become available. Once it does have new information, the server immediately sends an HTTP response to the client, completing the open HTTP request. Upon receipt of the server response, the client often immediately issues another server request. In this way the usual response latency (the time between when the information first becomes available and the next client request) otherwise associated with polling clients is eliminated. For example, BOSH is a popular, long-lived HTTP technique used as a long-polling alternative to a continuous TCP connection when such a connection is difficult or impossible to employ directly (e.g., in a web browser); it is also an underlying technology in the XMPP, which Apple uses for its iCloud push support. === Flash XML Socket relays === This technique, used by chat applications, makes use of the XML Socket object in a single-pixel Adobe Flash movie. Under the control of JavaScript, the client establishes a TCP connection to a unidirectional relay on the server. The relay server does not read anything from this socket; instead, it immediately sends the client a unique identifier. Next, the client makes an HTTP request to the web server, including this identifier with it. The web application can then push messages addressed to the client to a local interface of the relay server, which relays them over the Flash socket. The advantage of this approach is that it appreciates the natural read-write asymmetry that is typical of many web applications, including chat, and as a consequence it offers high efficiency. Since it does not accept data on outgoing sockets, the relay server does not need to poll outgoing TCP connections at all, making it possible to hold open tens of thousands of concurrent connections. In this model, the limit to scale is the TCP stack of the underlying server operating system. === Reliable Group Data Delivery (RGDD) === In services such as cloud computing, to increase reliability and availability of data, it is usually pushed (replicated) to several machines. For example, the Hadoop Distributed File System (HDFS) makes 2 extra copies of any object stored. RGDD focuses on efficiently casting an object from one location to many while saving bandwidth by sending minimal number of copies (only one in the best case) of

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  • Algorithmic curation

    Algorithmic curation

    Algorithm curation is the selection of online media by technologies such as recommender systems and personalized search. Curation entails the selective sharing of online content and recommendations based on inferred interests. Curation algorithms implement different filter approaches, such as collaborative filtering and content-based filtering. Examples include search engine and social media products such as the Twitter feed, Facebook's News Feed, and Google Personalized Search. == History == === Early algorithmic curation === Online platforms use newsfeed algorithms to determine what content to present to each user. The volume of content published on social media platforms created a need for automated filtering, as manual review of all available content by users is not feasible. These systems function as a form of gatekeeper, shaping which new material users are exposed to and influencing knowledge, attention, and political exposure. ==== Information overload ==== Early ranking algorithms addressed information overload by surfacing the most recent or most popular posts. Later systems shifted toward ranking content based on predicted engagement, aiming to increase the time users spend on a platform. Research has found that these engagement-oriented systems can increase the spread of misinformation and contribute to political polarization as a side effect of optimising for user interaction. ==== How algorithm changes users' feeds over time ==== Algorithmic curation has been found to increase source diversity in some respects while simultaneously reducing the number of external links presented to users, which limits exposure to off-platform content. Research using agent-based modelling has examined how user behaviour, information quality, and algorithmic design interact with one another over time. === Emergence of AI === Platforms increasingly shifted from rule-based ranking systems toward machine-learning and AI-driven approaches, which allow feeds to be personalised at a larger scale and with greater responsiveness to user behaviour. For example, X (formerly Twitter) moved away from a chronological feed toward an AI-powered ranking system that personalises content for each user. These systems are capable of making ranking decisions across volumes of content and user interactions that would not be practical to handle manually. == Approach == === Filter types === ==== Collaborative filtering ==== Collaborative filtering (CF) methods create recommendations based on a person's usage patterns. CF predicts a person's preference for an item by matching their interests with those of users who have similar interests. This process allows for the sharing of ratings between users with similar profiles. CF is based on patterns of human behaviour rather than machine analysis of content itself. Users of CF systems rate items they have interacted with, and these ratings form a profile of interests. The CF system then matches that user with others who have similar profiles, and uses their ratings to generate recommendations. Collaborative filtering can be applied across various content types including text, images, music, and financial products, and can account for complex attributes such as taste and quality that are difficult to represent explicitly. ==== Content-based filtering ==== Content-based filtering (CBF) builds a user profile to represent the types of items a user has engaged with, based on keywords and attributes used to describe those items. Recommendations are generated by presenting items similar to those the user has previously engaged with or is currently viewing. The CBF method creates a profile for each item based on discrete attributes and features, and then constructs a content-based user profile using a weighted vector of those features derived from items the user has rated, purchased, or interacted with. The weights represent the relative importance of each feature, and can be computed using techniques such as Bayesian classifiers, cluster analysis, decision trees, and artificial neural networks, with the goal of estimating the probability that a user will engage with a suggested item. One application of content-based filtering is Pandora Radio, where users provide an artist, genre, or composer to generate a station, and the system surfaces music with similar attributes. == Technology == === Recommender system === Recommender systems rank and suggest content to users based on a combination of implicit and explicit user input. Implicit signals include time spent viewing or engaging with a specific item. Explicit signals include actions such as liking posts, saving store pages, reading news articles, or sharing content. === Personalized search === Personalized search aims to retrieve results most relevant to the user by incorporating contextual factors beyond the explicit query, such as past queries, browsing history, and inferred interests. Social media platforms such as X (formerly Twitter) and Bluesky generate recommendations based on similar users and the content those users interact with. Personalized search may also allow users to explicitly filter results by blocking content containing certain phrases or hashtags. For first-time users without prior history, personalized search may draw on content-based filtering to establish an initial context. Similar processes are used by search engines and retail platforms to tailor results and product recommendations to individual users. == AI contribution == Artificial intelligence contributes to algorithmic curation through machine-learning models capable of processing large volumes of data. Techniques such as deep learning and reinforcement learning allow curation algorithms to model user preferences with greater granularity alongside established filtering approaches. This enables platforms to adjust content rankings rapidly in response to user behaviour. In social media and streaming contexts, AI-driven systems arrange feeds according to predicted relevance, with the outputs shaped by patterns present in the training data. == Social media and potential impact == === Echo chambers === Social media algorithms, such as those used by X (formerly Twitter), recommend content that the system predicts a user will engage with positively. Content from accounts with differing perspectives is less likely to be surfaced, which may reduce source and topic diversity and contribute to the formation of echo chambers. For example, Facebook's news feed is designed to surface content aligned with users' prior engagement, which may reinforce existing views. This dynamic may contribute to filter bubbles, in which users are seldom exposed to content outside their existing interests. Users may further narrow their feeds by actively blocking certain content or accounts. === Over-representation === A pattern observed across social media platforms is the concentration of algorithmic visibility among a small subset of users. Content from the most active users, those with the largest followings, or those generating the most engagement tends to be surfaced more frequently, meaning a small number of accounts can account for a disproportionate share of what appears in other users' feeds.

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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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  • Eager learning

    Eager learning

    In artificial intelligence, eager learning is a learning method in which the system tries to construct a general, input-independent target function during training of the system, as opposed to lazy learning, where generalization beyond the training data is delayed until a query is made to the system. The main advantage gained in employing an eager learning method, such as an artificial neural network, is that the target function will be approximated globally during training, thus requiring much less space than using a lazy learning system. Eager learning systems also deal much better with noise in the training data. Eager learning is an example of offline learning, in which post-training queries to the system have no effect on the system itself, and thus the same query to the system will always produce the same result. The main disadvantage with eager learning is that it is generally unable to provide good local approximations in the target function.

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  • Content creation

    Content creation

    Content creation is the act of making and sharing media content, particularly in digital contexts. A content creator is the person or studio behind such content. According to Dictionary.com, content refers to "something that is to be expressed through some medium, as speech, writing or any of various arts" for self-expression, distribution, marketing and/or publication. Content creation encompasses various activities, including maintaining and updating web sites, blogging, article writing, photography, videography, online commentary, social media accounts, and editing and distribution of digital media. In a survey conducted by the Pew Research Center, the content thus created was defined as "the material people contribute to the online world". In addition to traditional forms of content creation, digital platforms face growing challenges related to privacy, copyright, misinformation, platform moderation policies, and the repercussions of violating community guidelines. == Content creators == Content creation is the process of producing and sharing various forms of content such as text, images, audio, and video, designed to engage and inform a specific audience. It plays a crucial role in digital marketing, branding, and online communication and brand awareness. Content can be created for a range of platforms, including social media, websites, blogs, and multimedia channels. Whether it's through written articles, compelling photography, or engaging videos, content creation helps businesses build a connection with their audience, increase visibility, and drive traffic. The process typically involves identifying the target audience, brainstorming ideas, creating the content, and distributing it across various channels. Successful content creation combines creativity with strategic planning, considering audience preferences, trends, and platform characteristics to achieve marketing and branding goals. === News organizations === News organizations, especially those with a large and global reach like The New York Times, NPR, and CNN, consistently create some of the most shared content on the Web, especially in relation to current events. In the words of a 2011 report from the Oxford School for the Study of Journalism and the Reuters Institute for the Study of Journalism, "Mainstream media is the lifeblood of topical social media conversations in the UK." While the rise of digital media has disrupted traditional news outlets, many have adapted and have begun to produce content that is designed to function on the web and be shared on social media. The social media site Twitter is a major distributor and aggregator of breaking news from various sources, and the function and value of Twitter in the distribution of news is a frequent topic of discussion and research in journalism. User-generated content, social media blogging and citizen journalism have changed the nature of news content in recent years. The company Narrative Science is now using artificial intelligence to produce news articles and interpret data. === Colleges, universities, and think tanks === Academic institutions, such as colleges and universities, create content in the form of books, journal articles, white papers, and some forms of digital scholarship, such as blogs that are group edited by academics, class wikis, or video lectures that support a massive open online course (MOOC). Through an open data initiative, institutions may make raw data supporting their experiments or conclusions available on the Web. Academic content may be gathered and made accessible to other academics or the public through publications, databases, libraries, and digital libraries. Academic content may be closed source or open access (OA). Closed-source content is only available to authorized users or subscribers. For example, an important journal or a scholarly database may be a closed source, available only to students and faculty through the institution's library. Open-access articles are open to the public, with the publication and distribution costs shouldered by the institution publishing the content. === Companies === Corporate content includes advertising and public relations content, as well as other types of content produced for profit, including white papers and sponsored research. Advertising can also include auto-generated content, with blocks of content generated by programs or bots for search engine optimization. Companies also create annual reports which are part of their company's workings and a detailed review of their financial year. This gives the stakeholders of the company insight into the company's current and future prospects and direction. === Artists and writers === Cultural works, like music, movies, literature, and art, are also major forms of content. Examples include traditionally published books and e-books as well as self-published books, digital art, fanfiction, and fan art. Independent artists, including authors and musicians, have found commercial success by making their work available on the Internet. === Government === Through digitization, sunshine laws, open records laws and data collection, governments may make statistical, legal or regulatory information available on the Internet. National libraries and state archives turn historical documents, public records, and unique relics into online databases and exhibits. This has raised significant privacy issues. In 2012, The Journal News, a New York state paper, sparked an outcry when it published an interactive map of the state's gun owner locations using legally obtained public records. Governments also create online or digital propaganda or misinformation to support domestic and international goals. This can include astroturfing, or using media to create a false impression of mainstream belief or opinion. Governments can also use open content, such as public records and open data, in service of public health, educational and scientific goals, such as crowdsourcing solutions to complex policy problems. In 2013, the National Aeronautics and Space Administration (NASA) joined the asteroid mining company Planetary Resources to crowdsource the hunt for near-Earth objects. Describing NASA's crowdsourcing work in an interview, technology transfer executive David Locke spoke of the "untapped cognitive surplus that exists in the world" which could be used to help develop NASA technology. In addition to making governments more participatory, open records and open data have the potential to make governments more transparent and less corrupt. === Users === The introduction of Web 2.0 made it possible for content consumers to be more involved in the generation and sharing of content. With the advent of digital media, the amount of user generated content, as well as the age and class range of users, has increased. 8% of Internet users are very active in content creation and consumption. Worldwide, about one in four Internet users are significant content creators, and users in emerging markets lead the world in engagement. Research has also found that young adults of a higher socioeconomic background tend to create more content than those from lower socioeconomic backgrounds. 69% of American and European internet users are "spectators", who consume—but do not create—online and digital media. The ratio of content creators to the amount of content they generate is sometimes referred to as the 1% rule, a rule of thumb that suggests that only 1% of a forum's users create nearly all of its content. Motivations for creating new content may include the desire to gain new knowledge, the possibility of publicity, or simple altruism. Users may also create new content in order to bring about social reforms. However, researchers caution that in order to be effective, context must be considered, a diverse array of people must be included, and all users must participate throughout the process. According to a 2011 study, minorities create content in order to connect with their communities online. African-American users have been found to create content as a means of self-expression that was not previously available. Media portrayals of minorities are sometimes inaccurate and stereotypical which affects the general perception of these minorities. African-Americans respond to their portrayals digitally through the use of social media such as Twitter and Tumblr. The creation of Black Twitter has allowed a community to share their problems and ideas. ==== Teens ==== Younger users now have greater access to content, content creating applications, and the ability to publish to different types of media, such as Facebook, Blogger, Instagram, DeviantArt, or Tumblr. As of 2005, around 21 million teens used the internet and 57%, or 12 million teens, consider themselves content creators. This proportion of media creation and sharing is higher than that of adults. With the advent of the Internet, teens have had more access to tools for sharing an

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  • DVD

    DVD

    DVD (digital video disc or digital versatile disc) is a digital optical disc data storage format. It was invented and developed in 1995 and first released on November 1, 1996, in Japan. The medium can store any kind of digital data and has been widely used to store video programs (watched using DVD players), software and other computer files. DVDs offer significantly higher storage capacity than compact discs (CD) while having the same dimensions. A standard single-layer DVD can store up to 4.7 GB of data, a dual-layer DVD up to 8.5 GB. Dual-layer, double-sided DVDs can store up to a maximum of 17.08 GB. Prerecorded DVDs are mass-produced using molding machines that physically stamp data onto the DVD. Such discs are a form of DVD-ROM because data can only be read and not written or erased. Blank recordable DVD discs (DVD-R and DVD+R) can be recorded once using a DVD recorder and then function as a DVD-ROM. Rewritable DVDs (DVD-RW, DVD+RW, and DVD-RAM) can be recorded and erased many times. DVDs are used in DVD-Video consumer digital video format and less commonly in DVD-Audio consumer digital audio format, as well as for authoring DVD discs written in a special AVCHD format to hold high definition material (often in conjunction with AVCHD format camcorders). DVDs containing other types of information may be referred to as DVD data discs. == Etymology == The Oxford English Dictionary comments that, "In 1995, rival manufacturers of the product initially named digital video disc agreed that, in order to emphasize the flexibility of the format for multimedia applications, the preferred abbreviation DVD would be understood to denote digital versatile disc." The OED also states that in 1995, "The companies said the official name of the format will simply be DVD. Toshiba had been using the name 'digital video disc', but that was switched to 'digital versatile disc' after computer companies complained that it left out their applications." "Digital versatile disc" is the explanation provided in a DVD Forum Primer from 2000 and in the DVD Forum's mission statement, which the purpose is to promote broad acceptance of DVD products on technology, across entertainment, and other industries. Because DVDs became highly popular for the distribution of movies in the 2000s, the term DVD became popularly used in English as a noun to describe specifically a full-length movie released on the format; for example the phrase "to watch a DVD" describes watching a movie on DVD. == History == === Development and launch === Released in 1987, CD Video used analog video encoding on optical discs matching the established standard 120 mm (4.7 in) size of audio CDs. Video CD (VCD) became one of the first formats for distributing digitally encoded films in this format, in 1993. In the same year, two new optical disc storage formats were being developed. One was the Multimedia Compact Disc (MMCD), backed by Philips and Sony (developers of the CD and CD-i), and the other was the Super Density (SD) disc, supported by Toshiba, Time Warner, Matsushita Electric, Hitachi, Mitsubishi Electric, Pioneer, Thomson, and JVC. By the time of the press launches for both formats in January 1995, the MMCD nomenclature had been dropped, and Philips and Sony were referring to their format as Digital Video Disc (DVD). On May 3, 1995, an ad hoc industry technical group formed from five computer companies (IBM, Apple, Compaq, Hewlett-Packard, and Microsoft) issued a press release stating that they would only accept a single format. The group voted to boycott both formats unless the two camps agreed on a single, converged standard. They recruited Lou Gerstner, president of IBM, to pressure the executives of the warring factions. In one significant compromise, the MMCD and SD groups agreed to adopt proposal SD 9, which specified that both layers of the dual-layered disc be read from the same side—instead of proposal SD 10, which would have created a two-sided disc that users would have to turn over. Philips/Sony strongly insisted on the source code, EFMPlus, that Kees Schouhamer Immink had designed for the MMCD, because it makes it possible to apply the existing CD servo technology. Its drawback was a loss from 5 to 4.7 Gigabytes of capacity. As a result, the DVD specification provided a storage capacity of 4.7 GB (4.38 GiB) for a single-layered, single-sided disc and 8.5 GB (7.92 GiB) for a dual-layered, single-sided disc. The DVD specification ended up similar to Toshiba and Matsushita's Super Density Disc, except for the dual-layer option. MMCD was single-sided and optionally dual-layer, whereas SD was two half-thickness, single-layer discs which were pressed separately and then glued together to form a double-sided disc. Philips and Sony decided that it was in their best interests to end the format war, and on September 15, 1995 agreed to unify with companies backing the Super Density Disc to release a single format, with technologies from both. After other compromises between MMCD and SD, the group of computer companies won the day, and a single format was agreed upon. The computer companies also collaborated with the Optical Storage Technology Association (OSTA) on the use of their implementation of the ISO-13346 file system (known as Universal Disk Format) for use on the new DVDs. The format's details were finalized on December 8, 1995. In November 1995, Samsung announced it would start mass-producing DVDs by September 1996. The format launched on November 1, 1996, in Japan, mostly with music video releases. The first major releases from Warner Home Video arrived on December 20, 1996, with four titles being available. The format's release in the U.S. was delayed multiple times, from August 1996, to October 1996, November 1996, before finally settling on early 1997. Players began to be produced domestically that winter, with March 24, 1997, as the U.S. launch date of the format proper in seven test markets. Approximately 32 titles were available on launch day, mainly from the Warner Bros., MGM, and New Line libraries, with the notable inclusion of the 1996 film Twister. However, the launch was planned for the following day (March 25), leading to a distribution change with retailers and studios to prevent similar violations of breaking the street date. The nationwide rollout for the format happened on August 22, 1997. DTS announced in late 1997 that they would be coming onto the format. The sound system company revealed details in a November 1997 online interview, and clarified it would release discs in early 1998. However, this date would be pushed back several times before finally releasing their first titles at the 1999 Consumer Electronics Show. In 2001, blank DVD recordable discs cost the equivalent of $27.34 US dollars in 2022. === Adoption === Movie and home entertainment distributors adopted the DVD format to replace the ubiquitous VHS tape as the primary consumer video distribution format. Immediately following the formal adoption of a unified standard for DVD, two of the four leading video game console companies (Sega and The 3DO Company) said they already had plans to design a gaming console with DVDs as the source medium. Sony stated at the time that they had no plans to use DVD in their gaming systems, despite being one of the developers of the DVD format and eventually the first company to actually release a DVD-based console. Game consoles such as the PlayStation 2, Xbox, and Xbox 360 use DVDs as their source medium for games and other software. Contemporary games for Windows were also distributed on DVD. Early DVDs were mastered using DLT tape, but using DVD-R DL or +R DL eventually became common. TV DVD combos, combining a standard definition CRT TV or an HD flat panel TV with a DVD mechanism under the CRT or on the back of the flat panel, and VCR/DVD combos were also available for purchase. For consumers, DVD soon overtook VHS as the favored choice for home movie releases. In 2001, DVD players outsold VCRs for the first time in the United States. At that time, one in four American households owned a DVD player. By 2007, about 80% of Americans owned a DVD player, a figure that had surpassed VCRs; it was also higher than personal computers or cable television. == Specifications == The DVD specifications created and updated by the DVD Forum are published as so-called DVD Books (e.g. DVD-ROM Book, DVD-Audio Book, DVD-Video Book, DVD-R Book, DVD-RW Book, DVD-RAM Book, DVD-AR (Audio Recording) Book, DVD-VR (Video Recording) Book, etc.). DVD discs are made up of two discs; normally one is blank, and the other contains data. Each disc is 0.6 mm thick, and they are glued together to form a DVD disc. The gluing process must be done carefully to make the disc as flat as possible to avoid both birefringence and "disc tilt", which is when the disc is not perfectly flat, preventing it from being read. Some specifications for mechanical, physical and optical characteristics of DV

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  • Fan loyalty

    Fan loyalty

    Fan loyalty is the loyalty felt and expressed by a fan towards the object of their fanaticism. Fan loyalty is often used in the context of sports and the support of a specific team or institution. Fan loyalties can range from a passive support to radical allegiance and expressions of loyalty can take shape in many forms and be displayed across varying platforms. Fan loyalty can be threatened by team actions. The loyalties of sports fans in particular have been studied by psychologists, who have determined several factors that help to create such loyalties. == Underpinning psychology == Given the extensive costs involved in managing and operating a professional team sport, it is beneficial for sports marketers to be conscious of the elements that establish a strong brand and the effect they have on fan loyalty, so they can best cater to their current fans while acquiring new ones. This is because fans and spectators are considered key stakeholders of professional sports organisations. Fans directly and indirectly influence the production of operating revenue through purchasing merchandise, buying game tickets and improving the value that can be obtained from television broadcasting deals and sponsorship. Therefore, fans are a key factor to consider in determining the economic success of a sports club. Deep psychological connections with new teams can be built with individuals before a team has even played a match revealing insights can develop quickly in the mind of consumers without direct encounters or experiences e.g. watching a team compete. Brand management approaches are helping sport organisations to expand the sport experience, appeal to new fans and enable long term business to consumer relationships through multi faceted connection such as social media. To affect consumers’ loyalty with a team, they must develop a compelling, positive and distinctive brand in order to stand out amongst competitor and vie for fan support. Loyalty programmes positively shape fan attachment and behaviour as it connects teams and their fans, aside from a club's season ticketholder database. It not only provides marketers with essential information about consumers and their thinking, but also acts as a channel to promote attendance and an opportunity to add value to their game day experience. Bauer et al. concludes that non product related attributes such as contextual factors (other fans, the club history and tradition, logo, club colours and the stadium atmosphere) hold a higher place in fan experience than product related attributes such as the team's winning record. Therefore, to increase fan loyalty (customer retention) Bauer et al. suggests sports marketers focus on targeting non product related benefits and brand attributes. As a result of fostering this loyalty, sports organisations can afford to charge prices at premium. Fan loyalty also leads to dependable ratings in broadcast media which means broadcasters can also charge premiums for advertising time in team broadcasts with loyal followings. A flow on effect from fan loyalty is the ability to create additional revenue streams outside of the core product such as merchandise shops and food venues that are close to the location of the game if the team chooses to own and operate ventures or share licensing agreements. Fan loyalty, particularly with respect to team sports, is different from brand loyalty, in as much as if a consumer bought a product that was of lower quality than expected, he or she will usually abandon allegiance to the brand. However, fan loyalty continues even if the team that the fan supports continues to perform poorly year after year. Author Mark Conrad uses the Chicago Cubs as an example of a team with a loyal fan following, where fans spend their money in support of a poorly performing team that (until 2016) had not won a pennant since 1945 or a World Series since 1908. They attribute it to the following factors: Entertainment Value The entertainment value that a fan derives from spectating motivates him/her to remain a loyal fan. Entertainment value of team sports is also valuable to communities in general. Authenticity This is described by Passikoff as "the acceptance of the game as real and meaningful". Fan Bonding Fan bonding is where a fan bonds with the players, identifying with them as individuals, and bonds with the team. Team History and Tradition Shank gives the Cincinnati Reds, all-professional baseball's oldest team, as an example of a team where a long team history and tradition is a motivator for fans in the Cincinnati area. Group Affiliation Fans receive personal validation of their support for a team from being surrounded by a group of fans who also support the same team. Fair Weather Fans Fans that engage when a team is good, and lose interest when a team is bad. Bandwagon Fans Fans who support the winning team, instead of supporting the same team year after year. Diehard Fans Fans who follow their team no matter if they are winning or losing. == Factors influencing fan loyalty == === Community === Fan loyalty attachment is strengthened through communal ties that connect fans around a team, forming a community that results in regular fan interaction. This interaction is particularly important as fans may not develop solely an intra-psychic team identity but predominantly display behavioural loyalty through the group consumption of indirect sport experiences instead, such as wearing the team colours, singing, cheering, flags and interaction between the sport's team's fans (e.g. laughing, talking) Through indirect sport experiences, the stadium atmosphere can be heightened and as a result, the frequency of fan attendance can increase. Furthermore, by wearing team apparel, fans can visually identify with one another resulting an increased likelihood of opportunities to engage with others socially through this point of connection. For example, a study on NASCAR fans found that their personal identity was connected to the brand itself as they felt connected to the larger community of NASCAR revealing an emotional connection to the brand. This indicates that their fan loyalty will result in the notion that fans are naturally more resistant to the promotional efforts of competing brands (e.g. lower-price offers) as their emotional commitment to NASCAR is greatly embedded in their sense of identity. When they associate themselves with the sponsors because of the sponsor's relation to the brand, they are solidifying their relationship with NASCAR and are therefore reinforcing their identity. Consequently, their fan loyalty translates into brand loyalty so long as the sponsor remains attached to the subject of their fanaticism, NASCAR, meaning they are less price sensitive and more willing to pay premium prices for sponsor's products or services. Another aspect of consumer behaviour regarding fan loyalty is the existence of consumption communities where members feel a sense of unity when they participate in the group consumption of brand sponsors’ goods and services further strengthening their ties to a brand and its sponsors. However, a strategy sports marketers use to appeal to a wider range of fan identities is to sponsor more than one club in sports such as soccer. This is so they are careful not to come across as a singularly affiliated club brand, where the opinion or perceptions of opposing teams’ fans would be one of disfavour towards them. === Brand association === Any benefit or characteristic connected to a brand as perceived by a consumer is called a brand association. These hold significance over the thoughts and opinions a consumer holds about a brand and can therefore influence one's loyalty. These associations provide a reference point to gauge the salience of a brand which is the perceived favourability associated with it. Brand salience is vital because it ultimately effects the likelihood of brand selection and loyalty leading to steadier spectator numbers, and an increase in attention from the media such as advertisers and sponsors. However, loyalty is a developmental process. According to Bee & Havitz (2010), spectators who are highly involved in the participation of a sport and exhibit psychological commitment, possess the capability to display high levels of behavioural loyalty as they develop into committed fans. On the other hand, neutral or negative feelings towards a team are found to foster indifference or cause an individual to disidentify with a team altogether. A model of ‘escalating commitment’, put forward by Funk and James (2001), demonstrates an individual's movement from ‘awareness’ of team to a subsequent ‘allegiance’ but came to the conclusion that more research was required to find out the key influences that lead one to the highest state of commitment. However, brand association development is fostered under brand management within a sports organisation. It is important for sports management research to identify t

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  • Screenpal

    Screenpal

    ScreenPal (formerly known as Screencast-O-Matic) is cross-platform screen capture and screen recording software originally developed in 2006. == History == The company was founded by AJ Gregory in 2006 as Screencast-O-Matic. The software includes features for screen recording, screenshot capture, video editing, image editing, and a video and image hosting service. It is available for Windows and Mac operating systems, and has mobile apps for iOS and Android. The company launched a video editor in 2015. It began offering free video and image hosting in 2019, with premium hosting options for subscribers. In 2023, it was rebranded as ScreenPal.

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  • International Webmasters Association

    International Webmasters Association

    The International Webmasters Association (IWA) is a non-profit association for education and certification of web professionals founded in 1996. It provides a Certified Web Professional certification. One of its objectives is to build a World Wide Web that is a true global community. According to the IWA, as of 2025 it has more than 100 official chapters with over 300,000 individual members in 106 countries. In 2001, the IWA merged with the HTML Writers Guild (HWG) and joined the World Wide Web Consortium (W3C). IWA's accomplishments include the publishing of the industry's first guidelines for ethical and professional standards, web certification and education programs, specialized employment resources, and technical assistance to individuals and businesses. IWA members participate to the activities of W3C WCAG Working Group, ATAG Working Group, and the XHTML Working Group. They have also participated in other initiatives such as the Multimodal Interaction Working Group which developed EMMA, the Extensible MultiModal Annotation markup language.

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  • Power cycling

    Power cycling

    Power cycling is the act of turning a piece of equipment, usually a computer, off and then on again. Reasons for power cycling include having an electronic device reinitialize its set of configuration parameters or recover from an unresponsive state of its mission critical functionality, such as in a crash or hang situation. Power cycling can also be used to reset network activity inside a modem. It can also be among the first steps for troubleshooting an issue. == Overview == Power cycling can be done manually, usually using the power switch on the device, or remotely, through some type of external device connected to the power input. In the data center environment, remote control power cycling can usually be done through a power distribution unit, over the network. In the home environment, this can be done through home automation powerline communications. Most Internet service providers publish a "how-to" on their website showing their customers the correct procedure to power cycle their devices. Power cycling is a common diagnostic procedure usually performed first when a computer system freezes. However, frequently power cycling a computer can cause thermal stress. Reset has an equal effect on the software but may be less problematic for the hardware as power is not interrupted. == Historical uses == On all Apollo missions to the moon, the landing radar was required to acquire the surface before a landing could be attempted. But on Apollo 14, the landing radar was unable to lock on. Mission control told the astronauts to cycle the power. They did, the radar locked on just in time, and the landing was completed. During the Rosetta mission to comet 67P/Churyumov–Gerasimenko, the Philae lander did not return the expected telemetry on awakening after arrival at the comet. The problem was diagnosed as "somehow a glitch in the electronics", engineers cycled the power, and the lander awoke correctly. During the launch of the billion dollar AEHF-6 satellite on 26 March 2020 by an Atlas V rocket from Cape Canaveral Space Force Station in Florida, a hold was called at T-46 seconds due to hydraulic system not responding as expected. The launch crew turned it off and back on, and the launch proceeded normally. In 2023 the Interstellar Boundary Explorer spacecraft stopped responding to commands after an anomaly. When gentler techniques failed, NASA resorted to rebooting the spacecraft with the remote equivalent of a power cycle.

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  • Anti-social Media Bill (Nigeria)

    Anti-social Media Bill (Nigeria)

    Anti-social Media Bill was introduced by the Senate of the Federal Republic of Nigeria on 5 November 2019 to criminalise the use of the social media in peddling false or malicious information. The original title of the bill is Protection from Internet Falsehood and Manipulations Bill 2019. It was sponsored by Senator Mohammed Sani Musa from the largely conservative northern Nigeria. After the bill passed second reading on the floor of the Nigeria Senate and its details were made public, information emerged on the social media accusing the sponsor of the bill of plagiarising a similar law in Singapore which is at the bottom of global ranking in the freedom of speech and of the press. But the senator denied that he plagiarised Singaporean law. == Opposition to the bill == Angry reactions trailed the introduction of the bill, and a number of civil society organisations, human rights activists, and Nigerian citizens unanimously opposed the bill. International rights group, Amnesty International and Human Rights Watch condemned the proposed legislation saying it is aimed at gagging freedom of speech which is a universal right in a country of over two hundred million people. Opposition political parties are very critical of the bill and accused the government of attempting to strip bare, Nigerian citizens of their rights to free speech and destroying same social media on whose power and influence the ruling All Progressives Congress, APC came to power in 2015. Nigeria Information Minister, Lai Mohammed has been at the center of public criticism because he is suspected to be the brain behind the proposed act. Lai was a former spokesman of then opposition All Progressives Congress. A "Stop the Social Media Bill! You can no longer take our rights from us" online petition campaign to force the Nigeria parliament to drop the bill received over 90,000 signatures within 24 hours. In November 2019, after the bill passed second reading in the senate, Akon Eyakenyi, a senator from Akwa Ibom State publicly said he would resist the bill. === Support for the bill === Those who support the proposed act especially Senators have often argued that the law would help curtail hate speech. President Muhammad Buhari who is seen as a beneficiary of the influence and power of the social media and free speech has been mute about it. But the president's senior aides and family members have publicly spoken in support of the bill. In November 2019, the wife of the president, Aisha Buhari, told a gathering at the Nigeria's National Mosque in the capital, Abuja that if China with over one billion people could regulate the social media, Nigeria should do same. But Nigerians reacted saying Nigeria is not a one-party communist state like China. Days later, a daughter to the president, Zahra Indimi told a gathering of young people in Abuja that social media had become a potent weapon for bullying those they thought were doing better than them in terms of social class and called for a critical regulation. == Key provisions of the bill == === Title === Protection from Internet Falsehoods, Manipulations and Other Related Matters Bill 2019. === Explanatory memorandum === This Act is to prevent Falsehoods and Manipulations in Internet transmission and correspondences in Nigeria. To suppress falsehoods and manipulations and counter the effects of such communications and transmissions and to sanction offenders with a view to encouraging and enhancing transparency by Social Media Platforms using the internet correspondences. === Objectives === One objective of the bill is to prevent the transmission of false statements or declaration of facts in Nigeria. Another objective of the bill is to end the financing of online mediums that transmit false statements. Measures will be taken to detect and control inauthentic behaviour and misuse of online accounts (parody accounts). When paid content is posted towards a political end, there will be measures to ensure the poster discloses such information. There will be sanction for offenders. === Transmission of false statement === According to the bill, a person must not: Transmit a statement that is false or, Transmit a statement that might: i. Affect the security or any part of Nigeria. ii. Affect public health, public safety or public finance. iii. Affect Nigeria's relationship with other countries. iv. influence the outcome of an election to any office in a general election. v. Cause enmity or hatred towards a person or group of persons. Anyone guilty of the above is liable to a fine of N300,000 or three years' imprisonment or both (for individual); and a fine not exceeding ten million naira (for corporate organisations). Same punishment applies for fake online accounts that transmit statements listed above. === Parody accounts === The bill says a person shall not open an account to transmit false statement. Anyone found guilty will be fined N200,000 or three years' imprisonment or both (for an individual) or five million naira (for corporate organisations). If such accounts transmit a statement that will affect security or influence the outcome of an election, such a person will be fined N300,000 or three years' imprisonment or both. If a person receives payment or reward to help another to transmit false statements knowingly, he/she is liable to a fine of N150,000 or three years' imprisonment or both. If a person receives payment or reward to help another to transmit a statement affects security or influence the outcome of an election, the fine is N300,000 or three years' imprisonment or both (for individual) and ten million naira for organisations. === Declaration === According to the bill, a law enforcement department can issue a "declaration" to offenders. And this declaration will be issued even if the "false statement" has been corrected or pulled down. The offender will be required to publish a "correction notice" in a specified newspaper, online location or other printed publication of Nigeria. Failure to comply, a person is liable to N200,000 or 12 months' imprisonment or both (for individual) and five million naira for organisations. === Access blocking order === The bill says the law enforcement department will also issue an access blocking order to offenders. The law enforcement department may direct the NCC to order the internet access service provider to disable access by users in Nigeria to the online location and the NCC must give the internet access service provider an access blocking order. An internet access service provider that does not comply with any access blocking order is liable on conviction to a fine not exceeding ten million naira for each day during any part of which that order is not fully complied with, up to a total of five million naira.

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  • 1 Second Everyday

    1 Second Everyday

    1 Second Everyday (1SE) is an application developed by Cesar Kuriyama. The application allows the user to record one second of video every day and then chronologically edits (mashes) them together into a single film. It is compatible with iOS and Android. The idea of the application was developed by Kuriyama's 1 Second Everyday — Age 30 video. The application was launched in January 2013. 1 Second Everyday played a part in the plot of Chef and also became the inspiration for the 2014 short animated clip Feast. == Background == === Kuriyama's video === In February 2011, when Cesar Kuriyama turned 30, after saving money, he quit his job in an advertising firm and took a year off to travel. During this time, he started working on a project he called 1 Second Everyday. As part of the project, every day he recorded one second of video – something that was supposed to help him remember that day. He started the project because he was frustrated with his memory. He planned to stockpile the 365 one-second clips into one film to serve as a memento of his year. While working on the project Kuriyama realized that recording one second every day impacted the decisions he made in a positive way. After a year he made a 365-second clip out of his recordings. The video called 1 Second Everyday – Age 30, went viral. According to Kuriyama, he was initially inspired to take a year off from work by a TED talk given by Stefan Sagmeister called "The Power of Time Off." Kuriyama also delivered a TED talk about 1 Second Everyday in 2012 at TED 2012 in Long Beach California. === Kickstarter campaign === After completing his own video, Kuriyama decided to develop an application that would allow the users to record one second every day and compile their own videos. He developed a prototype of the application and then in 2012, he launched a Kickstarter campaign to raise funds for completing the application. The campaign became one of the most backed app campaigns in the history of Kickstarter. It was backed by 11,281 backers who pledged a total of $56,959 on an initial goal of $20,000. Following the completion of the Kickstarter campaign, he partnered with an application design studio in Brooklyn to develop the application. 1 Second Everyday was released two weeks after the completion of its Kickstarter campaign. == Application == The application was released for iOS on 10 January 2013. An Android-compatible version of the application was developed later. Using it, the user can record the videos in the application or they can select one second portions from their libraries. 1 Second Everyday dates every snippet. The user can also set alarms to remember to record their daily video. In order to compile a video, the user selects the seconds they want and the application creates a compilation video. The user can keep multiple timelines. It also allows users to post directly on social networks. The main interface in 1 Second Everyday is a calendar, which shows the user which days have snippets and which they can still fill in. In the beginning, 1 Second Everyday restricted the recording to one second. However, the developers later released Super Seconds, which allowed users to record an additional half a second video. In 2014, 1 Second Everyday Crowds was launched, which is an area in the application featuring compilations of second clips from different users. == In the media == The Kickstarter campaign of 1 Second Everyday was featured in Entrepreneur's 3 Innovative Tech Startups on Kickstarter Right Now in 2012. The application was featured in The New York Times, The Washington Post, Gawker and other media outlets. By the end of the launch day, it was in Top 10 Free Apps on App Store. It was also selected as the App of the Week on GeekWire in 2013. Several other one-second compilation videos were also posted on the Internet after Kuriyama's video gained media attention. Sam Cornwell, an English photographer documented his son Indigo's growth using a montage of one-second iPhone clips. He shot these clips every single day from the moment of birth right up to the baby's first birthday. According to Cornwell, he was inspired by Kuriyama's project. The video of Cornwell's son gained considerable media attention after it was posted on YouTube. Save the Children also made a video commercial based on a similar format that showed a British girl oblivious of the Syrian war end up being a refugee. 1SE was a finalist for the Fast Company Innovation by Design Award in 2015, but lost to Google Maps. In 2015, Google Android created a gallery, Leap Second 2015, with the help of Droga5 and Kuriyama. The gallery showcased how people around the world enjoyed the one extra second of their lives. Through the 1 Second Everyday app available at Google Play, people were able to submit their extra second, which were then vetted and added to the gallery. The viewers were able to view other celebratory seconds from around the world as well as searching for them using different hashtags.

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  • Ethiopian feminists facing digital gender-based violence

    Ethiopian feminists facing digital gender-based violence

    Against a background of traditional views of women, rising internet use, a young population and an unsafe offline life, women and girls in Ethiopia are facing increasing amounts of digital violence. Some women, feeling endangered, have left the country as a result. Researchers, activists and lawyers have called for online content to be taken down and specific digital legislation to be drafted and enforced. == Online violence and its offline effects == Sexual violence against women and girls in Ethiopia is common. In 2023, in the Women, Peace and Security Index by Georgetown University, Ethiopia came 146 out of 177 countries. Over several years online harassment of and violence against women and girls in Ethiopia has increased. It can range from sexist remarks about appearance and women’s role in society, to revenge porn, threats of beating, acid attacks, abduction, rape or death. The real-life effect on women and girls of these attacks can include mental health problems, damaged reputations and a withdrawal from public and economic life. When the online attacks migrate to the real world, for example when online attackers find out where the targeted women and girls live, this can result in physical attacks, street harassment, threats to children and can cause victims to move house or job or even flee the country in fear of femicide. In a country that criminalises homosexuality, it can also lead to physical attacks on LGBTQI+ people in particular and indeed on anybody labelled as homosexual. == Research studies == The Centre for Information Resilience (CIR) conducted interviews with Ethiopian women holding public roles or being active online. The centre published a report on this in 2024 entitled ‘Silenced, Shamed and Threatened’. They found that technology-facilitated gender-based violence (TFGBV) had become “normalised to the point of invisibility.” In 2024, CER also published an analysis of gendered hate speech on social media in Ethiopia called ‘Normalised and invisible.’ It is thought that traditional views of women, the young population, the rise in internet use and the war in Tigray, when sexual violence was used as a weapon of war by Ethiopian and Eritrean soldiers, have all helped to create an online environment in which even femicide is considered unremarkable. AFP Fact Check collaborated with Deutsche Welle Akademie, to investigate the cyber harassment of women in Ethiopia, analysing misogynistic posts published on TikTok and Facebook. They discovered disparaging remarks about women’s physical appearance, threats of acid attacks and other physical violence, and the public sharing of women’s phone numbers. == Individuals affected == Women in particular jeopardy of digital gender-based violence are feminists, activists, politicians and those with a public profile. Some women are known to have fled Ethiopia fearing for their lives after online and offline threats. Yordanos Bezabih, an Ethiopian women’s rights activist, started a campaign with the hashtag #JusticeforHeaven to fight against gender-based cyberspace violence. As a result, she herself become a target. She experienced years of online threats of acid attacks, gang-rape and death. In 2025, subscribers to an online community organised a search for her address. Deepfake nude images of her were shared, she was filmed in real life, her house and online accounts were broken into, her private photos and messages posted on social media. When the attackers finally circulated her address, suggesting that she be executed, she left Ethiopia on a human rights defender scholarship. In 2023, Lella Misikir helped to start a campaign, called ‘My Whistle, My Voice’, that suggested women carry whistles and use them if they were harassed in the street. A TikTok video of the campaign became popular. Shortly after, videos of Misikir were circulated suggesting that she was gay. Her online attackers next searched for her address. In November 2024, Misikir left the country. == Legal issues == Ethiopia has some laws on online harassment and defamation, for example the Computer Crimes Proclamation. However, technology-facilitated, gender-based violence (TFGBV), such as deepfakes, non-consensual image sharing, and coordinated harassment, is not explicitly recognized as crime. In practice too, women are often not believed when reporting such violence and are not taken seriously. Police advice is often that women affected should simply leave the online space. Social media platforms can remove content when it is brought to their attention but the offenders are not banned. Users can only block them.

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  • Information element

    Information element

    An information element, sometimes informally referred to as a field, is an item in Q.931 and Q.2931 messages, IEEE 802.11 management frames, and cellular network messages sent between a base transceiver station and a mobile phone or similar piece of user equipment. An information element is often a type–length–value item, containing 1) a type (which corresponds to the label of a field), a length indicator, and a value, although any combination of one or more of those parts is possible. A single message may contain multiple information elements. The abbreviation IE is found in many technical specification documents from 3GPP. It is not uncommon for a single specification document to contain thousands of references to IEs.

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