AI Detector And Fixer

AI Detector And Fixer — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Tresorit

    Tresorit

    Tresorit is a Swiss company providing end-to-end encrypted cloud storage and secure content collaboration services. Founded in 2011, the company primarily serves businesses and organizations with elevated data protection and compliance requirements. Since 2021, Tresorit has been part of Swiss Post's digital business services, which, under the name 'Swiss Post Digital' offer secure communication platforms and connectable software solutions for SMEs, public authorities, and the healthcare sector, among others. == History == Tresorit was founded in 2011 by Hungarian software developers Istvan Lam, Szilveszter Szebeni and Gyorgy Szilagyi with the aim of providing a secure alternative to traditional cloud storage solutions. The company developed a cloud collaboration platform based on client-side end-to-end encryption and a zero-knowledge architecture. In its early years, Tresorit gained attention through a public security challenge inviting researchers to attempt to compromise its encryption system. The initiative received coverage in technology and cybersecurity media. The company initially positioned itself as a secure alternative to conventional cloud storage services and gradually expanded its offering toward enterprise-focused collaboration tools. In 2021, Swiss Post Communications Services acquired a majority stake in Tresorit. The company is now part of Swiss Post, and continues to operate independently within Swiss Post’s digital division, while benefiting from the broader infrastructure and institutional framework of its parent organization. Tresorit has offices in Zurich, Munich, and Budapest. == Products and Services == Tresorit provides a cloud-based platform for secure file storage and collaboration. Its services include encrypted file sharing, email encryption, electronic signatures, and encrypted data rooms for managing sensitive documents and workflows. The platform is available on Windows, macOS, Linux, Android, and iOS. == Technology == Tresorit uses client-side end-to-end encryption based on a zero-knowledge model. Files are encrypted on the user’s device before being uploaded to company servers. According to the company, encryption keys remain under user control, meaning that Tresorit and third parties cannot access the content of stored files. == Security challenge == Between 2013 and 2014, Tresorit organized a public challenge inviting security researchers to attempt to compromise the service's encryption implementation. The challenge received coverage in technology and cybersecurity media. == Acquisition by Swiss Post == In 2021, Swiss Post Communications Services acquired a majority stake in Tresorit as part of Swiss Post’s broader digital services strategy. The company is now part of Swiss Post. == Reception == Tresorit has been covered by international technology and business publications in the context of secure cloud storage and encrypted collaboration services. TechCrunch described the company as an early European provider of end-to-end encrypted cloud services, while The New York Times included it in discussions of secure file-sharing tools. Other publications such as TechRadar and ITPro have reviewed Tresorit in the context of enterprise security and confidential data handling.

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  • Fan loyalty

    Fan loyalty

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

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  • Web science

    Web science

    Web science is an emerging interdisciplinary field concerned with the study of large-scale socio-technical systems, particularly the World Wide Web. It considers the relationship between people and technology, the ways that society and technology co-constitute one another and the impact of this co-constitution on broader society. Web Science combines research from disciplines as diverse as sociology, computer science, economics, and mathematics. The Web Science Institute, founded at the University of Southampton by director Wendy Hall and colleagues, describes Web Science as focusing "the analytical power of researchers from disciplines as diverse as mathematics, sociology, economics, psychology, law and computer science to understand and explain the Web. It is necessarily interdisciplinary – as much about social and organizational behaviour as about the underpinning technology." A central pillar of Web science development is Artificial Intelligence or "AI". The current artificial intelligence that in development at the moment is Human-Centered, with goals to further professional development courses as well as influencing public policy. Artificial intelligence developers are focused on the most impactful uses of this technology, while also hoping to expedite the growth and development of the human race. An early definition was given by American computer scientist Ben Shneiderman: "Web Science" is processing the information available on the web in similar terms to those applied to natural environment. == Areas of activity == === Emergent properties === Philip Tetlow, an IBM-based scientist influential in the emergence of web science as an independent discipline, argued for the concept of web life, which considers the Web not as a connected network of computers, as in common interpretations of the Internet, but rather as a sociotechnical machine capable of fusing together individuals and organisations into larger coordinated groups. It argues that unlike the technologies that have come before it, the Web is different in that its phenomenal growth and complexity are starting to outstrip our capability to control it directly, making it impossible for us to grasp its completeness in one go. Tetlow made use of Fritjof Capra's concept of the 'web of life' as a metaphor. == Research groups == There are numerous academic research groups engaged in Web Science research, many of which are members of WSTNet, the Web Science Trust Network of research labs. Health Web Science emerged as a sub-discipline of Web Science that studies the role of the Web's impact on human's health outcomes and how to further utilize the Web to improve health outcomes. These groups focus on the developmental possibilities, provided through Web Science, in areas such as health care and social welfare. Discussion of web science has been widely adopted as a method in which the internet can have a real world impact in the field of medicine, currently coined Medicine 2.0. The World Wide Web acts as a medium for the spread and circulation of knowledge, though these various research groups consider themselves responsible for maintaining verifiable and testable knowledge. Using their knowledge of the healthcare system as well as web science, researchers are focused on formatting and structuring their knowledge in a way that is easily accessible throughout the internet. The World Wide Web is quickly evolving meaning that the information we provide and its formatting must also. Recognizing the overlap between both aspects, the spread of knowledge and development of the internet, allows us to properly display our knowledge in a manner that evolves as quickly as the internet and everyday medical research. The accessibility of the internet and quick development of knowledge must be companied with efficient formatting to allocate successful dissemination of information, as described by these various researcher groups. == Related major conferences == Association for Computing Machinery (ACM), Hypertext Conference (HT) sponsored by SIGWEB ACM SIGCHI Conference on Human Factors in Computing Systems (CHI) International AAAI Conference on Weblogs and Social Media (ICWSM) The Web Conference (WWW) Association for Computing Machinery (ACM) Web Science Conference (WebSci)

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  • Hype (marketing)

    Hype (marketing)

    Hype in marketing is a strategy of using extreme publicity. Hype as a modern marketing strategy is closely associated with social media. Marketing through hype often uses artificial scarcity to induce demand. Consumers of hyped products often participate as a form of conspicuous consumption to signify characteristics about themselves. Hype allows brands to promote their image above the actual quality of the product. Streetwear brands have collaborated with luxury fashion to justify charging premium prices for their goods. As an example, fashion label Vetements used social media channels to promote a limited-edition hoodie which sold 500 units in hours, recording sales of €445,000. When hype marketing is used to drive demand for limited-edition goods, consumers sometimes attempt resell those good on secondary markets for a profit (comparable to ticket scalping). The resale market is a $24 billion industry. == Method == Luxury brands may release products as a collaborate with ready-made garment brands as a way to build hype. Collaborations have been used by some luxury brands to circumvent fast fashion brands copying their designs. NYU Professor Adam Alter says that for an established brand to create a scarcity frenzy, they need to release a limited number of different products, frequently. Hype is often built via Pop-up retail. Comme des Garçons was one of the first to use this strategy, leasing a short-term vacant shop solved the storage problems of releasing product for quick sale. Hype campaigns also rely on influencer marketing, where brands enlist creators whose parasocial relationships with their followers help convert audience attention into demand for limited releases. == In popular culture == The term 'hypebeast' has been coined to define consumers vulnerable to hype marketing. The origins of the term come from the Hong Kong-based company Hypebeast. The behaviours of the hypebeast define hype marketing; the purchase of popular goods they can't afford to impress others. Hype also manifests itself in queues with brands often retailing hyped products through pop-up stores. Many luxury brands release hyped products via their online shop. This has led to the creation of companies that allow consumers to use bots to guarantee or improve their chances of purchasing a limited-edition product.

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  • Latent semantic mapping

    Latent semantic mapping

    Latent semantic mapping (LSM) is a data-driven framework to model globally meaningful relationships implicit in large volumes of (often textual) data. It is a generalization of latent semantic analysis. In information retrieval, LSA enables retrieval on the basis of conceptual content, instead of merely matching words between queries and documents. LSM was derived from earlier work on latent semantic analysis. There are 3 main characteristics of latent semantic analysis: Discrete entities, usually in the form of words and documents, are mapped onto continuous vectors, the mapping involves a form of global correlation pattern, and dimensionality reduction is an important aspect of the analysis process. These constitute generic properties, and have been identified as potentially useful in a variety of different contexts. This usefulness has encouraged great interest in LSM. The intended product of latent semantic mapping, is a data-driven framework for modeling relationships in large volumes of data. Mac OS X v10.5 and later includes a framework implementing latent semantic mapping.

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  • CloudLibrary

    CloudLibrary

    CloudLibrary (stylized as "cloudLibrary") is a cloud-based software system through which libraries lend electronic books; it is also the name of the app that users download to access the e-books. CloudLibrary was created in 2011 by 3M as part of its library systems unit as a competitor to OverDrive, Inc.; in 2015 3M sold the North American part of that unit to Bibliotheca Group GmbH, a company founded in 2011 that was funded by One Equity Partners Capital Advisors, a division of JP Morgan Chase. By 2019, Bibliotecha had tried, unsuccessfully, to negotiate with Amazon to add Kindle-ebook compatibility to cloudLibrary - something that, as of then, Amazon had only made available to Overdrive. In that year, cloudLibrary, along with hoopla offered by Midwest Tape, ODILO, and Baker & Taylor’s Axis 360, were the main competitors to the Overdrive and Libby apps offered by OverDrive, Inc. in the library e-book market. In April 2024, Bibliotheca sold cloudLibrary to the nonprofit cooperative OCLC. By that time, cloudLibrary was used by around 500 libraries in around 20 countries in around 50 languages, and was used to lend audiobooks, digital magazines, newspapers, and comics, and streaming media, along with e-books.

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  • Affordable affluence

    Affordable affluence

    Affordable affluence refers to a cultural phenomenon where consumers use accessible luxury goods and lifestyles to project status and align themselves with a higher social class, without requiring substantial wealth. This concept is embodied by brands such as Aritzia and Erewhon, which position themselves as offering high-end, trendy, or health-conscious products that are relatively accessible to the average consumer. A related concept is quiet luxury, where the ultra-wealthy signal wealth through subtle means. Quiet luxury emphasizes the widening gap between the ultra-wealthy and the general public, whereas accessible affluence provides a way for the general public to indulge in the lifestyle of the ultra-wealthy. == Origin of the term == An early use of the phrase in this context in a 2023 article in The Cut called "Meet the People Working 3 Jobs to Afford Erewhon." One of the interviewees used Erewhon as an archetype of affordable affluence. It was described as “a way for regular people to position themselves adjacent to the upper class.” == Background and description == The phenomenon arises due to an individual's desire to showcase status. For years, companies have strategized how to target the average consumers by providing a product that signals an elevated social status. For instance, Aritzia partnered with celebrities and micro-influencers to make it an aspirational brand at an affordable cost. Erewhon similarly has allowed middle class consumers to subtly signal a higher degree of perceived wealth by purchasing higher priced, but still attainable items. It has allowed middle-class individuals to feel as though they are part of an exclusive culture. This phenomenon has been seen particularly with Gen Z and Millennials in the setting of financial hardships in the 2020s. Affordable affluence is an example of the lipstick effect. Because traditional status symbols such as expensive cars became relatively more unattainable, posting clips on social media that showcase affordable affluence become an alternative status symbol. Particularly with food, the perception has evolved from a necessity to a luxury. A McKinsey & Company report demonstrated that these generations place a higher importance on groceries than restaurants, travel, and beauty/fashion.

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  • Deluxe Media

    Deluxe Media

    Deluxe Media Inc., also known simply as Deluxe and formerly Deluxe Entertainment Services Group, Inc., is an American multinational multimedia and entertainment service provisions company owned by Platinum Equity, founded in 1915 by Hungarian-born American film producer William Fox and headquartered in Burbank, California. The company services multiple clients in the film, television, digital content and advertising industries across the globe, and has been recognized with 10 Academy Awards for scientific and technical achievements, including developments in CinemaScope pictures (as part of 20th Century Fox) and more recently for a process of creating archival separations from digital image data. == History == Deluxe began as a film processing laboratory established in 1915 by William Fox under the name De Luxe as part of his eponymous film conglomerate corporation in Fort Lee, New Jersey. In 1916, Fox Film Corporation opened its studio in Hollywood on 13 acres at Sunset and Western. The first Deluxe film laboratory on the west coast was built on the south side of the lot (Fernwood and Serrano), and the laboratory was moved to the new Fox studios building on Manhattan's west side in 1919, where it remained for over 40 years. The "business manager" (later president) of the laboratory was Alan E. Freedman, who guided the company into the 1960s. In 1927, Fox (Deluxe) received a patent for sound-on-film, the Fox Movietone system. In 1927, "Sunrise: A Song of Two Humans," an early Movietone film, opened. Fox Movietone News, ran weekly in theaters until 1963. During the Great Depression, Fox Film Corporation encountered financial difficulties. Among the actions taken to maintain liquidity, Fox sold the laboratories in 1932 to Freedman, who renamed the operation Deluxe. Under Freedman's leadership, Deluxe added two more plants in Chicago and Toronto. In January 1934, Fox was granted an option to rebuy DeLuxe before December 31, 1938. On 31 May 1935, under Sidney Kent, Fox merged his film company with Twentieth Century Pictures to form The Twentieth Century-Fox Film Corporation following a bank-infused reorganisation. The merged company then exercised this option in July 1936, with Freedman remaining as president. In 1953, Deluxe developed the widescreen format CinemaScope. Titles included "There's No Business Like Show Business" (1954) and "The Seven Year Itch" (1955). Other innovations included the processing and sound striping of CinemaScope, and were patented and/or received Academy awards. In 1962 Freedman retired. In the 1960s, Deluxe closed its New York plant, followed by its plants in Chicago and Toronto, as motion picture production declined on the East Coast. In 1972, Deluxe began large volume videocassette production, with a billion by 1996. In 1990, The Rank Organisation acquired Deluxe from Fox. In 2000, Deluxe began large volume DVD production. In 2006, The Rank Organisation sold Deluxe Film Group to MacAndrews & Forbes, renamed Deluxe Entertainment Services Group. On 9 February 2012, Deluxe acquired Hong Kong–based visual effects and post-production company, Centro Digital Pictures, with its founder John Chu remaining as president while reporting to Alaric McAusland, managing director for Deluxe in Australia. In May 2014, Deluxe shut down its Los Angeles plant at Sunset & Western Studios complex, where other studios themselves were demolished way back in 1971. Also that same year, Deluxe closed the Hollywood film labs, and they gave thousands of orphaned film elements to the Academy Film Archive. The Deluxe Laboratories Collection at the Academy Film Archive consists of over 7,500 35mm and 16mm film elements of various motion pictures dating back to the early 1960s. On 22 April 2015, Deluxe and its longtime competitor, Technicolor S.A., announced that they had entered into a binding agreement to create a new joint venture known as Deluxe Technicolor Digital Cinema which will specialize in cinema mastering, distribution and management services. Deluxe got acquired on 4 September 2019 by creditors in a debt-for-equity swap to avoid bankruptcy. On 3 October 2019, Deluxe filed for bankruptcy, pending in the Southern District of New York. The same month on the 24th, the company received court approval to emerge from bankruptcy with a comprehensive restructuring plan. On July 1, 2020, Platinum Equity agreed to acquire the distribution division of Deluxe and re-unite with former CEO Cyril Drabinsky who would merge CineVizion, a film distribution company he founded after leaving Deluxe in 2016, into it. The companies Company 3 and Method Studios which formed the creative divisions of Deluxe were sold to Framestore in November 2020.

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  • Non-separable wavelet

    Non-separable wavelet

    Non-separable wavelets are multi-dimensional wavelets that are not directly implemented as tensor products of wavelets on some lower-dimensional space. They have been studied since 1992. They offer a few important advantages. Notably, using non-separable filters leads to more parameters in design, and consequently better filters. The main difference, when compared to the one-dimensional wavelets, is that multi-dimensional sampling requires the use of lattices (e.g., the quincunx lattice). The wavelet filters themselves can be separable or non-separable regardless of the sampling lattice. Thus, in some cases, the non-separable wavelets can be implemented in a separable fashion. Unlike separable wavelet, the non-separable wavelets are capable of detecting structures that are not only horizontal, vertical or diagonal (show less anisotropy). == Examples == Red-black wavelets Contourlets Shearlets Directionlets Steerable pyramids Non-separable schemes for tensor-product wavelets

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  • Facebook

    Facebook

    Facebook is an American social networking service owned by the American technology conglomerate Meta Platforms. It was founded in 2004 by Mark Zuckerberg, along with his Harvard College roommates and fellow students Eduardo Saverin, Andrew McCollum, Dustin Moskovitz, and Chris Hughes. The name Facebook derives from the face book directories often given to American university students. The service was initially limited to Harvard students before gradually expanding to other universities in North America. Since 2006, Facebook has permitted registration by individuals aged 13 and older, with the exception of South Korea, Spain, and Quebec, where the minimum age is 14. As of December 2023, Facebook reported approximately 3.07 billion monthly active users worldwide. As of July 2025, it was ranked as the third-most-visited website in the world, with 23 percent of its traffic originating from the United States. It was the most downloaded mobile application of the 2010s. Facebook can be accessed from devices with Internet connectivity, such as personal computers, tablets and smartphones. After registering, users can create a profile revealing personal information about themselves. They can post text, photos and multimedia which are shared either publicly or exclusively with other users who have agreed to be their friend, depending on privacy settings. Users can also communicate directly with each other with Messenger, edit messages (within 15 minutes after sending), join common-interest groups, and receive notifications on the activities of their Facebook friends and the pages they follow. Facebook has often been criticized over issues such as user privacy (as with the Facebook–Cambridge Analytica data scandal), political manipulation (as with the 2016 U.S. elections) and mass surveillance. The company has also been subject to criticism over its psychological effects such as addiction and low self-esteem, and over content such as fake news, conspiracy theories, copyright infringement, and hate speech. Commentators have accused Facebook of willingly facilitating the spread of such content, as well as overemphasizing its number of users to appeal to advertisers. == History == The history of Facebook traces its growth from a college networking site to a global social networking service. While attending Phillips Exeter in the early 2000s, Zuckerberg met Kris Tillery. Tillery, a one-time project collaborator with Zuckerberg, would create a school-based social networking project called Photo Address Book. Photo Address Book was a digital face book, created through a linked database composed of student information derived from the official records of the Exeter Student Council. The database contained linkages such as name, dorm-specific landline numbers, and student headshots. Mark Zuckerberg built a website called "Facemash" in 2003 while attending Harvard University. The site was comparable to Hot or Not and used photos from online face books, asking users to choose the 'hotter' person". Zuckerberg was reported and faced expulsion, but the charges were dropped. A "face book" is a student directory featuring photos and personal information. In January 2004, Zuckerberg coded a new site known as "TheFacebook", stating, "It is clear that the technology needed to create a centralized Website is readily available ... the benefits are many." Zuckerberg met with Harvard student Eduardo Saverin, and each agreed to invest $1,000. On February 4, 2004, Zuckerberg launched "TheFacebook". Membership was initially restricted to students of Harvard College. Dustin Moskovitz, Andrew McCollum, and Chris Hughes joined Zuckerberg to help manage the growth of the site. It became available successively to most universities in the US and Canada. In 2004, Napster co-founder Sean Parker became company president and the company moved to Palo Alto, California. PayPal co-founder Peter Thiel gave Facebook its first investment. In 2005, the company dropped "the" from its name after purchasing the domain name Facebook.com. In 2006, Facebook opened to everyone at least or only 13 years old with a valid email address. Facebook introduced key features like the News Feed, which became central to user engagement. By late 2007, Facebook had 100,000 pages on which companies promoted themselves. Facebook had surpassed MySpace in global traffic and became the world's most popular social media platform. Microsoft announced that it had purchased a 1.6% share of Facebook for $240 million ($373 million in 2025 dollars), giving Facebook an implied value of around $15 billion ($23.3 billion in 2025 dollars). Facebook focused on generating revenue through targeted advertising based on user data, a model that drove its rapid financial growth. In 2012, Facebook went public with one of the largest IPOs in tech history. Acquisitions played a significant role in Facebook's dominance. In 2012, it purchased Instagram, followed by WhatsApp and Oculus VR in 2014, extending its influence beyond social networking into messaging and virtual reality. The Facebook–Cambridge Analytica data scandal in 2018 revealed misuse of user data to influence elections, sparking global outcry and leading to regulatory fines and hearings. Facebook's role in global events, including its use in organizing movements like the Arab Spring and its impact on events like the Rohingya genocide in Myanmar, highlighted its dual nature as a tool for both empowerment and harm. In 2021, Facebook rebranded as Meta, reflecting its shift toward building the "metaverse" and focusing on virtual reality and augmented reality technologies. == Features == Facebook does not officially publish a maximum character limit for posts; however, user posts can be lengthy, with unofficial sources suggesting a high character limit. Posts may also include images and videos. According to Facebook's official business documentation, videos can be up to 240 minutes long and 10 GB in file size, with supported resolutions up to 1080p. Users can "friend" users, both sides must agree to being friends. Posts can be changed to be seen by everyone (public), friends, people in a certain group (group) or by selected friends (private). Users can join groups. Groups are composed of persons with shared interests. For example, they might go to the same sporting club, live in the same suburb, have the same breed of pet or share a hobby. Posts posted in a group can be seen only by those in a group, unless set to public. Users are able to buy, sell, and swap things on Facebook Marketplace or in a Buy, Swap and Sell group. Facebook users may advertise events, which can be offline, on a website other than Facebook, or on Facebook. == Website == === Technical aspects === The site's primary color is blue as Zuckerberg is red–green colorblind, a realization that occurred after a test taken around 2007. Facebook was initially built using PHP, a popular scripting language designed for web development. PHP was used to create dynamic content and manage data on the server side of the Facebook application. Zuckerberg and co-founders chose PHP for its simplicity and ease of use, which allowed them to quickly develop and deploy the initial version of Facebook. As Facebook grew in user base and functionality, the company encountered scalability and performance challenges with PHP. In response, Facebook engineers developed tools and technologies to optimize PHP performance. One of the most significant was the creation of the HipHop Virtual Machine (HHVM). This significantly improved the performance and efficiency of PHP code execution on Facebook's servers. The site upgraded from HTTP to the more secure HTTPS in January 2011. ==== 2012 architecture ==== Facebook is developed as one monolithic application. According to an interview in 2012 with Facebook build engineer Chuck Rossi, Facebook compiles into a 1.5 GB binary blob which is then distributed to the servers using a custom BitTorrent-based release system. Rossi stated that it takes about 15 minutes to build and 15 minutes to release to the servers. The build and release process has zero downtime. Changes to Facebook are rolled out daily. Facebook used a combination platform based on HBase to store data across distributed machines. Using a tailing architecture, events are stored in log files, and the logs are tailed. The system rolls these events up and writes them to storage. The user interface then pulls the data out and displays it to users. Facebook handles requests as AJAX behavior. These requests are written to a log file using Scribe (developed by Facebook). Data is read from these log files using Ptail, an internally built tool to aggregate data from multiple Scribe stores. It tails the log files and pulls data out. Ptail data are separated into three streams and sent to clusters in different data centers (Plugin impression, News feed impressions, Actions (plugin + news feed)). Puma is used to manage periods of high data

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  • Group (online social networking)

    Group (online social networking)

    A group (often termed as a community, e-group or club) is a feature in many social networking services which allows users to create, post, comment to and read from their own interest- and niche-specific forums, often within the realm of virtual communities. Groups, which may allow for open or closed access, invitation and/or joining by other users outside the group, are formed to provide mini-networks within the larger, more diverse social network service. Much like electronic mailing lists, they are also owned and maintained by owners, moderators, or managers, who can edit posts to discussion threads and regulate member behavior within the group. However, unlike traditional Internet forums and mailing lists, groups in social networking services allow owners and moderators alike to share account credentials between groups without having to log in to every group. == History == The rise of the World Wide Web resulted in an expansion of the varieties of methods for communication on the Internet, much of which was limited in the 1980s to discussion in newsgroups, BBS and chat rooms. While the initial rise of web-based mass communication took place in the form of early Internet forums in the mid-1990s, a few services such as MSN Groups, Yahoo! Groups and eGroups pioneered the combination of web-based mailing list archives with user profiles; by 2000, such services doubled as full-fledged mailing lists and Internet forums, allowing users to create an extremely large variety of discussion and networking mediums with comparatively sparse thresholds of complexity. Further features included chat rooms (often Java-based), image and video galleries, and group calendars. The second spurt of bullecalbel networking, one which was less dependent upon mailing list-related features and more upon Internet forum features, began in the early- to mid-2000s in the form of such services as LiveJournal, Friendster, MySpace and Facebook. These services continued the evolution of the web-based e-group as a discussion and organization medium. In the late 2000s, services such as Yammer and Micromobs further advanced e-group communication by taking advantage of microblog-style activity streams. == In virtual worlds == In Second Life, groups are centered less around discussion forums (as such, an asynchronous conferencing feature is not built into the Second Life network as of 2009) and common interest, and are more centered on maintenance of a particular geographic location inside the network. Such groups are often created by the owners of areas such as buildings, plots of land or whole islands in order to cater to the most frequent visitors and patrons of the regions. With the limited asynchronous messaging capability of Second Life, groups are also a means of mass-emailing announcements pertinent to the group, but are not completely capable of hosting discussion or deliberation of such announcement messages. == The importance of online social networking groups == Before people expanded their social life to the internet, they had small circles. These included the networks gained from rural areas or villages, such as family, friends and neighbors, and community groups such as churches. These networks represented a social safety net to support individuals. Since we have moved a huge part of our social life to the internet, online social networking groups have become a way to maintain a structure in social life. Online networking is made up by clusters of people, bounding themselves together on the World Wide Web. To be able to sort out the many different clusters we belong to we use online groups to helps us arrange and make sense of all our contacts. This sense-making is rooted within us, we sort and put people into compartments or sort by categories to make sense and try to understand our relationships to the people around us. Online social networking groups therefore enables us to do the same thing online. Online social networks have a huge impact on people’s lives. Since the social network revolution has offered people with more loose ties and diversity in their relationships, it creates both stress and opportunities. Furthermore, the Internet revolution has transformed the contact point from a household to the individual. In addition, people are in constant communication with each other due to the mobile revolution. All in all, the mentioned revolutions created a new social operating system: "networked individualism". The way that people currently connect, communicate and exchange information can be described as a form of operating system because of the similarities between the structure of computer systems and the networked individualism that has taken form in society. These structures consist of unwritten rules, norms, constraints and opportunities which are apparent for those who are part of a specific network. == Concerns == There is some research claiming that fake news is infiltrating online social networking. A recent study claimed that people exposed to fake news generally revert to their original opinion even after finding out the information they were given was false.

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  • Video game

    Video game

    A video game, computer game, or simply game is an electronic game that involves interaction with a user interface or input device (such as a joystick, controller, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with audio complement delivered through speakers or headphones, and sometimes also with other types of sensory feedback (e.g., haptic technology that provides tactile sensations). Some video games also allow microphone and webcam inputs for in-game chatting and livestreaming. Video games are typically categorized according to their hardware platform, which traditionally includes arcade video games, console games, and computer games (which includes LAN games, online games, and browser games). More recently, the video game industry has expanded onto mobile gaming through mobile devices (such as smartphones and tablet computers), virtual and augmented reality systems, and remote cloud gaming. Video games are also classified into a wide range of genres based on their style of gameplay and target audience. The first video game prototypes in the 1950s and 1960s were simple extensions of electronic games using video-like output from large, room-sized mainframe computers. The first consumer video game was the arcade video game Computer Space in 1971, which took inspiration from the earlier 1962 computer game Spacewar!. In 1972 came the now-iconic video game Pong and the first home console, the Magnavox Odyssey. The industry grew quickly during the "golden age" of arcade video games from the late 1970s to early 1980s but suffered from the crash of the North American video game market in 1983 due to loss of publishing control and saturation of the market. Following the crash, the industry matured, was dominated by Japanese companies such as Nintendo, Sega, and Sony, and established practices and methods around the development and distribution of video games to prevent a similar crash in the future, many of which continue to be followed. In the 2000s, the core industry centered on "AAA" games, leaving little room for riskier experimental games. Coupled with the availability of the Internet and digital distribution, this gave room for independent video game development (or "indie games") to gain prominence into the 2010s. Since then, the commercial importance of the video game industry has been increasing. The emerging Asian markets and proliferation of smartphone games in particular are altering player demographics towards casual and cozy gaming, and increasing monetization by incorporating games as a service. Today, video game development requires numerous skills, vision, teamwork, and liaisons between different parties, including developers, publishers, distributors, retailers, hardware manufacturers, and other marketers, to successfully bring a game to its consumers. As of 2020, the global video game market had estimated annual revenues of US$159 billion across hardware, software, and services, which is three times the size of the global music industry and four times that of the film industry in 2019, making it a formidable heavyweight across the modern entertainment industry. The video game market is also a major influence behind the electronics industry, where personal computer component, console, and peripheral sales, as well as consumer demands for better game performance, have been powerful driving factors for hardware design and innovation. == Origins == Early video games used interactive electronic devices with various display formats. The earliest example dates to 1947—a "cathode-ray tube amusement device" was filed for a patent on 25 January 1947, by Thomas T. Goldsmith Jr. and Estle Ray Mann, and issued on 14 December 1948, as U.S. Patent 2455992. Inspired by radar display technology, it consisted of an analog device allowing a user to control the parabolic arc of a dot on the screen to simulate a missile being fired at targets, which were paper drawings fixed to the screen. Other early examples include the Nimrod computer at the 1951 Festival of Britain; Christopher Strachey's Checkers, possibly the first game to display visuals on an electronic screen in 1952; OXO, a tic-tac-toe computer game by Alexander S. Douglas for the EDSAC in 1952; Tennis for Two, an electronic interactive game engineered by William Higinbotham in 1958; and Spacewar!, written by Massachusetts Institute of Technology students Martin Graetz, Steve Russell, and Wayne Wiitanen's on a DEC PDP-1 computer in 1962. Each game had different means of display: NIMROD had a panel of lights to play the game of Nim, OXO had a graphical display to play tic-tac-toe, Tennis for Two had an oscilloscope to display a side view of a tennis court, and Spacewar! had the DEC PDP-1's vector display to have two spaceships battle each other. These inventions laid the foundation for modern video games. In 1966, while working at Sanders Associates, Ralph H. Baer devised a system to play a basic table tennis game on a television screen. With the company's approval, Baer created the prototype known as the "Brown Box". Sanders patented Baer's innovations and licensed them to Magnavox, which commercialized the technology as the first home video game console, the Magnavox Odyssey, released in 1972. Separately, Nolan Bushnell and Ted Dabney, inspired by seeing Spacewar! running at Stanford University, devised a similar version running in a smaller coin-operated arcade cabinet using a less expensive computer. This was released as Computer Space, the first arcade video game, in 1971. Bushnell and Dabney went on to form Atari, Inc., and with Allan Alcorn, created their second arcade game in 1972, the hit ping pong-style Pong, which was directly inspired by the table tennis game on the Odyssey. Atari made a home version of Pong, which was released by Christmas 1975. The success of the Odyssey and Pong, both as an arcade game and home machine, launched the video game industry. Both Baer and Bushnell have been titled "Father of Video Games" for their contributions. == Terminology == The term "video game" was developed to describe electronic games played on a video display rather than on a teletype printer, audio speaker, or similar device. This also distinguished from handheld electronic games such as Merlin, which commonly used LED lights for indicators not in combination for imaging purposes. "Computer game" may also be used as a descriptor, as all these types of games essentially require the use of a computer processor; in some cases, it is used interchangeably with "video game". Particularly in the United Kingdom and Western Europe, this is common due to the historic relevance of domestically produced microcomputers. Other terms used include digital game, for example, by the Australian Bureau of Statistics. The term "computer game" can also refer to PC games, which are played primarily on personal computers or other flexible hardware systems, to distinguish them from console games, arcade games, or mobile games. Other terms, such as "television game", "telegame", or "TV game", had been used in the 1970s and early 1980s, particularly for home gaming consoles that rely on connection to a television set. However, these terms were also used interchangeably with "video game" in the 1970s, primarily due to "video" and "television" being synonymous. In Japan, where consoles like the Odyssey were first imported and then made within the country by the large television manufacturers such as Toshiba and Sharp Corporation, such games are known as "TV games", "TV geemu", or "terebi geemu". The term "TV game" is still commonly used into the 21st century. "Electronic game" may also be used to refer to video games, but this also incorporates devices like early handheld electronic games that lack any video output. The first appearance of the term "video game" emerged around 1973. The Oxford English Dictionary cited a 10 November 1973 BusinessWeek article as the first printed use of the term. Though Bushnell believed the term came from a vending magazine review of Computer Space in 1971, a review of the major vending magazines Vending Times and Cashbox showed that the term may have come even earlier, appearing first in a letter dated July 10, 1972. In the letter, Bushnell uses the term "video game" twice. Per video game historian Keith Smith, the sudden appearance suggested that the term had been proposed and readily adopted by those in the field. Around March 1973, Ed Adlum, who ran Cashbox's coin-operated section until 1972 and then later founded RePlay Magazine, covering the coin-op amusement field, in 1975, used the term in an article in March 1973. In a September 1982 issue of RePlay, Adlum is credited with first naming these games as "video games": "RePlay

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  • Digital omnivore

    Digital omnivore

    A digital omnivore is a person who uses multiple modalities (devices) to access the Internet and other media content in their daily life. As people increasingly own mobile devices, cross-platform multimedia consumption has continued to shape the digital landscape, both in terms of the type of media content they consume and how they consume it. As of 2021, at least half of all global digital traffic is generated by mobile devices. == Connected devices and digital consumption == A 2015 study of digital media consumption showed that smartphones were primarily used for communication, and tablets were primarily used for entertainment – additionally, both were frequently used in conjuncture with other devices, like televisions. An earlier 2011 analysis of the way consumers in the U.S. viewed news content on their devices throughout the day demonstrated how people use different mobile devices for different functions. On a typical weekend morning, digital omnivores accessed their news using their tablet, favored their computer during the working day, and returned to tablet use in the evening, peaking between the hours of 9pm and midnight. Mobile phones were used for web-browsing throughout the day when users were away from their personal computer. Increased Wi-Fi availability and mobile broadband adoption have changed the way people are going online. In August 2011, more than a third (37.2%) of U.S. digital traffic coming from mobile phones occurred via a Wi-Fi connection while tablets, which traditionally required a Wi-Fi connection to access the Internet, are increasingly driving traffic using mobile broadband access. As of 2021, LTE, 5G, and other forms of mobile broadband access are available on the majority of mobile devices. Tablets contributed nearly 2% of all web browsing traffic in the United States in 2011. During this period, iPads also began to account for a higher share of Internet traffic than iPhones (46.8% vs. 42.6% of all iOS device traffic. == Implications for marketing, advertisers and publishers == As of 2021, the average amount of time spent daily consuming digital media was eight hours, an increase from 2020 and a further increase from 2019, partially as a result of the COVID-19 pandemic. Social media platforms such as Instagram, Facebook, Twitter, and TikTok, as well as other online platforms like YouTube, incorporate advertisements into the in-app or online experience, with some offering the ability to shop for and sell items through the app or website.

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  • Verge3D

    Verge3D

    Verge3D is a real-time renderer and a toolkit used for creating interactive 3D experiences running on websites. == Overview == Verge3D enables users to convert content from 3D modelling tools (Blender, 3ds Max, and Maya are currently supported) to view in a web browser. Verge3D was created by the same core group of software engineers that previously created the Blend4Web framework. == Features == Verge3D uses WebGL for rendering. It incorporates components of the Three.js library and exposes its API to application developers. Puzzles Application functionality can be added via JavaScript, either by writing code directly or by using Puzzles, Verge3D’s visual programming environment based on Google Blockly. Puzzles is aimed primarily at non-programmers allowing quick creation of interactive scenarios in a drag-and-drop fashion. App Manager and web publishing App Manager is a lightweight web-based tool for creating, managing and publishing Verge3D projects, running on top of the local development server. Verge3D Network service integrated in the App Manager allows for publishing Verge3D applications via Amazon S3 and EC2 cloud services. PBR For purposes of authoring materials, a glTF 2.0-compliant physically based rendering pipeline is offered alongside the standard shader-based approach. PBR textures can be authored using external texturing software such as Substance Painter for which Verge3D offers the corresponding export preset. Besides the glTF 2.0 model, Verge3D supports physical materials of 3ds Max and Maya (with Autodesk Arnold as reference), and Blender's real-time Eevee materials. glTF and DCC software integration Verge3D integrates directly with Blender, 3ds Max, and Maya, enabling users to create 3D geometry, materials, and animations inside the software, then export them in the JSON-based glTF format. The Sneak Peek feature allows for exporting and viewing scenes from the DCC tool environment. Facebook 3D posts For Facebook publishing, Verge3D offers a specific GLB export option. The exported GLB files are displayed and can be opened in the App Manager. Asset compression Exported files can optionally use LZMA compression, resulting in a reduction in file size of up to 6x. UI and website layouts Interface layouts, created using external WYSIWYG editors, can be linked with Puzzles to trigger changes to a 3D scene being rendered in the browser and vice versa. Animation Verge3D supports skeletal animation, including animation of bipeds and character rigs, and allows for animation of material parameters. Model parts can also be set up to be dragged by the user. Physics The physics module can be linked separately to enable collision detection, dynamically moving objects, support for characters and vehicles, springs, ropes and cloth simulation. As of version 2.11, simple physics simulations can be created and controlled without coding via Puzzles, the visual programming system used by Verge3D. AR/VR The 2.10 update added support for WebXR, an in-development open technology designed to enable virtual reality and augmented reality experiences to be displayed in web browsers. It works with both headsets with controllers, like the HTC Vive and Oculus Rift, and those without, like Google Cardboard. AR/VR experiences can enabled via Puzzles or JavaScript. == Workflow == Verge3D's workflow differs substantially from other mainstream WebGL frameworks. Development of a new Verge3D application is usually started from modeling, texturing and animating 3D objects. The models are assembled in the 3D authoring tool. The scene file is then used as a basis for a Verge3D project initialized from the App Manager. An interactive scenario is optionally added using the Puzzles editor. A Verge3D application can be previewed in the web browser at any development stage using the App Manager. The finished web application can be deployed on the Verge3D Network, on Facebook or on the user's website. == Notable uses == NASA's Jet Propulsion Laboratory used Verge3D to create an interactive 3D visualization of the Mars InSight lander. The web application allows for exploring and interacting with the real-time model of the spacecraft, with the possibility to move different parts and unfurl the solar panels. NASA's older interactive web application Experience Curiosity was ported to Verge3D from Blend4Web. The application makes it possible to operate the rover, control its cameras and the robotic arm and reproduces some of the prominent events of the Mars Science Laboratory mission. Route 66 Digital's Escape Room used Verge3D and Blender. This interactive short explores how users can navigate 3D spaces and interact with objects without the need for instruction.

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  • Institute of Telecommunications Professionals

    Institute of Telecommunications Professionals

    The Institute of Telecommunications Professionals (ITP) is a membership organisation for professionals in the telecommunications industry, based in the United Kingdom. The Institute was originally founded in 1906. It is now a registered company with Companies House in the United Kingdom, incorporated in 2002. Brendan O' Mahony has been the chief executive of the ITP. Lucy Woods presided over ITP for fifteen years, until 2018, when the organization named Kevin Paige chairman for five years. In 2022 the ITP appointed its new CEO, Charlotte Goodwill. In 2021, the ITP assisted a UK fibre network Vorboss in establishing its training academy. In 2023, the ITP appointed Tim Creswick, the CEO of Vorboss, as the new chair of its board of directors. The institute has an associated journal, the Journal of the Institute of Telecommunications Professionals, established in 2007 and published quarterly.

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