AI Detector Decopy

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

  • Human–robot interaction

    Human–robot interaction

    Human–robot interaction (HRI) is the study of interactions between humans and robots. Human–robot interaction is a multidisciplinary field with contributions from human–computer interaction, artificial intelligence, robotics, natural language processing, design, psychology and philosophy. A subfield known as physical human–robot interaction (pHRI) has tended to focus on device design to enable people to safely interact with robotic systems. == Origins == Human–robot interaction has been a topic of both science fiction and academic speculation even before any robots existed. Because much of active HRI development depends on natural language processing, many aspects of HRI are continuations of human communications, a field of research which is much older than robotics. The origin of HRI as a discrete problem was stated by 20th-century author Isaac Asimov in 1941, in his novel I, Robot. Asimov coined Three Laws of Robotics, namely: A robot may not injure a human being or, through inaction, allow a human being to come to harm. A robot must obey the orders given it by human beings except where such orders would conflict with the First Law. A robot must protect its own existence as long as such protection does not conflict with the First or Second Laws. These three laws provide an overview of the goals engineers and researchers hold for safety in the HRI field, although the fields of robot ethics and machine ethics are more complex than these three principles. However, generally human–robot interaction prioritizes the safety of humans that interact with potentially dangerous robotics equipment. Solutions to this problem range from the philosophical approach of treating robots as ethical agents (individuals with moral agency), to the practical approach of creating safety zones. These safety zones use technologies such as lidar to detect human presence or physical barriers to protect humans by preventing any contact between machine and operator. Although initially robots in the human–robot interaction field required some human intervention to function, research has expanded this to the extent that fully autonomous systems are now far more common than in the early 2000s. Autonomous systems include from simultaneous localization and mapping systems which provide intelligent robot movement to natural-language processing and natural-language generation systems which allow for natural, human-esque interaction which meet well-defined psychological benchmarks. Anthropomorphic robots (machines which imitate human body structure) are better described by the biomimetics field, but overlap with HRI in many research applications. Examples of robots which demonstrate this trend include Willow Garage's PR2 robot, the NASA Robonaut, and Honda ASIMO. However, robots in the human–robot interaction field are not limited to human-like robots: Paro and Kismet are both robots designed to elicit emotional response from humans, and so fall into the category of human–robot interaction. Goals in HRI range from industrial manufacturing through Cobots, medical technology through rehabilitation, autism intervention, and elder care devices, entertainment, human augmentation, and human convenience. Future research therefore covers a wide range of fields, much of which focuses on assistive robotics, robot-assisted search-and-rescue, and space exploration. == The goal of friendly human–robot interactions == Robots are artificial agents with capacities of perception and action in the physical world often referred by researchers as workspace. Their use has been generalized in factories but nowadays they tend to be found in the most technologically advanced societies in such critical domains as search and rescue, military battle, mine and bomb detection, scientific exploration, law enforcement, entertainment and hospital care. These new domains of applications imply a closer interaction with the user, sharing the workspace but also goals in terms of task achievement. The subfield of physical human–robot interaction (pHRI) has largely focused on device design to enable people to safely interact with robotic systems but is increasingly developing algorithmic approaches in an attempt to support fluent and expressive interactions between humans and robotic systems. With the advance in AI, the research is focusing on one part towards the safest physical interaction but also on a socially correct interaction, dependent on cultural criteria. The goal is to build an intuitive, and easy communication with the robot through speech, gestures, and facial expressions. Kerstin Dautenhahn refers to friendly Human–robot interaction as "Robotiquette" defining it as the "social rules for robot behaviour (a 'robotiquette') that is comfortable and acceptable to humans" The robot has to adapt itself to our way of expressing desires and orders and not the contrary. But every day environments such as homes have much more complex social rules than those implied by factories or even military environments. Thus, the robot needs perceiving and understanding capacities to build dynamic models of its surroundings. It needs to categorize objects, recognize and locate humans and further recognize their emotions. The need for dynamic capacities pushes forward every sub-field of robotics. Furthermore, by understanding and perceiving social cues, robots can enable collaborative scenarios with humans. For example, with the rapid rise of personal fabrication machines such as desktop 3D printers, laser cutters, etc., entering our homes, scenarios may arise where robots can collaboratively share control, co-ordinate and achieve tasks together. Industrial robots have already been integrated into industrial assembly lines and are collaboratively working with humans. The social impact of such robots have been studied and has indicated that workers still treat robots and social entities, rely on social cues to understand and work together. On the other end of HRI research the cognitive modelling of the "relationship" between human and the robots benefits the psychologists and robotic researchers the user study are often of interests on both sides. This research endeavours part of human society. For effective human – humanoid robot interaction numerous communication skills and related features should be implemented in the design of such artificial agents/systems. == General HRI research == HRI research spans a wide range of fields, some general to the nature of HRI. === Methods for perceiving humans === Methods for perceiving humans in the environment are based on sensor information. Research on sensing components and software led by Microsoft provide useful results for extracting the human kinematics (see Kinect). An example of older technique is to use colour information for example the fact that for light skinned people the hands are lighter than the clothes worn. In any case a human modelled a priori can then be fitted to the sensor data. The robot builds or has (depending on the level of autonomy the robot has) a 3D mapping of its surroundings to which is assigned the humans locations. Most methods intend to build a 3D model through vision of the environment. The proprioception sensors permit the robot to have information over its own state. This information is relative to a reference. Theories of proxemics may be used to perceive and plan around a person's personal space. A speech recognition system is used to interpret human desires or commands. By combining the information inferred by proprioception, sensor and speech the human position and state (standing, seated). In this matter, natural-language processing is concerned with the interactions between computers and human (natural) languages, in particular how to program computers to process and analyze large amounts of natural-language data. For instance, neural-network architectures and learning algorithms that can be applied to various natural-language processing tasks including part-of-speech tagging, chunking, named-entity recognition, and semantic role labeling. === Methods for motion planning === Motion planning in dynamic environments is a challenge that can at the moment only be achieved for robots with 3 to 10 degrees of freedom. Humanoid robots or even 2 armed robots, which can have up to 40 degrees of freedom, are unsuited for dynamic environments with today's technology. However lower-dimensional robots can use the potential field method to compute trajectories which avoid collisions with humans. === Cognitive models and theory of mind === Humans exhibit negative social and emotional responses as well as decreased trust toward some robots that closely, but imperfectly, resemble humans; this phenomenon has been termed the "Uncanny Valley". However recent research in telepresence robots has established that mimicking human body postures and expressive gestures has made the robots likeable and engaging in a remote setting. Further, the presence o

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  • Bare machine

    Bare machine

    In information technology, a bare machine (or bare-metal computer) is a computer which has no operating system. The software executed by a bare machine, commonly called a bare metal program or bare metal application, is designed to interact directly with hardware. Bare machines are widely used in embedded systems, particularly in cases where resources are limited or high performance is required. == Bare machine computing == Bare Machine Computing is a computing paradigm in which application software runs directly on a bare machine as a single, stand-alone executable, without an operating system or device drivers. The application software has direct access to hardware resources, and there is typically no distinction between user and kernel mode. It is self-managed software that boots, loads and runs without using any other software components. Bare metal programs are typically written in a close-to-hardware language such as C or assembly language. == Advantages == Typically, a bare-metal application will run faster, use less memory and be more power efficient than an equivalent program that relies on an operating system, due to the inherent overhead imposed by system calls. For example, hardware inputs and outputs are directly accessible to bare metal software, whereas they must usually be accessed through system calls when using an OS. It has no OS and therefore has no OS-related vulnerabilities. == Disadvantages == Bare metal applications typically require more effort to develop because operating system services such as memory management and task scheduling are not available. Debugging a bare-metal program may be complicated by factors such as: Lack of a standard output. The target machine may differ from the hardware used for program development (e.g., emulator, simulator). This forces setting up a way to load the bare-metal program onto the target (flashing), start the program execution and access the target resources. == Examples == === Early computers === Early computers, such as the PDP-11, allowed programmers to load a program, supplied in machine code, to RAM. The resulting operation of the program could be monitored by lights, and output derived from magnetic tape, print devices, or storage. Amdahl UTS's performance improves by 25% when run on bare metal without VM, the company said in 1986. === Embedded systems === Bare machine programming is a common practice in embedded systems, in which microcontrollers or microprocessors boot directly into monolithic, single-purpose software without loading an operating system. Such embedded software can vary in structure. For example, one such program paradigm, known as foreground-background or superloop architecture, consists of an infinite main loop in which each task is executed sequentially and must voluntarily return control back to the loop. The loop runs these cooperative background processes that are not time-critical, while interrupt service routines momentarily interrupt the loop to handle time-critical foreground tasks.

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  • Facebook Platform

    Facebook Platform

    The Facebook Platform is the set of services, tools, and products provided by the social networking service Facebook for third-party developers to create their own applications and services that access data in Facebook. The current Facebook Platform was launched in 2010. The platform offers a set of programming interfaces and tools which enable developers to integrate with the open "social graph" of personal relations and other things like songs, places, and Facebook pages. Applications on facebook.com, external websites, and devices are all allowed to access the graph. == History == Facebook launched the Facebook Platform on May 24, 2007, providing a framework for software developers to create applications that interact with core Facebook features. A markup language called Facebook Markup Language was introduced simultaneously; it is used to customize the "look and feel" of applications that developers create. Prior to the Facebook platform, Facebook had built many applications themselves within the Facebook website, including Gifts, allowing users to send virtual gifts to each other, Marketplace, allowing users to post free classified ads, Facebook events, giving users a method of informing their friends about upcoming events, Video, letting users share homemade videos with one another, and social network game, where users can use their connections to friends to help them advance in games they are playing. The Facebook Platform made it possible for outside partners to build similar applications. Many of the popular early social network games would combine capabilities. For instance, one of the early games to reach the top application spot, (Lil) Green Patch, combined virtual Gifts with Event notifications to friends and contributions to charities through Causes. Third-party companies provide application metrics, and several blogs arose in response to the clamor for Facebook applications. On July 4, 2007, Altura Ventures announced the "Altura 1 Facebook Investment Fund," becoming the world's first Facebook-only venture capital firm. On August 29, 2007, Facebook changed the way in which the popularity of applications is measured, to give attention to the more engaging applications, following criticism that ranking applications only by the number of people who had installed the application was giving an advantage to the highly viral, yet useless applications. Tech blog Valleywag has criticized Facebook Applications, labeling them a "cornucopia of uselessness." Others have called for limiting third-party applications so the Facebook user experience is not degraded. Applications that have been created on the Platform include chess, which both allow users to play games with their friends. In such games, a user's moves are saved on the website, allowing the next move to be made at any time rather than immediately after the previous move. By November 3, 2007, seven thousand applications had been developed on the Facebook Platform, with another hundred created every day. By the second annual f8 developers conference on July 23, 2008, the number of applications had grown to 33,000, and the number of registered developers had exceeded 400,000. Within a few months of launching the Facebook Platform, issues arose regarding "application spam", which involves Facebook applications "spamming" users to request it be installed. Facebook integration was announced for the Xbox 360 and Nintendo DSi on June 1, 2009 at E3. On November 18, 2009, Sony announced an integration with Facebook to deliver the first phase of a variety of new features to further connect and enhance the online social experiences of PlayStation 3. On February 2, 2010, Facebook announced the release of HipHop for PHP as an opensource project. Mark Zuckerberg said that his team from Facebook is developing a Facebook search engine. “Facebook is pretty well placed to respond to people’s questions. At some point, we will. We have a team that is working on it", said Mark Zuckerberg. For him, the traditional search engines return too many results that do not necessarily respond to questions. “The search engines really need to evolve a set of answers: 'I have a specific question, answer this question for me.'" On June 10, 2014, Facebook announced Haxl, a Haskell library that simplified the access to remote data, such as databases or web-based services. === Partnerships with device manufacturers === Starting in 2007, Facebook formed data sharing partnerships with at least 60 handset manufacturers, including Apple, Amazon, BlackBerry, Microsoft and Samsung. Those manufacturers were provided with Facebook user data without the users' consent. Most of the partnerships remained in place as of 2018, when the partnerships were first publicly reported. == High-level Platform components == === Graph API === The Graph API is the core of Facebook Platform, enabling developers to read from and write data into Facebook. The Graph API presents a simple, consistent view of the Facebook social graph, uniformly representing objects in the graph (e.g., people, photos, events, and pages) and the connections between them (e.g., friend relationships, shared content, and photo tags). On April 30, 2015, Facebook shut down friends' data API prior to the v2.0 release. === Authentication === Facebook authentication enables developers’ applications to interact with the Graph API on behalf of Facebook users, and it provides a single-sign on mechanism across web, mobile, and desktop apps. ==== Facebook Connect ==== Facebook Connect, also called Log in with Facebook, like OpenID, is a set of authentication APIs from Facebook that developers can use to help their users connect and share with such users' Facebook friends (on and off Facebook) and increase engagement for their website or application. When so used, Facebook members can log on to third-party websites, applications, mobile devices and gaming systems with their Facebook identity and, while logged in, can connect with friends via these media and post information and updates to their Facebook profile. Originally unveiled during Facebook's developer conference, F8, in July 2008, Log in with Facebook became generally available in December 2008. According to an article from The New York Times, "Some say the services are representative of surprising new thinking in Silicon Valley. Instead of trying to hoard information about their users, the Internet companies (including Facebook, Google, MySpace and Twitter) all share at least some of that data so people do not have to enter the same identifying information again and again on different sites." Log in with Facebook cannot be used by users in locations that cannot access Facebook, even if the third-party site is otherwise accessible from that location. According to Facebook, users who logged into The Huffington Post with Facebook spent more time on the site than the average user. === Social plugins === Social plugins – including the Like Button, Recommendations, and Activity Feed – enable developers to provide social experiences to their users with just a few lines of HTML. All social plugins are extensions of Facebook and are designed so that no user data is shared with the sites on which they appear. On the other hand, the social plugins let Facebook track its users’ browsing habits through any sites that feature the plugins. === Open Graph protocol === The Open Graph protocol enables developers to integrate their pages into Facebook's global mapping/tracking tool Social Graph. These pages gain the functionality of other graph objects including profile links and stream updates for connected users. OpenGraph tags in HTML5 might look like this: === iframes === Facebook uses iframes to allow third-party developers to create applications that are hosted separately from Facebook, but operate within a Facebook session and are accessed through a user's profile. Since iframes essentially nest independent websites within a Facebook session, their content is distinct from Facebook formatting. Facebook originally used 'Facebook Markup Language (FBML)' to allow Facebook Application developers to customize the "look and feel" of their applications, to a limited extent. FBML is a specification of how to encode content so that Facebook's servers can read and publish it, which is needed in the Facebook-specific feed so that Facebook's system can properly parse content and publish it as specified. FBML set by any application is cached by Facebook until a subsequent API call replaces it. Facebook also offers a specialized Facebook JavaScript (FBJS) library. Facebook stopped accepting new FBML applications on March 18, 2011, but continued to support existing FBML tabs and applications. Since January 1, 2012 FBML was no longer supported, and FBML no longer functioned as of June 1, 2012. === Microformats === In February 2011, Facebook began to use the hCalendar microformat to mark up events, and the hCard for the events' venues,

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  • Höhere Graphische Bundes-Lehr- und Versuchsanstalt

    Höhere Graphische Bundes-Lehr- und Versuchsanstalt

    The Höhere Graphische Bundes-Lehr- und Versuchsanstalt (HGBLuVA) ("Higher Federal Institution for Graphic Education and Research"), now commonly known as "die Graphische", founded in 1888 in Vienna, is a vocational college for professions in visual communication and media technology in Austria. == History == === Opening === Originally set up as a photographic research institute by the President of the Photographic Society, the graphic teaching and research institute (GLV) was created through the incorporation of the photographic school (a department for photographic reproduction processes connected to the Salzburg State Building School) and the Hörwarter general drawing school in Vienna. Since its foundation, it has made an important contribution to the establishment and development of the graphic professions. According to a resolution of March 14, 1887, the City Council of Vienna made three floors of the municipal building in Vienna VII, Westbahnstraße 25, available to the former Schottenfelder Realschule for the establishment of a teaching and research institute for photography and reproduction processes. The k. k. Lehr- und Versuchsanstalt für Photographie und Reproductionsverfahren, founded and directed (1888–1923) by Josef Maria Eder, previously of the Technologische Gewerbemuseum (Museum of Applied Technology), for which he established a Section for Photography and Reproduction Techniques, and the Vienna State Trade School where, recently qualified as a university lecturer, he began teaching chemistry and physics in 1881. It opened on March 1, 1888 with 108 students. In the next school year the number of students rose to 174. In 1890, Eder placed a Wothly solar camera (an early means of enlarging negatives) on the roof. In the context of the history of vocational schools and the applied arts, pioneering educational reforms in Austria from the 1870s created institutions like it outside the format of the classical university, it being a special variation on the “state trade school” (“Staats-Gewerbeschule”). Eder based his institution on earlier foreign models such as the Conservatoire des arts et métiers in Paris (founded 1794), that housed a museum of history and technology and hosted with evening lectures and demonstrations, with lectures in photography commencing in 1891. From 1897 onwards the name Graphische Lehr- und Versuchsanstalt came into being . In 1906, Emperor Franz Joseph granted the school the designation “Imperial and Royal” in the title, and the Republic of Austria confirmed this distinction when the school's Federal Chancellery approved the use of the national coat of arms. === The beginnings === The GLV was instituted on August 27, 1887 "by the highest resolution to approve the activation of this teaching and research institute in Vienna on March 1, 1888". The aim of the institute was the “training of specialist photographers, retouchers, collotype printers, photolithographers, etc., the instruction of artists, scholars and technicians who want to learn photography as an auxiliary science, furthermore the testing of equipment, chemicals and the implementation of independent scientific investigations in the areas of Photochemistry and Related Subjects”. The school consisted of two departments; the Institute for Photography and Reproduction Processes and the Research Institute, and in 1891 the Board of Book Printers and Type Founders pointed out the urgent need to add a department for book printers to the school. In 1897 an additional section for the book and illustration trade was opened, the school called "KK Graphische Lehr- und Versuchsanstalt" was then divided into four sections: Section I: Institute for Photography and Reproduction (corresponds to the former Institute for Photography and Reproduction Processes) Section II: College for the book and illustration trade Section III: Research institute for photochemistry and graphic printing processes (corresponds to the original research institute) Section IV: Collections: graphic collection, library and equipment collection The first original lithographs by famous artists such as Luigi Kasimir and Tina Blau are thanks to the special course for lithography and lithography introduced in 1905 and 'algraphy' - a planographic printing process from an aluminum plate instead of the stone used in lithography - was first taught in Austria in 1896 at the GLV. The specialty course for lithography and lithography existed until 1913/14, after which a specialist course for xylography (wood engraving and woodcuts) was offered. In 1908 the graphic arts department was set up on the top floor of the neighbouring house at Westbahnstraße 27 connected by a spiral staircase still in existence in the courtyard at the current location on Leyserstraße. === Women in the graphic teaching and research institute === From 1908 women were also officially admitted. For the period from 1888 to 1918/19, a total of 718 female students at the Graphische are recorded in the largely preserved class lists. Due to changes and new requirements in the job description, the proportion of women continued to grow, so that in some classes it exceeded two thirds. === The Graphics Department === In 1916, the school statute was changed: all-day lessons with photography internship in the 1st and 2nd years as well as training for disabled people were introduced and a drawing school was added. After the First World War, the school was renamed several times: In 1919 the name was "Deutsch-Österreichische Graphische Lehr- und Versuchsanstalt"; changed in 1920 to "Staatliche Graphische Lehr- und Versuchsanstalt" and in 1923 to "Graphic Education and Research Institute". === The school in the time of National Socialism === The "annexation of Austria by Germany" resulted in organisational restructuring: semesters were introduced and the GLV was made a subordinate level of a university of the graphic arts administered in Leipzig. In 1939 the school became a state graphic teaching and research institute . Up to this point, two thirds of all Austrian postage stamps had been designed and engraved in the Graphische. === Post-war period === In 1945 the period of study at the technical school was extended to four years. In 1948, “manual graphics” became “commercial graphics” followed by an honours year. In 1959, a department A was developed: a three-class specialist department for photography with a master class, and a department B: a specialist department for commercial graphics with four classes and an honours year. Through further school reforms, the university entrance qualification was acquired with the completion of the now five-year course and honours qualification. In 1967, due to a lack of space, the Westbahnstrasse was moved to the new Carl Appel building in Leyserstrasse. === The new building, 1963 === On May 22, 1963, the foundation stone of the new campus was laid in the 14th district in the Breitenseer Strasse, Leyserstrasse and Spallartgasse area (Kommandogebäude Theodor Körner). In 1967 the move to the new building began and in 1968 the official opening coincided with the 80th anniversary of the school. In 1963/64 the first year of the five-year high school for reprography and printing technology began. There was also a four-year technical school. With the advent of personal computers and their use in the graphics industry, change comes first in typesetting and later in image processing, and in 1984 the advent of desktop publishing brought a revolution that permanently challenged the distinction between photographer, typesetter, layout artist and printer. In 1988, the Graphische celebrated its 100th anniversary. The rapid development of technology shaped school events in the 1980s, as did the rapid advance of offset printing - albeit at the expense of Letterpress printing. In reproduction technology, scanner technology for the production of colour separations displaced reprography. === Renovation, 2006 === Due to renovation work on the building in Leyserstraße, the management and the photography, multimedia and graphics departments moved to an alternative location in Vienna's first district at Schellinggasse 13. After the work was completed, the school was relocated in February 2008. == Notable teachers and students ==

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  • Voice user interface

    Voice user interface

    A voice user interface (VUI) enables spoken human interaction with computers, using speech recognition to understand spoken commands and answer questions, and typically text to speech to play a reply. A voice command device is a device controlled with a voice user interface. Voice user interfaces have been added to automobiles, home automation systems, computer operating systems, home appliances like washing machines and microwave ovens, and television remote controls. They are the primary way of interacting with virtual assistants on smartphones and smart speakers. Older automated attendants (which route phone calls to the correct extension) and interactive voice response systems (which conduct more complicated transactions over the phone) can respond to the pressing of keypad buttons via DTMF tones, but those with a full voice user interface allow callers to speak requests and responses without having to press any buttons. Newer voice command devices are speaker-independent, so they can respond to multiple voices, regardless of accent or dialectal influences. They are also capable of responding to several commands at once, separating vocal messages, and providing appropriate feedback, accurately imitating a natural conversation. == Overview == A VUI is the interface to any speech application. Only a short time ago, controlling a machine by simply talking to it was only possible in science fiction. Until recently, this area was considered to be artificial intelligence. However, advances in technologies like text-to-speech, speech-to-text, natural language processing, and cloud services contributed to the mass adoption of these types of interfaces. VUIs have become more commonplace, and people are taking advantage of the value that these hands-free, eyes-free interfaces provide in many situations. VUIs rely on the ability to process input reliably, inconsistent performance often leads to decreased user engagement and negative feedback. Designing a good VUI requires interdisciplinary talents of computer science, linguistics and human factors such as psychology. Even with advanced development tools, constructing an effective VUI requires understanding of both the tasks to be performed, as well as the target audience that will use the final system. The closer the VUI matches the user's mental model of the task, the easier it will be to use with little or no training, resulting in both higher efficiency and higher user satisfaction. A VUI designed for the general public should emphasize ease of use and provide a lot of help and guidance for first-time callers. In contrast, a VUI designed for a small group of power users (including field service workers), should focus more on productivity and less on help and guidance. Such applications should streamline the call flows, minimize prompts, eliminate unnecessary iterations and allow elaborate "mixed initiative dialogs", which enable callers to enter several pieces of information in a single utterance and in any order or combination. In short, speech applications have to be carefully crafted for the specific business process that is being automated. Not all business processes render themselves equally well for speech automation. In general, the more complex the inquiries and transactions are, the more challenging they will be to automate, and the more likely they will be to fail with the general public. In some scenarios, automation is simply not applicable, so live agent assistance is the only option. A legal advice hotline, for example, would be very difficult to automate. On the flip side, speech is perfect for handling quick and routine transactions, like changing the status of a work order, completing a time or expense entry, or transferring funds between accounts. == History == Early applications for VUI included voice-activated dialing of phones, either directly or through a (typically Bluetooth) headset or vehicle audio system. In 2007, a CNN business article reported that voice command was over a billion dollar industry and that companies like Google and Apple were trying to create speech recognition features. In the years since the article was published, the world has witnessed a variety of voice command devices. Additionally, Google has created a speech recognition engine called Pico TTS and Apple released Siri. Voice command devices are becoming more widely available, and innovative ways for using the human voice are always being created. For example, Business Week suggests that the future remote controller is going to be the human voice. Currently Xbox Live allows such features and Jobs hinted at such a feature on the new Apple TV. == Voice command software products on computing devices == Both Apple Mac and Windows PC provide built in speech recognition features for their latest operating systems. === Microsoft Windows === Two Microsoft operating systems, Windows 7 and Windows Vista, provide speech recognition capabilities. Microsoft integrated voice commands into their operating systems to provide a mechanism for people who want to limit their use of the mouse and keyboard, but still want to maintain or increase their overall productivity. ==== Windows Vista ==== With Windows Vista voice control, a user may dictate documents and emails in mainstream applications, start and switch between applications, control the operating system, format documents, save documents, edit files, efficiently correct errors, and fill out forms on the Web. The speech recognition software learns automatically every time a user uses it, and speech recognition is available in English (U.S.), English (U.K.), German (Germany), French (France), Spanish (Spain), Japanese, Chinese (Traditional), and Chinese (Simplified). In addition, the software comes with an interactive tutorial, which can be used to train both the user and the speech recognition engine. ==== Windows 7 ==== In addition to all the features provided in Windows Vista, Windows 7 provides a wizard for setting up the microphone and a tutorial on how to use the feature. ==== Mac OS X ==== All Mac OS X computers come pre-installed with the speech recognition software. The software is user-independent, and it allows for a user to, "navigate menus and enter keyboard shortcuts; speak checkbox names, radio button names, list items, and button names; and open, close, control, and switch among applications." However, the Apple website recommends a user buy a commercial product called Dictate. === Commercial products === If a user is not satisfied with the built in speech recognition software or a user does not have a built speech recognition software for their OS, then a user may experiment with a commercial product such as Braina Pro or DragonNaturallySpeaking for Windows PCs, and Dictate, the name of the same software for Mac OS. == Voice command mobile devices == Any mobile device running Android OS, Microsoft Windows Phone, iOS 9 or later, or Blackberry OS provides voice command capabilities. In addition to the built-in speech recognition software for each mobile phone's operating system, a user may download third party voice command applications from each operating system's application store: Apple App store, Google Play, Windows Phone Marketplace (initially Windows Marketplace for Mobile), or BlackBerry App World. === Android OS === Google has developed an open source operating system called Android, which allows a user to perform voice commands such as: send text messages, listen to music, get directions, call businesses, call contacts, send email, view a map, go to websites, write a note, and search Google. The speech recognition software is available for all devices since Android 2.2 "Froyo", but the settings must be set to English. Google allows for the user to change the language, and the user is prompted when he or she first uses the speech recognition feature if he or she would like their voice data to be attached to their Google account. If a user decides to opt into this service, it allows Google to train the software to the user's voice. Google introduced the Google Assistant with Android 7.0 "Nougat". It is much more advanced than the older version. Amazon.com has the Echo that uses Amazon's custom version of Android to provide a voice interface. === Microsoft Windows === Windows Phone is Microsoft's mobile device's operating system. On Windows Phone 7.5, the speech app is user independent and can be used to: call someone from your contact list, call any phone number, redial the last number, send a text message, call your voice mail, open an application, read appointments, query phone status, and search the web. In addition, speech can also be used during a phone call, and the following actions are possible during a phone call: press a number, turn the speaker phone on, or call someone, which puts the current call on hold. Windows 10 introduces Cortana, a voice control system that replaces the formerly used voice control on Windows

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  • CodePen

    CodePen

    CodePen is an online community for testing and showcasing user-created HTML, CSS and JavaScript code snippets. It functions as an online code editor and open-source learning environment, where developers can create code snippets, called "pens," and test them. It was founded in 2012 by full-stack developers Alex Vazquez and Tim Sabat and front-end designer Chris Coyier. Its employees work remotely, rarely all meeting together in person. CodePen is a large community for web designers and developers to showcase their coding skills, with an estimated 330,000 registered users and 14.16 million monthly visitors.

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  • Digital zombie

    Digital zombie

    A digital zombie is a person so engaged with digital technology or social media they are unable to separate themselves from a persistent online presence. Writing in 2017, University of Sydney researcher Andrew Campbell expressed concerns over whether or not the individual can truly live a full and healthy life while they are preoccupied with the digital world. Other individuals have also begun referencing certain types of behaviour with being a digital zombie. Stefanie Valentic, managing editor of EHS Today, refers to it as people hunting digital creatures through their smartphones in public spaces, always fixed on their phones. The University of Warwick has used the term to argue that further research needs to be done with people who exist in digital form after death to help people grieve their loss. == Modern applications == === Distracted walking === The term digital zombie can refer to a person performing distracted walking, which has been labelled dangerous by the American Academy of Orthopaedic Surgeons. They created the "Digital Deadwalkers" campaign after physicians became aware of the risks associated with walking across intersections and sidewalks while paying attention only to smartphones and not one's surroundings. Also stating that the name is derived from the fact that "they're oblivious to everyone else, so it's like they're dead-walking, sleepwalking." === Living through media === The Department of Sociology, University of Warwick has also identified the term, digital zombie, to refer to an individual who has died but is digitally resurrected, reanimated and socially active. These digital zombies do things in death they did not do when they were alive as they "live" again through a digital self on a digital medium. Dead celebrities sometimes become digital zombies when they are reanimated to appear in commercial advertisements (such as Audrey Hepburn and Bob Monkhouse). Other accidental digital zombies include Tupac Shakur and Michael Jackson who were both digitally resurrected and recreated to perform "live" on stage years after their death. Researchers at the University of Warwick have carried out research into the area of human-computer interaction. in an effort to understand the affect these digital zombies have on grief and bereavement. === Mobile gaming === Writer for EHS Today, Stefanie Valentic, has made observations with the mobile phone video game Pokémon Go, which offers players the experience to hunt and collect digital creatures called Pokémon through their smartphone in real world. Players can be observed simultaneously gazing at their phone while also obliviously walking around their environments looking for Pokémon. Stefanie references these individuals as "digital zombies" since they walk around with no cognition of their surroundings while engaged with their phone. == Health risks == === Heavy use of technology === Research by the University of Sydney has begun looking at how new technology such as digital media and smartphones impact our lives and questioning whether they can create new compulsions and obsessions. The research demonstrates that increased heavy technological use can have negative health consequences similar to drugs, smoking, and alcohol. Marcel O'Gorman, an associate professor of English at the University of Waterloo, has commented on the body of research examining how technology impacts cognition, stating currently that there is no empirical evidence to support any theories that suggest that technology can damage memory and attention span. === Heightened risk to children === Manfred Spitzer, a German psychiatrist, has raised concerns with providing digital devices to children. During the early childhood stage while their brains are rapidly growing, increased exposure to digital devices may deprive them of necessary development required to facilitate brain growth. These concerns are also shared by Korean doctors who believe giving digital devices, like smartphones to children, limits their cognitive development.

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  • Bluelight (web forum)

    Bluelight (web forum)

    Bluelight is a web-forum, research portal, online community, and non-profit organisation dedicated to harm reduction in drug use. Its userbase includes current and former substance users, academic researchers, drug policy activists, and mental health advocates. It is believed to be the largest online international drug discussion website in the world. As of November 2025, the website claims over 475,900 registered members, the Discord community claims over 11,900 members, and additional members utilise other platforms such as Telegram. Bluelight has been utilised by academic researchers as a primary source of data in numerous publications. Researchers also utilise the site to advertise research studies, recruit study participants, and better understand the world of substance use. Research groups and organisations that have partnered with Bluelight to recruit study participants include Imperial College London, Johns Hopkins University, Health Canada, Karlstad University, Curtin University, Macquarie University, Columbia University, University of Pennsylvania, University of Michigan, Toronto Metropolitan University (then known as Ryerson University), and MAPS. Researchers have found that the most common reasons for substance users to visit Bluelight.org and similar online communities are to learn "how to use drugs safely" and "how to help others use drugs safely." Bluelight neither condemns or condones drug use, instead advocating for the principle of responsible drug use; educating and allowing individuals to make informed decisions regarding their drug use, providing information on local drug misuse services, and providing them with other drug harm reduction resources and public safety notices. == History == Bluelight.org was originally formed in 1997 as a message board on bluelight.net called the MDMA Clearinghouse. The board was created as a side project by the owner of West Palm Beach design company Bluelight Designs. 200–300 users joined the site between 1998 and 1999, but the site's servers were heavily limited and could only store a few threads at a time; this led to the creation of 'The New Bluelight' forum in May 1999 and the registration of the bluelight.nu domain in June 1999. The site began to explode in popularity in the early 2000s with the rise of MDMA in the club scene, amassing nearly 7,000 members by the year 2000 and 59,000 by the start of 2006. The site switched to the bluelight.ru domain in October 2005, and switched again to bluelight.org in January 2014. In early 2024, Bluelight was re-structured and the forum became a subsidiary of the newly formed Australian non-profit organisation & registered charity Bluelight Communities Ltd. == Partnerships == In the early 2000s, Bluelight worked with reagent test supplier EZ-Test to promote the sale of drug checking kits. In 2007, Bluelight partnered with the Multidisciplinary Association for Psychedelic Studies (MAPS), a non-profit organisation working to raise awareness and understanding of psychedelic drugs through education, clinical research, and advocacy. MAPS utilised Bluelight to recruit participants for its first MDMA-assisted psychotherapy trial for PTSD. In 2013, the official MAPS forums were migrated to Bluelight. Bluelight's other partners include Erowid, a non-profit organisation dedicated to education surrounding psychoactive drugs; TripSit, a harm reduction education website; Pill Reports, a web-based database for drug checking results that was initially formed as an offshoot of the site; and the Global Drug Survey, an independent research organisation focused on collecting data about substance use. == Notable users == Alan Woods – funded the site's maintenance costs from 1999 until his death in 2008 Hamilton Morris John McAfee – created an infamous series of troll posts about the stimulant MDPV

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  • Evaluation of binary classifiers

    Evaluation of binary classifiers

    Evaluation of a binary classifier typically assigns a numerical value, or values, to a classifier that represent its accuracy. An example is error rate, which measures how frequently the classifier makes a mistake. There are many metrics that can be used; different fields have different preferences. For example, in medicine sensitivity and specificity are often used, while in computer science precision and recall are preferred. An important distinction is between metrics that are independent of the prevalence or skew (how often each class occurs in the population), and metrics that depend on the prevalence – both types are useful, but they have very different properties. Often, evaluation is used to compare two methods of classification, so that one can be adopted and the other discarded. Such comparisons are more directly achieved by a form of evaluation that results in a single unitary metric rather than a pair of metrics. == Contingency table == Given a data set, a classification (the output of a classifier on that set) gives two numbers: the number of positives and the number of negatives, which add up to the total size of the set. To evaluate a classifier, one compares its output to another reference classification – ideally a perfect classification, but in practice the output of another gold standard test – and cross tabulates the data into a 2×2 contingency table, comparing the two classifications. One then evaluates the classifier relative to the gold standard by computing summary statistics of these 4 numbers. Generally these statistics will be scale invariant (scaling all the numbers by the same factor does not change the output), to make them independent of population size, which is achieved by using ratios of homogeneous functions, most simply homogeneous linear or homogeneous quadratic functions. Say we test some people for the presence of a disease. Some of these people have the disease, and our test correctly says they are positive. They are called true positives (TP). Some have the disease, but the test incorrectly claims they don't. They are called false negatives (FN). Some don't have the disease, and the test says they don't – true negatives (TN). Finally, there might be healthy people who have a positive test result – false positives (FP). These can be arranged into a 2×2 contingency table (confusion matrix), conventionally with the test result on the vertical axis and the actual condition on the horizontal axis. These numbers can then be totaled, yielding both a grand total and marginal totals. Totaling the entire table, the number of true positives, false negatives, true negatives, and false positives add up to 100% of the set. Totaling the columns (adding vertically) the number of true positives and false positives add up to 100% of the test positives, and likewise for negatives. Totaling the rows (adding horizontally), the number of true positives and false negatives add up to 100% of the condition positives (conversely for negatives). The basic marginal ratio statistics are obtained by dividing the 2×2=4 values in the table by the marginal totals (either rows or columns), yielding 2 auxiliary 2×2 tables, for a total of 8 ratios. These ratios come in 4 complementary pairs, each pair summing to 1, and so each of these derived 2×2 tables can be summarized as a pair of 2 numbers, together with their complements. Further statistics can be obtained by taking ratios of these ratios, ratios of ratios, or more complicated functions. The contingency table and the most common derived ratios are summarized below; see sequel for details. Note that the rows correspond to the condition actually being positive or negative (or classified as such by the gold standard), as indicated by the color-coding, and the associated statistics are prevalence-independent, while the columns correspond to the test being positive or negative, and the associated statistics are prevalence-dependent. There are analogous likelihood ratios for prediction values, but these are less commonly used, and not depicted above. == Pairs of metrics == Often accuracy is evaluated with a pair of metrics composed in a standard pattern. === Sensitivity and specificity === The fundamental prevalence-independent statistics are sensitivity and specificity. Sensitivity or True Positive Rate (TPR), also known as recall, is the proportion of people that tested positive and are positive (True Positive, TP) of all the people that actually are positive (Condition Positive, CP = TP + FN). It can be seen as the probability that the test is positive given that the patient is sick. With higher sensitivity, fewer actual cases of disease go undetected (or, in the case of the factory quality control, fewer faulty products go to the market). Specificity (SPC) or True Negative Rate (TNR) is the proportion of people that tested negative and are negative (True Negative, TN) of all the people that actually are negative (Condition Negative, CN = TN + FP). As with sensitivity, it can be looked at as the probability that the test result is negative given that the patient is not sick. With higher specificity, fewer healthy people are labeled as sick (or, in the factory case, fewer good products are discarded). The relationship between sensitivity and specificity, as well as the performance of the classifier, can be visualized and studied using the Receiver Operating Characteristic (ROC) curve. In theory, sensitivity and specificity are independent in the sense that it is possible to achieve 100% in both (such as in the red/blue ball example given above). In more practical, less contrived instances, however, there is usually a trade-off, such that they are inversely proportional to one another to some extent. This is because we rarely measure the actual thing we would like to classify; rather, we generally measure an indicator of the thing we would like to classify, referred to as a surrogate marker. The reason why 100% is achievable in the ball example is because redness and blueness is determined by directly detecting redness and blueness. However, indicators are sometimes compromised, such as when non-indicators mimic indicators or when indicators are time-dependent, only becoming evident after a certain lag time. The following example of a pregnancy test will make use of such an indicator. Modern pregnancy tests do not use the pregnancy itself to determine pregnancy status; rather, human chorionic gonadotropin is used, or hCG, present in the urine of gravid females, as a surrogate marker to indicate that a woman is pregnant. Because hCG can also be produced by a tumor, the specificity of modern pregnancy tests cannot be 100% (because false positives are possible). Also, because hCG is present in the urine in such small concentrations after fertilization and early embryogenesis, the sensitivity of modern pregnancy tests cannot be 100% (because false negatives are possible). === Positive and negative predictive values === In addition to sensitivity and specificity, the performance of a binary classification test can be measured with positive predictive value (PPV), also known as precision, and negative predictive value (NPV). The positive prediction value answers the question "If the test result is positive, how well does that predict an actual presence of disease?". It is calculated as TP/(TP + FP); that is, it is the proportion of true positives out of all positive results. The negative prediction value is the same, but for negatives, naturally. ==== Impact of prevalence on predictive values ==== Prevalence has a significant impact on prediction values. As an example, suppose there is a test for a disease with 99% sensitivity and 99% specificity. If 2000 people are tested and the prevalence (in the sample) is 50%, 1000 of them are sick and 1000 of them are healthy. Thus about 990 true positives and 990 true negatives are likely, with 10 false positives and 10 false negatives. The positive and negative prediction values would be 99%, so there can be high confidence in the result. However, if the prevalence is only 5%, so of the 2000 people only 100 are really sick, then the prediction values change significantly. The likely result is 99 true positives, 1 false negative, 1881 true negatives and 19 false positives. Of the 19+99 people tested positive, only 99 really have the disease – that means, intuitively, that given that a patient's test result is positive, there is only 84% chance that they really have the disease. On the other hand, given that the patient's test result is negative, there is only 1 chance in 1882, or 0.05% probability, that the patient has the disease despite the test result. === Precision and recall === Precision and recall can be interpreted as (estimated) conditional probabilities: Precision is given by P ( C = P | C ^ = P ) {\displaystyle P(C=P|{\hat {C}}=P)} while recall is given by P ( C ^ = P | C = P ) {\displaystyle P({\hat {C}}=P|C=P)} , where C ^ {\

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  • Cringe culture

    Cringe culture

    Cringe culture () is an Internet phenomenon and neologism characterized by the mockery and ridicule of content, behaviors, or expressions deemed embarrassing or awkward. The term cringe evolved semantically from describing personal secondhand embarrassment to becoming a dismissive label applied to various forms of online expression and fan behavior. The phenomenon emerged in the early 2000s as a response to awkward online content but gradually transformed into a cultural force that impacted fan communities, creative expression, and social media behavior. Cringe culture gained particular prominence through online platforms like Reddit and 4chan, and has been observed to cause the decline of various fandoms when they become labeled as cringe. Cringe culture has extended beyond Internet communities into academic and professional settings. Educators have noticed increased self-consciousness among students about displaying effort in their work (known as tryharding). By the early 2020s, a cultural pushback against cringe culture began to emerge, with public figures and celebrities advocating for authentic self-expression and rejecting the fear of being perceived as "trying too hard". == Origin == The term cringe underwent semantic change from its original usage describing an involuntary physical response, then to embarrassment. The term gained popularity in online forums during the early 2000s, when public self-humiliation online was a relatively novel phenomenon. Early cringe culture drew much of its content from YouTube. According to Kaitlyn Tiffany of The Atlantic, the majority of cringe stemmed from people who did not seem to understand that anyone in the world could see their videos. The phenomenon initially focused on empathy and secondhand embarrassment, with viewers relating to the awkward situations they witnessed. Popular early examples of cringe include the 2002 viral video Star Wars Kid and "My Video for Briona for Our 7 Month", in which a man winks, licks his lips, and makes romantic declarations to his partner. Early cringe culture encompassed multiple styles, including self-deprecating, playful, and hostile forms. On /b/ (4chan's "random" board), early cringe discussions targeted groups like Tumblr users, social justice warriors, fangirls, and furries, while also being used to describe "normies" who lacked sufficient knowledge of Internet culture to understand its ironic humor. In July 2012, Reddit user Michael Dombkowski took over the dormant r/cringe subreddit after watching a KENS5 segment about teen werewolves. Dombkowski created RSS feeds to alert him whenever someone mentioned cringe anywhere on Reddit, then encouraged users to visit his subreddit. The subreddit collected 10,000 monthly pageviews in its first month, which grew to 941,000 by September 2012 and 5 million the following month. According to The Daily Dot, Dombkowski had intended the subreddit to elicit empathy from viewers rather than to mock its subjects. On November 9, 2012, Dombkowski banned all images from r/cringe and created r/cringepics as a spinoff subreddit for image-based content. The community initially opposed this decision, as users worried that it would fragment the community. In a few months, r/cringepics overtook r/cringe in traffic and subscribers. By 2014, the combined subreddits amassed over 500,000 subscribers and more than 30 million monthly pageviews. In a March 2013 company AMA ("Ask Me Anything"), Reddit's general manager Erik Martin stated that he hates "r/cringepics and anything cringe related and the whole idea." == Impact == Cringe culture has impacted various fandoms. Screen Rant dubbed the phenomenon in which a fandom abruptly dissipates when suddenly deemed cringe (due to the actions of individuals within the fandom or the fandom being re-evaluated as a whole) as the "My Hero Academia Effect". My Hero Academia initially enjoyed popularity in 2020 during the COVID-19 pandemic, but the resurfacing of embarrassing TikTok videos of convention-goers in 2020 caused the My Hero Academia fandom to be deemed cringy, and thus was abandoned by many anime fans. Similarly, the fandom of the Homestuck webcomic, which ran from 2009 to 2016, faced scrutiny when cosplayers filled bathtubs with Sharpies to achieve gray skin coloring (emulating the design of the Homestuck characters), which led to property damage at hotels and convention bans. Many fans subsequently abandoned the fandom, and as a result, according to Screen Rant, the Homestuck fandom was almost non-existent by 2024. It is worth noting that as of September 27, 2025 animation studio SpindleHorse, also responsible for the popular animated show Hazbin Hotel (another common recipient of Cringe Culture discussion) has released a Homestuck animated pilot episode on YouTube. Other fandoms that were deemed cringy include the Stranger Things and Hazbin Hotel fandoms. Isobel Heal of Varsity described being "far too insecure as a teen to even consider listening to songs inspired by My Little Pony or Five Nights at Freddy's regardless of how catchy they were," but found that attending a Living Tombstone concert allowed her to overcome these inhibitions. She wrote that everyone in the crowd was "completely unafraid to engage in the silliness of the entire night," which allowed her to "let my guard down and enjoy the evening without fear of feeling 'cringe.'" Heal described her experience of singing along to tracks like "Discord", a My Little Pony–themed song, provided what she described as healing "the wounds of the younger me" and represented a form of reclaiming interests that had been suppressed due to social pressure and bullying. == Reactions == New York University professor Ocean Vuong observed that students increasingly hesitate to reveal effort behind their creative work. Vuong stated that students often say "I want to be a good writer, but it's a bit cringe" and perform cynicism because it can be misread as intelligence. In May 2022, Taylor Swift addressed cringe culture in her commencement speech at New York University: she advised graduates to "learn to live alongside cringe" and that "cringe is unavoidable over a lifetime." Other celebrities have made public speeches fighting against the perceived notion that "tryharding" is cringe. In his 31st Screen Actors Guild Awards acceptance speech, Timothée Chalamet emphasized his pursuit of greatness and the effort he invested in his roles, which diverged from typical humble acceptance speeches. In her 67th Annual Grammy Awards acceptance speech, rapper Doechii also stressed her dedication and hard work. According to The Daily Dot, X users called Chalamet and Doechii's speeches "refreshing" and decried those who embrace cringe culture as "miserable losers". In 2023, Critical Role dungeon master Matthew Mercer spoke against cringe culture at New York Comic Con: "We live in an odd time of 'cringe culture' where anything that's honest can be called cringe. And I don't agree with that." Mercer argued that much of what is dismissed as cringe consists of "people being their authentic self." In October 2025, actress and singer Ariana Grande discussed her experience with cringe culture in an interview on the podcast Shut Up Evan. She described the phenomenon as "unfair", stating that people should be allowed to express passion and happiness without judgement. She further explained that in the wake of her leading role in the 2024 film Wicked there were those who perceived the behavior of her and costar Cynthia Erivo during the film's press tour as "inauthentic" and therefore cringe. == Analysis == In 2021, Steven Dashiell wrote in the journal Studies in Popular Culture that cringe culture functions as a mechanism for social boundaries within the My Little Pony: Friendship Is Magic fandom, and that cringe culture operates not only between different communities but also within fandoms themselves. In his analysis, Dashiell examined a Reddit thread where a brony (an adult fan of My Little Pony: Friendship Is Magic) expressed embarrassment about other bronies. The thread received over 400 comments in which participants engaged in what Dashiell termed other-izing: distancing themselves from behaviors they deemed cringeworthy. Rather than defending the criticized bronies, commenters consistently used the term cringe to describe their reactions to certain fan behaviors while distinguishing themselves from the so-called "deviant brony" to normalize their own participation in the fandom. A February 2024 Hinge report revealed that more than half of Generation Z worries about cringe while dating and are 50 percent more likely than millennials to delay responding to avoid seeming overeager.

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  • Web API

    Web API

    A web API is an application programming interface (API) for either a web server or a web browser. As a web development concept, it can be related to a web application's client side (including any web frameworks being used). A server-side web API consists of one or more publicly exposed endpoints to a defined request–response message system, typically expressed in JSON or XML by means of an HTTP-based web server. A server API (SAPI) is not considered a server-side web API, unless it is publicly accessible by a remote web application. == Client side == A client-side web API is a programmatic interface to extend functionality within a web browser or other HTTP client. Originally these were most commonly in the form of native plug-in browser extensions however most newer ones target standardized JavaScript bindings. The Mozilla Foundation created their WebAPI specification which is designed to help replace native mobile applications with HTML5 applications. Google created their Native Client architecture which is designed to help replace insecure native plug-ins with secure native sandboxed extensions and applications. They have also made this portable by employing a modified LLVM AOT compiler. == Server side == A server-side web API consists of one or more publicly exposed endpoints to a defined request–response message system, typically expressed in JSON or XML. The web API is exposed most commonly by means of an HTTP-based web server. Mashups are web applications which combine the use of multiple server-side web APIs. Webhooks are server-side web APIs that take input as a Uniform Resource Identifier (URI) that is designed to be used like a remote named pipe or a type of callback such that the server acts as a client to dereference the provided URI and trigger an event on another server which handles this event thus providing a type of peer-to-peer IPC. === Endpoints === Endpoints are important aspects of interacting with server-side web APIs, as they specify where resources can be accessed by third-party software. Usually the access is via a URI to which HTTP requests are posted, and from which the response is thus expected. Web APIs may be public or private, the latter of which requires an access token. Endpoints need to be static, otherwise the correct functioning of software that interacts with them cannot be guaranteed. If the location of a resource changes (and with it the endpoint) then previously written software will break, as the required resource can no longer be found at the same place. As API providers still want to update their web APIs, many have introduced a versioning system in the URI that points to an endpoint. === Resources versus services === Web 2.0 Web APIs often use machine-based interactions such as REST and SOAP. RESTful web APIs use HTTP methods to access resources via URL-encoded parameters, and use JSON or XML to transmit data. By contrast, SOAP protocols are standardized by the W3C and mandate the use of XML as the payload format, typically over HTTP. Furthermore, SOAP-based Web APIs use XML validation to ensure structural message integrity, by leveraging the XML schemas provisioned with WSDL documents. A WSDL document accurately defines the XML messages and transport bindings of a Web service. === Documentation === Server-side web APIs are interfaces for the outside world to interact with the business logic. For many companies this internal business logic and the intellectual property associated with it are what distinguishes them from other companies, and potentially what gives them a competitive edge. They do not want this information to be exposed. However, in order to provide a web API of high quality, there needs to be a sufficient level of documentation. One API provider that not only provides documentation, but also links to it in its error messages is Twilio. However, there are now directories of popular documented server-side web APIs. === Growth and impact === The number of available web APIs has grown consistently over the past years, as businesses realize the growth opportunities associated with running an open platform, that any developer can interact with. ProgrammableWeb tracks over 24000 Web APIs that were available in 2022, up from 105 in 2005. Web APIs have become ubiquitous. There are few major software applications/services that do not offer some form of web API. One of the most common forms of interacting with these web APIs is via embedding external resources, such as tweets, Facebook comments, YouTube videos, etc. In fact there are very successful companies, such as Disqus, whose main service is to provide embeddable tools, such as a feature-rich comment system. Any website of the TOP 100 Alexa Internet ranked websites uses APIs and/or provides its own APIs, which is a very distinct indicator for the prodigious scale and impact of web APIs as a whole. As the number of available web APIs has grown, open source tools have been developed to provide more sophisticated search and discovery. APIs.json provides a machine-readable description of an API and its operations, and the related project APIs.io offers a searchable public listing of APIs based on the APIs.json metadata format. === Business === ==== Commercial ==== Many companies and organizations rely heavily on their Web API infrastructure to serve their core business clients. In 2014 Netflix received around 5 billion API requests, most of them within their private API. ==== Governmental ==== Many governments collect a lot of data, and some governments are now opening up access to this data. The interfaces through which this data is typically made accessible are web APIs. Web APIs allow for data, such as "budget, public works, crime, legal, and other agency data" to be accessed by any developer in a convenient manner. == Example == An example of a popular web API is the Astronomy Picture of the Day API operated by the American space agency NASA. It is a server-side API used to retrieve photographs of space or other images of interest to astronomers, and metadata about the images. According to the API documentation, the API has one endpoint: https://api.nasa.gov/planetary/apod The documentation states that this endpoint accepts GET requests. It requires one piece of information from the user, an API key, and accepts several other optional pieces of information. Such pieces of information are known as parameters. The parameters for this API are written in a format known as a query string, which is separated by a question mark character (?) from the endpoint. An ampersand (&) separates the parameters in the query string from each other. Together, the endpoint and the query string form a URL that determines how the API will respond. This URL is also known as a query or an API call. In the below example, two parameters are transmitted (or passed) to the API via the query string. The first is the required API key and the second is an optional parameter — the date of the photograph requested. https://api.nasa.gov/planetary/apod?api_key=DEMO_KEY&date=1996-12-03 Visiting the above URL in a web browser will initiate a GET request, calling the API and showing the user a result, known as a return value or as a return. This API returns JSON, a type of data format intended to be understood by computers, but which is somewhat easy for a human to read as well. In this case, the JSON contains information about a photograph of a white dwarf star: The above API return has been reformatted so that names of JSON data items, known as keys, appear at the start of each line. The last of these keys, named url, indicates a URL which points to a photograph: https://apod.nasa.gov/apod/image/9612/ngc2440_hst2.jpg Following the above URL, a web browser user would see this photo: Although this API can be called by an end user with a web browser (as in this example) it is intended to be called automatically by software or by computer programmers while writing software. JSON is intended to be parsed by a computer program, which would extract the URL of the photograph and the other metadata. The resulting photo could be embedded in a website, automatically sent via text message, or used for any other purpose envisioned by a software developer.

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  • Digital image correlation for electronics

    Digital image correlation for electronics

    Digital image correlation analyses have applications in material property characterization, displacement measurement, and strain mapping. As such, DIC is becoming an increasingly popular tool when evaluating the thermo-mechanical behavior of electronic components and systems. == CTE measurements and glass transition temperature identification == The most common application of DIC in the electronics industry is the measurement of coefficient of thermal expansion (CTE). Because it is a non-contact, full-field surface technique, DIC is ideal for measuring the effective CTE of printed circuit boards (PCB) and individual surfaces of electronic components. It is especially useful for characterizing the properties of complex integrated circuits, as the combined thermal expansion effects of the substrate, molding compound, and die make effective CTE difficult to estimate at the substrate surface with other experimental methods. DIC techniques can be used to calculate average in-plane strain as a function of temperature over an area of interest during a thermal profile. Linear curve-fitting and slope calculation can then be used to estimate an effective CTE for the observed area. Because the driving factor in solder fatigue is most often the CTE mismatch between a component and the PCB it is soldered to, accurate CTE measurements are vital for calculating printed circuit board assembly (PCBA) reliability metrics. DIC is also useful for characterizing the thermal properties of polymers. Polymers are often used in electronic assemblies as potting compounds, conformal coatings, adhesives, molding compounds, dielectrics, and underfills. Because the stiffness of such materials can vary widely, accurately determining their thermal characteristics with contact techniques that transfer load to the specimen, such as dynamic mechanical analysis (DMA) and thermomechanical analysis (TMA), is difficult to do with consistency. Accurate CTE measurements are important for these materials because, depending on the specific use case, expansion and contraction of these materials can drastically affect solder joint reliability. For example, if a stiff conformal coating or other polymeric encapsulation is allowed to flow under a QFN, its expansion and contraction during thermal cycling can add tensile stress to the solder joints and expedite fatigue failure. DIC techniques will also allow the detection of glass transition temperature (Tg). At a glass transition temperature, the strain vs. temperature plot will exhibit a change in slope. Determining the Tg is very important for polymeric materials that could have glass transition temperatures within the operating temperature range of the electronics assemblies and components on which they are used. For example, some potting materials can see the Elastic Modulus of the material change by a factor of 100 or more over the glass transition region. Such changes can have drastic effects on an electronic assembly's reliability if they are not planned for in the design process. == Out-of-plane component warpage == When 3D DIC techniques are employed, out-of-plane motion can be tracked in addition to in-plane motion. Out-of-plane warpage is especially of interest at the component level of electronics packaging for solder joint reliability quantification. Excessive warpage during reflow can contribute to defective solder joints by lifting the edges of the component away from the board and creating head-in-pillow defects in ball grid arrays (BGA). Warpage can also shorten the fatigue life of adequate joints by adding tensile stresses to edge joints during thermal cycling. == Thermo-mechanical strain mapping == When a PCBA is over-constrained, thermo-mechanical stress brought about during thermal expansion can cause board strains that could negatively affect individual component and overall assembly reliability. The full-field monitoring capabilities of an image correlation technique allow for the measurement of strain magnitude and location on the surface of a specimen during a displacement-causing event, such as PCBA during a thermal profile. These "strain maps" allow for the comparison of strain levels over full areas of interest. Many traditional discrete methods, like extensometers and strain gauges, only allow for localized measurements of strain, inhibiting their ability to efficiently measure strain across larger areas of interest. DIC techniques have also been used to generate strain maps from purely mechanical events, such as drop impact tests, on electronic assemblies.

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  • Orleans (software framework)

    Orleans (software framework)

    Orleans is a cross-platform software framework for building scalable and robust distributed interactive applications based on the .NET Framework or on the more recent .NET. == Overview == Orleans was originally created by the eXtreme Computing Group at Microsoft Research and introduced the virtual actor model as a new approach to building distributed systems for the cloud. Orleans scales from a single on-premises server to highly-available and globally distributed applications in the cloud. The virtual actor model is based on the actor model but has several differences: A virtual actor always exists, it cannot be explicitly created or destroyed. Virtual actors are automatically instantiated. If a server hosting an actor crashes, the next message sent to the actor causes it to be reinstantiated automatically. The server that an actor is on is transparent to the application code. Orleans can automatically create multiple instances of the same stateless actor. Starting with cloud services for the Halo franchise, the framework has been used by a number of cloud services at Microsoft and other companies since 2011. The core Orleans technology was transferred to 343 Industries and is available as open source since January 2015. The source code is licensed under MIT License and hosted on GitHub. Orleans runs on Microsoft Windows, Linux, and macOS and is compatible with .NET Standard 2.0 and above. == Features == Some Orleans features include: Persistence Distributed ACID transactions Streams Timers & Reminders Fault tolerance == Related implementations == The Electronic Arts BioWare division created Project Orbit. It is a Java implementation of virtual actors that was heavily inspired by the Orleans project.

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  • Digital media in education

    Digital media in education

    Digital media in education refers to the use of digital technologies to support and enhance teaching and learning processes. This includes the application of multiple digital software applications, devices, and online platforms as tools for learning. Learners interact with these technologies to access, analyze, evaluate, and create media content and communication in various forms. The integration of digital media in education has dramatically increased over time, significantly transforming traditional educational practices. When viewed through a global and inclusive lens, digital education should be guided by principles of equity, inclusion, and public infrastructure to ensure meaningful participation of all learners. == History == === 20th century === Technological advances in the 20th century, particularly the invention of the Internet, laid the foundation for incorporating technology into education. In the early 1900s, the overhead projector and instructional radio broadcasts were among the first technologies used for educational purposes. The introduction of computers in classrooms occurred in 1950, when a flight simulation program was developed to train pilots at the Massachusetts Institute of Technology. However, access to computers remained extremely limited for several decades. In 1964, John Kemeny and Thomas Kurtz developed the BASIC programming language, which simplified computer interaction and introduced time-sharing, enabling multiple users to work on the same system simultaneously. This innovation made computing increasingly accessible for educational settings. By the 1980s, schools began to show more interest in computers as companies released mass-market devices to the public. Networking further enabled the interconnection of computers into unified communication systems, which proved more efficient and cost-effective than previous stand-alone machines. This development prompted wider adoption of computing in educational institutions. The invention of the World Wide Web in 1992 further simplified internet navigation and sparked further interest in educational settings. Initially, computers were integrated into school curricula for tasks such as word processing, spreadsheet creation, and data organization. By the late 1990s, the Internet became a research tool, functioning as a vast library. By 1999, 99% of public school teachers in the United States reported having access to at least one computer in their schools, and 84% had a computer available in their classrooms. The emergence of World Wide Web also contributed to the development of learning management systems (LMS), which allowed educators to create online teaching environments for content storage, student activities, discussions, and assignments. Advances in digital compression and high-speed Internet made video creation and distribution more affordable, fostering the use of the systems designed for recording lectures. These tools were often incorporated into learning management platforms, supporting the expansion of fully online courses. === 21st century === By 2002, the Massachusetts Institute of Technology began offering recorded lectures to the public, marking a significant milestone in the movement toward accessible online education. The launch of YouTube in 2005 further transformed educational content distribution. Educators increasingly uploaded lectures and instructional videos on platforms with initiatives like Khan Academy, which was active in 2006, contributing to You Tube's role as a prominent educational resource. In 2007, Apple launched iTunesU, another platform for sharing educational resources and videos. Meanwhile, learning management systems gained popularity, with Blackboard and Canvas becoming two of the most widely used platforms with Canvas's release in 2008. That same year also marked the introduction of the first Massive Open Online Course (MOOC), which provided open access to webinars and expert-led instructions for global learners. As technology evolved, traditional projectors were gradually replaced by interactive whiteboards, which enabled educators to integrate digital tools more effectively in their classrooms. By 2009, 97% of classrooms in the United States had at least one computer, and 93% had Internet access. The COVID-19 pandemic, which forced schools across the world to close, significantly impacted education with schools shifting to distance education. Students attended classes remotely using devices such as laptops, phones, and tablets, supported by digital platforms that facilitated at-home learning environments. However, adapting assessment methods to the new learning environment posed certain challenges. A study conducted by Eddie M. Mulenga and José M. Marbán on Zambian students during the pandemic revealed difficulties in adapting to digital learning, particularly in subjects like mathematics. Similar issues were reported among students in Romania, where the transition to virtual learning presented significant obstacles in engagement and adaptability. === Post-pandemic developments === In the period following the onset of COVID-19, education systems worldwide rapidly adopted digital solutions to maintain continuity of learning and teaching. By the end of March 2020, all 46 OECD and partners countries closed some or all of their schools nationwide. By June 2020, the length of school closures in these countries ranged from 7 to over 18 weeks. These disruptions in formal education prompted governments and educators to quickly adopt digital learning. This global shift to online education highlighted considerable inequalities in digital access, although many systems struggled with inequitable access, especially in regions lacking devices, stable internet connections, or conducive home learning environments. Stimultaneously, commercial educational technology (ed-tech) companies introduced rapid digital solutions to the disruption caused by the pandemic. This led to what has been described as a "seller's market," where the urgency of implementation may cause the prioritization of availability and scale over pedagogical and equity considerations. In the post-pandemic era, digital media in education continues to evolve. It increasingly intersects with artificial intelligence (AI) technologies such as adaptive learning platforms, AI-enabled content generation, and personalized learning environments. These tools enhance global engagement and access but also raise concerns about infrastructure, inclusivity, ethical implementation as well as critical pedagogies. Scholars recommend that educators and policymakers adopt inclusive practices, prioritize equitable infrastructure, and develop critical digital literacy. Facer and Selwyn also emphasize the need for public digital infrastructure and sustainable and justice-oriented policies that empower all learners. Overall, these perspectives reflect a growing consensus that digital media in education should be implemented critically to promote inclusive, multimodal, and future-oriented learning environments.

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  • Blocking of Twitter in Nigeria

    Blocking of Twitter in Nigeria

    Twitter was blocked in Nigeria from 5 June 2021 to 13 January 2022. The government imposed a ban on the social network after it deleted tweets made by, and temporarily suspended, the Nigerian president Muhammadu Buhari, warning the southeastern people of Nigeria, predominantly Igbo people, of a potential repeat of the 1967 Nigerian Civil War due to the ongoing insurgency in Southeastern Nigeria. The Nigerian government claimed that the deletion of the president's tweets factored into their decision, but it was ultimately based on "a litany of problems with the social media platform in Nigeria, where misinformation and fake news spread through it have had real world violent consequences", citing the persistent use of the platform for activities that are capable of undermining Nigeria's corporate existence. In January 2022, Nigeria lifted its blocking of Twitter after the platform agreed to establish a legal entity within the country sometime in the first quarter of 2022. == Background == On 1 June 2021, Nigerian President Muhammadu Buhari posted a tweet threatening a crackdown on regional separatists "in the language they understand". The next day, Twitter deleted the tweet, claiming it was in violation of Twitter rules, but gave no further details. Nigeria's Information Minister Lai Mohammed said that Twitter's actions were part of an unfair double standard, as Twitter had not banned incitement tweets from other groups. During the Nigerian Civil War a majority of deaths resulted from the blockade of Biafra which caused the deaths of millions of civilians from starvation, a fact that was not alluded to in the tweet. The Nigerian government has long held concerns over the use of Twitter in the country. The ongoing local End SARS protest began on Twitter and got amplified in 2020 when it had 48 million tweets in ten days. Buhari's government floated the idea of social media regulation on different occasions prior to banning Twitter. Attempts to pass an anti-social media bill in the past have failed majorly due to massive outcry on Twitter. Days before the ban, the country's minister of information called Twitter's activities in Nigeria suspicious, citing its influence on the End SARS protests. == Aftermath == Three days after Twitter was suspended, it was reported that the move had cost the country over 6 billion naira and would also contribute to the worsening unemployment in the country. ExpressVPN reported an over 200 percent increase in web traffic and searches for VPN spiked across the country. In response, Nigeria's Minister of Justice and Attorney General of the Federation Abubakar Malami at first openly threatened to prosecute citizens who bypass the ban using a VPN but then denied saying so after a screenshot of a Twitter deactivation notification he shared on Facebook showed a VPN logo. Nigeria's cultural minister Lai Mohammed stated the ban would be lifted once Twitter submitted to locally licensing, registration and conditions. "It will be licensed by the broadcasting commission, and must agree not to allow its platform to be used by those who are promoting activities that are inimical to the corporate existence of Nigeria." In late June 2021, Twitter announced it would enter talks with the Nigerian government over the platform's suspension. The talks began in July 2021. On 15 September 2021, Mohammed said the Nigerian government will lift the ban on Twitter in a "few days." The Minister said Twitter gave a progress report of their talks with them, adding that it has been productive and quite respectful. On 1 October 2021, President Muhammadu Buhari in his Independence Day broadcast said Twitter must meet the Nigerian government's five conditions before the suspension of the social media platform will be lifted. The conditions are: Respect for national security and cohesion; registration, physical presence and representation in Nigeria; fair taxation; dispute resolution; local content. == Reactions == The ban was condemned by Amnesty International, the British, Canadian and Swedish diplomatic missions to Nigeria, as well as the United States and the European Union in a joint statement. Two domestic organizations, the Socio-Economic Rights and Accountability Project (SERAP) and the Nigerian Bar Association, indicated intent to challenge the ban in court. Twitter itself called the ban "deeply concerning". Former U.S. President Donald Trump, who was permanently suspended from Twitter following the United States Capitol attack in January, praised the ban, stating "Congratulations to the country of Nigeria, who just banned Twitter because they banned their President", and also called on other countries to ban Twitter and Facebook due to "not allowing free and open speech." == Lifting of the ban == On 12 January 2022, the Nigerian Government lifted the ban after Twitter agreed to pay an "applicable tax" and establish "a legal entity in Nigeria during the first quarter of 2022".

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