AI Data Center Map

AI Data Center Map — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Gerrit (software)

    Gerrit (software)

    Gerrit ( GERR-it) is a free, web-based team code collaboration tool. Software developers in a team can review each other's modifications on their source code using a Web browser and approve or reject those changes. It integrates closely with Git, a distributed version control system. Gerrit is a fork of Rietveld, a code review tool for Subversion. Both are named after Dutch designer Gerrit Rietveld. == History == Originally written in Python like Rietveld, it is now written in Java (Java EE Servlet) with SQL since version 2 and a custom-made Git-based database (NoteDb) since version 3. In versions 2.0–2.16 Gerrit used Google Web Toolkit for its browser-based front-end. After being developed and used in parallel with GWT for versions 2.14–2.16, a new Polymer web UI replaced the GWT UI in version 3.0.

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  • Social media optimization

    Social media optimization

    Social media optimization (SMO) is the use of online platforms to generate income or publicity to increase the awareness of a brand, event, product or service. Types of social media involved include RSS feeds, blogging sites, social bookmarking sites, social news websites, video sharing websites such as YouTube and social networking sites such as Facebook, Instagram, TikTok and X (Twitter). SMO is similar to search engine optimization (SEO) in that the goal is to drive web traffic, and draw attention to a company or creator. SMO's focal point is on gaining organic links to social media content. In contrast, SEO's core is about reaching the top of the search engine hierarchy. In general, social media optimization refers to optimizing a website and its content to encourage more users to use and share links to the website across social media and networking sites. SMO is used to strategically create online content ranging from well-written text to eye-catching digital photos or video clips that encourages and entices people to engage with a website. Users share this content, via its weblink, with social media contacts and friends. Common examples of social media engagement are "liking and commenting on posts, retweeting, embedding, sharing, and promoting content". Social media optimization is also an effective way of implementing online reputation management (ORM), meaning that if someone posts bad reviews of a business, an SMO strategy can ensure that the negative feedback is not the first link to come up in a list of search engine results. In the 2010s, with social media sites overtaking TV as a source for news for young people, news organizations have become increasingly reliant on social media platforms for generating web traffic. Publishers such as The Economist employ large social media teams to optimize their online posts and maximize traffic, while other major publishers now use advanced artificial intelligence (AI) technology to generate higher volumes of web traffic. == Relationship with search engine optimization == Social media optimization is an increasingly important factor in search engine optimization, which is the process of designing a website in a way so that it has as high a ranking as possible on search engines. Search engines are increasingly utilizing the recommendations of users of social networks such as Reddit, Facebook, Tumblr, Twitter, YouTube, LinkedIn, Pinterest and Instagram to rank pages in the search engine result pages. The implication is that when a webpage is shared or "liked" by a user on a social network, it counts as a "vote" for that webpage's quality. Thus, search engines can use such votes accordingly to properly ranked websites in search engine results pages. Furthermore, since it is more difficult to tip the scales or influence the search engines in this way, search engines are putting more stock into social search. This, coupled with increasingly personalized search based on interests and location, has significantly increased the importance of a social media presence in search engine optimization. Due to personalized search results, location-based social media presences on websites such as Yelp, Google Places, Foursquare, and Yahoo! Local have become increasingly important. While social media optimization is related to search engine marketing, it differs in several ways. Primarily, SMO focuses on driving web traffic from sources other than search engines, though improved search engine ranking is also a benefit of successful social media optimization. Further, SMO is helpful to target particular geographic regions in order to target and reach potential customers. This helps in lead generation (finding new customers) and contributes to high conversion rates (i.e., converting previously uninterested individuals into people who are interested in a brand or organization). == Relationship with viral marketing == Social media optimization is in many ways connected to the technique of viral marketing or "viral seeding" where word of mouth is created through the use of networking in social bookmarking, video and photo sharing websites. An effective SMO campaign can harness the power of viral marketing; for example, 80% of activity on Pinterest is generated through "repinning." Furthermore, by following social trends and utilizing alternative social networks, websites can retain existing followers while also attracting new ones. This allows businesses to build an online following and presence, all linking back to the company's website for increased traffic. For example, with an effective social bookmarking campaign, not only can website traffic be increased, but a site's rankings can also be increased. In a similar way, the engagement with blogs creates a similar result by sharing content through the use of RSS in the blogosphere. Social media optimization is considered an integral part of an online reputation management (ORM) or search engine reputation management (SERM) strategy for organizations or individuals who care about their online presence. SMO is one of six key influencers that affect Social Commerce Construct (SCC). Online activities such as consumers' evaluations and advices on products and services constitute part of what creates a Social Commerce Construct (SCC). Social media optimization is not limited to marketing and brand building. Increasingly, smart businesses are integrating social media participation as part of their knowledge management strategy (i.e., product/service development, recruiting, employee engagement and turnover, brand building, customer satisfaction and relations, business development and more). Additionally, social media optimization can be implemented to foster a community of the associated site, allowing for a healthy business-to-consumer (B2C) relationship. == Origins and implementation == According to technologist Danny Sullivan, the term "social media optimization" was first used and described by marketer Rohit Bhargava on his marketing blog in August 2006. In the same post, Bhargava established the five important rules of social media optimization. Bhargava believed that by following his rules, anyone could influence the levels of traffic and engagement on their site, increase popularity, and ensure that it ranks highly in search engine results. An additional 11 SMO rules have since been added to the list by other marketing contributors. The 16 rules of SMO, according to one source, are as follows: Increase your linkability Make tagging and bookmarking easy Reward inbound links Help your content to "travel" via sharing Encourage the mashup, where users are allowed to remix content Be a user resource, even if it doesn't help you (e.g., provide resources and information for users) Reward helpful and valuable users Participate (join the online conversation) Know how to target your audience Create new, quality content ("web scraping" of existing online content is ignored by good search engines) Be "real" in the tone and style of the posts Don't forget your roots; be humble Don't be afraid to experiment, innovate, try new things and "stay fresh" Develop an SMO strategy Choose your SMO tactics wisely Make SMO a key part of your marketing process and develop company best practices Bhargava's initial five rules were more specifically designed to SMO, while the list is now much broader and addresses everything that can be done across different social media platforms. According to author and CEO of TopRank Online Marketing, Lee Odden, a Social Media Strategy is also necessary to ensure optimization. This is a similar concept to Bhargava's list of rules for SMO. The Social Media Strategy may consider: Objectives e.g. creating brand awareness and using social media for external communications. Listening e.g. monitoring conversations relating to customers and business objectives. Audience e.g. finding out who the customers are, what they do, who they are influenced by, and what they frequently talk about. It is important to work out what customers want in exchange for their online engagement and attention. Participation and content e.g. establishing a presence and community online and engaging with users by sharing useful and interesting information. Measurement e.g. keeping a record of likes and comments on posts, and the number of sales to monitor growth and determine which tactics are most useful in optimizing social media. According to Lon Safko and David K. Brake in The Social Media Bible, it is also important to act like a publisher by maintaining an effective organizational strategy, to have an original concept and unique "edge" that differentiates one's approach from competitors, and to experiment with new ideas if things do not work the first time. If a business is blog-based, an effective method of SMO is using widgets that allow users to share content to their personal social media platforms. This will ultimately reach a wider target audience and drive mor

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  • Social media newsroom

    Social media newsroom

    A social media newsroom is a company resource, set up to increase the functionality and usability of the traditional online newsroom. Social media newsrooms (SMNs) are intended to encourage dialogue and information sharing. Unlike online newsrooms, content is accessible to more than just journalists, but to all those with whom the company engages such as bloggers, their prospects, customers, business partners and investors. It gives these stakeholders access to news, public relations announcements, images, audio, video and other multimedia files. In addition to posting press releases and corporate news, companies can integrate other social content from sites such as YouTube, Flickr and Slideshow as well as streams from corporate Twitter accounts. Traditional tools for journalists such as corporate fast facts, leadership information, a multimedia library, financial information, awards and other recent media coverage are also included in an SMN. Examples of companies effectively using social media newsrooms include Opel Group, Pressat, First Direct, MyNewsdesk, Scania and Newport Beach.

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  • Cryptographic nonce

    Cryptographic nonce

    In cryptography, a nonce is an arbitrary number that can be used just once in a cryptographic communication. It is often a random or pseudo-random number issued in an authentication protocol to ensure that each communication session is unique, and therefore that old communications cannot be reused in replay attacks. Nonces can also be useful as initialization vectors and in cryptographic hash functions. == Definition == A nonce is an arbitrary number used only once in a cryptographic communication, in the spirit of a nonce word. They are often random or pseudo-random numbers. Many nonces also include a timestamp to ensure exact timeliness, though this requires clock synchronisation between organisations. The addition of a client nonce ("cnonce") helps to improve the security in some ways as implemented in digest access authentication. To ensure that a nonce is used only once, it should be time-variant (including a suitably fine-grained timestamp in its value), or generated with enough random bits to ensure an insignificantly low chance of repeating a previously generated value. Some authors define pseudo-randomness (or unpredictability) as a requirement for a nonce. Nonce is a word dating back to Middle English for something only used once or temporarily (often with the construction "for the nonce"). It descends from the construction "then anes" ("the one [purpose]"). A false etymology claiming it to stand for "number used once" or similar is incorrect. == Usage == === Authentication === Authentication protocols may use nonces to ensure that old communications cannot be reused in replay attacks. For instance, nonces are used in HTTP digest access authentication to calculate an MD5 digest of the password. The nonces are different each time the 401 authentication challenge response code is presented, thus making replay attacks virtually impossible. The scenario of ordering products over the Internet can provide an example of the usefulness of nonces in replay attacks. An attacker could take the encrypted information and—without needing to decrypt—could continue to send a particular order to the supplier, thereby ordering products over and over again under the same name and purchase information. The nonce is used to give 'originality' to a given message so that if the company receives any other orders from the same person with the same nonce, it will discard those as invalid orders. A nonce may be used to ensure security for a stream cipher. Where the same key is used for more than one message and then a different nonce is used to ensure that the keystream is different for different messages encrypted with that key; often the message number is used. Secret nonce values are used by the Lamport signature scheme as a signer-side secret which can be selectively revealed for comparison to public hashes for signature creation and verification. === Hashing === Nonces are used in proof-of-work systems to vary the input to a cryptographic hash function so as to obtain a hash for a certain input that fulfils certain arbitrary conditions. In doing so, it becomes far more difficult to create a "desirable" hash than to verify it, shifting the burden of work onto one side of a transaction or system. For example, proof of work, using hash functions, was considered as a means to combat email spam by forcing email senders to find a hash value for the email (which included a timestamp to prevent pre-computation of useful hashes for later use) that had an arbitrary number of leading zeroes, by hashing the same input with a large number of values until a "desirable" hash was obtained. Similarly, the Bitcoin blockchain hashing algorithm can be tuned to an arbitrary difficulty by changing the required minimum/maximum value of the hash so that the number of bitcoins awarded for new blocks does not increase linearly with increased network computation power as new users join. This is likewise achieved by forcing Bitcoin miners to add nonce values to the value being hashed to change the hash algorithm output. As cryptographic hash algorithms cannot easily be predicted based on their inputs, this makes the act of blockchain hashing and the possibility of being awarded bitcoins something of a lottery, where the first "miner" to find a nonce that delivers a desirable hash is awarded bitcoins.

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  • Software development process

    Software development process

    A software development process prescribes a process for developing software. It typically divides an overall effort into smaller steps or sub-processes that are intended to ensure high-quality results. The process may describe specific deliverables – artifacts to be created and completed. Although not strictly limited to it, software development process often refers to the high-level process that governs the development of a software system from its beginning to its end of life – known as a methodology, model or framework. The system development life cycle (SDLC) describes the typical phases that a development effort goes through from the beginning to the end of life for a system – including a software system. A methodology prescribes how engineers go about their work in order to move the system through its life cycle. A methodology is a classification of processes or a blueprint for a process that is devised for the SDLC. For example, many processes can be classified as a spiral model. Software process and software quality are closely interrelated; some unexpected facets and effects have been observed in practice. == Methodology == The SDLC drives the definition of a methodology in that a methodology must address the phases of the SDLC. Generally, a methodology is designed to result in a high-quality system that meets or exceeds expectations (requirements) and is delivered on time and within budget even though computer systems can be complex and integrate disparate components. Various methodologies have been devised, including waterfall, spiral, agile, rapid prototyping, incremental, and synchronize and stabilize. A major difference between methodologies is the degree to which the phases are sequential vs. iterative. Agile methodologies, such as XP and scrum, focus on lightweight processes that allow for rapid changes. Iterative methodologies, such as Rational Unified Process and dynamic systems development method, focus on stabilizing project scope and iteratively expanding or improving products. Sequential or big-design-up-front (BDUF) models, such as waterfall, focus on complete and correct planning to guide larger projects and limit risks to successful and predictable results. Anamorphic development is guided by project scope and adaptive iterations. In scrum, for example, one could say a single user story goes through all the phases of the SDLC within a two-week sprint. By contrast the waterfall methodology, where every business requirement is translated into feature/functional descriptions which are then all implemented typically over a period of months or longer. A project can include both a project life cycle (PLC) and an SDLC, which describe different activities. According to Taylor (2004), "the project life cycle encompasses all the activities of the project, while the systems development life cycle focuses on realizing the product requirements". === History === The term SDLC is often used as an abbreviated version of SDLC methodology. Further, some use SDLC and traditional SDLC to mean the waterfall methodology. According to Elliott (2004), SDLC "originated in the 1960s, to develop large scale functional business systems in an age of large scale business conglomerates. Information systems activities revolved around heavy data processing and number crunching routines". The structured systems analysis and design method (SSADM) was produced for the UK government Office of Government Commerce in the 1980s. Ever since, according to Elliott (2004), "the traditional life cycle approaches to systems development have been increasingly replaced with alternative approaches and frameworks, which attempted to overcome some of the inherent deficiencies of the traditional SDLC". The main idea of the SDLC has been "to pursue the development of information systems in a very deliberate, structured and methodical way, requiring each stage of the life cycle––from the inception of the idea to delivery of the final system––to be carried out rigidly and sequentially" within the context of the framework being applied. Other methodologies were devised later: 1970s Structured programming since 1969 Cap Gemini SDM, originally from PANDATA, the first English translation was published in 1974. SDM stands for System Development Methodology 1980s Structured systems analysis and design method (SSADM) from 1980 onwards Information Requirement Analysis/Soft systems methodology 1990s Object-oriented programming (OOP) developed in the early 1960s and became a dominant programming approach during the mid-1990s Rapid application development (RAD), since 1991 Dynamic systems development method (DSDM), since 1994 Scrum, since 1995 Team software process, since 1998 Rational Unified Process (RUP), maintained by IBM since 1998 Extreme programming, since 1999 2000s Agile Unified Process (AUP) maintained since 2005 by Scott Ambler Disciplined agile delivery (DAD) Supersedes AUP 2010s Scaled Agile Framework (SAFe) Large-Scale Scrum (LeSS) DevOps Since DSDM in 1994, all of the methodologies on the above list except RUP have been agile methodologies - yet many organizations, especially governments, still use pre-agile processes (often waterfall or similar). === Examples === The following are notable methodologies somewhat ordered by popularity. Agile Agile software development refers to a group of frameworks based on iterative development, where requirements and solutions evolve via collaboration between self-organizing cross-functional teams. The term was coined in the year 2001 when the Agile Manifesto was formulated. Waterfall The waterfall model is a sequential development approach, in which development flows one-way (like a waterfall) through the SDLC phases. Spiral In 1988, Barry Boehm published a software system development spiral model, which combines key aspects of the waterfall model and rapid prototyping, in an effort to combine advantages of top-down and bottom-up concepts. It emphases a key area many felt had been neglected by other methodologies: deliberate iterative risk analysis, particularly suited to large-scale complex systems. Incremental Various methods combine linear and iterative methodologies, with the primary objective of reducing inherent project risk by breaking a project into smaller segments and providing more ease-of-change during the development process. Prototyping Software prototyping is about creating prototypes, i.e. incomplete versions of the software program being developed. Rapid Rapid application development (RAD) is a methodology which favors iterative development and the rapid construction of prototypes instead of large amounts of up-front planning. The "planning" of software developed using RAD is interleaved with writing the software itself. The lack of extensive pre-planning generally allows software to be written much faster and makes it easier to change requirements. Shape Up Shape Up is a software development approach introduced by Basecamp in 2018. It is a set of principles and techniques that Basecamp developed internally to overcome the problem of projects dragging on with no clear end. Its primary target audience is remote teams. Shape Up has no estimation and velocity tracking, backlogs, or sprints, unlike waterfall, agile, or scrum. Instead, those concepts are replaced with appetite, betting, and cycles. As of 2022, besides Basecamp, notable organizations that have adopted Shape Up include UserVoice and Block. Chaos Chaos model has one main rule: always resolve the most important issue first. Incremental funding Incremental funding methodology - an iterative approach. Lightweight Lightweight methodology - a general term for methods that only have a few rules and practices. Structured systems analysis and design Structured systems analysis and design method - a specific version of waterfall. Slow programming As part of the larger slow movement, emphasizes careful and gradual work without (or minimal) time pressures. Slow programming aims to avoid bugs and overly quick release schedules. V-Model V-Model (software development) - an extension of the waterfall model. Unified Process Unified Process (UP) is an iterative software development methodology framework, based on Unified Modeling Language (UML). UP organizes the development of software into four phases, each consisting of one or more executable iterations of the software at that stage of development: inception, elaboration, construction, and guidelines. === Comparison === The waterfall model describes the SDLC phases such that each builds on the result of the previous one. Not every project requires that the phases be sequential. For relatively simple projects, phases may be combined or overlapping. Alternative methodologies to waterfall are described and compared below. == Process meta-models == Some process models are abstract descriptions for evaluating, comparing, and improving the specific process adopted by an organization. ISO/IEC 12207 ISO/IEC 12207 i

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  • Social media as a news source

    Social media as a news source

    Social media as a news source is defined as the use of online social media platforms such as Instagram, TikTok, and Facebook rather than the use of traditional media platforms like the newspaper or live TV to obtain news. Television had just begun to turn a nation of people who once listened to media content into watchers of media content between the 1950s and the 1980s when the popularity of social media had also begun creating a nation of media content creators. Almost half of Americans use social media as a news source, according to the Pew Research Center. As social media's role in news consumption grows, questions have emerged about its impact on knowledge, the formation of echo chambers, and the effectiveness of fact-checking efforts in combating misinformation. Social media platforms allow user-generated content and sharing content within one's own virtual network. Using social media as a news source allows users to engage with news in a variety of ways including: Consuming and discovering news Sharing or reposting news Posting one's own photos, videos, or reports of news (i.e., engage in citizen or participatory journalism) Commenting on news posts Using social media as a news source has become an increasingly popular way for people of all age groups to obtain current and important information. Just like many other new forms of technology there are going to be pros and cons. There are ways that social media positively affects the world of news and journalism but it is important to acknowledge that there are also ways in which social media has a negative effect on the news. With this accessibility, people now have more ways to consume false news, biased news, and even disturbing content. In 2019, the Pew Research Center created a poll that reported Americans are wary about the ways that social media sites share news and certain content. This wariness of accuracy grew as awareness that social media sites could be exploited by bad actors who concoct false narratives and fake news. == Relationship to traditional news sources == Unlike traditional news platforms such as newspapers and news shows, social media platforms allow people without professional journalistic backgrounds to create news and cover events that news agencies might not cover. Social media users may read a set of news that differs slightly from what newspaper editors prioritize in the print press. A 2019 study found that Facebook and Twitter users are more likely to share politics, public affairs, and visual media news. Typically social media users circulate more towards posting about negative news. A study of tweets found that while optimistic-sounding and neutral-sounding tweets were equally likely to express certainty or uncertainty, the pessimistic tweets were nearly twice as likely to appear certain of an outcome than uncertain. These results could imply that posts of a more pessimistic nature that are also written with an air of certainty are more likely to be shared or otherwise permeate groups on Twitter. A similar bias towards negativity has developed on Facebook, where internal memos revealed that an algorithm built to promote "meaningful social interaction" actually incentivized publishers to promote negative and sensational news. Biases towards negativity need to be considered when the utility of new media is addressed, as the potential for human opinion to overemphasize any particular news story is greater despite general improvement. In order to compete in this rapidly changing technological environment, there has been an upheaval of traditional news sources onto online spaces. The production and circulation of newspaper prints have continued to globally decline in accordance with the increasing presence of news outlets on social media. Prominent platforms such as Twitter and Facebook have been key in engaging users through the integration of journalistic news into their newsfeeds. This feature has now become a foundational part of these apps' interfaces. Social media incentivizes both legacy news brands and individual professional journalists to share their reporting and interact with audiences on social platforms to boost engagement. However, most people who consume news on social media report that accessing news is not their main motivation for being on social media, but rather, they see and consume news incidentally. Nonetheless, informational interviews reveal that these consumers rely on being informed through social media. Some news consumers attest that a news brand's participation in social media does not improve their trust in the brand and that more in-depth reporting and more transparency about biases would improve trust instead. == Use as a news source == Globally, data from 2020 shows that over 70% of adult participants from Kenya, South Africa, Chile, Bulgaria, Greece, and Argentina utilized social media for news while those from France, the UK, the Netherlands, Germany, and Japan were reportedly less than 40 percent. According to the Pew Research Center, 20% of adults in the United States in 2018 said they get their news from social media "often," compared to 16% who said they often get news from print newspapers, 26% who often get it from the radio, 33% who often get it from news websites, and 49% who often get it from TV. The same survey found that social media was the most popular way for American adults age 18–29 to get news, the second-to-last most popular way for Americans age 20–49 to get news, and the least popular way for American adults age 50-64 and 65+ to get the news. In 2019, the Pew Research Center found that over half of Americans (54%) either got their news "sometimes" or "often" from social media, and Facebook was the most popular social media site where American adults got their news. However, at least 50% off all respondents reported that the following were either a "very big problem" or a "moderately big problem" for getting news on social media: One-sided news (83%) Inaccurate news (81%) Censorship of the news (69%) Uncivil discussions about the news (69%) Harassment of journalists (57%) News organizations or personalities being banned (53%) Violent or disturbing news images or videos (51%) In a later survey from the same year, the Pew Research Center reported that 18% of American adults reported that the most common way they get news about politics and the election was from social media. Additional source information shows that from politics and the United States presidential election in 2016, the popularity of fake news had grown to global attention. With this information, the study explains that more than 60 percent of adults receive their news from social media, the most popular being Facebook. With the increase of fake news, and the large amount of adult participation on these social media sites, it made it much harder for those who were searching for news to find a source that they could find credible. Another study found that adult participants found their own friends on Facebook to be a more reliable source of information online compared to a professional news organization. Although, when news was posted by a news organization online, they were then found more reliable compared to when they are shared by their online friends. Showing that adult participants found that the news that was only posted on Facebook and social media was much more credible to them than compared to other forms of information spreading. The study further states that these outcomes have the potential explanation that the topic of the news article played a part in the ways they were affected. This could have affected the way adult participants interacted with the different news sources, such as their online friends compared to a news organization, prominently because depending on the story, they want to have the correct information about the news from the most credible source. === By young people === Social media platforms are some of the most easily accessible forms of news and with the growing generations, the technology is only going to grow. With that, the use of social media in younger generations is also going to grow alongside it. Technology in the hands of young kids can be a concern moving into the future. Globally, there is evidence that through social media, youth have become more directly involved in protests, social campaigns and generally, in the sharing of news across multiple platforms. The number of people who use social media platforms such as Twitter, Facebook, Instagram, or Snapchat as ways to seek information has increased significantly in recent years especially for people who are part of the younger generation.TikTok is a rapidly expanding platform that young adults can use to find news content on social media. TikTok is one of the sites that young adults and teens utilize to get news about trending themes and controversial topics. The younger generation accepts without hesitation the information that thei

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  • Social news website

    Social news website

    A social news website is a website that features user-posted stories. Such stories are ranked based on popularity, as voted on by other users of the site or by website administrators. Users typically comment online on the news posts and these comments may also be ranked in popularity. Since their emergence with the birth of Web 2.0, social news sites have been used to link many types of information, including news, humor, support, and discussion. All such websites allow the users to submit content and each site differs in how the content is moderated. On the Slashdot and Fark websites, administrators decide which articles are selected for the front page. On Reddit and Digg, the articles that get the most votes from the community of users will make it to the front page. Many social news websites also feature an online comment system, where users discuss the issues raised in an article. Some of these sites have also applied their voting system to the comments, so that the most popular comments are displayed first. Some social news websites also have a social networking service, in that users can set up a user profile and follow other users' online activity on the website. Like many other Web 2.0 tools, social news websites use the collective intelligence of all of the users to operate. Social news websites also "impl[y] the technical, economic, legal, and human enhancement of a universally distributed intelligence that will unleash a positive dynamic of recognition and skills mobilization". Social news websites help participants to share a collective vision and awareness of how their actions are integrated with those of other individuals. Social news websites provide a new and innovative way to participate in a community that is constantly being flooded with new information. These social news websites "include opportunities for peer-to-peer learning, a changed attitude toward intellectual property, the diversification of cultural expression, the development of skills valued in the modern workplace, and a more empowered conception of citizenship". These websites can help to shape and reshape democratic opinions and perspectives. Social news sites may mitigate the gatekeeping of mainstream news sources and allow the public to decide what counts as "news", which may facilitate a more participatory culture. Social news sites may also support democratic participation by allowing users from across geographic and national boundaries to access the same information, respond to fellow users' views and beliefs, and create a virtual sphere for users to contribute within. == Websites == === Active === ==== Fark ==== Fark, which started in 1997, features news on any topic. On Fark, users can submit articles to the administrators of the site. Each day, these administrators pick out 50 articles to display on the front page. ==== Slashdot ==== Slashdot, started in 1997, was one of the first social news websites. It focuses mainly on science and technology-related news. Users can submit stories and the editors pick out the best stories each day for the front page. Users can then post comments on the stories. The influx of web traffic that resulted from Slashdot linking to external websites led to the effect being called the Slashdot effect ==== Digg ==== Digg, started in December 2004, introduced the voting system. This system allows users to "digg" or "bury" articles. "Digging" is the equivalent of voting positively, so that popular articles are displayed first. "Burying" does not lower an article's score. However, if an article is buried enough times, it will be automatically deleted from the site. Digg offers a social networking service, as members can follow other members and build personal profiles with information about their interests. ==== Reddit ==== Reddit, started in June 2005, is a social news website where users can submit articles and comments and vote on these submissions. The submissions are organized into categories called "subreddits". Unlike Digg, with Reddit, users can directly affect an article's score. An "upvote" will increase the score and a "downvote" will decrease it. Articles with the highest scores are displayed on the front page. There is also a page for "controversial" articles, that have an almost equal number of upvotes and downvotes. Free speech debates have arisen due to the shutting down of obscene or potentially illegal "subreddits" (including /r/jailbait, a collection of sexually suggestive underage pictures.) Reddit introduced a system of user-created communities called "subreddits", which are essentially categories for a specific type of news. Comments on the featured posts are shown in a hierarchical fashion also based on votes. Users have the ability to earn "karma" for their participation and time on the website. ==== Hacker News ==== Hacker News, started in February 2007, is a social news site focusing on computer science and entrepreneurship, created by Paul Graham and run by his startup incubator, Y Combinator. === Defunct === ==== Newsvine ==== Newsvine, started in March 2006, was a social news website mostly focused on politics, both international and domestic. The Newsvine home page allowed users to customize "seeds" and story feeds. Users received articles via "The Wire" from sources including The Associated Press or The Huffington Post, and from "The Vine" a stream of content from other Newsvine users. The "Top of the Vine" displayed the most voted and commented on articles of the day, week, month, or year. Additionally, Newsvine allowed members to create their own "Customizable Column", which could highlight a user's content posted, recent comments, and information about the specific Newsvine member. ==== feedalizr ==== feedalizr was a cross-platform, desktop social media aggregator built using Adobe Integrated Runtime that consolidates the updates from social media and social networking websites. Users can then use this application to update those sites from their desktop and view a consolidated stream of information. ==== Voat ==== Voat, launched in April 2014 and discontinued in December of 2020, was also a social news website and is very similar to Reddit visually and functionally. The site's userbase included a large number of alt right users, many of whom migrated to Voat after being banned on Reddit. ==== Prismatic ==== Prismatic combined machine learning, user experience design, and interaction design to create a new way to discover, consume, and share media. Prismatic software used social network aggregation and machine learning algorithms to filter the content that aligns with the interests of a specific user. Prismatic integrated with Facebook, Twitter, and Pocket to gather information about user's interests and suggest the most relevant stories to read. ==== Artifact ==== Artifact was an iOS and Android app that used machine learning to personalize news recommendations to readers, and also had social features such as liking articles, commenting, and reputation scores for users.

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  • Strong secrecy

    Strong secrecy

    Strong secrecy is a term used in formal proof-based cryptography for making propositions about the security of cryptographic protocols. It is a stronger notion of security than syntactic (or weak) secrecy. Strong secrecy is related with the concept of semantic security or indistinguishability used in the computational proof-based approach. Bruno Blanchet provides the following definition for strong secrecy: Strong secrecy means that an adversary cannot see any difference when the value of the secret changes For example, if a process encrypts a message m an attacker can differentiate between different messages, since their ciphertexts will be different. Thus m is not a strong secret. If however, probabilistic encryption were used, m would be a strong secret. The randomness incorporated into the encryption algorithm will yield different ciphertexts for the same value of m.

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  • ShowScoop

    ShowScoop

    ShowScoop is a website and mobile app platform on which users can rate and review artists, concerts, and music festivals that they have seen/attended. The reviews and ratings are designed to be informative of how well such performances are live. This helps concert-goers decide which live music events they want to attend. == History == ShowScoop was founded in August 2012 by Micah Smurthwaite and is based out of San Diego, CA. In February 2013, ShowScoop launched its mobile app at the SF Music Tech Summit. The application is currently available on the iPhone, with plans to expand into the Android market in the future. == Services == ShowScoop uses crowdsourcing to provide accurate ratings of live concert experiences. In addition to viewing ratings, users are encouraged to rate and review concerts they have attended. The ShowScoop database includes nearly one million artists and over 2.5 million live music events. ShowScoop users can rate artists on four aspects of the performance: stage presence, crowd interaction, sound quality, and visual effects. The rating system uses an ascending scale from one to five in each of the aspects, with five being the highest score. In addition to the quantitative ratings, ShowScoop users are also free to write qualitative reviews in a provided comment section. This allows users to explain their ratings and add further insight or opinion. ShowScoop incorporates several facets of social media into its services. Users can create a user profile to share limited personal information and store their ratings and reviews. Users are also given the option of sharing their evaluations with their social networks on Facebook and Twitter. Users can "like" reviews, follow artists, and follow other ShowScoop users. The mobile app allows users to take photos, apply filters, and share the final image in conjunction with reviews and through Instagram. == Road Crew == ShowScoop's "Road Crew" is a group made up of top contributors within the ShowScoop community. The Road Crew assists in curating artist pages, assuring information quality and accuracy. In return, members of the Road Crew are given incentives, including free tickets to concerts and personal invitations to exclusive shows. Applicants to the Road Crew are judged on the number and quality of their reviews, the photos and videos they have posted, and their general engagement with the ShowScoop community in following and liking users and reviews.

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  • Branch number

    Branch number

    In cryptography, the branch number is a numerical value that characterizes the amount of diffusion introduced by a vectorial Boolean function F that maps an input vector a to output vector F ( a ) {\displaystyle F(a)} . For the (usual) case of a linear F the value of the differential branch number is produced by: applying nonzero values of a (i.e., values that have at least one non-zero component of the vector) to the input of F; calculating for each input value a the Hamming weight W {\displaystyle W} (number of nonzero components), and adding weights W ( a ) {\displaystyle W(a)} and W ( F ( a ) ) {\displaystyle W(F(a))} together; selecting the smallest combined weight across for all nonzero input values: B d ( F ) = min a ≠ 0 ( W ( a ) + W ( F ( a ) ) ) {\displaystyle B_{d}(F)={\underset {a\neq 0}{\min }}(W(a)+W(F(a)))} . If both a and F ( a ) {\displaystyle F(a)} have s components, the result is obviously limited on the high side by the value s + 1 {\displaystyle s+1} (this "perfect" result is achieved when any single nonzero component in a makes all components of F ( a ) {\displaystyle F(a)} to be non-zero). A high branch number suggests higher resistance to the differential cryptanalysis: the small variations of input will produce large changes on the output and in order to obtain small variations of the output, large changes of the input value will be required. The term was introduced by Daemen and Rijmen in early 2000s and quickly became a typical tool to assess the diffusion properties of the transformations. == Mathematics == The branch number concept is not limited to the linear transformations, Daemen and Rijmen provided two general metrics: differential branch number, where the minimum is obtained over inputs of F that are constructed by independently sweeping all the values of two nonzero and unequal vectors a, b ( ⊕ {\displaystyle \oplus } is a component-by-component exclusive-or): B d ( F ) = min a ≠ b ( W ( a ⊕ b ) + W ( F ( a ) ⊕ F ( b ) ) {\displaystyle B_{d}(F)={\underset {a\neq b}{\min }}(W(a\oplus b)+W(F(a)\oplus F(b))} ; for linear branch number, the independent candidates α {\displaystyle \alpha } and β {\displaystyle \beta } are independently swept; they should be nonzero and correlated with respect to F (the L A T ( α , β ) {\displaystyle LAT(\alpha ,\beta )} coefficient of the linear approximation table of F should be nonzero): B l ( F ) = min α ≠ 0 , β , L A T ( α , β ) ≠ 0 ( W ( α ) + W ( β ) ) {\displaystyle B_{l}(F)={\underset {\alpha \neq 0,\beta ,LAT(\alpha ,\beta )\neq 0}{\min }}(W(\alpha )+W(\beta ))} .

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  • Chaffing and winnowing

    Chaffing and winnowing

    Chaffing and winnowing is a cryptographic technique to achieve confidentiality without using encryption when sending data over an insecure channel. The name is derived from agriculture: after grain has been harvested and threshed, it remains mixed together with inedible fibrous chaff. The chaff and grain are then separated by winnowing, and the chaff is discarded. The cryptographic technique was conceived by Ron Rivest and published in an on-line article on 18 March 1998. Although it bears similarities to both traditional encryption and steganography, it cannot be classified under either category. This technique allows the sender to deny responsibility for encrypting their message. When using chaffing and winnowing, the sender transmits the message unencrypted, in clear text. Although the sender and the receiver share a secret key, they use it only for authentication. However, a third party can make their communication confidential by simultaneously sending specially crafted messages through the same channel. == How it works == The sender (Alice) wants to send a message to the receiver (Bob). In the simplest setup, Alice enumerates the symbols in her message and sends out each in a separate packet. If the symbols are complex enough, such as natural-language text, an attacker may be able to distinguish the real symbols from poorly faked chaff symbols, posing a similar problem as steganography in needing to generate highly realistic fakes; to avoid this, the symbols can be reduced to just single 0/1 bits, and realistic fakes can then be simply randomly generated 50:50 and are indistinguishable from real symbols. In general, the method requires each symbol to arrive in-order and to be authenticated by the receiver. When implemented over networks that may change the order of packets, the sender places the symbol's serial number in the packet, the symbol itself (both unencrypted), and a message authentication code (MAC). Many MACs use a secret key Alice shares with Bob, but it is sufficient that the receiver has a method to authenticate the packets. Rivest notes an interesting property of chaffing-and-winnowing is that third parties (such as an ISP) can opportunistically add it to communications without needing permission or coordination with the sender/recipient. A third-party (Charles) who transmits Alice's packets to Bob, interleaves the packets with corresponding bogus packets (called "chaff") with corresponding serial numbers, arbitrary symbols, and a random number in place of the MAC. Charles does not need to know the key to do that (real MACs are large enough that it is extremely unlikely to generate a valid one by chance, unlike in the example). Bob uses the MAC to find the authentic messages and drops the "chaff" messages. This process is called "winnowing". An eavesdropper located between Alice and Charles can easily read Alice's message. But an eavesdropper between Charles and Bob would have to tell which packets are bogus and which are real (i.e. to winnow, or "separate the wheat from the chaff"). That is infeasible if the MAC used is secure and Charles does not leak any information on packet authenticity (e.g. via timing). If a fourth party joins the example (named Darth) who wants to send counterfeit messages to impersonate Alice, it would require Alice to disclose her secret key. If Darth cannot force Alice to disclose an authentication key (the knowledge of which would enable him to forge messages from Alice), then her messages will remain confidential. Charles, on the other hand, is no target of Darth's at all, since Charles does not even possess any secret keys that could be disclosed. == Variations == The simple variant of the chaffing and winnowing technique described above adds many bits of overhead per bit of original message. To make the transmission more efficient, Alice can process her message with an all-or-nothing transform and then send it out in much larger chunks. The chaff packets will have to be modified accordingly. Because the original message can be reconstructed only by knowing all of its chunks, Charles needs to send only enough chaff packets to make finding the correct combination of packets computationally infeasible. Chaffing and winnowing lends itself especially well to use in packet-switched network environments such as the Internet, where each message (whose payload is typically small) is sent in a separate network packet. In another variant of the technique, Charles carefully interleaves packets coming from multiple senders. That eliminates the need for Charles to generate and inject bogus packets in the communication. However, the text of Alice's message cannot be well protected from other parties who are communicating via Charles at the same time. This variant also helps protect against information leakage and traffic analysis. == Implications for law enforcement == Ron Rivest suggests that laws related to cryptography, including export controls, would not apply to chaffing and winnowing because it does not employ any encryption at all. The power to authenticate is in many cases the power to control, and handing all authentication power to the government is beyond all reason The author of the paper proposes that the security implications of handing everyone's authentication keys to the government for law-enforcement purposes would be far too risky, since possession of the key would enable someone to masquerade and communicate as another entity, such as an airline controller. Furthermore, Ron Rivest contemplates the possibility of rogue law enforcement officials framing up innocent parties by introducing the chaff into their communications, concluding that drafting a law restricting chaffing and winnowing would be far too difficult. == Trivia == The term winnowing was suggested by Ronald Rivest's father. Before the publication of Rivest's paper in 1998 other people brought to his attention a 1965 novel, Rex Stout's The Doorbell Rang, which describes the same concept and was thus included in the paper's references.

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  • WhoSay

    WhoSay

    WhoSay was an American social media service and branding platform for celebrities and their fans. Founded in Los Angeles in 2010, with financing by Creative Artists Agency (CAA), Amazon.com and other investors, it is notable for allowing its users to retain ownership rights over the content that they post to their accounts, through copyright branding, and for enabling users to post content to other social media sites like Twitter, Facebook, Instagram and Tumblr simultaneously. WhoSay describes itself as a "social celebrity magazine" whose editorial team keeps its users informed about the latest celebrity and entertainment news. Clients such as Dylan McDermott and Chris Rock lauded the service for its ability to add content to multiple social network sites easily. Rock in particular has commented on its ease of use for those who are not part of a tech-savvy demographic, commenting, "It's perfect for someone that's not 25." WhoSay's competitors included theAudience, which is operated by the William Morris Endeavor. == History == WhoSay was founded in March 2010, by Steve Ellis and the Los Angeles-based talent agency Creative Artists Agency (CAA). It was financed through investments Amazon.com (who along with CAA, holds a minority stake in the company), Comcast, Greylock Partners, and High Peak Ventures. The company's main headquarters are in The New York Times Building in Manhattan, with additional headquarters in CAA's office building in the Silicon Beach area of Los Angeles, and in London. The company was founded to protect celebrities' intellectual property and enable the celebrities themselves to profit themselves from their own content through copyright branding. Its chief executive is co-founder Steve Ellis, who, after leaving Getty Images, was contacted by CAA, who were looking to resolve the issue of celebrities losing the rights to their own photos and videos when uploading them to social network sites. Ellis explained WhoSay's mission thus: "We work with people who are constantly being utilized by third parties for the wrong reasons. [The company was formed] to give celebrities and other influential people a set of tools to allow them to manage and control their presence in the digital world." In this way, WhoSay is likened by Ellis to "a People magazine by the people themselves who are in it." The company started slowly, until CAA client Tom Hanks signed onto WhoSay three months after the service's launch. The company continued to maintain a low profile for the first three years of operation, during which it accumulated a client list of 1,500 actors, musicians and artists. Clients are accepted by the service on an invitation-only basis, although they are not restricted to Creative Artists clients. Among them are Kelly Clarkson, Julia Louis-Dreyfus, Paula Patton, Kevin Spacey, Jim Carrey, John Cusack, Bill Maher, Johnny Knoxville, Chelsea Handler, Eva Longoria, Spike Lee, Enrique Iglesias and Katie Couric. Clients are not charged for the service, and are given a share of any revenue that is generated by advertisements. They are also given the ability share in the database of e-mail addresses that come with registration, in order to communicate directly with fans. Actor Dylan McDermott was introduced to WhoSay by his agent, as a way of easily posting content to Facebook, Twitter, Tumblr and even China's Tencent social network with relative ease. McDermott comments, "When you put something out there, you can hit everything at one time. It makes it easy for me." Comedian Chris Rock has commented that WhoSay is ideal for people like him have developed difficulty in keeping track of different websites as they get older, saying, "It's perfect for someone that's not 25." In September 2013 WhoSay introduced a mobile application for consumers. By October 2013, the company's website attracted 12 million monthly visitors. In July 2014 Rob Gregory left his role as president of Newsweek's The Daily Beast to become WhoSay's chief revenue officer. Among his responsibilities are developing ways to monetize WhoSay's web and mobile products, such as premium advertising strategies and brand partnerships. WhoSay does not allow consumers to create accounts, nor does it include search features, making it difficult to access a celebrity's account unless a user is directed there from one of their other social pages. According to Ellis, consumers have enough social media choices, saying, "Frankly they don't really need the services that we provide, and there are a lot of very specific features built into our service that really only benefit someone who is of a high profile." By February 2015, WhoSay had amassed 4.8 million unique users, and expanded its accounts to companies that employ celebrities for branded content. Such companies include Lexus, which partnered with the company to promote a campaign in which actress Rosario Dawson, during the lead up to the 87th Academy Awards, released five short videos on her social media accounts. The videos feature her driving through Los Angeles in preparation for the grand opening of her pop-up store, which sells Studio One Eighty Nine, a clothing line tied to her foundation promoting African culture and content. That April, WhoSay partnered with Chevrolet's #BestDayEver social media campaign for April Fool's Day, enlisting Olivia Wilde, Norman Reedus, Alec Baldwin, Ian Somerhalder, and Nikki Reed to surprise students in four U.S. classrooms as their substitute teachers. For example, Baldwin, dressed as Abraham Lincoln, surprised students in an Occidental College class on U.S. Culture and Society. Other companies that WhoSay has partnered with include KFC, JCPenney, Dunkin' Donuts and Crest. In January 2018, the website was acquired by Viacom (now Paramount Global).

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  • ZygoteBody

    ZygoteBody

    ZygoteBody, formerly Google Body, is a web application by Zygote Media Group that renders manipulable 3D anatomical models of the human body. Several layers, from muscle tissues down to blood vessels, can be removed or made transparent to allow better study of individual body parts. Most of the body parts are labelled and are searchable. == Technology == The human models are based on data from the Zygote Media Group. The website uses JavaScript and WebGL technology to display 3D images inside the web browser without requiring the installation of external browser plug-ins. == History == ZygoteBody was launched as Google Body on December 15, 2010. On April Fools' Day 2011, users were greeted with the anatomy of a cow on the home page. The cow model is still available as part of the open-3d-viewer open source project. As part of the wind down on Google Labs, it was announced that Google Body will be shut down but will continue to be maintained by Zygote as ZygoteBody. On October 13, 2011, the Google Body site was shut down. Then, on January 9, 2012, ZygoteBody was launched and core code base (with the Google Cow model as a demo) was made available as an open source project called open-3d-viewer.

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  • Eduroam

    Eduroam

    eduroam (a portmanteau of education and roaming) is an international Wi-Fi internet access roaming service for users in research, higher education and further education. It provides researchers, teachers, and students network access when visiting an institution other than their own. Users are authenticated with credentials from their home institution, regardless of the location of the eduroam access point. Authorization to access the Internet and other resources are handled by the visited institution. Users do not have to pay to use eduroam. In some countries, Internet access via eduroam is also available at other locations than the participating institutions, e.g. in libraries, public buildings, railway stations, city centres and airports. It is also available at many primary and secondary education institutions in Brazil and the US. == History == The eduroam initiative started in 2002 when during the preparations for the creation of TERENA's task force TF-Mobility, Klaas Wierenga of SURFnet shared the idea of combining a RADIUS-based infrastructure with IEEE 802.1X technology to provide roaming network access across research and education networks. Initially, the service was joined by institutions in the Netherlands, Germany, Finland, Portugal, Croatia and the United Kingdom. Later, other NRENs in Europe embraced the idea and started joining the infrastructure, which was then called eduroam. Since 2004, the European Union co-funded further research and development work related to the eduroam service through the GN2 and GN3 projects. From September 2007, the European Union also funded through these projects the continued operation and maintenance of the eduroam service at the European level. The first non-European country to join eduroam was Australia, in December 2004. In Canada, eduroam started as an initiative of the University of British Columbia, which was later taken over by CANARIE as a service of its Canadian Access Federation. In the United States, eduroam was initially a pilot project between the National Science Foundation and the University of Tennessee (UTK). In 2012, Internet2 announced the addition of eduroam to its NET+ service offerings. AnyRoam LLC, a private company, was formed by former UTK staff to serve as an Internet2 active corporate member administering the US top-level servers. In 2021, Internet2 assumed direct management of the eduroam service for US-based organizations. == Technology == The eduroam service uses IEEE 802.1X as the authentication method and a hierarchical system of RADIUS servers. The hierarchy typically consists of RADIUS servers at the participating institutions, national RADIUS servers run by the National Roaming Operators, and regional top-level RADIUS servers for individual world regions. In some cases, institutions contact each other directly via DNS lookups () When a user visits a remote institution, the user's device presents their credentials to the local RADIUS server. That RADIUS server discovers that it is not responsible for the realm of the user's home institution and proxies the access request to another RADIUS server, typically the national RADIUS server. If the visited institution is in a different country than the home institution, the request is in turn proxied to the regional top-level RADIUS server, and then to the national RADIUS server of the user's home country. That national server forwards the credentials to the home institution, where they are verified. The RADIUS response travels back over the proxy-hierarchy to the visited institution and the user is granted access. In eduroam, the user credentials are always presented in the form of an EAP method (). The EAP method is responsible for ensuring that the users credentials are secure, and private. The users credentials can then travel via a number of intermediate servers, not under the control of the home institution of the user. This requirement limits the types of EAP methods that can be used. EAP methods which do not provide for security or privacy of user credentials cannot be used in eduroam. The most commonly used EAP methods in eduroam are EAP-TLS, PEAP, and EAP-TTLS. The methods used generally fall into two broad categories: those that use credentials in the form of some public-key mechanism with certificates and those that use so-called tunnelled authentication with "inner" passwords or other credentials. Most institutions use a tunnelled authentication method that requires a server certificate. These server certificates are used to set up a secure tunnel between the mobile device and the authentication server, through which the user credentials (e.g. name and password) are securely transported. A complication arises if the user's home institution does not use a two-letter country-code top-level domain as part of its realm, but a generic top-level domain such as .edu or .org. By inspection of such realms, it is not possible to determine which national RADIUS server the request should be routed to. Such domains will thus, by default, fail to work in international roaming. The workaround for this problem involves the creation of exceptions in the international RADIUS request routing tables; however, this workaround does not scale as the number of exception entries grows. Several solutions have been proposed to eliminate this workaround in the future, the most promising of which is RADIUS over TLS with Dynamic Discovery, which does not rely on static routing tables inside a RADIUS server configuration to route requests to their proper destination. Instead, the participating institution adds one NAPTR DNS resource record to its own domain's DNS zone, which states by which server eduroam authentication for the domain is handled. == Governance == GÉANT has established a lightweight global governance structure. Recognising the large variety in the organisation and funding of research and education (networking) in different countries and regions, rules imposed on the operations of eduroam are limited to technical and administrative requirements that are necessary to ensure the smooth and secure operations of eduroam worldwide. Moreover, the eduroam operators have the leading role in creating and maintaining the rules of the global eduroam governance. The Global eduroam Governance Committee (GeGC) has the central role in the global eduroam governance structure. While its structure has evolved over time, it presently has three representatives from each of five regions — mirroring those used by the Regional Internet registries — serving a two-year term. In addition, GÉANT may appoint one or more experts as non-voting members of the GeGC. == Geographical deployment == eduroam is available at selected locations in countries with a National Roaming Operator that has signed the eduroam Compliance Statement. Those sixty-seven countries are listed below. In addition, there may be pilot deployments in countries that are in the process of joining eduroam. === Middle East === eduroam is deployed in: === Europe === The NRENs that are members of the consortium of the GN3 project have joined the European eduroam confederation by signing the confederation's policy that requires its members to comply with a set of technical and organisational requirements, which are more specific than those in the global eduroam Compliance Statement. As a consequence, eduroam is deployed in the following countries: In addition, three NRENs that are associate members of the consortium of the GN3 project without voting rights joined the European eduroam confederation; they represent Belarus (UIIP), Moldova (RENAM) and Russia (Joint Supercomputer Center of the Russian Academy of Sciences). Finally, five NRENs not involved in the GN3 project joined the European eduroam confederation on a voluntary basis, enabling the deployment of the service in: The European top-level RADIUS servers are operated by SURFnet and Forskningsnettet. === Asia-Pacific === eduroam is deployed in the following countries and economies: The Asia-Pacific top-level RADIUS servers are operated by AARNet and by the University of Hong Kong. === North America === eduroam is deployed in: === Latin America === eduroam is deployed in: === Africa === eduroam is deployed in: The inter-African RADIUS servers are operated by West-African research and education network WACREN, the UbuntuNet Alliance and TENET.

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  • Data product

    Data product

    In data management and product management, a data product is a reusable, active, and standardized data asset designed to deliver measurable value to its users, whether internal or external, by applying the rigorous principles of product thinking and management. It comprises one or more data artifacts (e.g., datasets, models, pipelines) and is enriched with metadata, including governance policies, data quality rules, data contracts, and, where applicable, a software bill of materials (SBOM) to document its dependencies and components. Ownership of a data product is aligned to a specific domain or use case, ensuring accountability, stewardship, and its continuous evolution throughout its lifecycle. Adhering to the FAIR principles – findable, accessible, interoperable, and reusable – a data product is designed to be discoverable, scalable, reusable, and aligned with both business and regulatory standards, driving innovation and efficiency in modern data ecosystems. == History == In 2012, DJ Patil proposed the first documented definition: a data product is a product that facilitates an end goal through the use of data. In 2019, Zhamak Dehghani introduced Data Mesh, with a strong focus on domain-oriented data products. Later, in 2020, she solidifies Data Mesh around four principles, one being Data as a Product, in which she defines Data Product as the node on the mesh that encapsulates three structural components required for its function, providing access to the domain's analytical data as a product. In 2024, Andrea Gioia published one of the first books specifically on data products post Data Mesh announcement. In his book, Gioia defines the concept of pure data product. In 2025, during the Data Day Texas conference, Jean-Georges Perrin and a collective of product managers and data engineers got together to craft the current definition and make it available to the public domain. In July 2025, Bitol, a project of The Linux Foundation, released and early version of the Open Data Product Standard (ODPS) aiming at normalizing data products

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