AI Essay Stock Market

AI Essay Stock Market — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • NetOwl

    NetOwl

    NetOwl is a suite of multilingual text and identity analytics products that analyze big data in the form of text data – reports, web, social media, etc. – as well as structured entity data about people, organizations, places, and things. NetOwl utilizes artificial intelligence (AI)-based approaches, including natural language processing (NLP), machine learning (ML), and computational linguistics, to extract entities, relationships, and events; to perform sentiment analysis; to assign latitude/longitude to geographical references in text; to translate names written in foreign languages; and to perform name matching and identity resolution. NetOwl's uses include semantic search and discovery, geospatial analysis, intelligence analysis, content enrichment, compliance monitoring, cyber threat monitoring, risk management, and bioinformatics. == History == The first NetOwl product was NetOwl Extractor, which was initially released in 1996. Since then, Extractor has added many new capabilities, including relationship and event extraction, categorization, name translation, geotagging, and sentiment analysis, as well as entity extraction in other languages. Other products were added later to the NetOwl suite, namely TextMiner, NameMatcher, and EntityMatcher. NetOwl has participated in several 3rd party-sponsored text and entity analytics software benchmarking events. NetOwl Extractor was the top-scoring named entity extraction system at the DARPA-sponsored Message Understanding Conference MUC-6 and the top-scoring link and event extraction system in MUC-7. It was also the top-scoring system at several of the NIST-sponsored Automatic Content Extraction (ACE) evaluation tasks. NetOwl NameMatcher was the top-scoring system at the MITRE Challenge for Multicultural Person Name Matching. == Products == The NetOwl suite includes, among others, the following text and entity analytics products: === Text Analytics === NetOwl Extractor performs entity extraction from unstructured texts using natural language processing (NLP), machine learning (ML), and computational linguistics. Extractor also performs semantic relationship and event extraction as well as geotagging of text. It is used for a variety of data sources including both traditional sources (e.g., news, reports, web pages, email) and social media (e.g., Twitter, Facebook, chats, blogs). It runs on a variety of Big Data analytics platforms, including Apache Hadoop and LexisNexis’s High-Performance Computer Cluster (HPCC) technology. It has been integrated with a number of 3rd party analytical tools such as Esri ArcGIS and Google Earth/Maps. === Identity Analytics === NetOwl NameMatcher and EntityMatcher perform name matching and identity resolution for large multicultural and multilingual entity databases using machine learning (ML) and computational linguistics approaches. They are used for applications such as anti–money laundering (AML), watch lists, regulatory compliance, fraud detection, etc.

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  • Anti-social Media Bill (Nigeria)

    Anti-social Media Bill (Nigeria)

    Anti-social Media Bill was introduced by the Senate of the Federal Republic of Nigeria on 5 November 2019 to criminalise the use of the social media in peddling false or malicious information. The original title of the bill is Protection from Internet Falsehood and Manipulations Bill 2019. It was sponsored by Senator Mohammed Sani Musa from the largely conservative northern Nigeria. After the bill passed second reading on the floor of the Nigeria Senate and its details were made public, information emerged on the social media accusing the sponsor of the bill of plagiarising a similar law in Singapore which is at the bottom of global ranking in the freedom of speech and of the press. But the senator denied that he plagiarised Singaporean law. == Opposition to the bill == Angry reactions trailed the introduction of the bill, and a number of civil society organisations, human rights activists, and Nigerian citizens unanimously opposed the bill. International rights group, Amnesty International and Human Rights Watch condemned the proposed legislation saying it is aimed at gagging freedom of speech which is a universal right in a country of over two hundred million people. Opposition political parties are very critical of the bill and accused the government of attempting to strip bare, Nigerian citizens of their rights to free speech and destroying same social media on whose power and influence the ruling All Progressives Congress, APC came to power in 2015. Nigeria Information Minister, Lai Mohammed has been at the center of public criticism because he is suspected to be the brain behind the proposed act. Lai was a former spokesman of then opposition All Progressives Congress. A "Stop the Social Media Bill! You can no longer take our rights from us" online petition campaign to force the Nigeria parliament to drop the bill received over 90,000 signatures within 24 hours. In November 2019, after the bill passed second reading in the senate, Akon Eyakenyi, a senator from Akwa Ibom State publicly said he would resist the bill. === Support for the bill === Those who support the proposed act especially Senators have often argued that the law would help curtail hate speech. President Muhammad Buhari who is seen as a beneficiary of the influence and power of the social media and free speech has been mute about it. But the president's senior aides and family members have publicly spoken in support of the bill. In November 2019, the wife of the president, Aisha Buhari, told a gathering at the Nigeria's National Mosque in the capital, Abuja that if China with over one billion people could regulate the social media, Nigeria should do same. But Nigerians reacted saying Nigeria is not a one-party communist state like China. Days later, a daughter to the president, Zahra Indimi told a gathering of young people in Abuja that social media had become a potent weapon for bullying those they thought were doing better than them in terms of social class and called for a critical regulation. == Key provisions of the bill == === Title === Protection from Internet Falsehoods, Manipulations and Other Related Matters Bill 2019. === Explanatory memorandum === This Act is to prevent Falsehoods and Manipulations in Internet transmission and correspondences in Nigeria. To suppress falsehoods and manipulations and counter the effects of such communications and transmissions and to sanction offenders with a view to encouraging and enhancing transparency by Social Media Platforms using the internet correspondences. === Objectives === One objective of the bill is to prevent the transmission of false statements or declaration of facts in Nigeria. Another objective of the bill is to end the financing of online mediums that transmit false statements. Measures will be taken to detect and control inauthentic behaviour and misuse of online accounts (parody accounts). When paid content is posted towards a political end, there will be measures to ensure the poster discloses such information. There will be sanction for offenders. === Transmission of false statement === According to the bill, a person must not: Transmit a statement that is false or, Transmit a statement that might: i. Affect the security or any part of Nigeria. ii. Affect public health, public safety or public finance. iii. Affect Nigeria's relationship with other countries. iv. influence the outcome of an election to any office in a general election. v. Cause enmity or hatred towards a person or group of persons. Anyone guilty of the above is liable to a fine of N300,000 or three years' imprisonment or both (for individual); and a fine not exceeding ten million naira (for corporate organisations). Same punishment applies for fake online accounts that transmit statements listed above. === Parody accounts === The bill says a person shall not open an account to transmit false statement. Anyone found guilty will be fined N200,000 or three years' imprisonment or both (for an individual) or five million naira (for corporate organisations). If such accounts transmit a statement that will affect security or influence the outcome of an election, such a person will be fined N300,000 or three years' imprisonment or both. If a person receives payment or reward to help another to transmit false statements knowingly, he/she is liable to a fine of N150,000 or three years' imprisonment or both. If a person receives payment or reward to help another to transmit a statement affects security or influence the outcome of an election, the fine is N300,000 or three years' imprisonment or both (for individual) and ten million naira for organisations. === Declaration === According to the bill, a law enforcement department can issue a "declaration" to offenders. And this declaration will be issued even if the "false statement" has been corrected or pulled down. The offender will be required to publish a "correction notice" in a specified newspaper, online location or other printed publication of Nigeria. Failure to comply, a person is liable to N200,000 or 12 months' imprisonment or both (for individual) and five million naira for organisations. === Access blocking order === The bill says the law enforcement department will also issue an access blocking order to offenders. The law enforcement department may direct the NCC to order the internet access service provider to disable access by users in Nigeria to the online location and the NCC must give the internet access service provider an access blocking order. An internet access service provider that does not comply with any access blocking order is liable on conviction to a fine not exceeding ten million naira for each day during any part of which that order is not fully complied with, up to a total of five million naira.

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  • Vue.js

    Vue.js

    Vue.js (commonly referred to as Vue; pronounced "view") is an open-source model–view–viewmodel front end JavaScript framework for building user interfaces and single-page applications. It was created by Evan You and is maintained by him and the rest of the active core team members. == Overview == Vue.js features an incrementally adaptable architecture that focuses on declarative rendering and component composition. The core library is focused on the view layer only. Advanced features required for complex applications such as routing, state management and build tooling are offered via officially maintained supporting libraries and packages. Vue.js allows for extending HTML with HTML attributes called directives. The directives offer functionality to HTML applications, and come as either built-in or user defined directives. == History == Vue was created by Evan You after working for Google using AngularJS in several projects. He later summed up his thought process: "I figured, what if I could just extract the part that I really liked about Angular and build something really lightweight." The first source code commit to the project was dated July 2013, at which time it was originally named "Seed". Vue was first publicly announced the following February, in 2014. Version names are often derived from manga and anime series, with the first letters arranged in alphabetical order. === Versions === When a new major is released i.e. v3.y.z, the last minor i.e. 2.x.y will become a LTS release for 18 months (bug fixes and security patches) and for the following 18 months will be in maintenance mode (security patches only). Vue 3 was officially released in September 2020. According to the State of Vue.js Report 2025, 96% of surveyed developers reported having used Vue 3.x. However, 35% also indicated that they used Vue 2.7.x in the past year, reflecting continued reliance on Vue 2 despite its end of support. The report also noted that more than a quarter of respondents encountered challenges when migrating from Vue 2 to Vue 3. === State management evolution === 2015 - Vuex introduced as official state management solution 2021 - Pinia development begins as Vuex 5 experiment 2022 - Pinia becomes officially recommended for new projects 2023 - Vue team announces Vuex maintenance mode transition According to the State of Vue.js Report 2025, the Vue's core team recommendation is reflected in developer adoption–over 80% of surveyed developers reported using Pinia while Vuex still had 38.4% usage, indicating ongoing reliance on the older library. == Features == === Components === Vue components extend basic HTML elements to encapsulate reusable code. At a high level, components are custom elements to which the Vue's compiler attaches behavior. In Vue, a component is essentially a Vue instance with pre-defined options. The code snippet below contains an example of a Vue component. The component presents a button and prints the number of times the button is clicked: === Templates === Vue uses an HTML-based template syntax that allows binding the rendered DOM to the underlying Vue instance's data. All Vue templates are valid HTML that can be parsed by specification-compliant browsers and HTML parsers. Vue compiles the templates into virtual DOM render functions. A virtual Document Object Model (or "DOM") allows Vue to render components in its memory before updating the browser. Combined with the reactivity system, Vue can calculate the minimal number of components to re-render and apply the minimal amount of DOM manipulations when the app state changes. Vue users can use template syntax or choose to directly write render functions using hyperscript either through function calls or JSX. Render functions allow applications to be built from software components. === Reactivity === Vue features a reactivity system that uses plain JavaScript objects and optimized re-rendering. Each component keeps track of its reactive dependencies during its render, so the system knows precisely when to re-render, and which components to re-render. === Transitions === Vue provides a variety of ways to apply transition effects when items are inserted, updated, or removed from the DOM. This includes tools to: Automatically apply classes for CSS transitions and animations Integrate third-party CSS animation libraries, such as Animate.css Use JavaScript to directly manipulate the DOM during transition hooks Integrate third-party JavaScript animation libraries, such as Velocity.js When an element wrapped in a transition component is inserted or removed, this is what happens: Vue will automatically sniff whether the target element has CSS transitions or animations applied. If it does, CSS transition classes will be added/removed at appropriate timings. If the transition component provided JavaScript hooks, these hooks will be called at appropriate timings. If no CSS transitions/animations are detected and no JavaScript hooks are provided, the DOM operations for insertion and/or removal will be executed immediately on next frame. === Routing === A traditional disadvantage of single-page applications (SPAs) is the inability to share links to the exact "sub" page within a specific web page. Because SPAs serve their users only one URL-based response from the server (it typically serves index.html or index.vue), bookmarking certain screens or sharing links to specific sections is normally difficult if not impossible. To solve this problem, many client-side routers delimit their dynamic URLs with a "hashbang" (#!), e.g. page.com/#!/. However, with HTML5 most modern browsers support routing without hashbangs. Vue provides an interface to change what is displayed on the page based on the current URL path – regardless of how it was changed (whether by emailed link, refresh, or in-page links). Additionally, using a front-end router allows for the intentional transition of the browser path when certain browser events (i.e. clicks) occur on buttons or links. Vue itself doesn't come with front-end hashed routing. But the open-source "vue-router" package provides an API to update the application's URL, supports the back button (navigating history), and email password resets or email verification links with authentication URL parameters. It supports mapping nested routes to nested components and offers fine-grained transition control. With Vue, developers are already composing applications with small building blocks building larger components. With vue-router added to the mix, components must merely be mapped to the routes they belong to, and parent/root routes must indicate where children should render. The code above: Sets a front-end route at websitename.com/user/. Which will render in the User component defined in (const User...) Allows the User component to pass in the particular id of the user which was typed into the URL using the $route object's params key: $route.params.id. This template (varying by the params passed into the router) will be rendered into inside the DOM's div#app. The finally generated HTML for someone typing in: websitename.com/user/1 will be: == Ecosystem == The core library comes with tools and libraries both developed by the core team and contributors. === Official tooling === Devtools – Browser devtools extension for debugging Vue.js applications Vite – Standard Tooling for rapid Vue.js development Vue Loader – a webpack loader that allows the writing of Vue components in a format called Single-File Components (SFCs) Vue.js Plugins Collection - Collection of almost 100 plugins and ecosystem libraries across various categories. === Official libraries === Vue Router – The official router, suitable for building SPAs Pinia – The official state management solution === Video courses === Vue School – Expert-led courses on Vue.js and its ecosystem. === State management libraries === Pinia – Official state management solution with modular architecture Vuex – Legacy state management library, now in maintenance mode VueUse – Collection of 200+ composition utilities including state management helpers === Community & Core Teams Resources === The State of Vue.js Report - A comprehensive publication about Vue.js created since 2017 by Monterail, Vue & Nuxt Official Partner. Each edition includes unique data from developer survey, key ecosystem trends and case studies. The latest 5th edition released in March 2025 was co-created with Evan You and Vue&Nuxt Core Teams. Although the Vue.js Ecosystem is generally very well-developed, developers point to some ecosystem gaps as one of the most important thing missing (as of March 2025 Developer Survey in the State of Vue.js Report 2025). 22% of respondents mentioned the lack of robust, official component libraries like MUI or Radix, and the need for better testing utilities. There was also demand for more modular, enterprise-ready solutions for dashboards, e-commerce, and animation libraries similar to Fr

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  • Technology company

    Technology company

    A technology company, or tech company, is a company that focuses primarily on the manufacturing, support, research and development of—most commonly computing, telecommunication and consumer electronics–based—technology-intensive products and services, which include businesses relating to digital electronics, software, optics, new energy, and Internet-related services such as cloud storage and e-commerce services. Big Tech refers to the 6 largest companies, both in the United States and globally, symbolized by the metonym 'Silicon Valley', where 4 of them are based. == Details == According to Fortune, as of 2020, the ten largest technology companies by revenue are: Apple Inc., Samsung, Foxconn, Alphabet Inc., Microsoft, Huawei, Dell Technologies, Hitachi, IBM, and Sony. Amazon has higher revenue than Apple, but is classified by Fortune in the retail sector. The most profitable listed in 2020 are Apple Inc., Microsoft, Alphabet Inc., Intel, Meta Platforms, Samsung, and Tencent. Apple Inc., Alphabet Inc. (owner of Google), Meta Platforms (owner of Facebook), Microsoft, and Amazon.com, Inc. are often referred to as the Big Five multinational technology companies based in the United States. These five technology companies dominate major functions, e-commerce channels, and information of the entire Internet ecosystem. As of 2017, the Big Five had a combined valuation of over $3.3 trillion and make up more than 40 percent of the value of the Nasdaq-100 index. Many large tech companies have a reputation for innovation, spending large sums of money annually on research and development. According to PwC's 2017 Global Innovation 1000 ranking, tech companies made up nine of the 20 most innovative companies in the world, with the top R&D spender (as measured by expenditure) being Amazon, followed by Alphabet Inc., and then Intel. As a result of numerous influential tech companies and tech startups opening offices in proximity to one another, a number of technology districts have developed in various areas across the globe. These include: Silicon Valley in the San Francisco Bay Area, Silicon Wadi in Israel, Silicon Docks in Dublin, Silicon Hills in Austin, Tech City in London; Digital Media City in Seoul, Zhongguancun in Beijing, Cyberjaya in Malaysia and Cyberabad in Hyderabad, India. As of 2026, Europe has six of the world's 100 most valuable tech companies, compared with 56 in the United States and 16 in China.

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  • RFinder

    RFinder

    RFinder ("repeater finder") is a subscription-based website and mobile app. RFinder's main service is the World Wide Repeater Directory (WWRD), which is a directory of amateur radio repeaters. RFinder is the official repeater directory of several amateur radio associations. RFinder has listings for several amateur radio modes, including FM, D-STAR, DMR, and ATV. == World Wide Repeater Directory == Repeaters are listed in the directory along with its call sign, Maidenhead Locator System and GPS coordinates, transmit/receive offset ("split"), CTCSS and DCS squelch settings, and VoIP settings (IRLP and Echolink nodes). The directory has over 50,000 repeater listings in over 170 countries. === Website === The RFinder website has several search options including for routes. === Forums === RFinder user forums is for help and support for the app and hardware. === Mobile app === RFinder has mobile apps for Android and iOS. When using the mobile app, RFinder can display the distance to repeaters, based on the mobile device's current location. === ARRL Repeater Directory === The ARRL publishes the ARRL Repeater Directory which contains over 31,000 repeater listings for the US and Canada with listings provided by RFinder. == Subscription == RFinder requires a subscription. A one-year subscription is US$12.99. == Radio programming software == Some radio programming software applications can query RFinder and download repeater listing to program radios. Compatible software includes: CHIRP RT Systems == Radio associations == RFinder is the official repeater directory of the following associations: Amateur Radio Society Italy American Radio Relay League Cayman Amateur Radio Society Deutscher Amateur Radio Club Federacion Mexicana de Radio Experimentadores L’association Réseau des Émetteurs Français Lietuvos Radijo Mėgėjų Draugija Liga de Amadores Brasilieros de Radio Emissão Radio Amateurs of Canada Radio Society of Great Britain Rede dos Emissores Portugueses Unión de Radioaficionados Españoles

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  • Paperless society

    Paperless society

    A paperless society is a society in which paper communication (written documents, email, letters, etc.) is replaced by electronic communication and storage. The concept was first introduced by Frederick Wilfrid Lancaster in 1978. Furthermore, libraries would no longer be needed to handle printed documents. "Librarians will, in time, become information specialists in a deinstitutionalized setting". Lancaster also stated that both computers and libraries will not always give us the information that other people and living life will. == Literature == Brodman, E. (1979). Review of Toward Paperless Information Systems. Bulletin of the Medical Library Association, 67(4), 437–439. Buckland, M. K. (1980). Review of Toward Paperless Information Systems. Journal of Academic Librarianship, 5(6), 349. Grosch, A. (1979). Review of Toward Paperless Information Systems. College & Research Libraries, 40(1), 88–89. Kohl, D. F. (2004). From the editor . . . The paperless society . . . Not quite yet. Journal of Academic Librarianship, 30(3), 177–178. Lancaster, F. W. (1978a). Toward paperless information systems. New York: Academic Press. Lancaster, F. W. (1980b). The future of the librarian lies outside of the library. Catholic Library World, 51, 388–391. Lancaster, F. W. (1982a). Libraries and librarians in an age of electronics. Arlington, VA: Information Resources Press. Lancaster, F. W. (1982b). The evolving paperless society and its implications for libraries. International Forum on Information and Documentation, 7(4), 3–10. Lancaster, F. W. (1983). Future librarianship: Preparing for an unconventional career. Wilson Library Bulletin, 57, 747–753. Lancaster, F. W. (1985). The paperless society revisited. American Libraries, 16, 553–555. Lancaster, F. W. (1993). Libraries and the future: Essays on the library in the twenty-first century. New York: Haworth Press. Lancaster, F. W. (1999). Second thoughts on the paperless society. Library Journal, 124(15), 48– 50. Lancaster, F. W., & Smith, L. C. (1980c). On-Line systems in the communication process: Projections. Journal of the American Society for Information Science, 31(3), 193–200. Miall, D. S. (2001). The library versus the Internet: Literary studies under siege? Proceedings of the Modern Language Association, 116(5), 1405–1414. Salton, G. (1979). Review of Toward Paperless Information Systems. Journal of Documentation, 35(3), 250–252. Sellen, A. J., & Harper, R. H. R. (2003). The myth of the paperless office. Cambridge, MA: MIT Press. Stevens, N. D. (2006). The fully electronic academic library. College & Research Libraries, 67(1),5–14. Young, Arthur P. (2008).Aftermath of a Prediction: F. W. Lancaster and the Paperless Society LIBRARY TRENDS, 56(4),(“The Evaluation and Transformation of Information Systems: Essays Honoring the Legacy of F. W. Lancaster,” edited by Lorraine J. Haricombe and Keith Russell), pp. 843–858.

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  • Scalable Video Coding

    Scalable Video Coding

    Scalable Video Coding (SVC) is a video compression standard developed jointly by the ITU-T and the ISO/IEC. The two organizations formed the Joint Video Team (JVT) to create the H.264/MPEG-4 AVC standard (ITU-T Rec. H.264 | ISO/IEC 14496-10 AVC). SVC aims to provide adaptable or scalable content, allowing a single encoded video stream to be decoded at various bitrates, resolutions, and quality levels, thus catering to diverse devices and network conditions. == History == In October 2003, the Moving Picture Experts Group (MPEG) issued a Call for Proposals on SVC Technology. Fourteen proposals were submitted, twelve of which utilized wavelet compression, while the remaining two were extensions of H.264/MPEG-4 AVC. The proposal from the Heinrich-Hertz-Institut (HHI) was selected by MPEG as the foundation for the SVC standardization project. In January 2005, MPEG and the Video Coding Experts Group (VCEG) agreed to finalize SVC as an amendment to the H.264/MPEG-4 AVC standard. In November 2008, Google launched Gmail Video Chat, which employed an H.264/SVC codec, marking the first consumer application of the standard. This service was succeeded by Google+ Hangouts in 2012. In 2011, Google Code highlighted SVC as the successor to the open-source RVC video chat engine, noting its prominence in 2010. == Principles of scalability == === Overview === Scalability refers to the ability to represent a video signal at multiple levels of detail within a single encoded bitstream. This enables decoding of a base layer for basic quality and additional enhancement layers for progressively higher quality. SVC defines three types of scalability: Spatial scalability: Supports multiple resolution levels. Temporal scalability: Enables varying frame rates. Quality scalability: Provides different image quality levels. === Spatial scalability === Spatial scalability allows the reconstruction of video at different resolutions, such as QCIF, CIF, or SD. This is achieved through a pyramidal decomposition into multiple spatial layers. === Temporal scalability === Temporal scalability adjusts the frame rate of the decoded video stream. Various frame rates are supported using a hierarchical structure of video frames. === Quality scalability === Quality scalability, or Signal-to-Noise Ratio (SNR) scalability, improves the signal-to-noise ratio of a layer, reducing quantization distortion between the original and reconstructed images. SVC supports two approaches: Fine Grain Scalability (FGS) and Coarse Grain Scalability (CGS). ==== Coarse Grain Scalability (CGS) ==== CGS incorporates quality scalability across spatial resolutions. Each spatial resolution is encoded as a separate layer, refining texture and motion data. For a given resolution, quality scalability is achieved by encoding multiple quality layers with progressively finer quantization steps, starting from a base layer with minimal quality. ==== Fine Grain Scalability (FGS) ==== FGS enables progressive refinement of transformed coefficients within a single spatial layer. The base quality layer is encoded using the AVC standard with an initial quantization parameter (QP) ensuring minimal acceptable quality. Subsequent refinement layers reduce the QP by six, halving the quantization step. The refinement data stream can be truncated at any point, allowing fine-grained quality scalability.

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  • WEA Manufacturing

    WEA Manufacturing

    WEA Manufacturing was the record, tape, and compact disc manufacturing arm of WEA International Inc. from 1978 to 2003, when it was sold and merged into Cinram International, a previous competitor. The last owner when the plant closed was Technicolor. == History == WEA Manufacturing Inc. was created in 1978–1979 when Warner Communications Inc. purchased two of its longtime suppliers: the record pressing plants Specialty Records Corporation (Olyphant, Pennsylvania) and Allied Record Company (Los Angeles). The company was headquartered in Olyphant, where the original plant was replaced in late 1981 by a new facility which retained the name Specialty Records Corporation. The Specialty Records Corporation name was dropped in 1996 in favor of WEA Manufacturing. The company invested in CD manufacturing in 1986, matching a $247,000 contribution by economic development corporation Ben Franklin Technology Partners to develop and implement new processes of manufacturing audio CDs and CD-ROMs. BFTP assembled a team of experts in physics, electrical engineering, and thin film technology from the University of Scranton and Lehigh University to carry out the research and development. The Olyphant plant and another plant in Alsdorf, Germany, were expanded to support CD pressing that year, with the Olyphant facility's production commencing first in September 1986. WEA Manufacturing grew to become one of the largest manufacturers of recorded media in the world. The company began manufacturing Laserdiscs in July 1991. The company's DVD division, Warner Advanced Media Operations (WAMO), helped design the high-density format used in DVDs, and manufactured some of the first DVDs in the late 1990s. The company was sold to Cinram International in October 2003 and no longer exists under the name WEA Manufacturing, but the Olyphant plant continued to operate under its new ownership. In 2005, the company was Lackawanna County's largest employer, with over 2,300 people working at the Olyphant plant. Cinram closed the former Allied plant in 2006, while Technicolor (which purchased Cinram's assets in 2015) closed the Olyphant plant in 2018. == Patents == WEA Manufacturing held U.S. patents related to compact disc manufacture: Print scanner, (1993). Interference of converging spherical waves with application to the design of light-readable information-recording media and systems for reading such media, (2004). Method of manufacturing a composite disc structure and apparatus for performing the method, (2005). Methods and apparatus for reducing the shrinkage of an optical disc's clamp area and the resulting optical disc, (2005). == Litigation == In 1990, WEA Manufacturing was sued by a Canadian firm, Optical Recording Co. (ORC), for alleged infringement of two 1971 patents related to glass mastering equipment which was used by Time Warner and WEA Manufacturing in the manufacture of approximately 450 million CDs. ORC contended that unlike five other major CD manufacturers in the U.S., Time Warner had refused to license the technology from ORC. In 1992, a jury assessed damages of 6 cents per disc, plus $4–5 million in interest.

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  • NeoPaint

    NeoPaint

    NeoPaint is a raster graphics editor for Windows and MS-DOS. It supports several file formats including JPEG, GIF, BMP, PNG, and TIFF. The developer, NeoSoft, advertises NeoPaint as "being simple enough for use by children while remaining powerful enough for the purposes of advanced image editing". The first version, NeoPaint 1.0, was released in 1992 on floppy disks. It supported video modes ranging from 640x350 to 1024x768 and multiple fonts. NeoPaint 2.2 came out for MS-DOS 3.1 in 1993, with support of for 2, 16, or 256 color images in Hercules, EGA, VGA, and Super VGA modes. NeoPaint 3.1 was released in 1995 supporting 24-bit images and formats like PCX, TIFF and BMP. NeoPaint 3.2 was released in 1996. An updated version, NeoPaint 3.2a, supported the GIF file format. NeoPaint 3.2d was released in 1998. A Windows 95 version named NeoPaint for Windows v4.0 was released in 1999 supporting the PNG file format. On September 1, 2018 the program was rebranded as PixelNEO, becoming one of the VisualNEO software products. Formats such as JPEG 2000, ICO, CUR, PSD and RAW are supported.

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  • FutureMedia

    FutureMedia

    FutureMedia is a program that analyzes the state and future of digital, social, and mobile media. It functions as a collaborative initiative at Georgia Tech and the Georgia Tech Research Institute. FutureMedia consults approximately 500 faculty members working in those fields. == History == In 2019, Future Media expanded into the Direct-To-Consumer market by acquiring Australian watchmaker Oak & Jackal. == Programs == === FutureMedia Fest === The organization most recently hosted FutureMedia Fest 2010, a four-day conference (Oct 4–7, 2010) with a keynote addresses from Michael Jones, the chief technology advocate at Google. The event featured panels, workshops, and technology demonstrations. === FutureMedia Outlook === Contemporaneous with FutureMedia Fest 2010, the organization released the FutureMedia Outlook, an analysis of the future of media, concentrating on six major trends in those fields, including information overload, personalization, data integrity, an expectation of multimedia, augmented reality, and collaborative software.

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  • Cultural technology

    Cultural technology

    Cultural technology (Korean: 문화기술; Hanja: 文化技術; RR: munhwagisul) is a system used by South Korean talent agencies to promote K-pop culture throughout the world as part of the Korean Wave. The system was developed by Lee Soo-man, founder of talent agency and record company SM Entertainment. == History == === Coinage === During a speech at the Stanford Graduate School of Business in 2011, Lee said he coined the term "cultural technology" as a system about fourteen years prior, when S.M. Entertainment decided to promote its K-pop artists to all of Asia. In the late 1990s, Lee and his colleagues created a manual on cultural technology, which specified the steps needed to popularize K-pop artists outside South Korea. "The manual, which all S.M. employees are instructed to learn, explains when to bring in foreign composers, producers, and choreographers; what chord progressions to use in what country; the precise color of eyeshadow a performer should wear in a particular country; the exact hand gestures he or she should make; and the camera angles to be used in the videos (a three-hundred-and-sixty-degree group shot to open the video, followed by a montage of individual closeups)," according to The New Yorker. The term "cultural technology," apart from Lee's systemized definition, can be traced back to the lectures of Michael White, an Australian social worker, educator, and therapeutic theorist and his works Narrative Means to Therapeutic Ends (1990) and Maps of Narrative Practice (2007). Its usage may also date further back to French philosopher Michel Foucault (1977). South Korean computer scientist Kwangyun Wohn said he coined the term "culture technology" in 1994. Cultural technology has also been one of six technology initiatives of the South Korean government since 2001. In regards to cultural technology, the Korean Wave is considered one of the most successful outcomes of government support of exporting Korean entertainment products. === The Four Core Stages === The cultural technology system originally employed by SM Entertainment since the 1990s existed in four stages: Casting, Training, Producing, and Marketing/Managing. Each of these four stages were curated to help spread the Hallyu wave through the development of its artists, and are present in the strategies of many other South Korean talent agencies when creating, debuting, and marketing groups. ==== Casting ==== While the majority of K-pop idols are from South Korea, some are from Japan, China, or Thailand. Many of Korea's entertainment companies, such as SM's Global Auditions, Bighit's Hit It auditions, and YG's Next Generation, host worldwide auditions. Scouting and streetcasting are also common, with members like BTS's Jin recruited for their looks or other surface reasons. Sometimes, casting agents go to dance schools to recruit the top dancers to be trained further at the entertainment company. ==== Training ==== Idols train extensively before debut. They receive training in dance, vocal activities, presentation, and other areas that will benefit them in the industry. Oftentimes, this training will last for years at a time, and trainees are in the proverbial dungeon. Before debut, idols and groups attempt to gain fans through pre-debut activities. SM Entertainment has a system in place called SM Rookies, which is a pre-debut team that hosts concerts and releases videos that strengthen the fanbase of the group even before their first single is released. Other forms of pre-debut activities include featuring in other, more seasoned idols' videos—like Nu'est in Orange Caramel or Exo in Girls' Generation-TTS Twinkle or BTS in Jo Kwon. One particular method of pre-debut training is coupled with casting in production shows, like Sixteen and Produce 101, in which members for a final group are selected and trained. ==== Producing ==== The production of music is integral in culture technology. For cultural technology, production of music helps create differentiated content to set trends in the K-pop world—trends that vary from music to also costume, choreography, and music videos. SM in particular focuses heavily on the expansion globally. Some companies also outsource production to more internationally famed parties, like Cube Entertainment's partnership with Skrillex for 4minute's Act. 7. ==== Marketing/Managing ==== In the marketing and management stage, talent agencies seek to broaden their reach. Often, idols have potential for being actors and actresses in dramas, or perhaps hosts/permanent members of variety shows like Kim Hee-chul in Knowing Bros. This so-called omnidirectional marketing lineup ranges over lifestyle and seeks to reach many aspects of living, like music, TV, drama, entertainment, sports, and fashion. This is also where older groups find new life, like Super Junior. Companies are not complacent but experiment constantly to develop the best marketing for the best management system. Marketing also aspires to branch out to international audiences, sometimes via the implementation of variety shows. Despite being primarily in Korean, these variety shows are accessible to all due to the simplistic, easily understood nature of shows—game-oriented shows like Run BTS! or consistently subbed shows like Weekly Idol are popular in showing the fun-loving side of idols. == Evolution into New Culture Technology == In February 2016, SM hosted a press conference discussing the future of SM and its cultural technology. Lee Soo-man announced the implementation of New Culture Technology, an SM-specific system. While SM's cultural technology in the past relied on local, Korean artists like Rain and BoA, the updated model tries to embed more and more foreign singers from strategic markets into larger girl or boy bands. These imported singers are then used to promote their acts back in their respective home countries. New Culture Technology is five projects—SM Station, EDM, Digital Platforms, Rookies Entertainment, and MCN—and one experimental group, NCT. It is a convergence and expansion of SM's four core culture technologies developed and deals heavily with interaction and the desire to innovate through communication. === SM Station === SM announced their intention of creating a new song every week for 52 weeks. Through this constant output of music, they intend to stray away from conventional forms of music and show active movement in digital music market and physical album market through freely and continuously releasing music. Additionally, this SM Station will feature collaborations between artists, producers, composers, and company brands outside the SM label. The name of SM Station is both derived from the radio station and the metaphorical train station. === NCT === Neo Culture Technology (NCT) introduced the idea of "Interactive". SM company tried to connect the targeting market, customers and artist, in order to lead the K-pop culture. NCT (Neo Culture Technology) is the new artist group formed by SM that embodies the concepts of cultural technology. With the seemingly limitless combinations and groups, SM aspires to make the whole world a stage for NCT. Since 2023, there are six NCT groups, who debuted on the digital song sales: NCT U, NCT 127, NCT Dream, WayV, NCT DoJaeJung, and NCT Wish. As of October 2023, the group consists of 25 members: Johnny, Taeyong, Yuta, Kun, Doyoung, Ten, Jaehyun, Winwin, Jungwoo, Mark, Xiaojun, Hendery, Renjun, Jeno, Haechan, Jaemin, Yangyang, Chenle, Jisung, Sion, Riku, Yushi, Daeyoung, Ryo, and Sakuya. ScreaM Records ScreaM Records has been released by SM Entertainment as an EDM label since 2016 for "SM TOWN: New Culture Technology". ScreaM Records is made for "performances made to be enjoyed". It collaborates with inside and outside Korean well-known EDM DJs. ScreaM Records has first launched collaborated song "Wave" E-Mart's home electronics store, Electro Mart. "Our goal is to provide opportunities to producers who have yet to be discovered and produce world famous DJs from the Asian scene." a ScreaM Records representative said. == Three stages of globalization == According to Lee, there are three stages necessary to popularize Korean culture outside South Korea: exporting the product, collaborating with international companies to expand the product's presence abroad, and finally creating a joint venture with international companies. As part of their joint ventures with international companies, South Korean talent agencies may hire foreign composers, producers, and choreographers to ensure K-pop songs feel "local" to foreign countries.

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  • Conversion path

    Conversion path

    A conversion path is a description of the steps taken by a user of a website towards a desired end from the standpoint of the website operator or marketer. The typical conversion path begins with a user arriving at a landing page or a product page and proceeding through a series of page transitions until reaching a final state, either positive (e.g. purchase) or negative (e.g. abandoned session). In practice, the study of the dynamics of this process by the interested party has evolved into a sophisticated field, where various statistical methods are being applied to the optimization of outcomes. This includes real-time adjustment of presented content, in which a website operator tries to provide deliberate incentives to increase the odds of conversion based on various sources of information, including demographic traits, search history, and browsing events. In practice, this reflects in different content presented to users arriving from online advertising versus search engines, and similarly, different content is presented depending on their demographic segments. The fundamental metric describing this process in the aggregate is known as conversion rate.

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  • Quack.com

    Quack.com

    Quack.com was an early voice portal company. The domain name later was used for Quack, an iPad search application from AOL. == History == It was founded in 1998 by Steven Woods, Jeromy Carriere and Alex Quilici as a Pittsburgh, Pennsylvania, USA, based voice portal infrastructure company named Quackware. Quack was the first company to try to create a voice portal: a consumer-based destination "site" in which consumers could not only access information by voice alone, but also complete transactions. Quackware launched a beta phone service in 1999 that allowed consumers to purchase books from sites such as Amazon and CDs from sites such as CDNow by answering a short set of questions. Quack followed with a set of information services from movie listings (inspired by, but expanding upon, Moviefone) to news, weather and stock quotes. This concept introduced a series of lookalike startups including Tellme Networks which raised more money than any Internet startup in history on a similar concept. Quack received its first venture funding from HDL Capital in 1999 and moved operations to Mountain View in Silicon Valley, California in 1999. A deal with Lycos was announced in May 2000. In September 2000 Quack was acquired for $200 million by America Online (AOL) and moved onto the Netscape campus with what was left of the Netscape team. Quack was attacked in the Canadian press for being representative of the Canadian "brain drain" to the US during the Internet bubble, focusing its recruiting efforts on the University of Waterloo, hiring more than 50 engineers from Waterloo in less than 10 months. Quack competitor Tellme Networks raised enormous funds in what became a highly competitive market in 2000, with the emergence of more than a dozen additional competitors in a 12-month period. Following its acquisition by America Online in an effort led by Ted Leonsis to bring Quack into AOL Interactive, the Quack voice service became AOLbyPhone as one of AOL's "web properties" along with MapQuest, Moviefone and others. Quack secured several patents that underlie the technical challenges of delivering interactive voice services. Constructing a voice portal required integrations and innovations not only in speech recognition and speech generation, but also in databases, application specification, constraint-based reasoning and artificial intelligence and computational linguistics. "Quack"'s name derived from the company goal of providing not only voice-based services, but more broadly "Quick Ubiquitous Access to Consumer Knowledge". The patents assigned to Quack.com include: System and method for voice access to Internet-based information, System and method for advertising with an Internet Voice Portal and recognizing the axiom that in interactive voice systems one must "know the set of possible answers to a question before asking it". System and method for determining if one web site has the same information as another web site. Quack.com was spoofed in The Simpsons in March 2002 in the episode "Blame It on Lisa" in which a "ComQuaak" sign is replaced by another equally crazy telecom company name. == 2010 onwards == In July 2010, quack.com became the focus of a new AOL iPad application, that was a web search experience. The product delivers web results and blends in picture, video and Twitter results. It enables you to preview the web results before you go to the site, search within each result, and flip through the results pages, making full use of the iPad's touch screen features. The iPad app was free via iTunes, but support discontinued in 2012.

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  • OpenWebRTC

    OpenWebRTC

    OpenWebRTC (OWR) is a free software stack that implements the WebRTC standard, a set of protocols and application programming interfaces defined by the World Wide Web Consortium (W3C) and the Internet Engineering Task Force (IETF). It is an alternative to the reference implementation that is based on software from Global IP Solutions (GIPS). It is published under the terms of the Simplified (2-clause) BSD license and officially supports iOS, Linux, OS X, and Android operating systems. It is meant to also work outside web browsers, e.g. to power native mobile apps. It is mostly written in C and based largely on the multimedia framework GStreamer and a number of other, smaller external libraries. It officially supports both VP8 and H.264 as video formats. For H.264 it uses OpenH264 to which Cisco pays the patent licensing bills. Development of OpenWebRTC started at Ericsson Research under the lead of Stefan Ålund. They released it as free software in September 2014, together with the proof-of-concept web browser "Bowser" that is based on the stack. Among other things, this initial version didn't support data channels yet and was said to still be less mature than Google's reference implementation.

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  • Fingerprint scanner

    Fingerprint scanner

    Fingerprint scanners are a type of biometric security device that identify an individual by identifying the structure of their fingerprints. They are used in police stations, security industries, smartphones, and other mobile devices. == Fingerprints == People have patterns of friction ridges on their fingers, these patterns are called the fingerprints. Fingerprints are uniquely detailed, durable over an individual's lifetime, and difficult to alter. Due to the unique combinations, fingerprints have become an ideal means of identification. == Types of fingerprint scanners == There are four types of fingerprint scanners: Optical scanners take a visual image of the fingerprint using a digital camera. Capacitive or CMOS scanners use capacitors and thus electric current to form an image of the fingerprint. This type of scanner tends to excel in terms of precision. Ultrasonic fingerprint scanners use high frequency sound waves to penetrate the epidermal (outer) layer of the skin. Thermal scanners sense the temperature differences on the contact surface, in between fingerprint ridges and valleys. All fingerprint scanners are susceptible to spoofing through fingerprints replicated using photographs and 3D printing. == Construction forms == Each type of fingerprint sensor can take two basic forms: the stagnant and the moving fingerprint scanner. Stagnant: The scanning module is mounted statically, and the user is required to swipe their fingers across it. This is cheaper but also less reliable than the moving form. Imaging can be less than ideal if the finger is not dragged over the scanning area at constant speed. Moving: The scanning module is mounted on a movable surface, while the user's finger can remain static. Because this layout allows the scanning module to pass the fingerprint at a constant speed, this method is generally more reliable. == Form factors == === Peripherals === Add-on fingerprint readers for PCs initially appeared in the late 1990's in the form of PCMCIA modules. Microsoft released a model in its IntelliMouse line with an integrated fingerprint reader in 2005. === Integrated readers === Laptops with built-in readers emerged around the same time as peripheral readers with devices such as NECs MC/R730F. IBM produced laptops with integrated readers starting in 2004. Apple introduced fingerprint scanners to their devices under the name Touch ID in 2013. These were initially released on the iPhone 5S, with the technology remaining exclusive to iPhones until the release of the 2016 MacBook Pro. On both laptops and smartphones, the fingerprint sensor usually uses a USB or I2C interface internally.

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