AI For Kids Dale Lane

AI For Kids Dale Lane — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • AirDine

    AirDine

    AirDine was a mobile app within the platform economy where individuals acted as both supplier and customer for a supper club. AirDine discontinued their service after 31 October 2017. == Operations == AirDine was an online marketplace for home dining that connected users that liked to cook with users looking for a dining experience. Users were categorized as "Hosts" and "Guests," both of whom needed to register with AirDine. AirDine acted as a two-sided market for home dining that allowed hosts and guests, and did not act as a restaurant or host any dinners itself. AirDine charged a service fee. Security and safety of the host were not vetted by AirDine and were completely left to users based on published reviews. Profiles included user reviews and shared social connections to build trust among users. AirDine also included a private messaging system.

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  • Enterprise social software

    Enterprise social software

    Enterprise social software (also known as or regarded as a major component of Enterprise 2.0), comprises social software as used in "enterprise" (business/commercial) contexts. It includes social and networked modifications to corporate intranets and other classic software platforms used by large companies to organize their communication. In contrast to traditional enterprise software, which imposes structure prior to use, enterprise social software tends to encourage use prior to providing structure. Carl Frappaolo and Dan Keldsen defined Enterprise 2.0 in a report written for Association for Information and Image Management (AIIM) as "a system of web-based technologies that provide rapid and agile collaboration, information sharing, emergence and integration capabilities in the extended enterprise". == Applications == === Functionality === Social software for an enterprise must (according to Andrew McAfee, Associate Professor, Harvard Business School) have the following functionality to work well: Search: allowing users to search for other users or content Links: grouping similar users or content together Authoring: including blogs and wikis Tags: allowing users to tag content Extensions: recommendations of users; or content based on profile Signals: allowing people to subscribe to users or content with RSS feeds McAfee recommends installing easy-to-use software which does not impose any rigid structure on users. He envisages an informal roll-out, but on a common platform to enable future collaboration between areas. He also recommends strong and visible managerial support to achieve this. In 2007 Dion Hinchcliffe expanded the list above by adding the following four functions: Freeform function: no barriers to authorship (meaning free from a learning curve or from restrictions) Network-oriented function, requiring web-addressable content in all cases Social function: stressing transparency (to access), diversity (in content and community members) and openness (to structure) Emergence function: requiring the provision of approaches that detect and leverage the collective wisdom of the community Enterprise search differs from a typical web search in its focus on "use within an organization by employees seeking information held internally, in a variety of formats and locations, including databases, document management systems, and other repositories". === Criticism === There has been recent criticism that the adaptation of the social paradigm (e.g. openness and altruistic behavior) does not always work well for the enterprise setting, which led some authors to question the proper functioning of enterprise social software. The findings from a novel study suggests that free and non-anonymous sharing of trusted information (beyond marketing or product information) is significantly influenced by concerns from business users.

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  • Digital journalism

    Digital journalism

    Digital journalism, also known as netizen journalism or online journalism, is a contemporary form of journalism where editorial content is distributed via the Internet, as opposed to publishing via print or broadcast. What constitutes digital journalism is debated amongst scholars. However, the primary product of journalism, which is news and features on current affairs, is presented solely or in combination as text, audio, video, or some interactive forms like storytelling stories or newsgames and disseminated through digital media technology. Fewer barriers to entry, lowered distribution costs and diverse computer networking technologies have led to the widespread practice of digital journalism. It has democratized the flow of information that was previously controlled by traditional media including newspapers, magazines, radio and television. Most readers expect online journalists to be reliable and competent, but these journalists often fail to meet this standard because they have very short deadlines and do not have enough resources to produce decent work. Some have asserted that a greater degree of creativity can be exercised with digital journalism when compared to traditional journalism and traditional media. The digital aspect may be central to the journalistic message and remains, to some extent, within the creative control of the writer, editor and/or publisher. It has been acknowledged that reports of its growth have tended to be exaggerated. In fact, a 2019 Pew survey showed a 16% decline in the time spent on online news sites since 2016. In the United States, reports issued by the Federal Communications Commission (FCC) in 2011 and by the Government Accountability Office (GAO) and the Congressional Research Service (CRS) in 2023 found that increases in newsroom staffing at digital-native news websites from 2008 to 2020 were not offsetting cuts in newsroom staffing among newspapers (which numbered in the tens of thousands of jobs), and that newspapers and television (which had been seeing declining newsroom staffing alongside newspapers) still employed the majority of payrolled newsroom staff in the United States in 2022 while online-only news websites employed less than 10%. The GAO and CRS reports noted further that the reduction in subscription and advertising revenue for the U.S. newspaper industry from 2000 to 2020 that constituted the overwhelming majority of its inflation-adjusted total revenue was not being offset by digital circulation or online advertising despite almost two-thirds of U.S. advertising spending in total by 2020 being online. Also, while the FCC report noted that local television stations in the United States had become some of the largest providers of local news online, the FCC found in a 2021 working paper that inflation-adjusted advertising revenue for television stations fell nationally from 2010 to 2018. == Overview == Digital journalism flows as journalism flows and is difficult to pinpoint where it is and where it is going. In partnership with digital media, digital journalism uses facets of digital media to perform journalist tasks, for example, using the internet as a tool rather than a singular form of digital media. There is no absolute agreement as to what constitutes digital journalism. Mu Lin argues that, "Web and mobile platforms demand us to adopt a platform-free mindset for an all-inclusive production approach – create the [digital] contents first, then distribute via appropriate platforms." The repurposing of print content for an online audience is sufficient for some, while others require content created with the digital medium's unique features like hypertextuality. Fondevila Gascón adds multimedia and interactivity to complete the digital journalism essence. For Deuze, online journalism can be functionally differentiated from other kinds of journalism by its technological component which journalists have to consider when creating or displaying content. Digital journalistic work may range from purely editorial content like CNN (produced by professional journalists) online to public-connectivity websites like Slashdot (communication lacking formal barriers of entry). The difference of digital journalism from traditional journalism may be in its re-conceptualised role of the reporter in relation to audiences and news organizations. The expectations of society for instant information was important for the evolution of digital journalism. However, it is likely that the exact nature and roles of digital journalism will not be fully known for some time. Some researchers even argue that the free distribution of online content, online advertisement and the new way recipients use news could undermine the traditional business model of mass media distributors that is based on single-copy sales, subscriptions and the selling of advertisement space. == History == The first type of digital journalism, called teletext, was invented in the UK in 1970. Teletext is a system allowing viewers to choose which stories they wish to read and see it immediately. The information provided through teletext is brief and instant, similar to the information seen in digital journalism today. The information was broadcast between the frames of a television signal in what was called the vertical blanking interval or VBI. American journalist Hunter S. Thompson relied on early digital communication technology beginning by using a fax machine to report from the 1971 US presidential campaign trail as documented in his book Fear and Loathing on the Campaign Trail. After the invention of teletext was the invention of videotex, of which Prestel was the world's first system, launching commercially in 1979 with various British newspapers, such as the Financial Times lining up to deliver newspaper stories online through it. Videotex closed down in 1986 due to failing to meet end-user demand. American newspaper companies took notice of the new technology and created their own videotex systems, the largest and most ambitious being Viewtron, a service of Knight-Ridder launched in 1981. Others were Keycom in Chicago and Gateway in Los Angeles. All of them had closed by 1986. Next came computer Bulletin Board Systems. In the late 1980s and early 1990s, several smaller newspapers started online news services using BBS software and telephone modems. The first of these was the Albuquerque Tribune in 1989. Computer Gaming World in September 1992 broke the news of Electronic Arts' acquisition of Origin Systems on Prodigy, before its next issue went to press. Online news websites began to proliferate in the 1990s. An early adopter was The News & Observer in Raleigh, North Carolina which offered online news as Nando. Steve Yelvington wrote on the Poynter Institute website about Nando, owned by The N&O, by saying "Nando evolved into the first serious, professional news site on the World Wide Web". It originated in the early 1990s as "NandO Land". It is believed that a major increase in digital online journalism occurred around this time when the first commercial web browsers, Netscape Navigator (1994) and Internet Explorer (1995). By 1996, most news outlets had an online presence. Although journalistic content was repurposed from original text/video/audio sources without change in substance, it could be consumed in different ways because of its online form through toolbars, topically grouped content, and intertextual links. A twenty-four-hour news cycle and new ways of user-journalist interaction web boards were among the features unique to the digital format. Later, portals such as AOL and Yahoo! and their news aggregators (sites that collect and categorize links from news sources) led to news agencies such as The Associated Press to supplying digitally suited content for aggregation beyond the limit of what client news providers could use in the past. Also, Salon, was founded in 1995. In 2001, the American Journalism Review called Salon the Internet's "preeminent independent venue for journalism." In 2008, for the first time, more Americans reported getting their national and international news from the internet, rather than newspapers. Young people aged 18 to 29 now primarily get their news via the Internet, according to a Pew Research Center report. Audiences to news sites continued to grow due to the launch of new news sites, continued investment in news online by conventional news organizations, and the continued growth in internet audiences overall. Sixty-five percent of youth now primarily access the news online. Mainstream news sites are the most widespread form of online news media production. As of 2000, the vast majority of journalists in the Western world now use the internet regularly in their daily work. In addition to mainstream news sites, digital journalism is found in index and category sites (sites without much original content but multiple links to existing news sites), meta- and comment sites (sites about

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  • Software-defined mobile network

    Software-defined mobile network

    Software-defined mobile networking (SDMN) is an approach to the design of mobile networks where all protocol-specific features are implemented in software, maximizing the use of generic and commodity hardware and software in both the core network and radio access network (RAN). == History == Through the 20th century, telecommunications technology was driven by hardware development, with most functions implemented in special-purpose equipment. In the early 2000s, generally available CPUs became cheap enough to enable commercial software-defined radio (SDR) technology and softswitches. SDMN extends these trends into the design of mobile networks, moving nearly all network functions into software. The term "software-defined mobile network" first appeared in public literature in early 2014, used independently by Lime Microsystems and researchers from University of Oulu, Finland. == Limitations of hardware-based mobile networks == Mobile networks based on special-purpose hardware suffer from the following limitations: They have limited provisions for upgrades and usually must be replaced entirely when new standards are introduced. The individual components are not scalable in terms of performance and capacity, because the capacity of a component is fixed by the hardware implementation. Specialized equipment and its associated specialized software require vendor-specific training for the mobile operator's staff. Specialized hardware systems are usually supported and serviced by a single vendor, resulting in vendor lock-in. == Characteristics of SDMN designs == === Use of software-defined radio === SDR is an important element of SDMN, because it replaces protocol-specific radio hardware with protocol-agnostic digital transceivers. While many earlier digital radio systems used field-programmable gate arrays (FPGAs) or special-purposed digital signal processors (DSPs) for calculations on baseband radio waveforms, the SDMN approach moves all of the baseband processing into general-purpose CPUs. SDMN radio systems also use hardware with publicly-documented interfaces that is designed to be readily reproducible by multiple manufacturers. === Commodity components === SDMN designs avoid the use of components that are specialized as to their functions or that are available from only a single vendor. This is true of both the hardware and software elements of the network. === Software switching and transcoding === The telephony switches of SDMN networks are software-based, including software transcoding for speech codecs. === Centralized, distributed, or hybrid? === A new SDN architecture for wireless distribution systems (WDSs) is explored that eliminates the need for multi-hop flooding of route information and therefore enables WDNs to easily expand. The key idea is to split network control and data forwarding by using two separate frequency bands. The forwarding nodes and the SDN controller exchange link-state information and other network control signaling in one of the bands, while actual data forwarding takes place in the other band. == Advantages of SDMN == The SDMN approach has many advantages over hardware-based mobile network designs. Because SDMN hardware is protocol-agnostic, upgrades are software-only, even across technology generations. In the radio network, these changes can even be made on a site-by-site basis. Because SDMN hardware is designed to be easily sourced and reproduced: SDMN equipment can be serviced by a wider range of vendors, lowering maintenance costs. SDMN equipment can be manufactured anywhere in the world, lowering production costs. Because SDMN software is based on commodity operating systems and development tools: Support staff can be trained more quickly because they are already familiar with the underlying software systems. Many aspects of the SDMN can be monitored and managed with pre-existing tools, because they are already available in the commodity operating systems. Because SDMN network components run on general purpose computers, the network components can be scaled up in capacity by adding more computing power.

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  • Robotic process automation

    Robotic process automation

    Robotic process automation (RPA) is a form of business process automation that is based on software robots (bots) or artificial intelligence (AI) agents. RPA should not be confused with artificial intelligence as it is based on automation technology following a predefined workflow. It is sometimes referred to as software robotics (not to be confused with robot software). In traditional workflow automation tools, a software developer produces a list of actions to automate a task and interface to the back end system using internal application programming interfaces (APIs) or dedicated scripting language. In contrast, RPA systems develop the action list by watching the user perform that task in the application's graphical user interface (GUI) and then perform the automation by repeating those tasks directly in the GUI. This can lower the barrier to the use of automation in products that might not otherwise feature APIs for this purpose. RPA tools have strong technical similarities to graphical user interface testing tools. These tools also automate interactions with the GUI, and often do so by repeating a set of demonstration actions performed by a user. RPA tools differ from such systems in that they allow data to be handled in and between multiple applications, for instance, receiving email containing an invoice, extracting the data, and then typing that into a bookkeeping system. == Historic evolution == As a form of automation, the concept has been around for a long time in the form of screen scraping, so long that to early PC users the reminder of it often blurs with the idea of malware infection. Yet compared to screen scraping, RPA is much more extensible, consisting of API integration into other enterprise applications, connectors into ITSM systems, terminal services and even some types of AI (e.g. machine learning) services such as image recognition. It is considered to be a significant technological evolution in the sense that new software platforms are emerging which are sufficiently mature, resilient, scalable and reliable to make this approach viable for use in large enterprises (who would otherwise be reluctant due to perceived risks to quality and reputation). == Use == The hosting of RPA services also aligns with the metaphor of a software robot, with each robotic instance having its own virtual workstation, much like a human worker. The robot uses keyboard and mouse controls to take actions and execute automations. Normally, all of these actions take place in a virtual environment and not on screen; the robot does not need a physical screen to operate, rather it interprets the screen display electronically. The scalability of modern solutions based on architectures such as these owes much to the advent of virtualization technology, without which the scalability of large deployments would be limited by the available capacity to manage physical hardware and by the associated costs. The implementation of RPA in business enterprises has shown dramatic cost savings when compared to traditional non-RPA solutions. === RPA actual use === Banking and finance process automation Mortgage and lending processes Customer care automation eCommerce merchandising operations Social media marketing Optical character recognition applications Data extraction process Fixed automation process Manual and repetitive tasks automation Voice recognition and digital dictation software linked to join up business processes for straight through processing without manual intervention Specialised remote infrastructure management software featuring automated investigation and resolution of problems, using robots for the first line IT support Chatbots used by internet retailers and service providers to service customer requests for information. Also used by companies to service employee requests for information from internal databases Presentation layer automation software, increasingly used by business process outsourcers to displace human labour Interactive voice response (IVR) systems incorporating intelligent interaction with callers == Impact on employment == According to Harvard Business Review, most operations groups adopting RPA have promised their employees that automation would not result in layoffs. Instead, workers have been redeployed to do more interesting work. One academic study highlighted that knowledge workers did not feel threatened by automation: they embraced it and viewed the robots as team-mates. The same study highlighted that, rather than resulting in a lower "headcount", the technology was deployed in such a way as to achieve more work and greater productivity with the same number of people. Conversely, however, some analysts proffer that RPA represents a threat to the business process outsourcing (BPO) industry. The thesis behind this notion is that RPA will enable enterprises to "repatriate" processes from offshore locations into local data centers, with the benefit of this new technology. The effect, if true, will be to create high-value jobs for skilled process designers in onshore locations (and within the associated supply chain of IT hardware, data center management, etc.) but to decrease the available opportunity to low-skilled workers offshore. On the other hand, this discussion appears to be healthy ground for debate as another academic study was at pains to counter the so-called "myth" that RPA will bring back many jobs from offshore. === Impact on society === Academic studies project that RPA, among other technological trends, is expected to drive a new wave of productivity and efficiency gains in the global labour market. Although not directly attributable to RPA alone, Oxford University conjectures that up to 35% of all jobs might be automated by 2035. There are geographic implications to the trend in robotic automation. In the example above where an offshored process is "repatriated" under the control of the client organization (or even displaced by a business process outsourcer) from an offshore location to a data centre, the impact will be a deficit in economic activity to the offshore location and an economic benefit to the originating economy. On this basis, developed economies – with skills and technological infrastructure to develop and support a robotic automation capability – can be expected to achieve a net benefit from the trend. In a TEDx talk hosted by University College London (UCL), entrepreneur David Moss explains that digital labour in the form of RPA is likely to revolutionize the cost model of the services industry by driving the price of products and services down, while simultaneously improving the quality of outcomes and creating increased opportunity for the personalization of services. In a separate TEDx in 2019 talk, Japanese business executive, and former CIO of Barclays bank, Koichi Hasegawa noted that digital robots can be a positive effect on society if we start using a robot with empathy to help every person. He provides a case study of the Japanese insurance companies – Sompo Japan and Aioi – both of whom introduced bots to speed up the process of insurance pay-outs in past massive disaster incidents. Meanwhile, Professor Willcocks, author of the LSE paper cited above, speaks of increased job satisfaction and intellectual stimulation, characterising the technology as having the ability to "take the robot out of the human", a reference to the notion that robots will take over the mundane and repetitive portions of people's daily workload, leaving them to be used in more interpersonal roles or to concentrate on the remaining, more meaningful, portions of their day. It was also found in a 2021 study observing the effects of robotization in Europe that, the gender pay gap increased at a rate of .18% for every 1% increase in robotization of a given industry. == Unassisted RPA == Unassisted RPA, or RPAAI, is the next generation of RPA related technologies. Technological advancements around artificial intelligence allow a process to be run on a computer without needing input from a user. == Hyperautomation == Hyperautomation is the application of advanced technologies like RPA, artificial intelligence, machine learning (ML) and process mining to augment workers and automate processes in ways that are significantly more impactful than traditional automation capabilities. Hyperautomation is the combination of technologies that allow faster application authorship (like low-code and no-code) with automation technologies that coordinate different worker types (i.e. human and artificial) for intelligent and strategic workflow optimization. Gartner's report notes that this trend was kicked off with robotic process automation (RPA). The report notes that, "RPA alone is not hyperautomation. Hyperautomation requires a combination of tools to help support replicating pieces of where the human is involved in a task." == Outsourcing == Back office clerical processes outsourced by large organisations

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  • Social media age verification laws in the United States

    Social media age verification laws in the United States

    In the United States, age verification laws for social media are ostensibly designed to limit young people's access to content deemed problematic such as pornography and to reduce the negative impact of social media on the mental health and well-being of children and adolescents. The purpose and effects of such laws are highly contested. Critics say that these laws suppress free speech by removing online anonymity. They have also stated the laws undermine safety, even for children, by increasing the exposure of user data to breaches, many sites require government IDs and biometric data (such as photographs), often transmitted or secured insecurely and without encryption. They also note that the measures are easily circumvented with VPNs, prompting some states such as Michigan and Wisconsin to propose legislation banning VPNs. == Laws == Many state legislatures have considered or enacted legislation pertaining to young people and social media. In 2022, California passed the California Age-Appropriate Design Code Act (AB 2273) requiring websites that are likely to be used by minors to estimate visitors' ages. On March 23, 2023, Utah Governor Spencer Cox signed SB 152 and HB 311, collectively known as the Utah Social Media Regulation Act, which requires age verification; if a user is under 18, they have to get parental consent before making an account on any social media platform. Few laws have gone into effect partially due to court challenges. === Arkansas === On April 11, 2023, Arkansas enacted SB 396, the Social Media Safety Act. The law requires certain social media companies that make over $100 million per year to verify the age of new users using a third party, and to obtain parental consent for users under 18. It excludes social media companies that allow a user to generate short video clips as well as games. The law was set to go in effect in September 2023. On June 29, 2023, NetChoice sued the Attorney General of Arkansas Tim Griffin in The Western District Court of Arkansas to block enforcement of the law, supported by the American Civil Liberties Union and the Electronic Frontier Foundation (EFF). On July 7, 2023, NetChoice filed a motion for a preliminary injunction to block enforcement of the law. On July 27, Griffin and Tony Allen filed briefs in opposition to the preliminary injunction. The preliminary injunction was granted by Judge Timothy L. Brooks on August 31, reasoning that the law was too vague, that NetChoice's members will suffer irreparable harm if the act goes into effect, and that age restrictions were ineffective. === California === ==== Digital Age Assurance Act (AB 1043) ==== On October 13, 2025, Gavin Newsom signed the Digital Age Assurance Act into law, which requires operating system providers to estimate the age of a user and into 4 age categories: Under 13 13 - 15 16 - 17 18 and over It comes into force on January 1, 2027. ==== California Age-Appropriate Design Code (AB 2273) ==== On September 15, 2022, California enacted AB 2273, the California Age-Appropriate Design Code Act. Its most controversial provisions required online services that are likely to be used by those under 18 to estimate the age of child users with a "reasonable level of certainty". It also required these services to file Data Protection Impact Assessments (DPIAs) certifying whether an online product, service, or feature could harm children, including by exposing them to (potentially) harmful content. The law does not define harmful content. Before the law took effect, EFF sent a veto request to Newsom. On December 14, 2022, NetChoice sued. On September 18, 2023, Federal Judge Beth Labson Freeman granted a preliminary injunction. The 9th Circuit on August 16, 2024, affirmed the injunction against the DPIA section of the law and sent the rest back, because the argument in the 9th circuit was mainly focused on the DPIA. ==== Protecting Our Kids from Social Media Addiction Act (SB 976) ==== On September 20, 2024, California enacted SB 976, Protecting Our Kids from Social Media Addiction. The law requires online platforms to exclude those under 18 from "addictive" feeds unless parental consent is given. It requires online platforms to not send notifications to someone under 18 between 12:00 AM and 6:00 AM without parental consent or between 8:00 am – 3:00 pm without parental consent from September through May (the law does not define what a "notification" is). The law took effect on January 1, 2025, with age verification required as of December 31, 2026. On November 12, NetChoice sued in the Northern District and before Judge Edward John Davila. On December 31, the judge blocked the sections of SB 976 that required time-of-day restrictions. He also enjoined requirements to report on the number of minor users as well as the number of parental assents to access an addictive feed. He did not block the age assurance requirement or blocking minors from seeing addictive feeds without parental consent. His reasoning was that age assurance that runs in the background does not restrict adult access to speech and that regulating feeds does not violate the first amendment because it was content neutral and did not remove any content. On January 1, 2025, NetChoice filed a motion to fully block the law as part of its appeal to the Ninth Circuit. NetChoice claimed that the court erred in its reading of Supreme Court case Moody v. NetChoice by mainly focusing on the concurring opinions and not the deciding opinion. The same day Davila decreed that California's response to NetChoice was due by 11:59 pm. California responded the same day to NetChoice's motion, claiming that the court should not block the full law, claiming that NetChoice had misread Moody v. NetChoice and that NetChoice's members would not likely face any harm from the act because members such as X (formerly Twitter) already offer their members feeds that were not personalized. On January 2, Davila granted NetChoice's motion to block the full law during the appeals process by delaying the effective date of the law from January 1, 2025, to February 1, 2025. That day NetChoice appealed the case to the Ninth Circuit Court of Appeals. === Florida === On January 5, 2024, Tyler Sirois introduced HB 1, which would ban anyone under 16 from using any social media platform and would require platforms to verify the age of users. After the bill passed, the American Civil Liberties Union (ACLU) published a blog post opposing the bill for violating the rights of minors and adults. The bill was vetoed by Governor Ron DeSantis on March 1, 2024, claiming that the State Legislature was going to enact a better alternative. HB 3 then decreased the minimum age from 16 to 14, allowing minors aged 14 and 15 to make social media accounts with parental consent. Florida enacted it on March 25, 2024, and took effect on January 1, 2025. A surge of 1,150% in VPN demand in Florida was detected after the law took effect. VPN services provide the ability to circumvent the law. On October 28, 2024, NetChoice and Computer and Communications Industry Association sued. The Judge is Chief Judge Mark E. Walker. On February 28, 2025, arguments were heard on the motion for a preliminary injunction. Walker seemed skeptical of Florida's argument that the law did not violate the first amendment and said the State would have a hard time to justify a complete ban of youth under 14 from social media. On March 13, Walker denied the motion for a preliminary injunction because the plaintiffs had not proven that at least one of their members had at least 10 percent of their users under 16 use their platform for at least 2 hours per day. Plaintiffs filed an amended complaint and a renewed motion for a preliminary injunction which was granted on June 3, for failing First Amendment Intermediate scrutiny. The injunction left in force the provision that allowed parents to request termination of their child's social media account. === Georgia === On April 23, 2024, Georgia enacted SB 351, which became Act 463. Act 463 requires platforms to verify the age of users of social media platforms and require users under 16 years of age to have parental consent before creating an account. It also requires schools to ban all social media platforms, including YouTube. Before the law was signed NetChoice sent a veto request to Kemp claiming the law was unconstitutional and was bad policy. After the bill was enacted, ACLU and NetChoice criticized the bill. NetChoice sued two months before the law's effective date. The Judge is Amy Totenberg. the suit claims that the law violates the First Amendment and Fourteenth Amendments. === Louisiana === ==== Secure Online Child Interaction and Age Limitation Act (SB 162) ==== On June 28, 2023, Louisiana enacted SB 162, the Secure Online Child Interaction and Age Limitation Act. It requires social media platforms to verify user age and get parental consent for users under 16, prohibits account holders under 1

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  • Honeywell JetWave

    Honeywell JetWave

    Honeywell's JetWave is a piece of satellite communications hardware produced by Honeywell that enables global in-flight internet connectivity. Its connectivity is provided using Inmarsat’s GX Aviation network. The JetWave platform is used in business and general aviation, as well as defense and commercial airline users. == History == In 2012, Honeywell announced it would provide Inmarsat with the hardware for its GX Ka-band in-flight connectivity network. The Ka-band (pronounced either "kay-ay band" or "ka band") is a portion of the microwave part of the electromagnetic spectrum defined as frequencies in the range 27.5 to 31 gigahertz (GHz). In satellite communications, the Ka-band allows higher bandwidth communication. In 2017, after five years and more than 180 flight hours and testing, JetWave was launched as part of GX Aviation with Lufthansa Group. Honeywell’s JetWave was the exclusive terminal hardware option for the Inmarsat GX Aviation network; however, the exclusivity clause in that contract has expired. In July 2019, the United States Air Force selected Honeywell’s JetWave satcom system for 70 of its C-17 Globemaster III cargo planes. In December 2019, it was reported that six AirAsia aircraft had been fitted with Inmarsat’s GX Aviation Ka-band connectivity system and is slated to be implemented fleetwide across AirAsia’s Airbus A320 and A330 models in 2020, requiring installation of JetWave atop AirAsia’s fuselages. Today, Honeywell’s JetWave hardware is installed on over 1,000 aircraft worldwide. In August 2021, the Civil Aviation Administration of China approved a validation of Honeywell’s MCS-8420 JetWave satellite connectivity system for Airbus 320 aircraft. In December 2021, Honeywell, SES, and Hughes Network Systems demonstrated multi-orbit high-speed airborne connectivity for military customers using Honeywell’s JetWave MCX terminal with a Hughes HM-series modem, and SES satellites in both medium Earth orbit (MEO) and geostationary orbit (GEO). The tests achieved full duplex data rates of more than 40 megabits per second via a number of SES' (GEO) satellites including GovSat-1, and the high-throughput, low-latency O3b MEO satellite constellation, with connections moving between GEO/MEO links in under 30 sec. == Uses == === Commercial aviation === Honeywell’s JetWave enables air transport and regional aircraft to connect to Inmarsat’s GX Aviation network. The multichannel satellite (MSC) JetWave terminals share the same antenna controller, modem and router hardware with the business market, but have an MCS-8200 fuselage-mounted antenna. === Business aviation === Honeywell’s JetWave hardware allows users to connect to Inmarsat’s Jet ConneX, a business aviation broadband connectivity offering to provide Wi-Fi for connected devices. JetWave offers a tail-mount antenna for business jets. === Defense === Honeywell’s JetWave satellite communications system for defense allows users to connect to the Inmarsat GX network, offering global coverage for military airborne operators, including over water, over nontraditional flight paths and in remote areas. JetWave and the Inmarsat GX network enable mission-critical applications like real-time weather; videoconferencing; large file transfers; encryption capabilities; in-flight briefings; intelligence, surveillance, and reconnaissance video; and secure communications. JetWave is configurable for a variety of military platforms and offers antennas for large and small airframes.

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  • Single address space operating system

    Single address space operating system

    In computer science, a single address space operating system (or SASOS) is an operating system that provides only one globally shared address space for all processes. In a single address space operating system, numerically identical (virtual memory) logical addresses in different processes all refer to exactly the same byte of data. In a traditional OS with private per-process address space, memory protection is based on address space boundaries ("address space isolation"). Single address-space operating systems make translation and protection orthogonal, which in no way weakens protection. The core advantage is that pointers (i.e. memory references) have global validity, meaning their meaning is independent of the process using it. This allows sharing pointer-connected data structures across processes, and making them persistent, i.e. storing them on backup store. Some processor architectures have direct support for protection independent of translation. On such architectures, a SASOS may be able to perform context switches faster than a traditional OS. Such architectures include Itanium, and Version 5 of the Arm architecture, as well as capability architectures such as CHERI. A SASOS should not be confused with a flat memory model, which provides no address translation and generally no memory protection. In contrast, a SASOS makes protection orthogonal to translation: it may be possible to name a data item (i.e. know its virtual address) while not being able to access it. SASOS projects using hardware-based protection include the following: Angel IBM i (formerly called OS/400) Iguana at NICTA, Australia Mungi at NICTA, Australia Nemesis Opal Scout Sombrero Related are OSes that provide protection through language-level type safety: Br1X Genera JX a research Java OS Phantom OS Singularity Theseus OS Torsion

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  • Corpus of Linguistic Acceptability

    Corpus of Linguistic Acceptability

    Corpus of Linguistic Acceptability (CoLA) is a dataset the primary purpose of which is to serve as a benchmark for evaluating the ability of artificial neural networks, including large language models, to judge the grammatical correctness of sentences. It consists of 10,657 English sentences from published linguistics literature that were manually labeled either as grammatical or ungrammatical. == Public version == The publicly available version of CoLA contains 9,594 sentences that belong to training and development sets. It excludes 1,063 sentences reserved for a held-out test set.

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  • The Holocaust and social media

    The Holocaust and social media

    The representation of the Holocaust on social media has been a subject of scholarly inquiry and media attention. == Selfies at Holocaust memorial sites == Some visitors take selfies at Holocaust memorials, which has been the subject of controversy. In 2018, Rhian Sugden, a British model, received criticism after posting a selfie at the Memorial to the Murdered Jews of Europe in Berlin with the caption "ET phone home". She later removed the caption, but defended taking the photograph. Other celebrities have also been criticised for photographs at the Berlin memorial, including Indian actress Priyanka Chopra and US politician Pete Buttigieg, whose husband posted a photograph of him at the memorial on a personal social media account. The Israeli artist and satirist Shahak Shapira set up the website yolocaust.de in 2017 to expose people who take inappropriate selfies at the Holocaust memorial in Berlin. Shapira went through thousands of selfies posted to social media sites such as Facebook, Instagram, Tinder, and Grindr, choosing the twelve that he found most offensive. When the images were moused over, the website replaces the memorial backdrop with black and white images of Nazi victims. "Yolocaust" is a portmanteau of "Holocaust" and YOLO, an acronym for "you only live once". The website went viral, receiving 1.2 million views in the first 24 hours after its launch. Shapira honored requests to take down all of the photographs, which he had used without permission, and the website remains with only a textual documentation of the project. In an analysis of comments by Internet users on the project, Christoph Bareither estimated that 75% were positive. However, the memorial's architect, Peter Eisenman, criticized the website. In his 2018 book Postcards from Auschwitz, Grinnell professor Daniel P. Reynolds defends the practice of selfie-taking at Holocaust sites. In 2019, the Auschwitz-Birkenau State Museum requested that visitors not take inappropriate selfies, although the museum's staff acknowledged that other visitors take selfies in a thoughtful and respectful manner, which they did not criticize. In an academic paper, Gemma Commane and Rebekah Potton analyze the use of Instagram to share tourist photographs at Holocaust sites and conclude that "Instagram encourages conversation and empathy, keeping the Holocaust visible in youth discourses". According to their analysis, most images are tagged with respectful hashtags such as #tragic, #remembrance, and #sadness. The Auschwitz museum has an official Instagram account, auschwitzmemorial, which it uses to share selected appropriate Instagram posts. However, the image feed for the hashtag "Auschwitz" includes potentially offensive images such as an image of "Nazi Vs. Jews #beerpong". This image, according to the authors, expresses "mockery and contempt" for Holocaust victims. They also document offensive memes using images of Holocaust atrocities and shared on Instagram. Some social media users post in order to criticize what they see as inappropriate behavior at Holocaust sites, with one commenting, "Taking photos posing next to razor wire, selfies with victim's hair in the background, and even group shots in front of the crematoria had to be seen to be believed." == Assessment of tourism == Social media posts have been used by researchers to analyze the phenomenon of Holocaust-related tourism. == Social media groups == People have created groups on Facebook to discuss issues related to the Holocaust. One paper analyses two such groups, "The Holocaust and My Family" and "The Descendants of the Victims and Survivors of the Holocaust" in which people engage in collective trauma processing. == Eva.stories == In 2019, Israeli high-tech entrepreneur Mati Kochavi created a fictitious Instagram account for Eva Heyman, a Hungarian-Jewish girl who was murdered in Auschwitz concentration camp. The project met with mixed reception. Israeli prime minister Benjamin Netanyahu praised the project, saying that it "exposes the immense tragedy of our people through the story of one girl". == Holocaust denial == The issue of Holocaust denial on social media has also attracted attention. In October 2020, Facebook reversed its policy and banned Holocaust denial from the platform. Founder Mark Zuckerberg had previously argued that such content should not be banned on freedom of speech grounds.

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  • SitePal

    SitePal

    SitePal is a speaking avatar platform for small and medium-sized businesses developed by Oddcast. SitePal allows users to deploy "virtual employees" on websites that can welcome visitors, guide them around the site and answer questions. The use of SitePal on commercial websites has been controversial because many visitors report finding them annoying. Some research has shown that they can increase sales in comparison to using static photographs. == Development == The technology used was the result of more than 4 years of research at Stanford University. The research was based on a literature review and other previous work in the field of artificial intelligence research. The SitePal AI option uses the AIML programming language, which is partially editable by users. This allows web designers to simulate normal human conversation by using keywords or key phrases that the bot can respond to. == Features == The company provides web designers with options to customize the chosen avatar. A large selection of faces, clothing, hair, backgrounds, voices and other details are available. If a web designer wants to use a particular face, Sitepal can create one from a photo. Thus, a mascot or a known face can be simulated. == Speech == Sitepal avatars talk through text-to-speech (tts) software. A short paragraph can be written (up to 900 characters) and the text-to-speech engine will compile the actual speech, which can be reproduced and edited. The tts engine is not perfect, but it comes close to actual speech and is easy to understand. Tts can be further enhanced by some commands, like /laugh and /loud which make the avatar laugh or talk loud. Even pronunciation is possible. The web designer can record and upload his or her own audio messages. Alternatively Sitepal offers professional voice acting service at extra cost. == User interaction == The company provides 5 options for visitor interaction: No interaction. The avatar simply says a pre-fixed message. FAQ mode. Questions can be configured, which are clickable and the user can hear the answer. Lead mode. The avatar prompts the user to type his email and short message, so it can be sent to the webmaster (usually used on a "contact us" page) Chatbot mode. The avatar greets the user, and he can type his questions and have a conversation with the bot. With predetermined replies, this can work as an FAQ as well. API customization. Experienced programmers can make their avatar interact with their website, making it talk when the user clicks on a link or when other triggers occur. Even dual avatar conversations can be created, like a talk show. == Posting options == The company provides five options for posting the avatar: Embed in webpage (via javascript) Embed in HTML Send by email Publish to eBay Embed in Flash == Criticism == Early reviews, such as one by Troy Dreier published in PC World in 2002 were positive and described SitePal as: "an engagingly simple and personal tool, and the price is reasonable for what it adds to a site". Although Dreier did note that the program had "bugs that suggested it hadn't been tested thoroughly". In more recent years, reaction to SitePal has been much more negative with reviews such as Tom Spring writing in a PC World review citing SitePal ads and described his reaction as "Not so nice". Paul Bissex, writing in E-Scribe News described SitePal as "heinous... and embarrassing if anyone is within earshot...they creep me out" == Research on effectiveness == In one single-website research project Anita Campbell had half the visitors to Small Business Trends see a SitePal and the other half see just a static photograph. Over 11,000 visitors the SitePal avatar improved sign-up for a newsletter 144% over the control condition.

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  • Webedia

    Webedia

    Webedia S.A. is a company specializing in online media, a subsidiary of the Fimalac group based in Levallois-Perret, France. Webedia is active in more than twenty countries including France (AlloCiné, Jeuxvideo.com, MGG, Puremédias, Ode, Pureshopping, Volum, Terrafemina, 750g, easyVoyage, l’Automobile Magazine, Le 10 Sport), Brazil (AdoroCinema, Tudo Gostoso, Minhavida), Germany (Filmstarts, Moviepilot, GameStar), Spain and Latin America (Xataka, SensaCine, Raiser Games), Poland (Gry-Online and GetHero) and the United States (Boxoffice Pro). == History == === Early years (2007-2013) === Webedia was created in France in 2007, following the successive launches of the websites Purepeople, Puretrend and Purefans. Webedia bought the comparison shopping website Shopoon in 2008 and renamed it Pureshopping, and the website Ozap (media news) from M6 group in 2011 and renamed it Puremédias. Webedia was acquired by Fimalac in May 2013 and became its Internet media subsidiary. === Growth (2013-2016) === In 2013, Fimalac acquired AlloCiné, the websites Newsring and Youmag, the cooking website 750g and the cultural platform Exponaute. In 2014, Webedia acquired OverBlog, Jeuxvideo.com (through L'Odyssée Interactive and moved to Paris in 2015), Moviepilot (Germany), and Gameo Consulting (owner of Millenium, electronic sports), In December 2014, Webedia announced a license agreement with Ziff Davis to launch sites under the IGN franchise in Brazil and France at the beginning of 2015. The French version of IGN was launched on 2, it targets the general public and casual gamers. In 2015, Webedia acquired Côté Ciné Group (technological solutions for movie theaters and specialized press magazines: BoxOffice Pro in the United States and Côté Ciné in France), 57% of Easyvoyage group (online travel comparators Easyvol and Alibabuy, Mixicom (website JeuxActu and multi-channel network), 50% of the Brazilian network Paramaker, and West World Media (digital marketing company for the film industry). In 2016, Webedia bought Scimob (mobile video game studio), Surprizemi (home-delivered surprise boxes), Eklablog (blogging platform) Oxent (eSports World Convention), and Bang Bang Management (sports PR agency). In addition, an agreement is made with Paris Saint-Germain for Webedia to recruit and manage e-sports players on behalf of Paris Saint-Germain eSports. On November 15, 2016, the LFP announced that it had reached an agreement with beIN Sports and Webedia for the broadcasting of the first edition of the e-League 1. The competition is renewed for two additional seasons on July 26, 2017, the broadcasting agreements are renewed. On December 8, 2016, Webedia joined forces with Chronopost to launch Pourdebon, a home delivery service that connects Internet users and labeled producers (AOC, organic AB, etc.). Webedia has a slight majority (53%) in this new platform. === 2017 === On January 19, 2017, Webedia announced the acquisition of the English company Peach Digital, specializing in web development and digital marketing for movie theaters. In February 2017, Le Figaro announced that Webedia had invested 10 million euros in Illico Fresco, a home delivery service for baskets of recipes. The same month, FDJ and Webedia announced a partnership for the creation of eSports competitions: a professional one (FDJ Masters League) and another one for amateur gamers (FDJ Open Series) starting in March 2017. They are broadcast on Webedia's Web TV. At the end of February 2017, the media group finalized the acquisition of MyPoseo, a SaaS publisher specialized on SEO analytics. On March 8, 2017, Webedia launched LeStream, a Twitch Web TV dedicated to video games, the result of two years of development, in the company of several YouTubers including Cyprien and Squeezie,. On March 29, 2017, Webedia bought the Brazilian web publisher Minha Vida, a website devoted to health, nutrition, beauty and fitness, which attracts 14.3 million unique monthly visitors. Webedia reaches 44 million unique visitors in Brazil, and thus becomes the leading publisher on entertainment themes. In June 2017, the company made its largest international acquisition, with the American agency 3BlackDot, a media and marketing agency focused on videogamers. The agency, based in Los Angeles, manages 36 YouTubers followed by millions of subscribers on their channels which total 700 million videos viewed per month. In July 2017, Webedia bought IDZ, an audiovisual production company, and thus strengthened its production activities and its leadership on the YouTube channel networks in France. That year, Webedia was the first French media group to use the measurement of their global audiences by Comscore. It represents deduplicated coverage on desktops, laptops, smartphones and tablets, and includes audiences for websites, mobile applications and videos. This new measure allows Webedia to establish a deduplicated global audience of 177 million unique visitors in April 2017. In October 2017, Webedia announced its intention to launch a TV channel dedicated to electronic sports, called ES1. The channel was officially launched on January 10, 2018, on Orange TV and on February 6, 2018, on Free and Bouygues Telecom. In November 2017, Webedia, with the support of CDC International Capital, entered into exclusive negotiations with the Saudi company Uturn Entertainment, specializing in online entertainment, particularly on YouTube, and the production of digital content for the region's youth, with a view to merging it with Diwanee, a Webedia subsidiary in the Middle East, for an amount close to $100 million. In December 2017, Webedia acquired a majority stake in the United States–based company called Creators Media, which brings together social and video production platforms specializing in popular culture and entertainment. That same month, Webedia joined forces with Elephant, Emmanuel Chain's audiovisual production company, to create a new content production label aimed at Millennials. === 2018-2019 === In January 2018, Webedia launched a sports marketing agency: Only Sports & Passions. That same month, Illico Fresco, specialist in the delivery of kit meals belonging to Webedia, joined forces with Weight Watchers, the world leader in slimming products. In April 2018, Webedia published new audience figures in partnership with Comscore, 188 million unique monthly visitors in December 2017, an increase of 6.2% compared to the previous measure dating from April 2017. The same month, Webedia unveils its ambitions concerning content production, as a partnership with the video game studio Focus Home Interactive is signed with a title "Fear the Wolves" already planned for 2018, co-production projects of films, cartoons or series are announced. In July 2018, Webedia bought the American authors company Full Fathom Five, a company that helps authors produce books, TV series, films and video games. In October 2018, Webedia announced that it was focusing on both esports clubs PSG Esports and LeStream Esport. The first one being geared towards international competitions and the second devoted mainly to the French esports scene. The "Millenium" brand is thus refocusing around its media activities and esports merchandising products, and the "Millenium esport club" being gradually closed. The same month, the company announced the acquisition of Weblogs, a Spanish-speaking website publisher, thereby strengthening its activity in Spain and Latin America. On October 22, 2018, Webedia announced the merger of BoxOffice magazine with Film Journal International. On November 13, 2018, Groupe SEB announced the acquisition from Webedia of 750g International, the international branch of the French recipe site 750g (the original French website 750g.com being retained by Webedia). The group is thus separating from Gourmandize (United States and United Kingdom), HeimGourmet (Germany), Rebañando (Spain), Receitas Sem Fronteiras (Brazil / Portugal) and Tribù Golosa (Italy). The same month, Webedia joined forces with Riot Games to launch the French League of League of Legends (LFL), the first French professional league on the League of Legends game, which will bring together the 8 best teams on the French scene. In March 2019, Webedia bought 51% of the audiovisual production company Elephant. The new set will weigh 500 million euros, a quarter of which will be made outside France. The same month, Webedia purchased a majority stake in the company Partoo, which publishes a SaaS platform specializing in local marketing for brands and merchants. On March 14, 2019, a new measurement of the international audience of Webedia sites was produced by Comscore, posting 250 million unique visitors in December 2018, up 9.2% compared to December 2017. In June 2019, the group joined forces with Michel Cymes, a famous doctor and French TV host by taking a majority stake in his company Club Santé Débat, in order to develop a health platform around the Dr. Good! Brand. In Sep

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  • Dimensions CM

    Dimensions CM

    Dimensions CM is a software change and configuration management product developed by OpenText Corporation. It includes revision control, change, build and release management capabilities. Since 2014 (v14.1) Dimensions CM includes PulseUno module providing Code review and Continuous integration capabilities. Starting with the version 14.5.2 (2020) it can also serve as a binary repository manager. == History == Previous product names: PCMS Dimensions (SQL Software) PVCS Dimensions (Merant, Intersolv)

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  • Hype (marketing)

    Hype (marketing)

    Hype in marketing is a strategy of using extreme publicity. Hype as a modern marketing strategy is closely associated with social media. Marketing through hype often uses artificial scarcity to induce demand. Consumers of hyped products often participate as a form of conspicuous consumption to signify characteristics about themselves. Hype allows brands to promote their image above the actual quality of the product. Streetwear brands have collaborated with luxury fashion to justify charging premium prices for their goods. As an example, fashion label Vetements used social media channels to promote a limited-edition hoodie which sold 500 units in hours, recording sales of €445,000. When hype marketing is used to drive demand for limited-edition goods, consumers sometimes attempt resell those good on secondary markets for a profit (comparable to ticket scalping). The resale market is a $24 billion industry. == Method == Luxury brands may release products as a collaborate with ready-made garment brands as a way to build hype. Collaborations have been used by some luxury brands to circumvent fast fashion brands copying their designs. NYU Professor Adam Alter says that for an established brand to create a scarcity frenzy, they need to release a limited number of different products, frequently. Hype is often built via Pop-up retail. Comme des Garçons was one of the first to use this strategy, leasing a short-term vacant shop solved the storage problems of releasing product for quick sale. Hype campaigns also rely on influencer marketing, where brands enlist creators whose parasocial relationships with their followers help convert audience attention into demand for limited releases. == In popular culture == The term 'hypebeast' has been coined to define consumers vulnerable to hype marketing. The origins of the term come from the Hong Kong-based company Hypebeast. The behaviours of the hypebeast define hype marketing; the purchase of popular goods they can't afford to impress others. Hype also manifests itself in queues with brands often retailing hyped products through pop-up stores. Many luxury brands release hyped products via their online shop. This has led to the creation of companies that allow consumers to use bots to guarantee or improve their chances of purchasing a limited-edition product.

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  • Deluxe Media

    Deluxe Media

    Deluxe Media Inc., also known simply as Deluxe and formerly Deluxe Entertainment Services Group, Inc., is an American multinational multimedia and entertainment service provisions company owned by Platinum Equity, founded in 1915 by Hungarian-born American film producer William Fox and headquartered in Burbank, California. The company services multiple clients in the film, television, digital content and advertising industries across the globe, and has been recognized with 10 Academy Awards for scientific and technical achievements, including developments in CinemaScope pictures (as part of 20th Century Fox) and more recently for a process of creating archival separations from digital image data. == History == Deluxe began as a film processing laboratory established in 1915 by William Fox under the name De Luxe as part of his eponymous film conglomerate corporation in Fort Lee, New Jersey. In 1916, Fox Film Corporation opened its studio in Hollywood on 13 acres at Sunset and Western. The first Deluxe film laboratory on the west coast was built on the south side of the lot (Fernwood and Serrano), and the laboratory was moved to the new Fox studios building on Manhattan's west side in 1919, where it remained for over 40 years. The "business manager" (later president) of the laboratory was Alan E. Freedman, who guided the company into the 1960s. In 1927, Fox (Deluxe) received a patent for sound-on-film, the Fox Movietone system. In 1927, "Sunrise: A Song of Two Humans," an early Movietone film, opened. Fox Movietone News, ran weekly in theaters until 1963. During the Great Depression, Fox Film Corporation encountered financial difficulties. Among the actions taken to maintain liquidity, Fox sold the laboratories in 1932 to Freedman, who renamed the operation Deluxe. Under Freedman's leadership, Deluxe added two more plants in Chicago and Toronto. In January 1934, Fox was granted an option to rebuy DeLuxe before December 31, 1938. On 31 May 1935, under Sidney Kent, Fox merged his film company with Twentieth Century Pictures to form The Twentieth Century-Fox Film Corporation following a bank-infused reorganisation. The merged company then exercised this option in July 1936, with Freedman remaining as president. In 1953, Deluxe developed the widescreen format CinemaScope. Titles included "There's No Business Like Show Business" (1954) and "The Seven Year Itch" (1955). Other innovations included the processing and sound striping of CinemaScope, and were patented and/or received Academy awards. In 1962 Freedman retired. In the 1960s, Deluxe closed its New York plant, followed by its plants in Chicago and Toronto, as motion picture production declined on the East Coast. In 1972, Deluxe began large volume videocassette production, with a billion by 1996. In 1990, The Rank Organisation acquired Deluxe from Fox. In 2000, Deluxe began large volume DVD production. In 2006, The Rank Organisation sold Deluxe Film Group to MacAndrews & Forbes, renamed Deluxe Entertainment Services Group. On 9 February 2012, Deluxe acquired Hong Kong–based visual effects and post-production company, Centro Digital Pictures, with its founder John Chu remaining as president while reporting to Alaric McAusland, managing director for Deluxe in Australia. In May 2014, Deluxe shut down its Los Angeles plant at Sunset & Western Studios complex, where other studios themselves were demolished way back in 1971. Also that same year, Deluxe closed the Hollywood film labs, and they gave thousands of orphaned film elements to the Academy Film Archive. The Deluxe Laboratories Collection at the Academy Film Archive consists of over 7,500 35mm and 16mm film elements of various motion pictures dating back to the early 1960s. On 22 April 2015, Deluxe and its longtime competitor, Technicolor S.A., announced that they had entered into a binding agreement to create a new joint venture known as Deluxe Technicolor Digital Cinema which will specialize in cinema mastering, distribution and management services. Deluxe got acquired on 4 September 2019 by creditors in a debt-for-equity swap to avoid bankruptcy. On 3 October 2019, Deluxe filed for bankruptcy, pending in the Southern District of New York. The same month on the 24th, the company received court approval to emerge from bankruptcy with a comprehensive restructuring plan. On July 1, 2020, Platinum Equity agreed to acquire the distribution division of Deluxe and re-unite with former CEO Cyril Drabinsky who would merge CineVizion, a film distribution company he founded after leaving Deluxe in 2016, into it. The companies Company 3 and Method Studios which formed the creative divisions of Deluxe were sold to Framestore in November 2020.

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