AI Content Provenance

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

  • Video browsing

    Video browsing

    Video browsing, also known as exploratory video search, is the interactive process of skimming through video content in order to satisfy some information need or to interactively check if the video content is relevant. While originally proposed to help users inspecting a single video through visual thumbnails, modern video browsing tools enable users to quickly find desired information in a video archive by iterative human–computer interaction through an exploratory search approach. Many of these tools presume a smart user that wants features to interactively inspect video content, as well as automatic content filtering features. For that purpose, several video interaction features are usually provided, such as sophisticated navigation in video or search by a content-based query. Video browsing tools often build on lower-level video content analysis, such as shot transition detection, keyframe extraction, semantic concept detection, and create a structured content overview of the video file or video archive. Furthermore, they usually provide sophisticated navigation features, such as advanced timelines, visual seeker bars or a list of selected thumbnails, as well as means for content querying. Examples of content queries are shot filtering through visual concepts (e.g., only shots showing cars), through some specific characteristics (e.g., color or motion filtering), through user-provided sketches (e.g., a visually drawn sketch), or through content-based similarity search. == History == Video browsing was originally proposed by Iranian engineer Farshid Arman, Taiwanese computer scientist Arding Hsu, and computer scientist Ming-Yee Chiu, while working at Siemens, and it was presented at the ACM International Conference in August 1993. They described a shot detection algorithm for compressed video that was originally encoded with discrete cosine transform (DCT) video coding standards such as JPEG, MPEG and H.26x. The basic idea was that, since the DCT coefficients are mathematically related to the spatial domain and represent the content of each frame, they can be used to detect the differences between video frames. In the algorithm, a subset of blocks in a frame and a subset of DCT coefficients for each block are used as motion vector representation for the frame. By operating on compressed DCT representations, the algorithm significantly reduces the computational requirements for decompression and enables effective video browsing. The algorithm represents separate shots of a video sequence by an r-frame, a thumbnail of the shot framed by a motion tracking region. A variation of this concept was later adopted for QBIC video content mosaics, where each r-frame is a salient still from the shot it represents. === Video Notebook === Modern video browsing solutions include Video Notebook, a Menlo Park startup founded in 2021 by Mike Lanza, which uses computer vision to extract slides and optical character recognition and speech recognition to facilitate video search. The software can be either used on the client side (using a browser extension), where the slides and text are extracted while the video is watched (e.g. on a video platform like YouTube or Udemy), or on the server side. Processed videos, which can be viewed in the Video Notebook web app, feature a video browsing user interface with extracted timestamped slides, a search bar for querying the video (or a collection of videos), and text chapters. Video Notebook customers include organisations like Ernst & Young. === Video Browser Showdown === The Video Browser Showdown (VBS) is an annual live evaluation competition for exploratory video search tools, where international researchers use video browsing tools to solve ad-hoc video search tasks on a moderately large data set as fast as possible. The main goal of the VBS, which started in 2012 at the International Conference on MultiMedia Modeling (MMM), is to advance the performance of video browsing tools. Since 2016, the VBS also collaborates with TRECVID. The aim of the VBS is to evaluate video browsing tools for efficiency at known-item search (KIS) tasks with a well-defined data set in direct comparison to other tools.

    Read more →
  • COVFEFE Act

    COVFEFE Act

    The Communications Over Various Feeds Electronically for Engagement Act (COVFEFE Act), House Bill H.R. 2884, was introduced in the United States House of Representatives on June 12, 2017, during the 115th United States Congress. The bill was intended to amend the Presidential Records Act to preserve Twitter posts and other social media interactions of the President of the United States and require the National Archives to store such items. H.R. 2884 was assigned to the House Oversight and Reform Committee for consideration. While in committee, there were no roll call votes related to the bill. The bill died in committee. U.S. Representative Mike Quigley, Democrat of Illinois, introduced the legislation due to Donald Trump's routine use of Twitter, stating "In order to maintain public trust in government, elected officials must answer for what they do and say; this includes 140-character tweets. If the president is going to take to social media to make sudden public policy proclamations, we must ensure that these statements are documented and preserved for future reference". If enacted, the bill "would bar the prolifically tweeting president from deleting his posts, as he has sometimes done". The COVFEFE Act would have also treated a president's personal social media accounts (e.g., Trump's "@realDonaldTrump" Twitter account) the same as official social media accounts (e.g., the "@POTUS" Twitter account). == Background == The bill title refers to "covfefe", a word in a May 31, 2017 tweet that Trump sent at 12:06 AM EDT, reading "Despite the constant negative press covfefe". This incomplete tweet was liked and retweeted hundreds of thousands of times, making it one of the most popular tweets of 2017, as people speculated on its meaning. The tweet was deleted at 5:48 AM EDT. At 6:09 AM EDT, Trump's account tweeted "Who can figure out the true meaning of 'covfefe' ??? Enjoy!" During the May 31 White House press briefing, Hunter Walker of Yahoo! News asked White House press secretary Sean Spicer about the tweet and if there was any concern about the president sending out incoherent tweets that stay up for hours. Spicer responded, "I think the president and a small group of people know exactly what he meant" and offered no other explanation. This unexpected response spawned additional media attention and criticism for its cryptic meaning, with commentators unsure whether or not Spicer was joking. Callum Borchers of The Washington Post's The Fix noted that the Trump administration deliberately responded in a way that encouraged the media and the public to focus on covfefe instead of other controversies like the Russia investigation, resignation of White House communications director Michael Dubke, or U.S.-Germany relations. == Legal significance of Trump's tweeting == Trump's tweets have been legally significant in the past. White House Press Secretary Sean Spicer stated that Trump's tweets are "considered official statements by the President of the United States". Some of his tweets have contradicted his agenda by undercutting or contradicting statements of public officials as well as the arguments of U.S. Department of Justice attorneys seeking to defend Trump's decisions in court. A federal appellate court cited one of Trump's tweets in upholding a lower court's order blocking Trump's Executive Order 13780 from going into effect in 2017. Courts have been clear that Twitter statements can be used as evidence of intent. Before Trump's "@realDonaldTrump" Twitter account was suspended, he blocked a number of users, preventing them from viewing his tweets or posting public replies. A group associated with Columbia University filed a lawsuit on behalf of blocked users, called Knight First Amendment Institute v. Trump. Plaintiffs successfully argued that @realDonaldTrump reply threads constituted a "designated public forum" akin to a public meeting, and therefore blocking users based on their political viewpoints violated their constitutional right to freedom of speech. The Second Circuit upheld this ruling on July 9, 2019. Regardless of the failure of the bill, Trump's tweets have been archived in accordance with the Presidential and Federal Records Act Amendments of 2014.

    Read more →
  • LTE (telecommunication)

    LTE (telecommunication)

    In telecommunications, Long Term Evolution (LTE) is a standard for wireless broadband communication for cellular mobile devices and data terminals. It is considered to be a "transitional" 4G technology, and is therefore also referred to as 3.95G as a step above 3G. LTE is based on the 2G GSM/EDGE and 3G UMTS/HSPA standards. It improves on those standards' capacity and speed by using a different radio interface and core network improvements. LTE is the upgrade path for carriers with both GSM/UMTS networks and CDMA2000 networks. LTE has been succeeded by LTE Advanced, which is officially defined as a "true" 4G technology and also named "LTE+". == Terminology == The standard is developed by the 3GPP (3rd Generation Partnership Project) and is specified in its Release 8 document series, with minor enhancements described in Release 9. LTE is also called 3.95G and has been marketed as 4G LTE and Advanced 4G; but the original version did not meet the technical criteria of a 4G wireless service, as specified in the 3GPP Release 8 and 9 document series for LTE Advanced. The requirements were set forth by the ITU-R organisation in the IMT Advanced specification; but, because of market pressure and the significant advances that WiMAX, Evolved High Speed Packet Access, and LTE bring to the original 3G technologies, ITU-R later decided that LTE and the aforementioned technologies can be called 4G technologies. The LTE Advanced standard formally satisfies the ITU-R requirements for being considered IMT-Advanced. To differentiate LTE Advanced and WiMAX-Advanced from current 4G technologies, ITU has defined the latter as "True 4G". == Overview == LTE stands for Long Term Evolution and is a registered trademark owned by ETSI (European Telecommunications Standards Institute) for the wireless data communications technology and development of the GSM/UMTS standards. However, other nations and companies do play an active role in the LTE project. The goal of LTE was to increase the capacity and speed of wireless data networks using new DSP (digital signal processing) techniques and modulations that were developed around the turn of the millennium. A further goal was the redesign and simplification of the network architecture to an IP-based system with significantly reduced transfer latency compared with the 3G architecture. The LTE wireless interface is incompatible with 2G and 3G networks, so it must be operated on a separate radio spectrum. The idea of LTE was first proposed in 1998, with the use of the COFDM radio access technique to replace the CDMA and studying its Terrestrial use in the L band at 1428 MHz (TE) In 2004 by Japan's NTT Docomo, with studies on the standard officially commenced in 2005. In May 2007, the LTE/SAE Trial Initiative (LSTI) alliance was founded as a global collaboration between vendors and operators with the goal of verifying and promoting the new standard to ensure the global introduction of the technology as quickly as possible. The LTE standard was finalized in December 2008, and the first publicly available LTE service was launched by TeliaSonera in Oslo and Stockholm on December 14, 2009, as a data connection with a USB modem. The LTE services were launched by major North American carriers as well, with the Samsung SCH-r900 being the world's first LTE Mobile phone starting on September 21, 2010, and Samsung Galaxy Indulge being the world's first LTE smartphone starting on February 10, 2011, both offered by MetroPCS, and the HTC ThunderBolt offered by Verizon starting on March 17 being the second LTE smartphone to be sold commercially. In Canada, Rogers Wireless was the first to launch LTE network on July 7, 2011, offering the Sierra Wireless AirCard 313U USB mobile broadband modem, known as the "LTE Rocket stick" then followed closely by mobile devices from both HTC and Samsung. Initially, CDMA operators planned to upgrade to rival standards called UMB and WiMAX, but major CDMA operators (such as Verizon, Sprint and MetroPCS in the United States, Bell and Telus in Canada, au by KDDI in Japan, SK Telecom in South Korea and China Telecom/China Unicom in China) have announced instead they intend to migrate to LTE. The next version of LTE is LTE Advanced, which was standardized in March 2011. Services commenced in 2013. Additional evolution known as LTE Advanced Pro was approved in 2015. The LTE specification provides downlink peak rates of 300 Mbit/s, uplink peak rates of 75 Mbit/s, and QoS provisions permitting a transfer latency of less than 5 ms in the radio access network. LTE has the ability to manage fast-moving mobiles and supports multicast and broadcast streams. LTE supports scalable carrier bandwidths, from 1.4 MHz to 20 MHz and supports both frequency division duplexing (FDD) and time-division duplexing (TDD). The IP-based network architecture, called the Evolved Packet Core (EPC) designed to replace the GPRS Core Network, supports seamless handovers for both voice and data to cell towers with older network technology such as GSM, UMTS and CDMA2000. The simpler architecture results in lower operating costs (for example, each E-UTRA cell will support up to four times the data and voice capacity supported by HSPA). Because LTE frequencies and bands differ from country to country, only multi-band phones can use LTE in all countries where it is supported. == History == === 3GPP standard development timeline === In 2004, NTT Docomo of Japan proposes LTE as the international standard. In September 2006, Siemens Networks (today Nokia Networks) showed in collaboration with Nomor Research the first live emulation of an LTE network to the media and investors. As live applications, two users streaming an HDTV video in the downlink and playing an interactive game in the uplink have been demonstrated. In February 2007, Ericsson demonstrated for the first time in the world, LTE with bit rates up to 144 Mbit/s In September 2007, NTT Docomo demonstrated LTE data rates of 200 Mbit/s with power level below 100 mW during the test. In November 2007, Infineon presented the world's first RF transceiver named SMARTi LTE, supporting LTE functionality in a single-chip RF silicon processed in CMOS In early 2008, LTE test equipment began shipping from several vendors and at the Mobile World Congress 2008 in Barcelona, Ericsson demonstrated the world's first end-to-end mobile call enabled by LTE on a small handheld device. Motorola demonstrated an LTE RAN (Radio Access Network) standard compliant eNodeB and LTE chipset at the same event. At the February 2008 Mobile World Congress: Motorola demonstrated how LTE can accelerate the delivery of personal media experience with HD video demo streaming, HD video blogging, online gaming, and VoIP over LTE running a RAN standard-compliant LTE network & LTE chipset. Ericsson EMP (later ST-Ericsson) demonstrated the world's first end-to-end LTE call on handheld Ericsson demonstrated LTE FDD and TDD mode on the same base station platform. Freescale Semiconductor demonstrated streaming HD video with peak data rates of 96 Mbit/s downlink and 86 Mbit/s uplink. NXP Semiconductors (later part of ST-Ericsson) demonstrated a multi-mode LTE modem as the basis for a software-defined radio system for use in cellphones. picoChip and Mimoon demonstrated a base station reference design. This runs on a common hardware platform (multi-mode / software-defined radio) with their WiMAX architecture. In April 2008, Motorola demonstrated the first EV-DO to LTE hand-off handling over streaming a video from LTE to a commercial EV-DO network and back to LTE. In April 2008, LG Electronics and Nortel demonstrated LTE data rates of 50 Mbit/s while travelling at 110 km/h (68 mph). In November 2008, Motorola demonstrated industry first over-the-air LTE session in 700 MHz spectrum. Researchers at Nokia Siemens Networks and Heinrich Hertz Institut have demonstrated LTE with 100 Mbit/s Uplink transfer speeds. At the February 2009 Mobile World Congress: Infineon demonstrated a single-chip 65 nm CMOS RF transceiver providing 2G/3G/LTE functionality Launch of ng Connect program, a multi-industry consortium founded by Alcatel-Lucent to identify and develop wireless broadband applications. Motorola provided LTE drive tour on the streets of Barcelona to demonstrate LTE system performance in a real-life metropolitan RF environment In July 2009, Nujira demonstrated efficiencies of more than 60% for an 880 MHz LTE Power Amplifier In August 2009, Nortel and LG Electronics demonstrated the first successful handoff between CDMA and LTE networks in a standards-compliant manner In August 2009, Alcatel-Lucent receives FCC certification for LTE base stations for the 700 MHz spectrum band. In September 2009, Nokia Siemens Networks demonstrated the world's first LTE call on standards-compliant commercial software. In October 2009, Ericsson and Samsung demonstrated interoperability between the first ever commercial LTE device and the live network in

    Read more →
  • Frictionless sharing

    Frictionless sharing

    Frictionless sharing refers to the transparent or automatic dissemination of user activity across social media platforms, typically without requiring explicit action from the user each time content is shared. The concept gained prominence in 2011 after Mark Zuckerberg announced a series of new features for Facebook at the F8 developers conference, framing the changes as enabling “real-time serendipity in a friction-less experience.” == History and concept == Before 2011, the term “frictionless sharing” was occasionally used in academic and technical contexts to describe sharing of resources with minimal effort, such as through social bookmarking or Creative Commons licensing to reduce barriers to reuse of research data. The concept took on a broader cultural meaning when Facebook introduced its Timeline interface and new “social apps” in 2011. These features enabled third-party applications to automatically publish user activity to the platform—effectively shifting sharing from a deliberate act to a passive process. For example, integrating music streaming service Spotify meant that any song a user listened to could automatically appear in a Facebook “Ticker,” allowing friends to see the activity and click through to play the song themselves. == Zuckerberg’s vision == Zuckerberg articulated a vision of a Web in which sharing occurs by default rather than by choice: “You read, you watch, you listen, you buy—and everyone you know will hear all about it on Facebook.” This “frictionless” model assumes ongoing consent after an initial opt-in. Once users connect an app to their profile, any future activity with that app may be automatically shared. This shift from intentional posting to ambient sharing represented a significant evolution in how personal data is distributed online. == Criticism and debate == Many commentators and users have raised concerns about frictionless sharing. While some criticism centers on online privacy, others focus on how automatic updates can flood news feeds and erode the social value of sharing. Critics argue that when sharing becomes automatic, it dilutes the personal curation that makes social media exchanges meaningful. According to Slate, this approach risks “killing taste,” because users typically choose to share only select content they find worth highlighting, rather than everything they consume. AL.com similarly observed that the frictionless model encourages over-sharing, overwhelming both users and their networks with minor or trivial activities. For example, integrating multiple platforms—such as Twitter, Foursquare, Pinterest, Spotify, and others—can create an incessant stream of updates that some users may find intrusive or irritating. This can lead to what critics describe as “narcissistic” or noisy timelines, potentially undermining the “social” nature of social media. == Business model and data implications == For Facebook, frictionless sharing offers clear business advantages. More frequent and detailed sharing provides valuable data that can be used to refine targeted advertising and personalize content delivery. The model also encourages users to spend more time on the platform, reinforcing its position as a central hub of online social activity. Other technology companies have experimented with similar approaches. Google has introduced forms of cross-platform integration that facilitate automatic activity sharing, though with a more explicit opt-in structure compared to Facebook. This approach has been described as “friction with consent,” allowing users to manually enable or disable integrations on a per-service basis.

    Read more →
  • KoalaPad

    KoalaPad

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

    Read more →
  • Virtual DOM

    Virtual DOM

    A virtual DOM is a lightweight JavaScript representation of the Document Object Model (DOM) used in declarative web frameworks such as React, Vue.js, and Elm. Since generating a virtual DOM is relatively fast, any given framework is free to rerender the virtual DOM as many times as needed relatively cheaply. The framework can then find the differences between the previous virtual DOM and the current one (diffing), and only makes the necessary changes to the actual DOM (reconciliation). While technically slower than using just vanilla JavaScript, the pattern makes it much easier to write websites with a lot of dynamic content, since markup is directly coupled with state. Similar techniques include Ember.js' Glimmer and Angular's incremental DOM. == History == The JavaScript DOM API has historically been inconsistent across browsers, clunky to use, and difficult to scale for large projects. While libraries like jQuery aimed to improve the overall consistency and ergonomics of interacting with HTML, it too was prone to repetitive code that didn't describe the nature of the changes being made well and decoupled logic from markup. The release of AngularJS in 2010 provided a major paradigm shift in the interaction between JavaScript and HTML with the idea of dirty checking. Instead of imperatively declaring and destroying event listeners and modifying individual DOM nodes, changes in variables were tracked and sections of the DOM were invalidated and rerendered when a variable in their scope changed. This digest cycle provided a framework to write more declarative code that coupled logic and markup in a more logical way. While AngularJS aimed to provide a more declarative experience, it still required data to be explicitly bound to and watched by the DOM, and performance concerns were cited over the expensive process of dirty checking hundreds of variables. To alleviate these issues, React was the first major library to adopt a virtual DOM in 2013, which removed both the performance bottlenecks (since diffing and reconciling the DOM was relatively cheap) and the difficulty of binding data (since components were effectively just objects). Other benefits of a virtual DOM included improved security since XSS was effectively impossible and better extensibility since a component's state was entirely encapsulated. Its release also came with the advent of JSX, which further coupled HTML and JavaScript with an XML-like syntax extension. Following React's success, many other web frameworks copied the general idea of an ideal DOM representation in memory, such as Vue.js in 2014, which used a template compiler instead of JSX and had fine-grained reactivity built as part of the framework. In recent times, the virtual DOM has been criticized for being slow due to the additional time required for diffing and reconciling DOM nodes. This has led to the development of frameworks without a virtual DOM, such as Svelte, and frameworks that edit the DOM in-place such as Angular 2. == Implementations == === React === React pioneered the use of a virtual DOM to make components declaratively. Virtual DOM nodes are constructed using the createElement() function, but are often transpiled from JSX to make writing components more ergonomic. In class-based React, virtual DOM nodes are returned from the render() function, while in functional hook-based components, the return value of the function itself serves as the page markup. === Vue.js === Vue.js uses a virtual DOM to handle state changes, but is usually not directly interacted with; instead, a compiler is used to transform HTML templates into virtual DOM nodes as an implementation detail. While Vue supports writing JSX and custom render functions, it's more typical to use the template compiler since a build step isn't required that way. === Svelte === Svelte does not have a virtual DOM, with its creator Rich Harris calling the virtual DOM "pure overhead". Instead of diffing and reconciling DOM nodes at runtime, Svelte uses compile-time reactivity to analyze markup and generate JavaScript code that directly manipulates the DOM, drastically increasing performance.

    Read more →
  • Visopsys

    Visopsys

    Visopsys (Visual Operating System), is an operating system, written by Andy McLaughlin. Development of the operating system began in 1997. The operating system is licensed under the GNU GPL, with the headers and libraries under the less restrictive LGPL license. It runs on the 32-bit IA-32 architecture. It features a multitasking kernel, supports asynchronous I/O and the FAT line of file systems. It requires a Pentium processor. == History == The development of Visopsys began in 1997, being written by Andy McLaughlin. The first public release of the Operating System was on 2 March 2001, with version 0.1. In this release, Visopsys was a 32 bit operating system, supporting preemptive multitasking and virtual memory. == System overview == Visopsys uses a monolithic kernel, written in the C programming language, with elements of assembly language for certain interactions with the hardware. The operating system supports a graphical user interface, with a small C library.

    Read more →
  • Communications system

    Communications system

    A communications system is a collection of individual telecommunications networks systems, relay stations, tributary stations, and terminal equipment usually capable of interconnection and interoperation to form an integrated whole. Communication systems allow the transfer of information from one place to another or from one device to another through a specified channel or medium. The components of a communications system serve a common purpose, are technically compatible, use common procedures, respond to controls, and operate in union. In the structure of a communication system, the transmitter first converts the data received from the source into a light signal and transmits it through the medium to the destination of the receiver. The receiver connected at the receiving end converts it to digital data, maintaining certain protocols e.g. FTP, ISP assigned protocols etc. Telecommunications is a method of communication (e.g., for sports broadcasting, mass media, journalism, etc.). Communication is the act of conveying intended meanings from one entity or group to another through the use of mutually understood signs and semiotic rules. == Types == === By media === An optical communication system is any form of communications system that uses light as the transmission medium. Equipment consists of a transmitter, which encodes a message into an optical signal, a communication channel, which carries the signal to its destination, and a receiver, which reproduces the message from the received optical signal. Fiber-optic communication systems transmit information from one place to another by sending light through an optical fiber. The light forms a carrier signal that is modulated to carry information. A radio communication system is composed of several communications subsystems that give exterior communications capabilities. A radio communication system comprises a transmitting conductor in which electrical oscillations or currents are produced and which is arranged to cause such currents or oscillations to be propagated through the free space medium from one point to another remote therefrom and a receiving conductor at such distant point adapted to be excited by the oscillations or currents propagated from the transmitter. Power-line communication systems operate by impressing a modulated carrier signal on power wires. Different types of power-line communications use different frequency bands, depending on the signal transmission characteristics of the power wiring used. Since the power wiring system was originally intended for transmission of AC power, the power wire circuits have only a limited ability to carry higher frequencies. The propagation problem is a limiting factor for each type of power line communications. === By technology === A duplex communication system is a system composed of two connected parties or devices which can communicate with one another in both directions. The term duplex is used when describing communication between two parties or devices. Duplex systems are employed in nearly all communications networks, either to allow for a communication "two-way street" between two connected parties or to provide a "reverse path" for the monitoring and remote adjustment of equipment in the field. An antenna is basically a small length of a conductor that is used to radiate or receive electromagnetic waves. It acts as a conversion device. At the transmitting end it converts high frequency current into electromagnetic waves. At the receiving end it transforms electromagnetic waves into electrical signals that is fed into the input of the receiver. several types of antenna are used in communication. Examples of communications subsystems include the Defense Communications System (DCS). === Examples: by technology === Telephone Mobile phone Tablet computer Television Telegraph Edison Telegraph TV cable Computer === By application area === The term transmission system is used in the telecommunications industry to emphasize the intermediate media, protocols, and equipment in the circuit, rather than particular end-user applications. A tactical communications system is a communications system that (a) is used within, or in direct support of tactical forces (b) is designed to meet the requirements of changing tactical situations and varying environmental conditions, (c) provides securable communications, such as voice, data, and video, among mobile users to facilitate command and control within, and in support of, tactical forces, and (d) usually requires extremely short installation times, usually on the order of hours, in order to meet the requirements of frequent relocation. An Emergency communication system is any system (typically computer based) that is organized for the primary purpose of supporting the two way communication of emergency messages between both individuals and groups of individuals. These systems are commonly designed to integrate the cross-communication of messages between are variety of communication technologies. An Automatic call distributor (ACD) is a communication system that automatically queues, assigns and connects callers to handlers. This is used often in customer service (such as for product or service complaints), ordering by telephone (such as in a ticket office), or coordination services (such as in air traffic control). A Voice Communication Control System (VCCS) is essentially an ACD with characteristics that make it more adapted to use in critical situations (no waiting for dial tone, or lengthy recorded announcements, radio and telephone lines equally easily connected to, individual lines immediately accessible etc..) == Key components == =

    Read more →
  • Knowledge graph embedding

    Knowledge graph embedding

    In representation learning, knowledge graph embedding (KGE), also called knowledge representation learning (KRL), or multi-relation learning, is a machine learning task of learning a low-dimensional representation of a knowledge graph's entities and relations while preserving their semantic meaning. Leveraging their embedded representation, knowledge graphs can be used for various applications such as link prediction, triple classification, entity recognition, clustering, and relation extraction. == Definition == A knowledge graph G = { E , R , F } {\displaystyle {\mathcal {G}}=\{E,R,F\}} is a collection of entities E {\displaystyle E} , relations R {\displaystyle R} , and facts F {\displaystyle F} . A fact is a triple ( h , r , t ) ∈ F {\displaystyle (h,r,t)\in F} that denotes a link r ∈ R {\displaystyle r\in R} between the head h ∈ E {\displaystyle h\in E} and the tail t ∈ E {\displaystyle t\in E} of the triple. Another notation that is often used in the literature to represent a triple (or fact) is ⟨ head , relation , tail ⟩ {\displaystyle \langle {\text{head}},{\text{relation}},{\text{tail}}\rangle } . This notation is called the Resource Description Framework (RDF). A knowledge graph represents the knowledge related to a specific domain; leveraging this structured representation, it is possible to infer a piece of new knowledge from it after some refinement steps. However, nowadays, people have to deal with the sparsity of data and the computational inefficiency to use them in a real-world application. The embedding of a knowledge graph is a function that translates each entity and each relation into a vector of a given dimension d {\displaystyle d} , called embedding dimension. It is even possible to embed the entities and relations with different dimensions. The embedding vectors can then be used for other tasks. A knowledge graph embedding is characterized by four aspects: Representation space: The low-dimensional space in which the entities and relations are represented. Scoring function: A measure of the goodness of a triple-embedded representation. Encoding models: The modality in which the embedded representation of the entities and relations interact with each other. Additional information: Any additional information coming from the knowledge graph that can enrich the embedded representation. Usually, an ad hoc scoring function is integrated into the general scoring function for each additional piece of information. == Embedding procedure == All algorithms for creating a knowledge graph embedding follow the same approach. First, the embedding vectors are initialized to random values. Then, they are iteratively optimized using a training set of triples. In each iteration, a batch of size b {\displaystyle b} triples is sampled from the training set, and a triple from it is sampled and corrupted—i.e., a triple that does not represent a true fact in the knowledge graph. The corruption of a triple involves substituting the head or the tail (or both) of the triple with another entity that makes the fact false. The original triple and the corrupted triple are added in the training batch, and then the embeddings are updated, optimizing a scoring function. Iteration stops when a stop condition is reached. Usually, the stop condition depends on the overfitting of the training set. At the end, the learned embeddings should have extracted semantic meaning from the training triples and should correctly predict unseen true facts in the knowledge graph. === Pseudocode === The following is the pseudocode for the general embedding procedure. algorithm Compute entity and relation embeddings input: The training set S = { ( h , r , t ) } {\displaystyle S=\{(h,r,t)\}} , entity set E {\displaystyle E} , relation set R {\displaystyle R} , embedding dimension k {\displaystyle k} output: Entity and relation embeddings initialization: the entities e {\displaystyle e} and relations r {\displaystyle r} embeddings (vectors) are randomly initialized while stop condition do S b a t c h ← s a m p l e ( S , b ) {\displaystyle S_{batch}\leftarrow sample(S,b)} // Sample a batch from the training set for each ( h , r , t ) {\displaystyle (h,r,t)} in S b a t c h {\displaystyle S_{batch}} do ( h ′ , r , t ′ ) ← s a m p l e ( S ′ ) {\displaystyle (h',r,t')\leftarrow sample(S')} // Sample a corrupted fact T b a t c h ← T b a t c h ∪ { ( ( h , r , t ) , ( h ′ , r , t ′ ) ) } {\displaystyle T_{batch}\leftarrow T_{batch}\cup \{((h,r,t),(h',r,t'))\}} end for Update embeddings by minimizing the loss function end while == Performance indicators == These indexes are often used to measure the embedding quality of a model. The simplicity of the indexes makes them very suitable for evaluating the performance of an embedding algorithm even on a large scale. Given Q {\displaystyle {\ce {Q}}} as the set of all ranked predictions of a model, it is possible to define three different performance indexes: Hits@K, MR, and MRR. === Hits@K === Hits@K or in short, H@K, is a performance index that measures the probability to find the correct prediction in the first top K model predictions. Usually, it is used k = 10 {\displaystyle k=10} . Hits@K reflects the accuracy of an embedding model to predict the relation between two given triples correctly. Hits@K = | { q ∈ Q : q < k } | | Q | ∈ [ 0 , 1 ] {\displaystyle ={\frac {|\{q\in Q:q Read more →

  • 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.

    Read more →
  • DiscoVision

    DiscoVision

    DiscoVision is the name of several things related to the video LaserDisc format. It was the original name of the "Reflective Optical Videodisc System" format later known as "LaserVision" or LaserDisc. == Description == MCA DiscoVision, Inc. was a division of entertainment giant MCA (Music Corporation of America), established in 1969 to develop and sell an optical videodisc system. MCA released discs pressed in Carson and Costa Mesa, California on the DiscoVision label from the format's Atlanta, Georgia launch in 1978 to 1982 and the release of the film The Four Seasons. DiscoVision titles included films from Universal Pictures, Paramount Pictures, Warner Bros. Pictures, and Disney content. Agreements were made with Columbia Pictures and United Artists, though no discs were released on the DiscoVision label from either studio. Most of these companies later established their own labels for the format, the first being Paramount with a dozen movies released on the Paramount Home Video label in the summer of 1981. The successor to MCA DiscoVision, DiscoVision Associates (DVA), was the result of a partnership between IBM and MCA. It was hoped that the merger would provide the basis for improvement of the quality of DiscoVision pressings, but no appreciable improvement ever took hold. In 1981, responsibility for the laser videodisc was sold to Pioneer Electronic Corporation, after MCA Discovision had previously started a partnership in 1977 with Pioneer, Universal Pioneer, to produce the Pioneer PR-7820 player (the first industrial model of DiscoVision player from 1978), as well as establishing disc pressing plants in Japan. As part of the partnership, Pioneer, in association with MCA, had a disc replication facility in Kofu, Japan that produced discs. Some of the last DiscoVision label discs were manufactured by Pioneer in Japan. In the same year, MCA discontinued their DiscoVision branding, due to the sale of the technology to Pioneer (who then rebranded the format as LaserDisc) and in turn rebranded their laserdisc releases, now fabricated by Pioneer, under the MCA Videodisc banner; this was changed to the "MCA Home Video" name for both its VHS and videodisc releases. Some of DiscoVision's technical staff went on to form MCA Video Games, in an effort to produce video game cartridges. DiscoVision Associates later evolved into a patent holding company which manages and licenses intellectual property related to LaserDisc, Compact Disc, and optical disc technologies, as well as other non-disc related fields. In 1989, Pioneer acquired DiscoVision Associates where it continues to license its technologies independently. As the portfolio of patent expired, the presence of DiscoVision became less visible. However, it established the success of a patent holding company, which other companies are stimulated to generate royalty income from their own patent portfolio.

    Read more →
  • Digital scrapbooking

    Digital scrapbooking

    Digital scrapbooking is the term for the creation of a new 2D artwork by re-combining various graphic elements. It is a form of scrapbooking that is done using a personal computer, digital or scanned photos and computer graphics software. It is a relatively new form of the traditional print scrapbooking. Recent advances in technology now enable the craft to be pursued on tablets and smart devices utilising imaging apps as well as hobby specific apps, some of which have been created specifically by brands for use with their own image products. Digital scrapbooking kits are available to purchase and download at many websites that specialize in the craft. Kits contain graphics and word-art and are usually themed and color-coordinated. They usually consist of a mix of background images and "cut out" [extracted] images containing alpha channels. Once a kit has been downloaded to the computer or device, it can then be used over and over again to make new scrapbook pages (scrapbook layouts) within the software program that one chooses to use, often in combination with the users's own family photographs, scanned keepsakes and other unique personal elements scanned on a flatbed scanner. Scanning is usually done at 300dpi, to make the resulting images suitable for print. == Licensing and Copyright == Kits are sometimes licensed differently from other forms of traditional royalty-free stock images that may be purchased per-item or in sets at online stock photography sites. Some kit packs will be wholly royalty-free, but some kit makers may restrict usage to non-commercial work only. Some may specifically forbid the use of their work in projects for commercial gain, for example greetings cards and gift tags that may be made with their kits. Licensing often varies from kit to kit, even from the same maker. Some kits include derivative works of public domain material. In contrast to stock, creators of digital scrapbooking kits often require a credit or byline to indicate that their image elements have been used in a new creation. == Uses == Some artistic individuals combine digital scrapbooking with traditional scrapbooking to create what's known as hybrid scrapbooking projects. Hybrid scrapbooking involves creating layouts on the computer using digital supplies that will then be printed and combined with traditional supplies such as buttons, ribbons and other elements. Conversely, a hybrid scrapbook project may also be created using traditional paper supplies and augmented with digital elements that have been printed and cut out specifically for use on the project. Journaling may be done within the software programs to accompany images and to create digital storybooks, or scrapbooks, which are then published in photo books via various popular print-on-demand services, printed and added to traditional scrapbooks, burned to CDs or posted on the Web. Digital Scrapbooking may also be done online by uploading photos to a specialist scrapbooking website and utilising their custom built platforms and decorative image elements to complete the projects for print to finished products, for example photo books and holiday greeting cards. == Market Size == The traditional scrapbooking market appeared to decline somewhat in the USA since 2010, probably due to the 2008 financial crisis, and the digital scrapbooking market (being potentially a much cheaper form of scrapbooking) may have increased accordingly. Both markets currently appear to have recovered lost ground and expanded since the beginning of the COVID-19 pandemic as many people sought to productively fill their time during lockdowns, quarantines and self-isolation / stay at home directions. == Digital scrapbooking software == The main software programs that are typically used are Adobe Photoshop, Adobe Photoshop Elements, paint.net (freeware), Filter Forge, Corel Paintshop Pro, and GIMP. Additionally Adobe offer the Photoshop iOS product using the same code base as the desktop version to drive the app version. == Digital scrapbooking supplies == Digital scrapbooking supplies are downloaded from the Internet and then stored on a computer or external hardrive, DVD or CD media, SD cards, or in the cloud, to be used as needed. Both paid and free digital scrapbooking supplies available from numerous designers on their blogs or in e-commerce stores either as solo designers or as part of a wide cohort of designers working cooperatively in large full service e-commerce websites. Usually designed at 300ppi image resolution, digital scrapbooking product offerings and supplies often include: Full coordinated kits containing digital background “papers”, decorative alphabets, and diverse embellishments generally containing a mixture of .JPG and .PNG files; "Quick pages", flattened files containing a completed page layout with transparent photo windows in .PNG file format; Digital templates, fully layered layouts i.e. pages that have had the composition pre-designed ready for use in an imaging program or app, fully customizable for color schemes, kit choices, photographs and other embellishments, generally supplied in either .PSD or .TIF file format; Hybrid “quick pages”, i.e. layouts that are both fully designed and fully layered for customization, generally supplied in either .PSD or .TIF file format; Adobe Photoshop actions, brushes, custom shapes, paths and styles, saved in their respective native Photoshop file formats; and Corel PaintShop Pro equivalent tools.

    Read more →
  • Hallucination (artificial intelligence)

    Hallucination (artificial intelligence)

    In the field of artificial intelligence (AI), a hallucination or artificial hallucination (also called bullshitting, confabulation, or delusion) is a response generated by AI that contains false or misleading information presented as fact. This term draws a loose analogy with human psychology, where a hallucination typically involves false percepts. For example, a chatbot powered by large language models (LLMs), like ChatGPT, may embed plausible-sounding random falsehoods within its generated content. Detecting and mitigating errors and hallucinations pose significant challenges for practical deployment and reliability of LLMs in high-stakes scenarios, such as chip design, supply chain logistics, and medical diagnostics. Some software engineers and statisticians have criticized the specific term "AI hallucination" for unreasonably anthropomorphizing computers. Symbolic artificial intelligence models generally do not produce hallucinations, unlike large language models. == Term == === Origin === Since the 1980s, the term "hallucination" has been used in computer vision with a positive connotation to describe the process of adding detail to an image. For example, the task of generating high-resolution face images from low-resolution inputs is called face hallucination. The first documented use of the term "hallucination" in this sense is in the PhD thesis of Eric Mjolsness in 1986. A notable work is the face hallucination algorithm by Simon Baker and Takeo Kanade published in 1999. In the 2000s, hallucinations were described in statistical machine translation as a failure mode. Since the 2010s, the term has undergone a semantic shift to signify the generation of factually incorrect or misleading outputs by AI systems in tasks like machine translation and object detection. In 2015, hallucinations were identified in visual semantic role labeling tasks by Saurabh Gupta and Jitendra Malik. In 2015, computer scientist Andrej Karpathy used the term "hallucinated" in a blog post to describe his recurrent neural network (RNN) language model generating an incorrect citation link. In 2017, Google researchers used the term to describe the responses generated by neural machine translation (NMT) models when they are not related to the source text, and in 2018, the term was used in computer vision to describe instances where non-existent objects are erroneously detected because of adversarial attacks. In July 2021, Meta warned during its release of BlenderBot 2 that the system is prone to "hallucinations", which Meta defined as "confident statements that are not true". Following OpenAI's ChatGPT release in beta version in November 2022, some users complained that such chatbots often seem to pointlessly embed plausible-sounding random falsehoods within their generated content. Many news outlets, including The New York Times, started to use the term "hallucinations" to describe these models' frequently incorrect or inconsistent responses. In 2023, the Cambridge dictionary updated its definition of hallucination to include this new sense specific to the field of AI. Some researchers have highlighted a lack of consistency in how the term is used, but also identified several alternative terms in the literature, such as confabulations, fabrications, and factual errors. === Definitions and alternatives === Uses, definitions and characterizations of the term "hallucination" in the context of LLMs include: "a tendency to invent facts in moments of uncertainty" (OpenAI, May 2023) "a model's logical mistakes" (OpenAI, May 2023) "fabricating information entirely, but behaving as if spouting facts" (CNBC, May 2023) "making up information" (The Verge, February 2023) "probability distributions" (in scientific contexts) Journalist Benj Edwards, in Ars Technica, writes that the term "hallucination" is controversial, but that some form of metaphor remains necessary; Edwards suggests "confabulation" as an analogy for processes that involve "creative gap-filling". In July 2024, a White House report on fostering public trust in AI research mentioned hallucinations only in the context of reducing them. Notably, when acknowledging David Baker's Nobel Prize-winning work with AI-generated proteins, the Nobel committee avoided the term entirely, instead referring to "imaginative protein creation". Hicks, Humphries, and Slater, in their article in Ethics and Information Technology, argue that the output of LLMs is "bullshit" under Harry Frankfurt's definition of the term, and that the models are "in an important way indifferent to the truth of their outputs", with true statements only accidentally true, and false ones accidentally false. Some researchers also use the derogatory term "botshit", often referring to uncritical use of AI. === Criticism === In the scientific community, some researchers avoid the term "hallucination", seeing it as potentially misleading. It has been criticized by Usama Fayyad, executive director of the Institute for Experimental Artificial Intelligence at Northeastern University, on the grounds that it misleadingly personifies large language models and is vague. Mary Shaw said, "The current fashion for calling generative AI's errors 'hallucinations' is appalling. It anthropomorphizes the software, and it spins actual errors as somehow being idiosyncratic quirks of the system even when they're objectively incorrect." In Salon, statistician Gary Smith argues that LLMs "do not understand what words mean" and consequently that the term "hallucination" unreasonably anthropomorphizes the machine. Murray Shanahan argues that anthropomorphic framing of LLM capabilities, including terms like "hallucination", encourages users and researchers to attribute cognitive processes to systems that operate through statistical pattern completion, and advocates for more careful linguistic practices when discussing LLM behavior. Kristina Šekrst argues that applying psychological vocabulary to LLM outputs obscures the difference between the appearance of mental properties and their genuine presence. Förster & Skop assert that tech companies use the hallucination metaphor to anthropomorphize models and deflect responsibility for non-factual outputs. Some see the AI outputs not as illusory but as prospective—that is, having some chance of being true, similar to early-stage scientific conjectures. The term has also been criticized for its association with psychedelic drug experiences. == In natural language generation == In natural language generation, there are several reasons why natural language models hallucinate: === Hallucination from data === Hallucinations can stem from incomplete, inaccurate or unrepresentative data sets. === Modeling-related causes === The pre-training of generative pretrained transformers (GPT) involves predicting the next word. It incentivizes GPT models to "give a guess" about what the next word is, even when they lack information. Some researchers take an anthropomorphic perspective and posit that hallucinations arise from a tension between novelty and usefulness. For instance, Amabile and Pratt define human creativity as the production of novel and useful ideas. By extension, a focus on novelty in machine creativity can lead to the production of original but inaccurate responses—that is, falsehoods—whereas a focus on usefulness may result in memorized content lacking originality. By 2022, newspapers such as The New York Times expressed concern that, as the adoption of bots based on large language models continued to grow, unwarranted user confidence in bot output could lead to problems. === Interpretability research === In 2025, interpretability research by Anthropic on the LLM Claude identified internal circuits that cause it to decline to answer questions unless it knows the answer. By default, the circuit is active and the LLM doesn't answer. When the LLM has sufficient information, these circuits are inhibited and the LLM answers the question. Hallucinations were found to occur when this inhibition happens incorrectly, such as when Claude recognizes a name but lacks sufficient information about that person, causing it to generate plausible but untrue responses. === Examples === On 15 November 2022, researchers from Meta AI published Galactica, designed to "store, combine and reason about scientific knowledge". Content generated by Galactica came with the warning: "Outputs may be unreliable! Language Models are prone to hallucinate text." In one case, when asked to draft a paper on creating avatars, Galactica cited a fictitious paper from a real author who works in the relevant area. Meta withdrew Galactica on 17 November due to offensiveness and inaccuracy. OpenAI's ChatGPT, released in beta version to the public on November 30, 2022, was based on the foundation model GPT-3.5 (a revision of GPT-3). Professor Ethan Mollick of Wharton called it an "omniscient, eager-to-please intern who sometimes lies to you". Data scientist Teresa Kuba

    Read more →
  • Bulletin (service)

    Bulletin (service)

    Bulletin was an online newsletter platform launched by Facebook on July 6, 2021, that allows notable writers to make announcements directly to their subscribers. Its competitors included Substack, of which Bulletin was called a "near-clone." Writers participating in the platform's launch included Malcolm Gladwell, Mitch Albom, Tan France, Jessica Yellin, Jane Wells, Erin Andrews and Dorie Greenspan. Facebook CEO Mark Zuckerberg stated that Bulletin represented the first time that the company had "built a project that is directly for journalists and individual writers." In October 2022 Meta announced the shutdown of Bulletin. The platform went into read only mode in January 2023 and became unavailable in April 2023. == History == Facebook announced Bulletin as its online newsletter platform on June 29, 2021. and launched by the company on July 6, 2021. Facebook CEO Mark Zuckerberg touted the service by saying that Bulletin represented the first time that the company had "built a project that is directly for journalists and individual writers." Writers participating in the platform's launch included Malcolm Gladwell, Mitch Albom, Tan France, Jessica Yellin, Jane Wells, Erin Andrews and Dorie Greenspan. == Reception == Unlike competitor such as Substack, Facebook indicated upon service's launch that it would not take a cut of subscription fees of writers using that platform. According to Washington Post technology writer Will Oremus, the move was criticized by those who viewed it as a form of predatory pricing intended by Facebook to force those competitors out of business. Sandeep Vaheesan, legal director of the think tank Open Markets, called for the government to reexamine predatory pricing as a violation of antitrust law, saying, "We want companies to compete by making better products, investing in new equipment and tech — not purely relying on their financial advantages to capture market share."

    Read more →
  • Technology company

    Technology company

    A technology company, or tech company, is a company that focuses primarily on the manufacturing, support, research and development of—most commonly computing, telecommunication and consumer electronics–based—technology-intensive products and services, which include businesses relating to digital electronics, software, optics, new energy, and Internet-related services such as cloud storage and e-commerce services. Big Tech refers to the 6 largest companies, both in the United States and globally, symbolized by the metonym 'Silicon Valley', where 4 of them are based. == Details == According to Fortune, as of 2020, the ten largest technology companies by revenue are: Apple Inc., Samsung, Foxconn, Alphabet Inc., Microsoft, Huawei, Dell Technologies, Hitachi, IBM, and Sony. Amazon has higher revenue than Apple, but is classified by Fortune in the retail sector. The most profitable listed in 2020 are Apple Inc., Microsoft, Alphabet Inc., Intel, Meta Platforms, Samsung, and Tencent. Apple Inc., Alphabet Inc. (owner of Google), Meta Platforms (owner of Facebook), Microsoft, and Amazon.com, Inc. are often referred to as the Big Five multinational technology companies based in the United States. These five technology companies dominate major functions, e-commerce channels, and information of the entire Internet ecosystem. As of 2017, the Big Five had a combined valuation of over $3.3 trillion and make up more than 40 percent of the value of the Nasdaq-100 index. Many large tech companies have a reputation for innovation, spending large sums of money annually on research and development. According to PwC's 2017 Global Innovation 1000 ranking, tech companies made up nine of the 20 most innovative companies in the world, with the top R&D spender (as measured by expenditure) being Amazon, followed by Alphabet Inc., and then Intel. As a result of numerous influential tech companies and tech startups opening offices in proximity to one another, a number of technology districts have developed in various areas across the globe. These include: Silicon Valley in the San Francisco Bay Area, Silicon Wadi in Israel, Silicon Docks in Dublin, Silicon Hills in Austin, Tech City in London; Digital Media City in Seoul, Zhongguancun in Beijing, Cyberjaya in Malaysia and Cyberabad in Hyderabad, India. As of 2026, Europe has six of the world's 100 most valuable tech companies, compared with 56 in the United States and 16 in China.

    Read more →