AI Email Tools

AI Email Tools — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Transcription software

    Transcription software

    Transcription software assists in the conversion of human speech into a text transcript. Audio or video files can be transcribed manually or automatically. Transcriptionists can replay a recording several times in a transcription editor and type what they hear. By using transcription hot keys, the manual transcription can be accelerated, the sound filtered, equalized or have the tempo adjusted when the clarity is not great. With speech recognition technology, transcriptionists can automatically convert recordings to text transcripts by opening recordings in a PC and uploading them to a cloud for automatic transcription, or transcribe recordings in real-time by using digital dictation. Depending on quality of recordings, machine generated transcripts may still need to be manually verified. The accuracy rate of the automatic transcription depends on several factors such as background noises, speakers' distance to the microphone, and accents. Transcription software, as with transcription services, is often used for business, legal, or medical purposes. Compared with audio content, a text transcript is searchable, takes up less computer memory, and can be used as an alternate method of communication, such as for subtitles and closed captions. Some clinical environments also use digital tools to support transcription workflows, including ambient documentation systems that employ Speech recognition to capture portions of clinical encounters and generate draft notes for later review. These tools are typically used alongside conventional transcription methods. The definition of transcription "software", as compared with transcription "service", is that the former is sufficiently automated that a user can run the entire system without engaging outside personnel. New software-as-a-service and cloud computing models use artificial intelligence, machine learning and natural language processing to convert speech to text and continuously learn new phrases and accents. AI transcription can, however, lead to hallucinations and other errors. == Development == Research at Google released a free android app Google Live Transcribe, it runs on Google Cloud. Google Chrome developed and has an available built in English Live Caption. Google Docs, Google Translate, Google Assistant, GBoard Google Text to Speech engine support transcription tool too. OpenAI launched Whisper, an open-source speech recognition deep learning model in September 2022. In 2024, an AI-powered transcription platform, Transkriptor, was launched, enabling the automatic conversion of audio and video recordings into text using speech recognition technology, with support for transcription in 100 languages and processing of content uploaded via a web interface as well as mobile and browser extensions. It is part of the Tor.app suite of AI-based language processing tools.

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  • Social network game

    Social network game

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

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  • Information Networking Institute

    Information Networking Institute

    Information Networking Institute (INI) is an academic department within the College of Engineering at Carnegie Mellon University. The institute was established in 1989 as the nation's first research and education center devoted to information networking. The INI also partners with research and outreach entities to extend educational and training programs to a broad audience of people using information networking as part of their daily lives. The INI is the educational partner of Carnegie Mellon CyLab, a university-wide, multidisciplinary research center involving more than 50 faculty and 100 graduate students. == Center of Academic Excellence Designations == Through the work of the INI and CyLab, Carnegie Mellon University has been designated by the National Security Agency and the Department of Homeland Security as a National Center of Academic Excellence in Information Assurance/Cyber Defense Education (CAE-IA/CD) and a National Center of Academic Excellence in Information Assurance/Cyber Defense Research (CAE-R). It has also been designated by the NSA and the U.S. Cyber Command as a National Center of Academic Excellence in Cyber Operations (CAE-Cyber Ops). Through these designations, the INI and CyLab participate in the: Federal CyberCorps Scholarship for Service (SFS) Program - Students pursuing graduate degrees in information security (MSIS or MSISPM) are eligible for scholarships under the SFS program. Information Assurance Scholarship Program (IASP) - Students pursuing graduate degrees in information security and seeking careers with the Department of Defense may be eligible for scholarships under the IASP. Capacity Building Program for Faculty from Historically Black and Hispanic Serving Institutions - The INI and CyLab developed a month-long, in-residence summer program to help build information assurance education and research capacity at colleges and universities designated as Minority Serving Institutions – specifically, Historically Black Colleges and Universities (HBCUs) and Hispanic Serving Institutions (HSIs). This program is supported through a grant from the National Science Foundation. == Faculty and researchers == Faculty involved in teaching and advising in the INI programs are conducting research in all aspects of information networking and information security. Affiliated research centers are: Carnegie Mellon CyLab SEI's CERT Division == Alumni == The INI has graduated over 1,400 alumni who currently occupy positions in a variety of sectors across industry, government and academia.

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  • Harvest now, decrypt later

    Harvest now, decrypt later

    Harvest now, decrypt later (HNDL) is a surveillance strategy that relies on the acquisition and long-term storage of currently unreadable encrypted data awaiting possible breakthroughs in decryption technology that would render it readable in the future—a hypothetical date referred to as Y2Q (a reference to Y2K), or Q-Day. The most common concern is the prospect of developments in quantum computing which would allow current strong encryption algorithms to be broken at some time in the future, making it possible to decrypt any stored material that had been encrypted using those algorithms. However, the improvement in decryption technology need not be due to a quantum-cryptographic advance; any other form of attack capable of enabling decryption would be sufficient. The existence of this strategy has led to concerns about the need to urgently deploy post-quantum cryptography; even though no practical quantum attacks yet exist, some data stored now may still remain sensitive even decades into the future. As of 2022, the U.S. federal government has proposed a roadmap for organizations to start migrating toward quantum-cryptography-resistant algorithms to mitigate these threats. This new version of Commercial National Security Algorithm Suite uses publicly-available algorithms and is allowed for government use up to the TOP SECRET level. == Terminology and scope == The term “harvest now, decrypt later” encompasses various surveillance or espionage operations in which ciphertext or encrypted communications are collected today with the view that they may one day be decrypted, given sufficient advances in computing power or cryptanalysis. The abbreviation HNDL is sometimes used in technical and policy documents. The “Y2Q” (or “Q-Day”) label draws an analogy to the Y2K date-change issue, emphasising a potential future point at which current cryptography may collapse. The strategy is particularly relevant for data with long confidentiality lifetimes, such as diplomatic communications, personal health records, critical infrastructure logs, or intellectual property. == Mitigation strategies == The primary defense against HNDL attacks is the transition to post-quantum cryptography (PQC), which utilizes algorithms believed to be secure against quantum computer attacks. However, because PQC protects the data payload digitally, rather than the transmission itself, the encrypted data can still be harvested and stored. A complementary approach involves physical layer security (also known as optical layer encryption or photonic shielding). Unlike algorithmic encryption, this method modifies the optical waveform itself—often by burying the signal within optical noise or using spectral phase encoding—to render the transmission unrecordable by standard receivers. By preventing the attacker from capturing a valid signal in the first place, this approach aims to eliminate the "harvest" phase of the threat. Commercial implementations of harvest-proof optical encryption have been developed by firms such as CyberRidge to secure long-haul fiber networks. Field trials have demonstrated 100 Gbps throughput over legacy DWDM networks using this method.

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  • Text simplification

    Text simplification

    Text simplification is an aspect of natural language processing that involves modifying, organizing, or categorizing existing text to make it easier to understand while retaining its original meaning. This process is essential in today's world, where communication is increasingly complex due to advancements in science, technology, and media. Human languages are inherently intricate, with extensive vocabularies and complex structures that can be challenging for machines to handle efficiently. Researchers have found that semantic compression techniques can help streamline and simplify text by reducing linguistic diversity and simplifying the vocabulary used in a given context. == Example == Text simplification involves modifying complex sentences into simpler ones to enhance readability and comprehension. Siddharthan (2006) provides an example to illustrate this process. The original sentence contains multiple clauses and phrases, which can be broken down into simpler sentences for better understanding. Also contributing to the firmness in copper, the analyst noted, was a report by Chicago purchasing agents, which precedes the full purchasing agents report that is due out today and gives an indication of what the full report might hold. Also contributing to the firmness in copper, the analyst noted, was a report by Chicago purchasing agents. The Chicago report precedes the full purchasing agents report. The Chicago report gives an indication of what the full report might hold. The full report is due out today. An approach to text simplification involves lexical simplification via lexical substitution, a process that replaces complex words with simpler synonyms. Identifying complex words is a challenge addressed by machine learning classifiers trained on labeled data. Researchers have found that asking labelers to sort words by complexity levels yields more consistent results than the traditional method of categorizing words as simple or complex.

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  • Chunked transfer encoding

    Chunked transfer encoding

    Chunked transfer encoding is a streaming data transfer mechanism available in Hypertext Transfer Protocol (HTTP) version 1.1, defined in RFC 9112 §7.1. In chunked transfer encoding, the data stream is divided into a series of non-overlapping "chunks". The chunks are sent out and received independently of one another. At any given time, no knowledge of the data stream outside the currently-being-processed chunk is necessary for either the sender or the receiver. Each chunk is preceded by its size in bytes and transmission ends when a zero-length chunk is received. The chunked keyword in the Transfer-Encoding header is used to indicate chunked transfer. Chunked transfer encoding is not supported in HTTP/2, which provides its own mechanisms for data streaming. == Rationale == The introduction of chunked encoding provided various benefits: Chunked transfer encoding allows a server to maintain an HTTP persistent connection for dynamically generated content. In this case, the HTTP Content-Length header cannot be used to delimit the content and the next HTTP request/response, as the content size is not yet known. Chunked encoding has the benefit that it is not necessary to generate the full content before writing the header, as it allows streaming of content as chunks and explicitly signaling the end of the content, making the connection available for the next HTTP request/response. Chunked encoding allows the sender to send additional header fields after the message body. This is important in cases where values of a field cannot be known until the content has been produced, such as when the content of the message must be digitally signed. Without chunked encoding, the sender would have to buffer the content until it was complete in order to calculate a field value and send it before the content. == Applicability == For version 1.1 of the HTTP protocol, the chunked transfer mechanism is considered to be always and anyway acceptable, even if not listed in the Transfer-Encoding (TE) request header field, and when used with other transfer mechanisms, should always be applied last to the transferred data and never more than one time. This transfer encoding method also allows additional entity header fields to be sent after the last chunk if the client specified the "trailers" parameter as an argument of the TE request field. The origin server of the response can also decide to send additional entity trailers even if the client did not specify the "trailers" parameter, but only if the metadata is optional (i.e. the client can use the received entity without them). Whenever the trailers are used, the server should list their names in the Trailer header field; three header field types are specifically prohibited from appearing as a trailer field: Content-Length, Trailer, and Transfer-Encoding. == Format == If a Transfer-Encoding field with a value of "chunked" is specified in an HTTP message (either a request sent by a client or the response from the server), the body of the message consists of one or more chunks and one terminating chunk with an optional trailer before the final ␍␊ sequence (i.e. carriage return followed by line feed). Each chunk starts with the number of octets of the data it embeds expressed as a hexadecimal number in ASCII followed by optional parameters (chunk extension) and a terminating ␍␊ sequence, followed by the chunk data. The chunk is terminated by ␍␊. If chunk extensions are provided, the chunk size is terminated by a semicolon and followed by the parameters, each also delimited by semicolons. Each parameter is encoded as an extension name followed by an optional equal sign and value. These parameters could be used for a running message digest or digital signature, or to indicate an estimated transfer progress, for instance. The terminating chunk is a special chunk of zero length. It may contain a trailer, which consists of a (possibly empty) sequence of entity header fields. Normally, such header fields would be sent in the message's header; however, it may be more efficient to determine them after processing the entire message entity. In that case, it is useful to send those headers in the trailer. Header fields that regulate the use of trailers are Transfer-Encoding with the "trailers" parameter (used in requests) and Trailer (used in responses). == Use with compression == HTTP servers often use compression to optimize transmission, for example with Content-Encoding: gzip or Content-Encoding: deflate. If both compression and chunked encoding are enabled, then the content stream is first compressed, then chunked; so the chunk encoding itself is not compressed, and the data in each chunk is compressed holistically (i.e. based on the whole content). The remote endpoint then decodes the stream by concatenating the chunks and uncompressing the result. == Example == === Encoded data === The following example contains three chunks of size 4, 7, and 11 (hexadecimal "B") octets of data. 4␍␊Wiki␍␊7␍␊pedia i␍␊B␍␊n ␍␊chunks.␍␊0␍␊␍␊ Below is an annotated version of the encoded data. 4␍␊ (chunk size is four octets) Wiki (four octets of data) ␍␊ (end of chunk) 7␍␊ (chunk size is seven octets) pedia i (seven octets of data) ␍␊ (end of chunk) B␍␊ (chunk size is eleven octets) n ␍␊chunks. (eleven octets of data) ␍␊ (end of chunk) 0␍␊ (chunk size is zero octets, no more chunks) ␍␊ (end of final chunk with zero data octets) Note: Each chunk's size excludes the two ␍␊ bytes that terminate the data of each chunk. === Decoded data === Decoding the above example produces the following octets: Wikipedia in ␍␊chunks. The bytes above are typically displayed as Wikipedia in chunks.

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  • Instagram face

    Instagram face

    Instagram face is a beauty standard based on the filters and influencers popular on Instagram. == Overview == An "Instagram face" has catlike eyes, long lashes, a small nose, high cheekbones, full lips, and a blank expression. Digital filters manipulate photographs and video to create an idealized image that, according to critics, has resulted in an unrealistic and homogeneous beauty standard. According to Jia Tolentino, the face is "distinctly white but ambiguously ethnic". The face has been described as a racial composite of different peoples. In 2024, cosmetic surgeon Paul Banwell said, "People used to come to see me asking to look like a particular celebrity, but many patients come to me now wanting to look like the filtered version of themselves." While based on digital filters, the look is achieved in person using heavy applications of makeup or cosmetic surgery. Plastic surgery, Botox injections, and injectable filler have significantly increased in popularity since the rise of digital filters. Influencers market makeup products designed to recreate the look. == History == The growth of reality television series and social media throughout the 2010s has influenced the popularity of Instagram face. In 2019, The New Yorker referred to this phenomenon as "Instagram Face," identifying Kim Kardashian as its "patient zero." Similarly, her younger sister Kylie Jenner significantly impacted the trend with her 2015 lip filler confession, which acted as a catalyst, introducing Juvéderm to a new generation. Sirin Kale of Vice News has described Jenner as "at the vanguard of an aesthetic that’s swept through British towns and cities," while also pointing towards other celebrities such as Iggy Azalea and Farrah Abraham. In 2018, Americans underwent 7 million neurotoxin injections and 2.5 million filler injections and spent $16.5 billion on cosmetic surgery. 92% of the latter was performed on women. Botox usage has also been on the rise. == Criticism == In her 2021 book The Selfie, Temporality, and Contemporary Photography, Claire Raymond of Princeton University criticised "Instagram faces" for erasing "heritable quirks and lived history; it erases what makes the human face so compelling, whether conventionally beautiful or not," while also arguing that the procedures used to create Instagram faces "numb and freeze the face and skin, rendering less mobile the lips, the eyes, and the neck. Numbness is the central feature of the experience for the woman who gets Instagram face through cosmetic procedures. Others may see her more, but she feels less and less." == Influence on popular culture == The increasing popularity of cosmetic surgeries towards a homogeneous ideal has resulted in the emergence of the "goopcore" sub-genre of body horror. The sub-genre combines graphic violence with body modifications from the beauty industry. Allie Rowbottom's goopcore novel Aesthetica centers around an influencer attempting to undo years of plastic surgery with a new experimental procedure.

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  • 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

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  • Image tracing

    Image tracing

    In computer graphics, image tracing, raster-to-vector conversion or raster vectorization is the conversion of raster graphics into vector graphics. == Background == An image does not have any structure: it is just a collection of marks on paper, grains in film, or pixels in a bitmap. While such an image is useful, it has some limits. If the image is magnified enough, its artifacts appear. The halftone dots, film grains, and pixels become apparent. Images of sharp edges become fuzzy or jagged. See, for example, pixelation. Ideally, a vector image does not have the same problem. Edges and filled areas are represented as mathematical curves or gradients, and they can be magnified arbitrarily (though of course the final image must also be rasterized in to be rendered, and its quality depends on the quality of the rasterization algorithm for the given inputs). The task in vectorization is to convert a two-dimensional image into a two-dimensional vector representation of the image. It is not examining the image and attempting to recognize or extract a three-dimensional model that may be depicted; i.e. it is not a vision system. For most applications, vectorization also does not involve optical character recognition; characters are treated as lines, curves, or filled objects without attaching any significance to them. In vectorization, the shape of the character is preserved, so artistic embellishments remain. Vectorization is the inverse operation corresponding to rasterization, as integration is to differentiation. And, just as with these other operations, while rasterization is fairly straightforward and algorithmic, vectorization involves the reconstruction of lost information and therefore requires heuristic methods. Synthetic images such as maps, cartoons, logos, clip art, and technical drawings are suitable for vectorization. Those images could have been originally made as vector images because they are based on geometric shapes or drawn with simple curves. Continuous tone photographs (such as live portraits) are not good candidates for vectorization. The input to vectorization is an image, but an image may come in many forms such as a photograph, a drawing on paper, or one of several raster file formats. Programs that do raster-to-vector conversion may accept bitmap formats such as TIFF, BMP and PNG. The output is a vector file format. Common vector formats are SVG, DXF, EPS, EMF and AI. Vectorization can be used to update images or recover work. Personal computers often come with a simple paint program that produces a bitmap output file. These programs allow users to make simple illustrations by adding text, drawing outlines, and filling outlines with a specific color. Only the results of these operations (the pixels) are saved in the resulting bitmap; the drawing and filling operations are discarded. Vectorization can be used to recapture some of the information that was lost. Vectorization is also used to recover information that was originally in a vector format but has been lost or has become unavailable. A company may have commissioned a logo from a graphic arts firm. Although the graphics firm used a vector format, the client company may not have received a copy of that format. The company may then acquire a vector format by scanning and vectorizing a paper copy of the logo. == Process == Vectorization starts with an image. === Manual === The image can be vectorized manually. A person could look at the image, make some measurements, and then write the output file by hand. That was the case for the vectorization of a technical illustration about neutrinos. The illustration has a few geometric shapes and a lot of text; it was relatively easy to convert the shapes, and the SVG vector format allows the text (even subscripts and superscripts) to be entered easily. The original image did not have any curves (except for the text), so the conversion is straightforward. Curves make the conversion more complicated. Manual vectorization of complicated shapes can be facilitated by the tracing function built into some vector graphics editing programs. If the image is not yet in machine readable form, then it has to be scanned into a usable file format. Once there is a machine-readable bitmap, the image can be imported into a graphics editing program (such as Adobe Illustrator, CorelDRAW, or Inkscape). Then a person can manually trace the elements of the image using the program's editing features. Curves in the original image can be approximated with lines, arcs, and Bézier curves. An illustration program allows spline knots to be adjusted for a close fit. Manual vectorization is possible, but it can be tedious. Although graphics drawing programs have been around for a long time, artists may find the freehand drawing facilities awkward even when a drawing tablet is used. Instead of using a program, Pepper recommends making an initial sketch on paper. Instead of scanning the sketch and tracing it freehand in the computer, Pepper states: "Those proficient with a graphic tablet and stylus could make the following changes directly in CorelDRAW by using a scan of the sketch as an underlay and drawing over it. I prefer to use pen and ink, and a light table"; most of the final image was traced by hand in ink. Later the line-drawing image was scanned at 600 dpi, cleaned up in a paint program, and then automatically traced with a program. Once the black and white image was in the graphics program, some other elements were added and the figure was colored. Similarly, Ploch recreated a design from a digital photograph. The JPEG was imported and some "basic shapes" were traced by hand and colored in the graphics drawing program; more complex shapes were handled differently. Ploch used a bitmap editor to remove the background and crop the more complex image components. He then printed the image and traced it by hand onto tracing paper to get a clean black and white line drawing. That drawing was scanned and then vectorized with a program. === Automatic === Some programs automate the vectorization process. Example programs are Adobe Illustrator, Inkscape, Corel's PowerTRACE, and Potrace. Some of these programs have a command line interface while others are interactive that allow the user to adjust the conversion settings and view the result. Adobe Streamline is not only an interactive program, but it also allows a user to manually edit the input bitmap and the output curves. Corel's PowerTRACE is accessed through CorelDRAW; CorelDRAW can be used to modify the input bitmap and edit the output curves. Adobe Illustrator has a facility to trace individual curves. Automated programs can have mixed results. A program (PowerTRACE) was used to convert a PNG map to SVG. The program did a good job on the map boundaries (the most tedious task in the tracing) and the settings dropped out all the text (small objects). The text was manually re-inserted. Other conversions may not go as well. The results depend on having high-quality scans, reasonable settings, and good algorithms. Scanned images often have a lot of noise, which can require additional work to clean up. == Options == There are many different image styles and possibilities, and no single vectorization method works well on all images. Consequently, vectorization programs have many options that influence the result. One issue is what the predominant shapes are. If the image is of a fill-in form, then it will probably have just vertical and horizontal lines of a constant width. The program's vectorization should take that into account. On the other hand, a CAD drawing may have lines at any angle, there may be curved lines, and there may be several line weights (thick for objects and thin for dimension lines). Instead of (or in addition to) curves, the image may contain outlines filled with the same color. Adobe Streamline allows users to select a combination of line recognition (horizontal and vertical lines), centerline recognition, or outline recognition. Streamline also allows small outline shapes to be thrown out; the notion is such small shapes are noise. The user may set the noise level between 0 and 1000; an outline that has fewer pixels than that setting is discarded. Another issue is the number of colors in the image. Even images that were created as black on white drawings may end up with many shades of gray. Some line-drawing routines employ anti-aliasing; a pixel completely covered by the line will be black, but a pixel that is only partially covered will be gray. If the original image is on paper and is scanned, there is a similar result: edge pixels will be gray. Sometimes images are compressed (e.g., JPEG images), and the compression will introduce gray levels. Many of the vectorization programs will group same-color pixels into lines, curves, or outlined shapes. If each possible color is grouped into its object, there can be an enormous number of objects. Instead, the user is asked to s

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  • Cryptosystem

    Cryptosystem

    In cryptography, a cryptosystem is a suite of cryptographic algorithms needed to implement a particular security service, such as confidentiality (encryption). Typically, a cryptosystem consists of three algorithms: one for key generation, one for encryption, and one for decryption. The term cipher (sometimes cypher) is often used to refer to a pair of algorithms, one for encryption and one for decryption. Therefore, the term cryptosystem is most often used when the key generation algorithm is important. For this reason, the term cryptosystem is commonly used to refer to public key techniques; however both "cipher" and "cryptosystem" are used for symmetric key techniques. == Formal definition == Mathematically, a cryptosystem or encryption scheme can be defined as a tuple ( P , C , K , E , D ) {\displaystyle ({\mathcal {P}},{\mathcal {C}},{\mathcal {K}},{\mathcal {E}},{\mathcal {D}})} with the following properties. P {\displaystyle {\mathcal {P}}} is a set called the "plaintext space". Its elements are called plaintexts. C {\displaystyle {\mathcal {C}}} is a set called the "ciphertext space". Its elements are called ciphertexts. K {\displaystyle {\mathcal {K}}} is a set called the "key space". Its elements are called keys. E = { E k : k ∈ K } {\displaystyle {\mathcal {E}}=\{E_{k}:k\in {\mathcal {K}}\}} is a set of functions E k : P → C {\displaystyle E_{k}:{\mathcal {P}}\rightarrow {\mathcal {C}}} . Its elements are called "encryption functions". D = { D k : k ∈ K } {\displaystyle {\mathcal {D}}=\{D_{k}:k\in {\mathcal {K}}\}} is a set of functions D k : C → P {\displaystyle D_{k}:{\mathcal {C}}\rightarrow {\mathcal {P}}} . Its elements are called "decryption functions". For each e ∈ K {\displaystyle e\in {\mathcal {K}}} , there is d ∈ K {\displaystyle d\in {\mathcal {K}}} such that D d ( E e ( p ) ) = p {\displaystyle D_{d}(E_{e}(p))=p} for all p ∈ P {\displaystyle p\in {\mathcal {P}}} . Note; typically this definition is modified in order to distinguish an encryption scheme as being either a symmetric-key or public-key type of cryptosystem. == Examples == A classical example of a cryptosystem is the Caesar cipher. A more contemporary example is the RSA cryptosystem. Another example of a cryptosystem is the Advanced Encryption Standard (AES). AES is a widely used symmetric encryption algorithm that has become the standard for securing data in various applications. Paillier cryptosystem is another example used to preserve and maintain privacy and sensitive information. It is featured in electronic voting, electronic lotteries and electronic auctions.

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  • Social commerce

    Social commerce

    Social commerce is a subset of electronic commerce that involves social media and online media that supports social interaction, and user contributions to assist online buying and selling of products and services. More succinctly, social commerce is the use of social network(s), and user-generated content in the context of e-commerce transactions. The term social commerce was introduced by Yahoo! in November 2005 which describes a set of online collaborative shopping tools such as shared pick lists, user ratings and other user-generated content of online product information and advice. The concept of social commerce was developed by David Beisel to denote user-generated advertorial content on e-commerce sites, and by Steve Rubel to include collaborative e-commerce tools that enable shoppers "to get advice from trusted individuals, find goods and services and then purchase them". The social networks that spread this advice have been found to increase the customer's trust in one retailer over another. Social commerce may assist companies in achieving the following purposes: Firstly, social commerce helps companies engage customers with their brands according to the customers' social behaviors. Secondly, it provides an incentive for customers to return to their website. Thirdly, it provides customers with a platform to talk about their brand on their website. Fourthly, it provides all the information customers need to research, compare, and ultimately choose you over your competitor, thus purchasing from you and not others. In these days, the range of social commerce has been expanded to include social media tools and content used in the context of e-commerce, especially in the fashion industry. Examples of social commerce include customer ratings and reviews, user recommendations and referrals, social shopping tools (sharing the act of shopping online), forums and communities, social media optimization, social applications and social advertising. Technologies such as augmented reality have also been integrated with social commerce, allowing shoppers to visualize apparel items on themselves and solicit feedback through social media tools. Some academics have sought to distinguish "social commerce" from "social shopping", with the former being referred to as collaborative networks of online vendors; the latter, the collaborative activity of online shoppers. == Timeline == 2005: The term "social commerce" was first introduced on Yahoo! in 2005. 2021: The Global Web Index associated one's use of social media to his/her eagerness to buy. Social media with its entertaining and inspirational content can increase a product's profitability. This explains why Instagram expanded its Checkout feature to similar content like IG Stories, IGTV, and Reels. == Elements == The attraction and effectiveness of Social Commerce can be understood in terms of Robert Cialdini's Principles of InfluenceInfluence: Science and Practice": Reciprocity – When a company gives a person something for free, that person will feel the need to return the favor, whether by buying again or giving good recommendations for the company. Community – When people find an individual or a group that shares the same values, likes, beliefs, etc., they find community. People are more committed to a community that they feel accepted within. When this commitment happens, they tend to follow the same trends as a group and when one member introduces a new idea or product, it is accepted more readily based on the previous trust that has been established. It would be beneficial for companies to develop partnerships with social media sites to engage social communities with their products. Social proof – To receive positive feedback, a company needs to be willing to accept social feedback and to show proof that other people are buying, and like, the same things that I like. This can be seen in a lot of online companies such as eBay and Amazon, that allow public feedback of products and when a purchase is made, they immediately generate a list showing purchases that other people have made in relation to my recent purchase. It is beneficial to encourage open recommendation and feedback. This creates trust for you as a seller. 55% of buyers turn to social media when they're looking for information. Authority – Many people need proof that a product is of good quality. This proof can be based on the recommendations of others who have bought the same product. If there are many user reviews about a product, then a consumer will be more willing to trust their own decision to buy this item. Liking – People trust based on the recommendations of others. If there are a lot of "likes" of a particular product, then the consumer will feel more confident and justified in making this purchase. Scarcity – As part of supply and demand, a greater value is assigned to products that are regarded as either being in high demand or are seen as being in a shortage. Therefore, if a person is convinced that they are purchasing something that is unique, special, or not easy to acquire, they will have more of a willingness to make a purchase. If there is trust established from the seller, they will want to buy these items immediately. This can be seen in the cases of Zara and Apple Inc. who create demand for their products by convincing the public that there is a possibility of missing out on being able to purchase them. == Types == === Onsite === Onsite social commerce refers to retailers including social sharing and other social functionality on their website. Some notable examples include Zazzle which enables users to share their purchases, Macy's which allows users to create a poll to find the right product, and Fab.com which shows a live feed of what other shoppers are buying. Onsite user reviews are also considered a part of social commerce. This approach has been successful in improving customer engagement, conversion and word-of-mouth branding according to several industry sources. === Offsite === Offsite social commerce includes activities that happen outside of the retailers' website. This may include posting products on social networks such as Facebook, X, and TikTok. It may also include advertising on shopping forums such as SlickDeals, Red Flag Deals, and LatestDeals.co.uk. == Measurements == Social commerce can be measured by any of the principle ways to measure social media. Return on Investment: measures the effect or action of social media on sales. Reputation: indices measure the influence of social media investment in terms of changes to online reputation – made up of the volume and valence of social media mentions. Reach: metrics use traditional media advertising metrics to measure the exposure rates and levels of an audience with social media. == Business applications == This category is based on individuals' shopping, selling, recommending behaviors. Social network-driven sales (Soldsie) – Facebook commerce and Twitter commerce belong to this part. Sales take place on established social network sites. Peer-to-peer sales platforms (eBay, Etsy, Amazon) – In these websites, users can directly communicate and sell products to other users. Group buying (Groupon, LivingSocial) – Users can buy products or services at a lower price when enough users agree to make this purchase. Peer recommendations and reviews (Amazon, Yelp, Bazaarvoice) – Users can see recommendations and reviews from other users. User-curated shopping (The Fancy, Lyst) – Users create and share lists of products and services for others to shop from. Participatory commerce (Betabrand, Threadless, Kickstarter) – Users can get involved in the production process. Social shopping (Squadded) – Allowing e-commerce to provide their users live chat sessions and shared shopping lists so they can communicate with their friends or other shoppers for advice. == Business examples == Here are some notable business examples of Social Commerce: Betabrand: an online brand using participatory design to release new, community-created ideas every week. Cafepress: an online retailer of stock and user-customized on demand products. Etsy: an e-commerce website focused on handmade or vintage items and supplies, as well as unique factory-manufactured items under Etsy's new guidelines. Eventbrite: an online ticketing service that allows event organizers to plan, set up ticket sales and promote events (event management) and publish them across Facebook, Twitter and other social-networking tools directly from the site's interface. Groupon: a deal-of-the-day website that features discounted gift certificates usable at local or national companies. Houzz: a web site and online community about architecture, interior design and decorating, landscape design and home improvement. LivingSocial: an online marketplace that allows clients to buy and share things to do in their city. Lockerz: an international social commerce website based in Seattle, Washington. OpenSky: is a r

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  • Perfectly Imperfect (platform)

    Perfectly Imperfect (platform)

    Perfectly Imperfect is an online newsletter and social media platform. It was initially founded in 2020 as a biweekly email newsletter that focused on recommendations. In January 2024, Perfectly Imperfect launched PI.FYI, a social media platform. The platform is based around sharing recommendations. Its main feed is presented in reverse chronological order and is not algorithmically curated. == History == Perfectly Imperfect was started during the COVID-19 pandemic by Tyler Bainbridge, alongside college friends Alex Cushing and Serey Morm, whom he met at UMass Lowell; Morm later departed. Motivated by a dissatisfaction with algorithm-driven recommendation culture, they launched on Substack in September 2020. Its early newsletter format, PI, published brief recommendation lists and personal notes from contributors. Contributors have included a mix of underground artists and more established creative figures, such as Charli XCX, Chloe Cherry, Chloe Wise, and Meetka Otto. In October 2024, PI announced it was leaving Substack to launch its own site. == Overview == The current platform, PI.FYI, features both editorial content (guest columns, long-form essays, staff picks) and user-generated recommendations. The platform also supports "Ask" posts, where users can solicit recommendations from the community, and allows commenting, liking, and profile customization. In August 2025, it launched an events feature. In 2022, Perfectly Imperfect hosted their first offline event at Baby's All Right in Brooklyn, with a performance by The Dare. They have since expanded their event promotion/sponsorship to markets such as Los Angeles, San Francisco, and even Auckland.

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  • Speech segmentation

    Speech segmentation

    Speech segmentation is the process of identifying the boundaries between words, syllables, or phonemes in spoken natural languages. The term applies both to the mental processes used by humans, and to artificial processes of natural language processing. In the field of automatic pronunciation assessment, the process of segmenting an utterance against expected word(s) is called forced alignment. Speech segmentation is a subfield of general speech perception and an important subproblem of the technologically focused field of speech recognition, and cannot be adequately solved in isolation. As in most natural language processing problems, one must take into account context, grammar, and semantics, and even so the result is often a probabilistic division (statistically based on likelihood) rather than a categorical one. Though it seems that coarticulation—a phenomenon which may happen between adjacent words just as easily as within a single word—presents the main challenge in speech segmentation across languages, some other problems and strategies employed in solving those problems can be seen in the following sections. This problem overlaps to some extent with the problem of text segmentation that occurs in some languages which are traditionally written without inter-word spaces, like Chinese and Japanese, compared to writing systems which indicate speech segmentation between words by a word divider, such as the space. However, even for those languages, text segmentation is often much easier than speech segmentation, because the written language usually has little interference between adjacent words, and often contains additional clues not present in speech (such as the use of Chinese characters for word stems in Japanese). == Lexical recognition == In natural languages, the meaning of a complex spoken sentence can be understood by decomposing it into smaller lexical segments (roughly, the words of the language), associating a meaning to each segment, and combining those meanings according to the grammar rules of the language. Though lexical recognition is not thought to be used by infants in their first year, due to their highly limited vocabularies, it is one of the major processes involved in speech segmentation for adults. Three main models of lexical recognition exist in current research: first, whole-word access, which argues that words have a whole-word representation in the lexicon; second, decomposition, which argues that morphologically complex words are broken down into their morphemes (roots, stems, inflections, etc.) and then interpreted and; third, the view that whole-word and decomposition models are both used, but that the whole-word model provides some computational advantages and is therefore dominant in lexical recognition. To give an example, in a whole-word model, the word "cats" might be stored and searched for by letter, first "c", then "ca", "cat", and finally "cats". The same word, in a decompositional model, would likely be stored under the root word "cat" and could be searched for after removing the "s" suffix. "Falling", similarly, would be stored as "fall" and suffixed with the "ing" inflection. Though proponents of the decompositional model recognize that a morpheme-by-morpheme analysis may require significantly more computation, they argue that the unpacking of morphological information is necessary for other processes (such as syntactic structure) which may occur parallel to lexical searches. As a whole, research into systems of human lexical recognition is limited due to little experimental evidence that fully discriminates between the three main models. In any case, lexical recognition likely contributes significantly to speech segmentation through the contextual clues it provides, given that it is a heavily probabilistic system—based on the statistical likelihood of certain words or constituents occurring together. For example, one can imagine a situation where a person might say "I bought my dog at a ____ shop" and the missing word's vowel is pronounced as in "net", "sweat", or "pet". While the probability of "netshop" is extremely low, since "netshop" isn't currently a compound or phrase in English, and "sweatshop" also seems contextually improbable, "pet shop" is a good fit because it is a common phrase and is also related to the word "dog". Moreover, an utterance can have different meanings depending on how it is split into words. A popular example, often quoted in the field, is the phrase "How to wreck a nice beach", which sounds very similar to "How to recognize speech". As this example shows, proper lexical segmentation depends on context and semantics which draws on the whole of human knowledge and experience, and would thus require advanced pattern recognition and artificial intelligence technologies to be implemented on a computer. Lexical recognition is of particular value in the field of computer speech recognition, since the ability to build and search a network of semantically connected ideas would greatly increase the effectiveness of speech-recognition software. Statistical models can be used to segment and align recorded speech to words or phones. Applications include automatic lip-synch timing for cartoon animation, follow-the-bouncing-ball video sub-titling, and linguistic research. Automatic segmentation and alignment software is commercially available. == Phonotactic cues == For most spoken languages, the boundaries between lexical units are difficult to identify; phonotactics are one answer to this issue. One might expect that the inter-word spaces used by many written languages like English or Spanish would correspond to pauses in their spoken version, but that is true only in very slow speech, when the speaker deliberately inserts those pauses. In normal speech, one typically finds many consecutive words being said with no pauses between them, and often the final sounds of one word blend smoothly or fuse with the initial sounds of the next word. The notion that speech is produced like writing, as a sequence of distinct vowels and consonants, may be a relic of alphabetic heritage for some language communities. In fact, the way vowels are produced depends on the surrounding consonants just as consonants are affected by surrounding vowels; this is called coarticulation. For example, in the word "kit", the [k] is farther forward than when we say 'caught'. But also, the vowel in "kick" is phonetically different from the vowel in "kit", though we normally do not hear this. In addition, there are language-specific changes which occur in casual speech which makes it quite different from spelling. For example, in English, the phrase "hit you" could often be more appropriately spelled "hitcha". From a decompositional perspective, in many cases, phonotactics play a part in letting speakers know where to draw word boundaries. In English, the word "strawberry" is perceived by speakers as consisting (phonetically) of two parts: "straw" and "berry". Other interpretations such as "stra" and "wberry" are inhibited by English phonotactics, which does not allow the cluster "wb" word-initially. Other such examples are "day/dream" and "mile/stone" which are unlikely to be interpreted as "da/ydream" or "mil/estone" due to the phonotactic probability or improbability of certain clusters. The sentence "Five women left", which could be phonetically transcribed as [faɪvwɪmɘnlɛft], is marked since neither /vw/ in /faɪvwɪmɘn/ nor /nl/ in /wɪmɘnlɛft/ are allowed as syllable onsets or codas in English phonotactics. These phonotactic cues often allow speakers to easily distinguish the boundaries in words. Vowel harmony in languages like Finnish can also serve to provide phonotactic cues. While the system does not allow front vowels and back vowels to exist together within one morpheme, compounds allow two morphemes to maintain their own vowel harmony while coexisting in a word. Therefore, in compounds such as "selkä/ongelma" ('back problem') where vowel harmony is distinct between two constituents in a compound, the boundary will be wherever the switch in harmony takes place—between the "ä" and the "ö" in this case. Still, there are instances where phonotactics may not aid in segmentation. Words with unclear clusters or uncontrasted vowel harmony as in "opinto/uudistus" ('student reform') do not offer phonotactic clues as to how they are segmented. From the perspective of the whole-word model, however, these words are thought be stored as full words, so the constituent parts would not necessarily be relevant to lexical recognition. == In infants and non-natives == Infants are one major focus of research in speech segmentation. Since infants have not yet acquired a lexicon capable of providing extensive contextual clues or probability-based word searches within their first year, as mentioned above, they must often rely primarily upon phonotactic and rhythmic cues (with prosody being the dominant cue), all

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  • Cognos ReportNet

    Cognos ReportNet

    Cognos ReportNet (CRN) was a web-based software product for creating and managing ad hoc and custom-made reports. ReportNet was developed by the Ottawa-based company Cognos (formerly Cognos Incorporated), an IBM company. The web-based reporting tool was launched in September 2003. Since IBM's acquisition of Cognos, ReportNet has been renamed IBM Cognos ReportNet like all other Cognos products. ReportNet uses web services standards such as XML and Simple Object Access Protocol and also supports dynamic HTML and Java. ReportNet is compatible with multiple databases including Oracle, SAP, Teradata, Microsoft SQL server, DB2 and Sybase. The product provides interface in over 10 languages, has Web Services architecture to meet the needs of multi-national, diversified enterprises and helps reduce total cost of ownership. Multiple versions of Cognos ReportNet have since been released by the company. Cognos ReportNet was awarded the Software and Information Industry Association (SIIA) 2005 Codie awards for the "Best Business Intelligence or Knowledge Management Solution" category. CRN's capabilities have been further used in IBM Cognos 8 BI (2005), the latest reporting tool. CRN comes with its own software development kit (SDK). == Launch == Early adopters of Cognos ReportNet for their corporate reporting needs included Bear Stearns, BMW and Alfred Publishing. Around this same time of launch, Cognos competitor Business Objects released version 6.1 of its enterprise reporting tool. Cognos ReportNet has been successful since its launch, raising revenues in 2004 from licensing fees. == Controversy == Cognos rival Business Objects announced in 2005 that BusinessObjects XI significantly outperformed Cognos ReportNet in benchmark tests conducted by VeriTest, an independent software testing firm. The tests performed showed Cognos ReportNet performed poorly when processing styled reports, complex business reports and combination of both. The tests reported a massive 21 times higher report throughput for BusinessObjects XI than Cognos ReportNet at capacity loads. Cognos soon dismissed the claims by stating Business Objects dictated the environment and testing criteria and Cognos did not provide the software to participate in benchmark test. Cognos later performed their own test to demonstrate Cognos ReportNet capabilities. == Components == Cognos Report Studio – A Web-based product for creating complex professional looking reports. Cognos Query Studio - A Web-based product for creating ad-hoc reports. Cognos Framework Manager – A metadata modeling tool to create BI metadata for reporting and dashboard applications. Cognos Connection – Main portal used to access reports, schedule reports and perform administrator activities. == Versions == Cognos ReportNet 1.1 – Java EE-style professional web-based authoring tool. (base version) Cognos ReportNet IBM Special Edition – comes with an embedded version of IBM WebSphere as its application server and IBM DB2 as its data store. Cognos Linux – for Intel-based Linux platforms.

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  • Social media use in education

    Social media use in education

    Social media in education is the use of social media to enhance education. Social media are "a group of Internet-based applications...that allow the creation and exchange of user-generated content". It is also known as the read/write web. As time went on and technology evolved, social media has been an integral part of people's lives, including students, scholars, and teachers. However, social media are controversial because, in addition to providing new means of connection, critics claim that they damage self-esteem, shorten attention spans, and increase mental health issues. A 2016 dissertation presented surveys that focused on the impact of social media. It reported that 54.6% of students believed that social media affected their studies positively (38% agree, 16.6% strongly agree). About 40% disagreed, and 4.7% of students strongly disagreed. 53% of female students reported that social media negatively impacted their studies. Among male students, 40% agreed that social media had a negative impact on studies, while 59% disagreed. A 2023 article dives deep into the rewards system of the brain in response to social media. This study compares the social rewards system in our brain to those from social media. From ages 10-12, most are receiving a cell phone, social rewards in the brain start to feel more satisfying. Leading to adulthood, the effects of social rewards are less likely to feel reliant on feedback from peers. Equivalent to a more mature prefrontal cortex, this enables a better management of their emotional reaction to these social rewards, meaning a more balanced and controlled reaction. == History == A survey from Cambridge International of nearly 20,000 teachers and students (ages 12–19) from 100 countries found that 48% of students use a desktop computer in class, 42% uses phones, 33% use interactive whiteboards and 20% use tablets. Desktop computers are more used than tablets. Teachers were abandoning the "no phones at school" rule. A 2024 research survey through Common Sense Education reported 54% of age 8-12 and 69% of ages 13-18 social media is an extensive distraction from homework. === United States === The long-running technology boom accelerated after the millennium. As of 2018, 95% of US teenage students had access to a smartphone and 45% said they were online almost constantly. In the early days of social media, access to technology was a significant issue as many students did not own not compatible devices and school budgets were often insufficient to purchase devices for student use. Despite backlash, Missouri passed a law that prohibited teachers from communicating privately with students over social media in 2011. Supporters were concerned that online communication between underage students and faculty could lead to inappropriate relationships. Some schools adopted a "Bring Your Own Device" (BYOD) policy, allowing students to bring Internet-accessing devices, such as phones or tablets to class. During the pandemic, the federal government offered funds that allowed more schools to purchase devices. Over time, more students acquired phones with social media access. Personal devices increased student satisfaction, but reduced teachers' ability to control device use in their classrooms. A 2018 Pew Research study reported that 95% of teenagers had a phone and used social media consistently. === Canada === The Peel District School Board (PDSB) in Ontario accepted the use of social media in the classroom. In 2013, the PDSB introduced BYOD and unblocked many social media sites. That was later replaced by a policy that dealt specifically with social media. == Uses == === Classroom === In the classroom, social media offers a way to systematically distribute and gather information from students. Teachers can supply documents, and audio/video media to students for immediate or later use. One study on higher education reported that devices and social media: created opportunities for interaction provided occasions for collaboration sped up information access offered more ways to learn situated learning. Frustrations included anti-technology instructors, device challenges, and devices as a distraction. Social media in classrooms can have a negative effect. A Yale University publication reported that students who used laptops in class for non-academic reasons had poorer performance. Students spent most of their time on social media, shopping, and other personal activities. Social media has helped many educators mentor their students more effectively. === Outside of class === Social media offer a venue for video calls, stories, feeds, and game playing that can enhance the learning process. Teachers can utilize social media to communicate with their students. Social media can provide students with resources that they can utilize in essays, projects, and presentations. Students can easily access comments made by teachers and peers and offer feedback to teachers. Social media can offer students the opportunity to collaborate by sharing information without requiring face to face meetings. Social media can allow students to more easily connect with experts, to go beyond course materials. Instructors in a 2010 study reported that online technologies (social media) can help students become comfortable having discussions outside the classroom better than traditional means. Teachers may face some risk when using social media outside the classroom, without appropriate work rules. Studies explores how college students' engagement with social media platforms influences their communication preferences and habits, particularly in relation to using school email for academic purposes. === Professional development === Social media can aid professional development, as teachers become students, enhancing knowledge transfer, skill master, and collaboration. === Non-academic uses === Schools can use social media to make public announcements. Teachers and administrators can communicate other important information to parents and students and to receive feedback from them. Families can keep up with school events and policies. === Ecology education === The potential of using social media in ecological, nature and forest education include: virtual nature groups can help promote good habits in forest tourism and recreation (nature ethics), by entering general rules in the regulations by administrators, e.g. "DO NOT PICK UP PLANTS UNKNOWN TO US", which is to protects rare species from pointless picking. social media activity motivates people to learn about nature in the field, allows them to gain knowledge, dispels popular myths, enables contact with scientists and practitioners, promotes valuable literature, websites, and at the same time reveals distortions and substantive errors in popular news services. contact is not only virtual. Despite financial barriers and distance, Internet users organize nature conventions. Such meetings are an opportunity not only to make friends, but also to learn about nature together and have fun. the possibility of contact between scientists and nature lovers via Facebook has become a source of cooperation in species inventory, e.g. the online campaign of the NATRIX Herpetological Society, which consists not only of collecting reports of observations of the smooth snake by Internet users, but also of drawing attention to the biology and threats to this species. Social media has become a place where ecology education quickly reaches people of different ages and social statuses. The nature groups that have been created, in which nature lovers, biologists, foresters and scientists participate, can have a real impact on the state of knowledge and data collection through citizen science. == Apps and services == Social media can allow students to participate in their field by working with organizations outside the classroom. By offering easier access to peers outside the classroom, students can broaden their perspectives and find support resources. Social media aided learning outside of the classroom through collaboration and innovation. One specific study, "Exploring education-related use of social media," called this "audience connectors". Audience connectors bring students together while studying with WhatsApp and Facebook. This study reported that "60 percent [of students in the study] agreed that technology changes education for the better." While social media can promote a beneficial education platform, downsides exist. Students may become skilled at "lifting material from the internet" rather than enhancing their personal understanding. Another downside is student attention spans decline. A concern raised by the students of this study showed how many use spell-check as a crutch and will see a trend of points taken off when spell-check is not an option. Apps like X allowed teachers to make classroom accounts where students can learn about social media in a controlled context. Teachers can post assignments on th

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