AI Detector Huggingface

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  • Robinson compass mask

    Robinson compass mask

    In image processing, a Robinson compass mask is a type of compass mask used for edge detection. It has eight major compass orientations, each will extract the edges in respect to its direction. A combined use of compass masks of different directions could detect the edges from different angles. == Technical explanation == The Robinson compass mask is defined by taking a single mask and rotating it to form eight orientations: North: [ − 1 0 1 − 2 0 2 − 1 0 1 ] {\displaystyle {\text{North:}}{\begin{bmatrix}-1&0&1\\-2&0&2\\-1&0&1\end{bmatrix}}} North West: [ 0 1 2 − 1 0 1 − 2 − 1 0 ] {\displaystyle {\text{North West:}}{\begin{bmatrix}0&1&2\\-1&0&1\\-2&-1&0\end{bmatrix}}} West: [ 1 2 1 0 0 0 − 1 − 2 − 1 ] {\displaystyle {\text{West:}}{\begin{bmatrix}1&2&1\\0&0&0\\-1&-2&-1\end{bmatrix}}} South West: [ 2 1 0 1 0 − 1 0 − 1 − 2 ] {\displaystyle {\text{South West:}}{\begin{bmatrix}2&1&0\\1&0&-1\\0&-1&-2\end{bmatrix}}} South: [ 1 0 − 1 2 0 − 2 1 0 − 1 ] {\displaystyle {\text{South:}}{\begin{bmatrix}1&0&-1\\2&0&-2\\1&0&-1\end{bmatrix}}} South East: [ 0 − 1 − 2 1 0 − 1 2 1 0 ] {\displaystyle {\text{South East:}}{\begin{bmatrix}0&-1&-2\\1&0&-1\\2&1&0\end{bmatrix}}} East: [ − 1 − 2 − 1 0 0 0 1 2 1 ] {\displaystyle {\text{East:}}{\begin{bmatrix}-1&-2&-1\\0&0&0\\1&2&1\end{bmatrix}}} North East: [ − 2 − 1 0 − 1 0 1 0 1 2 ] {\displaystyle {\text{North East:}}{\begin{bmatrix}-2&-1&0\\-1&0&1\\0&1&2\end{bmatrix}}} The direction axis is the line of zeros in the matrix. Robinson compass mask is similar to kirsch compass masks, but is simpler to implement. Since the matrix coefficients only contains 0, 1, 2, and are symmetrical, only the results of four masks need to be calculated, the other four results are the negation of the first four results. An edge, or contour is an tiny area with neighboring distinct pixel values. The convolution of each mask with the image would create a high value output where there is a rapid change of pixel value, thus an edge point is found. All the detected edge points would line up as edges. == Example == An example of Robinson compass masks applied to the original image. Obviously, the edges in the direction of the mask is enhanced.

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  • Telecommunications

    Telecommunications

    Telecommunication, often used in its plural form or abbreviated as telecom, is the transmission of information over a distance using electrical or electronic means, typically through cables, radio waves, or other communication technologies. These means of transmission may be divided into communication channels for multiplexing, allowing for a single medium to transmit several concurrent communication sessions. Long-distance technologies invented during the 19th, 20th and 21st centuries generally use electric power, and include the electrical telegraph, telephone, television, and radio. Early telecommunication networks used metal wires as the medium for transmitting signals. These networks were used for telegraphy and telephony for many decades. In the first decade of the 20th century, a revolution in wireless communication began with breakthroughs including those made in radio communications by Guglielmo Marconi, who won the 1909 Nobel Prize in Physics. Other early pioneers in electrical and electronic telecommunications include co-inventors of the telegraph Charles Wheatstone and Samuel Morse, numerous inventors and developers of the telephone including Antonio Meucci, Philipp Reis, Elisha Gray and Alexander Graham Bell, inventors of radio Edwin Armstrong and Lee de Forest, as well as inventors of television like Vladimir K. Zworykin, John Logie Baird and Philo Farnsworth. Since the 1960s, the proliferation of digital technologies has meant that voice communications have gradually been supplemented by data. The physical limitations of metallic media prompted the development of optical fibre. The Internet, a technology independent of any given medium, has provided global access to services for individual users and further reduced location and time limitations on communications. == Definition == At the 1932 Plenipotentiary Telegraph Conference and the International Radiotelegraph Conference in Madrid, the two organizations merged to form the International Telecommunication Union (ITU). They defined telecommunication as "any telegraphic or telephonic communication of signs, signals, writing, facsimiles and sounds of any kind, by wire, wireless or other systems or processes of electric signaling or visual signaling (semaphores)." The definition was later reconfirmed, according to Article 1.3 of the ITU Radio Regulations, which defined it as "Any transmission, emission or reception of signs, signals, writings, images and sounds or intelligence of any nature by wire, radio, optical, or other electromagnetic systems". As such, slow communications technologies like postal mail and pneumatic tubes are excluded from the telecommunication's definition. The term telecommunication was coined in 1904 by the French engineer and novelist Édouard Estaunié, who defined it as "remote transmission of thought through electricity". Telecommunication is a compound noun formed from the Greek prefix tele- (τῆλε), meaning distant, far off, or afar, and the Latin verb communicare, meaning to share. Communication was first used as an English word in the late 14th century. It comes from Old French comunicacion (14c., Modern French communication), from Latin communicationem (nominative communication), noun of action from past participle stem of communicare, "to share, divide out; communicate, impart, inform; join, unite, participate in," literally, "to make common", from communis. == History == Many transmission media have been used for long-distance communication throughout history, from smoke signals, beacons, semaphore telegraphs, signal flags, and optical heliographs to wires and empty space made to carry electromagnetic signals. === Before the electrical and electronic era === Long-distance communication was used long before the discovery of electricity and electromagnetism enabled the invention of telecommunications. A few of the many ingenious methods for communicating over distances prior to that are described here. Homing pigeons have been used throughout history by different cultures. Pigeon post had Persian roots and was later used by the Romans to aid their military. Frontinus claimed Julius Caesar used pigeons as messengers in his conquest of Gaul. The Greeks also conveyed the names of the victors at the Olympic Games to various cities using homing pigeons. In the early 19th century, the Dutch government used the system in Java and Sumatra. And in 1849, Paul Julius Reuter started a pigeon service to fly stock prices between Aachen and Brussels, a service that operated for a year until the gap in the telegraph link was closed. In the Middle Ages, chains of beacons were commonly used on hilltops as a means of relaying a signal. Beacon chains suffered the drawback that they could only pass a single bit of information, so the meaning of the message, such as "the enemy has been sighted" had to be agreed upon in advance. One notable instance of their use was during the Spanish Armada, when a beacon chain relayed a signal from Plymouth to London. In 1792, Claude Chappe, a French engineer, built the first fixed visual telegraphy system (or semaphore line) between Lille and Paris. However semaphore suffered from the need for skilled operators and expensive towers at intervals of ten to thirty kilometres (six to nineteen miles). As a result of competition from the electrical telegraph, the last commercial line was abandoned in 1880. === Telegraph and telephone === On July 25, 1837, the first commercial electrical telegraph was demonstrated by English inventor Sir William Fothergill Cooke and English scientist Sir Charles Wheatstone. Both inventors viewed their device as "an improvement to the [existing] electromagnetic telegraph" and not as a new device. Samuel Morse independently developed a version of the electrical telegraph that he unsuccessfully demonstrated on September 2, 1837. His code was an important advance over Wheatstone's signaling method. The first transatlantic telegraph cable was successfully completed on July 27, 1866, allowing transatlantic telecommunication for the first time. After early attempts to develop a talking telegraph by Antonio Meucci and a telefon by Johann Philipp Reis, a patent for the conventional telephone was filed by Alexander Bell in February 1876 (just a few hours before Elisha Gray filed a patent caveat for a similar device). The first commercial telephone services were set up by the Bell Telephone Company in 1878 and 1879 on both sides of the Atlantic in the cities of New Haven and London. === Radio and television === In 1894, Italian inventor Guglielmo Marconi began developing wireless communication using the then-newly discovered phenomenon of radio waves, demonstrating, by 1901, that they could be transmitted across the Atlantic Ocean. This was the start of wireless telegraphy by radio. On 17 December 1902, a transmission from the Marconi station in Glace Bay, Nova Scotia, Canada, became the world's first radio message to cross the Atlantic from North America. In 1904, a commercial service was established to transmit nightly news summaries to subscribing ships, which incorporated them into their onboard newspapers. World War I accelerated the development of radio for military communications. After the war, commercial radio AM broadcasting began in the 1920s and became an important mass medium for entertainment and news. World War II again accelerated the development of radio for the wartime purposes of aircraft and land communication, radio navigation, and radar. Development of stereo FM broadcasting of radio began in the 1930s in the United States and the 1940s in the United Kingdom, displacing AM as the dominant commercial standard in the 1970s. On March 25, 1925, John Logie Baird demonstrated the transmission of moving pictures at the London department store Selfridges. Baird's device relied upon the Nipkow disk by Paul Nipkow and thus became known as the mechanical television. It formed the basis of experimental broadcasts done by the British Broadcasting Corporation beginning on 30 September 1929. === Vacuum tubes === Vacuum tubes use thermionic emission of electrons from a heated cathode for a number of fundamental electronic functions such as signal amplification and current rectification. The simplest vacuum tube, the diode invented in 1904 by John Ambrose Fleming, contains only a heated electron-emitting cathode and an anode. Electrons can only flow in one direction through the device—from the cathode to the anode. Adding one or more control grids within the tube enables the current between the cathode and anode to be controlled by the voltage on the grid or grids. These devices became a key component of electronic circuits for the first half of the 20th century and were crucial to the development of radio, television, radar, sound recording and reproduction, long-distance telephone networks, and analogue and early digital computers. While some applications had used earlier technologies such as the sp

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  • Bootstrap (front-end framework)

    Bootstrap (front-end framework)

    Bootstrap (formerly Twitter Bootstrap) is a free and open-source CSS framework directed at responsive, mobile-first front-end web development. It contains HTML, CSS and (optionally) JavaScript-based design templates for typography, forms, buttons, navigation, and other interface components. As of May 2023, Bootstrap is the 17th most starred project (4th most starred library) on GitHub, with over 164,000 stars. According to W3Techs, Bootstrap is used by 19.2% of all websites. == Features == Bootstrap is an HTML, CSS and JS library that focuses on simplifying the development of informative web pages (as opposed to web applications). The primary purpose of adding it to a web project is to apply Bootstrap's choices of color, size, font and layout to that project. As such, the primary factor is whether the developers in charge find those choices to their liking. Once added to a project, Bootstrap provides basic style definitions for all HTML elements. The result is a uniform appearance for prose, tables and form elements across web browsers. In addition, developers can take advantage of CSS classes defined in Bootstrap to further customize the appearance of their contents. For example, Bootstrap has provisioned for light- and dark-colored tables, page headings, more prominent pull quotes, and text with a highlight. Bootstrap also comes with several JavaScript components which do not require other libraries like jQuery. They provide additional user interface elements such as dialog boxes, tooltips, progress bars, navigation drop-downs, and carousels. Each Bootstrap component consists of an HTML structure, CSS declarations, and in some cases accompanying JavaScript code. They also extend the functionality of some existing interface elements, including for example an auto-complete function for input fields. The most prominent components of Bootstrap are its layout components, as they affect an entire web page. The basic layout component is called "Container", as every other element in the page is placed in it. Developers can choose between a fixed-width container and a fluid-width container. While the latter always fills the width with the web page, the former uses one of the five predefined fixed widths, depending on the size of the screen showing the page: Smaller than 576 pixels 576–768 pixels 768–992 pixels 992–1200 pixels 1200–1400 pixels Larger than 1400 pixels Once a container is in place, other Bootstrap layout components implement a CSS Flexbox layout through defining rows and columns. A precompiled version of Bootstrap is available in the form of one CSS file and three JavaScript files that can be readily added to any project. The raw form of Bootstrap, however, enables developers to implement further customization and size optimizations. This raw form is modular, meaning that the developer can remove unneeded components, apply a theme and modify the uncompiled Sass files. == History == === Early beginnings === Bootstrap, originally named Twitter Blueprint, was developed by Mark Otto and Jacob Thornton at Twitter in 2010 as a framework to encourage consistency across internal tools. Before Bootstrap, various libraries were used for interface development, which led to inconsistencies and a high maintenance burden. According to Otto: A super small group of developers and I got together to design and build a new internal tool and saw an opportunity to do something more. Through that process, we saw ourselves build something much more substantial than another internal tool. Months later, we ended up with an early version of Bootstrap as a way to document and share common design patterns and assets within the company. After a few months of development by a small group, many developers at Twitter began to contribute to the project as a part of Hack Week, a hackathon-style week for the Twitter development team. It was renamed from Twitter Blueprint to Twitter Bootstrap and released as an open-source project on August 19, 2011. It has continued to be maintained by Otto, Thornton, a small group of core developers, and a large community of contributors. === Bootstrap 2 === On January 31, 2012, Bootstrap 2 was released, which added built-in support for Glyphicons, several new components, as well as changes to many of the existing components. This version supports responsive web design, meaning the layout of web pages adjusts dynamically, taking into account the characteristics of the device used (whether desktop, tablet, mobile phone). Shortly before the release of Bootstrap 2.1.2, Otto and Thornton left Twitter, but committed to continue to work on Bootstrap as an independent project. === Bootstrap 3 === On August 19, 2013, Bootstrap 3 was released. It redesigned components to use flat design and a mobile first approach. Bootstrap 3 features new plugin system with namespaced events. Bootstrap 3 dropped Internet Explorer 7 and Firefox 3.6 support, but there is an optional polyfill for these browsers. Bootstrap 3 was also the first version released under the twbs organization on GitHub instead of the Twitter one. === Bootstrap 4 === Otto announced Bootstrap 4 on October 29, 2014. The first alpha version of Bootstrap 4 was released on August 19, 2015. The first beta version was released on August 10, 2017. Otto suspended work on Bootstrap 3 on September 6, 2016, to free up time to work on Bootstrap 4. Bootstrap 4 was finalized on January 18, 2018. Significant changes include: Major rewrite of the code Replacing Less with Sass Addition of Reboot, a collection of element-specific CSS changes in a single file, based on Normalize Dropping support for IE8, IE9, and iOS 6 CSS Flexible Box support Adding navigation customization options Adding responsive spacing and sizing utilities Switching from the pixels unit in CSS to root ems Increasing global font size from 14px to 16px for enhanced readability Dropping the panel, thumbnail, pager, and well components Dropping the Glyphicons icon font Huge number of utility classes Improved form styling, buttons, drop-down menus, media objects and image classes Bootstrap 4 supports the latest versions of Google Chrome, Firefox, Internet Explorer, Opera, and Safari (except on Windows). It additionally supports back to IE10 and the latest Firefox Extended Support Release (ESR). === Bootstrap 5 === Bootstrap 5 was officially released on May 5, 2021. Major changes include: New offcanvas menu component Removing dependence on jQuery in favor of vanilla JavaScript Rewriting the grid to support responsive gutters and columns placed outside of rows Migrating the documentation from Jekyll to Hugo Dropping support for Internet Explorer Moving testing infrastructure from QUnit to Jasmine Adding custom set of SVG icons Adding CSS custom properties Improved API Enhanced grid system Improved customizing docs Updated forms RTL support Built in darkmode support

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  • Friending and following

    Friending and following

    Friending is the act of adding someone to a list of "friends" on a social networking service. The notion does not necessarily involve the concept of friendship. It is also distinct from the idea of a "fan"—as employed on the WWW sites of businesses, bands, artists, and others—since it is more than a one-way relationship. A "fan" only receives things. A "friend" can communicate back to the person friending. The act of "friending" someone usually grants that person special privileges (on the service) with respect to oneself. On Facebook, for example, one's "friends" have the privilege of viewing and posting to one's "timeline". Following is a similar concept on other social network services, such as Twitter and Instagram, where a person (follower) chooses to add content from a person or page to their newsfeed. Unlike friending, following is not necessarily mutual, and a person can unfollow (stop following) or block another user at any time without affecting that user's following status. The first scholarly definition and examination of friending and defriending (the act of removing someone from one's friend list, also called unfriending) was David Fono and Kate Raynes-Goldie's "Hyperfriendship and beyond: Friends and Social Norms on LiveJournal" from 2005, which identified the use of the term as both a noun and a verb by users of early social network site and blogging platform LiveJournal, which was originally launched in 1999. == Friend/follower count, friend collecting, and multiple accounts == The addition of people to a friend list without regard to whether one actually is their friend is sometimes known as friend whoring. Matt Jones of Dopplr went so far as to coin the expression "friending considered harmful" to describe the problem of focusing upon the friending of more and more people at the expense of actually making any use of a social network. Friend collecting is the adding of hundreds or thousands of friends/followers, a not uncommon order of magnitude on some social sites. As a result, many teen users feel pressured to heavily curate their posts, posting only carefully posed and edited photographs with well-thought-out captions. Some Instagram users will create a second account, known as a Finsta (short for "Fake Instagram"). A Finsta is typically private, and the owner only allows close friends to follow it. Since the follower count is kept down, the posts can be more candid and silly in nature. Users may also create multiple accounts based on their interests. Someone with a personal social media account might be a photographer and maintain a separate account for that. There is risk associated with following large numbers of people: scholars say that social anxiety could be an effect of managing a large social media network, as users can feel jealous and have a "fear of missing out". == Unfriending and unfollowing == Unfriending is the act of removing someone from a friends list. On Facebook, this means the action is unilateral, meaning, the friendship is terminated on both sides. The act of unfriending is often used when one user was flirting and made the other uncomfortable. Unfollowing is a little different. When a user unfollows someone on Instagram or Twitter, it continues a one-sided relationship. Often, the unfollowed user doesn't realize they were unfollowed, so they continue the following. == Social network friending and friendship == There are distinct groups of "friends" that one can friend on a social networking service. The notion of a social network friend does not necessarily embody the concept of friendship. Although terminology has not yet evolved to distinguish the different types of social networking friends, they can be broken into the following three categories. friends who are actually known These are people that may be one's friends or family in real life, with whom one has regular interaction either on-line or off-line. organizational friends These are companies and other organizations who maintain a "friending" relationship as a contacts list. complete strangers These are social networking "friends" with whom one has no relationship at all. Within these categories "friends" can be made up of strong ties, weak existing ties, weak latent ties, and parasocial ties. Strong ties can be made up of close family members and friends where self-disclosure, intimacy and frequent content occur. Weak existing ties can be made up of acquaintances, co-workers and distance relatives with whom the user has inconsistent contact. Weak latent ties can be made up of people within a similar geographical location or profession that can be used as a potential future bridge to other connections. Parasocial ties can be made up of celebrities, public figures and media personas. Human nature is to reciprocate a friending, marking someone as a friend who has marked oneself as a friend. This is a social norm for social networking services. However, this leads to mixing up who is an actual friend, and who is a contact. Tagging someone as a "contact" who has marked one as a "friend" can be perceived as impolite. Other concerns about this issue are treated in Sherry Turkle's Alone Together which analyses many behavioral dynamics in social media friendships. Turkle defines herself as "cautiously optimistic", but expresses concern that distance communications may undermine genuine face-to-face spoken discourses, lessening people's expectations of one another. One social networking service, FriendFeed, allows one to friend someone as a "fake" friend. The person "fake" friended receives the usual notifications for friending, but that person's updates are not received. Gavin Bell, author of Building Social Web Applications, describes this mechanism as "ludicrous". Results from a 2007 survey the Center for the Digital Future stated that only 23% of internet users have at least one virtual friend whom they have only met online. Ideally the number of virtual friends is directly proportional to the use of the Internet, but the same survey showed 20% of heavy-users (more than 3 hours/day) who claimed an average of 8.7% online friends, reported at least one relationship that started virtually and migrated to in-person contact. This results and other concerning issues are included in the book Networked: The New Social Operating System co-written by Lee Rainie and Barry Wellman in 2012. == Ethical considerations == The act of "friending" someone on a social networking service has particular ethical implications for judges in the United States. Judicial codes of conducts in the various states generally incorporate some form of provision that judges should avoid even the appearance of impropriety. Whether this regulates and even prohibits judges "friending" attorneys that appear before them, and law enforcement personnel, has been the subject of some analysis by the judicial ethics panels of the various states. They haven't all agreed on the guidance that they have given to judges: The New York state Judicial Ethics committee in 2009 simply advised judges to employ caution, noting that the issue of "friending" someone on a social networking service is a publicly observable act that has little difference from other public behavior concerns judges already face. The Florida Judicial Ethics Advisory committee in 2009 noted that, judges being normal human beings, it was unavoidable for judges to form friendships without the responsibilities of their job. It prohibited judges from friending any attorneys that appeared before them, whilst allowing friending of those who do not, on the grounds that it may give the appearance to the general public (even if the substance is otherwise) that those attorneys who are friended hold special sway with the judge. A minority opinion of the committee asserted that there is a substantive difference between "friending" on a social networking service and actual friendship, and that the general public, being aware of the norms of social networking services, was capable of drawing this distinction and would not reasonably conclude either a special degree of influence or a violation of the code of judicial conduct. This minority opinion was outnumbered twice in 2009, both in the Judicial Ethics Advisory and in the Florida Supreme Court Judicial Ethics Advisory committee. The South Carolina judicial conduct committee in 2009 permitted judges to friend attorneys and law enforcement personnel, with the proviso that no judicial business should be conducted upon nor discussed via the social networking service. "... a judge should not become isolated from the community in which the judge lives.", the committee stated. The Kentucky Judicial Ethics committee in 2010 took the same position as the minority opinion in Florida. It urged judges to exercise caution, but recognized that the act of friending "does not, in and of itself, indicate the degree or intensity of a judge's relationship with the person who is the 'friend'

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  • Textual case-based reasoning

    Textual case-based reasoning

    Textual case-based reasoning (TCBR) is a subtopic of case-based reasoning, in short CBR, a popular area in artificial intelligence. CBR suggests the ways to use past experiences to solve future similar problems, requiring that past experiences be structured in a form similar to attribute-value pairs. This leads to the investigation of textual descriptions for knowledge exploration whose output will be, in turn, used to solve similar problems. == Subareas == Textual case-base reasoning research has focused on: measuring similarity between textual cases mapping texts into structured case representations adapting textual cases for reuse automatically generating representations.

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  • Bioelectronics

    Bioelectronics

    Bioelectronics is a field of research in the convergence of biology and electronics. == Definitions == At the first C.E.C. Workshop, in Brussels in November 1991, bioelectronics was defined as 'the use of biological materials and biological architectures for information processing systems and new devices'. Bioelectronics, specifically bio-molecular electronics, were described as 'the research and development of bio-inspired (i.e. self-assembly) inorganic and organic materials and of bio-inspired (i.e. massive parallelism) hardware architectures for the implementation of new information processing systems, sensors and actuators, and for molecular manufacturing down to the atomic scale'. The National Institute of Standards and Technology (NIST), an agency of the United States Department of Commerce, defined bioelectronics in a 2009 report as "the discipline resulting from the convergence of biology and electronics". Sources for information about the field include the Institute of Electrical and Electronics Engineers (IEEE) with its Elsevier journal Biosensors and Bioelectronics published since 1990. The journal describes the scope of bioelectronics as seeking to : "... exploit biology in conjunction with electronics in a wider context encompassing, for example, biological fuel cells, bionics and biomaterials for information processing, information storage, electronic components and actuators. A key aspect is the interface between biological materials and micro and nano-electronics." == History == The first known study of bioelectronics took place in the 18th century when Italian physician-scientist Luigi Galvani applied a voltage to a pair of detached frog legs. The legs moved, sparking the genesis of bioelectronics. Electronics technology has been applied to biology and medicine since the pacemaker was invented and with the medical imaging industry. In 2009, a survey of publications using the term in title or abstract suggested that the center of activity was in Europe (43 percent), followed by Asia (23 percent) and the United States (20 percent). == Materials == Organic bioelectronics is the application of organic electronic material to the field of bioelectronics. Organic materials (i.e. containing carbon) show great promise when it comes to interfacing with biological systems. Current applications focus around neuroscience and infection. Conducting polymer coatings, an organic electronic material, shows massive improvement in the technology of materials. It was the most sophisticated form of electrical stimulation. It improved the impedance of electrodes in electrical stimulation, resulting in better recordings and reducing "harmful electrochemical side reactions." Organic Electrochemical Transistors (OECT) were invented in 1984 by Mark Wrighton and colleagues, which had the ability to transport ions. This improved signal-to-noise ratio and gives for low measured impedance. The Organic Electronic Ion Pump (OEIP), a device that could be used to target specific body parts and organs to adhere medicine, was created by Magnuss Berggren. As one of the few materials well established in CMOS technology, titanium nitride (TiN) turned out as exceptionally stable and well suited for electrode applications in medical implants. == Significant applications == Bioelectronics is used to help improve the lives of people with disabilities and diseases. For example, the glucose monitor is a portable device that allows diabetic patients to control and measure their blood sugar levels. Electrical stimulation used to treat patients with epilepsy, chronic pain, Parkinson's, deafness, Essential Tremor and blindness. Magnuss Berggren and colleagues created a variation of his OEIP, the first bioelectronic implant device that was used in a living, free animal for therapeutic reasons. It transmitted electric currents into GABA, an acid. A lack of GABA in the body is a factor in chronic pain. GABA would then be dispersed properly to the damaged nerves, acting as a painkiller. Vagus Nerve Stimulation (VNS) is used to activate the Cholinergic Anti-inflammatory Pathway (CAP) in the vagus nerve, ending in reduced inflammation in patients with diseases like arthritis. Since patients with depression and epilepsy are more vulnerable to having a closed CAP, VNS can aid them as well. At the same time, not all the systems that have electronics used to help improving the lives of people are necessarily bioelectronic devices, but only those which involve an intimate and directly interface of electronics and biological systems. Bioelectronics could be used to develop new label-free methods for monitoring cancer cell invasion and drug resistance. For example, the electrical resistance of cancer cells could be used to predict the effectiveness of cancer drugs and to identify drugs that are most likely to be effective against a particular type of cancer. === Human tissue regeneration === Human tissue, like most tissue in multicellular life, is known to be capable of regeneration. While tissue such as skin and even large organs such as the liver have been shown significant capacity for regeneration much of the adult body is thought to possess limited natural regenerative ability. Research in the field of regenerative medicine has identified that developmental bioelectricity can be used to stimulate and modify tissue growth beyond what naturally occurs with efforts to demonstrate its feasibility in mammals underway. Some researchers believe that future advancements could allow for the regeneration of organs or even entire limbs using bioelectronic devices providing the correct signals. == Future == The improvement of standards and tools to monitor the state of cells at subcellular resolutions is lacking funding and employment. This is a problem because advances in other fields of science are beginning to analyze large cell populations, increasing the need for a device that can monitor cells at such a level of sight. Cells cannot be used in many ways other than their main purpose, like detecting harmful substances. Merging this science with forms of nanotechnology could result in incredibly accurate detection methods. The preserving of human lives like protecting against bioterrorism is the biggest area of work being done in bioelectronics. Governments are starting to demand devices and materials that detect chemical and biological threats. The more the size of the devices decrease, there will be an increase in performance and capabilities.

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  • UCSD Pascal

    UCSD Pascal

    UCSD Pascal is a Pascal programming language system that runs on the UCSD p-System, a portable, highly machine-independent operating system. UCSD Pascal was first released in 1977. It was developed at the University of California, San Diego (UCSD). == The p-System == In 1977, the University of California, San Diego (UCSD) Institute for Information Systems developed UCSD Pascal to provide students with a common environment that could run on any of the then available microcomputers as well as campus DEC PDP-11 minicomputers. The operating system became known as UCSD p-System. There were three operating systems that IBM offered for its original IBM PC: the UCSD p-System, CP/M-86, and IBM PC DOS. Vendor SofTech Microsystems emphasized p-System's application portability, with virtual machines for 20 CPUs as of the IBM PC's release. It predicted that users would be able to use applications they purchased on future computers running p-System; advertisements called it "the Universal Operating System". PC Magazine denounced UCSD p-System on the IBM PC, stating in a review of Context MBA, written in the language, that it "simply does not produce good code". The p-System did not sell very well for the IBM PC, because of a lack of applications and because it was more expensive than the other choices. Previously, IBM had offered the UCSD p-System as an option for IBM Displaywriter, an 8086-based dedicated word processing machine. (The Displaywriter's native operating system had been developed completely internally and was not opened for end-user programming.) Notable extensions to standard Pascal include separately compilable Units and a String type. Some intrinsics were provided to accelerate string processing (e.g. scanning in an array for a particular search pattern); other language extensions were provided to allow the UCSD p-System to be self-compiling and self-hosted. UCSD Pascal was based on a p-code machine architecture. Its contribution to these early virtual machines was to extend p-code away from its roots as a compiler intermediate language into a full execution environment. The UCSD Pascal p-Machine was optimized for the new small microcomputers with addressing restricted to 16-bit (only 64 KB of memory). James Gosling cites UCSD Pascal as a key influence (along with the Smalltalk virtual machine) on the design of the Java virtual machine. UCSD p-System achieved machine independence by defining a virtual machine, called the p-Machine (or pseudo-machine, which many users began to call the "Pascal-machine" like the OS—although UCSD documentation always used "pseudo-machine") with its own instruction set called p-code (or pseudo-code). Urs Ammann, a student of Niklaus Wirth, originally presented a p-code in his PhD thesis, from which the UCSD implementation was derived, the Zurich Pascal-P implementation. The UCSD implementation changed the Zurich implementation to be "byte oriented". The UCSD p-code was optimized for execution of the Pascal programming language. Each hardware platform then only needed a p-code interpreter program written for it to port the entire p-System and all the tools to run on it. Later versions also included additional languages that compiled to the p-code base. For example, Apple Computer offered a Fortran Compiler (written by Silicon Valley Software, Sunnyvale California) producing p-code that ran on the Apple version of the p-system. Later, TeleSoft (also located in San Diego) offered an early Ada development environment that used p-code and was therefore able to run on a number of hardware platforms including the Motorola 68000, the System/370, and the Pascal MicroEngine. UCSD p-System shares some concepts with the later Java platform. Both use a virtual machine to hide operating system and hardware differences, and both use programs written to that virtual machine to provide cross-platform support. Likewise both systems allow the virtual machine to be used either as the complete operating system of the target computer or to run in a "box" under another operating system. The UCSD Pascal compiler was distributed as part of a portable operating system, the p-System. == History == UCSD p-System began around 1974 as the idea of UCSD's Kenneth Bowles, who believed that the number of new computing platforms coming out at the time would make it difficult for new programming languages to gain acceptance. He based UCSD Pascal on the Pascal-P2 release of the portable compiler from Zurich. He was particularly interested in Pascal as a language to teach programming. UCSD introduced two features that were important improvements on the original Pascal: variable length strings, and "units" of independently compiled code (an idea included into the then-evolving Ada (programming language)). Niklaus Wirth credits the p-System, and UCSD Pascal in particular, with popularizing Pascal. It was not until the release of Turbo Pascal that UCSD's version started to slip from first place among Pascal users. The Pascal dialect of UCSD Pascal came from the subset of Pascal implemented in Pascal-P2, which was not designed to be a full implementation of the language, but rather "the minimum subset that would self-compile", to fit its function as a bootstrap kit for Pascal compilers. UCSD added strings from BASIC, and several other implementation dependent features. Although UCSD Pascal later obtained many of the other features of the full Pascal language, the Pascal-P2 subset persisted in other dialects, notably Borland Pascal, which copied much of the UCSD dialect. == Versions == There were four versions of UCSD p-code engine, each with several revisions of the p-System and UCSD Pascal. A revision of the p-code engine (i.e., the p-Machine) meant a change to the p-code language, and therefore compiled code is not portable between different p-Machine versions. Each revision was represented with a leading Roman Numeral, while operating system revisions were enumerated as the "dot" number following the p-code Roman Numeral. For example, II.3 represented the third revision of the p-System running on the second revision of the p-Machine. === Version I === Original version, never officially distributed outside of the University of California, San Diego. However, the Pascal sources for both Versions I.3 and I.5 were freely exchanged between interested users. Specifically, the patch revision I.5a was known to be one of the most stable. === Version II === Widely distributed, available on many early microcomputers. Numerous versions included Apple II ultimately Apple Pascal, DEC PDP-11, Intel 8080, Zilog Z80, and MOS 6502 based machines, Motorola 68000 and the IBM PC (Version II on the PC was restricted to one 64K code segment and one 64K stack/heap data segment; Version IV removed the code segment limit but cost a lot more). Project members from this era include Dr Kenneth L Bowles, Mark Allen, Richard Gleaves, Richard Kaufmann, Pete Lawrence, Joel McCormack, Mark Overgaard, Keith Shillington, Roger Sumner, and John Van Zandt. === Version III === Custom version written for Western Digital to run on their Pascal MicroEngine microcomputer. Included support for parallel processes for the first time. === Version IV === Commercial version, developed and sold by SofTech. Based on Version II; did not include changes from Version III. Did not sell well due to combination of their pricing structure, performance problems due to p-code interpreter, and competition with native operating systems (on top of which it often ran). After SofTech dropped the product, it was picked up by Pecan Systems, a relatively small company formed of p-System users and fans. Sales revived somewhat, due mostly to Pecan's reasonable pricing structure, but the p-System and UCSD Pascal gradually lost the market to native operating systems and compilers. Available for the TI-99/4A equipped with p-code card, Commodore CBM 8096, Sage II/IV, HP 9000, and BBC Micro with 6502 second processor. == Further use == The Corvus Systems computer used UCSD Pascal for all its user software. The "innovative concept" of the Constellation OS was to run Pascal (interpretively or compiled) and include all common software in the manual, so users could modify as needed.

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  • Kimchi (software)

    Kimchi (software)

    Kimchi is a web management tool to manage Kernel-based Virtual Machine (KVM) infrastructure. Developed with HTML5, Kimchi is developed to intuitively manage KVM guests, create storage pools, manage network interfaces (bridges, VLANs, NAT), and perform other related tasks. The name is an extended acronym for KVM infrastructure management. It is an Apache-licensed project hosted on GitHub, and incubated by oVirt.org.

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  • Continuous Exposure Management

    Continuous Exposure Management

    Continuous Exposure Management (CEM) is a cybersecurity approach that provides continuous, real-time monitoring, assessment, and prioritization of an organization’s security vulnerabilities and exposures. CEM focuses on identifying and mitigating risks by analyzing attack paths and providing recommendations, ensuring organizations maintain a resilient cybersecurity posture. == Overview == CEM platforms enable organizations to detect and remediate cybersecurity exposures, such as vulnerabilities, misconfigurations and weak credentials, across their entire ecosystem, including on-premises, cloud environments, and hybrid infrastructures. By simulating potential attack scenarios and mapping attack paths, these platforms help organizations understand how exposures could be exploited and which ones pose the greatest risk to critical assets. The XM Cyber Continuous Exposure Management platform, for example, integrates automated attack path mapping and contextual risk analysis, allowing security teams to prioritize remediation efforts effectively. In 2023, the platform uncovered over 40 million exposures affecting 11.5 million critical business entities. As cyber threats evolve, CEM platforms are becoming indispensable for modern enterprises. According to Gartner, organizations implementing continuous exposure management are three times less likely to experience a breach by 2026. In addition to risk mapping and simulation, some CEM approaches incorporate automated security validation to verify the exploitability of identified vulnerabilities. Platforms such as Pentera utilize automated security testing to emulate real-world adversary behavior across the network, identifying how security gaps could be leveraged to gain access to critical assets. This process aims to move beyond theoretical risk assessments by providing empirical evidence of exposure, allowing security teams to focus remediation efforts on validated attack vectors. By integrating this validation phase into the broader exposure management lifecycle, organizations can refine their prioritization strategies based on the actual effectiveness of their existing security controls and the proven reachability of their most sensitive data. == Key features == CEM platforms are designed to address the dynamic nature of cybersecurity risks through the following features: Attack Path Simulation: Continuously maps attack paths to critical assets, highlighting exploitable exposures and chokepoints. Risk Prioritization: Focuses on exposures with the highest impact on critical assets, ensuring efficient allocation of resources. Remediation Guidance: Provides clear, actionable recommendations to resolve exposures and strengthen defenses. Integration with Existing Tools: Seamlessly works with Security Information and Event Management (SIEM), ticketing, and Security Orchestration, Automation, and Response (SOAR) systems. Real-time Monitoring: Offers continuous visibility into exposures, ensuring that new ones are quickly identified and addressed.

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  • Electronic submission

    Electronic submission

    Electronic submission refers to the submission of a document by electronic means: that is, via e-mail or a web form on the Internet, or on an electronic medium such as a compact disc, a hard disk or a USB flash drive. Traditionally, the term "manuscript" referred to anything that was explicitly "written by hand". However, in popular usage and especially in the context of computers and the internet, the term "manuscript" may even refer to documents (text or otherwise) typed out or prepared on typewriters and computers and can be extended to digital photographs and videos, and online surveys too. In other words, any manuscript prepared and submitted online can be considered to be an electronic submission. == History and early usage == There is no concrete data indicating when and by whom were electronic submissions used for the first time. However, research based universities in several countries have been encouraging the collection of course assignments and projects in the form of electronic submissions for almost a decade now. Several governments and organizations are also switching to electronic submissions for the collection of research papers, grant applications and government application forms. == Types of electronic submissions == Since modern computers can store and process information and data in virtually any format and with the Internet allowing easy transfer of this data, the number of scenarios in which submissions can be collected electronically has increased exponentially in the last few years. Some of these scenarios are described below. In most of these scenarios, submissions were collected on hard paper until the Information Technology revolution occurred. === Academic Submissions === Teachers, professors and teaching assistants often collect course assignments and projects electronically. Electronic submissions are usually collected using a web-based system which more often than not also helps in the management of submissions collected and stored on it. (Explained By Henny L, University of Lethbridge, AB, Canada) === Research Papers === In call-for-paper or academic conferences, prospective presenters are usually asked to submit a short abstract or a full paper on their presentation or research work electronically, which is reviewed before being accepted for the conference. === Proposals for Grants === Several grant-giving organizations like the NSA, W3C, NIA, NIH etc. require grant seekers to submit a proposal which if accepted result in the desired grants. A majority of these proposals are now submitted electronically on systems that also help in the managing and tracking the proposals submitted. === Articles for Publication === Magazines, newspapers and other publishing houses have begun accepting electronic submissions for articles from various sources - both internal (by journalists and writers hired by them) as well as external (by users and popular readers). The submitted articles are stored on a server hosted by the publication house or by a third-party Archived 2019-10-13 at the Wayback Machine vendor and are usually evaluated before being given a green signal. === Contests and Competition Entries === Almost every kind of contest or competition requires participants to submit an entry in a format described by the organizers of the contest. If the contest is an Internet-based one, then the entries or nominations for the contest are collected electronically using e-mail or other electronic means depending on feasibility and the choice of the organizers. === Government Applications === The governments of several countries are turning to electronic submission of applications and forms for various government procedures. Electronic submissions allow easier management of the applications and forms submitted. === Legal documents === Many legal documents may be submitted to the courts electronically. In England and Wales, the Civil Procedure Rules include a suitable "document exchange" as an acceptable "method of service". Case law in employment law cases has established that where a claim is submitted electronically, a prudent legal adviser should "check that it has been received and there must be systems in place for doing that". === Resumés and CVs === It has become commonplace for job-seekers to submit soft copies (electronic versions) of their resumés and CVs to recruiting agencies and online job portals. This is usually done over the Internet using e-mail or a pre-hosted web-based system. == Submission management systems == The art and science of collecting and managing electronic submissions is called Submission Management. Certain software vendors have begun developing submission management systems to assist in the collection, tracking and management of complex submission processes realized electronically. Most of these systems are web based and accessible from any device with a browser and an Internet connection. However, a majority of these systems are application specific and cannot be applied to all submission management scenarios. == Resistance to electronic submissions == Despite the easier management and tracking of electronic submissions compared to their paper-based counterparts, widespread adoption and use of electronic submissions and systems for managing them has been hampered by several facts, which include but are not limited to: Inconvenience while drawing figures, diagrams and equations on a computer Resistance to change and adoption of new technologies Lack of or limited access to the Internet.

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  • Data communication

    Data communication

    Data communication is the transfer of data over a point-to-point or point-to-multipoint communication channel. Data communication comprises data transmission and data reception and can be classified as analog transmission and digital communications. Analog data communication conveys voice, data, image, signal or video information using a continuous signal, which varies in amplitude, phase, or some other property. In baseband analog transmission, messages are represented by a sequence of pulses by means of a line code; in passband analog transmission, they are communicated by a limited set of continuously varying waveforms, using a digital modulation method. Passband modulation and demodulation are carried out by modem equipment. Digital transmission and digital reception are the transfer of either a digitized analog signal or a born-digital bitstream. Baseband digital transmission is regarded as comprising part of a digital signal, whereas passband transmission of digital data may also or alternatively be considered a form of digital-to-analog conversion. Data communication channels include copper wires, optical fibers, wireless communication using radio spectrum, storage media and computer buses. The data are represented as an electromagnetic signal, such as an electrical voltage, radiowave, microwave, or infrared signal. == Distinction between related subjects == Digital transmission or data transmission traditionally belongs to telecommunications and electrical engineering. Basic principles of data transmission may also be covered within the computer science or computer engineering topic of data communications, which also includes computer networking applications and communication protocols, for example, routing, switching and inter-process communication. Although the Transmission Control Protocol (TCP) involves transmission, TCP and other transport layer protocols are covered in computer networking but not discussed in a textbook or course about data transmission. In most textbooks, the term analog transmission only refers to the transmission of an analog message signal (without digitization) by means of an analog signal, either as a non-modulated baseband signal or as a passband signal using an analog modulation method such as AM or FM. It may also include analog-over-analog pulse modulated baseband signals such as pulse-width modulation. In a few books within the computer networking tradition, analog transmission also refers to passband transmission of bit-streams using digital modulation methods such as FSK, PSK and ASK. The theoretical aspects of data transmission are covered by information theory and coding theory. == Protocol layers and sub-topics == Courses and textbooks in the field of data transmission typically deal with the following OSI model protocol layers and topics: Layer 1, the physical layer: Channel coding including Digital modulation schemes Line coding schemes Forward error correction (FEC) codes Bit synchronization Multiplexing Equalization Channel models Layer 2, the data link layer: Channel access schemes, media access control (MAC) Packet mode communication and Frame synchronization Error detection and automatic repeat request (ARQ) Flow control Layer 6, the presentation layer: Source coding (digitization and data compression), and information theory. Cryptography (may occur at any layer) It is also common to deal with the cross-layer design of those three layers. == Applications and history == Data (mainly but not exclusively informational) has been sent via non-electronic (e.g. optical, acoustic, mechanical) means since the advent of communication. Analog signal data has been sent electronically since the advent of the telephone. However, the first data electromagnetic transmission applications in modern time were electrical telegraphy (1809) and teletypewriters (1906), which are both digital signals. The fundamental theoretical work in data transmission and information theory by Harry Nyquist, Ralph Hartley, Claude Shannon and others during the early 20th century, was done with these applications in mind. In the early 1960s, Paul Baran invented distributed adaptive message block switching for digital communication of voice messages using switches that were low-cost electronics. Donald Davies invented and implemented modern data communication during 1965–7, including packet switching, high-speed routers, communication protocols, hierarchical computer networks and the essence of the end-to-end principle. Baran's work did not include routers with software switches and communication protocols, nor the idea that users, rather than the network itself, would provide the reliability. Both were seminal contributions that influenced the development of computer networks. Data transmission is utilized in computers in computer buses and for communication with peripheral equipment via parallel ports and serial ports such as RS-232 (1969), FireWire (1995) and USB (1996). The principles of data transmission are also utilized in storage media for error detection and correction since 1951. The first practical method to overcome the problem of receiving data accurately by the receiver using digital code was the Barker code invented by Ronald Hugh Barker in 1952 and published in 1953. Data transmission is utilized in computer networking equipment such as modems (1940), local area network (LAN) adapters (1964), repeaters, repeater hubs, microwave links, wireless network access points (1997), etc. In telephone networks, digital communication is utilized for transferring many phone calls over the same copper cable or fiber cable by means of pulse-code modulation (PCM) in combination with time-division multiplexing (TDM) (1962). Telephone exchanges have become digital and software controlled, facilitating many value-added services. For example, the first AXE telephone exchange was presented in 1976. Digital communication to the end user using Integrated Services Digital Network (ISDN) services became available in the late 1980s. Since the end of the 1990s, broadband access techniques such as ADSL, Cable modems, fiber-to-the-building (FTTB) and fiber-to-the-home (FTTH) have become widespread to small offices and homes. The current tendency is to replace traditional telecommunication services with packet mode communication such as IP telephony and IPTV. Transmitting analog signals digitally allows for greater signal processing capability. The ability to process a communications signal means that errors caused by random processes can be detected and corrected. Digital signals can also be sampled instead of continuously monitored. The multiplexing of multiple digital signals is much simpler compared to the multiplexing of analog signals. Because of all these advantages, because of the vast demand to transmit computer data and the ability of digital communications to do so and because recent advances in wideband communication channels and solid-state electronics have allowed engineers to realize these advantages fully, digital communications have grown quickly. The digital revolution has also resulted in many digital telecommunication applications where the principles of data transmission are applied. Examples include second-generation (1991) and later cellular telephony, video conferencing, digital TV (1998), digital radio (1999), and telemetry. Data transmission, digital transmission or digital communications is the transfer of data over a point-to-point or point-to-multipoint communication channel. Examples of such channels include copper wires, optical fibers, wireless communication channels, storage media and computer buses. The data are represented as an electromagnetic signal, such as an electrical voltage, radio wave, microwave, or infrared light. While analog transmission is the transfer of a continuously varying analog signal over an analog channel, digital communication is the transfer of discrete messages over a digital or an analog channel. The messages are either represented by a sequence of pulses by means of a line code (baseband transmission) or by a limited set of continuously varying waveforms (passband transmission), using a digital modulation method. The passband modulation and corresponding demodulation (also known as detection) are carried out by modem equipment. According to the most common definition of a digital signal, both baseband and passband signals representing bit-streams are considered as digital transmission, while an alternative definition only considers the baseband signal as digital, and passband transmission of digital data as a form of digital-to-analog conversion. Data transmitted may be digital messages originating from a data source, for example, a computer or a keyboard. It may also be an analog signal, such as a phone call or a video signal, digitized into a bit-stream, for example,e using pulse-code modulation (PCM) or more advanced source coding (analog-to-digital conversion and

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  • New media

    New media

    New media are communication technologies that enable or enhance interaction between users, as well as interaction between users and content. In the middle of the 1990s, the phrase "new media" became widely used as part of a sales pitch for the influx of interactive CD-ROMs for entertainment and education. The new media technologies, sometimes known as Web 2.0, include a wide range of web-related communication tools such as blogs, wikis, online social networking, virtual worlds, and other social media platforms. The phrase "new media" refers to computational media that share material online and through computers. New media inspire new ways of thinking about older media. Media do not replace one another in a clear, linear succession, instead evolving in a more complicated network of interconnected feedback loops . What is different about new media is how they specifically refashion traditional media and how older media refashion themselves to meet the challenges of new media. Unless they contain technologies that enable digital generative or interactive processes, broadcast television programs, non-interactive news websites, feature films, magazines, and books are not considered to be new media. The term "new media" stands in contrast to old media, which dominated the media landscape as a form of mass media for many years. == History == In the 1950s, connections between computing and radical art began to grow stronger. It was not until the 1980s that Alan Kay and his co-workers at Xerox PARC began to give the computability of a personal computer to the individual, rather than have a big organization be in charge of this. In the late 1980s and early 1990s, however, we seem to witness a different kind of parallel relationship between social changes and computer design. Although causally unrelated, conceptually, it makes sense that the Cold War and the design of the Web took place at exactly the same time. Writers and philosophers such as Marshall McLuhan were instrumental in the development of media theory during this period which is now famous declaration in Understanding Media: The Extensions of Man, that "the medium is the message" drew attention to the too often ignored influence media and technology themselves, rather than their "content," have on humans' experience of the world and on society broadly. Until the 1980s, media relied primarily upon print and analog broadcast models such as television and radio. The last twenty-five years have seen the rapid transformation into media which are predicated upon the use of digital technologies such as the Internet and video games. However, these examples are only a small representation of new media. The use of digital computers has transformed the remaining 'old' media, as suggested by the advent of digital television and online publications. Even traditional media forms such as the printing press have been transformed through the application of technologies by using of image manipulation software like Adobe Photoshop and desktop publishing tools. Andrew L. Shapiro argues that the "emergence of new, digital technologies signals a potentially radical shift of who is in control of information, experience and resources". W. Russell Neuman suggests that whilst the "new media" have technical capabilities to pull in one direction, economic and social forces pull back in the opposite direction. According to Neuman, "We are witnessing the evolution of a universal interconnected network of audio, video, and electronic text communications that will blur the distinction between interpersonal and mass communication; and between public and private communication". Neuman argues that new media will: Alter the meaning of geographic distance. Allow for a huge increase in the volume of communication. Provide the possibility of increasing the speed of communication. Provide opportunities for interactive communication. Allow forms of communication that were previously separate to overlap and interconnect. Consequently, it has been the contention of scholars such as Douglas Kellner and James Bohman that new media and particularly the Internet will provide the potential for a democratic postmodern public sphere, in which citizens can participate in well informed, non-hierarchical debate pertaining to their social structures. Contradicting these positive appraisals of the potential social impacts of new media are scholars such as Edward S. Herman and Robert McChesney who have suggested that the transition to new media has seen a handful of powerful transnational telecommunications corporations who achieve a level of global influence which was hitherto unimaginable. Scholars have highlighted both the positive and negative potential and actual implications of new media technologies, suggesting that some of the early work in new media studies was guilty of technologicaldeterminism – whereby the effects of media were determined by the technologies themselves, rather than by tracing the complex social networks that governed the development, funding, implementation, and future evolution of any technology. Based on the argument that people have a limited amount of time to spend on the consumption of different media, displacement theory argue that the viewership or readership of one particular outlet leads to the reduction in the amount of time spent by the individual on another. The introduction of new media, such as the internet, therefore reduces the amount of time individuals would spend on existing "old" media, which could ultimately lead to the end of such traditional media. == Definition == Although, there are several ways that new media may be described, Lev Manovich, in an introduction to The New Media Reader, defines new media by using eight propositions: New media versus cyberculture – Cyberculture is the various social phenomena that are associated with the Internet and network communications (blogs, online multi-player gaming), whereas new media is concerned more with cultural objects and paradigms (digital to analog television, smartphones). New media as computer technology used as a distribution platform – New media are the cultural objects which use digital computer technology for distribution and exhibition. e.g. (at least for now) Internet, Web sites, computer multimedia, Blu-ray disks etc. The problem with this is that the definition must be revised every few years. The term "new media" will not be "new" anymore, as most forms of culture will be distributed through computers. New media as digital data controlled by software – The language of new media is based on the assumption that, in fact, all cultural objects that rely on digital representation and computer-based delivery do share a number of common qualities. New media is reduced to digital data that can be manipulated by software as any other data. Now media operations can create several versions of the same object. An example is an image stored as matrix data which can be manipulated and altered according to the additional algorithms implemented, such as color inversion, gray-scaling, sharpening, rasterizing, etc. New media as the mix between existing cultural conventions and the conventions of software – New media today can be understood as the mix between older cultural conventions for data representation, access, and manipulation and newer conventions of data representation, access, and manipulation. The "old" data are representations of visual reality and human experience, and the "new" data is numerical data. The computer is kept out of the key "creative" decisions, and is delegated to the position of a technician. e.g. In film, software is used in some areas of production, in others are created using computer animation. New media as the aesthetics that accompanies the early stage of every new modern media and communication technology – While ideological tropes indeed seem to be reappearing rather regularly, many aesthetic strategies may reappear two or three times ... In order for this approach to be truly useful it would be insufficient to simply name the strategies and tropes and to record the moments of their appearance; instead, we would have to develop a much more comprehensive analysis which would correlate the history of technology with social, political, and economical histories or the modern period. New media as faster execution of algorithms previously executed manually or through other technologies – Computers are a huge speed-up of what were previously manual techniques. e.g. calculators. Dramatically speeding up the execution makes possible previously non-existent representational technique. This also makes possible of many new forms of media art such as interactive multimedia and video games. On one level, a modern digital computer is just a faster calculator, we should not ignore its other identity: that of a cybernetic control device. New media as the encoding of modernist avant-garde; new media as metamedia – Manovi

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  • NHS COVID-19

    NHS COVID-19

    NHS COVID-19 was a voluntary contact tracing app for monitoring the spread of the COVID-19 pandemic in England and Wales, in use from 24 September 2020 until 27 April 2023. It was available for Android and iOS smartphones, and could be used by anyone aged 16 or over. Two versions of the app were created. The first was commissioned by NHSX and developed by the Pivotal division of American software company VMware. A pilot deployment began in May 2020, but on 18 June development of the app was abandoned in favour of a second design using the Apple/Google Exposure Notification system. Scotland and Northern Ireland had separate contact tracing apps. A 2023 study estimated that in its first year of use, the app's contact tracing function prevented an estimated 1 million cases, and 9,600 deaths. == Description == The app allowed users to: See the alert level of their local authority area (in Wales) or information about restrictions (in England); to enable this, the user must enter the first half of their postcode "Check in" at places displaying an NHS QR code poster (no longer required by legislation after 26 January 2022, removed from the app the next month) Be notified when they have been in close contact with someone who has tested positive for the virus Be notified when local health protection teams determine that people with the virus had attended a business or other venue around the same time as the user Check their symptoms, and book a coronavirus test if necessary If asked to self-isolate, receive information and a daily "countdown". At first, "close contact" was defined as being within 2 metres for 15 minutes, or within 4 metres for a longer time. These time durations were reduced from 29 October 2020, to as little as three minutes when the other person is at their most infectious, i.e. soon after they begin showing symptoms. === Implementation === The Android app was coded in Kotlin, and the iOS app in Swift. The backend used Java and is deployed to Amazon Web Services using Terraform. The code of the app and back-end is open-source and available on GitHub. == Context == The app was part of the UK's test and trace programme which was chaired by Dido Harding; from 12 May 2020 Tom Riordan, chief executive of Leeds City Council, led the tracing effort. == First phase and cancellation == === Description === In March 2020, NHSX commissioned a contact tracing app to monitor the spread in the United Kingdom of the coronavirus disease 2019 (COVID-19) in the 2020 pandemic, developed by the Pivotal division of American software company VMware. The app used a centralised approach, in contrast to the Google / Apple contact tracing project. NHSX consulted ethicists and GCHQ's National Cyber Security Centre (NCSC) about the privacy aspects. The app recorded the make and model of the phone and asked the user for their postcode area. It generated a unique installation identification number and also a daily identification number. It then used Bluetooth Low Energy (BLE) to record the daily identification number of other users nearby. If a user was unwell, they could tell the app about symptoms which are characteristic of COVID-19, such as a fever and cough. These details were then passed to a central NHS server. This would assess the information and notify other users that have been in contact, giving them appropriate advice such as physical distancing. The NHS would also arrange for a swab test of the unwell user and the outcome would determine further notifications to contacts: if the test confirmed infection with COVID-19, the contacts would be asked to isolate. By June 2020, £11.8 million had been spent on the app; in 2020–21, £35 million was spent on the app. === Deployment === The first public trial of the app began on the Isle of Wight on 5 May 2020 and by 11 May it had been downloaded 55,000 times. When the first national contact tracing schemes were launched – Test, Trace, Protect in Wales on 13 May, then on 28 May NHS Test and Trace in England, and Test and Protect in Scotland – the app was not ready to be included. Replying to a question at the government's daily briefing on 8 June, Hancock was unable to give a date for rollout of the app in England, saying it would be brought in "when it's right to do so". On 17 June, Lord Bethell, junior minister for Innovation at the Department of Health and Social Care, said "we're seeking to get something going before the winter ... it isn't a priority for us at the moment". On 18 June, Health Secretary Matt Hancock announced development would switch to the Apple/Google system after admitting that Apple's restrictions on usage of Bluetooth prevented the app from working effectively. At the same press briefing Dido Harding, leader of the UK's test and trace programme, said "What we've done in really rigorously testing both our own Covid-19 app and the Google-Apple version is demonstrate that none of them are working sufficiently well enough to be actually reliable to determine whether any of us should self-isolate for two weeks [and] that's true across the world". === Concerns === The first, ultimately rejected, version of the app was subject to privacy concerns, the government backtracking on initial statements that the data collected from the app would not be shared outside the NHS. Matthew Gould, CEO of NHSX, the government department responsible for the app, said the data would be accessible to other organisations, but did not disclose which. Data collected would not necessarily be anonymised and would be held in a centralised repository. Over 150 of the UK's security and privacy experts warned the app's data could be used by 'a bad actor (state, private sector, or hacker)' to spy on citizens. Fears were discussed by the House of Commons' Human Rights Select Committee about plans for the app to record user location data. Parliament's Joint Committee on Human Rights said this version of the app should not be released without proper privacy protections. The second version of the app, released nationwide, addressed these concerns by employing a decentralised framework, the Apple/Google Exposure Notification system. Under this system, users remain pseudonymous: a person diagnosed with COVID-19 does not know which people are informed about an encounter, and contacted persons do not receive any information about the person diagnosed with COVID-19. The functionality of the app was also questioned in late April and early May 2020, as the software's use of Bluetooth required the app to be constantly running, meaning users could not use other apps or lock their device if the app was to function properly. The developers of the app were said to have found a way of working around this restriction. === Related contracts === Faculty – a company linked to Cambridge Analytica – provided research and modelling to NHSX in support of the response to the pandemic. Palantir, also linked to Cambridge Analytica, provided their data management platform. These contracts began in February and March respectively. == Second phase == As outlined on cancellation of the first app on 18 June 2020, the Department of Health and Social Care published on 30 July a brief description of the "next phase" app. Users would be able to scan a QR code at venues they visit, and later be notified if they had visited a place which was the source of a number of infections; the app would also assist with identifying symptoms and ordering a test. By using the Exposure Notification system from Apple and Google, personal data would be decentralised. Zuhlke Engineering Ltd, the UK branch of Swiss-based Zühlke Group, used 70 staff to complete the development of the app in 12 weeks. Zuhlke Engineering was awarded "Development Team of the Year" title at UK IT Industry awards in November 2021 for development of NHS COVID-19 application. === Timeline === Testing of the app by NHS volunteer responders, and selected residents of the Isle of Wight and the London Borough of Newham, began around 13 August. The app was made available to the public (aged 16 or over) in England and Wales on 24 September. An updated app released on 29 October, in part from collaboration with the Alan Turing Institute, improved the accuracy of measurements of the distance between the user's phone and other phones. At the same time, the duration threshold for determining exposure was reduced; this was expected to lead to an increase in the number of users told to self-isolate. An update to the app in April 2021, timed to coincide with easing of restrictions on hospitality businesses, was blocked by Apple and Google. It was intended that users who tested positive would be asked to share their history of visited venues, to assist in warning others, but this would have contravened assurances by Apple and Google that location data from devices would not be shared. === Statistics and effectiveness === The app was downloaded six million times on the first day it was generally availa

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  • Giditraffic

    Giditraffic

    GidiTraffic (or GIDITRAFFIC) is an online social service started on 23 September 2011. Based primarily on social media, the service employs crowdsourcing as its primary means of providing real-time traffic updates to subscribers on its platform. The service, delivered free of charge, affords its users access to various types of information. Though its broadest category of users is road users and motorists, GIDITRAFFIC lends itself as a platform for answering inquiries from anyone who requires information on any subject of interest. GIDITRAFFIC's core competence is in vehicular traffic reports, however, the service also handles all other forms of traffic (going by the fact that the word traffic also means "the mutual exchange of information"). == Operation == Users of the service log on to its Twitter feed to get up-to-date traffic information or to post a general inquiry, which GIDITRAFFIC then publishes to all subscribers. Through crowdsourced replies, a requester receives numerous responses from other subscribers who have seen the question and can provide a relevant answer. In addition, updates are provided by subscribers to the platform via their mobile devices, thereby making the service effective in delivering traffic updates as they occur, and providing timely answers to other user inquiries. This informs GIDITRAFFIC's motto of "Lending each other an eye", alluding to the collaboration and cooperation between the platform's users in making the service indispensable to its users. == Reception == On Twitter, which is its primary platform, the service caters to over 1,800,000 subscribers, with the number increasing daily. The popularity of the platform stems from the fact that it not only keeps its subscribers abreast of the traffic situation in Lagos, the commercial capital city of Nigeria (well known for its many traffic jams), but users in other parts of the world. For a regular user of the platform, knowing where to avoid getting to a set destination in good time is well worth the two or three minutes it takes to access and scroll through the GIDITRAFFIC feed for updates. Another interesting aspect of this platform is the identity of the person behind it. The sustained anonymity of this individual has sparked many discussions centering on his or her possible identity. Online, GIDITRAFFIC continuously publishes traffic updates and user questions, while keeping up witty interactions with the platform's followers round the clock – adding to the mystery and persona of the GIDITRAFFIC owner. == Awards and recognition == In early 2012, GIDITRAFFIC received a nomination for a Shorty Award in the Life-Saving Hero category. Although this did not translate into a win, it brought recognition and wider exposure for the service from international news outlets such as the BBC, Washington Post. and New York Times. Back home in Nigeria, also in 2012, GIDITRAFFIC was honored with a Future Award for Best Use of New Media in recognition of the huge impact the service has had in terms of helping Lagos residents better manage time spent in traffic. == Mobile Applications == In 2012, GIDITRAFFIC partnered with telecommunications company Nokia to produce a downloadable mobile traffic application (the GIDITRAFFIC application, available for Nokia Asha phones on Nokia's online store). There are plans to extend the application to a wider range of mobile phone platforms. On 4 September 2013, the GIDITRAFFIC application for Nokia Lumia phones using Windows Phone 8 was launched on the Windows App Store.

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  • HtmlUnit

    HtmlUnit

    HtmlUnit is a headless web browser written in Java. It allows high-level manipulation of websites from other Java code, including filling and submitting forms and clicking hyperlinks. It also provides access to the structure and the details within received web pages. HtmlUnit emulates parts of browser behaviour including the lower-level aspects of TCP/IP and HTTP. A sequence such as getPage(url), getLinkWith("Click here"), click() allows a user to navigate through hypertext and obtain web pages that include HTML, JavaScript, Ajax and cookies. This headless browser can deal with HTTPS security, basic HTTP authentication, automatic page redirection and other HTTP headers. It allows Java test code to examine returned pages either as text, an XML DOM, or as collections of forms, tables, and links. The goal is to simulate real browsers; namely Chrome, Firefox and Edge. The most common use of HtmlUnit is test automation of web pages, but sometimes it can be used for web scraping, or downloading website content. == Benefits == Provides high-level API, taking away lower-level details away from the user. Compared to other WebDriver implementations, HtmlUnitDriver is the fastest to implement. It can be configured to simulate a specific browser. == Drawbacks == Element layout and rendering can not be tested. The JavaScript support is not complete, which is one of the areas of ongoing enhancements. == Used technologies == W3C DOM HTTP connection, using Apache HttpComponents JavaScript, using forked Rhino HTML Parsing, NekoHTML CSS: using CSS Parser XPath support, using Xalan == Libraries using HtmlUnit == Selenium WebDriver Spring MVC Test Framework Google Web Toolkit tests WebTest Wetator

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