AI Generator Canva

AI Generator Canva — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Zoho Office Suite

    Zoho Office Suite

    Zoho Office Suite is an online office suite developed by Zoho Corporation. == History == Zoho Office Suite was launched in 2005 with a web-based word processor. Additional products, such as those for spreadsheets and presentations, were incorporated later into the suite. The applications are distributed as software as a service (SaaS). == Products == Zoho uses an open API for its Writer, Sheet, Show, Creator, Meeting, and Planner products. It also has plugins into Microsoft Word and Excel, an OpenOffice.org plugin, and a plugin for Firefox. Zoho Office Suite is free for individuals but offers a plan for teams, which includes Zoho WorkDrive, Zoho Workplace and other Zoho apps. In October 2009, Zoho integrated some of their applications with the Google Apps online suite.

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  • List of broadband over power line deployments

    List of broadband over power line deployments

    This is a list of broadband over power line deployments. In this sense, "broadband" usually refers to Internet access using power line communication technology. == BPL pilot projects - 1st Gen (UPA) == === Inactive pilot projects === North America: United States: The United Telecom Council publishes the Federal Communications Commission (FCC)-mandated BPL Interference Resolution website, which provides a list of all BPL deployments in the US. Canada: Quebec: As of 2005, PLC communication technology developed by Ariane Controls is being installed inside and outside existing buildings to control lights and other energy-hungry devices. The cheap devices allow energy consumption to be better managed, and so save much energy and bring a clear return on investment. Western Europe: Sweden: Vattenfall is using PLC technology at 1200 baud for automatic meter reading based on an Iskraemeco product. Central and Eastern Europe, and Eurasia: Russian Federation: Electro-com has deployed widely BPL/PLC technology and offers internet access service in Moscow, Nizhny Novgorod, Ryazan, Kaluga and Rostov-on-Don, planning to extend coverage to main Russian cities. Currently the company does not provide other services, though plans to start providing telephone, and television services someday. Base equipment is a DefiDev modem with a DS2 chipset. The company had 35,000 subscribers and an annual growth of 15-20%. The company has, however, halted operations in Moscow in September, 2008, having sold its client network to an IDSL internet provider. Romania: In January, 2006, the Ministry of Communications and Information Technology introduced a PLC trial in the rural locality of Band, Mureș County, offering phone and broadband internet access for €7 per month. The technology was introduced to 50 households. Montenegro: In March, 2002, the Internet Crna Gora biggest internet provider in Montenegro launched a pilot project in town of Cetinje. Serbia: In August 2002, the Star Engineering from Niš launched a pilot project to show a completely new way to access the Internet, which is a new in that time in most countries around the world. Hungary: The first powerline service in Hungary was realized in September, 2003, in the Riverside apartment house in Budapest by 23Vnet Ltd. The PLC equipment was supplied by ASCOM Powerline. After four months the service was counting 100 users from 450 apartment owners. The bandwidth is 4.5 Mbit/s. Asia, Pacific, and Oceania: Indonesia: PT Kejora Gemilang Internusa "KEJORA", under their banner PLANET BROADBAND, is currently rolling out broadband over power line, with over 300,000 homes expected to be enabled by August 2010. PT. Kejora Gemilang Internusa signed an 8-year Joint Venture concession agreement with ICON+ a division of PT. Perusahaan Listrik Negara (Indonesia electricity company). Under the terms of the agreement PLAnet Broadband are to supply BPL/PLC to Jakarta West and West Java. Another company, PT. Broadband Powerline Indonesia, has been developing broadband over power line in apartment buildings since 2006. PT. BPI also produces data couplers to make broadband over powerline possible in three phases (R, S, T) with a single master. India : In India IIIT Allahabad has completed a project in co-operation with Corinex Communications Canada to implement a prototype of BPL for University campus and nearby villages. Africa and the Middle East: Egypt: The Engineering Office for Integrated Projects (EOIP) has deployed PLC technology widely in Alexandria, Fayed, and Tanta. Based on a locally developed system, the company provides AMR for electricity utilities. Currently, the company has about 70,000 subscribers. South Africa: Goal Technology Solutions (GTS) trialled the technology and is offering service in the suburbs of Pretoria, and plans to extend it to other areas. The tests were done with Mitsubishi equipment using a DS2 chipset, and the company claims a maximum throughput of 90 Mbit/s although initially only "512 Kbits/s ADSL equivalent speeds" are available. Now it uses DefiDev's equipment, and according to GTS's website, it will expand available bandwidth up to 5-20 Mbit/s. Ghana: Cactel Communications, Ltd. successfully deployed an MV solution pilot project in the Graphic Communications Group in Accra in June, 2005. A Cactel Remote Energy Management System (REMS) pilot project for the Electricity Company of Ghana (ECG) is running a 40-user pilot project at the University of Ghana in Legon. The current project combines fiber, radio link, Wi-Fi and PLC to provide broadband internet access and telephony. It showcases the interoperability of PLC technology and the company's expertise in emerging market design and deployment. Cactel hopes to deploy nationally, and is in deliberations with the national stakeholders and with Ghana's Ministry of Communications (MoC). AllTerra Communications successfully implemented a pilot test of broadband over power lines in Akosombo. In partnership with VRA, this test involves demonstrating transmission of broadband from medium to low voltage signals. AllTerra is working with VRA to expand the pilot project to include essential grid management utilities that will help balance and manage the current electricity transmission throughout their various substations. Using IT as a catalyst for economic development, AllTerra is expanding into numerous areas throughout Ghana. Vobiss Solutions Ltd successfully implemented a Hybrid Fibre BPL pilot network within EMEFS Hillview Estate in collaboration with ECG. Saudi Arabia: ElectroNet has been working with the Saudi Electric Company since 2005 on a pilot project using broadband over power lines over medium voltage cables and linking into low voltage distribution within a shopping mall. The pilot project also integrates automatic meter readers. Powerlines Communications Co. Ltd. implemented an AMR pilot project for Saudi Electricity Company in 2006. The project was located in the city of Jeddah on the west coast of Saudi Arabia. Digital KWh meters were installed in parallel with analog KWh meters. Readings taken by the Saudi Electricity Company showed variations of less than 1%. A BPL pilot project was included. Saudi Arabian Computer Management Consultants (SACMAC) has signed a deal to become an official system integrator and distributor for Mitsubishi PLC. It is expected to become a great success, because the existing broadband service, monopolized by the Saudi Telecom Company, is expensive and has poor customer service (some clients report that company techs arrive months after ordering). SACMAC has declined to talk about specifics of availability and price but says it will start rolling out the service in a few months (as of May 2006) and its price will be lower than current broadband providers. === Concluded pilot projects === The following pilot projects have ended: Australia, Tasmania: In November 2007, electricity retailer Aurora Energy ended its involvement with BPL and announced it was switching to Optical Fiber. This ended their commercial trial begun in September 2005, offering BPL services to 500 homes in the suburb of Tolmans Hill near Hobart, which had followed a successful technological trial earlier that year. Portugal ended BPL/PLC deployments in the country in October 2006, reportedly for economic reasons., Russian Federation: In September 2008, Russia's only BPL provider Electro-com ended deployments in Moscow for economic reasons. Spain: In May 2007 Iberdrola and Endesa (the main power companies in Spain) ended their projects to deploy PLC. United States: As of July 2010, the City of Manassas, VA has shut down their BPL deployment, which was the largest in the country. As of April 2007, Motorola has shuttered its Powerline LV Access BPL and reportedly plans to re-purpose the technology to a new system called Powerline MU, which is for use within multiple-unit dwellings. Motorola's system uses only residential-side low-voltage power lines for transmission to reduce the antenna effect, and successfully demonstrated frequency-notching for reduced potential for interference over the Amperion Inc. and Current Technologies LLC systems. Motorola invited the American Radio Relay League to participate with these tests, and even installed the Motorola system at their headquarters. Preliminary results were very positive with regard to interference, because the Motorola system does not use BPL on the powerlines leading up to the neighborhood. The BPL carrier is only used for the last leg of the trip from the pole to the house, and gets the signal to the pole via radio. This limits the interference to the area surrounding the last leg to the house. === Dismantled pilot projects === The following other BPL trials in the US are dismantled as of May 2008:

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  • Data refuge

    Data refuge

    Data Refuge is a public and collaborative project designed to address concerns about federal climate and environmental data that is in danger of being lost. In particular, the initiative addresses five main concerns: What are the best ways to safeguard data? How do federal agencies play a crucial role in collecting, managing, and distributing data? How do government priorities impact data's accessibility? Which projects and research fields depend on federal data? Which data sets are of value to research and local communities, and why? Data Refuge began as a grassroots organization in opposition to government data on climate change and the environment not being archived systemically. Data Refuge's main goal is to collect and allocate data in multiple safe locations to create a sustainable way of archiving old and new data. Data Refuge was initiated in 2016 to protect federal climate and environmental data that is vulnerable under an administration that denies climate change. The system aims to make public research-quality copies of federal climate and environmental data. Data Refuge is supported by the National Geographic Foundation, private donors, Libraries+ Network, Preserving Electronic Governance Initiative (PEGI), the Union of Concerned Scientists (USC), and the Penn Program in Environmental Humanities (PPEH). == Types of data == Data Refuge collects public federal data on the climate and environment in the form of satellite imagery, PDFs, and stories. The data are stored in multiple trusted locations as they are less vulnerable if in only one location, and to ensure accessibility for researchers. Through the Data Rescue events, Data Refuge has accumulated 4 terabytes of data, 30,000 URLs, and 800 participants. === Storytelling === Data Refuge collects stories on vulnerable federal climate and environmental data through: surveys, oral history, photo essays, maps, video shorts, and animations. The stories are archived in a public bank that showcase how federal environmental data support health and safety in communities. Data Stories are collected at Data Rescue events, which are partnered with universities, city and town halls, and advocacy groups. Data stories are collected and used to emphasize the importance of Data Refuge, in how the data on climate change and the environment are being used by people in the United States and across the world for meaningful practices.

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  • Point-to-point encryption

    Point-to-point encryption

    Point-to-point encryption (P2PE) is a standard established by the PCI Security Standards Council. Payment solutions that offer similar encryption but do not meet the P2PE standard are referred to as end-to-end encryption (E2EE) solutions. The objective of P2PE and E2EE is to provide a payment security solution that instantaneously converts confidential payment card (credit and debit card) data and information into indecipherable code at the time the card is swiped, in order to prevent hacking and fraud. It is designed to maximize the security of payment card transactions in an increasingly complex regulatory environment. == The standard == The P2PE Standard defines the requirements that a "solution" must meet in order to be accepted as a PCI-validated P2PE solution. A "solution" is a complete set of hardware, software, gateway, decryption, device handling, etc. Only "solutions" can be validated; individual pieces of hardware such as card readers cannot be validated. It is also a common mistake to refer to P2PE validated solutions as "certified"; there is no such certification. The determination of whether or not a solution meets the P2PE standard is the responsibility of a P2PE Qualified Security Assessor (P2PE-QSA). P2PE-QSA companies are independent third-party companies who employ assessors that have met the PCI Security Standards Council's requirements for education and experience, and have passed the requisite exam. The PCI Security Standards Council does not validate solutions. == How it works == As a payment card is swiped through a card reading device, referred to as a point of interaction (POI) device, at the merchant location or point of sale, the device immediately encrypts the card information. A device that is part of a PCI-validated P2PE solution uses an algorithmic calculation to encrypt the confidential payment card data. From the POI, the encrypted, indecipherable codes are sent to the payment gateway or processor for decryption. The keys for encryption and decryption are never available to the merchant, making card data entirely invisible to the retailer. Once the encrypted codes are within the secure data zone of the payment processor, the codes are decrypted to the original card numbers and then passed to the issuing bank for authorization. The bank either approves or rejects the transaction, depending upon the card holder's payment account status. The merchant is then notified if the payment is accepted or rejected to complete the process along with a token that the merchant can store. This token is a unique number reference to the original transaction that the merchant can use should they ever be needed to perform research or refund the customer without ever knowing the customer's card information (tokenization). There are also Qualified Integrator and Reseller (QIR) Companies, which are businesses authorized to "implement, configure, and/or support validated" PA-DSS Payment Applications, and perform qualified installations. == Solution providers == According to the PCI Security Standards Council:The P2PE solution provider is a third-party entity (for example, a processor, acquirer, or payment gateway) that has overall responsibility for the design and implementation of a specific P2PE solution, and manages P2PE solutions for its merchant customers. The solution provider has overall responsibility for ensuring that all P2PE requirements are met, including any P2PE requirements performed by third-party organizations on behalf of the solution provider (for example, certification authorities and key-injection facilities). == Benefits == === Customer benefits === P2PE significantly reduces the risk of payment card fraud by instantaneously encrypting confidential cardholder data at the moment a payment card is swiped or "dipped" if it is a chip card at the card reading device (payment terminal) or POI. === Merchant benefits === P2PE significantly facilitates merchant responsibilities: With a P2PE validated solution, merchants save significant time and money as PCI requirements may be greatly reduced. Payment Card Industry Data Security Standard (PCI DSS). For organizations who use a P2PE validated solution provider, the PCI Self Assessment Questionnaire is reduced from 12 sections to 4 sections and the controls are reduced from 329 questions to just 35. In the event of fraud, the P2PE Solution Provider, not the merchant, is held accountable for data loss and resulting fines that may be assessed by the card brands (American Express, Visa, MasterCard, Discover, and JCB). The PCI Security Standards Council does not assess penalties on Solution Providers or Merchants. The payment process with P2PE is quicker than other transaction processes, thus creating simpler and faster customer–merchant transactions. == Point-to-point encryption versus end-to-end encryption == === Point-to-point === A point-to-point connection directly links system 1 (the point of payment card acceptance) to system 2 (the point of payment processing). A true P2PE solution is determined with three main factors: The solution uses a hardware-to-hardware encryption and decryption process along with a POI device that has SRED (Secure Reading and Exchange of Data) listed as a function. The solution has been validated to the PCI P2PE Standard which includes specific POI device requirements such as strict controls regarding shipping, receiving, tamper-evident packaging, and installation. A solution includes merchant education in the form of a P2PE Instruction Manual, which guides the merchant on POI device use, storage, return for repairs, and regular PCI reporting. === End-to-end === End-to-end encryption as the name suggests has the advantage over P2PE that card details are not unencrypted between the two endpoints. If the endpoints are a PCI PED validated PIN pad and a POS acquirer, there is no opportunity for the card details to be intercepted. It is obviously important that the endpoints (the PED and gateway) are provided by PCI accredited organisations. == PCI point-to-point encryption requirements == The requirements include: Secure encryption of payment card data at the point of interaction (POI), P2PE validated application(s) at the point of interaction, Secure management of encryption and decryption devices, Management of the decryption environment and all decrypted account data, Use of secure encryption methodologies and cryptographic key operations, including key generation, distribution, loading/injection, administration, and usage.

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  • 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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  • Symmetric Boolean function

    Symmetric Boolean function

    In mathematics, a symmetric Boolean function is a Boolean function whose value does not depend on the order of its input bits, i.e., it depends only on the number of ones (or zeros) in the input. For this reason they are also known as Boolean counting functions. There are 2n+1 symmetric n-ary Boolean functions. Instead of the truth table, traditionally used to represent Boolean functions, one may use a more compact representation for an n-variable symmetric Boolean function: the (n + 1)-vector, whose i-th entry (i = 0, ..., n) is the value of the function on an input vector with i ones. Mathematically, the symmetric Boolean functions correspond one-to-one with the functions that map n+1 elements to two elements, f : { 0 , 1 , . . . , n } → { 0 , 1 } {\displaystyle f:\{0,1,...,n\}\rightarrow \{0,1\}} . Symmetric Boolean functions are used to classify Boolean satisfiability problems. == Special cases == A number of special cases are recognized: Majority function: their value is 1 on input vectors with more than n/2 ones Threshold functions: their value is 1 on input vectors with k or more ones for a fixed k All-equal and not-all-equal function: their values is 1 when the inputs do (not) all have the same value Exact-count functions: their value is 1 on input vectors with k ones for a fixed k One-hot or 1-in-n function: their value is 1 on input vectors with exactly one one One-cold function: their value is 1 on input vectors with exactly one zero Congruence functions: their value is 1 on input vectors with the number of ones congruent to k mod m for fixed k, m Parity function: their value is 1 if the input vector has odd number of ones The n-ary versions of AND, OR, XOR, NAND, NOR and XNOR are also symmetric Boolean functions. == Properties == In the following, f k {\displaystyle f_{k}} denotes the value of the function f : { 0 , 1 } n → { 0 , 1 } {\displaystyle f:\{0,1\}^{n}\rightarrow \{0,1\}} when applied to an input vector of weight k {\displaystyle k} . === Weight === The weight of the function can be calculated from its value vector: | f | = ∑ k = 0 n ( n k ) f k {\displaystyle |f|=\sum _{k=0}^{n}{\binom {n}{k}}f_{k}} === Algebraic normal form === The algebraic normal form either contains all monomials of certain order m {\displaystyle m} , or none of them; i.e. the Möbius transform f ^ {\displaystyle {\hat {f}}} of the function is also a symmetric function. It can thus also be described by a simple (n+1) bit vector, the ANF vector f ^ m {\displaystyle {\hat {f}}_{m}} . The ANF and value vectors are related by a Möbius relation: f ^ m = ⨁ k 2 ⊆ m 2 f k {\displaystyle {\hat {f}}_{m}=\bigoplus _{k_{2}\subseteq m_{2}}f_{k}} where k 2 ⊆ m 2 {\displaystyle k_{2}\subseteq m_{2}} denotes all the weights k whose base-2 representation is covered by the base-2 representation of m (a consequence of Lucas’ theorem). Effectively, an n-variable symmetric Boolean function corresponds to a log(n)-variable ordinary Boolean function acting on the base-2 representation of the input weight. For example, for three-variable functions: f ^ 0 = f 0 f ^ 1 = f 0 ⊕ f 1 f ^ 2 = f 0 ⊕ f 2 f ^ 3 = f 0 ⊕ f 1 ⊕ f 2 ⊕ f 3 {\displaystyle {\begin{array}{lcl}{\hat {f}}_{0}&=&f_{0}\\{\hat {f}}_{1}&=&f_{0}\oplus f_{1}\\{\hat {f}}_{2}&=&f_{0}\oplus f_{2}\\{\hat {f}}_{3}&=&f_{0}\oplus f_{1}\oplus f_{2}\oplus f_{3}\end{array}}} So the three variable majority function with value vector (0, 0, 1, 1) has ANF vector (0, 0, 1, 0), i.e.: Maj ( x , y , z ) = x y ⊕ x z ⊕ y z {\displaystyle {\text{Maj}}(x,y,z)=xy\oplus xz\oplus yz} === Unit hypercube polynomial === The coefficients of the real polynomial agreeing with the function on { 0 , 1 } n {\displaystyle \{0,1\}^{n}} are given by: f m ∗ = ∑ k = 0 m ( − 1 ) | k | + | m | ( m k ) f k {\displaystyle f_{m}^{}=\sum _{k=0}^{m}(-1)^{|k|+|m|}{\binom {m}{k}}f_{k}} For example, the three variable majority function polynomial has coefficients (0, 0, 1, -2): Maj ( x , y , z ) = ( x y + x z + y z ) − 2 ( x y z ) {\displaystyle {\text{Maj}}(x,y,z)=(xy+xz+yz)-2(xyz)} == Examples ==

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  • Social media and psychology

    Social media and psychology

    Social media began in the form of generalized online communities. These online communities formed on websites like Geocities.com in 1994, Theglobe.com in 1995, and Tripod.com in 1995. Many of these early communities focused on social interaction by bringing people together through the use of chat rooms. The chat rooms encouraged users to share personal information, ideas, or even personal web pages. Later the social networking community Classmates took a different approach by simply having people link to each other by using their personal email addresses. By the late 1990s, social networking websites began to develop more advanced features to help users find and manage friends. These newer generation of social networking websites began to flourish with the emergence of SixDegrees.com in 1997, Makeoutclub in 2000, Hub Culture in 2002, and Friendster in 2002. However, the first profitable mass social networking website was the South Korean service, Cyworld. Cyworld initially launched as a blog-based website in 1999 and social networking features were added to the website in 2001. Other social networking websites emerged like Myspace in 2002, LinkedIn in 2003, and Bebo in 2005. In 2009, the social networking website Facebook (launched in 2004) became the largest social networking website in the world. Both Instagram and Kik were launched in October 2010. Active users of Facebook increased from just a million in 2004 to over 750 million by the year 2011. Making internet-based social networking both a cultural and financial phenomenon. In September 2011, Snapchat was launched and reported over 300 million users in 2021. == Psychology of social networking == A social network is a social structure made up of individuals or organizations who communicate and interact with each other. Social networking sites – such as Facebook, Twitter, Instagram, Pinterest and LinkedIn – are defined as technology-enabled tools that assist users with creating and maintaining their relationships. A study found that middle schoolers reported using social media to see what their friends are doing, to post pictures, and to connect with friends. Human behavior related to social networking is influenced by major individual differences, meaning that people differ quite systematically in the quantity and quality of their social relationships. Two of the main personality traits that are responsible for this variability are the traits of extraversion and introversion. Extraversion refers to the tendency to be socially dominant, exert leadership, and influence on others. In contrast, introversion reflects a tendency towards shyness, social phobia, or even avoid social situations altogether, which could potentially reduce the number of social contacts a person may have. These individual differences may result in different social networking outcomes. Other psychology factors related to social media and Media psychology are depression, anxiety, attachment, self-identity, well-being, and the need to belong. === Neuroscience === The three domains that neural systems rely on to be strengthened to support social media use are social cognition, self-referential cognition, and social rewarding. When someone posts something on social media, they think of how their audience will react, while the audience thinks of the motivations behind posting the information. Both parties are analyzing the other's thoughts and feelings, which coherently rely on multiple network systems of the brain including the dorsomedial prefrontal cortex, bilateral temporoparietal junction, anterior temporal lobes, inferior frontal gyri, and posterior cingulate cortex. All of these systems work to help us process social behaviors and thoughts drawn out on social media. Social media requires a great deal of self-referential thought. People use social media as a platform to express their opinions and show off their past and present selves. In other words, as Bailey Parnell said in her Ted Talk, we're showing off our "highlight reel" (4). When one receives feedback from others, the individual obtains more reflected self-appraisal which leads to comparisons of their social behaviors or "highlights" to other users. Self-referential thought involves activity in the medial prefrontal cortex and the posterior cingulate cortex. The brain uses these systems when thinking of oneself. A 2021 umbrella review found that most associations between adolescent social media use and mental health were characterized as weak or inconsistent, though certain studies identified 'substantial' negative impacts, particularly linked to passive consumption and problematic use. Social media also provides a constant supply of rewards that keeps users coming back for more. Whenever users receive a like or a new follower, it activates the brain's social reward system which includes the ventromedial prefrontal cortex, ventral striatum, and ventral tegmental area. This system has been found to activate in response to positive feedback from peers, suggesting that users experience online acceptance in a similar manner to other material rewards or positive experiences, further acting as a potential reward. While these areas of the brain become strengthened, other parts of the brain start to weaken. Technology is encouraging multi-tasking, especially because of how easy it is to switch from one task to another by opening another tab or using two devices at once. The brain's hippocampus is mainly associated with long-term memory. In a study done by Russell Poldark, a professor at UCLA, they found that "for the task learned without distraction, the hippocampus was involved. However, for the task learned with the distraction of the beeps, the hippocampus was not involved; but the striatum was, which is the brain system that underlies our ability to learn new skills." The study concludes that multitasking can cause reliance on the striatum more than the hippocampus, which can change the way we learn. The striatum is known to be connected to mainly the brain's reward system. The brain will strengthen the neurons to the striatum while it weakens the neurons to the hippocampus to make the brain more efficient. Because our brain starts to rely on the striatum more than the hippocampus, it becomes harder for us to process new information. Nicholas Carr, author of The Shallows: How The Internet Is Changing Our Brains, agrees: "What psychologists and brain scientists tell us about interruptions is that they have a fairly profound effect on the way we think. It becomes much harder to sustain attention, to think about one thing for a long period of time, and to think deeply when new stimuli are pouring at you all day long. I argue that the price we pay for being constantly inundated with information is a loss of our ability to be contemplative and to engage in the kind of deep thinking that requires you to concentrate on one thing." === Well-Being === How does well-being relate to social media? In an article titled Social Impact of Psychological Research on Well-Being Shared in Social Media, Pulido et al. found a 15.7% social impact in their results. These new results were compared to a previous study conducted by Pulido et al., which had a high of 4.98% compared to 27.5% in the new study. These results show the ESISM, which is evidence of social impact present. In a two-year span, the difference between social impact rose 22.52% according to these studies. When taking into consideration that an increasingly large number of teens report either being active on, or having used, some form of social media, ranging from apps such as Facebook to TikTok, researching the effects of social media on the well-being of teens and young adults has become more of a topic of focus in recent years. === Depression === Especially in today's society, social media has gained a new perspective on younger generations. It is what younger generations are born into and are growing up to use, particularly what is running today's society. Social Media has its downfalls regarding depression and mental health. Many users often compare their lives regarding what they see on these platforms. In an article Does Social Media Cause Depression? by the Child Mind Institute, Miller states that "several studies, teenage and young adult users who spend the most time on Instagram, Facebook and other platforms for have shown to have substantially (from 13 to 66 percent) higher rates of reported depression than those who spent the least time", what the study shows how Facebook and Instagram, platforms showcasing daily lives and or lifestyles, or less fulfilling or less satisfied or more flaunting base or superficial. Instead of social community, there has become a perception of individuals striving for a life that is not real, whether that is editing photos or making life seem perfect when it is not. This causes a sense of depression by the weight of a comparing game. In "How Social Media Affects Y

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  • Information security

    Information security

    Information security is the practice of protecting information by mitigating information risks. It is part of information risk management. It typically involves preventing or reducing the probability of unauthorized or inappropriate access to data or the unlawful use, disclosure, disruption, deletion, corruption, modification, inspection, recording, or devaluation of information. It also involves actions intended to reduce the adverse impacts of such incidents. Protected information may take any form, e.g., electronic or physical, tangible (e.g., paperwork), or intangible (e.g., knowledge). Information security's primary focus is the balanced protection of data confidentiality, integrity, and availability (known as the CIA triad, unrelated to the US government organization) while maintaining a focus on efficient policy implementation, all without hampering organization productivity. This is largely achieved through a structured risk management process. To standardize this discipline, academics and professionals collaborate to offer guidance, policies, and industry standards on passwords, antivirus software, firewalls, encryption software, legal liability, security awareness and training, and so forth. This standardization may be further driven by a wide variety of laws and regulations that affect how data is accessed, processed, stored, transferred, and destroyed. While paper-based business operations are still prevalent, requiring their own set of information security practices, enterprise digital initiatives are increasingly being emphasized, with information assurance now typically being dealt with by information technology (IT) security specialists. These specialists apply information security to technology (most often some form of computer system). IT security specialists are almost always found in any major enterprise/establishment due to the nature and value of the data within larger businesses. They are responsible for keeping all of the technology within the company secure from malicious attacks that often attempt to acquire critical private information or gain control of the internal systems. There are many specialist roles in Information Security including securing networks and allied infrastructure, securing applications and databases, security testing, information systems auditing, business continuity planning, electronic record discovery, and digital forensics. == Standards == Information security standards are guidelines generally outlined in published materials that aim to protect a user's or an organization's cyber environment from threats. This environment includes the users themselves, hardware such as devices and networks, software such as applications or services, and any information in storage or transit. These standards comprise security concepts, technologies, and guidelines to deal with an adverse event. They may also include assessment criteria and certification for organizations implementing a minimum level of security. These standards are developed by various international and national bodies to prevent or mitigate cyber-attacks, ensure consistency among developers, and establish a minimum standard in industries susceptible to an attack. The ISO/IEC 27000 family, published by the International Organization for Standardization (ISO) and the International Electrotechnical Commission (IEC), provides information about the guidelines and requirements for an Information Security Management System (ISMS). The Common Criteria (ISO/IEC 15408) provides guidelines on evaluating and certifying the security of a system. The IEC 62443 establishes security standards for automation and control systems. Similarly, the ISO/SAE 21434, ETSI EN 303 645, and EN 18031 provide standards for road vehicles, the Internet of Things, and radio-based systems respectively. The NIST Cybersecurity Framework (NIST CSF) is a set of guidelines developed by the U.S. National Institute of Standards and Technology to help organizations with risk management. NIST also publishes various Federal Information Processing Standards (FIPS) and Special Publications. The United Kingdom has introduced Cyber Essentials, which is a certification scheme to protect organizations against common security threats. The Australian Cyber Security Centre publishes the Essential Eight mitigation strategies. The Payment Card Industry Data Security Standard (PCI DSS) regulates handling of cardholder data in order to reduce credit card fraud. UL has published standards related to specific industries such as UL 2900-2-3 for security and life safety signaling systems and UL-2900-2-1 for healthcare and wellness systems. == Threats == Information security threats come in many different forms. Some of the most common threats today are software attacks, theft of intellectual property, theft of identity, theft of equipment or information, sabotage, and information extortion. Viruses, worms, phishing attacks, and Trojan horses are a few common examples of software attacks. The theft of intellectual property has also been an extensive issue for many businesses. Identity theft is the attempt to act as someone else usually to obtain that person's personal information or to take advantage of their access to vital information through social engineering. Sabotage usually consists of the destruction of an organization's website in an attempt to cause loss of confidence on the part of its customers. Information extortion consists of theft of a company's property or information as an attempt to receive a payment in exchange for returning the information or property back to its owner, as with ransomware. One of the most functional precautions against these attacks is to conduct periodical user awareness. Governments, military, corporations, financial institutions, hospitals, non-profit organizations, and private businesses amass a great deal of confidential information about their employees, customers, products, research, and financial status. Should confidential information about a business's customers or finances or new product line fall into the hands of a competitor or hacker, a business and its customers could suffer widespread, irreparable financial loss, as well as damage to the company's reputation. From a business perspective, information security must be balanced against cost; the Gordon-Loeb Model provides a mathematical economic approach for addressing this concern. For the individual, information security has a significant effect on privacy, which is viewed very differently in various cultures. == History == Since the early days of communication, diplomats and military commanders understood that it was necessary to provide some mechanism to protect the confidentiality of correspondence and to have some means of detecting tampering. Julius Caesar is credited with the invention of the Caesar cipher c. 50 B.C., which was created in order to prevent his secret messages from being read should a message fall into the wrong hands. However, for the most part protection was achieved through the application of procedural handling controls. Sensitive information was marked up to indicate that it should be protected and transported by trusted persons, guarded and stored in a secure environment or strong box. As postal services expanded, governments created official organizations to intercept, decipher, read, and reseal letters (e.g., the U.K.'s Secret Office, founded in 1653). In the mid-nineteenth century more complex classification systems were developed to allow governments to manage their information according to the degree of sensitivity. For example, the British Government codified this, to some extent, with the publication of the Official Secrets Act in 1889. Section 1 of the law concerned espionage and unlawful disclosures of information, while Section 2 dealt with breaches of official trust. A public interest defense was soon added to defend disclosures in the interest of the state. A similar law was passed in India in 1889, The Indian Official Secrets Act, which was associated with the British colonial era and used to crack down on newspapers that opposed the Raj's policies. A newer version was passed in 1923 that extended to all matters of confidential or secret information for governance. By the time of the First World War, multi-tier classification systems were used to communicate information to and from various fronts, which encouraged greater use of code making and breaking sections in diplomatic and military headquarters. Encoding became more sophisticated between the wars as machines were employed to scramble and unscramble information. The establishment of computer security inaugurated the history of information security. The need for such appeared during World War II. The volume of information shared by the Allied countries during the Second World War necessitated formal alignment of classification systems and procedural controls. An arcane range of markings evol

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  • Linguatec

    Linguatec

    The Linguatec Sprachtechnologien GmbH is a language technology provider, specialized in the field of machine translation, speech synthesis and speech recognition. Linguatec was founded in Munich in 1996 and its headquarters are in Pasing. Linguatec has won the European Information Society Technologies Prize three times. On their website, they are now using the online service Voice Reader Web, so that the information can be read out in every language by means of a text-to-speech function. == Core areas == Machine translation The different versions of Personal Translator (seven language pairs) can be used "for home use" or for professional business use in the company network. In addition to this, specialist dictionaries are offered to broaden standard vocabulary. Speech synthesis The Voice Reader text-to-speech program reads in twelve languages: German, British English, American English, French, Quebec French, Spanish, Mexican Spanish, Italian, Dutch, Portuguese, Czech, Chinese. Speech recognition Voice Pro is based on ViaVoice technology from IBM. There are special software programs for doctors and lawyers. == Patents == 2005 pending patent application for a newly developed hybrid technology that uses the intelligence of neural networks for machine translation. == Awards == 2004 European IT Prize for Beyond Babel 2004 test winner Stiftung Warentest – best voice recognition 1998 European IT Prize – applied voice recognition 1996 European IT Prize – automated translation == Studies == 2005 University of Regensburg: Voice Reader user test 2002 Fraunhofer Institute for Industrial Engineering and Organization IAO: user study on the efficiency of machine translation

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  • Social television

    Social television

    Social television is the union of television and social media. Millions of people now share their TV experience with other viewers on social media such as Twitter and Facebook using smartphones and tablets. TV networks and rights holders are increasingly sharing video clips on social platforms to monetise engagement and drive tune-in. The social TV market covers the technologies that support communication and social interaction around TV as well as companies that study television-related social behavior and measure social media activities tied to specific TV broadcasts – many of which have attracted significant investment from established media and technology companies. The market is also seeing numerous tie-ups between broadcasters and social networking players such as Twitter and Facebook. The market is expected to be worth $256bn by 2017. Social TV was named one of the 10 most important emerging technologies by the MIT Technology Review on Social TV in 2010. And in 2011, David Rowan, the editor of Wired magazine, named Social TV at number three of six in his peek into 2011 and what tech trends to expect to get traction. Ynon Kreiz, CEO of the Endemol Group told the audience at the Digital Life Design (DLD) conference in January 2011: "Everyone says that social television will be big. I think it's not going to be big—it's going to be huge". Much of the investment in the earlier years of social TV went into standalone social TV apps. The industry believed these apps would provide an appealing and complimentary consumer experience which could then be monetized with ads. These apps featured TV listings, check-ins, stickers and synchronised second-screen content but struggled to attract users away from Twitter and Facebook. Most of these companies have since gone out of business or been acquired amid a wave of consolidation and the market has instead focused on the activities of the social media channels themselves – such as Twitter Amplify, Facebook Suggested Videos and Snapchat Discover – and the technologies that support them. == Twitter == Twitter and Facebook are both helping users connect around media, which can provoke strong debate and engagement. Both social platforms want to be the 'digital watercooler' and host conversation around TV because the engagement and data about what media people consume can then be used to generate advertising revenue. As an open platform, conversation on Twitter is closely aligned with real-time events. In May 2013, it launched Twitter Amplify – an advertising product for media and consumer brands. With Amplify, Twitter runs video highlights from major live broadcasts, with advertisers' names and messages playing before the clip. By February 2014, all four major U.S. TV networks had signed up to the Amplify program, bringing a variety of premium TV content onto the social platform in the form of in-tweet real-time video clips. In June 2014, Twitter acquired its Twitter Amplify partner in the U.S. SnappyTV, a company that was helping broadcasters and rights holders to share video content both organically across social and via Twitter's Amplify program. Twitter continues to rely on Grabyo, which has also struck numerous deals with some of the largest broadcasters and rights holders in Europe and North America to share video content across Facebook and Twitter. == Facebook == Facebook made significant changes to its platform in 2014 including updates to its algorithm to enhance how it serves video in users' feeds. It also launched video autoplay to get users to watch the videos in their feeds. It rapidly surpassed Twitter and by the end of 2014 it was enjoying three billion video views a day on its platform and had announced a partnership with the NFL, one of Twitter's most active Twitter Amplify partners. In April 2015, at its F8 Developer Conference, it revealed it was working with Grabyo among other technology partners to bring video onto its platform. Then in July it announced it would be launching Facebook Suggested Videos, bringing related videos and ads to anyone that clicks on a video – a move that not only competed with Twitter's commercial video offering but also put it in direct competition with YouTube. == TV Time == TV Time is a television dedicated social network that allows users to keep track of the television series they watch, as well as films. It also allows them to express their reaction to the media they have seen with episode specific voting for favorite characters and emotional reaction to episodes, as well as commenting in episode restrictive pages. This way users are able to avoid spoilers while also finding a precise audience and community for each of their interactions, as opposed to bigger, non-television dedicated social medias such as Facebook and Twitter where the likelihood of unintentionally reading spoilers is much higher. TV Time offers an analytics service called "TVLytics" where the votes and reactions collected from users can be studied for research and television production purposes. == Advertising == According to Businessinsider.com, there are variety of applications for social TV, including support for TV ad sales, optimizing TV ad buys, making ad buys more efficient, as a complement to audience measurement, and eventually, audience forecasting and real-time optimization. Social TV data can ease access to focus groups and may create a positive feedback loop for generating ultra-sticky TV programming and multi-screen ad campaigns. == In numbers == Viewers share their TV experience on social media in real-time as events unfold: between 88-100m Facebook users login to the platform during the primetime hours of 8pm – 11pm in the US. The volume of social media engagement in TV is also rising – according to Nielsen SocialGuide, there was a 38% increase in tweets about TV in 2013 to 263m. For the 2014 Super Bowl, Twitter reported that a record 24.9 million tweets about the game were sent during the telecast, peaking at 381,605 tweets per minute. Facebook reported that 50 million people discussed the Super Bowl, generating 185 million interactions. The 2014 Oscars generated 5m tweets, viewed by an audience of 37m unique Twitter users and delivering 3.3bn impressions globally as conversation and key moments were shared virally across the platform. In 2014 the All England Lawn Tennis Club (AELTC), hosts of Wimbledon, used Grabyo to share video content across social. The videos were viewed 3.5 million times across Facebook and Twitter. In partnered with Grabyo again in 2015 and the videos generated over 48 million views across Facebook and Twitter. == Television shows with social integration == Here are some examples of how TV executives are integrating social elements with TV shows: C-SPAN streamed tweets from US Senators and Representatives during the quorum call The Voice had the judges of the program tweet during the show and the posts scrolls on the bottom of the screen. The use of Twitter also led to an increase in viewers. "Glee" Entertainment Weekly created a second screen viewing platform for the Glee season 3 premiere. == Related publications == Erika Jonietz. "Making TV Social, Virtually" MIT Technology Review. (January 11, 2010) AmigoTV (Alcatel-Lucent; Coppens et al.) – 2004 www.ist-ipmedianet.org/Alcatel_EuroiTV2004_AmigoTV_short_paper_S4-2.pdf Nextream (MIT Media Lab, Martin et al.) – 2010 Social Interactive Television: Immersive Shared Experiences and Perspectives (P. Cesar, D. Geerts, and K. Chorianopoulos (eds.)) – 2009 Social TV and the Emergence of Interactive TV – Multimedia Research Group – November 2010 Interactive Social TV on Service Oriented Environments: Challenges and Enablers (May 2011) == Systems == Boxee – acquired by Samsung GetGlue – acquired by i.TV Grabyo KIT digital Miso TV Tank Top TV WiO Xbox Live

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  • Star Awards for Social Media Award

    Star Awards for Social Media Award

    The Star Awards for Social Media Award was an award presented annually from 2014 to 2016 at the Star Awards, where Mediacorp of Singapore recognises entertainers under their employment with awards for artistic and technical merit for outstanding performances of the year. == History == The category was introduced in 2014, at the 20th Star Awards ceremony; Jeanette Aw received the award and it is given in honour of a Mediacorp artiste with the most social media engagement. The results are based on the calculations from three international social media analysis systems; artistes must be active on at least one of the following platforms in order to qualify: Facebook, Twitter and Instagram. Since its inception, the award has been given to two artistes. Carrie Wong is the most recent and final winner in this category. Since the ceremony held in 2016, Aw remains as the only artiste to win in this category twice, surpassing Wong who has one win. The award was discontinued from 2017 onwards as the popularity element of the award is already represented in the Top 10 Most Popular Male Artistes and Top 10 Most Popular Female Artistes awards. == Recipients ==

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  • Hardware random number generator

    Hardware random number generator

    In computing, a hardware random number generator (HRNG), true random number generator (TRNG), non-deterministic random bit generator (NRBG), or physical random number generator is a device that generates random numbers from a physical process capable of producing entropy, unlike a pseudorandom number generator (PRNG) that utilizes a deterministic algorithm and non-physical nondeterministic random bit generators that do not include hardware dedicated to generation of entropy. Many natural phenomena generate low-level, statistically random "noise" signals, including thermal and shot noise, jitter and metastability of electronic circuits, Brownian motion, and atmospheric noise. Researchers also used the photoelectric effect, involving a beam splitter, other quantum phenomena, and even nuclear decay (due to practical considerations the latter, as well as the atmospheric noise, is not viable except for fairly restricted applications or online distribution services). While "classical" (non-quantum) phenomena are not truly random, an unpredictable physical system is usually acceptable as a source of randomness, so the qualifiers "true" and "physical" are used interchangeably. A hardware random number generator is expected to output near-perfect random numbers ("full entropy"). A physical process usually does not have this property, and a practical TRNG typically includes a few blocks: a noise source that implements the physical process producing the entropy. Usually this process is analog, so a digitizer is used to convert the output of the analog source into a binary representation; a conditioner (randomness extractor) that improves the quality of the random bits; health tests. TRNGs are mostly used in cryptographical algorithms that get completely broken if the random numbers have low entropy, so the testing functionality is usually included. Hardware random number generators generally produce only a limited number of random bits per second. In order to increase the available output data rate, they are often used to generate the "seed" for a faster PRNG. PRNG also helps with the noise source "anonymization" (whitening out the noise source identifying characteristics) and entropy extraction. With a proper PRNG algorithm selected (cryptographically secure pseudorandom number generator, CSPRNG), the combination can satisfy the requirements of Federal Information Processing Standards and Common Criteria standards. == Uses == Hardware random number generators can be used in any application that needs randomness. However, in many scientific applications additional cost and complexity of a TRNG (when compared with pseudo random number generators) provide no meaningful benefits. TRNGs have additional drawbacks for data science and statistical applications: impossibility to re-run a series of numbers unless they are stored, reliance on an analog physical entity can obscure the failure of the source. The TRNGs therefore are primarily used in the applications where their unpredictability and the impossibility to re-run the sequence of numbers are crucial to the success of the implementation: in cryptography and gambling machines. === Cryptography === The major use for hardware random number generators is in the field of data encryption, for example to create random cryptographic keys and nonces needed to encrypt and sign data. In addition to randomness, there are at least two additional requirements imposed by the cryptographic applications: forward secrecy guarantees that the knowledge of the past output and internal state of the device should not enable the attacker to predict future data; backward secrecy protects the "opposite direction": knowledge of the output and internal state in the future should not divulge the preceding data. A typical way to fulfill these requirements is to use a TRNG to seed a cryptographically secure pseudorandom number generator. == History == Physical devices were used to generate random numbers for thousands of years, primarily for gambling. Dice in particular have been known for more than 5000 years (found on locations in modern Iraq and Iran), and flipping a coin (thus producing a random bit) dates at least to the times of ancient Rome. The first documented use of a physical random number generator for scientific purposes was by Francis Galton (1890). He devised a way to sample a probability distribution using a common gambling die. In addition to the top digit, Galton also looked at the face of a die closest to him, thus creating 64 = 24 outcomes (about 4.6 bits of randomness). Kendall and Babington-Smith (1938) used a fast-rotating 10-sector disk that was illuminated by periodic bursts of light. The sampling was done by a human who wrote the number under the light beam onto a pad. The device was utilized to produce a 100,000-digit random number table (at the time such tables were used for statistical experiments, like PRNG nowadays). On 29 April 1947, the RAND Corporation began generating random digits with an "electronic roulette wheel", consisting of a random frequency pulse source of about 100,000 pulses per second gated once per second with a constant frequency pulse and fed into a five-bit binary counter. Douglas Aircraft built the equipment, implementing Cecil Hasting's suggestion (RAND P-113) for a noise source (most likely the well known behavior of the 6D4 miniature gas thyratron tube, when placed in a magnetic field). Twenty of the 32 possible counter values were mapped onto the 10 decimal digits and the other 12 counter values were discarded. The results of a long run from the RAND machine, filtered and tested, were converted into a table, which originally existed only as a deck of punched cards, but was later published in 1955 as a book, 50 rows of 50 digits on each page (A Million Random Digits with 100,000 Normal Deviates). The RAND table was a significant breakthrough in delivering random numbers because such a large and carefully prepared table had never before been available. It has been a useful source for simulations, modeling, and for deriving the arbitrary constants in cryptographic algorithms to demonstrate that the constants had not been selected maliciously ("nothing up my sleeve numbers"). Since the early 1950s, research into TRNGs has been highly active, with thousands of research works published and about 2000 patents granted by 2017. == Physical phenomena with random properties == Multiple different TRNG designs were proposed over time with a large variety of noise sources and digitization techniques ("harvesting"). However, practical considerations (size, power, cost, performance, robustness) dictate the following desirable traits: use of a commonly available inexpensive silicon process; exclusive use of digital design techniques. This allows an easier system-on-chip integration and enables the use of FPGAs; compact and low-power design. This discourages use of analog components (e.g., amplifiers); mathematical justification of the entropy collection mechanisms. Stipčević & Koç in 2014 classified the physical phenomena used to implement TRNG into four groups: electrical noise; free-running oscillators; chaos; quantum effects. === Electrical noise-based RNG === Noise-based RNGs generally follow the same outline: the source of a noise generator is fed into a comparator. If the voltage is above threshold, the comparator output is 1, otherwise 0. The random bit value is latched using a flip-flop. Sources of noise vary and include: Johnson–Nyquist noise ("thermal noise"); Zener noise; avalanche breakdown. The drawbacks of using noise sources for an RNG design are: noise levels are hard to control, they vary with environmental changes and device-to-device; calibration processes needed to ensure a guaranteed amount of entropy are time-consuming; noise levels are typically low, thus the design requires power-hungry amplifiers. The sensitivity of amplifier inputs enables manipulation by an attacker; circuitry located nearby generates a lot of non-random noise thus lowering the entropy; a proof of randomness is near-impossible as multiple interacting physical processes are involved. === Chaos-based RNG === The idea of chaos-based noise stems from the use of a complex system that is hard to characterize by observing its behavior over time. For example, lasers can be put into (undesirable in other applications) chaos mode with chaotically fluctuating power, with power detected using a photodiode and sampled by a comparator. The design can be quite small, as all photonics elements can be integrated on-chip. Stipčević & Koç characterize this technique as "most objectionable", mostly due to the fact that chaotic behavior is usually controlled by a differential equation and no new randomness is introduced, thus there is a possibility of the chaos-based TRNG producing a limited subset of possible output strings. === Free-running oscillators-based RNG === The TRNGs based on a free-running oscilla

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  • Identi.ca

    Identi.ca

    identi.ca is a free and open-source social networking and blogging service based on the pump.io software, using the Activity Streams protocol. Identi.ca stopped accepting new registrations in 2013, but continues to operate alongside several other pump.io-based hosts provided by E14N which continue to accept new registrations. == Features == Identi.ca is similar to social networking sites like Facebook and Google+, allowing unlimited length status updates, rich text, and images. The Activity Streams protocol supports many kinds of activities such as games. OpenFarmGame is a prototype application for an Activity Streams-based game. Previous features from its StatusNet version such as hashtags, groups, and global search are not supported. == History == === StatusNet === The service received more than 8,000 registrations and 19,000 updates within the first 24 hours of publicly launching on July 2, 2008, and reached its 1,000,000th notice on November 4, 2008. In January 2009, identi.ca received investment funds from venture capital group Montreal Start Up. On March 30, 2009, Control Yourself (since renamed StatusNet Inc) announced that Identi.ca was to become part of a hosted microblogging service called status.net to be launched in May 2009. Status.net offers individual microblogs under a subdomain to be chosen by the customer. Identi.ca will remain a free service. All notices will be published under the Creative Commons Attribution 3.0 license by default, but paying customers will be free to choose a different license. Formerly based on StatusNet, a micro-blogging software package built on the OStatus specification (and earlier based on the OpenMicroBlogging specification), Identi.ca allowed users to send text updates (known as "notices") up to 140 characters long. While similar to Twitter in both concept and operation, Identi.ca/StatusNet provided many features not currently implemented by Twitter, including XMPP support and personal tag clouds. In addition, Identi.ca/StatusNet allowed free export and exchange of personal and "friend" data based on the FOAF standard; therefore, notices could be fed into a Twitter account or other service, and also ported in to a private system similar to Yammer. === pump.io === Developer Evan Prodromou chose to change the site to the pump.io software platform in development, because pump.io offers more features making it technically more advanced. Registration on Identi.ca was closed in December 2012 in preparation for the switch to pump.io software (the popularity of Identi.ca and "official" Status.net hosting were considered a hindrance to the creation of a federated social network). The conversion was completed on 12 July 2013. The 140 character per post limit was removed (in StatusNet, it was a setting, not an inherent limitation); now the blog posts can contain formatting and images. Groups, hashtags, and a page listing popular posts are not yet implemented in pump.io.

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  • Sharenting

    Sharenting

    "Sharenting" is a portmanteau of "sharing" and "parenting", describing the practice of parents publicizing a large amount of potentially sensitive content about their children on internet platforms, most notably on social media. While the term was coined as recently as 2010, sharenting has become an international phenomenon with widespread presence in the United States, Spain, France, and the United Kingdom. Proponents of sharenting frame the practice as a natural expression of parental pride in their children and argue that critics take sharenting-related posts out of context. Detractors find that it violates child privacy and hurts a parent–child relationship. Academic research has been conducted over the potential social motivations for sharenting and legal frameworks to balance child privacy with this parental practice. Researchers have conducted several psychological surveys, outlining social media accessibility, parental self-identification with children, and social pressure as potential causes for sharenting. Legal scholars have identified international human rights laws, labor protections, and recent online child privacy statutes as potential legal standards to check sharenting abuses. == History == The origins of the term "sharenting" have been attributed to the Wall Street Journal, where they called it "oversharenting," a portmanteau of "oversharing" and "parenting." Priya Kumar suggests that recording life moments of children rearing is not a new practice: people have been using diaries, scrapbooks and baby log books as the media of documentation for centuries. Scholars assert that sharenting has become popular as a result of social media, which has made many people more comfortable with sharing their lives and those of their children online. The trend of oversharing on social media has raised public attention in the 2010s and become the focus of a number of editorials and academic research projects. It was also added to Times Word of the Day in February 2013 and Collins English Dictionary in 2016 given its influence. == Popularity == Several studies describe sharenting as an international phenomenon with widespread prevalence across households. In the United States, researchers at the University of Michigan C.S. Mott Children's Hospital found that almost 75% of American parents were familiar with someone who over-shared information about their child on social media, and an AVG survey determined that 92% of all American two-year-olds had some presence on the internet. In Australia, Fisher-Price conducted a survey which revealed that 90% of Australian parents admitted to over-sharing. In Spain and Czech Republic, a survey of approximately 1,500 parents found that 70-80% participated in sharenting. In the United Kingdom, France, Germany, and Italy, a Research Now report revealed that almost three-quarters of surveyed parents said that they were "willing to share images of their infants". Some claim that sharenting presents a violation of child privacy, and this backlash includes anti-sharenting sites and apps that block baby pictures. One particular outlet of protest was the blog STFU Parents, founded in 2009 to criticize parental oversharing on social media. Some parents felt that these criticisms of sharenting often took posts out of context and neglected some positive aspects of the practice, including advancing a stronger sense of online community. Others, while acknowledging the potential privacy violations of sharenting, suggested a more tailored approach that would only permit posting under certain conditions, notwithstanding audience and identification restrictions for social media posts. == Motivations == Research has suggested that sharenting is associated with a mix of parent self-identification with children, mothering pressures, and the accessibility of social media. Conducting 17 interviews with mothers in the United Kingdom, a London School of Economics study found that parent bloggers often re-explained their sharing practices in terms of expressing their own personal identity, representing their own child as part of themselves. In particular, the report surveyed the use of blogs as a networking vehicle to connect parents with similar family situations and found that sharenting parents, by filtering self-presentation through their parent-child relationship, adopted a more relational identity on social media websites. This included identifying oneself in terms of parental circumstances, whether it be raising a child with a disability or being a single mother. Alternatively, some have suggested that these online expressions indicate the infiltration of individual pride into the sphere of parenting, as family photography becomes a means to "show off" one's children to the others and strengthens a parent's sense of individuated self. Addressing the prevalence of mothers engaging in sharenting, those who purport this view argue that the rise of digital communication has pressured mothers into performing the role of a "good" parent on social media platforms. They claim that these developments may reinforce a dominant vision of a "normal" family, as sharenting posts could be motivated by the need to converge to a normative interpretation of family. == Controversy == While some people assert that online platforms enable parents to establish a community and seek parenting support, others are concerned about the children's data privacy and their lack of informed consent. Sharing content may not only embarrass children but also creates an initial digital footprint, a history of online activity, that the children themselves have no control over. This might bring some negative consequences, such as being ridiculed at school or leaving a negative impression on future employers. === Parental benefits === Many parents use social media to seek parenting advice and share information about their children. With the convenience of online platforms, parent bloggers can easily connect with other people in similar situations as well as those who are willing to contribute meaningful advice. By forming a community, parents can receive encouragement from empathetic peers and assistance from experts in children rearing. Parents whose children need special educational accommodations or have disabilities often found themselves detached from the mainstream parenting style. Therefore, they regard online blogs as a means to gain support from others and support back. Online blogging enables parents of children with disabilities and special needs to connect with other parents. The advice from similarly situated families can open up new possibilities that help the parents "negotiate the complexities of social services, health care, and schools". However, in some cases, posting online about a parent's struggles can cause a backlash, as advocates may accuse the parent of presenting people with that condition in a bad light, or wonder how the child will feel, if they later read these posts and see how much their parents struggled to care for them. Such advantages of social media are not limited to particular groups of parents. In general, most parents benefit from exchanging parenting experience. Statistically speaking, 72% of parents rate social media useful for emotional connection and affirmations, and 74% of them receive support about parenting from friends on social media. Sharenting also plays a role in fostering interpersonal relationships. As the images and words about children's lives initiate conversations, parents use sharenting to stay connected with distant friends and relatives. In particular, mothers, as a research study reveals, are willing to engage in sharenting since they believe that the positive contents can help avoid digital conflicts and maintain close relations with those in their social circles. Researchers also found that female participants in this study carefully chose photos and phrases to express love and present laudable behaviors of children in their updates, which indicates their intention to convey positive messages. These messages also promote a close social network for a child as the parents invites supportive family members and friends into daily life. === Children's privacy === Given the potential misuse of digital data, people are critical about sharenting, and the majority of parents are cautious about the wrongdoing with online posts. The disclosure of minors' personal information, such as geographic location, name, date of birth, pictures, and the schools they attend, might expose them to illegal practices by recipients with malicious intentions. Sharented information is often abused for "identity theft", when imposters manage to track, stalk, commit fraud against children, or even blackmail the family. According to Barclays, online fraud targeting the young generation will contribute to a loss of £670 million (approximately $790 million) by 2030, and two-thirds of identity fraud will be related to s

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  • Point-to-point encryption

    Point-to-point encryption

    Point-to-point encryption (P2PE) is a standard established by the PCI Security Standards Council. Payment solutions that offer similar encryption but do not meet the P2PE standard are referred to as end-to-end encryption (E2EE) solutions. The objective of P2PE and E2EE is to provide a payment security solution that instantaneously converts confidential payment card (credit and debit card) data and information into indecipherable code at the time the card is swiped, in order to prevent hacking and fraud. It is designed to maximize the security of payment card transactions in an increasingly complex regulatory environment. == The standard == The P2PE Standard defines the requirements that a "solution" must meet in order to be accepted as a PCI-validated P2PE solution. A "solution" is a complete set of hardware, software, gateway, decryption, device handling, etc. Only "solutions" can be validated; individual pieces of hardware such as card readers cannot be validated. It is also a common mistake to refer to P2PE validated solutions as "certified"; there is no such certification. The determination of whether or not a solution meets the P2PE standard is the responsibility of a P2PE Qualified Security Assessor (P2PE-QSA). P2PE-QSA companies are independent third-party companies who employ assessors that have met the PCI Security Standards Council's requirements for education and experience, and have passed the requisite exam. The PCI Security Standards Council does not validate solutions. == How it works == As a payment card is swiped through a card reading device, referred to as a point of interaction (POI) device, at the merchant location or point of sale, the device immediately encrypts the card information. A device that is part of a PCI-validated P2PE solution uses an algorithmic calculation to encrypt the confidential payment card data. From the POI, the encrypted, indecipherable codes are sent to the payment gateway or processor for decryption. The keys for encryption and decryption are never available to the merchant, making card data entirely invisible to the retailer. Once the encrypted codes are within the secure data zone of the payment processor, the codes are decrypted to the original card numbers and then passed to the issuing bank for authorization. The bank either approves or rejects the transaction, depending upon the card holder's payment account status. The merchant is then notified if the payment is accepted or rejected to complete the process along with a token that the merchant can store. This token is a unique number reference to the original transaction that the merchant can use should they ever be needed to perform research or refund the customer without ever knowing the customer's card information (tokenization). There are also Qualified Integrator and Reseller (QIR) Companies, which are businesses authorized to "implement, configure, and/or support validated" PA-DSS Payment Applications, and perform qualified installations. == Solution providers == According to the PCI Security Standards Council:The P2PE solution provider is a third-party entity (for example, a processor, acquirer, or payment gateway) that has overall responsibility for the design and implementation of a specific P2PE solution, and manages P2PE solutions for its merchant customers. The solution provider has overall responsibility for ensuring that all P2PE requirements are met, including any P2PE requirements performed by third-party organizations on behalf of the solution provider (for example, certification authorities and key-injection facilities). == Benefits == === Customer benefits === P2PE significantly reduces the risk of payment card fraud by instantaneously encrypting confidential cardholder data at the moment a payment card is swiped or "dipped" if it is a chip card at the card reading device (payment terminal) or POI. === Merchant benefits === P2PE significantly facilitates merchant responsibilities: With a P2PE validated solution, merchants save significant time and money as PCI requirements may be greatly reduced. Payment Card Industry Data Security Standard (PCI DSS). For organizations who use a P2PE validated solution provider, the PCI Self Assessment Questionnaire is reduced from 12 sections to 4 sections and the controls are reduced from 329 questions to just 35. In the event of fraud, the P2PE Solution Provider, not the merchant, is held accountable for data loss and resulting fines that may be assessed by the card brands (American Express, Visa, MasterCard, Discover, and JCB). The PCI Security Standards Council does not assess penalties on Solution Providers or Merchants. The payment process with P2PE is quicker than other transaction processes, thus creating simpler and faster customer–merchant transactions. == Point-to-point encryption versus end-to-end encryption == === Point-to-point === A point-to-point connection directly links system 1 (the point of payment card acceptance) to system 2 (the point of payment processing). A true P2PE solution is determined with three main factors: The solution uses a hardware-to-hardware encryption and decryption process along with a POI device that has SRED (Secure Reading and Exchange of Data) listed as a function. The solution has been validated to the PCI P2PE Standard which includes specific POI device requirements such as strict controls regarding shipping, receiving, tamper-evident packaging, and installation. A solution includes merchant education in the form of a P2PE Instruction Manual, which guides the merchant on POI device use, storage, return for repairs, and regular PCI reporting. === End-to-end === End-to-end encryption as the name suggests has the advantage over P2PE that card details are not unencrypted between the two endpoints. If the endpoints are a PCI PED validated PIN pad and a POS acquirer, there is no opportunity for the card details to be intercepted. It is obviously important that the endpoints (the PED and gateway) are provided by PCI accredited organisations. == PCI point-to-point encryption requirements == The requirements include: Secure encryption of payment card data at the point of interaction (POI), P2PE validated application(s) at the point of interaction, Secure management of encryption and decryption devices, Management of the decryption environment and all decrypted account data, Use of secure encryption methodologies and cryptographic key operations, including key generation, distribution, loading/injection, administration, and usage.

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