AI For Mba Students

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  • Confusion matrix

    Confusion matrix

    In machine learning, a confusion matrix, also known as error matrix, is a specific table layout that allows visualization of the performance of an algorithm, typically a supervised learning one. In unsupervised learning it is usually called a matching matrix. The term is used specifically in the problem of statistical classification. Each row of the matrix represents the instances in an actual class while each column represents the instances in a predicted class, or vice versa – both variants are found in the literature. The diagonal of the matrix therefore represents all instances that are correctly predicted. The name stems from the fact that it makes it easy to identify whether the system is confusing two classes (i.e., commonly mislabeling one class as another). The confusion matrix has its origins in human perceptual studies of auditory stimuli. It was adapted for machine learning studies and used by Frank Rosenblatt, among other early researchers, to compare human and machine classifications of visual (and later auditory) stimuli. It is a special kind of contingency table, with two dimensions ("actual" and "predicted"), and identical sets of "classes" in both dimensions (each combination of dimension and class is a variable in the contingency table). == Example == Given a sample of 12 individuals, 8 that have been diagnosed with cancer and 4 that are cancer-free, where individuals with cancer belong to class 1 (positive) and non-cancer individuals belong to class 0 (negative), we can display that data as follows: Assume that we have a classifier that distinguishes between individuals with and without cancer in some way, we can take the 12 individuals and run them through the classifier. The classifier then makes 9 accurate predictions and misses 3: 2 individuals with cancer wrongly predicted as being cancer-free (sample 1 and 2), and 1 person without cancer that is wrongly predicted to have cancer (sample 9). Notice, that if we compare the actual classification set to the predicted classification set, there are 4 different outcomes that could result in any particular column: The actual classification is positive and the predicted classification is positive (1,1). This is called a true positive result because the positive sample was correctly identified by the classifier. The actual classification is positive and the predicted classification is negative (1,0). This is called a false negative result because the positive sample is incorrectly identified by the classifier as being negative. The actual classification is negative and the predicted classification is positive (0,1). This is called a false positive result because the negative sample is incorrectly identified by the classifier as being positive. The actual classification is negative and the predicted classification is negative (0,0). This is called a true negative result because the negative sample gets correctly identified by the classifier. We can then perform the comparison between actual and predicted classifications and add this information to the table, making correct results appear in green so they are more easily identifiable. The template for any binary confusion matrix uses the four kinds of results discussed above (true positives, false negatives, false positives, and true negatives) along with the positive and negative classifications. The four outcomes can be formulated in a 2×2 confusion matrix, as follows: The color convention of the three data tables above were picked to match this confusion matrix, in order to easily differentiate the data. Now, we can simply total up each type of result, substitute into the template, and create a confusion matrix that will concisely summarize the results of testing the classifier: In this confusion matrix, of the 8 samples with cancer, the system judged that 2 were cancer-free, and of the 4 samples without cancer, it predicted that 1 did have cancer. All correct predictions are located in the diagonal of the table (highlighted in green), so it is easy to visually inspect the table for prediction errors, as values outside the diagonal will represent them. By summing up the 2 rows of the confusion matrix, one can also deduce the total number of positive (P) and negative (N) samples in the original dataset, i.e. P = T P + F N {\displaystyle P=TP+FN} and N = F P + T N {\displaystyle N=FP+TN} . == Table of confusion == In predictive analytics, a table of confusion (sometimes also called a confusion matrix) is a table with two rows and two columns that reports the number of true positives, false negatives, false positives, and true negatives. This allows more detailed analysis than simply observing the proportion of correct classifications (accuracy). Accuracy will yield misleading results if the data set is unbalanced; that is, when the numbers of observations in different classes vary greatly. For example, if there were 95 cancer samples and only 5 non-cancer samples in the data, a particular classifier might classify all the observations as having cancer. The overall accuracy would be 95%, but in more detail the classifier would have a 100% recognition rate (sensitivity) for the cancer class but a 0% recognition rate for the non-cancer class. F1 score is even more unreliable in such cases, and here would yield over 97.4%, whereas informedness removes such bias and yields 0 as the probability of an informed decision for any form of guessing (here always guessing cancer). According to Davide Chicco and Giuseppe Jurman, the most informative metric to evaluate a confusion matrix is the Matthews correlation coefficient (MCC). Other metrics can be included in a confusion matrix, each of them having their significance and use. Some researchers have argued that the confusion matrix, and the metrics derived from it, do not truly reflect a model's knowledge. In particular, the confusion matrix cannot show whether correct predictions were reached through sound reasoning or merely by chance (a problem known in philosophy as epistemic luck). It also does not capture situations where the facts used to make a prediction later change or turn out to be wrong (defeasibility). This means that while the confusion matrix is a useful tool for measuring classification performance, it may give an incomplete picture of a model’s true reliability. == Confusion matrices with more than two categories == Confusion matrix is not limited to binary classification and can be used in multi-class classifiers as well. The confusion matrices discussed above have only two conditions: positive and negative. For example, the table below summarizes communication of a whistled language between two speakers, with zero values omitted for clarity. == Confusion matrices in multi-label and soft-label classification == Confusion matrices are not limited to single-label classification (where only one class is present) or hard-label settings (where classes are either fully present, 1, or absent, 0). They can also be extended to Multi-label classification (where multiple classes can be predicted at once) and soft-label classification (where classes can be partially present). One such extension is the Transport-based Confusion Matrix (TCM), which builds on the theory of optimal transport and the principle of maximum entropy. TCM applies to single-label, multi-label, and soft-label settings. It retains the familiar structure of the standard confusion matrix: a square matrix sized by the number of classes, with diagonal entries indicating correct predictions and off-diagonal entries indicating confusion. In the single-label case, TCM is identical to the standard confusion matrix. TCM follows the same reasoning as the standard confusion matrix: if class A is overestimated (its predicted value is greater than its label value) and class B is underestimated (its predicted value is less than its label value), A is considered confused with B, and the entry (B, A) is increased. If a class is both predicted and present, it is correctly identified, and the diagonal entry (A, A) increases. Optimal transport and maximum entropy are used to determine the extent to which these entries are updated. TCM enables clearer comparison between predictions and labels in complex classification tasks, while maintaining a consistent matrix format across settings.

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  • Hydration (web development)

    Hydration (web development)

    In web development, hydration or rehydration is a technique in which client-side JavaScript converts a web page that is static from the perspective of the web browser, delivered either through static rendering or server-side rendering, into a dynamic web page by attaching event handlers to the HTML elements in the DOM. Because the HTML is pre-rendered on a server, this allows for a fast "first contentful paint" (when useful data is first displayed to the user), but there is a period of time afterward where the page appears to be fully loaded and interactive, but is not until the client-side JavaScript is executed and event handlers have been attached. Frameworks that use hydration include Next.js and Nuxt. React v16.0 introduced a "hydrate" function, which hydrates an element, in its API. == Variations == === Streaming server-side rendering === Streaming server-side rendering allows one to send HTML in chunks that the browser can progressively render as it is received. This can provide a fast first paint and first contentful paint as HTML markup arrives to users faster. === Progressive rehydration === In progressive rehydration, individual pieces of a server-rendered application are “booted up” over time, rather than the current common approach of initializing the entire application at once. This can help reduce the amount of JavaScript required to make pages interactive, since client-side upgrading of low priority parts of the page can be deferred to prevent blocking the main thread. It can also help avoid one of the most common server-side rendering rehydration pitfalls, where a server-rendered DOM tree gets destroyed and then immediately rebuilt – most often because the initial synchronous client-side render required data that wasn't quite ready, perhaps awaiting Promise resolution. === Partial rehydration === Partial rehydration has proven difficult to implement. This approach is an extension of the idea of progressive rehydration, where the individual pieces (components/views/trees) to be progressively rehydrated are analyzed and those with little interactivity or no reactivity are identified. For each of these mostly-static parts, the corresponding JavaScript code is then transformed into inert references and decorative functionality, reducing their client-side footprint to near-zero. The partial hydration approach comes with its own issues and compromises. It poses some interesting challenges for caching, and client-side navigation means it cannot be assumed that server-rendered HTML for inert parts of the application will be available without a full page load. One framework that supports partial rehydration is Elder.js, which is based on Svelte. === Trisomorphic rendering === Trisomorphic rendering is a technique which uses streaming server-side rendering for initial/non-JavaScript navigations, and then uses service workers to take on rendering of HTML for navigations after it has been installed. This can keep cached components and templates up to date and enables SPA-style navigations for rendering new views in the same session. This approach works best when one can share the same templating and routing code between the server, client page, and service worker.

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  • Digital video recorder

    Digital video recorder

    A digital video recorder (DVR), also referred to as a personal video recorder (PVR) particularly in Canadian and British English, is an electronic device that records video in a digital format to a disk drive, USB flash drive, SD memory card, SSD or other local or networked mass storage device. The term includes set-top boxes (STB) with direct to disk recording, portable media players and TV gateways with recording capability, and digital camcorders. Personal computers can be connected to video capture devices and used as DVRs; in such cases the application software used to record video is an integral part of the DVR. Many DVRs are classified as consumer electronic devices. Similar small devices with built-in (~5 inch diagonal) displays and SSD support may be used for professional film or video production, as these recorders often do not have the limitations that built-in recorders in cameras have, offering wider codec support, the removal of recording time limitations and higher bitrates. == History == In the 1980s, prototype high-definition (HD) digital video recorders were developed by Fujitsu, Hitachi, Sanyo and Canon Inc. In 1985, Hitachi demonstrated a prototype digital video tape recorder (VTR) that used digital recording video tape as storage media to record digital HD video content. In 1987, the first commercial digital video recorder was the Sony DVR-1000, a digital video cassette recorder (VCR) that recorded digital video content on D-1 (Sony) digital video cassettes. === Hard-disk-based DVR === In early 1995, Tektronix introduced the "Profile" series PDR100 Video Disk Recorder, which recorded and played back video stored on hard disk as motion JPEG. In 1996, Sweden's TV4 used the PDR100 extensively in building a new facility in Stockholm, and NBC used PDR100s at the Olympic games in Atlanta Georgia. The Tektronix Profile disk recorder won an Engineering, Science & Technology Emmy Award for "Outstanding Achievement in Engineering Development" at the 1996 Primetime Emmy Awards. In 1997 the U.S. Patent Office granted Tektronix patent 5,642,497 for two claims key to Profile. In 1998, Tektronix introduced two Profile models which were combined VDRs and file servers: the PDR200 and PDR300. The PDR300 stored its compressed video as MPEG-2 (ISO/IEC 13818-2) A working disk-based DVR prototype was developed in 1998 at Stanford University Computer Science department. The DVR design was a chapter of Edward Y. Chang's PhD dissertation, supervised by Professors Hector Garcia-Molina and Jennifer Widom. Two design papers were published at the 1998 VLDB conference, and the 1999 ICDE conference. The prototype was developed in 1998 at Pat Hanrahan's CS488 class: Experiments in Digital Television, and the prototype was demoed to industrial partners including Sony, Intel, and Apple. Consumer digital video recorders ReplayTV and TiVo were launched at the 1999 Consumer Electronics Show in Las Vegas, Nevada. Microsoft also demonstrated a unit with DVR capability, but this did not become available until the end of 1999 for full DVR features in Dish Network's DISHplayer receivers. TiVo shipped their first units on March 31, 1999. ReplayTV won the "Best of Show" award in the video category with Netscape co-founder Marc Andreessen as an early investor and board member, but TiVo was more successful commercially. Ad Age cited Forrester Research as saying that market penetration by the end of 1999 was "less than 100,000". In 2001, Toshiba introduced a combination DVR that allows video recording on both DVD recordable and hard disk drive. Legal action by media companies forced ReplayTV to remove many features such as automatic commercial skip and the sharing of recordings over the Internet, but newer devices have steadily regained these functions while adding complementary abilities, such as recording onto DVDs and programming and remote control facilities using PDAs, networked PCs, and Web browsers. In contrast to VCRs, hard-disk based digital video recorders make "time shifting" more convenient and also allow for functions such as pausing live TV, instant replay, chasing playback (viewing a recording before it has been completed) and skipping over advertising during playback. Many DVRs use the MPEG format for compressing the digital video. Video recording capabilities have become an essential part of the modern set-top box, as TV viewers have wanted to take control of their viewing experiences. As consumers have been able to converge increasing amounts of video content on their set-tops, delivered by traditional 'broadcast' cable, satellite and terrestrial as well as IP networks, the ability to capture programming and view it whenever they want has become a must-have function for many consumers. === DVR tied to video service === At the 1999 CES, Dish Network demonstrated the hardware that would later have DVR capability with the assistance of Microsoft software, which also included access to the WebTV service. By the end of 1999 the Dishplayer had full DVR capabilities and within a year, over 200,000 units were sold. In the UK, digital video recorders are often referred to as "plus boxes" (such as BSKYB's Sky+ and Virgin Media's V+ which integrates an HD capability, and the subscription free Freesat+ and Freeview+). Freeview+ have been around in the UK since the late 2000s, although the platform's first DVR, the Pace Twin, dates to 2002. British Sky Broadcasting marketed a popular combined receiver and DVR as Sky+, now replaced by the Sky Q box. TiVo launched a UK model in 2000, and is no longer supported, except for third party services, and the continuation of TiVo through Virgin Media in 2010. South African based Africa Satellite TV beamer Multichoice recently launched their DVR which is available on their DStv platform. In addition to ReplayTV and TiVo, there are a number of other suppliers of digital terrestrial (DTT) DVRs, including Technicolor SA, Topfield, Fusion, Commscope, Humax, VBox Communications, AC Ryan Playon and Advanced Digital Broadcast (ADB). Many satellite, cable and IPTV companies are incorporating digital video recording functions into their set-top box, such as with DirecTiVo, DISHPlayer/DishDVR, Scientific Atlanta Explorer 8xxx from Time Warner, Total Home DVR from AT&T U-verse, Motorola DCT6412 from Comcast and others, Moxi Media Center by Digeo (available through Charter, Adelphia, Sunflower, Bend Broadband, and soon Comcast and other cable companies), or Sky+. Astro introduced their DVR system, called Astro MAX, which was the first PVR in Malaysia but was phased out two years after its introduction. In the case of digital television, there is no encoding necessary in the DVR since the signal is already a digitally encoded MPEG stream. The digital video recorder simply stores the digital stream directly to disk. Having the broadcaster involved with, and sometimes subsidizing, the design of the DVR can lead to features such as the ability to use interactive TV on recorded shows, pre-loading of programs, or directly recording encrypted digital streams. It can, however, also force the manufacturer to implement non-skippable advertisements and automatically expiring recordings. In the United States, the FCC has ruled that starting on July 1, 2007, consumers will be able to purchase a set-top box from a third-party company, rather than being forced to purchase or rent the set-top box from their cable company. This ruling only applies to "navigation devices", otherwise known as a cable television set-top box, and not to the security functions that control the user's access to the content of the cable operator. The overall net effect on digital video recorders and related technology is unlikely to be substantial as standalone DVRs are currently readily available on the open market. In Europe Free-To-Air and Pay TV TV gateways with multiple tuners have whole house recording capabilities allowing recording of TV programs to Network Attached Storage or attached USB storage, recorded programs are then shared across the home network to tablet, smartphone, PC, Mac, Smart TV. === Introduction of dual tuners === In 2003 many Satellite and Cable providers introduced dual-tuner digital video recorders. In the UK, BSkyB introduced their first PVR Sky+ with dual tuner support in 2001. These machines have two independent tuners within the same receiver. The main use for this feature is the capability to record a live program while watching another live program simultaneously or to record two programs at the same time, possibly while watching a previously recorded one. Kogan.com introduced a dual-tuner PVR in the Australian market allowing free-to-air television to be recorded on a removable hard drive. Some dual-tuner DVRs also have the ability to output to two separate television sets at the same time. The PVR manufactured by UEC (Durban, South Africa) and used by Multichoice and Scientific Atlanta 8300DVB PVR have the ability to view two

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  • OpenWebRTC

    OpenWebRTC

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

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  • Owain Evans

    Owain Evans

    Owain Rhys Evans is a British artificial intelligence researcher who works on AI alignment and machine learning safety. He founded Truthful AI, a research group based in Berkeley, California, and is an affiliate of the Center for Human Compatible AI (CHAI) at the University of California, Berkeley. His research addresses AI truthfulness, emergent behaviors in large language models, and the alignment of AI systems with human values. == Education == Evans earned a Bachelor of Arts in philosophy and mathematics from Columbia University in 2008 and a PhD in philosophy from the Massachusetts Institute of Technology in 2015. His doctoral research focused on Bayesian computational models of human preferences and decision-making. == Career == After completing his doctorate, Evans held positions at the Future of Humanity Institute (FHI) at the University of Oxford, first as a postdoctoral research fellow and later as a research scientist. While at FHI, he co-authored a survey of machine learning researchers on timelines for human-level AI, published in the Journal of Artificial Intelligence Research. The survey was reported on by Newsweek, New Scientist, the BBC, and The Economist. He was also among the co-authors of a 2018 report on the potential for misuse of AI technologies, published by researchers at Oxford, Cambridge, and other institutions. Since 2022, Evans has been based in Berkeley, where he founded Truthful AI, a non-profit research group that studies AI truthfulness, deception, and emergent behaviors in large language models. == Research == Evans's early work examined challenges in inverse reinforcement learning when human behavior is irrational or biased, proposing methods for AI systems to infer preferences from imperfect human demonstrations. He co-developed TruthfulQA (2021), a benchmark that tests whether language models give truthful answers rather than repeating common misconceptions. Initial evaluations found that larger models were not more truthful, suggesting that scaling alone does not improve factual accuracy. The benchmark has since been used by AI developers to evaluate large language models. He also co-authored a paper proposing design and governance strategies for building AI systems that do not deceive or hallucinate. In 2023, Evans and collaborators described the "reversal curse", showing that language models trained on a fact in one direction (e.g. "A is B") often cannot answer the corresponding reverse query ("B is A"). His group also developed a benchmark for evaluating situational awareness in language models. In 2025, Evans and colleagues published a study in Nature on what they termed "emergent misalignment": fine-tuning a language model on a narrow task (writing insecure code) caused it to produce unrelated harmful outputs without explicit instruction to do so. Later that year, Evans and collaborators (including researchers at Anthropic) reported that hidden behavioral traits can transfer between language models through training data, even when those traits are not explicitly present in the data, a phenomenon they called "subliminal learning". == Public engagement == In November 2025, Evans delivered the Hinton Lectures, a keynote lecture series on AI safety co-founded by Geoffrey Hinton and the Global Risk Institute.

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  • Electronic submission

    Electronic submission

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

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  • Mass media use by the Islamic State

    Mass media use by the Islamic State

    The Islamic State (IS) is known for its extensive and effective use of propaganda. It uses a version of the Muslim Black Standard flag and developed an emblem which has clear symbolic meaning in the Muslim world. The Islamic State targets younger audiences, such as teenagers and young adults, since they are more vulnerable to propaganda. It is known to exploit the internet to spread its propaganda by establishing websites, such as the Al Fustat domain. Videos by the Islamic State are commonly accompanied by nasheeds (chants), notable examples being the chant Dawlat al-Islam Qamat, which came to be viewed as an unofficial anthem of the Islamic State, and Salil al-Sawarim. Academic research has emphasized the scale and volume of Islamic State media production beyond its flagship magazines. A quantitative study cited in R. Malash’s academic work documented 1,373 distinct Islamic State media products released over a six-month period between 1 August 2017 and 28 February 2018, including magazines, newsletters, reports, photographic releases, audio recordings, and other media formats. Scholars have used such datasets to illustrate the breadth and intensity of the group’s media output, particularly during periods of territorial decline, when propaganda activity remained high despite military pressure. == Traditional media == === Al-Furqan Foundation for Media Production === In January 2006, shortly after the group's rebranding as the "Islamic State of Iraq", it established the Al-Furqan Foundation for Media Production (Arabic: مؤسسة الفرقان للإنتاج الإعلامي, romanized: Muasasat al-Furqān lil'īntāj al'ilāmī), which produces CDs, DVDs, posters, pamphlets, and web-related propaganda products and official statements. It is the primary media production house of the Islamic State and responsible for production of major media releases, including the statements of the spokesmen and leaders of the group. On January 10, 2006, Al-Furqan released its very first video, titled (Arabic: زحف الأنوار, romanized: Zahf al-Anwār) It was founded by the Iraqi man Dr Wa'il al-Fayad, known as Abu Muhammad al-Furqan. He got his name "Al-Furqan" from his role in founding this media house, which was named after the 25th surah of the Quran Al-Furqan. It is the oldest media production house for the Islamic State, being founded in November 2006 to release media for the Islamic State of Iraq. The earliest release indexed by the SITE Intelligence Group is on 21 November 2006, documenting the storming of a police station in the Iraqi town of Miqdadiyah. Al-Furqan is considered to be a considerable innovation in jihadist media, with Kavkaz Center describing it as "a milestone on the path of jihad, a distinguished media that takes the great care in the management of the conflict with the crusaders and their tails and to expose the lies in the crusader's media." In October 2007, the Long War Journal reported on United States Army raids targeting Al-Furqan media cell members across Iraq, including in Mosul and Samarra. Between August 2013 and March 2014 they released the 22 part series Messages from the Land of Epic Battles. On 2 September 2014 SITE Intelligence Group discovered the beheading video called A Second Message to America, about the death of Steven Sotloff. Since then, Al-Furqan has released videos of their operations across Iraq and Syria, as well as execution videos directed to governments around the world. In April 2019, Al-Furqan released a video Interviewing Abu Bakr al-Baghdadi. Al-Furqan also produces media in the form of audio, which consists mostly of recordings of IS leaders and spokesmen giving speeches, as well as producing a single nasheed under their name called "Ya Allah Al-Jannah" (O Allah, (we ask you for) Paradise), sung by now-dead member of IS, Uqab Al-Marzuqi. === Al-I'tisam Foundation for Media Production === The Islamic State of Iraq founded a second media foundation - Al-I'tisam Media Foundation - around 2011, marked by their first video release, titled "The Conqueror of the Murtaddin: Abu Ahmad Al-Ansari". The foundation has since released a few series of videos, 50 parts of "Windows on the Land of Battles", 9 parts of "Pictures from the Land of Battles", a 9-part series quoting leaders about the establishment of the Islamic State, and other series before their last release, "Deterring the Safavids in Salah ad-Din" in 2015. Since then, there were no further releases from their behalf. === Al-Hayat Media Center === In mid-2014, IS established the Al-Hayat Media Center, which targets Western audiences and produces material in English, German, Russian, Urdu, Indonesian, Turkish, Bengali, Chinese, Bosnian, Kurdish, Uyghur, and French. When IS announced its expansion to other countries in November 2014 it established media departments for the new branches, and its media apparatus ensured that the new branches follow the same models it uses in Iraq and Syria. Then FBI Director James Comey said that IS's "propaganda is unusually slick," noting that, "They are broadcasting... in something like 23 languages". In July 2014, Al-Hayat began publishing a digital magazine called Dabiq, in a number of different languages including English. According to the magazine, its name is taken from the town of Dabiq in northern Syria, which is mentioned in a hadith about Armageddon. Al-Hayat also began publishing other digital magazines, including the Turkish language Konstantiniyye, the Ottoman word for Istanbul, the French language Dar al-Islam, and the Russian language Istok (Russian: Исток). By late 2016, these magazines had apparently all been discontinued, with Al-Hayat's material being consolidated into a new magazine called Rumiyah (Arabic for Rome). === Al-Naba === While the group's glossy, foreign-language magazines like Dabiq and Rumiyah ceased publication as the group lost territory, the weekly Arabic newsletter Al-Naba (The News) has continued to publish regularly, becoming the central pillar of the group's "media jihad" in the post-territorial phase. Recent scholarship, including studies published in 2025, suggests that Al-Naba serves a dual purpose: maintaining internal cohesion among dispersed fighters and projecting a narrative of endurance to enemies. Unlike the earlier magazines which were designed for recruitment, Al-Naba focuses on bureaucratic reporting, military statistics, and religious instruction. These are then translated and disseminated by decentralized supporter networks ("media mujahideen") to reach non-Arabic speakers. === Furat Media Center === The Al-Furat Media Center is another media center established in around 2015 to cater towards non-Arab speaking audiences. However, unlike the other organizations, the production wasn't as professional as ones made by the other media centers. Instead, they partially relied on local media departments and foreign communities of the Mujahideen to produce short-form videos. However, some professional long-form videos were also made under their behalf. As of now, the media center is the only known active branch of all the media centers of the Islamic State, after heavy losses from past campaigns against them. Their last release was "The Resolve of Muwahhidin in Russia", where videos from the Surovikino penal colony hostage crisis were edited and released. === Ajnad Foundation for Media Production === Ajnad Foundation is one of the official media wings of Islamic State which produces nasheeds and Quran recitations. It was established in January 2014 and has released more than 150 nasheeds. === Asdaa Foundation === Like the Ajnad Foundation, the Asdaa Foundation (Arabic: مؤسسة أصداء) or Asedaa Foundation produces Anasheed (Islamic chants). The foundation is the closest counterpart to Ajnad in producing Islamic State nasheeds, only difference being Ajnad is directly linked to the Islamic State while Asdaa is only classified as a "supporter organization" (munaser/munasera). The foundation had humble beginnings possibly in Yemen, where low-quality nasheeds were produced at first by 2 munshids, Abu Layth Al-Iraqi and Abu Ya'qub Al-Yamani. After that, the quality had improved a bit (possibly with new equipment and increased recognition) and eventually had its nasheeds included in the Islamic State's official media releases. One of its munshids, Abu Hafs is a renowned munshid who sings around 70 nasheeds, who as well works with Ajnad Foundation in some instances. He is currently alive, and working under Ansar Production Center (مركز إنتاج الأنصار), another Munasir foundation and Asedaa. Another Yemeni munshid, Abu Musab al-Adani, worked temporarily with Asdaa Foundation before defecting back to AQAP, from which he previously defected from. Some of their anasheed is used in IS's execution videos, a popular one is their human slaughterhouse execution video released during the time of Eid Al-Adha in 2016. The background nasheed they used was "We Came To Fill The Horizons With Terror", produced by the Asd

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  • Digital backlot

    Digital backlot

    A digital backlot or virtual backlot is a motion-picture set that is neither a genuine location nor a constructed studio; the shooting takes place entirely on a stage with a blank background (often a greenscreen) that will later on project an artificial environment put in during post-production. Digital backlots are mainly used for genres such as science fiction, where building a real set would be too expensive or outright impossible. == Notable films == Among the first films to introduce the technique was Mini Moni the Movie by Shinji Higuchi in 2002, predated by Rest In Peace by Stolpskott Film (2000). Others include: === Released === Rest in Peace (Sweden, 2000) – Shot entirely with green-screen. Some sections fully CGI. Casshern (Japan, 2004) – Shot on celluloid. A few practical set pieces used. Able Edwards (United States, 2004) – Shot digitally on Canon XL1 cameras. Immortal (France, 2004) – Shot on celluloid. Also showed CGI characters interacting with live actors. Sky Captain and the World of Tomorrow (United States, 2004) – Shot digitally on Sony CineAlta cameras. Sin City (United States, 2005) – Shot digitally on CineAlta cameras. Three practical sets used. MirrorMask (United States/United Kingdom, 2005) – Shot on celluloid. 80% of film uses digital backlot. Some practical set pieces used. The Cabinet of Dr. Caligari (United States, 2005) – Shot digitally. 300 (United States, 2007) – Shot on celluloid. Two practical sets used. Speed Racer (United States, 2008) – Directed by the Wachowskis. Three practical sets used. The Spirit (United States, 2008) – Director Frank Miller shot the film with the same techniques he and Robert Rodriguez used on Sin City. Avatar (United States, 2009) – Directed by James Cameron. Two practical sets used. Goemon (Japan, 2009) – The second film from Casshern helmer Kazuaki Kiriya. Alice in Wonderland (United States, 2010) – Directed by Tim Burton. Practical sets used. Sin City: A Dame to Kill For (United States 2014) – Co-directed by Robert Rodriguez and Frank Miller. Sequel to Sin City. === Upcoming === Tribes of October

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  • GPT-4Chan

    GPT-4Chan

    Generative Pre-trained Transformer 4Chan (GPT-4chan) is a controversial AI model that was developed and deployed by YouTuber and AI researcher Yannic Kilcher in June 2022. The model is a large language model, which means it can generate text based on some input, by fine-tuning GPT-J with a dataset of millions of posts from the /pol/ board of 4chan, an anonymous online forum known for occasionally hosting hateful and extremist content. The model learned to mimic the style and tone of /pol/ users, producing text that is often intentionally offensive to groups (racist, sexist, homophobic, etc.) and nihilistic. Kilcher deployed the model on the /pol/ board itself, where it interacted with other users without revealing its identity. He also made the model publicly available on Hugging Face, a platform for sharing and using AI models, until it was removed from the platform. The project sparked criticism and debate in the AI community. Some people questioned the ethics, legality, and social impact of creating and distributing such a model. Some of the issues raised by the GPT-4chan controversy include the potential harm of spreading hate speech, the responsibility of AI developers and platforms, the need for regulation and oversight of AI models, and the role of open source and transparency in AI research. == Development == The development of GPT-4chan began in May 2022, when Kilcher announced his project on his YouTube channel. Notably, at the time before ChatGPT, he explained that he wanted to create a large language model that could generate realistic and coherent text in the style of /pol/, one of the most notorious online communities. He indicated that he was inspired by the success of GPT-3, a powerful AI model created by OpenAI, and GPT-J, an open-source model, with GPT-3 comparable performance, released by EleutherAI, a group of independent AI researchers. Kilcher decided to use GPT-J as the base model for his project, and fine-tune it with a large dataset of /pol/ posts. The Raiders of the Lost Kek dataset contained over 100 million posts from /pol/, spanning from June 2016-November 2019. Kilcher then proceeded to fine-tune the GPT-J model on the 4chan data. He also showed some examples of the model’s outputs, which ranged from political opinions, conspiracy theories, jokes, insults, and threats, to more creative and bizarre texts, such as poems, stories, songs, and code. He said that he was impressed by the model’s ability to generate fluent and diverse text, and that he was curious to see how it would interact with real /pol/ users. == Release == In June 2022, Kilcher deployed his model on the /pol/ board itself, using a bot that he programmed to post and reply to threads. He did not reveal the model’s identity, and he let it run autonomously, without any human supervision or intervention. He wanted to conduct a natural experiment, and to observe the model’s behavior and impact in a real-world setting. Furthermore, he also wanted to test the model’s robustness, and to see how it would handle the challenges and dynamics of /pol/, such as trolling, flaming, baiting, and moderation. At the same time, Kilcher also made his model publicly available on Hugging Face, a platform for sharing and using AI models. He wanted to share his work with the AI community and the public, and that he hoped that his model would inspire and enable others to create and explore new applications and possibilities with large language models. Likewise, he also said that he wanted to spark a discussion and a debate about the ethical and social implications of his project, and that he welcomed feedback and criticism from anyone. He provided a link to his model’s page on Hugging Face, where anyone could access and use the model through a web interface or an API, and also provided a link to his GitHub repository, where anyone could download and inspect the model’s code and data. == Controversy == The release of GPT-4chan to the public caused a lot of reactions and responses from various audiences. On the /pol/ board, the model’s posts and replies attracted a lot of attention and engagement from other users, who were mostly unaware of the model’s identity and nature. Some users praised the model for its intelligence, creativity, and humor, and agreed with its opinions and views. Some users challenged the model for its ignorance, inconsistency, and absurdity, and disagreed with its claims and arguments. Some users tried to troll, bait, or expose the model, and attempted to trick or test it with various questions and scenarios. The model’s posts and replies also generated a lot of controversy and conflict among the users, who often engaged in heated and violent debates and fights with each other. On Hugging Face, the model’s page received a lot of visits and requests from users who wanted to try out and experiment with the model. The model’s page also received a lot of feedback and reviews from users who rated and commented on the model. However, with the controversy of the model, access to it was gated and then disabled on Hugging Face for concerns about the potential harm the model could cause. The incident was notable for the direct intervention of CEO Clément Delangue in the talk pages, a very unusual occurrence compared to the normal practices of content moderation. The release of GPT-4chan also sparked a lot of media coverage and public attention, as various news outlets and social media platforms reported and commented on the model’s project. On YouTube, the model’s video received a lot of views and interactions from viewers who watched and followed the project. Furthermore, a petition condemning the deployment of GPT-4chan gained over 300 signatures from technology experts.

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  • Hashtag

    Hashtag

    A hashtag is a metadata tag operator that is prefaced by the hash symbol, #. On social media, hashtags are used on microblogging and photo-sharing services–especially Twitter and Tumblr–as a form of user-generated tagging that enables cross-referencing of content by topic or theme. For example, a search within Instagram for the hashtag #flowers returns all posts that have been tagged with that term. After the initial hash symbol, a hashtag may include letters, numerals or other punctuation. The use of hashtags was first proposed by American blogger and product consultant Chris Messina in a 2007 tweet. Messina made no attempt to patent the use because he felt that "they were born of the internet, and owned by no one". Hashtags became entrenched in the culture of Twitter and soon emerged across Instagram, Facebook, and YouTube. In June 2014, hashtag was added to the Oxford English Dictionary as "a word or phrase with the symbol # in front of it, used on social media websites and apps so that you can search for all messages with the same subject". == Origin and acceptance == The number sign or hash symbol, #, has long been used in information technology to highlight specific pieces of text. In 1970, the number sign was used to denote immediate address mode in the assembly language of the PDP-11 when placed next to a symbol or a number, and around 1973, '#' was introduced in the C programming language to indicate special keywords that the C preprocessor had to process first. The pound sign was adopted for use within IRC (Internet Relay Chat) networks around 1988 to label groups and topics. Channels or topics that are available across an entire IRC network are prefixed with a hash symbol # (as opposed to those local to a server, which uses an ampersand '&'). The use of the pound sign in IRC inspired Chris Messina to propose a similar system on Twitter to tag topics of interest on the microblogging network. He proposed the usage of hashtags on Twitter: How do you feel about using # (pound) for groups. As in #barcamp [msg]? According to Messina, he suggested use of the hashtag to make it easy for lay users without specialized knowledge of search protocols to find specific relevant content. Therefore, the hashtag "was created organically by Twitter users as a way to categorize messages". The first published use of the term "hash tag" was in a blog post "Hash Tags = Twitter Groupings" by Stowe Boyd, on August 26, 2007, according to lexicographer Ben Zimmer, chair of the American Dialect Society's New Words Committee. Messina's suggestion to use the hashtag was not immediately adopted by Twitter, but the convention gained popular acceptance when hashtags were used in tweets relating to the 2007 San Diego forest fires in Southern California. The hashtag gained international acceptance during the 2009–2010 Iranian election protests; Twitter users used both English- and Persian-language hashtags in communications during the events. Hashtags have since played critical roles in recent social movements such as #jesuischarlie, #BLM, and #MeToo. Beginning July 2, 2009, Twitter began to hyperlink all hashtags in tweets to Twitter search results for the hashtagged word (and for the standard spelling of commonly misspelled words). In 2010, Twitter introduced "Trending Topics" on the Twitter front page, displaying hashtags that are rapidly becoming popular, and the significance of trending hashtags has become so great that the company makes significant efforts to foil attempts to spam the trending list. During the 2010 World Cup, Twitter explicitly encouraged the use of hashtags with the temporary deployment of "hashflags", which replaced hashtags of three-letter country codes with their respective national flags. Other platforms such as YouTube and Gawker Media followed in officially supporting hashtags, and real-time search aggregators such as Google Real-Time Search began supporting hashtags. == Format == A hashtag must begin with a hash (#) character followed by other characters, and is terminated by a space or the end of the line. Some platforms may require the # to be preceded with a space. Most or all platforms that support hashtags permit the inclusion of letters (without diacritics), numerals, and underscores. Other characters may be supported on a platform-by-platform basis. Some characters, such as "&", are generally not supported as they may already serve other search functions. Hashtags are not case sensitive (a search for "#hashtag" will match "#HashTag" as well), but the use of embedded capitals (i.e., CamelCase) increases legibility and improves accessibility. Languages that do not use word dividers handle hashtags differently. In China, microblogs Sina Weibo and Tencent Weibo use a double-hashtag-delimited #HashName# format, since the lack of spacing between Chinese characters necessitates a closing tag. Twitter uses a different syntax for Chinese characters and orthographies with similar spacing conventions: the hashtag contains unspaced characters, separated from preceding and following text by spaces (e.g., '我 #爱 你' instead of '我#爱你') or by zero-width non-joiner characters before and after the hashtagged element, to retain a linguistically natural appearance (displaying as unspaced '我‌#爱‌你', but with invisible non-joiners delimiting the hashtag). === Etiquette and regulation === Some communities may limit, officially or unofficially, the number of hashtags permitted on a single post. Misuse of hashtags can lead to account suspensions. Twitter warns that adding hashtags to unrelated tweets, or repeated use of the same hashtag without adding to a conversation can filter an account from search results, or suspend the account. Individual platforms may deactivate certain hashtags either for being too generic to be useful, such as #photography on Instagram, or due to their use to facilitate illegal activities. === Alternate formats === In 2009, StockTwits began using ticker symbols preceded by the dollar sign (e.g., $XRX). In July 2012, Twitter began supporting the tag convention and dubbed it the "cashtag". The convention has extended to national currencies, and Cash App has implemented the cashtag to mark usernames. == Function == Hashtags are particularly useful in unmoderated forums that lack a formal ontological organization. Hashtags help users find content similar interest. Hashtags are neither registered nor controlled by any one user or group of users. They do not contain any set definitions, meaning that a single hashtag can be used for any number of purposes, and that the accepted meaning of a hashtag can change with time. Hashtags intended for discussion of a particular event tend to use an obscure wording to avoid being caught up with generic conversations on similar subjects, such as a cake festival using #cakefestival rather than simply #cake. However, this can also make it difficult for topics to become "trending topics" because people often use different spelling or words to refer to the same topic. For topics to trend, there must be a consensus, whether silent or stated, that the hashtag refers to that specific topic. Hashtags may be used informally to express context around a given message, with no intent to categorize the message for later searching, sharing, or other reasons. Hashtags may thus serve as a reflexive meta-commentary. This can help express contextual cues or offer more depth to the information or message that appears with the hashtag. "My arms are getting darker by the minute. #toomuchfaketan". AnoHashtags can also be used to express personal feelings and emotions. ther function of the hashtag can be used to express personal feelings and emotions. For example, with "It's Monday!! #excited #sarcasm" in which the adjectives are directly indicating the emotions of the speaker. Verbal use of the word hashtag is sometimes used in informal conversations. Use may be humorous, such as "I'm hashtag confused!" By August 2012, use of a hand gesture, sometimes called the "finger hashtag", in which the index and middle finger both hands are extended and arranged perpendicularly to form the hash, was documented. === Co-optation by other industries === Companies, businesses, and advocacy organizations have taken advantage of hashtag-based discussions for promotion of their products, services or campaigns. In the early 2010s, some television broadcasters began to employ hashtags related to programs in digital on-screen graphics, to encourage viewers to participate in a backchannel of discussion via social media prior to, during, or after the program. Television commercials have sometimes contained hashtags for similar purposes. The increased usage of hashtags as brand promotion devices has been compared to the promotion of branded "keywords" by AOL in the late 1990s and early 2000s, as such keywords were also promoted at the end of television commercials and series episodes. Organized real-world events have used hashta

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  • Ethiopian feminists facing digital gender-based violence

    Ethiopian feminists facing digital gender-based violence

    Against a background of traditional views of women, rising internet use, a young population and an unsafe offline life, women and girls in Ethiopia are facing increasing amounts of digital violence. Some women, feeling endangered, have left the country as a result. Researchers, activists and lawyers have called for online content to be taken down and specific digital legislation to be drafted and enforced. == Online violence and its offline effects == Sexual violence against women and girls in Ethiopia is common. In 2023, in the Women, Peace and Security Index by Georgetown University, Ethiopia came 146 out of 177 countries. Over several years online harassment of and violence against women and girls in Ethiopia has increased. It can range from sexist remarks about appearance and women’s role in society, to revenge porn, threats of beating, acid attacks, abduction, rape or death. The real-life effect on women and girls of these attacks can include mental health problems, damaged reputations and a withdrawal from public and economic life. When the online attacks migrate to the real world, for example when online attackers find out where the targeted women and girls live, this can result in physical attacks, street harassment, threats to children and can cause victims to move house or job or even flee the country in fear of femicide. In a country that criminalises homosexuality, it can also lead to physical attacks on LGBTQI+ people in particular and indeed on anybody labelled as homosexual. == Research studies == The Centre for Information Resilience (CIR) conducted interviews with Ethiopian women holding public roles or being active online. The centre published a report on this in 2024 entitled ‘Silenced, Shamed and Threatened’. They found that technology-facilitated gender-based violence (TFGBV) had become “normalised to the point of invisibility.” In 2024, CER also published an analysis of gendered hate speech on social media in Ethiopia called ‘Normalised and invisible.’ It is thought that traditional views of women, the young population, the rise in internet use and the war in Tigray, when sexual violence was used as a weapon of war by Ethiopian and Eritrean soldiers, have all helped to create an online environment in which even femicide is considered unremarkable. AFP Fact Check collaborated with Deutsche Welle Akademie, to investigate the cyber harassment of women in Ethiopia, analysing misogynistic posts published on TikTok and Facebook. They discovered disparaging remarks about women’s physical appearance, threats of acid attacks and other physical violence, and the public sharing of women’s phone numbers. == Individuals affected == Women in particular jeopardy of digital gender-based violence are feminists, activists, politicians and those with a public profile. Some women are known to have fled Ethiopia fearing for their lives after online and offline threats. Yordanos Bezabih, an Ethiopian women’s rights activist, started a campaign with the hashtag #JusticeforHeaven to fight against gender-based cyberspace violence. As a result, she herself become a target. She experienced years of online threats of acid attacks, gang-rape and death. In 2025, subscribers to an online community organised a search for her address. Deepfake nude images of her were shared, she was filmed in real life, her house and online accounts were broken into, her private photos and messages posted on social media. When the attackers finally circulated her address, suggesting that she be executed, she left Ethiopia on a human rights defender scholarship. In 2023, Lella Misikir helped to start a campaign, called ‘My Whistle, My Voice’, that suggested women carry whistles and use them if they were harassed in the street. A TikTok video of the campaign became popular. Shortly after, videos of Misikir were circulated suggesting that she was gay. Her online attackers next searched for her address. In November 2024, Misikir left the country. == Legal issues == Ethiopia has some laws on online harassment and defamation, for example the Computer Crimes Proclamation. However, technology-facilitated, gender-based violence (TFGBV), such as deepfakes, non-consensual image sharing, and coordinated harassment, is not explicitly recognized as crime. In practice too, women are often not believed when reporting such violence and are not taken seriously. Police advice is often that women affected should simply leave the online space. Social media platforms can remove content when it is brought to their attention but the offenders are not banned. Users can only block them.

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  • IDN Times

    IDN Times

    IDN Times is a digital multi-platform media outlet that provides news and entertainment for Millennials and Gen Z in Indonesia. IDN Times is one of IDN’s business units under the Digital Media pillar, founded by Winston Utomo and William Utomo on June 8, 2014. Currently, senior journalist Uni Zulfiani Lubis serves as the Editor-in-Chief of IDN Times. == History == IDN Times was initially known as Indonesian Times, a blog featuring articles written by Winston Utomo while he was working at Google Singapore. As interest and readership grew, Indonesian Times evolved into IDN Times, a digital multi-platform media company focused on delivering relevant content for Indonesia’s younger generations. == Bureau == IDN Times has a representative bureau that has spread over 12 provinces in Indonesia: == Events == === Indonesia Millennial and Gen Z Summit === The Indonesia Millennial and Gen-Z Summit (IMGS) is an annual event organized by IDN. This event aims to empower Indonesia’s younger generations through discussions and interdisciplinary collaborations. IMGS features inspirational figures, professionals, and leaders from various fields who share insights and drive positive change. The event hosts dozens of discussion sessions in collaboration with eight prominent communities. Topics covered include politics, economics, technology, and pop culture. === Indonesia Writers Festival === The Indonesia Writers Festival is an independent writing festival organized by IDN Times. The event seeks to empower Indonesians through writing by inviting experts and literacy activists from various backgrounds. == Duniaku.com == Duniaku.com is a multi-platform digital media part of IDN Times which presents content about geek culture ranging from video games, anime, comics, films, technology and gadgets. Duniaku.com was officially launched on September 6, 2019 by the Minister of Communication and Informatics Rudiantara together with CEO of IDN Media Winston Utomo and IDN Times and Editor-in-Chief of Duniaku.com Uni Lubis. == Awards == 2019 IDN won WAN-IFRA Asia Digital Media Awards 2019 as the Best Digital Project to Engage Younger and/or Millennial Audiences for IDN Times’ #MillennialsMemilih program 2020 IDN Times (IDN Times Community) won WAN-IFRA Asia Digital Media Awards 2019 in The Best in Audience Engagement category. 2021 IDN Times journalists won awards at the Subroto Award, Ministry of Energy and Mineral Resources (ESDM) on 28 September 2021. 2024 IDN Times won WAN-IFRA event at both the Asia and Global levels in Best Use of AI in Revenue Strategy. === #Interconnected22 by Pulitzer Center === One of the IDN Times journalists, Dhana Kencana, was the speaker at the #Interconnected22 conference held from June 9 to June 10, 2022, in Washington DC, United States of America. Dhana Kencana is also a grant recipient Pulitzer Center through the Rainforest Journalism Fund (RJF) program, a funding program for journalists that makes a number of coverage of the rainforest.

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  • Neural processing unit

    Neural processing unit

    A neural processing unit (NPU), also known as an AI accelerator or deep learning processor, is a class of specialized hardware accelerator or computer system designed to accelerate artificial intelligence and machine learning applications, including artificial neural networks and computer vision. == Use == Their purpose is either to efficiently execute already trained AI models (inference) or to train AI models. NPUs can be more efficient in terms of speed or power consumption. NPU applications include algorithms for robotics, Internet of things, and data-intensive or sensor-driven tasks. They are often manycore or spatial designs and focus on low-precision arithmetic, novel dataflow architectures, or in-memory computing capability. As of 2024, a widely used datacenter-grade AI integrated circuit chip, the Nvidia H100 GPU, contains tens of billions of MOSFETs. === Consumer devices === AI accelerators are used in Apple silicon, Qualcomm, Samsung, Huawei, and Google Tensor smartphone processors. Vision processing units are accelerators specialized for machine vision algorithms such as CNN (convolutional neural networks) and SIFT (scale-invariant feature transform). They are used in devices that need to keep track of objects visually such as AR headsets and drones. It is more recently (circa 2017) added to processors from Apple and (circa 2022) to processors from Intel and AMD. All models of Intel Meteor Lake processors have a built-in versatile processor unit (VPU) for accelerating inference for computer vision and deep learning. On consumer devices, the NPU is intended to be small, power-efficient, but reasonably fast when used to run small models. To do this they are designed to support low-bitwidth operations using data types such as INT4, INT8, FP8, and FP16. A common metric is trillions of operations per second (TOPS). Although TOPS does not explicitly specify the kind of operations, it is typically INT8 additions and multiplications. === Datacenters === Accelerators are used in cloud computing servers: e.g., tensor processing units (TPU) for Google Cloud Platform, and Trainium and Inferentia chips for Amazon Web Services. Many vendor-specific terms exist for devices in this category, and it is an emerging technology without a dominant design. Since the late 2010s, graphics processing units designed by companies such as Nvidia and AMD often include AI-specific hardware in the form of dedicated functional units for low-precision matrix-multiplication operations. These GPUs are commonly used as AI accelerators, both for training and inference. === Scientific computation === Although NPUs are tailored for low-precision (e.g., FP16, INT8) matrix multiplication operations, they can be used to emulate higher-precision matrix multiplications in scientific computing. As modern GPUs place much focus on making the NPU part fast, using emulated FP64 (Ozaki scheme) on NPUs can potentially outperform native FP64. This has been demonstrated using FP16-emulated FP64 on NVIDIA TITAN RTX and using INT8-emulated FP64 on NVIDIA consumer GPUs and the A100 GPU. Consumer GPUs especially benefited as they have limited FP64 hardware capacity, showing a 6× speedup. Since CUDA Toolkit 13.0 Update 2, cuBLAS automatically uses INT8-emulated FP64 matrix multiplication of the equivalent precision if it is faster than native. This is in addition to the FP16-emulated FP32 feature introduced in version 12.9. == Programming == An operating system or a higher-level library may provide application programming interfaces such as TensorFlow with LiteRT Next (Android), CoreML (iOS, macOS) or DirectML (Windows). Formats such as ONNX are used to represent trained neural networks. Consumer CPU-integrated NPUs are accessible through vendor-specific APIs. AMD (Ryzen AI), Intel (OpenVINO), Apple silicon (CoreML), and Qualcomm (SNPE) each have their own APIs, which can be built upon by a higher-level library. GPUs generally use existing GPGPU pipelines such as CUDA and OpenCL adapted for lower precisions and specialized matrix-multiplication operations. Vulkan is also being used. Custom-built systems such as the Google TPU use private interfaces. There are a large number of separate underlying acceleration APIs and compilers/runtimes in use in the AI field, causing a great increase in software development effort due to the many combinations involved. As of 2025, the open standard organization Khronos Group is pursuing standardization of AI-related interfaces to reduce the amount of work needed. Khronos is working on three separate fronts: expansion of data types and intrinsic operations in OpenCL and Vulkan, inclusion of compute graphs in SPIR-V, and a NNEF/SkriptND file format for describing a neural network.

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  • Common-mode signal

    Common-mode signal

    In electrical engineering, a common-mode signal is the identical component of voltage present at both input terminals of an electrical device. In telecommunication, the common-mode signal on a transmission line is also known as longitudinal voltage. Common-mode interference (CMI) is a type of common-mode signal. Common-mode interference is interference that appears on both signal leads, or coherent interference that affects two or more elements of a network. In most electrical circuits, desired signals are transferred by a differential voltage between two conductors. If the voltages on these conductors are U1 and U2, the common-mode signal is the average of the voltages: U cm = U 1 + U 2 2 {\displaystyle U_{\text{cm}}={\frac {U_{1}+U_{2}}{2}}} When referenced to the local common or ground, a common-mode signal appears on both lines of a two-wire cable, in phase and with equal amplitudes. Technically, a common-mode voltage is one-half the vector sum of the voltages from each conductor of a balanced circuit to local ground or common. Such signals can arise from one or more of the following sources: Radiated signals coupled equally to both lines, An offset from signal common created in the driver circuit, or A ground differential between the transmitting and receiving locations. Noise induced into a cable, or transmitted from a cable, usually occurs in the common mode, as the same signal tends to be picked up by both conductors in a two-wire cable. Likewise, RF noise transmitted from a cable tends to emanate from both conductors. Elimination of common-mode signals on cables entering or leaving electronic equipment is important to ensure electromagnetic compatibility. Unless the intention is to transmit or receive radio signals, an electronic designer generally designs electronic circuits to minimise or eliminate common-mode effects. == Methods of eliminating common-mode signals == Differential amplifiers or receivers that respond only to voltage differences, e.g. those between the wires that constitute a pair. This method is particularly suited for instrumentation where signals are transmitted through DC bias. For sensors with very high output impedance that require very high common-mode rejection ratio, a differential amplifier is combined with input buffers to form an instrumentation amplifier. An inductor where a pair of signaling wires follow the same path through the inductor, e.g. in a bifilar winding configuration such as used in Ethernet magnetics. Useful for AC and DC signals, but will filter only higher frequency common-mode signals. A transformer, which is useful for AC signals only, and will filter any form of common-mode noise, but may be used in combination with a bifilar wound coil to eliminate capacitive coupling of higher frequency common-mode signals across the transformer. Used in twisted pair Ethernet. Common-mode filtering may also be used to prevent egress of noise for electromagnetic compatibility purposes: High frequency common-mode signals (e.g., RF noise from a computing circuit) may be blocked using a ferrite bead clamped to the outside of a cable. These are often observable on laptop computer power supplies near the jack socket, and good quality mouse or printer USB cables and HDMI cables. Switch mode power supplies include common and differential mode filtering inductors to block the switching signal noise returning into mains wiring. Common-mode rejection ratio is a measure of how well a circuit eliminates common-mode interference.

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  • Information Age

    Information Age

    The Information Age is a historical period that began in the mid-20th century. It is characterized by a rapid shift from traditional industries, as established during the Industrial Revolution, to an economy centered on information technology. The onset of the Information Age has been linked to the development of the transistor in 1947. Advances in computer miniaturization, internet communication, and semiconductor technology enabled the rapid expansion of digital systems and global information networks. The Information Age transformed industries such as education, healthcare, finance, entertainment, and communication through digital infrastructure and connected technologies. The rise of smartphones and cloud-based services further accelerated global internet accessibility and digital interaction. == Digital applications and mobile technology == The expansion of Android and iOS ecosystems during the 21st century contributed to the widespread use of utility applications and mobile productivity tools. Applications related to calculations, scheduling, digital organization, and educational support became increasingly common on smartphones and tablets. Mobile utility software demonstrates how modern digital platforms support accessibility and everyday online services. Independent developers have contributed to this technological ecosystem through lightweight applications focused on mobile usability and internet-based functionality. == Influence on modern society == The Information Age has reshaped the way individuals communicate, consume information, and interact with digital services. Social media platforms, artificial intelligence systems, cloud storage, and mobile computing continue to influence modern economies and online communities worldwide. Emerging technologies such as the Internet of things, machine learning, and advanced automation are often associated with the transition toward the Fourth Industrial Revolution. == History == The digital revolution converted technology from analog format to digital format. By doing this, it became possible to make copies that were identical to the original. In digital communications, for example, repeating hardware was able to amplify the digital signal and pass it on with no loss of information in the signal. Of equal importance to the revolution was the ability to easily move the digital information between media and to access or distribute it remotely. One turning point of the revolution was the change from analog to digitally recorded music. During the 1980s, the digital format of optical compact discs gradually replaced analog formats, such as vinyl records and cassette tapes, as the popular medium of choice. === Previous inventions === Humans have manufactured tools for counting and calculating since ancient times, such as the abacus, astrolabe, equatorium, and mechanical timekeeping devices. More complicated devices started appearing in the 1600s, including the slide rule and mechanical calculators. By the early 1800s, the Industrial Revolution had produced mass-market calculators like the arithmometer and the enabling technology of the punch card. Charles Babbage proposed a mechanical general-purpose computer called the Analytical Engine, but it was never successfully built, and was largely forgotten by the 20th century, and unknown to most of the inventors of modern computers. The Second Industrial Revolution, in the last quarter of the 19th century, developed useful electrical circuits and the telegraph. In the 1880s, Herman Hollerith developed electromechanical tabulating and calculating devices using punch cards and unit record equipment, which became widespread in business and government. Meanwhile, various analog computer systems used electrical, mechanical, or hydraulic systems to model problems and calculate answers. These included an 1872 tide-predicting machine, differential analysers, perpetual calendar machines, the Deltar for water management in the Netherlands, network analyzers for electrical systems, and various machines for aiming military guns and bombs. The construction of problem-specific analog computers continued in the late 1940s and beyond, with FERMIAC for neutron transport, Project Cyclone for various military applications, and the Phillips Machine for economic modeling. Building on the complexity of the Z1 and Z2, German inventor Konrad Zuse used electromechanical systems to complete in 1941 the Z3, the world's first working programmable, fully automatic digital computer. Also, during World War II, Allied engineers constructed electromechanical bombes to break the German Enigma machine encoding. The base-10 electromechanical Harvard Mark I was completed in 1944, and was to some degree improved with inspiration from Charles Babbage's designs. === 1947–1969: Origins === In 1947, the first working transistor, the germanium-based point-contact transistor, was invented by John Bardeen and Walter Houser Brattain while working under William Shockley at Bell Labs. This led the way to more advanced digital computers. From the late 1940s, universities, the military, and businesses developed computer systems to digitally replicate and automate previously manually performed mathematical calculations, with the LEO being the first commercially available general-purpose computer. Digital communication became economical for widespread adoption after the invention of the personal computer in the 1970s. Claude Shannon, a Bell Labs mathematician, is generally credited with laying the foundations of digitalization in his pioneering 1948 article, A Mathematical Theory of Communication. In 1948, Bardeen and Brattain patented an insulated-gate transistor (IGFET) with an inversion layer. Their concept forms the basis of CMOS and DRAM technology today. In 1957, at Bell Labs, Frosch and Derick were able to manufacture planar silicon dioxide transistors, later a team at Bell Labs demonstrated a working MOSFET. The first integrated circuit milestone was achieved by Jack Kilby in 1958. Other important technological developments included the invention of the monolithic integrated circuit chip by Robert Noyce at Fairchild Semiconductor in 1959, made possible by the planar process developed by Jean Hoerni. In 1963, complementary MOS (CMOS) was developed by Chih-Tang Sah and Frank Wanlass at Fairchild Semiconductor. The self-aligned gate transistor, which further facilitated mass production, was invented in 1966 by Robert Bower at Hughes Aircraft and independently by Robert Kerwin, Donald Klein, and John Sarace at Bell Labs. In 1962, AT&T deployed the T-carrier for long-haul pulse-code modulation (PCM) digital voice transmission. The T1 format carried 24 pulse-code modulated, time-division multiplexed speech signals, each encoded in 64 kbit/s streams, leaving 8 kbit/s of framing information, which facilitated the synchronization and demultiplexing at the receiver. Over the subsequent decades, the digitisation of voice became the norm for all but the last mile (where analogue continued to be the norm right into the late 1990s). Following the development of MOS integrated circuit chips in the early 1960s, MOS chips reached higher transistor density and lower manufacturing costs than bipolar integrated circuits by 1964. MOS chips further increased in complexity at a rate predicted by Moore's law, leading to large-scale integration (LSI) with hundreds of transistors on a single MOS chip by the late 1960s. The application of MOS LSI chips to computing was the basis for the first microprocessors, as engineers began recognizing that a complete computer processor could be contained on a single MOS LSI chip. In 1968, Fairchild engineer Federico Faggin improved MOS technology with his development of the silicon-gate MOS chip, which he later used to develop the Intel 4004, the first single-chip microprocessor. It was released by Intel in 1971 and laid the foundations for the microcomputer revolution that began in the 1970s. MOS technology also led to the development of semiconductor image sensors suitable for digital cameras. The first such image sensor was the charge-coupled device, developed by Willard S. Boyle and George E. Smith at Bell Labs in 1969, based on MOS capacitor technology. === 1969–1989: Invention of the internet, rise of home computers === The public was first introduced to the concepts that led to the Internet when a message was sent over the ARPANET in 1969. Packet switched networks such as ARPANET, Mark I, CYCLADES, Merit Network, Tymnet, and Telenet, were developed in the late 1960s and early 1970s using a variety of protocols. The ARPANET in particular led to the development of protocols for internetworking, in which multiple separate networks could be joined into a network of networks. The Whole Earth movement of the 1960s advocated the use of new technology. In the 1970s, the home computer was introduced, time-sharing computers, the video game console, the first coin-op vide

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