AI For Economics Students

AI For Economics Students — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Statistical learning theory

    Statistical learning theory

    Statistical learning theory is a framework for machine learning drawing from the fields of statistics and functional analysis. Statistical learning theory deals with the statistical inference problem of finding a predictive function based on data. Statistical learning theory has led to successful applications in fields such as computer vision, speech recognition, and bioinformatics. == Introduction == The goals of learning are understanding and prediction. Learning falls into many categories, including supervised learning, unsupervised learning, online learning, and reinforcement learning. From the perspective of statistical learning theory, supervised learning is best understood. Supervised learning involves learning from a training set of data. Every point in the training is an input–output pair, where the input maps to an output. The learning problem consists of inferring the function that maps between the input and the output, such that the learned function can be used to predict the output from future input. Depending on the type of output, supervised learning problems are either problems of regression or problems of classification. If the output takes a continuous range of values, it is a regression problem. Using Ohm's law as an example, a regression could be performed with voltage as input and current as an output. The regression would find the functional relationship between voltage and current to be R {\displaystyle R} , such that V = I R {\displaystyle V=IR} Classification problems are those for which the output will be an element from a discrete set of labels. Classification is very common for machine learning applications. In facial recognition, for instance, a picture of a person's face would be the input, and the output label would be that person's name. The input would be represented by a large multidimensional vector whose elements represent pixels in the picture. After learning a function based on the training set data, that function is validated on a test set of data, data that did not appear in the training set. == Formal description == Take X {\displaystyle X} to be the vector space of all possible inputs, and Y {\displaystyle Y} to be the vector space of all possible outputs. Statistical learning theory takes the perspective that there is some unknown probability distribution over the product space Z = X × Y {\displaystyle Z=X\times Y} , i.e. there exists some unknown p ( z ) = p ( x , y ) {\displaystyle p(z)=p(\mathbf {x} ,y)} . The training set is made up of n {\displaystyle n} samples from this probability distribution, and is notated S = { ( x 1 , y 1 ) , … , ( x n , y n ) } = { z 1 , … , z n } {\displaystyle S=\{(\mathbf {x} _{1},y_{1}),\dots ,(\mathbf {x} _{n},y_{n})\}=\{\mathbf {z} _{1},\dots ,\mathbf {z} _{n}\}} Every x i {\displaystyle \mathbf {x} _{i}} is an input vector from the training data, and y i {\displaystyle y_{i}} is the output that corresponds to it. In this formalism, the inference problem consists of finding a function f : X → Y {\displaystyle f:X\to Y} such that f ( x ) ∼ y {\displaystyle f(\mathbf {x} )\sim y} . Let H {\displaystyle {\mathcal {H}}} be a space of functions f : X → Y {\displaystyle f:X\to Y} called the hypothesis space. The hypothesis space is the space of functions the algorithm will search through. Let V ( f ( x ) , y ) {\displaystyle V(f(\mathbf {x} ),y)} be the loss function, a metric for the difference between the predicted value f ( x ) {\displaystyle f(\mathbf {x} )} and the actual value y {\displaystyle y} . The expected risk is defined to be I [ f ] = ∫ X × Y V ( f ( x ) , y ) p ( x , y ) d x d y {\displaystyle I[f]=\int _{X\times Y}V(f(\mathbf {x} ),y)\,p(\mathbf {x} ,y)\,d\mathbf {x} \,dy} The target function, the best possible function f {\displaystyle f} that can be chosen, is given by the f {\displaystyle f} that satisfies f = argmin h ∈ H ⁡ I [ h ] {\displaystyle f=\mathop {\operatorname {argmin} } _{h\in {\mathcal {H}}}I[h]} Because the probability distribution p ( x , y ) {\displaystyle p(\mathbf {x} ,y)} is unknown, a proxy measure for the expected risk must be used. This measure is based on the training set, a sample from this unknown probability distribution. It is called the empirical risk I S [ f ] = 1 n ∑ i = 1 n V ( f ( x i ) , y i ) {\displaystyle I_{S}[f]={\frac {1}{n}}\sum _{i=1}^{n}V(f(\mathbf {x} _{i}),y_{i})} A learning algorithm that chooses the function f S {\displaystyle f_{S}} that minimizes the empirical risk is called empirical risk minimization. == Loss functions == The choice of loss function is a determining factor on the function f S {\displaystyle f_{S}} that will be chosen by the learning algorithm. The loss function also affects the convergence rate for an algorithm. It is important for the loss function to be convex. Different loss functions are used depending on whether the problem is one of regression or one of classification. === Regression === The most common loss function for regression is the square loss function (also known as the L2-norm). This familiar loss function is used in Ordinary Least Squares regression. The form is: V ( f ( x ) , y ) = ( y − f ( x ) ) 2 {\displaystyle V(f(\mathbf {x} ),y)=(y-f(\mathbf {x} ))^{2}} The absolute value loss (also known as the L1-norm) is also sometimes used: V ( f ( x ) , y ) = | y − f ( x ) | {\displaystyle V(f(\mathbf {x} ),y)=|y-f(\mathbf {x} )|} === Classification === In some sense the 0-1 indicator function is the most natural loss function for classification. It takes the value 0 if the predicted output is the same as the actual output, and it takes the value 1 if the predicted output is different from the actual output. For binary classification with Y = { − 1 , 1 } {\displaystyle Y=\{-1,1\}} , this is: V ( f ( x ) , y ) = θ ( − y f ( x ) ) {\displaystyle V(f(\mathbf {x} ),y)=\theta (-yf(\mathbf {x} ))} where θ {\displaystyle \theta } is the Heaviside step function. == Regularization == In machine learning problems, a major problem that arises is that of overfitting. Because learning is a prediction problem, the goal is not to find a function that most closely fits the (previously observed) data, but to find one that will most accurately predict output from future input. Empirical risk minimization runs this risk of overfitting: finding a function that matches the data exactly but does not predict future output well. Overfitting is symptomatic of unstable solutions; a small perturbation in the training set data would cause a large variation in the learned function. It can be shown that if the stability for the solution can be guaranteed, generalization and consistency are guaranteed as well. Regularization can solve the overfitting problem and give the problem stability. Regularization can be accomplished by restricting the hypothesis space H {\displaystyle {\mathcal {H}}} . A common example would be restricting H {\displaystyle {\mathcal {H}}} to linear functions: this can be seen as a reduction to the standard problem of linear regression. H {\displaystyle {\mathcal {H}}} could also be restricted to polynomial of degree p {\displaystyle p} , exponentials, or bounded functions on L1. Restriction of the hypothesis space avoids overfitting because the form of the potential functions are limited, and so does not allow for the choice of a function that gives empirical risk arbitrarily close to zero. One example of regularization is Tikhonov regularization. This consists of minimizing 1 n ∑ i = 1 n V ( f ( x i ) , y i ) + γ ‖ f ‖ H 2 {\displaystyle {\frac {1}{n}}\sum _{i=1}^{n}V(f(\mathbf {x} _{i}),y_{i})+\gamma \left\|f\right\|_{\mathcal {H}}^{2}} where γ {\displaystyle \gamma } is a fixed and positive parameter, the regularization parameter. Tikhonov regularization ensures existence, uniqueness, and stability of the solution. == Bounding empirical risk == Consider a binary classifier f : X → { 0 , 1 } {\displaystyle f:{\mathcal {X}}\to \{0,1\}} . We can apply Hoeffding's inequality to bound the probability that the empirical risk deviates from the true risk to be a Sub-Gaussian distribution. P ( | R ^ ( f ) − R ( f ) | ≥ ϵ ) ≤ 2 e − 2 n ϵ 2 {\displaystyle \mathbb {P} (|{\hat {R}}(f)-R(f)|\geq \epsilon )\leq 2e^{-2n\epsilon ^{2}}} But generally, when we do empirical risk minimization, we are not given a classifier; we must choose it. Therefore, a more useful result is to bound the probability of the supremum of the difference over the whole class. P ( sup f ∈ F | R ^ ( f ) − R ( f ) | ≥ ϵ ) ≤ 2 S ( F , n ) e − n ϵ 2 / 8 ≈ n d e − n ϵ 2 / 8 {\displaystyle \mathbb {P} {\bigg (}\sup _{f\in {\mathcal {F}}}|{\hat {R}}(f)-R(f)|\geq \epsilon {\bigg )}\leq 2S({\mathcal {F}},n)e^{-n\epsilon ^{2}/8}\approx n^{d}e^{-n\epsilon ^{2}/8}} where S ( F , n ) {\displaystyle S({\mathcal {F}},n)} is the shattering number and n {\displaystyle n} is the number of samples in your dataset. The exponential term comes from Hoeffding but there is an extra cost of taking the supremum over the whole cla

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  • Visual networking

    Visual networking

    Visual networking refers to an emerging class of user applications that combine digital video and social networking capabilities. It is based upon the premise that visual literacy, "the ability to interpret, negotiate and make meaning from information presented in the form of a moving image", is a powerful force in how humans communicate, entertain and learn. The duality of visual networking—subsuming entertainment and communications, professional and personal content, video and other digital media, data networks and social networks to create immersive experiences, when, where and how the user wants it. These applications have changed video content from long-form movies and broadcast television programming to a database of segments or "clips", and social network annotations. And the generation and distribution of content takes on a new dimension with Web 2.0 applications—participatory social-networks or communities that facilitate interactive creativity, collaboration and sharing between users. == History == The rise of visual networking is relatively recent phenomenon driven by the emergence of social networking capabilities and the ability to deliver interactive video over a broadband network. It is a natural evolution of the current social networking phenomena whereby social networking annotations are layered over broadband video to create highly interactive and immersive experiences between individuals and their content. Until early 2005 this was not considered viable due to the lack of web and broadband infrastructure designed to support the transmission of web video and the still nascent stage of social networks like MySpace and Facebook. The introduction of YouTube in February 2005 marked the first significant combination of broadband video and social network systems designed to allow users to share, rate and tag user generated and premium content. From 2006 to 2008 this trend continued to gain steam as individuals and businesses pursued new combinations of video and social networking across a wide range of entertainment, communication and learning applications. == Broadband video takes off == Video has largely been defined by its use as an entertainment medium. Since the commercial availability of the television in the late '30s video has become the dominant entertainment medium far eclipsing audio and text based entertainment both in terms of time and dollars spent. Within the past decade, video use has rapidly evolved across a broader range of devices, multiple locations and user applications. The popularization of the long-tail and user-generated video has further challenged people's ideas of what's possible with video. A key advantage of video relative to other media is its superior ability to communicate ideas and emotions economically. If a picture is worth a thousand words, then a video may be worth a thousand pictures. Video by its very nature is highly experiential, making communications more compelling, informative and memorable. == Social networking meets video == At the core of visual networking is the concept that people can participate in communities of content and communities of interest. A community of interest is defined as a community of people who share a common interest or passion. These people exchange ideas and thoughts about the given passion, but may know (or care) little about each other outside of this area. Participation in a community of interest can be compelling, entertaining and create a ‘sticky’ community where people return frequently and remain for extended periods. The unparalleled potential of the Internet to promote such connections is only now being fully recognized and exploited, through Web-based groups established for that purpose. Based on the six degrees of separation concept (the idea that any two people on the planet could make contact through a chain of no more than five intermediaries), social networking establishes interconnected Internet communities (sometimes known as personal networks) that help people make contacts that would be good for them to know, but that they would be unlikely to have met otherwise. == Transition from search to discovery == The phrase The Long Tail was, according to Chris Anderson, first coined by himself in October 2004. Anderson argued that products that are in low demand or have low sales volume can collectively make up a market share that rivals or exceeds the relatively few current bestsellers and blockbusters, if the store or distribution channel is large enough. The Long Tail also has implications for the producers of content; especially those whose products could not—for economic reasons—find a place in pre-Internet information distribution channels controlled by book publishers, record companies, movie studios, and television networks. Looked at from the producers' side, the Long Tail has made possible a flowering of creativity across all fields of human endeavor. One example of this is YouTube, where thousands of diverse videos—whose content, production value or lack of popularity make them inappropriate for traditional television—are easily accessible to a wide range of viewers. The benefit to the consumer is that they know have an almost infinite choice of content to select from able to create their own specific channels based upon their unique needs. A potential negative side effect of the long tail is the rapidly growing inventory of text, audio and video content. The storage and distribution systems of the past restricted the number of songs, video, and books making it easier to search for what was relevant to the individual. As the long-tail has grown, more and more relevant and irrelevant content passes an individual by without their knowledge. This is especially true for video because unlike text-based files which can searched and indexed for easy finding, video typically has only its title as a clue to what's in it. This lack of comprehensive meta-data has limited the applicability of traditional search models. Augmenting traditional search has been the emergence of content based discovery tools that make people aware of relevant content based upon their participation in communities of interest and/or communities of content. The idea is that users may or may not start out searching for something, but they soon begin reacting to things they find, exploring links on pages they stumble upon and taking cues from fellow surfers about where to go. Instead of the old, passive, lean-back style of watching video, viewers are actively seeking content through discovery. People interact with each other, posting comments on what they just saw. Many sites now allow people to vote on videos, ranking and rating them. Ranking is the result of one of a number of algorithms that measure how many people have watched something or how many sites link to it. == Early examples == YouTube is the best early example of a visual networking experience. YouTube is a video sharing website where users can upload, view and share video clips. Unregistered users can watch most videos on the site, while registered users are permitted to upload an unlimited number of videos. Few statistics are publicly available regarding the number of videos on YouTube. However, in July 2006, the company revealed that more than 100 million videos were being watched every day, and 2.5 billion videos were watched in June 2006. 50,000 videos were being added per day in May 2006, and this increased to 65,000 by July. In January 2008 alone, nearly 79 million users watched over 3 billion videos on YouTube. Telepresence refers to a set of technologies which allow a person to feel as if they were present, to give the appearance that they were present, or to have an effect, at a location other than their true location. Telepresence requires that the senses of the user, or users, are provided with such stimuli as to give the feeling of being in that other location. Additionally, the user(s) may be given the ability to affect the remote location. In this case, the user's position, movements, actions, voice, etc. may be sensed, transmitted and duplicated in the remote location to bring about this effect. Therefore, information may be traveling in both directions between the user and the remote location. Critical the creating an in-person experience is the presence of high-definition video perfectly synchronized with stereophonic sound. A minimum system usually includes visual feedback. Ideally, the entire field of view of the user is filled with a view of the remote location, and the viewpoint corresponds to the movement and orientation of the user's head. In this way, it differs from television or cinema, where the viewpoint is out of the control of the viewer. == Other applications == While still in its infancy, visual networking applications are beginning to emerge that span both consumer and business markets. === Mobile video === Proliferation of multi-function mobile devices, particularl

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  • Social media use in the financial services sector

    Social media use in the financial services sector

    Social media in the financial services sector refers to the use of social media by the financial services sector to promote and distribute financial services. Social media is used in various aspects of the financial industry including customer service, marketing, and product development. It has enabled financial institutions to extend their reach through direct and real-time communication with customers, fostering more personal connections. It also allows individuals to talk to other individuals creating lending and trading via social groups as well as developing new financial services by fintech startup companies. In terms of marketing, social media is utilized by both traditional financial companies as well as disruptive fintech companies such as peer-to-peer lending (P2P) companies. The financial industry has used information technology since its inception in the 1960s and social media fits in with this ongoing development. Larger, traditional financial firms have integrated social media into their marketing strategies. Companies in the financial sector are subject to strict regulations that include how they use social media. In the United States, the Financial Industry Regulatory Authority (FINRA) is a key regulator that sets rules how financial firms can interact with consumers. This includes ensuring that social media posts follow financial advertising rules, such as being fair and balanced and not providing misleading information, and that financial advice is not provided by unqualified personnel, such as influencers. == History == In 2003, at the beginning of social media development, MySpace was founded as a "social networking service." It allowed people to create a profile, connect with other people, and post videos, pictures, and songs. As MySpace grew in popularity, it attracted interest from companies wishing to promote their brands on the social platform. They were joined by Facebook and in 2010 by Instagram. Financial service firms were initially slow to adapt to promotion via social media but soon joined other big firms after they saw the success other industries had in engaging with younger people. == Uses == === Branding === While companies are able to connect with more people remotely through providing online financial services, their branding strategy has shifted from customized to standardized. Prior to the outbreak of technology, most banks used customized branding where they targeted only customers in their regions. Businesses can now use technology to operate beyond their geographic location and maintain a consistent image across multiple countries with standardized branding. By being able to extend a consistent brand reputation across a wider geographic location, financial services companies can take advantage of economies of scale in advertising cost, lower administrative complexity, lower entry into new markets, and improved cross-border learning within the company. === Customer engagement === Online banking reduced face-to-face interaction between customers and their banks. Most banking transactions can now be conducted online or through mobile devices, rather than at a local branch with a teller. Social media provides a channel for firms to maintain personal contact with customers, replicating some of the interaction that was previously available at local branches. For example, a bank's Facebook page may feature an employee profile describing their job duties, which serves to present a more human face for larger institutions. === Lending === Social media is a core marketing channel for online peer-to-peer lending as well as small business lenders. Since these companies operate exclusively online, it makes sense for them to market online through social media channels. They are able to grow and find new lenders and buyers by utilizing social networks. === Trading === Social trading is an alternative way of analyzing financial data by looking at what other traders are doing and comparing, copying and discussing their techniques and strategies. Prior to the advent of social trading, investors and traders were relying on fundamental or technical analysis to form their investment decisions. Using social trading investors and traders could integrate into their investment decision-process social indicators from trading data-feeds of other traders. Investors also use platform like Reddit, Signal messaging or WeChat to create social communities to discuss investments and finance. In some cases they use this to join together using meme stocks to move financial markets, such as the 2021 GameStop short squeeze incident. They can also use social groups to launch and promote new products such as cryptocurrencies. Investing application like WeBull incorporate a forum style messaging system on each stock that is available for trading. Financial brokers such as Fidelity Investments, Interactive Brokers, and E-Trade have moved to incorporate community features in their investment apps. == Regulations == The use of social media by investors and financial services professionals for business purposes is subject to regulatory oversight, in the United States this is done primarily by the Financial Industry Regulatory Authority (FINRA). FINRA's rules, designed to protect investors from misleading information in all communications and this also applies to social media communications. This includes ensuring that social media posts follow financial advertising rules, such as being fair and balanced and not providing misleading information, and that advice is not provided by unqualified personnel, such as influencers and bank staff acting in a personal capacity. Financial firms have to maintain books and records of all interaction with customers and this includes social media. == New products and services == Social media has created entirely new products for the financial services sector, revolutionizing products and developing new industries through the merging of social technology and financial services. Fintech startups use social media to promote products to get them established. Several developing nations have used social media to leapfrog traditional financial technology; for example, WeChat Pay, which developed from the Chinese WeChat social media platform, became a major payment system in China within a few years. In 2015, according to consulting firm Accenture, 390 million people in China had registered to use mobile banking. This figure is more than the population of the United States. In the United States, the fintech company Venmo combines technology and financial services on a social platform. Other financial technology companies that have used social media to develop or promote financial products include: Lending Club – One of the first peer-to-peer lending businesses OnDeck Capital – A US online-only lending business Funding Circle – A UK-based online lending company Wise – A global online money transfers company Kabbage – A US online unsecured loan company later acquired by American Express Avant – A US online unsecured loan company Zopa – A UK online neobank providing peer-to-peer lending == Risks == === Reputational damage === Due to the real-time nature of social media, financial services companies can be impacted by potential reputational issues. Any negative experience by customers can easily be shared online and could become a viral phenomenon, those comments could likely have a detrimental effect on the company’s stock price and reputation. On the other hand, any positive experience a customer has can also be shared online. However, positive experiences are much less likely to become viral. === Scams === The nature of social media makes it easy to target individuals without being seen by the wider community, this allows scammers to target individuals. Example include romance scams such as the pig butchering scam where an individual is tricked to transfer funds or assets to the scammer over social media making it hard for law enforcement to track them or recover funds. === Customer privacy === Customer privacy is important for the financial services industry. It is critical that customer information such as a bank account numbers and other personal information is kept private. However, this information can be leaked if for example, a customer is unhappy with a bank’s service, they may tweet at the bank expressing their frustrations and include their name and account number.

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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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  • Supervisor Mode Access Prevention

    Supervisor Mode Access Prevention

    Supervisor Mode Access Prevention (SMAP) is a feature of some CPU implementations such as the Intel Broadwell microarchitecture that allows supervisor mode programs to optionally set user-space memory mappings so that access to those mappings from supervisor mode will cause a trap. This makes it harder for malicious programs to "trick" the kernel into using instructions or data from a user-space program. == History == Supervisor Mode Access Prevention is designed to complement Supervisor Mode Execution Prevention (SMEP), which was introduced earlier. SMEP can be used to prevent supervisor mode from unintentionally executing user-space code. SMAP extends this protection to reads and writes. == Benefits == Without Supervisor Mode Access Prevention, supervisor code usually has full read and write access to user-space memory mappings (or has the ability to obtain full access). This has led to the development of several security exploits, including privilege escalation exploits, which operate by causing the kernel to access user-space memory when it did not intend to. Operating systems can block these exploits by using SMAP to force unintended user-space memory accesses to trigger page faults. Additionally, SMAP can expose flawed kernel code which does not follow the intended procedures for accessing user-space memory. However, the use of SMAP in an operating system may lead to a larger kernel size and slower user-space memory accesses from supervisor code, because SMAP must be temporarily disabled any time supervisor code intends to access user-space memory. == Technical details == Processors indicate support for Supervisor Mode Access Prevention through the Extended Features CPUID leaf. SMAP is enabled when memory paging is active and the SMAP bit in the CR4 control register is set. SMAP can be temporarily disabled for explicit memory accesses by setting the EFLAGS.AC (Alignment Check) flag. The stac (Set AC Flag) and clac (Clear AC Flag) instructions can be used to easily set or clear the flag. When the SMAP bit in CR4 is set, explicit memory reads and writes to user-mode pages performed by code running with a privilege level less than 3 will always result in a page fault if the EFLAGS.AC flag is not set. Implicit reads and writes (such as those made to descriptor tables) to user-mode pages will always trigger a page fault if SMAP is enabled, regardless of the value of EFLAGS.AC. == Operating system support == Linux kernel support for Supervisor Mode Access Prevention was implemented by H. Peter Anvin. It was merged into the mainline Linux 3.7 kernel (released December 2012) and it is enabled by default for processors which support the feature. FreeBSD has supported Supervisor Mode Execution Prevention since 2012 and Supervisor Mode Access Prevention since 2018. OpenBSD has supported Supervisor Mode Access Prevention and the related Supervisor Mode Execution Prevention since 2012, with OpenBSD 5.3 being the first release with support for the feature enabled. NetBSD support for Supervisor Mode Execution Prevention (SMEP) was implemented by Maxime Villard in December 2015. Support for Supervisor Mode Access Prevention (SMAP) was also implemented by Maxime Villard, in August 2017. NetBSD 8.0 was the first release with both features supported and enabled. Haiku support for Supervisor Mode Execution Prevention (SMEP) was implemented by Jérôme Duval in January 2018. macOS has support for SMAP at least since macOS 10.13 released 2017.

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  • Open Data-Link Interface

    Open Data-Link Interface

    The Open Data-Link Interface (ODI) is an application programming interface (API) for network interface controllers (NICs) developed by Apple and Novell. The API serves the same function as Microsoft and 3COM's Network Driver Interface Specification (NDIS). Originally, ODI was written for NetWare and Macintosh environments. Like NDIS, ODI provides rules that establish a vendor-neutral interface between the protocol stack and the adapter driver. It resides in Layer 2, the Data Link layer, of the OSI model. This interface also enables one or more network drivers to support one or more protocol stacks.

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  • Software token

    Software token

    A software token (a.k.a. soft token) is a piece of a two-factor authentication security device that may be used to authorize the use of computer services. Software tokens are stored on a general-purpose electronic device such as a desktop computer, laptop, PDA, or mobile phone and can be duplicated. (Contrast hardware tokens, where the credentials are stored on a dedicated hardware device and therefore cannot be duplicated — absent physical invasion of the device) Because software tokens are something one does not physically possess, they are exposed to unique threats based on duplication of the underlying cryptographic material - for example, computer viruses and software attacks. Both hardware and software tokens are vulnerable to bot-based man-in-the-middle attacks, or to simple phishing attacks in which the one-time password provided by the token is solicited, and then supplied to the genuine website in a timely manner. Software tokens do have benefits: there is no physical token to carry, they do not contain batteries that will run out, and they are cheaper than hardware tokens. == Security architecture == There are two primary architectures for software tokens: shared secret and public-key cryptography. For a shared secret, an administrator will typically generate a configuration file for each end-user. The file will contain a username, a personal identification number, and the secret. This configuration file is given to the user. The shared secret architecture is potentially vulnerable in a number of areas. The configuration file can be compromised if it is stolen and the token is copied. With time-based software tokens, it is possible to borrow an individual's PDA or laptop, set the clock forward, and generate codes that will be valid in the future. Any software token that uses shared secrets and stores the PIN alongside the shared secret in a software client can be stolen and subjected to offline attacks. Shared secret tokens can be difficult to distribute, since each token is essentially a different piece of software. Each user must receive a copy of the secret, which can create time constraints. Some newer software tokens rely on public-key cryptography, or asymmetric cryptography. This architecture eliminates some of the traditional weaknesses of software tokens, but does not affect their primary weakness (ability to duplicate). A PIN can be stored on a remote authentication server instead of with the token client, making a stolen software token no good unless the PIN is known as well. However, in the case of a virus infection, the cryptographic material can be duplicated and then the PIN can be captured (via keylogging or similar) the next time the user authenticates. If there are attempts made to guess the PIN, it can be detected and logged on the authentication server, which can disable the token. Using asymmetric cryptography also simplifies implementation, since the token client can generate its own key pair and exchange public keys with the server.

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  • Social media marketing

    Social media marketing

    Social media marketing is the use of social media platforms and websites to promote a product or service. Although the terms e-marketing and digital marketing are still dominant in academia, social media marketing is becoming more popular for practitioners and researchers. Social media platforms such as Facebook, LinkedIn, Instagram, and Twitter, among others, have built-in data analytics tools that companies can use to track the progress, success, and engagement of social media marketing campaigns. Companies address a range of stakeholders through social media marketing, including current and potential customers, current and potential employees, journalists, bloggers, and the general public. On a strategic level, social media marketing includes the management of a marketing campaign, governance, setting the scope (e.g. more active or passive use) and the establishment of a firm's desired social media "culture" and "tone". Firms that use social media marketing can allow customers and Internet users to post user-generated content (e.g., online comments, product reviews, etc.), also known as "earned media", rather than use marketer-prepared advertising copy. == Purposes and tactics == Social media may be employed in marketing as a communications tool that makes companies accessible to those who are interested in their product and visible to those who are not familiar with their products. It is used by companies to create buzz, learn from customers, and target them. Of the top 10 factors that correlate with a strong Google organic search, seven are social media-dependent. This means that if brands with little to no social media presence tend to show up less on Google searches. While platforms such as Twitter, Facebook and—in the past—Google+ have a larger number of monthly users, the visual media-sharing-based mobile platforms garner a higher interaction rate in comparison, and have registered the fastest growth, and have changed the ways in which consumers engage with brand content. Instagram has an interaction rate of 1.46% with an average of 130 million users monthly as opposed to Twitter, which has a .03% interaction rate with an average of 210 million monthly users. Unlike traditional media that are often cost-prohibitive to many companies, a social media strategy does not require significant financial investment. To this end, companies make use of platforms such as Facebook, Twitter, YouTube, TikTok and Instagram to reach audiences much wider than through traditional print, television, or radio advertisements alone at a fraction of the cost, as most social networking sites can be used at little or no cost (however, some websites charge companies for premium services). This has changed the ways that companies approach and interact with customers, as a substantial percentage of consumer interactions are now being carried out over online platforms with much higher visibility. Customers can post reviews of products and services, rate customer service, and ask questions or voice concerns directly to companies through social media platforms. According to Measuring Success, over 80% of consumers use the web to research products and services. Thus social media marketing is also used by businesses in order to build relationships of trust with consumers. To this aim, companies may hire personnel to specifically handle these social media interactions, who usually report under the title of online community managers. Handling these interactions in a satisfactory manner can result in an increase of consumer trust. To both this aim and to fix the public's perception of a company, three steps are taken in order to address consumer concerns: Identifying the extent of the social chatter Engaging the influencers to help Developing a proportional response == Strategies == === Passive approach === Social media can be a useful source of market information and a way to hear customers' perspectives. Blogs, content communities, and forums are platforms where individuals share their reviews and recommendations of brands, products, and services. Businesses are able to tap into and analyze customer voices and feedback generated in social media for marketing purposes. In this sense, social media is a relatively inexpensive source of market intelligence which can be used by marketers and managers to track and respond to consumer-identified problems and detect market opportunities. === Active approach === Social media can be used as a public relations tool, a direct marketing tool, and a communication channel to target very specific audiences, with social media influencers and social media personalities as effective customer engagement tools. This tactic is widely known as influencer marketing, which gives brands the opportunity to reach their target audience via a group of selected influencers advertising their product or service. Brands were projected to spend up to $15 billion on influencer marketing by 2022, per Business Insider Intelligence estimates, based on Mediakix data. The use of customer influencers, such as popular bloggers, can be an efficient and cost-effective method to launch new products or services. == Engagement == Engagement with the social web means that customers and stakeholders are active participants rather than passive spectators. An example of these are consumer advocacy groups and groups that criticize companies (e.g., lobby groups or advocacy organizations). The use of Social media in a business or political context allows people to express and share opinions about a company's products, services or business practices, or a government's actions. On social media, each participant becomes part of the marketing department (or a challenge to the marketing effort) as other customers read their comments or reviews. The effectiveness of social media marketing campaigns is dependent on the promotion of online engagement. With the advent of social media marketing, it has become increasingly important to gain customer interest in products and services, which can eventually be translated into buying behavior, or voting and donating behavior in a political context. New online marketing concepts of engagement and loyalty have emerged which aim to build customer participation and brand reputation. Engagement in social media for the purpose of a social media strategy is divided into two parts. The first is proactive, regular posting of new online content, which can be seen through digital photos, digital videos, text, and conversations. It is also represented through sharing of content and information from others via weblinks. The second part is reactive conversations, with social media users responding to those who reach out to others' social media profiles through comments or messages. == Campaigns == === Local businesses === Small businesses use social networking sites as a promotional technique. Businesses can follow individuals' social media usage in their local area and advertise specials and deals, which can be exclusive and in the form of "get a free drink with a copy of this tweet". This type of message encourages other locals to follow the business on their official websites in order to obtain the promotional deal. The business's brand visibility is enhanced in the process. Social networking sites are also used by small businesses to develop their own market research on new products and services. By encouraging their customers to give feedback on new product ideas, businesses can gain insights on whether or not a product may be accepted by their target market enough to merit full production. In addition, customers will feel the company has engaged them in the process of co-creation—the process in which the business uses customer feedback to create or modify a product or service to fill a need of the target market. Such feedback can be presented in various forms, such as surveys, contests, and polls. Social networking sites such as LinkedIn, also provide opportunities for small businesses to find candidates to fill staff positions. Review sites such as Yelp help small businesses build their reputation beyond brand visibility. Positive customer peer reviews help influence new prospects to purchase goods and services more than company advertising. == Benefits == Social Media Marketing allows companies to promote themselves to large, diverse audiences that could not be reached through traditional marketing such as phone and email-based advertising. Marketing on most social media platforms also comes at little to no cost, making it accessible to virtually any size business. Social Media Marketing accommodates personalized and direct marketing that targets specific demographics and markets. Companies can engage with customers directly, allowing them to obtain feedback and resolve issues almost immediately. Another advantage of social media marketing is that it's an ideal environment for a company to conduct market research. It can be used

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  • Dating app

    Dating app

    An online dating application, commonly known as a dating app, is an online dating service presented through a mobile phone application. These apps often take advantage of a smartphone's GPS location capabilities, always on-hand presence, and access to mobile wallets. These apps aim to speed up the online dating process of sifting through potential dating partners, chatting, flirting, and potentially meeting or becoming romantically involved. Online dating apps are now mainstream in the United States. As of 2017, online dating (which included both apps and other online dating services) was the principal method by which new couples in the U.S. met. The percentage of couples meeting online is predicted to increase to 70% by 2040. == Origins == The first computerized dating service was launched in 1964, the St. James Computer Dating Service, which became known as Com-Pat. The first U.S. dating service that used computerized match making was Operation Match. It required men and women to complete a questionnaire and was launched in 1965. Operation Match inspired the methodology of Dateline, which became popular in the 1970s and 1980s. Match.com was launched in 1995 and turned computerized match making into a profitable business. Grindr targeted gay and bisexual men at launch. Tinder, launched in 2012, led to a growth of online dating applications by both new providers and existing online dating services that expanded into the mobile app market. == Usage by demographic group == Online dating applications typically target a younger demographic group, though some apps, like Senior Match and Silver Singles are geared toward the 50 and up demographic. In 2016, almost 50% of people knew of someone who use the services or had met their loved one through the service. After the iPhone launch in 2007, online dating data has mushroomed as application usage increased. In 2005, only 10% of 18-24 year olds reported to have used online dating services; this number quickly grew to over 27%, making this target demographic the largest number of users for most applications. When Pew Research Center conducted a study in 2016, they found that 59% of U.S. adults agreed that online dating is a good way to meet people compared to 44% in 2005. This explosion in usage can be explained by the increased use of smartphones. By the end of 2022, it is expected there will be 413 million active users of online dating services worldwide. A 2023 Pew Research Center survey of 6,034 American adults found that 30% had ever used an online dating site or app, including 53% of those aged 18 to 29, 37% of those aged 30 to 49, and 17% of those aged 50 and over. Lesbian, gay and bisexual respondents reported using dating apps at nearly twice the rate of straight respondents (51% versus 28%), and 36% of divorced, separated or widowed adults had used one, compared with 16% of married adults. The increased use of smartphones by those 65 and older has also driven that population to the use dating apps. The Pew Research Center found that usage increase by 8 points since last surveyed in 2012. A study in 2021 found that more than one-third of seniors have dated in the past 5 years, and roughly one-third of those dating seniors have turned to dating apps. During the COVID-19 pandemic, Morning Consult found that more Americans were using online dating apps than ever before. In one survey in April 2020, the company discovered that 53% of U.S. adults who use online dating apps have been using them more during the pandemic. As of February 2021, that share increased to 71 percent. Research using Hofstede's cultural dimensions theory has indicated that norms about online dating applications tend to differ across cultures. A study published in the Journal of Creative Communications looked into the relationships between dating-app advertisements from over 51 countries and the cultural dimensions of these countries. The results revealed that dating-app advertisements appealed to multiple cultural needs, including the needs for relationships, friendship, entertainment, sex, status, design and identity. The use of these appeals was found to be 'congruent with ... the individualism/collectivism and uncertainty avoidance cultural dimensions.' == Popular applications == Following Tinder's success, other companies released dating applications. Raya was released in 2015 as a membership-based dating app, allowing entrance only through referrals, which was marketed as a dating app for celebrities. In early 2026, Hily surpassed Bumble to become the third most-used dating application in the United States and the fifth highest-grossing overall, driven largely by growing popularity among Generation Z users, while remaining behind Tinder and Hinge, both owned by Match Group. A number of dating apps have been created targeting adherents of particular religions seeking partners of the same religion, such as Muzmatch for Muslims, Christian Mingle, SALT, and Christian Connection for Christians, and JSwipe and JDate for Jews. === VR Dating === VR Dating is an application of Social VR where people can exist, collaborate, and perform various activities together. Virtual reality apps use virtual and augmented realities to make the dating experience more lifelike and more effective, as well as allow people to expand what is already possible in the world of online dating. There are several online platforms of VR Dating. The VR dating app Nevermet is the VR equivalent of Tinder, where people can search and find on dates. However, instead of actual real-life pictures, users will update pictures of virtual selves and will be interacting with avatars rather than real faces. Flirtual is a self-contained social VR app that serves to match users who then decide where and how to meet in VR. Flirtual hosts speed dating and social events in VR. == Effects on dating == The usage of online dating applications can have both advantages and disadvantages: === Advantages === Many of the applications provide personality tests for matching or use algorithms to match users. These factors enhance the possibility of users getting matched with a compatible candidate. Users are in control; they are provided with many options so there are enough matches that fit their particular type. Users can simply choose to not match the candidates that they know they are not interested in. Narrowing down options is easy. Once users think they are interested, they are able to chat and get to know the potential candidate. This form of communication can reduce the time, cost, and uncertainty often associated with traditional dating methods. Online dating offers convenience; people want dating to work around their schedules. Online dating can also increase self-confidence; even if users get rejected, they know there are hundreds of other candidates that will want to match with them so they can simply move on to the next option. In fact, 60% of U.S. adults agree that online dating is a good way to meet people and 66% say they have gone on a real date with someone they met through an application. Today, 5% of married Americans or Americans in serious relationships said they met their significant other online. The 39% of online dating users (representing 12% of all U.S. adults) say they have been in a committed relationship or married someone they met on a dating site or app. ==== Rejection sensitive individuals ==== Individuals high in rejection sensitivity are more likely to use online dating applications. As they tend to expect, perceive and overreact to rejection, rejection sensitive individuals struggle with traditional dating. Online dating applications allow for them to better reveal their true selves, potentially increasing their dating success. Online dating applications also obscure rejection cues, alleviating the rejection-related distress experienced by rejection sensitive individuals. ==== Anxiously attached individuals ==== Individuals high in attachment anxiety are also more likely to use online dating applications. While they harbour negative self-views, anxiously attached individuals are also more eager to enter and commit to relationships. Online dating applications allow for them to present "an authentic yet ideal version of themselves", mitigating their tendencies to view themselves as undesirable. This increases their romantic confidence, and potentially alleviates their anxiety when searching for a romantic partner. === Disadvantages === Sometimes having too many options can be overwhelming. With so many options available, users can get lost in their choices and end up spending too much time looking for the "perfect" candidate instead of using that time to start a real relationship. In addition, the algorithms and matching systems put in place may not always be as accurate as users think. There is no perfect system that can match two people's personalities perfectly every time. Communication online also lacks the physical chemistry aspec

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  • Netsukuku

    Netsukuku

    Netsukuku is an experimental peer-to-peer routing system, developed by the FreakNet MediaLab in 2005, created to build up a distributed network, anonymous and censorship-free, fully independent but not necessarily separated from the Internet, without the support of any server, Internet service provider and no central authority. Netsukuku is designed to handle up to 2128 nodes without any servers or central systems, with minimal CPU and memory resources. This mesh network can be built using existing network infrastructure components such as Wi-Fi. The project has been in slow development since 2005, never abandoning a beta state. It has also never been tested on large scale. == Operation == As of December 2011, the latest theoretical work on Netsukuku could be found in the author's master thesis Scalable Mesh Networks and the Address Space Balancing problem. The following description takes into account only the basic concepts of the theory. Netsukuku uses a custom routing protocol called QSPN (Quantum Shortest Path Netsukuku) that strives to be efficient and not taxing on the computational capabilities of each node. The current version of the protocol is QSPNv2. It adopts a hierarchical structure. 256 nodes are grouped inside a gnode (group node), 256 gnodes are grouped in a single ggnode (group of group nodes), 256 ggnodes are grouped in a single gggnode, and so on. This offers a set of advantages main documentation. The protocol relies on the fact that the nodes are not mobile and that the network structure does not change quickly, as several minutes may be required before a change in the network is propagated. However, a node that joins the network is immediately able to communicate using the routes of its neighbors. When a node joins the mesh network, Netsukuku automatically adapts and all other nodes come to know the fastest and most efficient routes to communicate with the newcomer. Each node has no more privileges or restrictions than the other nodes. The domain name system (DNS) is replaced by a decentralised and distributed system called ANDNA (Abnormal Netsukuku Domain Name Anarchy). The ANDNA database is included in the Netsukuku system, so each node includes such database that occupies at most 355 kilobytes of memory. Simplifying, ANDNA works as follows: to resolve a symbolic name the host applies a function Hash on its behalf. The Hash function returns an address that the host contacts asking for the resolution generated by the hash. The contacted node receives a request, searches in its ANDNA database for the address associated with the name and returns it to the applicant host. Recording works in a similar way: for example, let's suppose that the node X wants to register the address FreakNet.andna; X calculates the hash name and obtains the address 11.22.33.44 associated with node Y. The node X contacts Y asking to register 11.22.33.44 as its own. Y stores the request in its database and any request for resolution of 11.22.33.44 hash, will answer with the X's address. The protocol is a little more complex than this, as the system provides a public/private key to authenticate the hosts and prevent unauthorized changes to the ANDNA database. Furthermore, the protocol provides redundancy in the database to make the protocol resistant to failure and also provides for the migration of the database if the network topology changes. The protocol does not provide for the possibility of revoking a symbolic name; after a certain period of inactivity (currently 3 days) it is simply deleted from the database. The protocol also prevents a single host from recording an excessive number of symbolic names (at present 256 names) in order to prevent spammers from storing a high number of terms to perform cybersquatting.

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  • Social media reach

    Social media reach

    Social media reach is a media analytics metric that refers to the number of users who have come across a particular content on a particular social media platform. Social media platforms have their own individual ways of tracking, analyzing and reporting the traffic on each of the individual platforms. As these platforms are a main source of communication between companies and their target audiences, by conducting research, companies are able to utilize analytical information, such as the reach of their posts, to better understand the interactions between the users and their content. There are multiple underlying factors that will determine what shows up on a newsfeed or timeline. Algorithms, for example, are a type of factor that can alter the reach of a post due to the way the algorithm is coded, which can affect who sees a post and when. Other examples of factors that can impede the reach can include the time at which posts are made, as well as how frequent the posts are between one another. In comparison, an impression is the total number of circumstances where content has been shown on a social timeline, meanwhile, engagement looks at how people interact with the content that they see on a social platform such as like, share or retweet. == Reach on Facebook == Facebook has their own analytic platform which allows the user to see how other users are interacting with their posts, with the use of multiple metrics. This is not something the average user uses, but rather a tool that is used by pages or public figures. For example, Facebook pages that represent a business often look at the activity their posts have generated. There are three types of reach that can be looked at on the Facebook analytic platform. === Types of reach === ==== Organic Reach ==== This type of reach regards the number of distinct users that have seen a specific post on their feed. Organic reach, in other words is the number of people who have seen the post being analyzed on their Facebook newsfeed. Data gathered from this type of reach can give intel to those doing the analysis, such as the demographics of those who have seen the post. ==== Paid Reach ==== This type of reach regards the number of times that distinct users have come across sponsored posts, ads or content. In other words, paid reach is the number of times Facebook users have seen a post that has been paid for by a company. Data collected can give insight, to advertisers or marketers for example, on the activity based around the reach of their post. ==== Viral Reach ==== This type of reach regards the number of views by distinct users on posts that have been commented on or shared by their friends on Facebook. In other words, viral reach looks at the number of people who have seen a post after a friend of theirs commented or shared the original post, therefore it showed on their timeline. Viral reach can be looked at in terms of a collective number of times that the post has been on individual user's timelines. Data collected from viral reach can be used in multiple ways, for example, it can be used to analyze the type of content that gets shared or commented on and can be further used to compare to other posts. === Engaged users === This refers to the number of individual users who have clicked and interacted with a post on Facebook. == Reach on Twitter == Twitter gives access to any of their users to analytics of their tweets as well as their followers. Their dashboard is user friendly, which allows anyone to take a look at the analytics behind their Twitter account. This open access is useful for both the average user and companies as it can provide a quick glance or general outlook of who has seen their tweets. The way that Twitter works is slightly different than the way of Facebook in terms of the reach. On Twitter, especially for users with a higher profile, they are not only engaging with the people who follow them, but also with the followers of their own followers. The reach metric on Twitter looks at the quantity of Twitter users who have been engaged, but also the number of users that follow them as well. This metric is useful to see the if the tweets/content being shared on Twitter are contributing to the growth of audience on this platform. == Reach on Instagram == Instagram gives their users access to their reach, in the Instagram Insights section. Instagram insights can be used to learn more about an account's followers and performance. Reach indicates the total number of unique Instagram accounts that have seen your Instagram post or story. You can find this data by looking at each individual post insights. == Uses of reach == The reach can be a useful metric to analyze for marketers and advertisers. Social media is a platform that is used by marketers to directly target their intended audience with ease. These platforms not only allow marketers to get a better understanding of their audience, but also allow advertisers to insert their ads onto the timelines of specific users to later be able to conduct research to see the reach of their posts/content. The basic goal of marketers is to increase their reach as much as possible to impact bigger audiences of their dream customers and, in the end, make more sales. When doing organic social media marketing, using paid methods like ads or doing influencer marketing whether it is paid or free, it allows marketers to track the performance of their strategy and tweak it based on what works and what does not. == Analytics and reach == Social analytics looks at the data collected based on the interactions of users on social media platforms. A lot of information can be gathered which can provide intel based on user activities on social media. When looking into analytics in regard to social media, each company or group has a different goal in mind to engage their audience. At a glance, the three might seem as if they are very similar, however the differences between them are significant. There are many aspects that can be analyzed from the data gathered from social media platforms, depending on what is being observed, the correct metric would then be selected to further analyze. One example of the many metrics that can be used through social analytics is the reach. == Reach formula == To calculate social media reach one can use the following formula: R = I f ¯ {\displaystyle R={\frac {I}{\bar {f}}}} where R {\displaystyle R} — is social media reach, I {\displaystyle I} stands for the number of impressions, f ¯ {\displaystyle {\bar {f}}} is the average frequency of impressions per user. f ¯ {\displaystyle {\bar {f}}} represents the number of events when the ad is shown to a particular user. The average value should be calculated over the time period with stable settings of advertisement campaign. == Commenting For Better Reach == Commenting For Better Reach also known as "CFBR" is a widely used strategy for organically boosting post reach on social media platforms. Algorithms tend to favor posts with substantial likes and comments, granting them broader exposure compared to less engaging content. Primarily seen on LinkedIn, a platform geared toward professional networking and business connections, the use of CFBR signals active engagement aimed at enhancing post visibility. It is important to note that genuine and meaningful comments are key to effective engagement. Spammy or irrelevant comments not only detract from the conversation but may also limit a post's potential reach and impact.

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  • Multistage interconnection networks

    Multistage interconnection networks

    Multistage interconnection networks (MINs) are a class of high-speed computer networks usually composed of processing elements (PEs) on one end of the network and memory elements (MEs) on the other end, connected by switching elements (SEs). The switching elements themselves are usually connected to each other in stages, hence the name. MINs are typically used in high-performance or parallel computing as a low-latency interconnection (as opposed to traditional packet switching networks), though they could be implemented on top of a packet switching network. Though the network is typically used for routing purposes, it could also be used as a co-processor to the actual processors for such uses as sorting; cyclic shifting, as in a perfect shuffle network; and bitonic sorting. == Background == Interconnection network are used to connect nodes, where nodes can be a single processor or group of processors, to other nodes. Interconnection networks can be categorized on the basis of their topology. Topology is the pattern in which one node is connected to other nodes. There are two main types of topology: static and dynamic. Static interconnect networks are hard-wired and cannot change their configurations. A regular static interconnect is mainly used in small networks made up of loosely couple nodes. The regular structure signifies that the nodes are arranged in specific shape and the shape is maintained throughout the networks. Some examples of static regular interconnections are: Completely connected network In a mesh network, multiple nodes are connected with each other. Each node in the network is connected to every other node in the network. This arrangement allows proper communication of the data between the nodes. But, there are a lot of communication overheads due to the increased number of node connections. Shared busThis network topology involves connection of the nodes with each other over a bus. Every node communicates with every other node using the bus. The bus utility ensures that no data is sent to the wrong node. But, the bus traffic is an important parameter which can affect the system. RingThis is one of the simplest ways of connecting nodes with each other. The nodes are connected with each other to form a ring. For a node to communicate with some other node, it has to send the messages to its neighbor. Therefore, the data message passes through a series of other nodes before reaching the destination. This involves increased latency in the system. TreeThis topology involves connection of the nodes to form a tree. The nodes are connected to form clusters and the clusters are in-turn connected to form the tree. This methodology causes increased complexity in the network. Hypercube This topology consists of connections of the nodes to form cubes. The nodes are also connected to the nodes on the other cubes. ButterflyThis is one of the most complex connections of the nodes. As the figure suggests, there are nodes which are connected and arranged in terms of their ranks. They are arranged in the form of a matrix. In dynamic interconnect networks, the nodes are interconnected via an array of simple switching elements. This interconnection can then be changed by use of routing algorithms, such that the path from one node to other nodes can be varied. Dynamic interconnections can be classified as: Single stage Interconnect Network Multistage interconnect Network Crossbar switch connections == Crossbar Switch Connections == In crossbar switch, there is a dedicated path from one processor to other processors. Thus, if there are n inputs and m outputs, we will need nm switches to realize a crossbar. As the number of outputs increases, the number of switches increases by factor of n. For large network this will be a problem. An alternative to this scheme is staged switching. == Single Stage Interconnect Network == In a single stage interconnect network, the input nodes are connected to output via a single stage of switches. The figure shows 88 single stage switch using shuffle exchange. As one can see, from a single shuffle, not all input can reach all output. Multiple shuffles are required for all inputs to be connected to all the outputs. == Multistage Interconnect Network == A multistage interconnect network is formed by cascading multiple single stage switches. The switches can then use their own routing algorithm, or be controlled by a centralized router, to form a completely interconnected network. Multistage Interconnect Network can be classified into three types: Non-blocking: A non-blocking network can connect any idle input to any idle output, regardless of the connections already established across the network. Crossbar is an example of this type of network. Rearrangeable non-blocking: This type of network can establish all possible connections between inputs and outputs by rearranging its existing connections. Blocking: This type of network cannot realize all possible connections between inputs and outputs. This is because a connection between one free input to another free output is blocked by an existing connection in the network. The number of switching elements required to realize a non-blocking network in highest, followed by rearrangeable non-blocking. Blocking network uses least switching elements. == Examples == Multiple types of multistage interconnection networks exist. === Omega network === An Omega network consists of multiple stages of 22 switching elements. Each input has a dedicated connection to an output. An NN omega network has log2(N) stages and N/2 switching elements in each stage for a perfect shuffle between stages. Thus the network has complexity of 0(N log(N)). Each switching element can employ its own switching algorithm. Consider an 88 omega network. There are 8! = 40320 1-to-1 mappings from input to output. There are 12 switching element for a total permutation of 2^12 = 4096. Thus, it is a blocking network. === Clos network === A Clos network uses 3 stages to switch from N inputs to N outputs. In the first stage, there are r= N/n crossbar switches and each switch is of size nm. In the second stage there are m switches of size rr and finally the last stage is a mirror of the first stage with r switches of size mn. A clos network will be completely non-blocking if m >= 2n-1. The number of connections, though more than omega network is much less than that of a crossbar network. === Beneš network === A Beneš network is a rearrangeably non-blocking network derived from the clos network by initializing n = m = 2. There are (2log2(N) - 1) stages, with each stage containing N/2 22 crossbar switches. An 88 Beneš network has 5 stages of switching elements, and each stage has 4 switching elements. The center three stages has two 44 benes network. The 44 Beneš network, can connect any input to any output recursively.

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  • Radioplayer

    Radioplayer

    Radioplayer is a radio technology platform, owned by UK radio broadcasters and operated under licence in some other countries. It operates an internet radio web tuner, a set of mobile phone apps, an in-car adaptor, and a growing range of integrations with other connected devices and platforms. Radioplayer is operated by UK Radioplayer Ltd which is a not-for-profit organisation owned by UK radio broadcasters. Initial shareholders were the BBC, Global Radio, GMG Radio, Absolute Radio and RadioCentre. After consolidation in the radio market, current shareholders are the BBC, Global Radio, Bauer Media Group and RadioCentre. == History == Launched in the UK on 31 March 2011, Radioplayer set out to offer a simple and accessible way to listen to radio via the internet. It contained 157 stations at launch. Initially working internally at the BBC for Tim Davie, then Director of BBC Audio & Music, Michael Hill led the project since March 2009; he was made Managing Director of UK Radioplayer Ltd on 28 July 2010. At launch, Radioplayer was a simple and straightforward Flash-based radio player, linked-to by radio stations on their own website. The player included searching and bookmarking across all of UK radio station content. On 5 October 2012, Radioplayer launched a mobile app on iOS phones with an Android version following shortly afterwards. The apps are unavailable for download outside the United Kingdom. This was followed by a tablet app on 25 September 2013. The apps also support Android Wear, Android Auto, Smart Device Link, Apple Watch and Apple CarPlay. They are also compatible with Chromecast and Airplay. In September 2016, Radioplayer announced it had been chosen by Amazon to integrate with their new voice-controlled 'Echo' device, ahead of its UK launch. In July 2017, Radioplayer integrated with the Sonos and Bose multi-room speaker platforms. UK Radioplayer currently contains around 500 UK stations, from Ofcom-licensed broadcasters. Online-only 'sister-stations' can also be added, but only by broadcasters with Ofcom licences which have been on the platform for over a year. == Radioplayer Car == Radioplayer Car was announced in September 2014 as a hybrid radio receiver that switches between FM, DAB and streaming to find the strongest signal. Speaking in Oslo in June 2015, Michael Hill said that he hoped to launch the product in the UK and Norway during the summer of 2015. In February 2017, Radioplayer Car was launched. It was marketed as the world’s first voice-controlled hybrid radio adaptor for car stereos. A small box, fitted behind the dashboard, links to the auxiliary input on an existing car radio. It connects wirelessly via Bluetooth to the driver’s smartphone by an app. The adaptor enabled drivers to listen to their own smartphone music collections using Bluetooth, take hands-free calls, listen to inbound text messages and receive instant audio travel news, customised by GPS to their location and direction of travel. The hardware was manufactured under licence by car audio interfaces supplier Connects2, and Hyde Park Corner was promoted as the preferred installer of the audio equipment. There were several spin-off benefits of the Radioplayer Car project, including the creation of the hybrid radio metadata API for cars, known as the 'WRAPI' (Worldwide Radioplayer API). == International == Through a separate company called Radioplayer Worldwide, Radioplayer technology is licensed to a number of different territories.

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  • Control break

    Control break

    In computer programming, a control break is a change in the value of one of the keys on which a file is sorted, which requires some extra processing. For example, with an input file sorted by post code, the number of items found in each postal district might need to be printed on a report, and a heading shown for the next district. Quite often there is a hierarchy of nested control breaks in a program, such as streets within districts within areas, with the need for a grand total at the end. Structured programming techniques have been developed to ensure correct processing of control breaks in languages such as COBOL and to ensure that conditions such as empty input files and sequence errors are handled properly. With fourth-generation languages such as SQL, the programming language should handle most of the details of control breaks automatically.

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  • Story (social media)

    Story (social media)

    In social media, a story is a function in which the user tells a narrative or provides status messages and information in the form of short, time-limited clips in an automatically running sequence. == Definition == A story is a short sequence of images, videos, or other social media content, which can be accompanied by backgrounds, music, text, stickers, animations, filters or emojis. Social media platforms typically advance through the sequence automatically when presenting a story to a viewer. Although the sequential nature of stories can be used to tell a narrative, the pieces of a story can also be unrelated. Social media platforms that offer stories will typically have a primary story for each user which consists of everything the user posted to their story over a certain period of time, usually the most recent 24 hours. Most stories cannot be changed afterwards and are only available for a short time. Stories are almost exclusively created on a mobile device such as a smartphone or tablet computer and are usually displayed vertically. == History == In October 2013, Snapchat first introduced the story function as a series of Snaps that can together tell a narrative through a chronological order, with each Snap being viewable by all of the poster's friends and deleted after 24 hours. Stories soon surpassed private Snaps to become Snapchat's most-viewed type of post. After 2015, Snapchat introduced a feature allowing users to post private stories viewable by a chosen subset of their friends. Later other apps would copy this feature. In August 2016, Instagram introduced a stories function that deletes the content after 24 hours. Various commenters have accused the site of copying Snapchat. In February 2017, the instant messenger WhatsApp introduced the Now Status stories function in beta, which was later renamed Status. In March 2017, a story function was introduced in Facebook Messenger. In February 2018, Google launched AMP Stories, bringing a story-style format to certain Google search results on mobile devices. In August 2018, YouTube introduced a stories function that initially was limited to pictures, but was later expanded to support short video clips. The feature was shut down in June 2023. In August 2018, the GIF website Giphy introduced a story function. In March 2022, TikTok added a story feature which allowed users to create 15 second long videos that delete after 24 hours. In June 2023, Telegram CEO Pavel Durov announced stories for Telegram would be released in July 2023. In July 2023, the feature was released for premium users, and in August 2023 it was rolled out for all users. == User motivations == In 2022, a study performed by Jia-Dai (Evelyn) Lu and Jhih-Syuan (Elaine) Lin examined the various motivations for updating stories on Instagram. The researchers found a new configuration of motivations for using Instagram Stories: exploration, self-enhancement, perceived functionality, entertainment, social sharing, relationship building, novelty, and surveillance. The findings also highlighted that contribution and creation activities are likely to result in positive emotions, while creation alone predicts negative emotions while updating stories on Instagram. == Usage statistics == In 2019, around 1.5 billion people worldwide every day on average used the stories function in a social network or messenger. Younger people in particular use this function. More than 20% of people aged 18 to 24 use Instagram stories, while it is just under 2% of those over 55. In a Facebook survey of 18,000 participants from 12 countries, 68% said they used the stories function at least once a month. Stories in the areas of fashion and tourism are particularly popular. The website Fanpage Karma analyzed several Instagram accounts and determined the average reach of posts and stories per follower, concluding that posts have a higher reach than stories, which often have less than half the reach.

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