AI Data House (smc-pvt) Ltd

AI Data House (smc-pvt) Ltd — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • EasyA

    EasyA

    EasyA is a web3 technology company and education platform based in London (United Kingdom), founded in 2022 by Phil Kwok and Dom Kwok. EasyA was officially launched in 2022, focusing on web3 technologies. This community was influenced by the founders' experiences during the COVID-19 pandemic and early collaborations with universities and other educational institutions. Subsequently, the community was used as a foundation for developing Web3-related initiatives, including the organisation of EasyA's first Web3 hackathon in 2022. The EasyA app has over one million users and provides educational content on various blockchain technologies. EasyA Labs is a separate initiative focused on developing products intended to improve accessibility to cryptocurrency for a broader audience.

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  • Social media stock bubble

    Social media stock bubble

    The social media bubble is a hypothesis stating that there was a speculative boom and bust phenomenon in the field of social media in the 2010s, particularly in the United States. The Wall Street Journal defined a bubble as stocks "priced above a level that can be justified by economic fundamentals," but this bubble includes social media. Social networking services (SNS) have seen huge growth since 2006, but some investors believed around 2014-2015, that the "bubble" was similar to the dot-com bubble of the late 1990s and early 2000s. In 2015, Mark Cuban, owner of the Dallas Mavericks NBA team and star of the TV show, Shark Tank, sounded an alarm on his personal blog over the social media bubble, calling it worse than the tech bubble in 2000 due to the lack of liquidity in social media stocks. A year prior, however, Cuban told CNBC that he did not believe social media stocks were on the verge of a bubble. In a letter to investors in 2014, David Einhorn, who runs the hedge-fund Greenlight Capital, wrote that "we are witnessing our second tech bubble in 15 years." He went on to write, "What is uncertain is how much further the bubble can expand, and what might pop it." Einhorn cited several factors supporting the existence an over-exuberance including "rejection of conventional valuation methods" and "huge first day IPO pops for companies that have done little more than use the right buzzwords and attract the right venture capital." Since those claims, services like Facebook, Twitter, Instagram, and Snapchat have grown to become multi-billion-dollar corporations generating enormous revenues, though some continue to lose money. == History of social networking services == Social networking services have grown and evolved with time since the launch of SixDegrees.com in 1997. Cutting edge at its time, SixDegrees.com allowed users to create a profile, invite friends, and connect within its platform. At its peak, SixDegrees.com had more than 3.5 million users. Between 1997 and 2001 more social sites aimed at allowing users to connect with others for personal, professional, or dating reasons. Friendster and MySpace were next to enter the social SNS arena, followed by Facebook in 2004. Even though MySpace had a following of more than 300 million users, it could not compete with Facebook, which now has overtaken the social networking world. However, as development of SNS started to emerge, a market saturation began to take effect. Some classrooms have begun to incorporate technology in daily learning as well as social channels specific to student's course work. Traditional social media sites are used, as are educational oriented sites such as ShowMe and Educreations Interactive Whiteboard. == Controversies == While SNS continue to play an influential role in helping people form real-world connections via the Internet, renewed concerns over the social media bubble have surfaced due to recent controversies. These threats include growing concerns about breaches in data, the rise of bot accounts, and the sharing of fake news on SNS platforms. There are also concerns that big data figures associated with these SNS are inflated or fake, as well as worries about the role the platforms played in national elections (see Russian interference in the 2016 United States elections). These issues have resulted in a lack of trust among the sites' users.

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  • Unknown key-share attack

    Unknown key-share attack

    As defined by Blake-Wilson & Menezes (1999), an unknown key-share (UKS) attack on an authenticated key agreement (AK) or authenticated key agreement with key confirmation (AKC) protocol is an attack whereby an entity A {\displaystyle A} ends up believing she shares a key with B {\displaystyle B} , and although this is in fact the case, B {\displaystyle B} mistakenly believes the key is instead shared with an entity E ≠ A {\displaystyle E\neq A} . In other words, in a UKS, an opponent, say Eve, coerces honest parties Alice and Bob into establishing a secret key where at least one of Alice and Bob does not know that the secret key is shared with the other. For example, Eve may coerce Bob into believing he shares the key with Eve, while he actually shares the key with Alice. The “key share” with Alice is thus unknown to Bob.

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  • Symmetric Boolean function

    Symmetric Boolean function

    In mathematics, a symmetric Boolean function is a Boolean function whose value does not depend on the order of its input bits, i.e., it depends only on the number of ones (or zeros) in the input. For this reason they are also known as Boolean counting functions. There are 2n+1 symmetric n-ary Boolean functions. Instead of the truth table, traditionally used to represent Boolean functions, one may use a more compact representation for an n-variable symmetric Boolean function: the (n + 1)-vector, whose i-th entry (i = 0, ..., n) is the value of the function on an input vector with i ones. Mathematically, the symmetric Boolean functions correspond one-to-one with the functions that map n+1 elements to two elements, f : { 0 , 1 , . . . , n } → { 0 , 1 } {\displaystyle f:\{0,1,...,n\}\rightarrow \{0,1\}} . Symmetric Boolean functions are used to classify Boolean satisfiability problems. == Special cases == A number of special cases are recognized: Majority function: their value is 1 on input vectors with more than n/2 ones Threshold functions: their value is 1 on input vectors with k or more ones for a fixed k All-equal and not-all-equal function: their values is 1 when the inputs do (not) all have the same value Exact-count functions: their value is 1 on input vectors with k ones for a fixed k One-hot or 1-in-n function: their value is 1 on input vectors with exactly one one One-cold function: their value is 1 on input vectors with exactly one zero Congruence functions: their value is 1 on input vectors with the number of ones congruent to k mod m for fixed k, m Parity function: their value is 1 if the input vector has odd number of ones The n-ary versions of AND, OR, XOR, NAND, NOR and XNOR are also symmetric Boolean functions. == Properties == In the following, f k {\displaystyle f_{k}} denotes the value of the function f : { 0 , 1 } n → { 0 , 1 } {\displaystyle f:\{0,1\}^{n}\rightarrow \{0,1\}} when applied to an input vector of weight k {\displaystyle k} . === Weight === The weight of the function can be calculated from its value vector: | f | = ∑ k = 0 n ( n k ) f k {\displaystyle |f|=\sum _{k=0}^{n}{\binom {n}{k}}f_{k}} === Algebraic normal form === The algebraic normal form either contains all monomials of certain order m {\displaystyle m} , or none of them; i.e. the Möbius transform f ^ {\displaystyle {\hat {f}}} of the function is also a symmetric function. It can thus also be described by a simple (n+1) bit vector, the ANF vector f ^ m {\displaystyle {\hat {f}}_{m}} . The ANF and value vectors are related by a Möbius relation: f ^ m = ⨁ k 2 ⊆ m 2 f k {\displaystyle {\hat {f}}_{m}=\bigoplus _{k_{2}\subseteq m_{2}}f_{k}} where k 2 ⊆ m 2 {\displaystyle k_{2}\subseteq m_{2}} denotes all the weights k whose base-2 representation is covered by the base-2 representation of m (a consequence of Lucas’ theorem). Effectively, an n-variable symmetric Boolean function corresponds to a log(n)-variable ordinary Boolean function acting on the base-2 representation of the input weight. For example, for three-variable functions: f ^ 0 = f 0 f ^ 1 = f 0 ⊕ f 1 f ^ 2 = f 0 ⊕ f 2 f ^ 3 = f 0 ⊕ f 1 ⊕ f 2 ⊕ f 3 {\displaystyle {\begin{array}{lcl}{\hat {f}}_{0}&=&f_{0}\\{\hat {f}}_{1}&=&f_{0}\oplus f_{1}\\{\hat {f}}_{2}&=&f_{0}\oplus f_{2}\\{\hat {f}}_{3}&=&f_{0}\oplus f_{1}\oplus f_{2}\oplus f_{3}\end{array}}} So the three variable majority function with value vector (0, 0, 1, 1) has ANF vector (0, 0, 1, 0), i.e.: Maj ( x , y , z ) = x y ⊕ x z ⊕ y z {\displaystyle {\text{Maj}}(x,y,z)=xy\oplus xz\oplus yz} === Unit hypercube polynomial === The coefficients of the real polynomial agreeing with the function on { 0 , 1 } n {\displaystyle \{0,1\}^{n}} are given by: f m ∗ = ∑ k = 0 m ( − 1 ) | k | + | m | ( m k ) f k {\displaystyle f_{m}^{}=\sum _{k=0}^{m}(-1)^{|k|+|m|}{\binom {m}{k}}f_{k}} For example, the three variable majority function polynomial has coefficients (0, 0, 1, -2): Maj ( x , y , z ) = ( x y + x z + y z ) − 2 ( x y z ) {\displaystyle {\text{Maj}}(x,y,z)=(xy+xz+yz)-2(xyz)} == Examples ==

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  • ShareMethods

    ShareMethods

    ShareMethods is a Web 2.0 document management and collaboration service with a focus on sales, marketing, and the extended selling network. It offers a software as a service (SaaS) subscription to companies and is available as a stand-alone application or as an integrated program with CRM tools such as Oracle CRM On Demand or salesforce.com. == History == ShareMethods was launched in 2004 to provide collaboration and communication services for sales and marketing teams, business partners, and customers. The founders have a background of building software-as-a-service applications and creating digital media applications. In September 2005, ShareMethods launched "ShareNow" as one of the first applications on the salesforce.com AppExchange. In September 2006, ShareMethods moved its operations into a SAS 70 Type II data center owned by SunGard. In March 2009, ShareMethods launched "ShareSpaces" to provide on-demand portals or workspaces. In 2013, ShareMethods announced that its platform is available in a private cloud (on-premises) version. == Products == ShareMethods: Combines document management, collaboration, analytics, and CRM integration into a single solution. Key content can be centrally managed and delivered to sales channels, while providing feedback to marketing. ShareMethods is often used as a sales portal for internal sales and a partner portal for external partners. ShareNow: Integrates ShareMethods with salesforce.com providing Single Sign On for salesforce.com users and access to files related to accounts opportunities, etc. including custom objects. Also facilitates collaboration between salesforce.com users and non-users. ShareMethods for Oracle CRM On Demand: Integrates ShareMethods with Oracle CRM On Demand providing Single Sign On for Oracle users and easy access to files related to accounts opportunities, etc. ShareOffice: An on-demand intranet/extranet solution. Features include full-text search, version history, server sync-up, email updates, audit trail/analytics, check-in/check-out, multilingual user interface. ShareSpaces: Independent workspaces or portals where users can collaborate with business partners, teammates, or individuals to work together on content and documents. == Integration and interoperability == ShareMethods is available on Salesforce.com's AppExchange platform. ShareMethods also integrates with Oracle CRM On Demand to provide document management within the CRM application. Customers also can integrate proprietary systems via single-sign-on and self-registration. In addition, developers can make use of the ShareMethods API based on WebDAV to integrate document management functionality.

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  • Data lineage

    Data lineage

    Data lineage refers to the process of tracking how data is generated, transformed, transmitted and used across systems over time. It documents data's origins, transformations and movements, providing detailed visibility into its life cycle. This process simplifies the identification of errors in data analytics workflows, by enabling users to trace issues back to their root causes. Data lineage facilitates the ability to replay specific segments or inputs of the dataflow. This can be used in debugging or regenerating lost outputs. In database systems, this concept is closely related to data provenance, which involves maintaining records of inputs, entities, systems and processes that influence data. Data provenance provides a historical record of data origins and transformations. It supports forensic activities such as data-dependency analysis, error/compromise detection, recovery, auditing and compliance analysis: "Lineage is a simple type of why provenance." Data governance plays a critical role in managing metadata by establishing guidelines, strategies and policies. Enhancing data lineage with data quality measures and master data management adds business value. Although data lineage is typically represented through a graphical user interface (GUI), the methods for gathering and exposing metadata to this interface can vary. Based on the metadata collection approach, data lineage can be categorized into three types: Those involving software packages for structured data, programming languages and Big data systems. Data lineage information includes technical metadata about data transformations. Enriched data lineage may include additional elements such as data quality test results, reference data, data models, business terminology, data stewardship information, program management details and enterprise systems associated with data points and transformations. Data lineage visualization tools often include masking features that allow users to focus on information relevant to specific use cases. To unify representations across disparate systems, metadata normalization or standardization may be required. == Representation of data lineage == Representation broadly depends on the scope of the metadata management and reference point of interest. Data lineage provides sources of the data and intermediate data flow hops from the reference point with backward data lineage, leading to the final destination's data points and its intermediate data flows with forward data lineage. These views can be combined with end-to-end lineage for a reference point that provides a complete audit trail of that data point of interest from sources to their final destinations. As the data points or hops increase, the complexity of such representation becomes incomprehensible. Thus, the best feature of the data lineage view is the ability to simplify the view by temporarily masking unwanted peripheral data points. Tools with the masking feature enable scalability of the view and enhance analysis with the best user experience for both technical and business users. Data lineage also enables companies to trace sources of specific business data to track errors, implement changes in processes and implementing system migrations to save significant amounts of time and resources. Data lineage can improve efficiency in business intelligence BI processes. Data lineage can be represented visually to discover the data flow and movement from its source to destination via various changes and hops on its way in the enterprise environment. This includes how the data is transformed along the way, how the representation and parameters change and how the data splits or converges after each hop. A simple representation of the Data Lineage can be shown with dots and lines, where dots represent data containers for data points, and lines connecting them represent transformations the data undergoes between the data containers. Data lineage can be visualized at various levels based on the granularity of the view. At a very high-level, data lineage is visualized as systems that the data interacts with before it reaches its destination. At its most granular, visualizations at the data point level can provide the details of the data point and its historical behavior, attribute properties and trends and data quality of the data passed through that specific data point in the data lineage. The scope of the data lineage determines the volume of metadata required to represent its data lineage. Usually, data governance and data management of an organization determine the scope of the data lineage based on their regulations, enterprise data management strategy, data impact, reporting attributes and critical data elements of the organization. == Rationale == Distributed systems like Google Map Reduce, Microsoft Dryad, Apache Hadoop (an open-source project) and Google Pregel provide such platforms for businesses and users. However, even with these systems, Big Data analytics can take several hours, days or weeks to run, simply due to the data volumes involved. For example, a ratings prediction algorithm for the Netflix Prize challenge took nearly 20 hours to execute on 50 cores, and a large-scale image processing task to estimate geographic information took 3 days to complete using 400 cores. "The Large Synoptic Survey Telescope is expected to generate terabytes of data every night and eventually store more than 50 petabytes, while in the bioinformatics sector, the 12 largest genome sequencing houses in the world now store petabytes of data apiece. It is very difficult for a data scientist to trace an unknown or an unanticipated result. === Big data debugging === Big data analytics is the process of examining large data sets to uncover hidden patterns, unknown correlations, market trends, customer preferences and other useful business information. Machine learning, among other algorithms, is used to transform and analyze the data. Due to the large size of the data, there could be unknown features in the data. The massive scale and unstructured nature of data, the complexity of these analytics pipelines, and long runtimes pose significant manageability and debugging challenges. Even a single error in these analytics can be extremely difficult to identify and remove. While one may debug them by re-running the entire analytics through a debugger for stepwise debugging, this can be expensive due to the amount of time and resources needed. Auditing and data validation are other major problems due to the growing ease of access to relevant data sources for use in experiments, the sharing of data between scientific communities and use of third-party data in business enterprises. As such, more cost-efficient ways of analyzing data intensive scale-able computing (DISC) are crucial to their continued effective use. === Challenges in Big Data debugging === ==== Massive scale ==== According to an EMC/IDC study, 2.8 ZB of data were created and replicated in 2012. Furthermore, the same study states that the digital universe will double every two years between now and 2020, and that there will be approximately 5.2 TB of data for every person in 2020. Based on current technology, the storage of this much data will mean greater energy usage by data centers. ==== Unstructured data ==== Unstructured data usually refers to information that doesn't reside in a traditional row-column database. Unstructured data files often include text and multimedia content, such as e-mail messages, word processing documents, videos, photos, audio files, presentations, web pages and many other kinds of business documents. While these types of files may have an internal structure, they are still considered "unstructured" because the data they contain doesn't fit neatly into a database. The amount of unstructured data in enterprises is growing many times faster than structured databases are growing. Big data can include both structured and unstructured data, but IDC estimates that 90 percent of Big Data is unstructured data. The fundamental challenge of unstructured data sources is that they are difficult for non-technical business users and data analysts alike to unbox, understand and prepare for analytic use. Beyond issues of structure, the sheer volume of this type of data contributes to such difficulty. Because of this, current data mining techniques often leave out valuable information and make analyzing unstructured data laborious and expensive. In today's competitive business environment, companies have to find and analyze the relevant data they need quickly. The challenge is going through the volumes of data and accessing the level of detail needed, all at a high speed. The challenge only grows as the degree of granularity increases. One possible solution is hardware. Some vendors are using increased memory and parallel processing to crunch large volumes of data quickly. Another method is putting data in-memory but using a grid

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  • Protecting Kids From Social Media Act

    Protecting Kids From Social Media Act

    Protecting Kids on Social Media Act or HB 1891 is an American law that was introduced by William Lamberth of Sumner County, Tennessee and was signed into law by Tennessee's governor on May 2, 2024. The bill requires social media websites such as X, YouTube, TikTok, Facebook and others to verify the age of users and if those users are under 18, they must have parental consent. == Progress == The law passed the Tennessee State Legislature with little opposition: the bill had only two no votes in the House from Aftyn Behn and Vincent B. Dixie, and it had zero no votes in the Senate. == Bill summary == Every social media company must verify the age of new users after the law takes effect, and if the user had created an account before the law took effect, they must verify the age of the person attempting to access the account within 14 days. If the new user or the user who originally owned an account is under 18 years of age, they must get parental consent and the third party or social media company must not retain the data from the age verification process or obtaining parental consent. Parents who are account holders of those under 18 can view the privacy settings, set daily time restrictions, and implement breaks during which the minor cannot access the account. The law is enforced by the Attorney General of Tennessee and went into effect on January 1, 2025. == Lawsuit == On October 3, 2024, the trade association NetChoice filed a lawsuit against Tennessee Attorney General Jonathan Skrmetti in the Middle District Court of Tennessee, claiming that the law violates the First Amendment. The Judge for the case is William L. Campbell Jr. An initial case management conference was originally scheduled for December 4, 2024, however it was delayed because of the Supreme Court case United States v. Skrmetti, recommending that the conference be delayed after January 20, 2025. On February 14, 2025, Judge Eli Richardson denied NetChoice's motion for a temporary restraining order because it would disrupt the status quo of the case.

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  • Data storage

    Data storage

    Data storage is the recording (storing) of information (data) in a storage medium. Handwriting, phonographic recording, magnetic tape, and optical discs are all examples of storage media. Biological molecules such as RNA and DNA are considered by some as data storage. Recording may be accomplished with virtually any form of energy. Electronic data storage requires electrical power to store and retrieve data. Data stored in a digital, machine-readable medium is called digital data. Computer data storage is one of the core functions of a general-purpose computer. Electronic documents can be stored in much less space than paper documents. Barcodes and magnetic ink character recognition (MICR) are two ways of recording machine-readable data on paper. == Recording media == A recording medium is physical material that holds information. Newly created information is distributed and can be stored in four storage media–print, film, magnetic, and optical–and seen or heard in four information flows–telephone, radio, TV, and the Internet as well as being observed directly. Digital information is stored on electronic media in many different recording formats. With electronic media, the data and the recording media are sometimes referred to as "software" despite the more common use of the word to describe computer software. With (traditional art) static media, art materials such as crayons may be considered both equipment and medium as the wax, charcoal or chalk material from the equipment becomes part of the surface of the medium. Some recording media may be temporary, either by design or by nature. Volatile organic compounds may be used to purposely make data expire over time or to reduce environmental impact. Data such as smoke signals or skywriting are temporary by nature. Depending on the volatility, a gas (e.g., atmosphere, smoke) or a liquid surface such as a lake would be considered a temporary recording medium, if it could be considered a recording medium at all. == Global capacity, digitization, and trends == A 2003 UC Berkeley report estimated that about five exabytes of new information were produced in 2002 and that 92% of this data was stored on magnetic media (primarily hard disk drives). This was about twice the data produced in 1999. The amount of data transmitted over telecommunications systems in 2002 was nearly 18 exabytes—three and a half times more than was recorded on non-volatile storage. Telephone calls constituted 98% of the telecommunicated information in 2002. The researchers' highest estimate for the growth rate of newly stored information (uncompressed) was more than 30% per year. In a more limited study, the International Data Corporation estimated that the total amount of digital data in 2007 was 281 exabytes and that the total amount of digital data produced exceeded the global storage capacity for the first time. A 2011 article in Science estimated that the year 2002 was the beginning of the digital age for information storage: an age in which more information is stored on digital storage devices than on analog storage devices. In 1986, approximately 1% of the world's capacity to store information was in digital format; this grew to 3% by 1993, to 25% by 2000, and to 94% by 2007. These figures correspond to less than three compressed exabytes in 1986, and 295 compressed exabytes in 2007. The quantity of digital storage doubled roughly every three to four years. It is estimated that around 120 zettabytes of data will be generated in 2023, an increase of 60x from 2010, and that it will increase to 181 zettabytes generated in 2025. == Mass storage ==

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  • Tail latency

    Tail latency

    Tail latency is a term used to describe the high-percentile response times seen in a system. This is usually measured at the 95th, 99th, or 99.9th percentile, not the average latency. In distributed systems, cloud computing, and large-scale web services, even a small number of slow requests can make the user experience and system performance much worse. Tail latency often happens because of things like resource contention, network variability, garbage collection pauses, and hardware heterogeneity. A major problem in system design is managing tail latency, because lowering average latency doesn't always make the worst-case performance better. To lessen its effects, people often use techniques like request hedging, replication, load balancing, and adaptive timeouts. In latency-sensitive applications like search engines, financial systems, and real-time services, where service-level objectives (SLOs) are often based on high-percentile latencies, it is especially important to understand and improve tail latency.

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  • Instant messaging

    Instant messaging

    Instant messaging (IM) technology is a type of synchronous computer-mediated communication involving the immediate (real-time) transmission of messages between two or more parties over the Internet or another computer network. Originally involving simple text message exchanges, modern instant messaging applications and services (also variously known as instant messenger, messaging app, chat app, chat client, or simply a messenger) tend to also feature the exchange of multimedia, emojis, file transfer, VoIP (voice calling), and video chat capabilities. Instant messaging systems facilitate connections between specified known users (often using a contact list also known as a "buddy list" or "friend list") or in chat rooms, and can be standalone apps or integrated into a wider social media platform, or in a website where it can, for instance, be used for conversational commerce. Originally the term "instant messaging" was distinguished from "text messaging" by being run on a computer network instead of a cellular/mobile network, being able to write longer messages, real-time communication, presence ("status"), and being free (only cost of access instead of per SMS message sent). Instant messaging was pioneered in the early Internet era; the IRC protocol was the earliest to achieve wide adoption. Later in the 1990s, ICQ was among the first closed and commercialized instant messengers, and several rival services appeared afterwards as it became a popular use of the Internet. Beginning with its first introduction in 2005, BlackBerry Messenger became the first popular example of mobile-based IM, combining features of traditional IM and mobile SMS. Instant messaging remains very popular today; IM apps are the most widely used smartphone apps: in 2018 for instance there were 980 million monthly active users of WeChat and 1.3 billion monthly users of WhatsApp, the largest IM network. == Overview == Instant messaging (IM), sometimes also called "messaging" or "texting", consists of computer-based human communication between two users (private messaging) or more (chat room or "group") in real-time, allowing immediate receipt of acknowledgment or reply. This is in direct contrast to email, where conversations are not in real-time, and the perceived quasi-synchrony of the communications by the users (although many systems allow users to send offline messages that the other user receives when logging in). Earlier IM networks were limited to text-based communication, not dissimilar to mobile text messaging. As technology has moved forward, IM has expanded to include voice calling using a microphone, videotelephony using webcams, file transfer, location sharing, image and video transfer, voice notes, and other features. IM is conducted over the Internet or other types of networks (see also LAN messenger). Depending on the IM protocol, the technical architecture can be peer-to-peer (direct point-to-point transmission) or client–server (when all clients have to first connect to the central server). Primary IM services are controlled by their corresponding companies and usually follow the client-server model. At one point, the term "Instant Messenger" was a service mark of AOL Time Warner and could not be used in software not affiliated with AOL in the United States. For this reason, in April 2007, the instant messaging client formerly named Gaim (or gaim) announced that they would be renamed "Pidgin". === Clients === Modern IM services generally provide their own client, either a separately installed application or a browser-based client. They are normally centralised networks run by the servers of the platform's operators, unlike peer-to-peer protocols like XMPP. These usually only work within the same IM network, although some allow limited function with other services (see #Interoperability). Third-party client software applications exist that will connect with most of the major IM services. There is the class of instant messengers that uses the serverless model, which doesn't require servers, and the IM network consists only of clients. There are several serverless messengers: RetroShare, Tox, Bitmessage, Ricochet. See also: LAN messenger. Some examples of popular IM services today include Signal, Telegram, WhatsApp Messenger, WeChat, QQ Messenger, Viber, Line, and Snapchat. The popularity of certain apps greatly differ between different countries. Certain apps have an emphasis on certain uses - for example, Skype focuses on video calling, Slack focuses on messaging and file sharing for work teams, and Snapchat focuses on image messages. Some social networking services offer messaging services as a component of their overall platform, such as Facebook's Facebook Messenger, who also own WhatsApp. Others have a direct IM function as an additional adjunct component of their social networking platforms, like Instagram, Reddit, Tumblr, TikTok, Clubhouse and Twitter; this also includes for example dating websites, such as OkCupid or Plenty of Fish, and online gaming chat platforms. === Features === ==== Private and group messaging ==== Private chat allows users to converse privately with another person or a group. Privacy can also be enhanced in several ways, such as end-to-end encryption by default. Public and group chat features allow users to communicate with multiple people simultaneously. ==== Calling ==== Many major IM services and applications offer a call feature for user-to-user voice calls, conference calls, and voice messages. The call functionality is useful for professionals who utilize the application for work purposes and as a hands-free method. Videotelephony using a webcam is also possible by some. ==== Games and entertainment ==== Some IM applications include in-app games for entertainment. Yahoo! Messenger, for example, introduced these where users could play a game and viewed by friends in real-time. MSN Messenger featured a number of playable games within the interface. Facebook's Messenger has had a built-in option to play games with people in a chat, including games like Tetris and Blackjack. Discord features multiple games built inside the "activities" tab in voice channels. ==== Payments ==== A relatively new feature to instant messaging, peer-to-peer payments are available for financial tasks on top of communication. The lack of a service fee also makes these advantageous to financial applications. IM services such as Facebook Messenger and the WeChat 'super-app' for example offer a payment feature. == History == === Early systems === Though the term dates from the 1990s, instant messaging predates the Internet, first appearing on multi-user operating systems like Compatible Time-Sharing System (CTSS) and Multiplexed Information and Computing Service (Multics) in the mid-1960s. Initially, some of these systems were used as notification systems for services like printing, but quickly were used to facilitate communication with other users logged into the same machine. CTSS facilitated communication via text message for up to 30 people. Parallel to instant messaging were early online chat facilities, the earliest of which was Talkomatic (1973) on the PLATO system, which allowed 5 people to chat simultaneously on a 512 x 512 plasma display (5 lines of text + 1 status line per person). During the bulletin board system (BBS) phenomenon that peaked during the 1980s, some systems incorporated chat features which were similar to instant messaging; Freelancin' Roundtable was one prime example. The first such general-availability commercial online chat service (as opposed to PLATO, which was educational) was the CompuServe CB Simulator in 1980, created by CompuServe executive Alexander "Sandy" Trevor in Columbus, Ohio. As networks developed, the protocols spread with the networks. Some of these used a peer-to-peer protocol (e.g. talk, ntalk and ytalk), while others required peers to connect to a server (see talker and IRC). The Zephyr Notification Service (still in use at some institutions) was invented at MIT's Project Athena in the 1980s to allow service providers to locate and send messages to users. Early instant messaging programs were primarily real-time text, where characters appeared as they were typed. This includes the Unix "talk" command line program, which was popular in the 1980s and early 1990s. Some BBS chat programs (i.e. Celerity BBS) also used a similar interface. Modern implementations of real-time text also exist in instant messengers, such as AOL's Real-Time IM as an optional feature. In the latter half of the 1980s and into the early 1990s, the Quantum Link online service for Commodore 64 computers offered user-to-user messages between concurrently connected customers, which they called "On-Line Messages" (or OLM for short), and later "FlashMail." Quantum Link later became America Online and made AOL Instant Messenger (AIM, discussed later). While the Quantum Link client software ran on a Commodore 64, using only

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  • Social media and suicide

    Social media and suicide

    Since the rise of social media, there have been numerous cases of individuals being influenced towards committing suicide or self-harm through their use of social media, and even of individuals arranging to broadcast suicide attempts, some successful, on social media. Researchers have studied social media and suicide to determine what, if any, risks social media poses in terms of suicide, and to identify methods of mitigating such risks, if they exist. The search for a correlation has not yet uncovered a clear answer. == Background == Suicide is one of the leading causes of death worldwide, and as of 2020, the second leading cause of death in the United States for those aged 15–34. According to the Center for Disease Control and Prevention, suicide was the third leading cause of death among adolescents in the US, from 1999 to 2006. In 2020, people in the US had a suicide rate of 13.5 per 100,000. Suicide was a leading cause of death in the United States accounting for 48,183 deaths in 2021. Suicide rates increased by 30 per cent from 2000 to 2018 and declined in 2019 and 2020. Suicide remains a significant public health issue worldwide, despite prevention efforts and treatments. Suicide has been identified not only as an individual phenomenon but also as being influenced by social and environmental factors. There is growing evidence that online activity has influenced suicide-related behavior. The use of social media throughout the 21st century has grown exponentially. For this reason, there are a variety of sources that are accessible to the public in various forms, especially social media sites such as Facebook, Instagram, Twitter, YouTube, Snapchat, TikTok and many more. Although these platforms were intended to allow people to connect virtually, these platforms can lead to cyber-bullying, insecurity, and emotional distress, and sometimes may influence a person to attempt suicide. Bullying, whether on social media or elsewhere, physical or not, significantly increases victims' risk of suicidal behavior. Since social media was introduced some people have taken their lives as a result of cyberbullying. Furthermore, suicide rates among teenagers have increased from 2010 to 2022 as social media has become something that people interact with more throughout their day-to-day lives. Media algorithms tend to popularize videos and posts to inform the country of the rising trouble, which may create a popular appeal to the young and immature minds of teenagers. This is why, social media could provide higher risks with the promotion of different kinds of pro-suicidal sites, message boards, chat rooms, and forums. Moreover, the Internet not only reports suicide incidents but documents suicide methods (for example, suicide pacts, an agreement between two or more people to kill themselves at a particular time and often by the same lethal means). Therefore, the role the Internet plays, particularly social media, in suicide-related behavior is a topic of growing interest. == Cyberbullying == There is substantial evidence that the Internet and social media can influence suicide-related behavior. Such evidence includes an increase in exposure to graphic content. A research study conducted by Sameer Hinduja and Justin Patchin found a correlation between cyberbullying and suicide. According to their findings, cyber-bullying increases suicidal thoughts by 14.5 percent and suicide attempts by 8.7 percent. Particularly alarming is the fact that children and young people under 25 who are victims of cyberbullying are more than twice as likely to self-harm and engage in suicidal behavior. Overall, teen suicide rates have increased within the past decade.This presents a significant public health concern, with over 40,000 suicides in the United States and nearly one million worldwide annually. Adolescents involved in cyberbullying often downplay its seriousness by calling it a joke or blaming the victim. These moral disengagement strategies can normalize harmful behavior and reduce feelings of guilt. This normalization may increase emotional distress and contribute to risks like depression and suicidal thoughts. Recent data from the Centers for Disease Control and Prevention reveals that 14.9 per cent of teenagers have experienced online bullying, while 13.6 per cent of teenagers have seriously attempted suicide. Both of these incidents are in increasing numbers in the United States. Furthermore, in numerous recent incidents, cyber-bullying led the victim to commit suicide; this phenomenon is now known as cyberbullicide. Many parents and children are unaware of the dangers and potential legal consequences of cyberbullying. As a response, anti-bullying regulations implemented by schools aim to prevent any form of bullying, including through technology, and protect students from online harassment. While some states have enacted laws against cyberbullying, there are currently no federal regulations addressing this issue. == Social media's influence on suicide == The media may portray suicidal behavior or language which can potentially influence people to act on these suicidal ideation. This may include news reports of actual suicides that have occurred or television shows and films that reenact suicides. Some organizations have proposed guidelines about how the media should report suicide. There is evidence that compliance with the guidelines varies. Some research showed that it is unclear whether the guidelines have successfully reduced the number of suicides. On the contrary, other research studies stated that the guidelines have worked in some cases. == Impact of pro-suicidal sites, message boards, chat rooms and forums == Social media platforms have transformed traditional methods of communication by allowing instantaneous and interactive sharing of information created and controlled by individuals, groups, organizations, and governments. As of the third quarter of 2022, Facebook had 266 million monthly active users, between Canada and the US. An immense quantity of information on the topic of suicide is available on the Internet and via social media. The information available on social media on the topic of suicide can influence suicidal behavior, both negatively and positively. The social cognitive theory plays a vital role in suicide attempts influenced through social media. This theory is demonstrated when one is influenced by what they see through various processes that form into modeled behaviors. This can be shown when people post their suicide attempts online or promote suicidal behavior in general. Contributors to these social media platforms may also exert peer pressure and encourage others to take their own lives, idolize those who have killed themselves, and facilitate suicide pacts. These pro-suicidal sites reported the following. For example, on a Japanese message board in 2008, it was shared that people can kill themselves using hydrogen sulfide gas. Shortly afterwards, 220 people attempted suicide in this way, and 208 were successful. Biddle et al. conducted a systematic Web search of 12 suicide-associated terms (e.g., suicide, suicide methods, how to kill yourself, and best suicide methods) to analyze the search results, and found that pro-suicide sites and chat rooms that discussed general issues associated with suicide most often occurred within the first few hits of a search. In another study, 373 suicide-related websites were found using Internet search engines and examined. Among them, 31% were suicide-neutral, 29% were anti-suicide, and 11% were pro-suicide. Together, these studies have shown that obtaining pro-suicide information on the Internet, including detailed information on suicide methods, is very easy. While social media has been prevalent in young adult suicide, some young adults find comfort and solace through these platforms. Young adults are making connections with people in like situations that are helping them feel less lonely. Although the public opinion is that message boards are harmful, the following studies show how they point to suicide prevention and have positive influences. A study using content analysis analyzed all of the postings on the AOL Suicide Bulletin Board over 11 months and concluded that most contributions contained positive, empathetic, and supportive postings. Then, a multi-method study was able to demonstrate that the users of such forums experience a great deal of social support and only a small amount of social strain. Lastly, in the survey participants were asked to assess the extent of their suicidal thoughts on a 7-level scale (0, absolutely no suicidal thoughts, to 7, very strong suicidal thoughts) for the time directly before their first forum visit and at the time of the survey. The study found a significant reduction after using the forum. The study however cannot conclude the forum is the only reason for the decrease. Together, these studies show how forums can reduce the number of

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  • Social network game

    Social network game

    A social network game (sometimes simply referred to as a social media game, social gaming, or online social game) is a type of online game that is played through social networks or social media. They typically feature gamification systems with multiplayer gameplay mechanics. Social network games were originally implemented as browser games. As mobile gaming took off, the games moved to mobile as well. While they share many aspects of traditional video games, social network games often employ additional ones that make them distinct. Traditionally they are oriented to be social games and casual games. The first cross-platform "Facebook-to-Mobile" social network game was developed in 2011 by a Finnish company Star Arcade. Social network games are amongst the most popular games played in the world, with several products with tens of millions of players. (Lil) Green Patch, Happy Farm, and Mob Wars were some of the first successful games of this genre. FarmVille, Mafia Wars, Kantai Collection, and The Sims Social are more recent examples of popular social network game. Major companies that made or published social network games include Zynga, Wooga and Bigpoint Games. == Demographics == As of 2010, it was reported that 55 percent of the social network gaming demographic in the United States consisted of women while in the United Kingdom, women made up nearly 60 percent of the demographic. In addition, most social gamers were around the 30 to 59 age range, with the average social gamer being 43 years old. Social gaming may appeal more to the older demographic because it is free, easier to advance through in a short period, does not involve as much violence as traditional video games, and is easier to grasp. Other games target certain demographics that use social media, such as Pot Farm creating a community by involving elements of cannabis subculture in its gameplay. == Technology and platforms == A social network video game is a client-server application. The client in the web era was implemented with a mix of web technologies like Flash, HTML5, PHP and JavaScript. When mobile games moved to mobile, social game front ends were developed using mobile platform technologies like Java, Objective-C, Swift and C++. The back end was a mix of programming languages and systems, including PHP, Ruby, C++ and go. Where social network video games diverged from traditional game development was the combination of real-time analytics to continuously optimize game mechanics to drive growth, revenue, and engagement. == Distinct features == The following table outlines common characteristics of social games, mentioned by Björk at the 2010 GCO Games Convention Online: A social network game may employ any of the following features: asynchronous gameplay, which allows rules to be resolved without needing players to play at the same time. gamification, which video game mechanics such as achievements and points are applied to those experienced when playing games in order to motivate and engage users. community, as one of the most distinct features of social video games is in leveraging the player's social network. Quests or game goals may only be possible if a player "shares" with friends connected by the social network hosting the game or gets them to play, as well as "neighbors" or "allies". a lack of victory conditions: there are generally no victory conditions since most developers count on users playing their games often. The game never ends and no one is ever declared winner. Instead, many casual games have "quests" or "missions" for players to complete. This is not true for board game-like social games, such as Scrabble. a virtual currency which players usually must purchase with real-world money. With the in-game currency, players can buy upgrades that would otherwise take much longer to earn through in-game achievements. In many cases, some upgrades are only available with the virtual currency. == Engagement strategies == Since social network games are often less challenging than console games and they have relatively shorter game play, they use different techniques to stretch game play and tools to retain users. Continuous goals: The games assign specific goals for users to achieve. As they advance in the game, the goals become more challenging and time-consuming. They also provide frequent feedback with their performance. Every action will translate towards a certain goal that will be used to attain higher gaming capitals. Gaming capitals: Players are encouraged to earn different badges, trophies, and accolades that indicate their progress and accomplishments. Some achievements are unlocked just by advancing in the game while others may significantly alter the rationale behind the game and require extensive investment from players. The ways of gaining gaming capital are not limited to playing games but the games-related productive activities that are appreciated in the player's social circle too. By accumulating gaming capitals, they provide an intrinsic benefit to gamers as there is an avenue to boost their accomplishment and showcase their expertise of the game. The achievements are visible to their network of friends. Gaming capitals are a way for developers to increase replay value provides extended play time, and players get more value from the game. Motivation for collecting gaming capitals: 1. Legitimization: refers to society's willingness to approve or condone certain behavior. Collecting is about channeling one's materialistic desires into more meaningful pursuits. Game achievements serve a similar purpose, allowing players to justify the hours spent playing the game. 2. Self-extension: Gathering and controlling meaningful objects or experiences can work to gain one an improved sense of self. The collector's goal to complete a collection is symbolically about completing the self too. Events timed to real world: Popular games such as Dragon City and Wild Ones require users to wait a certain time period before their "energy bars" replenish. Without energy, they are unable to conduct any form of action. Gamers are forced to wait and return after their energy replenishes to continue playing. == Monetization == Social network games frequently monetize based on virtual good transactions, but other games are emerging that utilize newer economic models. === Virtual goods === Gamers will be able to purchase in game items like power-ups, avatar accessories, or decorative items users purchase within the game itself. This is realized by monetize products that do not technically exist. Virtual goods account for over 90% of all revenue generated by the world's top social game developers. Designers optimize user experience through additional gameplay, missions, and quests, without having to worry about overhead or unused stock. == Advertising == The following are common ways of advertising in social network games: === Banner advertisements === As banner ads within social networks tend to be where ad response is low, they tend to be priced at bottom-of-the-barrel CPMs of around $2. However, because social games generate so many page views, they are the biggest part of advertising revenue for the social gaming industry. === Video ads === Videos are the ad format with the most revenue per view. They tend to be higher-priced, either by CPMs ($35+ CPM in social games) or cost-per-completed-view. According to studies, video ads result in highest brand recall thus a good return on investment for advertisers. Video ads are shown either in in-game interstitials (e.g. when the game is loading a new screen) or through incentive-based advertising, i.e. you will get either an in-game reward or Facebook credits for watching an advertisement. === Product placement === A brand or product will be injected in a game in some way. Due to the variety of ways in which product placement can be accomplished in any media, and because the category is nascent, this category is not standardized at all, but some examples include branded in-game goods or even in-game quests. For example, in a game where you run a restaurant, you might be asked to collect ingredients to make a Starbucks Frappuccino, and receive in-game rewards for doing so. As these product placement deals are non-standard, they are largely charged with a production fee, which can be $350,000 to $750,000 depending on the type of placement and the popularity of the game. === Lead generation offers === Another form of advertising that is prevalent in many social games are lead generation offers. In this form of advertising, companies, usually from different industries, aim to convince players to sign up for their goods or services and in exchange, players will receive virtual gifts or advance in the game as a reward. === Sponsorship === ==== White label games ==== Applications that are built once, then individualized and licensed again and again. Developer can create a quality app focused on fun while leaving the edge

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  • Language resource

    Language resource

    In linguistics and language technology, a language resource is a "[composition] of linguistic material used in the construction, improvement and/or evaluation of language processing applications, (...) in language and language-mediated research studies and applications." According to Bird & Simons (2003), this includes data, i.e. "any information that documents or describes a language, such as a published monograph, a computer data file, or even a shoebox full of handwritten index cards. The information could range in content from unanalyzed sound recordings to fully transcribed and annotated texts to a complete descriptive grammar", tools, i.e., "computational resources that facilitate creating, viewing, querying, or otherwise using language data", and advice, i.e., "any information about what data sources are reliable, what tools are appropriate in a given situation, what practices to follow when creating new data". The latter aspect is usually referred to as "best practices" or "(community) standards". In a narrower sense, language resource is specifically applied to resources that are available in digital form, and then, "encompassing (a) data sets (textual, multimodal/multimedia and lexical data, grammars, language models, etc.) in machine readable form, and (b) tools/technologies/services used for their processing and management". == Typology == As of May 2020, no widely used standard typology of language resources has been established (current proposals include the LREMap, METASHARE, and, for data, the LLOD classification). Important classes of language resources include data lexical resources, e.g., machine-readable dictionaries, linguistic corpora, i.e., digital collections of natural language data, linguistic data bases such as the Cross-Linguistic Linked Data collection, tools linguistic annotations and tools for creating such annotations in a manual or semiautomated fashion (e.g., tools for annotating interlinear glossed text such as Toolbox and FLEx, or other language documentation tools), applications for search and retrieval over such data (corpus management systems), for automated annotation (part-of-speech tagging, syntactic parsing, semantic parsing, etc.), metadata and vocabularies vocabularies, repositories of linguistic terminology and language metadata, e.g., MetaShare (for language resource metadata), the ISO 12620 data category registry (for linguistic features, data structures and annotations within a language resource), or the Glottolog database (identifiers for language varieties and bibliographical database). == Language resource publication, dissemination and creation == A major concern of the language resource community has been to develop infrastructures and platforms to present, discuss and disseminate language resources. Selected contributions in this regard include: a series of International Conferences on Language Resources and Evaluation (LREC), the European Language Resources Association (ELRA, EU-based), and the Linguistic Data Consortium (LDC, US-based), which represent commercial hosting and dissemination platforms for language resources, the Open Languages Archives Community (OLAC), which provides and aggregates language resource metadata, the Language Resources and Evaluation Journal (LREJ), the European Language Grid is a European platform for language technologies (eg services), data and resources. As for the development of standards and best practices for language resources, these are subject of several community groups and standardization efforts, including ISO Technical Committee 37: Terminology and other language and content resources (ISO/TC 37), developing standards for all aspects of language resources, W3C Community Group Best Practices for Multilingual Linked Open Data (BPMLOD), working on best practice recommendations for publishing language resources as Linked Data or in RDF, W3C Community Group Linked Data for Language Technology (LD4LT), working on linguistic annotations on the web and language resource metadata, W3C Community Group Ontology-Lexica (OntoLex), working on lexical resources, the Open Linguistics working group of the Open Knowledge Foundation, working on conventions for publishing and linking open language resources, developing the Linguistic Linked Open Data cloud, the Text Encoding Initiative (TEI), working on XML-based specifications for language resources and digitally edited text.

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  • Open Data-Link Interface

    Open Data-Link Interface

    The Open Data-Link Interface (ODI) is an application programming interface (API) for network interface controllers (NICs) developed by Apple and Novell. The API serves the same function as Microsoft and 3COM's Network Driver Interface Specification (NDIS). Originally, ODI was written for NetWare and Macintosh environments. Like NDIS, ODI provides rules that establish a vendor-neutral interface between the protocol stack and the adapter driver. It resides in Layer 2, the Data Link layer, of the OSI model. This interface also enables one or more network drivers to support one or more protocol stacks.

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  • Signatures with efficient protocols

    Signatures with efficient protocols

    Signatures with efficient protocols are a form of digital signature invented by Jan Camenisch and Anna Lysyanskaya in 2001. In addition to being secure digital signatures, they need to allow for the efficient implementation of two protocols: A protocol for computing a digital signature in a secure two-party computation protocol. A protocol for proving knowledge of a digital signature in a zero-knowledge protocol. In applications, the first protocol allows a signer to possess the signing key to issue a signature to a user (the signature owner) without learning all the messages being signed or the complete signature. The second protocol allows the signature owner to prove that he has a signature on many messages without revealing the signature and only a (possibly) empty subset of the messages. The combination of these two protocols allows for the implementation of digital credential and ecash protocols.

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