AI For Students App

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

  • Corona-Warn-App

    Corona-Warn-App

    Corona-Warn-App was the official and open-source COVID-19 contact tracing app used for digital contact tracing in Germany made by SAP and Deutsche Telekom subsidiary T-Systems. It had been downloaded 22.8 million times as of 19 November 2020 and 26.2 million times as of 18 March 2021. The app has been promoted by billboard and broadcast advertisements, e.g. in cooperation with the German Football Association (DFB) and other prominent companies. The German government has announced that the app would no longer exchange tracing information as of April 30, 2023 & would enter hibernation as of June 1, 2023. == Effectiveness == Experts believe that time saved by using the app can be critical for improving the effectiveness contact tracing efforts. Some virologists say when at least 60% of people in Germany use it, it would be very effective. == Functioning == The app works with the Exposure Notification Framework (what is implemented in Google Play Services for Android and in iOS) by using Bluetooth to exchange codes with app users that are within 1.5 meters of each other for a period of at least 10 minutes. Anyone who tests positive for COVID-19 can share this information voluntarily with the app. Other app users are then notified about when, how long and at what distance they had contact with the infected person within a 14-day period. Testing is available for persons on a voluntary basis. === Server architecture === Based on the Client–server model five servers are operated within the app backend: the Corona-Warn-App server. It stores the authorized keys of infected users, referred to as diagnosis keys, from the past 14 days in its database. Stored diagnosis keys are grouped into regularly updated blocks which are transmitted to the Content Delivery Network. This interface supplies the keys for the app clients to download and locally compute a potential exposure risk. the Verification server. It is responsible for documenting the approval of the user to share their positive test result with the app and also to verify the test result. the Portal Server. It generates a so-called teleTAN token if the user did not give their consent to share their test result with the app at first but then changed their mind or if the local public health authority or test laboratory is not connected to the app system yet. the Test Result Server. It saves the test results provided by the local public health authorities or test laboratories for further use within the backend. the Federation Gateway Server. It connects to the national Corona-Warn-App servers of participating EU countries to enable transnational key exchange. By the distribution of the data on different servers the decoupling of the data becomes possible and results in an obstructed tracing of the app users. ==== Report of a positive COVID-19 test ==== The app provides a function to warn other app users by uploading their positive test result on a voluntarily and anonymous basis to the Corona-Warn-App server. In case the local public health authority or test laboratory is already connected to the app system, the user receives a QR-Code when the swab specimen is taken that can be scanned in the app. After scanning the QR-Code und the user getting authorized by the Verification server, the app receives an individual Registration token which gets stored locally and with which the status and the result of the test can be checked manually as well as automatically. If the local public health authority or test laboratory is not connected to the app system yet and the user wants to share their positive test result with other app users, it is required to request a teleTAN token by calling the verification hotline of the app. In both cases, the user can upload their diagnosis keys of the last 14 days to the Corona-Warn-App server in case their consent to share the information is given. The Corona-Warn-App server then verifies the uploaded keys by asking the Verification server if the keys are valid and if they are, the Corona-Warn-App server stores them in its database. == Privacy == The use of the app is voluntary. The app implements decentralized data storage to ensure data privacy. Employers can require that Corona-Warn be installed on company phones, but can not compel its use on private phones. == Funding == The open source app, which costs €20 million to develop is intended to supplement human contact tracing efforts, which Germany put in place during the early stages of the COVID-19 pandemic in Germany. In August 2022, a spokesperson for the German ministry of health announced that the total costs including all additional developments are now estimated to be closer to €150m. == Interoperability == At its start the app only worked in Germany, and Jens Spahn, than Federal Minister of Health (CDU), has said the development of a Europe-wide system is a future goal. With the update published on 19 October 2020 the app supports key-exchanges with the EU Interoperability Gateway and is therefore able to communicate with contact tracing apps from Ireland and Italy. Austria, Belgium, Czech Republic, Croatia, Cyprus, Denmark, Finland, Ireland, Italy, Latvia, Malta, Netherlands, Norway, Poland, Slovenia, Spain and Switzerland had joined the gateway as well and are also able to exchange keys with Corona-Warn-App. The app can be downloaded in many App stores outside of Germany. However, as of August 2021, the app is still unavailable for those of notable national German minorities like Turks, Russians or Ukrainians, who use App stores of their home countries. == Software variants == An unofficial Corona-Warn-App has been released on F-Droid, making the app available without proprietary components on Android phones. == Literature == Thomas Köllmann: Die Corona-Warn-App – Schnittstelle zwischen Datenschutz- und Arbeitsrecht. In: Neue Zeitschrift für Arbeitsrecht. Nr. 13, 10. Juli 2020, S. 831–836.

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  • Scalable Video Coding

    Scalable Video Coding

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

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  • Nanonetwork

    Nanonetwork

    A nanonetwork or nanoscale network is a set of interconnected nanomachines (devices a few hundred nanometers or a few micrometers at most in size) which are able to perform only very simple tasks such as computing, data storing, sensing and actuation. Nanonetworks are expected to expand the capabilities of single nanomachines both in terms of complexity and range of operation by allowing them to coordinate, share and fuse information. Nanonetworks enable new applications of nanotechnology in the biomedical field, environmental research, military technology and industrial and consumer goods applications. Nanoscale communication is defined in IEEE P1906.1. == Communication approaches == Classical communication paradigms need to be revised for the nanoscale. The two main alternatives for communication in the nanoscale are based either on electromagnetic communication or on molecular communication. === Electromagnetic === This is defined as the transmission and reception of electromagnetic radiation from components based on novel nanomaterials. Recent advancements in carbon and molecular electronics have opened the door to a new generation of electronic nanoscale components such as nanobatteries, nanoscale energy harvesting systems, nano-memories, logical circuitry in the nanoscale and even nano-antennas. From a communication perspective, the unique properties observed in nanomaterials will decide on the specific bandwidths for emission of electromagnetic radiation, the time lag of the emission, or the magnitude of the emitted power for a given input energy, amongst others. For the time being, two main alternatives for electromagnetic communication in the nanoscale have been envisioned. First, it has been experimentally demonstrated that is possible to receive and demodulate an electromagnetic wave by means of a nanoradio, i.e., an electromechanically resonating carbon nanotube which is able to decode an amplitude or frequency modulated wave. Second, graphene-based nano-antennas have been analyzed as potential electromagnetic radiators in the terahertz band. === Molecular === Molecular communication is defined as the transmission and reception of information by means of molecules. The different molecular communication techniques can be classified according to the type of molecule propagation in walkaway-based, flow-based or diffusion-based communication. In walkway-based molecular communication, the molecules propagate through pre-defined pathways by using carrier substances, such as molecular motors. This type of molecular communication can also be achieved by using E. coli bacteria as chemotaxis. In flow-based molecular communication, the molecules propagate through diffusion in a fluidic medium whose flow and turbulence are guided and predictable. The hormonal communication through blood streams inside the human body is an example of this type of propagation. The flow-based propagation can also be realized by using carrier entities whose motion can be constrained on the average along specific paths, despite showing a random component. A good example of this case is given by pheromonal long range molecular communications. In diffusion-based molecular communication, the molecules propagate through spontaneous diffusion in a fluidic medium. In this case, the molecules can be subject solely to the laws of diffusion or can also be affected by non-predictable turbulence present in the fluidic medium. Pheromonal communication, when pheromones are released into a fluidic medium, such as air or water, is an example of diffusion-based architecture. Other examples of this kind of transport include calcium signaling among cells, as well as quorum sensing among bacteria. Based on the macroscopic theory of ideal (free) diffusion the impulse response of a unicast molecular communication channel was reported in a paper that identified that the impulse response of the ideal diffusion based molecular communication channel experiences temporal spreading. Such temporal spreading has a deep impact in the performance of the system, for example in creating the intersymbol interference (ISI) at the receiving nanomachine. In order to detect the concentration-encoded molecular signal two detection methods named sampling-based detection (SD) and energy-based detection (ED) have been proposed. While the SD approach is based on the concentration amplitude of only one sample taken at a suitable time instant during the symbol duration, the ED approach is based on the total accumulated number of molecules received during the entire symbol duration. In order to reduce the impact of ISI a controlled pulse-width based molecular communication scheme has been analysed. The work presented in showed that it is possible to realize multilevel amplitude modulation based on ideal diffusion. A comprehensive study of pulse-based binary and sinus-based, concentration-encoded molecular communication system have also been investigated.

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  • PureWow

    PureWow

    PureWow is an American digital media company that publishes women's lifestyle content. Acquired by Gary Vaynerchuk in 2017 as part of Gallery Media Group, PureWow tailors lifestyle topics for Millennials and Generation X, including fashion, beauty, home decor, recipes, entertainment, travel, technology, literature, wellness and money. == History == PureWow was founded by Ryan Harwood in September 2010, along with Bob Pittman's Pilot Group and the women of wowOwow Joni Evans, Mary Wells Lawrence, Whoopi Goldberg, Liz Smith, Candice Bergen, and Lesley Stahl, among others. In January 2013, PureWow hired former Real Simple editor Mary Kate McGrath as its first editor-in-chief. In August 2014, PureWow was listed as no. 352 on Inc. Magazine's 2014 list of the top 500 fastest-growing privately owned companies. In May 2015, PureWow raised $2.5 million. In 2017, serial entrepreneur Gary Vaynerchuk and Miami Dolphins' owner Stephen Ross' venture firm, RSE Ventures, acquired PureWow to form Gallery Media Group as a creative agency and media firm. PureWow's CEO, Ryan Harwood serves as the chief executive of Gallery Media Group. == Editions == PureWow publishes national content as well as local content for New York City, Los Angeles, Chicago, San Francisco, Dallas, and the Hamptons. The company publishes content across fashion, beauty, homecare topics, technology, entertainment, books, wellness and finances. PureWow articles are distributed via its website PureWow.com, email, and over social media channels.

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  • Himmat (app)

    Himmat (app)

    Himmat is a women's safety mobile application of Delhi Police. It was launched by Home Minister Rajnath Singh on 1 January 2015. The app is freely available for Android mobile phones and can be downloaded from Delhi Police website. Delhi Police plans to launch app for other platforms in future. Low registrations and other problems resulted in a parliamentary panel calling the app a failure in 2018. Himmat has gone on to be called as one of India's best safety apps for women.

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  • Quality of experience

    Quality of experience

    Quality of experience (QoE) is a measure of the delight or annoyance of a customer's experiences with a service (e.g., web browsing, phone call, TV broadcast). QoE focuses on the entire service experience; it is a holistic concept, similar to the field of user experience, but with its roots in telecommunication. QoE is an emerging multidisciplinary field based on social psychology, cognitive science, economics, and engineering science, focused on understanding overall human quality requirements. == Definition and concepts == In 2013, within the context of the COST Action QUALINET, QoE has been defined as:The degree of delight or annoyance of the user of an application or service. It results from the fulfillment of his or her expectations with respect to the utility and / or enjoyment of the application or service in the light of the user’s personality and current state.This definition has been adopted in 2016 by the International Telecommunication Union in Recommendation ITU-T P.10/G.100. Before, various definitions of QoE had existed in the domain, with the above-mentioned definition now finding wide acceptance in the community. QoE has historically emerged from Quality of Service (QoS), which attempts to objectively measure service parameters (such as packet loss rates or average throughput). QoS measurement is most of the time not related to a customer, but to the media or network itself. QoE however is a purely subjective measure from the user's perspective of the overall quality of the service provided, by capturing people's aesthetic and hedonic needs. QoE looks at a vendor's or purveyor's offering from the standpoint of the customer or end user, and asks, "What mix of goods, services, and support, do you think will provide you with the perception that the total product is providing you with the experience you desired and/or expected?" It then asks, "Is this what the vendor/purveyor has actually provided?" If not, "What changes need to be made to enhance your total experience?" In short, QoE provides an assessment of human expectations, feelings, perceptions, cognition and satisfaction with respect to a particular product, service or application. QoE is a blueprint of all human subjective and objective quality needs and experiences arising from the interaction of a person with technology and with business entities in a particular context. Although QoE is perceived as subjective, it is an important measure that counts for customers of a service. Being able to measure it in a controlled manner helps operators understand what may be wrong with their services and how to improve them. == QoE factors == QoE aims at taking into consideration every factor that contributes to a user's perceived quality of a system or service. This includes system, human and contextual factors. The following so-called "influence factors" have been identified and classified by Reiter et al.: Human Influence Factors Low-level processing (visual and auditory acuity, gender, age, mood, …) Higher-level processing (cognitive processes, socio-cultural and economic background, expectations, needs and goals, other personality traits…) System Influence Factors Content-related Media-related (encoding, resolution, sample rate, …) Network-related (bandwidth, delay, jitter, …) Device-related (screen resolution, display size, …) Context Influence Factors Physical context (location and space) Temporal context (time of day, frequency of use, …) Social context (inter-personal relations during experience) Economic context Task context (multitasking, interruptions, task type) Technical and information context (relationship between systems) Studies in the field of QoE have typically focused on system factors, primarily due to its origin in the QoS and network engineering domains. Through the use of dedicated test laboratories, the context is often sought to be kept constant. == QoE versus User Experience == QoE is strongly related to but different from the field of User Experience (UX), which also focuses on users' experiences with services. Historically, QoE has emerged from telecommunication research, while UX has its roots in Human–Computer Interaction. Both fields can be considered multi-disciplinary. In contrast to UX, the goal of improving QoE for users was more strongly motivated by economic needs. Wechsung and De Moor identify the following key differences between the fields: == QoE measurement == As a measure of the end-to-end performance at the service level from the user's perspective, QoE is an important metric for the design of systems and engineering processes. This is particularly relevant for video services because – due to their high traffic demands –, bad network performance may highly affect the user's experience. So, when designing systems, the expected output, i.e. the expected QoE, is often taken into account – also as a system output metric and optimization goal. To measure this level of QoE, human ratings can be used. The mean opinion score (MOS) is a widely used measure for assessing the quality of media signals. It is a limited form of QoE measurement, relating to a specific media type, in a controlled environment and without explicitly taking into account user expectations. The MOS as an indicator of experienced quality has been used for audio and speech communication, as well as for the assessment of quality of Internet video, television and other multimedia signals, and web browsing. Due to inherent limitations in measuring QoE in a single scalar value, the usefulness of the MOS is often debated. Subjective quality evaluation requires a lot of human resources, establishing it as a time-consuming process. Objective evaluation methods can provide quality results faster, but require dedicated computing resources. Since such instrumental video quality algorithms are often developed based on a limited set of subjective data, their QoE prediction accuracy may be low when compared to human ratings. QoE metrics are often measured at the end devices and can conceptually be seen as the remaining quality after the distortion introduced during the preparation of the content and the delivery through the network, until it reaches the decoder at the end device. There are several elements in the media preparation and delivery chain, and some of them may introduce distortion. This causes degradation of the content, and several elements in this chain can be considered as "QoE-relevant" for the offered services. The causes of degradation are applicable for any multimedia service, that is, not exclusive to video or speech. Typical degradations occur at the encoding system (compression degradation), transport network, access network (e.g., packet loss or packet delay), home network (e.g. WiFi performance) and end device (e.g. decoding performance). == QoE management == Several QoE-centric network management and bandwidth management solutions have been proposed, which aim to improve the QoE delivered to the end-users. When managing a network, QoE fairness may be taken into account in order to keep the users sufficiently satisfied (i.e., high QoE) in a fair manner. From a QoE perspective, network resources and multimedia services should be managed in order to guarantee specific QoE levels instead of classical QoS parameters, which are unable to reflect the actual delivered QoE. A pure QoE-centric management is challenged by the nature of the Internet itself, as the Internet protocols and architecture were not originally designed to support today's complex and high demanding multimedia services. As an example for an implementation of QoE management, network nodes can become QoE-aware by estimating the status of the multimedia service as perceived by the end-users. This information can then be used to improve the delivery of the multimedia service over the network and proactively improve the users' QoE. This can be achieved, for example, via traffic shaping. QoE management gives the service provider and network operator the capability to minimize storage and network resources by allocating only the resources that are sufficient to maintain a specific level of user satisfaction. As it may involve limiting resources for some users or services in order to increase the overall network performance and QoE, the practice of QoE management requires that net neutrality regulations are considered.

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  • DVD

    DVD

    DVD (digital video disc or digital versatile disc) is a digital optical disc data storage format. It was invented and developed in 1995 and first released on November 1, 1996, in Japan. The medium can store any kind of digital data and has been widely used to store video programs (watched using DVD players), software and other computer files. DVDs offer significantly higher storage capacity than compact discs (CD) while having the same dimensions. A standard single-layer DVD can store up to 4.7 GB of data, a dual-layer DVD up to 8.5 GB. Dual-layer, double-sided DVDs can store up to a maximum of 17.08 GB. Prerecorded DVDs are mass-produced using molding machines that physically stamp data onto the DVD. Such discs are a form of DVD-ROM because data can only be read and not written or erased. Blank recordable DVD discs (DVD-R and DVD+R) can be recorded once using a DVD recorder and then function as a DVD-ROM. Rewritable DVDs (DVD-RW, DVD+RW, and DVD-RAM) can be recorded and erased many times. DVDs are used in DVD-Video consumer digital video format and less commonly in DVD-Audio consumer digital audio format, as well as for authoring DVD discs written in a special AVCHD format to hold high definition material (often in conjunction with AVCHD format camcorders). DVDs containing other types of information may be referred to as DVD data discs. == Etymology == The Oxford English Dictionary comments that, "In 1995, rival manufacturers of the product initially named digital video disc agreed that, in order to emphasize the flexibility of the format for multimedia applications, the preferred abbreviation DVD would be understood to denote digital versatile disc." The OED also states that in 1995, "The companies said the official name of the format will simply be DVD. Toshiba had been using the name 'digital video disc', but that was switched to 'digital versatile disc' after computer companies complained that it left out their applications." "Digital versatile disc" is the explanation provided in a DVD Forum Primer from 2000 and in the DVD Forum's mission statement, which the purpose is to promote broad acceptance of DVD products on technology, across entertainment, and other industries. Because DVDs became highly popular for the distribution of movies in the 2000s, the term DVD became popularly used in English as a noun to describe specifically a full-length movie released on the format; for example the phrase "to watch a DVD" describes watching a movie on DVD. == History == === Development and launch === Released in 1987, CD Video used analog video encoding on optical discs matching the established standard 120 mm (4.7 in) size of audio CDs. Video CD (VCD) became one of the first formats for distributing digitally encoded films in this format, in 1993. In the same year, two new optical disc storage formats were being developed. One was the Multimedia Compact Disc (MMCD), backed by Philips and Sony (developers of the CD and CD-i), and the other was the Super Density (SD) disc, supported by Toshiba, Time Warner, Matsushita Electric, Hitachi, Mitsubishi Electric, Pioneer, Thomson, and JVC. By the time of the press launches for both formats in January 1995, the MMCD nomenclature had been dropped, and Philips and Sony were referring to their format as Digital Video Disc (DVD). On May 3, 1995, an ad hoc industry technical group formed from five computer companies (IBM, Apple, Compaq, Hewlett-Packard, and Microsoft) issued a press release stating that they would only accept a single format. The group voted to boycott both formats unless the two camps agreed on a single, converged standard. They recruited Lou Gerstner, president of IBM, to pressure the executives of the warring factions. In one significant compromise, the MMCD and SD groups agreed to adopt proposal SD 9, which specified that both layers of the dual-layered disc be read from the same side—instead of proposal SD 10, which would have created a two-sided disc that users would have to turn over. Philips/Sony strongly insisted on the source code, EFMPlus, that Kees Schouhamer Immink had designed for the MMCD, because it makes it possible to apply the existing CD servo technology. Its drawback was a loss from 5 to 4.7 Gigabytes of capacity. As a result, the DVD specification provided a storage capacity of 4.7 GB (4.38 GiB) for a single-layered, single-sided disc and 8.5 GB (7.92 GiB) for a dual-layered, single-sided disc. The DVD specification ended up similar to Toshiba and Matsushita's Super Density Disc, except for the dual-layer option. MMCD was single-sided and optionally dual-layer, whereas SD was two half-thickness, single-layer discs which were pressed separately and then glued together to form a double-sided disc. Philips and Sony decided that it was in their best interests to end the format war, and on September 15, 1995 agreed to unify with companies backing the Super Density Disc to release a single format, with technologies from both. After other compromises between MMCD and SD, the group of computer companies won the day, and a single format was agreed upon. The computer companies also collaborated with the Optical Storage Technology Association (OSTA) on the use of their implementation of the ISO-13346 file system (known as Universal Disk Format) for use on the new DVDs. The format's details were finalized on December 8, 1995. In November 1995, Samsung announced it would start mass-producing DVDs by September 1996. The format launched on November 1, 1996, in Japan, mostly with music video releases. The first major releases from Warner Home Video arrived on December 20, 1996, with four titles being available. The format's release in the U.S. was delayed multiple times, from August 1996, to October 1996, November 1996, before finally settling on early 1997. Players began to be produced domestically that winter, with March 24, 1997, as the U.S. launch date of the format proper in seven test markets. Approximately 32 titles were available on launch day, mainly from the Warner Bros., MGM, and New Line libraries, with the notable inclusion of the 1996 film Twister. However, the launch was planned for the following day (March 25), leading to a distribution change with retailers and studios to prevent similar violations of breaking the street date. The nationwide rollout for the format happened on August 22, 1997. DTS announced in late 1997 that they would be coming onto the format. The sound system company revealed details in a November 1997 online interview, and clarified it would release discs in early 1998. However, this date would be pushed back several times before finally releasing their first titles at the 1999 Consumer Electronics Show. In 2001, blank DVD recordable discs cost the equivalent of $27.34 US dollars in 2022. === Adoption === Movie and home entertainment distributors adopted the DVD format to replace the ubiquitous VHS tape as the primary consumer video distribution format. Immediately following the formal adoption of a unified standard for DVD, two of the four leading video game console companies (Sega and The 3DO Company) said they already had plans to design a gaming console with DVDs as the source medium. Sony stated at the time that they had no plans to use DVD in their gaming systems, despite being one of the developers of the DVD format and eventually the first company to actually release a DVD-based console. Game consoles such as the PlayStation 2, Xbox, and Xbox 360 use DVDs as their source medium for games and other software. Contemporary games for Windows were also distributed on DVD. Early DVDs were mastered using DLT tape, but using DVD-R DL or +R DL eventually became common. TV DVD combos, combining a standard definition CRT TV or an HD flat panel TV with a DVD mechanism under the CRT or on the back of the flat panel, and VCR/DVD combos were also available for purchase. For consumers, DVD soon overtook VHS as the favored choice for home movie releases. In 2001, DVD players outsold VCRs for the first time in the United States. At that time, one in four American households owned a DVD player. By 2007, about 80% of Americans owned a DVD player, a figure that had surpassed VCRs; it was also higher than personal computers or cable television. == Specifications == The DVD specifications created and updated by the DVD Forum are published as so-called DVD Books (e.g. DVD-ROM Book, DVD-Audio Book, DVD-Video Book, DVD-R Book, DVD-RW Book, DVD-RAM Book, DVD-AR (Audio Recording) Book, DVD-VR (Video Recording) Book, etc.). DVD discs are made up of two discs; normally one is blank, and the other contains data. Each disc is 0.6 mm thick, and they are glued together to form a DVD disc. The gluing process must be done carefully to make the disc as flat as possible to avoid both birefringence and "disc tilt", which is when the disc is not perfectly flat, preventing it from being read. Some specifications for mechanical, physical and optical characteristics of DV

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  • Personal media

    Personal media

    Personal media are media of communication which are used by an individual rather than by a corporation or institution. They are generally contrasted with mass media which are produced by teams of people and broadcast to a general population. In other words, personal media allow individuals, as opposed to corporate entities, to contribute knowledge and opinion to the public. The term dates from the 1980s. New technologies such as social media and self-publishing are creating a variety of modes for modern media. Marika Lüders suggests a two-dimensional model for classifying such media with one dimension being the degree of interaction between the senders and receivers; and the other dimension being the level of institutionalisation and professionalism. Katherine Nashleanas links the concept of personal media to the notion of 'control' by an individual as opposed to a centralised authority. She argues that although personal media including the fax have been available to the general public since the 1960s, more recent technologies such as the smartphone confer greater control over content production and distribution to their users.

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  • Jive (software)

    Jive (software)

    Jive (formerly known as Clearspace, then Jive SBS, then Jive Engage) is a commercial Java EE-based Enterprise 2.0 collaboration and knowledge management tool produced by Jive Software. It was first released as "Clearspace" in 2006, then renamed SBS (for "Social Business Software") in March 2009, then renamed "Jive Engage" in 2011, and renamed simply to "Jive" in 2012. Jive integrates the functionality of online communities, microblogging, social networking, discussion forums, blogs, wikis, and IM under one unified user interface. Content placed into any of the systems (blog, wiki, documentation, etc.) can be found through a common search interface. Other features include RSS capability, email integration, a reputation and reward system for participation, personal user profiles, JAX-WS web service interoperability, and integration with the Spring Framework. The product is a pure-Java server-side web application and will run on any platform where Java (JDK 1.5 or higher) is installed. It does not require a dedicated server - users have reported successful deployment in both shared environments and multiple machine clusters. As of Jive 8, released March 30, 2015, there is a Jive-n version which is for internal use (hosted by the consumer or hosted by Jive as a service) and a Jive-x version which is an external version hosted as a service. Jive no longer supports wiki markup language. == Server requirements for Jive 8-n == The following are the server requirements for Jive 8-n Operating systems: RHEL version 6 or 7 for x86_64, CentOS version 6 or 7 for x86_64 or SuSE Enterprise Linux Server (SLES) 11 and 12 for x86_64 Application Servers: Jive ships with its own embedded Apache HTTPD and Tomcat servers as part of the install package. It is not possible to deploy the application onto other appservers. Databases: MySQL (5.1, 5.5, 5.6) Oracle (11gR2, 12c) Postgres (9.0, 9.1, 9.2, 9.3, 9.4 - 9.2 or higher recommended) Microsoft SQL Server (2008R2, 2012, 2014) Environment: Jive recommends a server with at least 4GB of RAM and a dual-core 2 GHz processor with x86_64 architecture The product integrates with an LDAP repository or Active Directory For optimal deployment with a large community Jive Software recommends: using dedicated cache and document-conversion servers hosting the application and database servers separately == Releases == Jive 8, released on March 30, 2015 Jive 7, released in October 2013 Jive 9.0.x, released in November 2016 Jive 9, released in November 2016, supported now

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  • Polyfill (programming)

    Polyfill (programming)

    In software development, a polyfill is code that implements a new standard feature of a deployment environment within an old version of that environment that does not natively support the feature. Most often, it refers to JavaScript code that implements an HTML5 or CSS web standard, either an established standard (supported by some browsers) on older browsers, or a proposed standard (not supported by any browsers) on existing browsers. Polyfills are also used in PHP and Python. Polyfills allow web developers to use an API regardless of whether or not it is supported by a browser, and usually with minimal overhead. Typically they first check if a browser supports an API, and use it if available, otherwise using their own implementation. Polyfills themselves use other, more supported features, and thus different polyfills may be needed for different browsers. The term is also used as a verb: polyfilling is providing a polyfill for a feature. == Definition == The term is a neologism, coined by Remy Sharp, who required a word that meant "replicate an API using JavaScript (or Flash or whatever) if the browser doesn’t have it natively" while co-writing the book Introducing HTML5 in 2009. Formally, "a shim is a library that brings a new API to an older environment, using only the means of that environment." Polyfills exactly fit this definition; the term shim was also used for early polyfills. However, to Sharp shim connoted non-transparent APIs and workarounds, such as spacer GIFs for layout, sometimes known as shim.gif, and similar terms such as progressive enhancement and graceful degradation were not appropriate, so he invented a new term. The term is based on the multipurpose filling paste brand Polyfilla, a paste used to cover up cracks and holes in walls, and the meaning "fill in holes (in functionality) in many (poly-) ways." The word has since gained popularity, particularly due to its use by Paul Irish and in Modernizr documentation. The distinction that Sharp makes is: What makes a polyfill different from the techniques we have already, like a shim, is this: if you removed the polyfill script, your code would continue to work, without any changes required in spite of the polyfill being removed. This distinction is not drawn by other authors. At times various other distinctions are drawn between shims, polyfills, and fallbacks, but there are no generally accepted distinctions: most consider polyfills a form of shim. The term polyfiller is also occasionally found. == Examples == === core-js === core-js is one of the most popular JavaScript standard library polyfills. Includes polyfills for ECMAScript up to the latest version of the standard: promises, symbols, collections, iterators, typed arrays, many other features, ECMAScript proposals, some cross-platform WHATWG / W3C features and proposals like URL. You can load only required features or use it without global namespace pollution. It can be integrated with Babel, which allows it to automatically inject required core-js modules into your code. === html5shiv === In IE versions prior to 9, unknown HTML elements like

    and
  • GeForce RTX 50 series

    GeForce RTX 50 series

    The GeForce RTX 50 series of consumer graphics cards is the successor of Nvidia's GeForce 40 series. Announced at CES 2025, it debuted with the release of the RTX 5070, RTX 5080 and RTX 5090 in January 2025. It is based on Nvidia's Blackwell architecture featuring Nvidia RTX's fourth-generation RT cores for hardware-accelerated real-time ray tracing, and fifth-generation deep learning–focused Tensor Cores. The GPUs are manufactured by TSMC on a custom 4N process node. == Background == In March 2024, Nvidia announced the Blackwell architecture for its datacenter products. Like Ampere, the architecture is shared by consumer and datacenter products rather than having distinct architectures released simultaneously like Ada Lovelace for consumers and Hopper for datacenter. At the Game Awards in December 2024, a cinematic trailer for The Witcher IV was shown that had been pre-rendered on an "unannounced Nvidia GeForce RTX GPU". This was assumed to be an upcoming GeForce RTX 50 series GPU. Following the RTX 50 series announcement, Nvidia confirmed that the trailer was "pre-rendered in Unreal Engine 5 on a GeForce RTX 5090". Later in the same month, it was reported that Nvidia had begun stockpiling GeForce RTX 50 series units in U.S. warehouses due to a threatened 10% import tariff and 60% tariff on Chinese imports that Donald Trump promised in his re-election campaign. === Announcement === On January 6, 2025, the GeForce RTX 50 series was officially announced for desktop and mobile devices during Nvidia's CES keynote in Las Vegas. The pricing announcement was met with surprise as the RTX 5080 at $999 was the same price that the RTX 4080 Super released at a year earlier despite the anticipated price increases. Nvidia CEO Jensen Huang falsely claimed that the RTX 5070 could reach "RTX 4090 performance at $549", a figure that relies on the use of DLSS 4 upscaling and Multi Frame generation, and is not an indication of raw performance. == Features == === Blackwell architecture === The GeForce RTX 50 series is powered by the Blackwell microarchitecture, which continues Ada Lovelace's emphasis on high graphics frequencies and large L2 caches. The Blackwell architecture introduces Nvidia RTX's fourth-generation RT cores for hardware-accelerated real-time ray tracing and fifth-generation Tensor Cores for AI compute and performing floating-point calculations. === GDDR7 === RTX 50 series GPUs are the first consumer GPUs to feature GDDR7 video memory for greater memory bandwidth over the same bus width compared to the GDDR6 and GDDR6X memory used in the GeForce 40 series. RTX 50 series desktop GPUs use GDDR7 modules from Samsung due to them being available for validation earlier than modules from SK Hynix and Micron. === 12V-2×6 connector === The GeForce RTX 50 series uses the 16-pin 12V-2×6 connector, which is a revision of the 12VHPWR connector featured on the GeForce 40 series. There were problems with the 12VHPWR connector melting on some RTX 4090 GPUs due to the connector not being fully seated and connector design flaws that did not implement a high enough safety and error tolerance. The 12V-2×6 connector revision, published by PCI-SIG in July 2023, addressed this by shortening the four sense pins so the connector will not push any power if it has not been fully seated. The 12VHPWR design would still draw up to 150W of power even if the sense pins were not making full contact. 12V-2×6 is backwards compatible with existing 12VHPWR cables and adapters. Nvidia has mandated to its AIB partners that the 16-pin 12V-2×6 connector be used on all RTX 50 series designs. With the GeForce 40 series, the 12VHPWR connector was only mandated on higher power cards such as the RTX 4070 Super, RTX 4070 Ti, RTX 4070 Ti Super, RTX 4080, RTX 4080 Super and RTX 4090 while RTX 4060, RTX 4060 Ti and RTX 4070 AIB designs had the option of using 8-pin PCIe connectors. The 600W-capable 12VHPWR connector would not have been necessary on sub-200W cards. === DLSS 4 === The fourth generation of Deep Learning Super Sampling (DLSS) was unveiled alongside the RTX 50 series. DLSS 4 upscaling uses a new vision transformer-based model for enhanced image quality with reduced ghosting and greater image stability in motion compared to the previous convolutional neural network (CNN) model. DLSS 4 also allows a greater number of frames to be generated and interpolated based on a single traditionally rendered frame. This form of frame generation called Multi Frame Generation is exclusive to the RTX 50 series while the GeForce 40 series is limited to one interpolated frame per traditionally rendered frame. Nvidia claims that DLSS 4's frame generation model uses 30% less video memory with the example of Warhammer 40,000: Darktide using 400 MB less memory at 4K resolution with frame generation enabled. Nvidia claims that 75 titles will integrate DLSS 4 Multi Frame Generation at launch, including Alan Wake 2, Cyberpunk 2077, Indiana Jones and the Great Circle, and Star Wars Outlaws. === Media Engine and I/O === The RTX 50 series includes DisplayPort 2.1b UHBR20 (80Gbps) with higher display output data rates to support high resolution and high refresh rate displays. The GeForce 40 series received criticism for only including DisplayPort 1.4a (32Gbps) while the competing Radeon RX 7000 series included DisplayPort 2.1 UHBR13.5 (54Gbps). At CES 2025, VESA announced a collaboration with Nvidia on the new DP80LL ("low loss") UHBR20 active cable standard. DP80LL allows for 80Gbps DisplayPort 2.1 cables up to 3 meters long as passive DP80 cables are limited in length due to signal integrity concerns. The RTX 50 series introduces the ninth-generation NVENC encoder and sixth-generation NVDEC video decoder. For the first time in a consumer GeForce GPU, encoding and decoding video in the 4:2:2 color format for professional-grade higher color depth is supported. == List of GPUs == === Desktop === GeForce RTX 50 series desktop GPUs are the second consumer GPUs to utilize a PCIe 5.0 interface and the first to feature GDDR7 video memory (except for the entry level RTX 5050 that still uses GDDR6). They are fabricated by TSMC using a custom 5 nm process dubbed 4N. === Mobile === Laptops featuring GeForce RTX 50 series laptop GPUs were shown at CES 2025. Laptops with RTX 50 series GPUs were paired with Intel's Arrow Lake-HX and AMD's Strix Point and Fire Range CPUs. Nvidia claims that Blackwell architecture's new Max-Q features can increase battery life by up to 40% over GeForce 40 series laptops. For example, Advanced Power Gating saves power by turning off areas of the GPU that are unused and the paired GDDR7 memory can run in an "ultra" low-voltage state. Initial RTX 50 series laptops will become available in March 2025 starting at $1,299. == Controversies == === 12V-2x6 power connector issue === The 12V-2x6 connector used by multiple 5090 cards faces criticism due to a design flaw that can potentially cause the connector to melt. The flaw primarily affect Nvidia's own RTX 5090 FE and RTX 5080 FE cards and are similar to the failures seen on the RTX 40 series but models by third party OEMs have been affected as well. === Availability and pricing === The releases of the RTX 5090, 5080 and 5070 Ti were marked by severe availability issues and pricing well above MSRP. Pricing became an issue again at the end of 2025 due to an ongoing memory supply shortage. Nvidia has been rumored to cut production of 16GB VRAM cards, affecting the availability of the RTX 5060 Ti 16GB and RTX 5070 Ti SKUs. === 32-bit support removal for CUDA, OpenCL, and GPU PhysX === Support for 32-bit OpenCL, and CUDA applications (and as a result 32-bit GPU-accelerated PhysX), was dropped for the GeForce RTX 50 series, which resulted in several applications encountering performance issues with GPU PhysX options or not being able to run at all, causing negative reactions from numerous gaming communities. On December 4, 2025, with the release of driver version 591.44, 32-bit GPU-accelerated PhysX support was restored for certain games. Support for more games was promised in the future. === Incomplete dies and missing ROPs === The dies of certain RTX 5090/5090D, 5080, and 5070 Ti cards were missing eight render output units (ROPs), resulting in slower graphics while pure compute and AI workloads are unaffected. Nvidia claimed that less than 0.5% of cards are affected and that the "production anomaly" has been rectified. === Black screen issues === Some RTX 5080 and 5090 users reported an issue where the system would boot into a black screen after installing Nvidia drivers. Nvidia confirmed the issue and said that a new driver update would fix it for people who hadn't received a VBIOS update yet. Released on February 27, 2025 Nvidia drivers version 572.60 claim to have fixed the issue. Nvidia has since released multiple hotfix and Game Ready drivers that contain additional fixes for the issue. === Windows driver branch quality and stabilit

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  • Hardware-based encryption

    Hardware-based encryption

    Hardware-based encryption is the use of computer hardware to assist software, or sometimes replace software, in the process of data encryption. Typically, this is implemented as part of the processor's instruction set. For example, the AES encryption algorithm (a modern cipher) can be implemented using the AES instruction set on the ubiquitous x86 architecture. Such instructions also exist on the ARM architecture. However, more unusual systems exist where the cryptography module is separate from the central processor, instead being implemented as a coprocessor, in particular a secure cryptoprocessor or cryptographic accelerator, of which an example is the IBM 4758, or its successor, the IBM 4764. Hardware implementations can be faster and less prone to exploitation than traditional software implementations, and furthermore can be protected against tampering. == History == Prior to the use of computer hardware, cryptography could be performed through various mechanical or electro-mechanical means. An early example is the Scytale used by the Spartans. The Enigma machine was an electro-mechanical system cipher machine notably used by the Germans in World War II. After World War II, purely electronic systems were developed. In 1987 the ABYSS (A Basic Yorktown Security System) project was initiated. The aim of this project was to protect against software piracy. However, the application of computers to cryptography in general dates back to the 1940s and Bletchley Park, where the Colossus computer was used to break the encryption used by German High Command during World War II. The use of computers to encrypt, however, came later. In particular, until the development of the integrated circuit, of which the first was produced in 1960, computers were impractical for encryption, since, in comparison to the portable form factor of the Enigma machine, computers of the era took the space of an entire building. It was only with the development of the microcomputer that computer encryption became feasible, outside of niche applications. The development of the World Wide Web lead to the need for consumers to have access to encryption, as online shopping became prevalent. The key concerns for consumers were security and speed. This led to the eventual inclusion of the key algorithms into processors as a way of both increasing speed and security. == Implementations == === In the instruction set === ==== x86 ==== The X86 architecture, as a CISC (Complex Instruction Set Computer) Architecture, typically implements complex algorithms in hardware. Cryptographic algorithms are no exception. The x86 architecture implements significant components of the AES (Advanced Encryption Standard) algorithm, which can be used by the NSA for Top Secret information. The architecture also includes support for the SHA Hashing Algorithms through the Intel SHA extensions. Whereas AES is a cipher, which is useful for encrypting documents, hashing is used for verification, such as of passwords (see PBKDF2). ==== ARM ==== ARM processors can optionally support Security Extensions. Although ARM is a RISC (Reduced Instruction Set Computer) architecture, there are several optional extensions specified by ARM Holdings. === As a coprocessor === IBM 4758 – The predecessor to the IBM 4764. This includes its own specialised processor, memory and a Random Number Generator. IBM 4764 and IBM 4765, identical except for the connection used. The former uses PCI-X, while the latter uses PCI-e. Both are peripheral devices that plug into the motherboard. === Proliferation === Advanced Micro Devices (AMD) processors are also x86 devices, and have supported the AES instructions since the 2011 Bulldozer processor iteration. Due to the existence of encryption instructions on modern processors provided by both Intel and AMD, the instructions are present on most modern computers. They also exist on many tablets and smartphones due to their implementation in ARM processors. == Advantages == Implementing cryptography in hardware means that part of the processor is dedicated to the task. This can lead to a large increase in speed. In particular, modern processor architectures that support pipelining can often perform other instructions concurrently with the execution of the encryption instruction. Furthermore, hardware can have methods of protecting data from software. Consequently, even if the operating system is compromised, the data may still be secure (see Software Guard Extensions). == Disadvantages == If, however, the hardware implementation is compromised, major issues arise. Malicious software can retrieve the data from the (supposedly) secure hardware – a large class of method used is the timing attack. This is far more problematic to solve than a software bug, even within the operating system. Microsoft regularly deals with security issues through Windows Update. Similarly, regular security updates are released for Mac OS X and Linux, as well as mobile operating systems like iOS, Android, and Windows Phone. However, hardware is a different issue. Sometimes, the issue will be fixable through updates to the processor's microcode (a low level type of software). However, other issues may only be resolvable through replacing the hardware, or a workaround in the operating system which mitigates the performance benefit of the hardware implementation, such as in the Spectre exploit.

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  • Visual Expert

    Visual Expert

    Visual Expert is a static code analysis tool, extracting design and technical information from software source code by reverse-engineering, used by programmers for software maintenance, modernization or optimization. It is designed to parse several programming languages at the same time (PL/SQL, Transact-SQL, PowerBuilder...) and analyze cross-language dependencies, in addition to each language's source code. Visual Expert checks source code against hundreds of code inspection rules for vulnerability assessment, bug fix, and maintenance issues. == Features == Cross-references exploration: Impact Analysis, E/R diagrams, call graphs, CRUD matrix, dependency graphs. Software documentation: a documentation generator produces technical documentation and low-level design descriptions. Inspect the code to detect bugs, security vulnerabilities and maintainability issues. Native integration with Jenkins. Reports on duplicate code, unused objects and methods and naming conventions. Calculates software metrics and source lines of code. Code comparison: finds differences between several versions of the same code. Performance analysis: identifies code parts that slow down the application because of their syntax - it extracts statistics about code execution from the database and combines it with the static analysis of the code. == Usage == Visual Expert is used in several contexts: Change impact analysis: evaluating the consequences of a change in the code or in a database. Avoiding negative side effects when evolving a system. Static Application Security Testing (SAST): detecting and removing security issues. Continuous Integration / Continuous Inspection : adding a static code analysis job in a CI/CD workflow to automatically verify the quality and security of a new build when it is released. Program comprehension: helping programmers understand and maintain existing code, or modernize legacy systems. Transferring knowledge of the code, from one programmer to another. Software sizing: calculating the size of an application, or a piece of code, in order to estimate development efforts. Code review: improving the code by finding and removing code smells, dead code, code causing poor performances or violations of coding conventions. == Limitations == As a static code analyzer, Visual Expert is limited to the programming languages supported by its code parsers - Oracle PL/SQL, SQL Server Transact-SQL, PowerBuilder. A preliminary reverse engineering is required. Visual Expert does it automatically, but its duration depends on the size of the code parsed. Users must wait for the parsing completion prior to using the features, or schedule it in advance. They must also allocate sufficient hardware resources to support their volume of code. Visual Expert is based on a client/server architecture: the code analysis is running on a Windows PC - preferably a server. The information extracted from the code is stored in a RDBMS, communicating with a client application installed on the programmer's computer - no web client is available. This requires that the code, the parsers, the RDBMS and the programmers’ computers are connected to the same LAN or VPN. == History == 1995- 1998 - Prog and Doc - Initial version distributed on the French market 2001 - Visual Expert 4.5 2003 - Visual Expert 5 2007 - Visual Expert 5.7 2010 - Visual Expert 6.0 2015 - Visual Expert 2015 - Server component added to schedule code analyses 2016 - Visual Expert 2016 - Oracle PL/SQL code parser, code inventory (lines of code, number of objects…) 2017 - Visual Expert 2017 - SQL Server T-SQL code parser, Code comparison, CRUD matrix 2018 - Visual Expert 2018 - DB Code Performance Analysis, integration with TFS 2019 - Visual Expert 2019 - Generation of E/R diagrams from the code 2020 - Visual Expert 2020 - Object dependency matrix, naming consistency verification, integration with GIT and SVN 2021 - Visual Expert 2021 - Continuous Code Inspection, integration with Jenkins 2022 - Visual Expert 2022 - Support for cloud-based repositories and large volumes of code 2023 - Visual Expert 2023 - Performance tuning for PowerBuilder 2024 - Visual Expert 2024 - New web UI to simplify deployment and use among large teams. 2025 - Visual Expert 2025 - AI-based features to explain code, generate comments, and optimize queries

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  • Influence-for-hire

    Influence-for-hire

    Influence-for-hire or collective influence, refers to the economy that has emerged around buying and selling influence on social media platforms. == Overview == Companies that engage in the influence-for-hire industry range from content farms to high-end public relations agencies. Traditionally influence operations have largely been confined to public sector actors like intelligence agencies, in the influence-for-hire industry the groups conduction the operations are private with commerce being their primary consideration. However many of the clients in the influence-for-hire industry are countries or countries acting through proxies. They are often located in countries with less expensive digital labor. == History == In May 2021, Facebook took a Ukrainian influence-for-hire network offline. Facebook attributed the network to organizations and consultants linked to Ukrainian politicians including Andriy Derkach. During the COVID-19 pandemic state sponsored misinformation was spread through influence-for-hire networks. In August 2021, a report published by the Australian Strategic Policy Institute implicated the Chinese government and the ruling Chinese Communist Party in campaigns of online manipulation conducted against Australia and Taiwan using influence-for-hire.

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  • RadioVIS

    RadioVIS

    RadioVIS is a protocol for sideband signalling of images and text messages for a broadcast audio service to provide a richer visual experience. It is an application and sub-project of RadioDNS, which allows radio consumption devices to look up an IP-based service based on the parameters of the currently tuned broadcast station. In January 2015, the functionality of RadioVIS was integrated to Visual Slideshow (ETSI TS 101 499 v3.1.1). The original RVIS01 document is now deprecated. == Details == The protocol enables either Streaming Text Oriented Messaging Protocol (STOMP) or Comet to deliver text and image URLs to a client, with the images being acquired over a HTTP connection. The technology is currently implemented by a number of broadcasters across the world, including Global Radio, Bauer Radio in the UK, RTÉ in the Republic Of Ireland, Südwestrundfunk in Germany and a number of Australian media groups amongst others. A number of software clients exist to show the protocol, as well as hardware devices such as the Pure Sensia from Pure Digital, and the Colourstream from Roberts Radio.

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