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  • Embodied cognitive science

    Embodied cognitive science

    Embodied cognitive science is an interdisciplinary field of research, the aim of which is to explain the mechanisms underlying intelligent behavior. It comprises three main methodologies: the modeling of psychological and biological systems in a holistic manner that considers the mind and body as a single entity; the formation of a common set of general principles of intelligent behavior; and the experimental use of robotic agents in controlled environments. == Contributors == Embodied cognitive science borrows heavily from embodied philosophy and the related research fields of cognitive science, psychology, neuroscience and artificial intelligence. Contributors to the field include: From the perspective of neuroscience, Gerald Edelman of the Neurosciences Institute at La Jolla, Francisco Varela of CNRS in France, and J. A. Scott Kelso of Florida Atlantic University From the perspective of psychology, Lawrence Barsalou, Michael Turvey, Vittorio Guidano and Eleanor Rosch From the perspective of linguistics, Gilles Fauconnier, George Lakoff, Mark Johnson, Leonard Talmy and Mark Turner From the perspective of language acquisition, Eric Lenneberg and Philip Rubin at Haskins Laboratories From the perspective of anthropology, Edwin Hutchins, Bradd Shore, James Wertsch and Merlin Donald. From the perspective of autonomous agent design, early work is sometimes attributed to Rodney Brooks or Valentino Braitenberg From the perspective of artificial intelligence, Understanding Intelligence by Rolf Pfeifer and Christian Scheier or How the Body Shapes the Way We Think, by Rolf Pfeifer and Josh C. Bongard From the perspective of philosophy, Andy Clark, Dan Zahavi, Shaun Gallagher, and Evan Thompson In 1950, Alan Turing proposed that a machine may need a human-like body to think and speak: It can also be maintained that it is best to provide the machine with the best sense organs that money can buy, and then teach it to understand and speak English. That process could follow the normal teaching of a child. Things would be pointed out and named, etc. Again, I do not know what the right answer is, but I think both approaches should be tried. == Traditional cognitive theory == Embodied cognitive science is an alternative theory to cognition in which it minimizes appeals to computational theory of mind in favor of greater emphasis on how an organism's body determines how and what it thinks. Traditional cognitive theory is based mainly around symbol manipulation, in which certain inputs are fed into a processing unit that produces an output. These inputs follow certain rules of syntax, from which the processing unit finds semantic meaning. Thus, an appropriate output is produced. For example, a human's sensory organs are its input devices, and the stimuli obtained from the external environment are fed into the nervous system which serves as the processing unit. From here, the nervous system is able to read the sensory information because it follows a syntactic structure, thus an output is created. This output then creates bodily motions and brings forth behavior and cognition. Of particular note is that cognition is sealed away in the brain, meaning that mental cognition is cut off from the external world and is only possible by the input of sensory information. == The embodied cognitive approach == Embodied cognitive science differs from the traditionalist approach in that it denies the input-output system. This is chiefly due to the problems presented by the Homunculus argument, which concluded that semantic meaning could not be derived from symbols without some kind of inner interpretation. If some little man in a person's head interpreted incoming symbols, then who would interpret the little man's inputs? Because of the specter of an infinite regress, the traditionalist model began to seem less plausible. Thus, embodied cognitive science aims to avoid this problem by defining cognition in three ways. === Physical attributes of the body === The first aspect of embodied cognition examines the role of the physical body, particularly how its properties affect its ability to think. This part attempts to overcome the symbol manipulation component that is a feature of the traditionalist model. Depth perception, for instance, can be better explained under the embodied approach due to the sheer complexity of the action. Depth perception requires that the brain detect the disparate retinal images obtained by the distance of the two eyes. In addition, body and head cues complicate this further. When the head is turned in a given direction, objects in the foreground will appear to move against objects in the background. From this, it is said that some kind of visual processing is occurring without the need of any kind of symbol manipulation. This is because the objects appearing to move the foreground are simply appearing to move. This observation concludes then that depth can be perceived with no intermediate symbol manipulation necessary. A more poignant example exists through examining auditory perception. Generally speaking the greater the distance between the ears, the greater the possible auditory acuity. Also relevant is the amount of density in between the ears, for the strength of the frequency wave alters as it passes through a given medium. The brain's auditory system takes these factors into account as it process information, but again without any need for a symbolic manipulation system. This is because the distance between the ears for example does not need symbols to represent it. The distance itself creates the necessary opportunity for greater auditory acuity. The amount of density between the ears is similar, in that it is the actual amount itself that simply forms the opportunity for frequency alteration. Thus under consideration of the physical properties of the body, a symbolic system is unnecessary and an unhelpful metaphor. === The body's role in the cognitive process === The second aspect draws heavily from George Lakoff's and Mark Johnson's work on concepts. They argued that humans use metaphors whenever possible to better explain their external world. Humans also have a basic stock of concepts in which other concepts can be derived from. These basic concepts include spatial orientations such as up, down, front, and back. Humans can understand what these concepts mean because they can directly experience them from their own bodies. For example, because human movement revolves around standing erect and moving the body in an up-down motion, humans innately have these concepts of up and down. Lakoff and Johnson contend this is similar with other spatial orientations such as front and back too. As mentioned earlier, these basic stocks of spatial concepts are the basis in which other concepts are constructed. Happy and sad for instance are seen now as being up or down respectively. When someone says they are feeling down, what they are really saying is that they feel sad for example. Thus the point here is that true understanding of these concepts is contingent on whether one can have an understanding of the human body. So the argument goes that if one lacked a human body, they could not possibly know what up or down could mean, or how it could relate to emotional states. [I]magine a spherical being living outside of any gravitational field, with no knowledge or imagination of any other kind of experience. What could UP possibly mean to such a being? While this does not mean that such beings would be incapable of expressing emotions in other words, it does mean that they would express emotions differently from humans. Human concepts of happiness and sadness would be different because human would have different bodies. So then an organism's body directly affects how it can think, because it uses metaphors related to its body as the basis of concepts. === Interaction of local environment === A third component of the embodied approach looks at how agents use their immediate environment in cognitive processing. Meaning, the local environment is seen as an actual extension of the body's cognitive process. The example of a personal digital assistant (PDA) is used to better imagine this. Echoing functionalism (philosophy of mind), this point claims that mental states are individuated by their role in a much larger system. So under this premise, the information on a PDA is similar to the information stored in the brain. So then if one thinks information in the brain constitutes mental states, then it must follow that information in the PDA is a cognitive state too. Consider also the role of pen and paper in a complex multiplication problem. The pen and paper are so involved in the cognitive process of solving the problem that it seems ridiculous to say they are somehow different from the process, in very much the same way the PDA is used for information like the brain. Another example examines how humans control and manipulate their environment

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  • Fingerprint scanner

    Fingerprint scanner

    Fingerprint scanners are a type of biometric security device that identify an individual by identifying the structure of their fingerprints. They are used in police stations, security industries, smartphones, and other mobile devices. == Fingerprints == People have patterns of friction ridges on their fingers, these patterns are called the fingerprints. Fingerprints are uniquely detailed, durable over an individual's lifetime, and difficult to alter. Due to the unique combinations, fingerprints have become an ideal means of identification. == Types of fingerprint scanners == There are four types of fingerprint scanners: Optical scanners take a visual image of the fingerprint using a digital camera. Capacitive or CMOS scanners use capacitors and thus electric current to form an image of the fingerprint. This type of scanner tends to excel in terms of precision. Ultrasonic fingerprint scanners use high frequency sound waves to penetrate the epidermal (outer) layer of the skin. Thermal scanners sense the temperature differences on the contact surface, in between fingerprint ridges and valleys. All fingerprint scanners are susceptible to spoofing through fingerprints replicated using photographs and 3D printing. == Construction forms == Each type of fingerprint sensor can take two basic forms: the stagnant and the moving fingerprint scanner. Stagnant: The scanning module is mounted statically, and the user is required to swipe their fingers across it. This is cheaper but also less reliable than the moving form. Imaging can be less than ideal if the finger is not dragged over the scanning area at constant speed. Moving: The scanning module is mounted on a movable surface, while the user's finger can remain static. Because this layout allows the scanning module to pass the fingerprint at a constant speed, this method is generally more reliable. == Form factors == === Peripherals === Add-on fingerprint readers for PCs initially appeared in the late 1990's in the form of PCMCIA modules. Microsoft released a model in its IntelliMouse line with an integrated fingerprint reader in 2005. === Integrated readers === Laptops with built-in readers emerged around the same time as peripheral readers with devices such as NECs MC/R730F. IBM produced laptops with integrated readers starting in 2004. Apple introduced fingerprint scanners to their devices under the name Touch ID in 2013. These were initially released on the iPhone 5S, with the technology remaining exclusive to iPhones until the release of the 2016 MacBook Pro. On both laptops and smartphones, the fingerprint sensor usually uses a USB or I2C interface internally.

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  • Digital citizen

    Digital citizen

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

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  • Electronic submission

    Electronic submission

    Electronic submission refers to the submission of a document by electronic means: that is, via e-mail or a web form on the Internet, or on an electronic medium such as a compact disc, a hard disk or a USB flash drive. Traditionally, the term "manuscript" referred to anything that was explicitly "written by hand". However, in popular usage and especially in the context of computers and the internet, the term "manuscript" may even refer to documents (text or otherwise) typed out or prepared on typewriters and computers and can be extended to digital photographs and videos, and online surveys too. In other words, any manuscript prepared and submitted online can be considered to be an electronic submission. == History and early usage == There is no concrete data indicating when and by whom were electronic submissions used for the first time. However, research based universities in several countries have been encouraging the collection of course assignments and projects in the form of electronic submissions for almost a decade now. Several governments and organizations are also switching to electronic submissions for the collection of research papers, grant applications and government application forms. == Types of electronic submissions == Since modern computers can store and process information and data in virtually any format and with the Internet allowing easy transfer of this data, the number of scenarios in which submissions can be collected electronically has increased exponentially in the last few years. Some of these scenarios are described below. In most of these scenarios, submissions were collected on hard paper until the Information Technology revolution occurred. === Academic Submissions === Teachers, professors and teaching assistants often collect course assignments and projects electronically. Electronic submissions are usually collected using a web-based system which more often than not also helps in the management of submissions collected and stored on it. (Explained By Henny L, University of Lethbridge, AB, Canada) === Research Papers === In call-for-paper or academic conferences, prospective presenters are usually asked to submit a short abstract or a full paper on their presentation or research work electronically, which is reviewed before being accepted for the conference. === Proposals for Grants === Several grant-giving organizations like the NSA, W3C, NIA, NIH etc. require grant seekers to submit a proposal which if accepted result in the desired grants. A majority of these proposals are now submitted electronically on systems that also help in the managing and tracking the proposals submitted. === Articles for Publication === Magazines, newspapers and other publishing houses have begun accepting electronic submissions for articles from various sources - both internal (by journalists and writers hired by them) as well as external (by users and popular readers). The submitted articles are stored on a server hosted by the publication house or by a third-party Archived 2019-10-13 at the Wayback Machine vendor and are usually evaluated before being given a green signal. === Contests and Competition Entries === Almost every kind of contest or competition requires participants to submit an entry in a format described by the organizers of the contest. If the contest is an Internet-based one, then the entries or nominations for the contest are collected electronically using e-mail or other electronic means depending on feasibility and the choice of the organizers. === Government Applications === The governments of several countries are turning to electronic submission of applications and forms for various government procedures. Electronic submissions allow easier management of the applications and forms submitted. === Legal documents === Many legal documents may be submitted to the courts electronically. In England and Wales, the Civil Procedure Rules include a suitable "document exchange" as an acceptable "method of service". Case law in employment law cases has established that where a claim is submitted electronically, a prudent legal adviser should "check that it has been received and there must be systems in place for doing that". === Resumés and CVs === It has become commonplace for job-seekers to submit soft copies (electronic versions) of their resumés and CVs to recruiting agencies and online job portals. This is usually done over the Internet using e-mail or a pre-hosted web-based system. == Submission management systems == The art and science of collecting and managing electronic submissions is called Submission Management. Certain software vendors have begun developing submission management systems to assist in the collection, tracking and management of complex submission processes realized electronically. Most of these systems are web based and accessible from any device with a browser and an Internet connection. However, a majority of these systems are application specific and cannot be applied to all submission management scenarios. == Resistance to electronic submissions == Despite the easier management and tracking of electronic submissions compared to their paper-based counterparts, widespread adoption and use of electronic submissions and systems for managing them has been hampered by several facts, which include but are not limited to: Inconvenience while drawing figures, diagrams and equations on a computer Resistance to change and adoption of new technologies Lack of or limited access to the Internet.

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  • Peanut App

    Peanut App

    Peanut, a product of Peanut App Ltd. is an online community for women who are planning to become pregnant, women who are pregnant, women who have had children, and women who are experiencing menopause. Profiles of potential friends are displayed to users who can swipe up to show intent to connect. Users can also connect via discussion threads, groups, and live audio conversations. The app allows users to select their stage of life (trying to conceive, pregnancy, motherhood, or menopause), so as to meet women at a similar life stage, and to discover relevant content. Peanut was founded by Michelle Kennedy shortly after she left Bumble, a female-first dating app. She has described Peanut as, "the app she wishes she had when she first became a mother". == History == Peanut was initially launched in 2017 for mothers and pregnant women. The app focuses on helping users find others with shared interests, such as spoken languages, occupations, and hobbies. It also displays a woman's life stage, such as the age of her children, or the stage of pregnancy. In 2018, it launched a community discussion feature that intended to give women an "alternative to other social platforms". In 2019, it started to serve women who are trying to conceive. In April 2021, it integrated live audio, in response to the COVID-19 pandemic, and the restrictions around in-person socializing. in September 2021, it started to include women who are navigating perimenopause, menopause, and postmenopausal. Although it had initially catered for younger women navigating into new families, a large number of users had undergone surgically or chemically induced menopause due to medical conditions. In July 2021, Peanut launched an investment micro fund, Peanut StartHER, focused on investing in women-owned businesses, as well as other historically excluded founders. == Operation == The Peanut app is a social network exclusively for women, focusing on topics of pregnancy, motherhood, fertility, and menopause. It is available on iOS and Android devices. Users must prove their identity, in keeping with the primary function of in-app safety, and then they can create a profile to interact with other users. For pregnant users, the “Bump Buddies” feature helps connect them with other Peanut users who have a similar due date, which aimed to help expecting mothers combat loneliness during the COVID-19 pandemic. Peanut users also have the option to join “Groups” ‒ sub-sections of users focused on specific topics, including (but not limited to) location, life stage, pregnancy due date, and interests or hobbies. The live voice chat feature “Pods”, enables Peanut users to socialize without the pressure of photos or video chat. It offers features such as a muted audience of listeners who need to virtually raise their hand to speak, emoji reactions, and hosts who can moderate the conversations and invite people to speak.

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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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  • Digital asset

    Digital asset

    A digital asset is anything that exists only in digital form and comes with a distinct usage right or distinct permission for use. Data that do not possess those rights are not considered assets. Digital assets include, but are not limited to: digital documents, audio content, motion pictures, and other relevant digital data currently in circulation or stored on digital appliances, such as personal computers, laptops, portable media players, tablets, data storage devices, and telecommunication devices. This encompasses any apparatus that currently exists or will exist as technology progresses to accommodate the conception of new modalities capable of carrying digital assets. This holds true regardless of the ownership of the physical device on which the digital asset is located. == Types == Types of digital assets include, but are not limited to: software, photography, logos, illustrations, animations, audiovisual media, presentations, spreadsheets, digital paintings, word documents, electronic mails, websites, and various other digital formats with their respective metadata. The number of different types of digital assets is exponentially increasing due to the rising number of devices that leverage these assets, such as smartphones, serving as conduits for digital media. In Intel's presentation at the 'Intel Developer Forum 2013,' they introduced several new types of digital assets related to medicine, education, voting, friendships, conversations, and reputation, among others. == Digital asset management system == A digital asset management (DAM) is an integrated structure that combines software, hardware, and/or other services to manage, store, ingest, organize, and retrieve digital assets. These systems enable users to find and use content when needed. == Digital asset metadata == Metadata is data about other data. Any structured information that defines a specification of any form of data is referred to as metadata. Metadata is also a claimed relationship between two entities, often used to establish connections or associations. Librarian Lorcan Dempsey says "Think of metadata as data which removes from a user (human or machine) the need to have full advance knowledge of the existence or characteristics of things of potential interest in the environment". At first, the term metadata was used for digital data exclusively, but nowadays metadata can apply to both physical and digital data. Catalogs, inventories, registers, and other similar standardized forms of organizing, managing, and retrieving resources contain metadata. Metadata can be stored and contained directly within the file it refers to or independently from it with the help of other forms of data management such as a DAM system. The more metadata is assigned to an asset the easier it gets to categorize it, especially as the amount of information grows. The asset's value rises the more metadata it has for it becomes more accessible, easier to manage, and more complex. Structured metadata can be shared with open protocols like OAI-PMH to allow further aggregation and processing. Open data sources like institutional repositories have thus been aggregated to form large datasets and academic search engines comprising tens of millions of open access works, like BASE, CORE, and Unpaywall. == Issues == Due to a lack of either legislation or legal precedent, there is limited existing governmental control and regulation surrounding digital assets in the United States and other large economies globally. Many of the control issues relating to access and transferability are maintained by individual companies. Some consequences of this include 'What is to become of the assets once their owner is deceased?' as well as can, and, if so, how, may they be inherited. This subject was broached in a bogus story about Bruce Willis allegedly looking to sue Apple as the end user agreement prevented him from bequeathing his iTunes collection to his children. Another case of this was when a soldier died on duty and the family requested access to the Yahoo! account. When Yahoo! refused to grant access, the probate judge ordered them to give the emails to the family but Yahoo! still was not required to give access. The Music Modernization Act was passed in September 2018 by the U.S. Congress to create a new music licensing system, with the aim to help songwriters get paid more.

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  • List of UPnP AV media servers and clients

    List of UPnP AV media servers and clients

    This is a list of UPnP AV media servers and client application or hard appliances. == UPnP AV media servers == === Software === === Cross-platform === Allonis myServer, a multi-faceted media player/organizer with a DLNA/UPnP server, controller, and renderer, including conversion. Runs on Microsoft Windows. Supports most all HTML5 devices as remote controls. Asset UPnP (DLNA compatible) from Illustrate. An audio specific UPnP/DLNA server for Windows, QNAP, macOS and Linux. Features audio WAVE/LPCM transcoding from a range of audio codecs, ReplayGain and playlists. FreeMi UPnP Media Server, very simple server, historically used to stream to the STB Freebox, based on .net/mono. Home Media Server, a free media server/player/controller for Windows, Linux, macOS, individual device settings, transcoding, external and internal subtitles, restricted device access to folders, uploading files, Internet-Radio, Internet-Television, Digital Video Broadcasting (DVB), DMR-control and "Play To", Music (Visualization), Photo (Slideshow), support for 3D-subtitles, support for BitTorrent files, Web-navigation with HTML5 player, Digital Media Renderer (DMR) emulation for AirPlay and Google Cast devices. Jellyfin, a free and open-source suite of multimedia applications designed to organize, manage, and share digital media files to networked devices. JRiver Media Center, a multi-faceted media player/organizer with a DLNA/UPnP server, controller, and renderer, including conversion. Supports Microsoft Windows, macOS and Linux. Kodi (previously XBMC), a cross platform open source software media-player/media center for Android, Apple TV, Linux, macOS and Windows. LimboMedia, a free cross platform home- and UPnP/DLNA mediaserver with android app and WebM transcoding for browser playback (build with java and FFmpeg). MinimServer, a Java-based highly configurable uPnP/DNLA music server with additional consideration given to Classical Music, supports transcoding with MinimStreamer, supports Microsoft Windows, macOS, Linux, and various NAS devices. Neutron Music Player, acts as a cross platform UPnP/DLNA Media Renderer server available for Android, iOS, BlackBerry 10 & PlayBook platforms. Supports gapless playback and has possibility to output rendered audio further to the high-resolution internal DAC or external USB DAC or another UPnP/DLNA Media Renderer with all supported DSP effects applied. Plex, a cross-platform and closed source software media player and entertainment hub for digital media, available for macOS, Microsoft Windows, Linux, as well as mobile clients for iOS (including Apple TV (2nd generation) onwards), Android, Windows Phone, and many devices such as Xbox. Supports on-the-fly transcoding of video and music. PonoMusic World. Based on the JRiver Media Center software, includes similar features along with a store for purchasing HD audio tracks. PS3 Media Server, a free cross platform Java based UPnP DLNA server especially good for AVC and other current HD media codecs with on-the-fly transcoding. Serviio, is available with a free and a pro license. It can stream media files (music, video or images) to renderer devices (e.g. a TV set, Blu-ray player, games console or mobile phone) on a local area network. TVMOBiLi, a cross platform, high performance UPnP/DLNA Media Server for Windows, macOS and Linux. TwonkyMedia server, a cross-platform multimedia server and entertainment hub for digital media, available for Android, Apple TV, iOS, Linux, macOS, Microsoft Windows, Windows Phone, and Xbox 360. Universal Media Server, a free (open source) DLNA-compliant UPnP Media Server for Windows, macOS and Linux (originally based on the PS3 Media Server). It is able to stream videos, audio and images to any DLNA-capable device. It contains more features than most paid UPnP/DLNA Media Servers. It streams to many devices including TVs (Samsung, Sony, Panasonic, LG, Philips and more.), PS3, Xbox(One/360), smartphones, Blu-ray players and more. vGet Cast, a simple, cross platform (Chrome App) DLNA server and controller for single, local video files. Vuze, an open-source Java-based BitTorrent client which contains MediaServer plugin. Wild Media Server, a media server/player/controller for Windows, Linux, macOS, individual device settings, transcoding, external and internal subtitles, restricted device access to folders, uploading files, Internet-Radio, Internet-Television, Digital Video Broadcasting (DVB), DMR-control and "Play To", Music (Visualization), Photo (Slideshow), support for 3D-subtitles, support for BitTorrent files, Web-navigation with HTML5 player, Digital Media Renderer (DMR) emulation for AirPlay and Google Cast devices. === Android === BubbleUPnP Android UPnP/DLNA server, player, controller and renderer CastLab Android UPnP/DLNA server. Pixel Media Server, Android UPnP/DLNA Media Server. Supports all popular Video and Audio files. It also support external subtitle file (SRT) Plato is an Android UPnP client app that can play videos and audio. Toaster Cast Android UPnP/DLNA server, controller and renderer vGet, Android App that can play videos embedded in websites on DLNA renderers. Media Cast UPnP, Android UPnP client app that can play videos/Audio. Media Server Pro is a DLNA server that allows individual file selections for sharing. Slick UPnP A minimal and intuitive open-source Android UPnP client app that can play video/audio. (It is not DMS) YAACC Open source UPnP controller, renderer and server app === Linux === === Microsoft Windows === Sundtek Streamingserver a native Windows TV Server providing DVB, ATSC and ISDB-T via UPnP/DLNA, it also supports streaming media files (it only supports TV devices from Sundtek). Stream What You Hear, a Windows application that streams the sound of your computer (i.e.: “what you hear”) to UPnP/DLNA device such as TVs, amps, network receivers, game consoles, etc... TVersity Media Server, a Windows application that streams multimedia content from a personal computer to UPnP, DLNA and mobile devices (Chromecast is also supported). It was the first media server to offer real-time transcoding (back in 2005). TVersity Screen Server, a Windows application that mirrors the screen of a personal computer to UPnP, DLNA and mobile devices. DVBViewer, a Windows application, mainly for TV/Radio recording/playback, but with the ability to stream live TV/radio as well as multimedia files via UPnP/DLNA. DivX, a Windows application, mainly for video encoding into DivX format, but has the ability to stream multimedia files via DLNA. foobar2000, a freeware audio player for Windows. Highly customizable, audio only. Download of dlna-extension from the developers' webpage necessary. Home Media Center, a free and open source media server compatible with DLNA. Includes web interface for streaming content to web browser (Android, iOS, ...), subtitles integration and Windows desktop streaming. This server is easy to use. KooRaRoo Media, a commercial DLNA media server and organizer for Windows. Includes on-the-fly transcoding, per-file and per-folder parental controls, powerful organizing features with dynamic playlists, Internet radio streaming, "Play To" functionality and remote device control, burned-in and external subtitles, extensive format support including RAW photo formats. Streams all files to all devices. Media Go, media player and tagger MediaMonkey, a free media player/tagger/editor with an UPnP/DLNA client and server for Microsoft Windows MusicBee, an audio player, supports UPnP via a plugin. Mezzmo, a commercial software package. Mezzmo streams music, movies, photos and subtitles to the UPnP and DLNA-enabled devices. It automatically finds and organizes music, movies and photos, imports multimedia files from iPad, iPhone, iPod, Audio CDs, iTunes, Windows Media Player and WinAmp. DLNA server supports all popular media file formats with real time transcoding to meet the device specifications. PlayOn, a commercial UPnP/DLNA media server for Windows, includes a transcoder for streaming web video. TVble, a cloud connected (Rotten tomatoes/TMDB etc.), Torrent streaming, DLNA enabled media server. Allows single file or playlist downloads. Windows Media Connect from Microsoft, a free UPnP AV MediaServer and control point (server and client) for Microsoft Windows WMC version 2.0 can be installed for usage with Windows Media Player 10 for Windows XP WMC version 3.0 can be installed for usage with Windows Media Player 11 for Windows XP WMC version 4.0 comes pre-installed on Windows Vista with its Windows Media Player 11 WMC can also refer to Windows Media Center. From the Windows Media Center entry in Wikipedia: In May 2015, Microsoft announced that Windows Media Center would be discontinued on Windows 10, and that it would be uninstalled when upgrading; but stated that those upgrading from a version of Windows that included the Media Center application would receive the paid Windows DVD Player app to maintain DVD playback functio

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  • IRows

    IRows

    iRows was a web-based spreadsheet in beta with a GUI similar to the traditional desktop-based spreadsheet applications, such as Microsoft Excel and OpenOffice.org. It was shut down on December 31, 2006, after it was announced that its two founders had been hired by Google. iRows used Ajax and XML. It was described as an example of a Web 2.0 system. iRows supported conventional spreadsheet features functions, value formatting and charts and added web oriented spreadsheet capabilities like collaboration (multiple people using a shared spreadsheet, sending a spreadsheet as a link instead of an attachment and ability to publish spreadsheets on other web pages (e.g. blogs).

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  • Atomtronics

    Atomtronics

    Atomtronics is an emerging field concerning the quantum technology of matter-wave circuits which coherently guide propagating ultra-cold atoms. The systems typically include components analogous to those found in electronics, quantum electronics or optical systems, such as beam splitters, transistors, and atomic counterparts of superconducting quantum interference devices (SQUIDs). Applications range from studies of fundamental physics to the development of practical devices such as quantum superfluids for the computation of large models for artificial general intelligence. == Etymology == Atomtronics is a portmanteau of "atom" and "electronics", in reference to the creation of atomic analogues of electronic components, such as transistors and diodes, and also electronic materials such as semiconductors. The field itself has considerable overlap with atom optics and quantum simulation, and is not strictly limited to the development of electronic-like components. However, this field develops into the research of ultra-cold atoms for the applied research implications of computations in quantum science. == Methodology == Three major elements are required for an atomtronic circuit. The first is a Bose-Einstein condensate, which is needed for its coherent and superfluid properties, although an ultracold Fermi gas may also be used for certain applications. The second is a tailored trapping potential, which can be generated optically, magnetically, or using a combination of both. The final element is a method to induce the movement of atoms within the potential, which can be achieved in several ways, for various research advancements around fields not limited to distributed computing, supercomputing, and quantum computing. For example, a transistor-like atomtronic circuit may be realized by a ring-shaped trap divided into two by two moveable weak barriers, with the two separate parts of the ring acting as the drain and the source and the barriers acting as the gate. As the barriers move, atoms flow from the source to the drain. It is now possible to coherently guide matterwaves over distances of up to 40 cm in ring-shaped atomtronic matterwave guide measurement. == Applications == The field of atomtronics is still very nascent and any schemes realized thus far are proof-of-concept. Applications include: gravimetry rotational sensing via the Sagnac effect quantum computing Obstacles to the development of practical sensing devices are largely due to the technical challenges of creating Bose-Einstein condensates. They require bulky lab-based setups not easily suitable for transportation. However, creating portable experimental setups is an active area of research.

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  • Creator economy

    Creator economy

    The creator economy, also known as influencer economy, is a platform-driven economy in which creators produce content, products, or services and distribute them directly to their audience through social media platforms and emerging technologies. This economic model is based on the ability of creators to build and maintain communities of users, monetizing their creative activity through multiple channels including advertising, sponsorships, product sales, crowdfunding, and subscription-based services. Creators include various professional categories such as social media influencers, YouTubers, bloggers, artists, online educators, podcasters, and independent professionals, who use platforms as infrastructure to reach their audience without necessarily relying on traditional intermediaries in the cultural and media industry. According to Goldman Sachs Research, the ongoing growth of the creator economy will likely benefit companies that possess a combination of factors, including a large global user base, access to substantial capital, robust AI-powered recommendation engines, versatile monetization tools, comprehensive data analytics, and integrated e-commerce options. Examples of creator economy software platforms include YouTube, TikTok, Instagram, Facebook, Twitch, Spotify, Substack, OnlyFans and Patreon. == History == The term "creator" was coined by YouTube in 2011 to be used instead of "YouTube star", an expression that at the time could only apply to famous individuals on the platform. The term has since become omnipresent and is used to describe anyone creating any form of online content. A number of platforms such as TikTok, Snapchat, YouTube, and Facebook have set up funds with which to pay creators. == Criticism == The large majority of content creators derive no monetary gain for their creations, with most of the benefits accruing to the platforms who can make significant revenues from their uploads. As few as 0.1% of creators are able to earn a living through their channels.

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  • Cultural technology

    Cultural technology

    Cultural technology (Korean: 문화기술; Hanja: 文化技術; RR: munhwagisul) is a system used by South Korean talent agencies to promote K-pop culture throughout the world as part of the Korean Wave. The system was developed by Lee Soo-man, founder of talent agency and record company SM Entertainment. == History == === Coinage === During a speech at the Stanford Graduate School of Business in 2011, Lee said he coined the term "cultural technology" as a system about fourteen years prior, when S.M. Entertainment decided to promote its K-pop artists to all of Asia. In the late 1990s, Lee and his colleagues created a manual on cultural technology, which specified the steps needed to popularize K-pop artists outside South Korea. "The manual, which all S.M. employees are instructed to learn, explains when to bring in foreign composers, producers, and choreographers; what chord progressions to use in what country; the precise color of eyeshadow a performer should wear in a particular country; the exact hand gestures he or she should make; and the camera angles to be used in the videos (a three-hundred-and-sixty-degree group shot to open the video, followed by a montage of individual closeups)," according to The New Yorker. The term "cultural technology," apart from Lee's systemized definition, can be traced back to the lectures of Michael White, an Australian social worker, educator, and therapeutic theorist and his works Narrative Means to Therapeutic Ends (1990) and Maps of Narrative Practice (2007). Its usage may also date further back to French philosopher Michel Foucault (1977). South Korean computer scientist Kwangyun Wohn said he coined the term "culture technology" in 1994. Cultural technology has also been one of six technology initiatives of the South Korean government since 2001. In regards to cultural technology, the Korean Wave is considered one of the most successful outcomes of government support of exporting Korean entertainment products. === The Four Core Stages === The cultural technology system originally employed by SM Entertainment since the 1990s existed in four stages: Casting, Training, Producing, and Marketing/Managing. Each of these four stages were curated to help spread the Hallyu wave through the development of its artists, and are present in the strategies of many other South Korean talent agencies when creating, debuting, and marketing groups. ==== Casting ==== While the majority of K-pop idols are from South Korea, some are from Japan, China, or Thailand. Many of Korea's entertainment companies, such as SM's Global Auditions, Bighit's Hit It auditions, and YG's Next Generation, host worldwide auditions. Scouting and streetcasting are also common, with members like BTS's Jin recruited for their looks or other surface reasons. Sometimes, casting agents go to dance schools to recruit the top dancers to be trained further at the entertainment company. ==== Training ==== Idols train extensively before debut. They receive training in dance, vocal activities, presentation, and other areas that will benefit them in the industry. Oftentimes, this training will last for years at a time, and trainees are in the proverbial dungeon. Before debut, idols and groups attempt to gain fans through pre-debut activities. SM Entertainment has a system in place called SM Rookies, which is a pre-debut team that hosts concerts and releases videos that strengthen the fanbase of the group even before their first single is released. Other forms of pre-debut activities include featuring in other, more seasoned idols' videos—like Nu'est in Orange Caramel or Exo in Girls' Generation-TTS Twinkle or BTS in Jo Kwon. One particular method of pre-debut training is coupled with casting in production shows, like Sixteen and Produce 101, in which members for a final group are selected and trained. ==== Producing ==== The production of music is integral in culture technology. For cultural technology, production of music helps create differentiated content to set trends in the K-pop world—trends that vary from music to also costume, choreography, and music videos. SM in particular focuses heavily on the expansion globally. Some companies also outsource production to more internationally famed parties, like Cube Entertainment's partnership with Skrillex for 4minute's Act. 7. ==== Marketing/Managing ==== In the marketing and management stage, talent agencies seek to broaden their reach. Often, idols have potential for being actors and actresses in dramas, or perhaps hosts/permanent members of variety shows like Kim Hee-chul in Knowing Bros. This so-called omnidirectional marketing lineup ranges over lifestyle and seeks to reach many aspects of living, like music, TV, drama, entertainment, sports, and fashion. This is also where older groups find new life, like Super Junior. Companies are not complacent but experiment constantly to develop the best marketing for the best management system. Marketing also aspires to branch out to international audiences, sometimes via the implementation of variety shows. Despite being primarily in Korean, these variety shows are accessible to all due to the simplistic, easily understood nature of shows—game-oriented shows like Run BTS! or consistently subbed shows like Weekly Idol are popular in showing the fun-loving side of idols. == Evolution into New Culture Technology == In February 2016, SM hosted a press conference discussing the future of SM and its cultural technology. Lee Soo-man announced the implementation of New Culture Technology, an SM-specific system. While SM's cultural technology in the past relied on local, Korean artists like Rain and BoA, the updated model tries to embed more and more foreign singers from strategic markets into larger girl or boy bands. These imported singers are then used to promote their acts back in their respective home countries. New Culture Technology is five projects—SM Station, EDM, Digital Platforms, Rookies Entertainment, and MCN—and one experimental group, NCT. It is a convergence and expansion of SM's four core culture technologies developed and deals heavily with interaction and the desire to innovate through communication. === SM Station === SM announced their intention of creating a new song every week for 52 weeks. Through this constant output of music, they intend to stray away from conventional forms of music and show active movement in digital music market and physical album market through freely and continuously releasing music. Additionally, this SM Station will feature collaborations between artists, producers, composers, and company brands outside the SM label. The name of SM Station is both derived from the radio station and the metaphorical train station. === NCT === Neo Culture Technology (NCT) introduced the idea of "Interactive". SM company tried to connect the targeting market, customers and artist, in order to lead the K-pop culture. NCT (Neo Culture Technology) is the new artist group formed by SM that embodies the concepts of cultural technology. With the seemingly limitless combinations and groups, SM aspires to make the whole world a stage for NCT. Since 2023, there are six NCT groups, who debuted on the digital song sales: NCT U, NCT 127, NCT Dream, WayV, NCT DoJaeJung, and NCT Wish. As of October 2023, the group consists of 25 members: Johnny, Taeyong, Yuta, Kun, Doyoung, Ten, Jaehyun, Winwin, Jungwoo, Mark, Xiaojun, Hendery, Renjun, Jeno, Haechan, Jaemin, Yangyang, Chenle, Jisung, Sion, Riku, Yushi, Daeyoung, Ryo, and Sakuya. ScreaM Records ScreaM Records has been released by SM Entertainment as an EDM label since 2016 for "SM TOWN: New Culture Technology". ScreaM Records is made for "performances made to be enjoyed". It collaborates with inside and outside Korean well-known EDM DJs. ScreaM Records has first launched collaborated song "Wave" E-Mart's home electronics store, Electro Mart. "Our goal is to provide opportunities to producers who have yet to be discovered and produce world famous DJs from the Asian scene." a ScreaM Records representative said. == Three stages of globalization == According to Lee, there are three stages necessary to popularize Korean culture outside South Korea: exporting the product, collaborating with international companies to expand the product's presence abroad, and finally creating a joint venture with international companies. As part of their joint ventures with international companies, South Korean talent agencies may hire foreign composers, producers, and choreographers to ensure K-pop songs feel "local" to foreign countries.

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  • Luminance HDR

    Luminance HDR

    Luminance HDR, formerly Qtpfsgui, is graphics software used for the creation and manipulation of high-dynamic-range images. Released under the terms of the GPL, it is available for Linux, Microsoft Windows, and Mac OS X (Intel only). Luminance HDR supports several High Dynamic Range (HDR) as well as Low Dynamic Range (LDR) file formats. == Functionality == Prerequisite of HDR photography are several narrow-range digital images with different exposures. Luminance HDR combines these images and calculates a high-contrast image. In order to view this image on a regular computer monitor, Luminance HDR can convert it into a displayable LDR image format using a variety of methods, such as tone mapping. Currently fifteen different tone mapping operators (algorithms) are available, each one with its tunable parameters. Different image processing techniques can be applied to the generated HDR images, such as resizing, cropping, rotating and a number of projective transformations. The software also provides batch processing functionality for creating HDR images and for tone mapping them in a non-interactive way. A module for copying Exif data among sets of images is also provided. For users who prefers the command line, a non-GUI, non-graphical interface is also available on all supported platforms. A common problem with HDR photography is that images need to be aligned exactly. If the subject is static, this can be achieved using a tripod or a stable surface on which the camera is placed. In the case of image data that does not align exactly, an automatic alignment can be performed using a tool provided by the Hugin project. If this automation doesn't provide the desired result, the user may improve it manually. == Supported formats == HDR images are images with a high dynamic range and, using Luminance HDR, they can be created as well as edited. The following HDR graphic formats are supported: OpenEXR Radiance HDR Tag Image File Format (TIFF) Format: 16 Bit, 32 Bit (Float) and LogLuv Raw PFS native Luminance HDR can create an HDR image from several LDR images and tonemap an HDR into an LDR. The following LDR formats are supported: JPG PNG Portable Pixmap (PPM) Portable Bitmap (PBM) TIFF (8 Bit)

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  • Mixvoip

    Mixvoip

    Mixvoip S.A. is a Luxembourg-based telecommunications service provider founded in 2008. The company offers IP telephony, high-speed Internet connectivity, and IT solutions to businesses and individuals. == Company history == In November 2017, Mixvoip expanded its operations to Belgium and Germany. At the beginning of 2019, the company acquired the telecommunications provider Voipgate. In December 2019, Mixvoip was named Telecom Company of the Year at the Luxembourg ICT Awards 2019 organized by Farvest and IT One. A 2024 article in Duke described the company's transition during the 2010s from traditional telephony services to cloud-based communication platforms. In the end of 2024, the ILR published the statistics about electronic communications in Luxembourg, including Mixvoip in the fix telephony section. In July 2025, Mixvoip acquired Crossing Telecom. In 2026, Mixvoip acquired Nomado's portfolio.

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  • Influencer speak

    Influencer speak

    Influencer speak is a speech pattern commonly associated with English-speaking digital content creators, particularly on platforms such as TikTok. This style is characterized by linguistic features such as uptalk, where intonation rises at the end of declarative sentences, and vocal fry, a low, creaky vibration in speech. These features are often used to engage audiences. == Characteristics == Influencer speak is commonly associated with: Uptalk – a rising intonation at the end of statements Vocal fry – a creaky sound often occurring at the end of sentences Use of filler words and slang – contributes to a conversational tone that resonates with audiences == Origins == The origins of "influencer speak" are linked to the "Valley Girl" accent, which became prominent in the 1980s. This earlier style included features such as uptalk and vocal fry, which have been adapted for digital platforms. Linguists have noted that these patterns are often led by young women, who are recognized as linguistic innovators in sociolinguistic research. == Sociolinguistic significance == "Influencer speak" is used to maintain audience engagement. Features such as uptalk help speakers retain the "conversational floor," ensuring continuous attention from listeners. A study conducted by UCLA researchers has shown that creators adjust their speech styles based on the platform and audience. For example, a comedic tone may be emphasized on TikTok, while a more professional tone may be used on platforms such as LinkedIn or YouTube.

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