AI Detector Generator

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

  • Nouvelle AI

    Nouvelle AI

    Nouvelle artificial intelligence (Nouvelle AI) is an approach to artificial intelligence pioneered in the 1980s by Rodney Brooks, who was then part of MIT artificial intelligence laboratory. Nouvelle AI differs from classical AI by aiming to produce robots with intelligence levels similar to insects. Researchers believe that intelligence can emerge organically from simple behaviors as these intelligences interacted with the "real world", instead of using the constructed worlds which symbolic AIs typically needed to have programmed into them. == Motivation == The differences between nouvelle AI and symbolic AI are apparent in early robots Shakey and Freddy. These robots contained an internal model (or "representation") of their micro-worlds consisting of symbolic descriptions. As a result, this structure of symbols had to be renewed as the robot moved or the world changed. Shakey's planning programs assessed the program structure and broke it down into the necessary steps to complete the desired action. This level of computation required a large amount time to process, so Shakey typically performed its tasks very slowly. Symbolic AI researchers had long been plagued by the problem of updating, searching, and otherwise manipulating the symbolic worlds inside their AIs. A nouvelle system refers continuously to its sensors rather than to an internal model of the world. It processes the external world information it needs from the senses when it is required. As Brooks puts it, "the world is its own best model--always exactly up to date and complete in every detail." A central idea of nouvelle AI is that simple behaviors combine to form more complex behaviors over time. For example, simple behaviors can include elements like "move forward" and "avoid obstacles." A robot using nouvelle AI with simple behaviors like collision avoidance and moving toward a moving object could possibly come together to produce a more complex behavior like chasing a moving object. === The frame problem === The frame problem describes an issue with using first-order logic (FOL) to express facts about a robot in the world. Representing the state of a robot with traditional FOL requires the use of many axioms (symbolic language) to imply that things about an environment do not change arbitrarily. Nouvelle AI seeks to sidestep the frame problem by dispensing with filling the AI or robot with volumes of symbolic language and instead letting more complex behaviors emerge by combining simpler behavioral elements. === Embodiment === The goal of traditional AI was to build intelligences without bodies, which would only have been able to interact with the world via keyboard, screen, or printer. However, nouvelle AI attempts to build embodied intelligence situated in the real world. Brooks quotes approvingly from the brief sketches that Turing gave in 1948 and 1950 of the "situated" approach. Turing wrote of equipping a machine "with the best sense organs that money can buy" and teaching it "to understand and speak English" by a process that would "follow the normal teaching of a child." This approach was contrasted to the others where they focused on abstract activities such as playing chess. == Brooks' robots == === Insectoid robots === Brooks focused on building robots that acted like simple insects while simultaneously working to remove some traditional AI characteristics. He created insect-like robots, named Allen and Herbert after cognitive science and AI pioneers Allen Newell and Herbert A. Simon. Brooks's insectoid robots contained no internal models of the world. Herbert, for example, discarded a high volume of the information received from its sensors and never stored information for more than two seconds. ==== Allen ==== Allen had a ring of twelve ultrasonic sonars as its primary sensors and three independent behavior-producing modules. These modules were programmed to avoid both stationary and moving objects. With only this module activated, Allen stayed in the middle of a room until an object approached and then it ran away while avoiding obstacles in its way. ==== Herbert ==== Herbert used infrared sensors to avoid obstacles and a laser system to collect 3D data over a distance of about 12 feet. Herbert also carried a number of simple sensors in its "hand." The robot's testing ground was the real world environment of the busy offices and workspaces of the MIT AI lab where it searched for empty soda cans and carried them away, a seemingly goal-oriented activity that emerged as a result of 15 simple behavior units combining. As a parallel, Simon noted that an ant's complicated path is due to the structure of its environment rather than the depth of its thought processes. ==== Other insectoid robots ==== Other robots by Brooks' team were Genghis and Squirt. Genghis had six legs and was able to walk over rough terrain and follow a human. Squirt's behavior modules had it stay in dark corners until it heard a noise, then it would begin to follow the source of the noise. Brooks agreed that the level of nouvelle AI had come near the complexity of a real insect, which raised a question about whether or not insect level-behavior was and is a reasonable goal for nouvelle AI. === Humanoid robots === Brooks' own recent work has taken the opposite direction to that proposed by Von Neumann in the quotations "theorists who select the human nervous system as their model are unrealistically picking 'the most complicated object under the sun,' and that there is little advantage in selecting instead the ant, since any nervous system at all exhibits exceptional complexity." ==== Cog ==== In the 1990s, Brooks decided to pursue the goal of human-level intelligence and, with Lynn Andrea Stein, built a humanoid robot called Cog. Cog is a robot with an extensive collection of sensors, a face, and arms (among other features) that allow it to interact with the world and gather information and experience so as to assemble intelligence organically in the manner described above by Turing. The team believed that Cog would be able to learn and able to find a correlation between the sensory information it received and its actions, and to learn common sense knowledge on its own. As of 2003, all development of the project had ceased.

    Read more →
  • Utah Social Media Regulation Act

    Utah Social Media Regulation Act

    S.B. 152 and H.B. 311, collectively known as the Utah Social Media Regulation Act, were social media regulation bills that were passed by the Utah State Legislature in March 2023. The bills would have collectively imposed restrictions on how social networking services serve minors in the state of Utah, including mandatory age verification and age restrictions, as well as restrictions on data collection and on algorithmic recommendations. The Act was intended to take effect in March 2024. However, following a lawsuit over the Act by NetChoice, a tech industry lobby group, the Utah attorney general stated in January 2024 that its implementation had been delayed to October 2024, but was likely to be repealed and amended. On September 10, 2024 Chief Judge Robert J. Shelby issued a written order granting a request from NetChoice for a preliminary injunction, meaning that Utah will be unable to enforce its social media law as litigation plays out. The law was appealed to the 10th Circuit on October 11, 2024 and is awaiting a decision. == Provisions == The Act comprises two bills, S.B. 152 and H.B. 311, which respectively regulate access to social network accounts registered to minors, and impose obligations on social networking services to follow design practices that protect the privacy of minors. The bills would apply to social networks with more than 5 million active users in the United States. Social networking services would've verified the age of all users in the state of Utah, or else their account must've been deleted. The Act does not specify a specific method of age verification. Users who are under 18 must have consent from a parent or guardian to open an account, and the parent must be able to have access to the account and its data for monitoring. Unless required to comply with state or federal law, social networks were prohibited from collecting data based on the activity of minors, and may've not displayed targeted advertising or algorithmic recommendations of content, users, or groups to minors. A social network must not allow minors to access the service between the hours of 10:30 p.m., and 6:30 a.m. without parental consent. H.B. 311 prohibits social networks from exposing features to minors that cause them to have an "addiction" to the platform; the service must perform quarterly audits, and may be sued by users for harms caused by providing "addictive" features; there is a rebuttable presumption of harm if the plaintiff is 16 or younger. The bills prescribed fines of $2,500 per-violation for violations of the provisions of S.B. 152, and up to $250,000 in liabilities (plus fines of $2,500 per-user) for violations of the addiction rules. == History == The two bills were passed in early-March 2023, and signed by Governor Spencer Cox on March 23, 2023. Cox cited studies linking social media addiction to increases in depression and suicide among youth. They were originally intended to take effect on March 1, 2024. In the wake of a lawsuit in Arkansas by the trade association NetChoice over a similar bill, state senator and bill author Mike McKell stated that he planned to introduce amendments when the legislature resumed in 2024. In December 2023, NetChoice filed a lawsuit in Utah seeking to block the Act, citing that its definition of a social network was too vague, and that it "restricts who can express themselves, what can be said, and when and how speech on covered websites can occur, down to the very hours of the day minors can use covered websites. The First Amendment, reinforced by decades of precedent, allows none of this." In regards to its age verification requirements, NetChoice argued that "it may not be enough to simply verify the age of whatever person may be listed on a form of identification (even if they have such a record) because that record may not accurately reflect who the individual actually is." The office of the attorney general stated that the state was "reviewing the lawsuit but remains intently focused on the goal of this legislation: Protecting young people from negative and harmful effects of social media use." In January 2024, Attorney General Sean Reyes asked the court to delay a hearing over the bill, stating that its effective date had been delayed to October 2024, and that the legislature planned to repeal and replace the bills. On September 10, 2024, Federal Chief Judge Robert Shelby granted a preliminary injunction to stop enforcement of the law as litigation continues. The law was later appealed on October 11, 2024, by the state of Utah and had a court hearing on the appeal on November 20, 2025.

    Read more →
  • Format-preserving encryption

    Format-preserving encryption

    In cryptography, format-preserving encryption (FPE), refers to encrypting in such a way that the output (the ciphertext) is in the same format as the input (the plaintext). The meaning of "format" varies. Typically only finite sets of characters are used; numeric, alphabetic or alphanumeric. For example: Encrypting a 16-digit credit card number so that the ciphertext is another 16-digit number. Encrypting an English word so that the ciphertext is another English word. Encrypting an n-bit number so that the ciphertext is another n-bit number (this is the definition of an n-bit block cipher). For such finite domains, and for the purposes of the discussion below, the cipher is equivalent to a permutation of N integers {0, ... , N−1} where N is the size of the domain. == Motivation == === Restricted field lengths or formats === One motivation for using FPE comes from the problems associated with integrating encryption into existing applications, with well-defined data models. A typical example would be a credit card number, such as 1234567812345670 (16 bytes long, digits only). Adding encryption to such applications might be challenging if data models are to be changed, as it usually involves changing field length limits or data types. For example, output from a typical block cipher would turn credit card number into a hexadecimal (e.g.0x96a45cbcf9c2a9425cde9e274948cb67, 34 bytes, hexadecimal digits) or Base64 value (e.g. lqRcvPnCqUJc3p4nSUjLZw==, 24 bytes, alphanumeric and special characters), which will break any existing applications expecting the credit card number to be a 16-digit number. Apart from simple formatting problems, using AES-128-CBC, this credit card number might get encrypted to the hexadecimal value 0xde015724b081ea7003de4593d792fd8b695b39e095c98f3a220ff43522a2df02. In addition to the problems caused by creating invalid characters and increasing the size of the data, data encrypted using the CBC mode of an encryption algorithm also changes its value when it is decrypted and encrypted again. This happens because the random seed value that is used to initialize the encryption algorithm and is included as part of the encrypted value is different for each encryption operation. Because of this, it is impossible to use data that has been encrypted with the CBC mode as a unique key to identify a row in a database. FPE attempts to simplify the transition process by preserving the formatting and length of the original data, allowing a drop-in replacement of plaintext values with their ciphertexts in legacy applications. == Comparison to truly random permutations == Although a truly random permutation is the ideal FPE cipher, for large domains it is infeasible to pre-generate and remember a truly random permutation. So the problem of FPE is to generate a pseudorandom permutation from a secret key, in such a way that the computation time for a single value is small (ideally constant, but most importantly smaller than O(N)). == Comparison to block ciphers == An n-bit block cipher technically is a FPE on the set {0, ..., 2n-1}. If an FPE is needed on one of these standard sized sets (for example, n = 64 for DES and n = 128 for AES) a block cipher of the right size can be used. However, in typical usage, a block cipher is used in a mode of operation that allows it to encrypt arbitrarily long messages, and with an initialization vector as discussed above. In this mode, a block cipher is not an FPE. == Definition of security == In cryptographic literature (see most of the references below), the measure of a "good" FPE is whether an attacker can distinguish the FPE from a truly random permutation. Various types of attackers are postulated, depending on whether they have access to oracles or known ciphertext/plaintext pairs. == Algorithms == In most of the approaches listed here, a well-understood block cipher (such as AES) is used as a primitive to take the place of an ideal random function. This has the advantage that incorporation of a secret key into the algorithm is easy. Where AES is mentioned in the following discussion, any other good block cipher would work as well. === The FPE constructions of Black and Rogaway === Implementing FPE with security provably related to that of the underlying block cipher was first undertaken in a paper by cryptographers John Black and Phillip Rogaway, which described three ways to do this. They proved that each of these techniques is as secure as the block cipher that is used to construct it. This means that if the AES algorithm is used to create an FPE algorithm, then the resulting FPE algorithm is as secure as AES because an adversary capable of defeating the FPE algorithm can also defeat the AES algorithm. Therefore, if AES is secure, then the FPE algorithms constructed from it are also secure. In all of the following, E denotes the AES encryption operation that is used to construct an FPE algorithm and F denotes the FPE encryption operation. ==== FPE from a prefix cipher ==== One simple way to create an FPE algorithm on {0, ..., N-1} is to assign a pseudorandom weight to each integer, then sort by weight. The weights are defined by applying an existing block cipher to each integer. Black and Rogaway call this technique a "prefix cipher" and showed it was provably as good as the block cipher used. Thus, to create an FPE on the domain {0,1,2,3}, given a key K apply AES(K) to each integer, giving, for example, weight(0) = 0x56c644080098fc5570f2b329323dbf62 weight(1) = 0x08ee98c0d05e3dad3eb3d6236f23e7b7 weight(2) = 0x47d2e1bf72264fa01fb274465e56ba20 weight(3) = 0x077de40941c93774857961a8a772650d Sorting [0,1,2,3] by weight gives [3,1,2,0], so the cipher is F(0) = 3 F(1) = 1 F(2) = 2 F(3) = 0 This method is only useful for small values of N. For larger values, the size of the lookup table and the required number of encryptions to initialize the table gets too big to be practical. ==== FPE from cycle walking ==== If there is a set M of allowed values within the domain of a pseudorandom permutation P (for example P can be a block cipher like AES), an FPE algorithm can be created from the block cipher by repeatedly applying the block cipher until the result is one of the allowed values (within M). CycleWalkingFPE(x) { if P(x) is an element of M then return P(x) else return CycleWalkingFPE(P(x)) } The recursion is guaranteed to terminate. (Because P is one-to-one and the domain is finite, repeated application of P forms a cycle, so starting with a point in M the cycle will eventually terminate in M.) This has the advantage that the elements of M do not have to be mapped to a consecutive sequence {0,...,N-1} of integers. It has the disadvantage, when M is much smaller than P's domain, that too many iterations might be required for each operation. If P is a block cipher of a fixed size, such as AES, this is a severe restriction on the sizes of M for which this method is efficient. For example, an application may want to encrypt 100-bit values with AES in a way that creates another 100-bit value. With this technique, AES-128-ECB encryption can be applied until it reaches a value which has all of its 28 highest bits set to 0, which will take an average of 228 iterations to happen. ==== FPE from a Feistel network ==== It is also possible to make a FPE algorithm using a Feistel network. A Feistel network needs a source of pseudo-random values for the sub-keys for each round, and the output of the AES algorithm can be used as these pseudo-random values. When this is done, the resulting Feistel construction is good if enough rounds are used. One way to implement an FPE algorithm using AES and a Feistel network is to use as many bits of AES output as are needed to equal the length of the left or right halves of the Feistel network. If a 24-bit value is needed as a sub-key, for example, it is possible to use the lowest 24 bits of the output of AES for this value. This may not result in the output of the Feistel network preserving the format of the input, but it is possible to iterate the Feistel network in the same way that the cycle-walking technique does to ensure that format can be preserved. Because it is possible to adjust the size of the inputs to a Feistel network, it is possible to make it very likely that this iteration ends very quickly on average. In the case of credit card numbers, for example, there are 1015 possible 16-digit credit card numbers (accounting for the redundant check digit), and because the 1015 ≈ 249.8, using a 50-bit wide Feistel network along with cycle walking will create an FPE algorithm that encrypts fairly quickly on average. === The Thorp shuffle === A Thorp shuffle is like an idealized card-shuffle, or equivalently a maximally-unbalanced Feistel cipher where one side is a single bit. It is easier to prove security for unbalanced Feistel ciphers than for balanced ones. === VIL mode === For domain sizes that are a power of two, and an existing block cipher with a smaller bl

    Read more →
  • Social television

    Social television

    Social television is the union of television and social media. Millions of people now share their TV experience with other viewers on social media such as Twitter and Facebook using smartphones and tablets. TV networks and rights holders are increasingly sharing video clips on social platforms to monetise engagement and drive tune-in. The social TV market covers the technologies that support communication and social interaction around TV as well as companies that study television-related social behavior and measure social media activities tied to specific TV broadcasts – many of which have attracted significant investment from established media and technology companies. The market is also seeing numerous tie-ups between broadcasters and social networking players such as Twitter and Facebook. The market is expected to be worth $256bn by 2017. Social TV was named one of the 10 most important emerging technologies by the MIT Technology Review on Social TV in 2010. And in 2011, David Rowan, the editor of Wired magazine, named Social TV at number three of six in his peek into 2011 and what tech trends to expect to get traction. Ynon Kreiz, CEO of the Endemol Group told the audience at the Digital Life Design (DLD) conference in January 2011: "Everyone says that social television will be big. I think it's not going to be big—it's going to be huge". Much of the investment in the earlier years of social TV went into standalone social TV apps. The industry believed these apps would provide an appealing and complimentary consumer experience which could then be monetized with ads. These apps featured TV listings, check-ins, stickers and synchronised second-screen content but struggled to attract users away from Twitter and Facebook. Most of these companies have since gone out of business or been acquired amid a wave of consolidation and the market has instead focused on the activities of the social media channels themselves – such as Twitter Amplify, Facebook Suggested Videos and Snapchat Discover – and the technologies that support them. == Twitter == Twitter and Facebook are both helping users connect around media, which can provoke strong debate and engagement. Both social platforms want to be the 'digital watercooler' and host conversation around TV because the engagement and data about what media people consume can then be used to generate advertising revenue. As an open platform, conversation on Twitter is closely aligned with real-time events. In May 2013, it launched Twitter Amplify – an advertising product for media and consumer brands. With Amplify, Twitter runs video highlights from major live broadcasts, with advertisers' names and messages playing before the clip. By February 2014, all four major U.S. TV networks had signed up to the Amplify program, bringing a variety of premium TV content onto the social platform in the form of in-tweet real-time video clips. In June 2014, Twitter acquired its Twitter Amplify partner in the U.S. SnappyTV, a company that was helping broadcasters and rights holders to share video content both organically across social and via Twitter's Amplify program. Twitter continues to rely on Grabyo, which has also struck numerous deals with some of the largest broadcasters and rights holders in Europe and North America to share video content across Facebook and Twitter. == Facebook == Facebook made significant changes to its platform in 2014 including updates to its algorithm to enhance how it serves video in users' feeds. It also launched video autoplay to get users to watch the videos in their feeds. It rapidly surpassed Twitter and by the end of 2014 it was enjoying three billion video views a day on its platform and had announced a partnership with the NFL, one of Twitter's most active Twitter Amplify partners. In April 2015, at its F8 Developer Conference, it revealed it was working with Grabyo among other technology partners to bring video onto its platform. Then in July it announced it would be launching Facebook Suggested Videos, bringing related videos and ads to anyone that clicks on a video – a move that not only competed with Twitter's commercial video offering but also put it in direct competition with YouTube. == TV Time == TV Time is a television dedicated social network that allows users to keep track of the television series they watch, as well as films. It also allows them to express their reaction to the media they have seen with episode specific voting for favorite characters and emotional reaction to episodes, as well as commenting in episode restrictive pages. This way users are able to avoid spoilers while also finding a precise audience and community for each of their interactions, as opposed to bigger, non-television dedicated social medias such as Facebook and Twitter where the likelihood of unintentionally reading spoilers is much higher. TV Time offers an analytics service called "TVLytics" where the votes and reactions collected from users can be studied for research and television production purposes. == Advertising == According to Businessinsider.com, there are variety of applications for social TV, including support for TV ad sales, optimizing TV ad buys, making ad buys more efficient, as a complement to audience measurement, and eventually, audience forecasting and real-time optimization. Social TV data can ease access to focus groups and may create a positive feedback loop for generating ultra-sticky TV programming and multi-screen ad campaigns. == In numbers == Viewers share their TV experience on social media in real-time as events unfold: between 88-100m Facebook users login to the platform during the primetime hours of 8pm – 11pm in the US. The volume of social media engagement in TV is also rising – according to Nielsen SocialGuide, there was a 38% increase in tweets about TV in 2013 to 263m. For the 2014 Super Bowl, Twitter reported that a record 24.9 million tweets about the game were sent during the telecast, peaking at 381,605 tweets per minute. Facebook reported that 50 million people discussed the Super Bowl, generating 185 million interactions. The 2014 Oscars generated 5m tweets, viewed by an audience of 37m unique Twitter users and delivering 3.3bn impressions globally as conversation and key moments were shared virally across the platform. In 2014 the All England Lawn Tennis Club (AELTC), hosts of Wimbledon, used Grabyo to share video content across social. The videos were viewed 3.5 million times across Facebook and Twitter. In partnered with Grabyo again in 2015 and the videos generated over 48 million views across Facebook and Twitter. == Television shows with social integration == Here are some examples of how TV executives are integrating social elements with TV shows: C-SPAN streamed tweets from US Senators and Representatives during the quorum call The Voice had the judges of the program tweet during the show and the posts scrolls on the bottom of the screen. The use of Twitter also led to an increase in viewers. "Glee" Entertainment Weekly created a second screen viewing platform for the Glee season 3 premiere. == Related publications == Erika Jonietz. "Making TV Social, Virtually" MIT Technology Review. (January 11, 2010) AmigoTV (Alcatel-Lucent; Coppens et al.) – 2004 www.ist-ipmedianet.org/Alcatel_EuroiTV2004_AmigoTV_short_paper_S4-2.pdf Nextream (MIT Media Lab, Martin et al.) – 2010 Social Interactive Television: Immersive Shared Experiences and Perspectives (P. Cesar, D. Geerts, and K. Chorianopoulos (eds.)) – 2009 Social TV and the Emergence of Interactive TV – Multimedia Research Group – November 2010 Interactive Social TV on Service Oriented Environments: Challenges and Enablers (May 2011) == Systems == Boxee – acquired by Samsung GetGlue – acquired by i.TV Grabyo KIT digital Miso TV Tank Top TV WiO Xbox Live

    Read more →
  • GNU social

    GNU social

    GNU social (and its predecessor StatusNet) is a largely defunct free and open-source microblogging social networking service that implements the OStatus and ActivityPub standards for interoperability between installations. While offering similar functionality to social networks such as Twitter, GNU social seeks to provide the ability for open and federated communication between different microblogging communities, known as 'instances'. Both enterprises and individuals can install and control their own instances and user data. At its peak in popularity, GNU social had been deployed on hundreds of interconnected instances, however has since fallen into disuse as competing software like Mastodon and Pleroma have taken its position as the dominant federated microblogging services. Later on in its lifespan, the project split into two separate branches, with "v2" being a continuation of the original codebase for maintenance of existing instances, with "v3" being a complete redesign of the project meant to integrate further ActivityPub support and modernization of the user experience and its technological back-end. As of August 15, 2022, there had been no new commits to the v2 branch, with the v3 branch also no longer being actively developed not long after by November 25, 2022, with the project essentially abandoned. Despite its modern obsolescence and dated design compared to modern platforms, GNU social and StatusNet is regarded to be the origin of the Fediverse network and has had a major influence on the design of more modern decentralized social networks that succeeded it. == History == While being the main project within its lineage, GNU social originally began as a fork of StatusNet. The software was first developed for a service called identi.ca from Evan Prodromou, which offered free microblogging accounts to the public. The software quickly became one of the first popular examples of a decentralized social network, as identi.ca allowed any other server that was running the software to communicate with it, something which had not previously been attempted before in social media at such a large scale. === StatusNet === Originally, StatusNet (named Laconica at the time) was launched with a communication protocol designed specifically for the project called OpenMicroBlogging (OMB). With version 0.8.1, the name of the software was changed to StatusNet. Version 0.9.0 was released soon after in March 3, 2010, with the developers implementing a newly designed protocol dubbed OStatus, with support for OMB being dropped not long after. Compared to OpenMicroBlogging, OStatus could handle and federate more events and actions than the basic plaintext communication that OMB provided and was based on a variety of other web technologies, allowing for easier adoption of new implementations of the protocol for servers and clients compared to the fully custom architecture of OMB. With the StatusNet name change, the company developing both the software and OStatus as well as managing identi.ca rebranded from Control Yourself to StatusNet Inc. In August 2010, the company raised a new round of venture capital funds to establish a hosting service under the status.net domain from sources such as First Mark Capital, BOLDstart Ventures, iNovia Capital and Montreal Start Up, raising over $2.3 million in funding up to that point. The hosting service allowed anyone to establish their own StatusNet instance without maintaining a server, similar to WordPress.com and other blogging platforms. New registrations on identi.ca along with the ability to create new status.net instances was disabled in December 2012, in preparation for a migration to pump.io that has since been named by users of StatusNet and OStatus as "the Pumpocalypse". pump.io was a brand new software package like StatusNet, but with a new protocol designed for general purpose activity streams outside of microblogging and ease-of-use for developers building on the technology, much like the transition from OMB to OStatus. The announcement was seen as unexpected among identi.ca users, who were concerned about the possibility of their statuses being deleted with the transition. At the same time, server administrators running third-party instances and their users who were left behind on StatusNet were also worried, as it was unclear at the time whether future development of the software would be picked up by a new maintainer. The transition for identi.ca users to pump.io was completed on 12 July 2013. ==== Previous names ==== The original name of StatusNet was Laconica, a reference to the Laconic phrase; a particularly brief statement commonly attributed to the leaders of Sparta (Laconia being the Greek region containing Sparta). In microblogging, all messages are designed to be very short due to the traditional 140-character limit on message size, a limitation imported from SMS. Beginning with version 0.8.1, the name was changed to StatusNet. The developers said that the new name "simply reflects what our software does: send status updates into your social network." === GNU social === GNU social originally began as a side project of GNU FM (Libre.fm) maintainer Matt Lee, with the goal of being able to federate messages between Last.fm and other instances of GNU FM using StatusNet plugins. Around the same time, a developer named Mikael Nordfeldth forked StatusNet with the intention of maintaining it as a personal project, dubbing it "Free Social". However, following identi.ca's transition to pump.io and its developers' sudden abandonment of StatusNet, the projects received more attention from server administrators and other users looking for an actively updated alternative. Shortly after LibrePlanet 2012, a plan was formed to merge all three projects into a single service. On June 8, 2013, it was announced that along with Free Social, StatusNet would be merged into the GNU social project and stewarded by the Free Software Foundation, with the project since becoming the dominant variant of StatusNet. During GNU social's lifespan, a popular theme for the user interface named Quitter was used, which was similar to an earlier Twitter interface. Many instances were made specifically using the name Quitter such as Quitter.se, an instance created by the developer of the theme. Before the establishment of Mastodon's popularity and dominance within the network, Quitter was noted as a frequent location for users of Twitter to migrate to when users disagreed with moderation policies or feature updates, such as when an algorithmic feed was added to Twitter. A fork of GNU social was made called postActiv, which planned to rewrite the backend and user interface of GNU social, as well as to add compatibility for Diaspora's protocol. == Features == A basic GNU social instance takes the form of a microblogging service with a reverse chronological timeline that features status updates and small messages from followed accounts, similar to other services such as Twitter or Weibo. While users could see their own customized timeline, they could access another timeline that showcased every message that the instance knows of, including from other instances that were connected to each other if someone on the instance followed an account from it. Users could also create and join groups, which allows for discussion and collaboration on specific topics. Administrators can also customize their server via the plugin system, which allows developers to create new features or modify existing plugins to suit the needs of the instance via PHP. A notable plugin built for GNU social was Quitter, a revamp of the user interface that resembles an earlier version of Twitter's user interface.

    Read more →
  • Messaging Layer Security

    Messaging Layer Security

    Messaging Layer Security (MLS) is a security layer for end-to-end encrypted messages. It is maintained by the MLS working group of the Internet Engineering Task Force (IETF), and is designed to provide an efficient and practical security mechanism for groups as large as 50,000 and for those who access chat systems from multiple devices. == Security properties == Security properties of MLS include message confidentiality, message integrity and authentication, membership authentication, asynchronicity, forward secrecy, post-compromise security, and scalability. == History == The idea was born in 2016 and first discussed in an unofficial meeting during IETF 96 in Berlin with attendees from Wire, Mozilla and Cisco. Initial ideas were based on pairwise encryption for secure 1:1 and group communication. In 2017, an academic paper introducing Asynchronous Ratcheting Trees was published by the University of Oxford and Facebook setting the focus on more efficient encryption schemes. The first BoF took place in February 2018 at IETF 101 in London. The founding members are Mozilla, Facebook, Wire, Google, Twitter, University of Oxford, and INRIA. On March 29, 2023, the IETF approved publication of Messaging Layer Security (MLS) as a new standard. It was officially published on July 19, 2023. At that time, Google announced it intended to add MLS to the end to end encryption used by Google Messages over Rich Communication Services (RCS). In March 2025, the GSMA announced the Universal Profile 3.0 standard of RCS would support MLS and Apple announced it would support this RCS standard on Apple Messages. Both Google Messages and Apple Messages began the rollout of MLS E2EE over RCS in May 2026. Matrix is one of the protocols declaring migration to MLS. In 2026, Discord rolled out end-to-end encryption on voice and video calls, using MLS for scalable group key exchanges. Research on adding post-quantum cryptography (PQC) to MLS is ongoing. The IETF has prepared an Internet-Draft using PQC algorithms in MLS. == Implementations ==

    Read more →
  • Data security

    Data security

    Data security or data protection is the process of securing digital information to protect it from online threats. Data security or protection means protecting digital data, such as those in a database, from destructive forces and from the unwanted actions of unauthorized users, such as a cyberattack or a data breach. Data security protects computer hardware, software, storage devices, and the data of user devices. Data security also protects the data of organizations, companies and administrative controls. Data security guarantees the protection of individual data, such as identity documents and bank data, and protects against unauthorized access, theft and loss of individual data. Data security also protects data breaches that occurs in companies and industries. Good security measures in industries reduce the probability of data breaches, and employees can rely on the company with their data and private information to be kept secured while companies can continue to maintain a stable reputation. The CIA Triad (Confidentiality, Integrity, and Availability) is what is used to practice what an information security is required to follow. Confidentiality, protects information from being accessed by unauthorized persons. Integrity, makes sure data is trustworthy; and Availability, meaning that data can be accessed by approved users when it is needed; are three goals for data security. Non-repudiation in data security definition, is a device/service that shows where the data originated from and the proof of integrity. == Technologies == === Disk encryption === Disk encryption refers to encryption technology that encrypts data on a hard disk drive. It takes data from a storage device and coverts it into an unreadable format. Disk encryption typically takes form in either software (see disk encryption software) or hardware (see disk encryption hardware) which can be used together. Disk encryption is often referred to as on-the-fly encryption (OTFE) or transparent encryption. Full disk encryption encrypts each individual sector of a disk volume. Files and user data are encrypted to hinder unauthorized users from accessing without a decryption key. A diversifier permits a plaintext of a specific disk sector to be encrypted into different ciphertexts, which does not require additional storage, such as an initialization vector (IV) or message authentication code (MAC). === Software versus hardware-based mechanisms for protecting data === Software-based security solutions encrypt the data to protect it from theft. However, a malicious program or a hacker could corrupt the data to make it unrecoverable, making the system unusable. Hardware-based security solutions prevent read and write access to data, which provides very strong protection against tampering and unauthorized access. Hardware-based security or assisted computer security offers an alternative to software-only computer security. Security tokens such as those using PKCS#11 or a mobile phone may be more secure due to the physical access required in order to be compromised. Access is enabled only when the token is connected and the correct PIN is entered (see two-factor authentication). However, dongles can be used by anyone who can gain physical access to it. Newer technologies in hardware-based security solve this problem by offering full proof of security for data. Working off hardware-based security: A hardware device allows a user to log in, log out and set different levels through manual actions. Many devices use biometric technology to prevent malicious users from logging in, logging out, and changing privilege levels. The current state of a user of the device is read by controllers in peripheral devices such as hard disks. Illegal access by a malicious user or a malicious program is interrupted based on the current state of a user by hard disk and DVD controllers making illegal access to data impossible. Hardware-based access control is more secure than the protection provided by the operating systems as operating systems are vulnerable to malicious attacks by viruses and hackers. The data on hard disks can be corrupted after malicious access is obtained. With hardware-based protection, the software cannot manipulate the user privilege levels. A hacker or a malicious program cannot gain access to secure data protected by hardware or perform unauthorized privileged operations. This assumption is broken only if the hardware itself is malicious or contains a backdoor. The hardware protects the operating system image and file system privileges from being tampered with. Therefore, a completely secure system can be created using a combination of hardware-based security and secure system administration policies. === Backups === Backup is the process of reproducing copies of essential data and storing in a separate, secured place. It is used to ensure data that is lost can be recovered from another source. Backups contains a minimum of one copy of the data that requires preservation. It is considered essential to keep a backup of any data in most industries and the process is recommended for any files of importance to a user. There are 3 types of backups; full backups, incremental backups, and differential backups. Full backups secure all data from a production system, such as a server, database, or other connected data source. It is impossible to lose all data in a full backup if a breach or corruption were to occur. Full backups require a significantly large amount of time to back up and may be time-consuming taking hours to days to complete. Incremental backups only secures changed data since last backup. While all backups are done in full backups, incremental backups only save data that is recently or frequently changed. Incremental backups require lower storage costs making it a prominent solution for growing datasets. === Data Privacy === Data privacy (or information privacy) is the right for individual's data to be secured to obstruct the use of unauthorized access. It gives individuals control over their data and how it can be shared to third parties. The U.S Privacy Protection Law (see Privacy laws of the United States) requires organizations to inform individuals of how their data is collected and when a data breach occurs. By implementing an encryption, it ensures that private data is unreadable to cybercriminals. === Data masking === Data masking of structured data is the process of obscuring (masking) specific data within a database table or cell to ensure that data security is maintained and sensitive information is not exposed to unauthorized personnel. This may include masking the data from users (for example so banking customer representatives can only see the last four digits of a customer's national identity number), developers (who need real production data to test new software releases but should not be able to see sensitive financial data), outsourcing vendors, etc. Data masking is a form of encryption, as it obscures data by modifying particular letters and numbers to keep data concealed and protected from potential hackers. The individual that has access to the code that decrypts the replaced characters are the only ones that can uncover the data. === Data erasure === Data erasure (or data deletion, data destruction) is a method of software-based overwriting that permanently clears all electronic data residing on a hard drive or other digital media to ensure that no sensitive data is lost when an asset is retired or reused. Article 17: Right to be Forgotten states that users have the right to permanently remove all of their private information from their old devices/services to give people more control over their data. Users are able to switch between devices efficiently. == Threats == === Malware === Malware (or malicious software) is designed to destroy, corrupt or gain unauthorized access to a computer for the purpose of stealing, or destroying data. Hackers who use malware typically utilize many types of malware, which includes computer virus, computer worms, ransomware, spyware and Trojan horse to create a vast system of disruption and cause easy data theft. One of the victims of the vast system of disruption includes healthcare workers, who are targeted by compromised systems by infections and then having their data attacked. === Phishing === Phishing is a type of scam that allows hackers to hoax people using psychological and social engineering (using human emotions such as their trust and fear) tactics into giving personal data through emails and messages, and install computer viruses if the individual were to click on a malicious link unknowingly. Attackers are able to create websites that are very similar to original websites, which makes it difficult to detect a fake website, causing individuals to fall for giving in information. Phishing attackers use human emotion to exploit them, such as making them feel fear, urgency, sympathy with the message

    Read more →
  • Data Transformation Services

    Data Transformation Services

    Data Transformation Services (DTS) is a Microsoft database tool with a set of objects and utilities to allow the automation of extract, transform and load operations to or from a database. The objects are DTS packages and their components, and the utilities are called DTS tools. DTS was included with earlier versions of Microsoft SQL Server, and was almost always used with SQL Server databases, although it could be used independently with other databases. DTS allows data to be transformed and loaded from heterogeneous sources using OLE DB, ODBC, or text-only files, into any supported database. DTS can also allow automation of data import or transformation on a scheduled basis, and can perform additional functions such as FTPing files and executing external programs. In addition, DTS provides an alternative method of version control and backup for packages when used in conjunction with a version control system, such as Microsoft Visual SourceSafe. DTS has been superseded by SQL Server Integration Services in later releases of Microsoft SQL Server though there was some backwards compatibility and ability to run DTS packages in the new SSIS for a time. == History == In SQL Server versions 6.5 and earlier, database administrators (DBAs) used SQL Server Transfer Manager and Bulk Copy Program, included with SQL Server, to transfer data. These tools had significant shortcomings, and many DBAs used third-party tools such as Pervasive Data Integrator to transfer data more flexibly and easily. With the release of SQL Server 7 in 1998, "Data Transformation Services" was packaged with it to replace all these tools. The concept, design, and implementation of the Data Transformation Services was led by Stewart P. MacLeod (SQL Server Development Group Program Manager), Vij Rajarajan (SQL Server Lead Developer), and Ted Hart (SQL Server Lead Developer). The goal was to make it easier to import, export, and transform heterogeneous data and simplify the creation of data warehouses from operational data sources. SQL Server 2000 expanded DTS functionality in several ways. It introduced new types of tasks, including the ability to FTP files, move databases or database components, and add messages into Microsoft Message Queue. DTS packages can be saved as a Visual Basic file in SQL Server 2000, and this can be expanded to save into any COM-compliant language. Microsoft also integrated packages into Windows 2000 security and made DTS tools more user-friendly; tasks can accept input and output parameters. DTS comes with all editions of SQL Server 7 and 2000, but was superseded by SQL Server Integration Services in the Microsoft SQL Server 2005 release in 2005. == DTS packages == The DTS package is the fundamental logical component of DTS; every DTS object is a child component of the package. Packages are used whenever one modifies data using DTS. All the metadata about the data transformation is contained within the package. Packages can be saved directly in a SQL Server, or can be saved in the Microsoft Repository or in COM files. SQL Server 2000 also allows a programmer to save packages in a Visual Basic or other language file (when stored to a VB file, the package is actually scripted—that is, a VB script is executed to dynamically create the package objects and its component objects). A package can contain any number of connection objects, but does not have to contain any. These allow the package to read data from any OLE DB-compliant data source, and can be expanded to handle other sorts of data. The functionality of a package is organized into tasks and steps. A DTS Task is a discrete set of functionalities executed as a single step in a DTS package. Each task defines a work item to be performed as part of the data movement and data transformation process or as a job to be executed. Data Transformation Services supplies a number of tasks that are part of the DTS object model and that can be accessed graphically through the DTS Designer or accessed programmatically. These tasks, which can be configured individually, cover a wide variety of data copying, data transformation and notification situations. For example, the following types of tasks represent some actions that you can perform by using DTS: executing a single SQL statement, sending an email, and transferring a file with FTP. A step within a DTS package describes the order in which tasks are run and the precedence constraints that describe what to do in the case damage or of failure. These steps can be executed sequentially or in parallel. Packages can also contain global variables which can be used throughout the package. SQL Server 2000 allows input and output parameters for tasks, greatly expanding the usefulness of global variables. DTS packages can be edited, password protected, scheduled for execution, and retrieved by version. == DTS tools == DTS tools packaged with SQL Server include the DTS wizards, DTS Designer, and DTS Programming Interfaces. === DTS wizards === The DTS wizards can be used to perform simple or common DTS tasks. These include the Import/Export Wizard and the Copy of Database Wizard. They provide the simplest method of copying data between OLE DB data sources. There is a great deal of functionality that is not available by merely using a wizard. However, a package created with a wizard can be saved and later altered with one of the other DTS tools. A Create Publishing Wizard is also available to schedule packages to run at certain times. This only works if SQL Server Agent is running; otherwise the package will be scheduled, but will not be executed. === DTS Designer === The DTS Designer is a graphical tool used to build complex DTS Packages with workflows and event-driven logic. DTS Designer can also be used to edit and customize DTS Packages created with the DTS wizard. Each connection and task in DTS Designer is shown with a specific icon. These icons are joined with precedence constraints, which specify the order and requirements for tasks to be run. One task may run, for instance, only if another task succeeds (or fails). Other tasks may run concurrently. The DTS Designer has been criticized for having unusual quirks and limitations, such as the inability to visually copy and paste multiple tasks at one time. Many of these shortcomings have been overcome in SQL Server Integration Services, DTS's successor. === DTS Query Designer === A graphical tool used to build queries in DTS. === DTS Run Utility === DTS Packages can be run from the command line using the DTSRUN Utility. The utility is invoked using the following syntax: dtsrun /S server_name[\instance_name] { {/[~]U user_name [/[~]P password]} | /E } ] { {/[~]N package_name } | {/[~]G package_guid_string} | {/[~]V package_version_guid_string} } [/[~]M package_password] [/[~]F filename] [/[~]R repository_database_name] [/A global_variable_name:typeid=value] [/L log_file_name] [/W NT_event_log_completion_status] [/Z] [/!X] [/!D] [/!Y] [/!C] ] When passing in parameters which are mapped to Global Variables, you are required to include the typeid. This is rather difficult to find on the Microsoft site. Below are the TypeIds used in passing in these values.

    Read more →
  • Multiple buffering

    Multiple buffering

    In computer science, multiple buffering is the use of more than one buffer to hold a block of data, so that a "reader" will see a complete (though perhaps old) version of the data instead of a partially updated version of the data being created by a "writer". It is very commonly used for computer display images. It is also used to avoid the need to use dual-ported RAM (DPRAM) when the readers and writers are different devices. == Description == === Double buffering Petri net === The Petri net in the illustration shows double buffering. Transitions W1 and W2 represent writing to buffer 1 and 2 respectively while R1 and R2 represent reading from buffer 1 and 2 respectively. At the beginning, only the transition W1 is enabled. After W1 fires, R1 and W2 are both enabled and can proceed in parallel. When they finish, R2 and W1 proceed in parallel and so on. After the initial transient where W1 fires alone, this system is periodic and the transitions are enabled – always in pairs (R1 with W2 and R2 with W1 respectively). == Double buffering in computer graphics == In computer graphics, double buffering is a technique for drawing graphics that shows less stutter, tearing, and other artifacts. It is difficult for a program to draw a display so that pixels do not change more than once. For instance, when updating a page of text, it is much easier to clear the entire page and then draw the letters than to somehow erase only the pixels that are used in old letters but not in new ones. However, this intermediate image is seen by the user as flickering. In addition, computer monitors constantly redraw the visible video page (traditionally at around 60 times a second), so even a perfect update may be visible momentarily as a horizontal divider between the "new" image and the un-redrawn "old" image, known as tearing. === Software double buffering === A software implementation of double buffering has all drawing operations store their results in some region of system RAM; any such region is often called a "back buffer". When all drawing operations are considered complete, the whole region (or only the changed portion) is copied into the video RAM (the "front buffer"); this copying is usually synchronized with the monitor's raster beam in order to avoid tearing. Software implementations of double buffering necessarily require more memory and CPU time than single buffering because of the system memory allocated for the back buffer, the time for the copy operation, and the time waiting for synchronization. Compositing window managers often combine the "copying" operation with "compositing" used to position windows, transform them with scale or warping effects, and make portions transparent. Thus, the "front buffer" may contain only the composite image seen on the screen, while there is a different "back buffer" for every window containing the non-composited image of the entire window contents. === Page flipping === In the page-flip method, instead of copying the data, both buffers are capable of being displayed. At any one time, one buffer is actively being displayed by the monitor, while the other, background buffer is being drawn. When the background buffer is complete, the roles of the two are switched. The page-flip is typically accomplished by modifying a hardware register in the video display controller—the value of a pointer to the beginning of the display data in the video memory. The page-flip is much faster than copying the data and can guarantee that tearing will not be seen as long as the pages are switched over during the monitor's vertical blanking interval—the blank period when no video data is being drawn. The currently active and visible buffer is called the front buffer, while the background page is called the back buffer. == Triple buffering == In computer graphics, triple buffering is similar to double buffering but can provide improved performance. In double buffering, the program must wait until the finished drawing is copied or swapped before starting the next drawing. This waiting period could be several milliseconds during which neither buffer can be touched. In triple buffering, the program has two back buffers and can immediately start drawing in the one that is not involved in such copying. The third buffer, the front buffer, is read by the graphics card to display the image on the monitor. Once the image has been sent to the monitor, the front buffer is flipped with (or copied from) the back buffer holding the most recent complete image. Since one of the back buffers is always complete, the graphics card never has to wait for the software to complete. Consequently, the software and the graphics card are completely independent and can run at their own pace. Finally, the displayed image was started without waiting for synchronization and thus with minimum lag. Due to the software algorithm not polling the graphics hardware for monitor refresh events, the algorithm may continuously draw additional frames as fast as the hardware can render them. For frames that are completed much faster than interval between refreshes, it is possible to replace a back buffers' frames with newer iterations multiple times before copying. This means frames may be written to the back buffer that are never used at all before being overwritten by successive frames. Nvidia has implemented this method under the name "Fast Sync". An alternative method sometimes referred to as triple buffering is a swap chain three buffers long. After the program has drawn both back buffers, it waits until the first one is placed on the screen, before drawing another back buffer (i.e. it is a 3-long first in, first out queue). Most Windows games seem to refer to this method when enabling triple buffering. == Quad buffering == The term quad buffering is the use of double buffering for each of the left and right eye images in stereoscopic implementations, thus four buffers total (if triple buffering was used then there would be six buffers). The command to swap or copy the buffer typically applies to both pairs at once, so at no time does one eye see an older image than the other eye. Quad buffering requires special support in the graphics card drivers which is disabled for most consumer cards. AMD's Radeon HD 6000 Series and newer support it. 3D standards like OpenGL and Direct3D support quad buffering. == Double buffering for DMA == The term double buffering is used for copying data between two buffers for direct memory access (DMA) transfers, not for enhancing performance, but to meet specific addressing requirements of a device (particularly 32-bit devices on systems with wider addressing provided via Physical Address Extension). Windows device drivers are a place where the term "double buffering" is likely to be used. Linux and BSD source code calls these "bounce buffers". Some programmers try to avoid this kind of double buffering with zero-copy techniques. == Other uses == Double buffering is also used as a technique to facilitate interlacing or deinterlacing of video signals.

    Read more →
  • Social advertising (social relationships)

    Social advertising (social relationships)

    Social advertising is advertising that relies on social information or networks in generating, targeting, and delivering marketing communications. Many current examples of social advertising use a particular Internet service to collect social information, establish and maintain relationships with consumers, and for delivering communications. For example, the advertising platforms provided by Google, Twitter, and Facebook involve targeting and presenting ads based on relationships articulated on those same services. Social advertising can be part of a broader social media marketing strategy designed to connect with consumers. == Social targeting == Since a pair of consumers connected via a relationship are more likely to be similar than an unconnected pair, information about such relationships can be used to infer characteristics of consumers useful for targeting. For example, predictions of an individual's home location can be improved using geographic information about their peers. Existing advertising platforms can allow advertisers to explicitly target the peers (e.g., Facebook friends, Twitter followers) of consumers who have a known affiliation with their brand. Thus, one way social advertising is expected to be effective is because social networks encode information about unobserved characteristics of consumers, including their susceptibility to adopt a product and to influence their peers to adopt. Social advertisement targets audiences' demographics based on customers browsing histories. This helped companies understand users' interests and target a specific group of users. Whether it is location or personal interest, different categories of companies can make the consumers on social media rely heavily on their advertisements. This is one of the reasons why social advertising has grown over time. Targeting their audience to real life stakeholders generally increase the attention of the advertised deal which brings up more profits for companies. Subsequently, the psychological effects that social media gives off to its users play a huge role in advertisement companies keeping their customers online. One of the main reasons users rely on social media is because it's a source of entertainment that provides them with a feeling of inclusiveness. In making the customers feel the inclusiveness, social advertising targeting a specific group of users is presented as if these advertisements are customized for the users in their perspective making them feel the attention that they do not often feel in the real world. You can use Social signals checker tool to find more information about links. Social signals are metrics that measure how much people interact with your content on social media. From likes, to shares, to comments; each of these signals contributes to an overall number that tells search engines like Google how much people like your content. The more social signals your website gets, the more likely it is to rank higher in Google. The reason for this is two-fold. First, social media is used by millions of people every day, and if your content is being shared and interacted with on these sites, it shows that it’s worthy of being seen. And second, social media sites are highly trusted by Google. So if you can get your content seen and interacted with on these platforms, you’ll be off to a great start. == Social cues in advertisements == Social ads often include information about the affiliation of a peer with an advertised entity. For example, a social ad might indicate a friend has endorsed a product, highly rated a restaurant, or watched a particular film. In fact, some definitions make these personalized social signals a necessary condition for the advertising being social advertising. Inclusion of personalized social signals creates a channel for social influence. Experiments that remove peers' names or images from social advertisements provide evidence that their presence increases proximal outcomes (e.g., clicks on advertisements). This is technically how trends are started on social media. Since social media links a single profile to thousands of other accounts some being real-life friends or even acquaintances, the opinions and the bias a user has for other users who are also a customer of an advertisement on the feed can heavily affect whether to click on the advertisement or not. Once this pattern continues, the brand benefits from increased customers, profit, and attention. Social networking can spread rapidly because 71 percent of the world's population contributes and uses social media which means social advertising gives companies a better marketing technique than a physical poster advertisement. == Word of mouth == Advertisers often attempt to use word of mouth to affect consumers and their decisions to adopt products and services. Ads and other inducements targeted at a seed set of individuals can be designed to produce a larger cascade of adoption through influence. Businesses are also using social media to attempt to identify and persuade influential consumers to spread positive messages about their products or services. Consequently, not only on social platforms but also in physical settings, users start talking to each other. When individuals develop an intimate relationship with each other, it is quite heavily based on shared characteristics, interests, and personalities. If one social media user becomes a regular customer to a well-known company that advertises often, there is a higher chance that all the other people who have intimate relationships with that one customer will be exposed to the online advertisement more than another user who might be completely new to a brand that is being advertised on screen. In reality, this happens to not only one user but to most of the users which mean a single brand advertisement online can have to potential of being talked about between billions and trillions of people all around the globe. == Relationship marketing == To accurately conduct relationship marketing, businesses must develop and manage six marketplaces: internal, customer, referral, supplier, influencer and employee. To maintain relationship marketing, customers often see social media influencers getting free sponsorships or PR boxes just to advertise their products. At times, users who become customers through these social influencers will get a better deal than regular customers which stands as a very commonly used marketing technique. By doing this, users think they are receiving special treatment when in reality it very much benefits social influencers and brands. Especially for brands that are just starting, they use this marketing technique so that their names can be out there, and people will start talking, which is their initial goal.

    Read more →
  • Data governance

    Data governance

    Data governance is a term used on both a macro and a micro level. The former is a political concept and forms part of international relations and Internet governance; the latter is a data management concept and forms part of corporate/organizational data governance. Data governance involves delegating authority over data and exercising that authority through decision-making processes. It plays a role in enhancing the value of data assets. == Macro level == Data governance at the macro level involves regulating cross-border data flows among countries, which is more precisely termed international data governance. This field was first formed in the early 2000s, and consists of "norms, principles and rules governing various types of data." There have been several international groups established by research organizations that aim to grant access to their data. These groups that enable an exchange of data are, as a result, exposed to domestic and international legal interpretations that ultimately decide how data is used. However, as of 2023, there are no international laws or agreements specifically focused on data protection. == Data governance (Data Management) == Data governance is the set of principles, policies, and processes that guide the effective and responsible use of data within an organization. It creates a framework for decision making, accountability, and oversight across the data lifecycle, from creation and storage to sharing and disposal. Data governance is closely linked with data management, which provides the practical methods to carry out governance objectives. These methods include data quality assurance, metadata management, master data management, security controls, and compliance monitoring. Together, governance and management aim to maximize the value of data as a strategic asset, reduce risks from misuse or inaccuracy, and ensure compliance with regulatory, ethical, and business requirements. The importance of this discipline has grown with the rise of big data, cloud computing, and artificial intelligence, where consistent standards and stewardship are essential for privacy protection, interoperability, and informed decision making. == Data governance drivers == While data governance initiatives can be driven by a desire to improve data quality, they are often driven by C-level leaders responding to external regulations. In a recent report conducted by the CIO WaterCooler community, 54% stated the key driver was efficiencies in processes; 39% - regulatory requirements; and only 7% customer service. Examples of these regulations include Sarbanes–Oxley Act, Basel I, Basel II, HIPAA, GDPR, cGMP, and a number of data privacy regulations. To achieve compliance with these regulations, business processes and controls require formal management processes to govern the data subject to these regulations. Successful programs identify drivers that are meaningful to both supervisory and executive leadership. Common themes among the external regulations center on the need to manage risk. The risks can be financial misstatement, inadvertent release of sensitive data, or poor data quality for key decisions. Methods to manage these risks vary from industry to industry. Examples of commonly referenced best practices and guidelines include COBIT, ISO/IEC 38500, and others. The proliferation of regulations and standards creates challenges for data governance professionals, particularly when multiple regulations overlap the data being managed. Organizations often launch data governance initiatives to address these challenges. == Data governance initiatives (Dimensions) == Data governance initiatives improve the quality of data by assigning a team responsible for data's accuracy, completeness, consistency, timeliness, validity, and uniqueness. This team usually consists of executive leadership, project management, line-of-business managers, and data stewards. The team usually employs a methodology for tracking and improving enterprise data, such as Six Sigma, and tools for data mapping, profiling, cleansing, and monitoring data. Data governance initiatives may be aimed at achieving a number of objectives including offering better visibility to internal and external customers (such as supply chain management), compliance with regulatory law, improving operations after rapid company growth or corporate mergers, or to aid the efficiency of enterprise knowledge workers by reducing confusion and error and increasing their scope of knowledge. Many data governance initiatives are also inspired by past attempts to fix information quality at the departmental level, which can lead to incongruent and redundant data quality processes. Most large companies have many applications and databases that can not easily share information. Therefore, knowledge workers within large organizations may not have access to the data they need to best do their jobs. When they do have access to the data, the data quality may be poor. By setting up a data governance practice or corporate data authority (individual or area responsible for determining how to proceed, in the best interest of the business, when a data issue arises), these problems can be mitigated. == Implementation == Implementation of a data governance initiative may vary in scope as well as origin. Sometimes, an executive mandate will arise to initiate an enterprise-wide effort. Sometimes the mandate will be to create a pilot project or projects, limited in scope and objectives, aimed at either resolving existing issues or demonstrating value. Sometimes, an initiative originates from lower down in the organization's hierarchy and will be deployed in a limited scope to demonstrate value to potential sponsors higher up in the organization. The initial scope of an implementation can vary greatly as well, from review of a one-off IT system to a cross-organization initiative. == Data governance tools == Leaders of successful data governance programs declared at the Data Governance Conference in Orlando, FL, in December 2006, that data governance is about 80 to 95 percent communication. That stated, it is a given that many of the objectives of a data governance program must be accomplished with appropriate tools. Many vendors are now positioning their products as data governance tools. Due to the different focus areas of various data governance initiatives, a given tool may or may not be appropriate. Additionally, many tools that are not marketed as governance tools address governance needs and demands.

    Read more →
  • Computer-aided software engineering

    Computer-aided software engineering

    Computer-aided software engineering (CASE) is a domain of software tools used to design and implement applications. CASE tools are similar to and are partly inspired by computer-aided design (CAD) tools used for designing hardware products. CASE tools are intended to help develop high-quality, defect-free, and maintainable software. CASE software was often associated with methods for the development of information systems together with automated tools that could be used in the software development process. == History == The Information System Design and Optimization System (ISDOS) project, started in 1968 at the University of Michigan, initiated a great deal of interest in the whole concept of using computer systems to help analysts in the very difficult process of analysing requirements and developing systems. Several papers by Daniel Teichroew fired a whole generation of enthusiasts with the potential of automated systems development. His Problem Statement Language / Problem Statement Analyzer (PSL/PSA) tool was a CASE tool although it predated the term. Another major thread emerged as a logical extension to the data dictionary of a database. By extending the range of metadata held, the attributes of an application could be held within a dictionary and used at runtime. This "active dictionary" became the precursor to the more modern model-driven engineering capability. However, the active dictionary did not provide a graphical representation of any of the metadata. It was the linking of the concept of a dictionary holding analysts' metadata, as derived from the use of an integrated set of techniques, together with the graphical representation of such data that gave rise to the earlier versions of CASE. The next entrant into the market was Excelerator from Index Technology in Cambridge, Mass. While DesignAid ran on Convergent Technologies and later Burroughs Ngen networked microcomputers, Index launched Excelerator on the IBM PC/AT platform. While, at the time of launch, and for several years, the IBM platform did not support networking or a centralized database as did the Convergent Technologies or Burroughs machines, the allure of IBM was strong, and Excelerator came to prominence. Hot on the heels of Excelerator were a rash of offerings from companies such as Knowledgeware (James Martin, Fran Tarkenton and Don Addington), Texas Instrument's CA Gen and Andersen Consulting's FOUNDATION toolset (DESIGN/1, INSTALL/1, FCP). CASE tools were at their peak in the early 1990s. According to the PC Magazine of January 1990, over 100 companies were offering nearly 200 different CASE tools. At the time IBM had proposed AD/Cycle, which was an alliance of software vendors centered on IBM's Software repository using IBM DB2 in mainframe and OS/2: The application development tools can be from several sources: from IBM, from vendors, and from the customers themselves. IBM has entered into relationships with Bachman Information Systems, Index Technology Corporation, and Knowledgeware wherein selected products from these vendors will be marketed through an IBM complementary marketing program to provide offerings that will help to achieve complete life-cycle coverage. With the decline of the mainframe, AD/Cycle and the Big CASE tools died off, opening the market for the mainstream CASE tools of today. Many of the leaders of the CASE market of the early 1990s ended up being purchased by Computer Associates, including IEW, IEF, ADW, Cayenne, and Learmonth & Burchett Management Systems (LBMS). The other trend that led to the evolution of CASE tools was the rise of object-oriented methods and tools. Most of the various tool vendors added some support for object-oriented methods and tools. In addition new products arose that were designed from the bottom up to support the object-oriented approach. Andersen developed its project Eagle as an alternative to Foundation. Several of the thought leaders in object-oriented development each developed their own methodology and CASE tool set: Jacobson, Rumbaugh, Booch, etc. Eventually, these diverse tool sets and methods were consolidated via standards led by the Object Management Group (OMG). The OMG's Unified Modelling Language (UML) is currently widely accepted as the industry standard for object-oriented modeling. == CASE software == === Tools === CASE tools support specific tasks in the software development life-cycle. They can be divided into the following categories: Business and analysis modeling: Graphical modeling tools. E.g., E/R modeling, object modeling, etc. Development: Design and construction phases of the life-cycle. Debugging environments. E.g., IISE LKO. Verification and validation: Analyze code and specifications for correctness, performance, etc. Configuration management: Control the check-in and check-out of repository objects and files. E.g., SCCS, IISE. Metrics and measurement: Analyze code for complexity, modularity (e.g., no "go to's"), performance, etc. Project management: Manage project plans, task assignments, scheduling. Another common way to distinguish CASE tools is the distinction between Upper CASE and Lower CASE. Upper CASE Tools support business and analysis modeling. They support traditional diagrammatic languages such as ER diagrams, Data flow diagram, Structure charts, Decision Trees, Decision tables, etc. Lower CASE Tools support development activities, such as physical design, debugging, construction, testing, component integration, maintenance, and reverse engineering. All other activities span the entire life-cycle and apply equally to upper and lower CASE. === Workbenches === Workbenches integrate two or more CASE tools and support specific software-process activities. Hence they achieve: A homogeneous and consistent interface (presentation integration) Seamless integration of tools and toolchains (control and data integration) An example workbench is Microsoft's Visual Basic programming environment. It incorporates several development tools: a GUI builder, a smart code editor, debugger, etc. Most commercial CASE products tended to be such workbenches that seamlessly integrated two or more tools. Workbenches also can be classified in the same manner as tools; as focusing on Analysis, Development, Verification, etc. as well as being focused on the upper case, lower case, or processes such as configuration management that span the complete life-cycle. === Environments === An environment is a collection of CASE tools or workbenches that attempts to support the complete software process. This contrasts with tools that focus on one specific task or a specific part of the life-cycle. CASE environments are classified by Fuggetta as follows: Toolkits: Loosely coupled collections of tools. These typically build on operating system workbenches such as the Unix Programmer's Workbench or the VMS VAX set. They typically perform integration via piping or some other basic mechanism to share data and pass control. The strength of easy integration is also one of the drawbacks. Simple passing of parameters via technologies such as shell scripting can't provide the kind of sophisticated integration that a common repository database can. Fourth generation: These environments are also known as 4GL standing for fourth generation language environments due to the fact that the early environments were designed around specific languages such as Visual Basic. They were the first environments to provide deep integration of multiple tools. Typically these environments were focused on specific types of applications. For example, user-interface driven applications that did standard atomic transactions to a relational database. Examples are Informix 4GL, and Focus. Language-centered: Environments based on a single often object-oriented language such as the Symbolics Lisp Genera environment or VisualWorks Smalltalk from Parcplace. In these environments all the operating system resources were objects in the object-oriented language. This provides powerful debugging and graphical opportunities but the code developed is mostly limited to the specific language. For this reason, these environments were mostly a niche within CASE. Their use was mostly for prototyping and R&D projects. A common core idea for these environments was the model–view–controller user interface that facilitated keeping multiple presentations of the same design consistent with the underlying model. The MVC architecture was adopted by the other types of CASE environments as well as many of the applications that were built with them. Integrated: These environments are an example of what most IT people tend to think of first when they think of CASE. Environments such as IBM's AD/Cycle, Andersen Consulting's FOUNDATION, the ICL CADES system, and DEC Cohesion. These environments attempt to cover the complete life-cycle from analysis to maintenance and provide an integrated database repository for storing all artifacts of the software pr

    Read more →
  • Glow (app)

    Glow (app)

    Glow is a fertility awareness and period-tracking app. It is part of a suite of mobile apps focused on women's reproductive health and childcare, which includes Eve by Glow (a dedicated period tracker), Glow Nurture (a pregnancy tracker), and Glow Baby (a baby development tracker). The Glow company also operates an online shop that sells several fertility-related products, including ovulation test strips, pregnancy tests, and wearable breast pumps. In 2024, Glow was reported to have approximately 25 million users across its various apps and community message boards. == History == Glow debuted in August 2013 as an iOS app. It was founded by Michael Huang and Max Levchin and launched with $6 million in Series A funding from venture capital firms Founders Fund and Andreesen Horowitz. In 2014, Glow raised an additional $17 million in Series B funding, with Formation 8 joining existing investors. In 2015, Glow launched Ruby, an app dedicated to sexual health. That year, Wired reported that the company had added features to their apps allowing men to monitor their fertility. Glow subsequently released an additional set of apps focused on pregnancy tracking and infant development. In 2016, Glow reported that it had a total of approximately 3 million users; by 2018, this had grown to 15 million. Vox described it as one of the “big two” period and fertility tracking apps and the one that had started the “boom” in the femtech space. == Application and features == Glow was initially described as a fertility application that applied data-driven methods to menstrual and ovulation tracking. Core features include cycle logging, ovulation prediction, and symptom tracking. The app also provides educational content related to reproductive health and childcare, as well as a set of online message boards that allow individuals to share experiences and seek peer support. == Privacy and legal issues == Glow has received significant media attention for its privacy and security practices. In 2016, Consumer Reports identified potential exploits in the Glow app that they claimed could have exposed private user data to hackers. Glow subsequently reported that it had fixed the vulnerabilities and told The Washington Post they had no evidence that user data had been compromised. In September 2020, the California Attorney General announced a settlement with Glow related to Consumer Reports’ findings, which included a $250,000 civil penalty. Following the US Supreme Court's 2022 Dobbs v. Jackson ruling, which legalized state-level bans on abortion, Glow (and other fertility trackers, such as Clue and Flo) came under additional scrutiny over concerns that user data on abortions could be reported to law enforcement. After this surge of media interest, a research team affiliated with the University of New South Wales conducted an investigation into the privacy practices of several popular fertility apps, including Glow. Their review of Glow was mixed, noting that they provided several privacy settings and de-identified sensitive data, but that user information could still be disclosed in the future if the app was sold. Glow rejected that claim, telling the Australian Associated Press that it "did not share" personal data. The company also cited several internal security measures it had implemented and its apps' offline data protection setting, which allows users to permanently delete their health-related data. == Reception == In 2014, Fast Company reported that 20,000 women had used Glow to conceive. Later that year, The Guardian included Glow Nurture on its list of the best iPhone apps of 2014. Media coverage often praised Glow's array of menstrual tracking options, although some reviews also noted that fertility apps are not birth control tools and cautioned against relying on them for that purpose. In 2019, Cosmopolitan singled Glow's community of users as one of its standout features.

    Read more →
  • Information leakage

    Information leakage

    Information leakage happens whenever a system that is designed to be closed to an eavesdropper reveals some information to unauthorized parties nonetheless. In other words: Information leakage occurs when secret information correlates with, or can be correlated with, observable information. For example, when designing an encrypted instant messaging network, a network engineer without the capacity to crack encryption codes could see when messages are transmitted, even if he could not read them. == Risk vectors == A modern example of information leakage is the leakage of secret information via data compression, by using variations in data compression ratio to reveal correlations between known (or deliberately injected) plaintext and secret data combined in a single compressed stream. Another example is the key leakage that can occur when using some public-key systems when cryptographic nonce values used in signing operations are insufficiently random. Bad randomness cannot protect proper functioning of a cryptographic system, even in a benign circumstance, it can easily produce crackable keys that cause key leakage. Information leakage can sometimes be deliberate: for example, an algorithmic converter may be shipped that intentionally leaks small amounts of information, in order to provide its creator with the ability to intercept the users' messages, while still allowing the user to maintain an illusion that the system is secure. This sort of deliberate leakage is sometimes known as a subliminal channel. Generally, only very advanced systems employ defenses against information leakage. Following are the commonly implemented countermeasures : Use steganography to hide the fact that a message is transmitted at all. Use chaffing to make it unclear to whom messages are transmitted (but this does not hide from others the fact that messages are transmitted). For busy re-transmitting proxies, such as a Mixmaster node: randomly delay and shuffle the order of outbound packets - this will assist in disguising a given message's path, especially if there are multiple, popular forwarding nodes, such as are employed with Mixmaster mail forwarding. When a data value is no longer going to be used, erase it from the memory.

    Read more →
  • Tropical cryptography

    Tropical cryptography

    In tropical analysis, tropical cryptography refers to the study of a class of cryptographic protocols built upon tropical algebras. In many cases, tropical cryptographic schemes have arisen from adapting classical (non-tropical) schemes to instead rely on tropical algebras. The case for the use of tropical algebras in cryptography rests on at least two key features of tropical mathematics: in the tropical world, there is no classical multiplication (a computationally expensive operation), and the problem of solving systems of tropical polynomial equations has been shown to be NP-hard. == Basic Definitions == The key mathematical object at the heart of tropical cryptography is the tropical semiring ( R ∪ { ∞ } , ⊕ , ⊗ ) {\displaystyle (\mathbb {R} \cup \{\infty \},\oplus ,\otimes )} (also known as the min-plus algebra), or a generalization thereof. The operations are defined as follows for x , y ∈ R ∪ { ∞ } {\displaystyle x,y\in \mathbb {R} \cup \{\infty \}} : x ⊕ y = min { x , y } {\displaystyle x\oplus y=\min\{x,y\}} x ⊗ y = x + y {\displaystyle x\otimes y=x+y} It is easily verified that with ∞ {\displaystyle \infty } as the additive identity, these binary operations on R ∪ { ∞ } {\displaystyle \mathbb {R} \cup \{\infty \}} form a semiring.

    Read more →