AI Generator Questions

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

  • Foveated rendering

    Foveated rendering

    Foveated rendering is a rendering technique which uses an eye tracker integrated with a virtual reality headset to reduce the rendering workload by greatly reducing the image quality in the peripheral vision (outside of the zone gazed by the fovea). A less sophisticated variant called fixed foveated rendering doesn't utilise eye tracking and instead assumes a fixed focal point. == History == Research into foveated rendering dates back at least to 1991. At Tech Crunch Disrupt SF 2014, Fove unveiled a headset featuring foveated rendering. This was followed by a successful kickstarter in May 2015. At CES 2016, SensoMotoric Instruments (SMI) demoed a new 250 Hz eye tracking system and a working foveated rendering solution. It resulted from a partnership with camera sensor manufacturer Omnivision who provided the camera hardware for the new system. In July 2016, Nvidia demonstrated during SIGGRAPH a new method of foveated rendering claimed to be invisible to users. In February 2017, Qualcomm announced their Snapdragon 835 Virtual Reality Development Kit (VRDK) which includes foveated rendering support called Adreno Foveation. == Use == According to chief scientist Michael Abrash at Oculus, utilising foveated rendering in conjunction with sparse rendering and deep learning image reconstruction has the potential to require an order of magnitude fewer pixels to be rendered in comparison to a full image. Later, these results have been demonstrated and published. In December 2019, fixed foveated rendering support was added to the Oculus Quest SDK. A number of VR headsets have included on-board eye tracking to provide support for foveated rendering, including HTC's Vive Pro Eye (2019), Meta Quest Pro (2022), PlayStation VR2 (2023), and Apple Vision Pro (2024). In 2025, Valve announced the upcoming Steam Frame headset, which applies a variation of the technique known as "foveated streaming" for wireless streaming from a PC to the headset; the method similarly uses variance in bit rate, and is performed at the encoder level rather than the software level.

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  • Death and the Internet

    Death and the Internet

    A recent extension to the cultural relationship with death is the increasing number of people who die having created a large amount of digital content, such as social media profiles, that will remain after death. This may result in concern and confusion, because of automated features of dormant accounts (e.g. birthday reminders), uncertainty of the deceased's preferences that profiles be deleted or left as a memorial, and whether information that may violate the deceased's privacy (such as email or browser history) should be made accessible to family. Issues with how this information is sensitively dealt with are further complicated as it may belong to the service provider (not the deceased) and many do not have clear policies on what happens to the accounts of deceased users. While some sites, including Facebook and X (formerly Twitter), have policies related to death, others remain dormant until if applicable, deleted due to inactivity or transferred to family or friends. The FADA (Fiduciary Access to Digital Assets Act) was set in place to make it possible to transfer digital possessions legally. More broadly, the heavy increase in social media use is affecting cultural practices surrounding death. "Virtual funerals" and other forms of previously physical memorabilia are being introduced into the digital world, complete with public details of a person's life and death. == E-mail == Gmail and Hotmail allow the email accounts of the deceased to be accessed provided certain requirements are met. Yahoo! Mail will not provide access, citing the No Right of Survivorship and Non-Transferability clause in the Yahoo! terms of service. In 2005, Yahoo! was ordered by the Probate Court of Oakland County, Michigan, to release emails of deceased US Marine Justin Ellsworth to his father, John Ellsworth. == By website == === Facebook === ==== Policies ==== In its early days, Facebook used to delete profiles of dead people, but does not anymore. In October 2009, the company introduced "memorial pages" in response to multiple user requests related to the 2007 Virginia Tech shooting. After receiving a proof of death via a special form, the profile would be converted into a tribute page with minimal personal details, where friends and family members could share their grief. In February 2015, Facebook allowed users to appoint a friend or family member as a "legacy contact" with the rights to manage their page after death. It also gave Facebook users an option to have their account permanently deleted when they die. As of January 2019, all 3 options were active. ==== Controversies ==== In 2013, BuzzFeed criticized Facebook for the lack of control over memorialization that resulted in a "Facebook death" prank aimed at locking users out of their own accounts. In 2017, Reuters reported that a German court rejected a mother's demand to access her deceased daughter's memorialized account stating that the right to private telecommunications outweighed the right to inheritance. In July 2018, Dubai's DIFC Courts ruling clarified that Facebook, Twitter and other social media accounts should be bequeathed in legally binding will. Social media networks have also been criticized for not responding to relatives' requests to alter information on memorialized accounts. Another criticism is that Facebook users often are unaware that their content is ultimately owned not by them, but by Facebook. === Dropbox === ==== Policies ==== Dropbox determines inactive accounts by looking at sign-ins, file shares, and file activity over the previous 12 months. Once an account is determined inactive, Dropbox deletes the files on the account. To request access to the account of a deceased person, heirs are required to send appropriate documents by physical mail. === Google === ==== Policies ==== In April 2013, Google announced the creation of the 'Inactive Account Manager', which allows users of Google services to set up a process in which ownership and control of inactive accounts is transferred to a delegated user. Google also allows users to submit a range of requests regarding accounts belonging to deceased users. Google works with immediate family members and representatives to close online accounts in some cases once a user is known to be deceased, and in certain circumstances may also provide content from a deceased user's account. === X (formerly Twitter) === ==== Policies ==== Until 2010, Twitter (launched in July 2006) did not have a policy on handling deceased user accounts, and simply deleted timelines of deceased users. In August 2010, Twitter allowed memorialization of accounts upon request from family members, and also provided them with an option of either deleting the account or obtaining a permanent backup of the deceased user's public tweets. In 2014, Twitter updated its policy to include an option to delete deceased user photographs. This policy was implemented after multiple Twitter trolls sent Zelda Williams, daughter of Robin Williams, photoshopped images of her father. As of January 2019, the only option that Twitter offered for the accounts of dead people was account deactivation. Previously published content is not removed. To deactivate an account Twitter requires an immediate family member to present a copy of their ID and a death certificate of the deceased. Twitter specified that it does not provide account access to anyone, but does allow people having account login information to continue posting. A prominent example is Roger Ebert's account maintained by his wife Chaz. ==== Controversies ==== In 2012, The Next Web columnist Martin Bryant noticed that since Twitter, unlike Facebook, did not have a "one account per real person" emphasis, memorializing accounts presented a difficulty to the service. He also criticized the service for the lack of control over hacking of such accounts and disapproved the practice of passing dead people's usernames to new owners after a certain period of inactivity. In 2013, Variety ran a feature about Cory Monteith's Twitter account that had 1.5 million followers at the moment on his death and gained almost 1 million new followers afterwards. Monteith's fans also launched #DontDeleteCorysTwitter campaign. As of February 2019, the celebrity's account had 1.63 million followers. Various media reported awkward incidents related to automatic posting and account hacking. === iTunes === ==== Policies ==== iCloud and iTunes accounts are "non transferable" since the content is not owned — users only have a licence to access it. === Wikipedia === Users who have made at least several hundred edits or are otherwise known for substantial contributions to Wikipedia can be noted at a central memorial page. Wikipedia user pages are ordinarily fully edit-protected after the user has died, to prevent vandalism. === YouTube === YouTube grants access to accounts of deceased persons under certain conditions. It is one of the data options that one can select to give access to a trusted contact with Google's Inactive Account Manager. === Instagram === ==== Policies ==== As of the COVID-19 pandemic, Instagram has notified its users of a delay in time of reviewing reports of deceased users due to the limited staff the pandemic has caused. Users that submit a report on a deceased user on Instagram can either memorialize the account or remove it from Instagram's platform. Through memorializing the account, Instagram secures and protects a platform of a deceased user, but per their policy, they do not supply any of the login credentials to the account. For both memorializing or removing a deceased users account, a verified user needs to submit a tangible document that shows proof of death of the user. However, to fully remove an account, the user must be a close or direct family member to the deceased person, and show proof of credibility as well. === Microsoft === ==== Policies ==== Per Microsoft's policies, they do not supply any of the login credentials to a deceased user's Microsoft account. A user does not have to contact or notify Microsoft of the deceased user, as the related user is able to close the account themselves. At default, Microsoft removes accounts after 2 years of inactivity. If the user does not have access to the deceased user's account, Microsoft recommends that the user deletes all bank accounts linked to that of the deceased to ensure no subscriptions are still going through. If the user wants to request to gain access to the deceased user's account, a court order or a subpoena has to be provided to Microsoft, but does not guarantee access to the deceased user's account. For users that live in Germany, more documentation is needed to gain access of a deceased user's account, including the deceased user's death certificate, a form of ID, and a documentation of consent from the deceased. The requesting user needs to provide a form of ID as well. == Digital inheritance == Digital inheritance is the process of handing over

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  • HtmlUnit

    HtmlUnit

    HtmlUnit is a headless web browser written in Java. It allows high-level manipulation of websites from other Java code, including filling and submitting forms and clicking hyperlinks. It also provides access to the structure and the details within received web pages. HtmlUnit emulates parts of browser behaviour including the lower-level aspects of TCP/IP and HTTP. A sequence such as getPage(url), getLinkWith("Click here"), click() allows a user to navigate through hypertext and obtain web pages that include HTML, JavaScript, Ajax and cookies. This headless browser can deal with HTTPS security, basic HTTP authentication, automatic page redirection and other HTTP headers. It allows Java test code to examine returned pages either as text, an XML DOM, or as collections of forms, tables, and links. The goal is to simulate real browsers; namely Chrome, Firefox and Edge. The most common use of HtmlUnit is test automation of web pages, but sometimes it can be used for web scraping, or downloading website content. == Benefits == Provides high-level API, taking away lower-level details away from the user. Compared to other WebDriver implementations, HtmlUnitDriver is the fastest to implement. It can be configured to simulate a specific browser. == Drawbacks == Element layout and rendering can not be tested. The JavaScript support is not complete, which is one of the areas of ongoing enhancements. == Used technologies == W3C DOM HTTP connection, using Apache HttpComponents JavaScript, using forked Rhino HTML Parsing, NekoHTML CSS: using CSS Parser XPath support, using Xalan == Libraries using HtmlUnit == Selenium WebDriver Spring MVC Test Framework Google Web Toolkit tests WebTest Wetator

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  • Content adaptation

    Content adaptation

    Content adaptation is the action of transforming content to adapt to device capabilities. Content adaptation is usually related to mobile devices, which require special handling because of their limited computational power, small screen size, and constrained keyboard functionality. Content adaptation could roughly be divided to two fields: Media content adaptation that adapts media files. Browsing content adaptation that adapts a website to mobile devices. == Browsing content adaptation == Advances in the capabilities of small, mobile devices such as mobile phones (cell phones) and Personal Digital Assistants have led to an explosion in the number of types of device that can now access the Web. Some commentators refer to the Web that can be accessed from mobile devices as the Mobile Web. The sheer number and variety of Web-enabled devices poses significant challenges for authors of websites who want to support access from mobile devices. The W3C Device Independence Working Group described many of the issues in its report Authoring Challenges for Device Independence. Content adaptation is one approach to a solution. Rather than requiring authors to create pages explicitly for each type of device that might request them, content adaptation transforms an author's materials automatically. For example, content might be converted from a device-independent markup language, such as XDIME, an implementation of the W3C's DIAL specification, into a form suitable for the device, such as XHTML Basic, C-HTML, or WML. Similarly, a suitable device-specific CSS style sheet or a set of in-line styles might be generated from abstract style definitions. Likewise, a device specific layout might be generated from abstract layout definitions. Once created, the device-specific materials form the response returned to the device from which the request was made. Another way is to use the latest trend responsive design based on CSS, covered in this article (RWD). Content adaptation requires a processor that performs the selection, modification, and generation of materials to form the device-specific result. IBM's Websphere Everyplace Mobile Portal (WEMP), BEA Systems' WebLogic Mobility Server, Morfeo's MyMobileWeb, and Apache Cocoon are examples of such processors. Wurfl and WALL are popular open source tools for content adaptation. WURFL is an XML-based Device Description Repository with APIs to access the data in Java and PHP (and other popular programming languages). WALL (Wireless Abstraction Library) lets a developer author mobile pages which look like plain HTML, but converts them to WML, C-HTML, or XHTML Mobile Profile, depending on the capabilities of the device from which the HTTP request originates. GreasySpoon lets the developer build plugins for content editing, in JavaScript, Ruby (programming language), and more, just like the Firefox application GreaseMonkey. Alembik (Media Transcoding Server) is a Java (J2EE) application providing transcoding services for variety of clients and for different media types (image, audio, video, etc.). It is fully compliant with OMA's Standard Transcoder Interface specification and is distributed under the LGPL open source license. In 2007, the first large scale carrier-grade deployments of content transformation, on existing mass-market handsets, with no software download required, were deployed by Vodafone in the UK and globally for Yahoo! oneSearch, using the Novarra Vision solution. Novarra's content adaptation solution had been used in enterprise intranet deployments as early as 2003 (at that time, the platform was named "Engines for Wireless Data"). InfoGin, the 9-year-old content-adaptation company with customers like Vodafone, Orange, Telefónica and PCCW. The patented "Web to Mobile adaptation", Mobile Matrix Transcoder, Multimedia and Documents transcoders, Video adaptation supporte. Launched in 2007, Bytemobile's Web Fidelity Service was another carrier-grade, commercial infrastructure solution, which provided wireless content adaptation to mobile subscribers on their existing mass-market handsets, with no client download required.

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  • Virtual assistant

    Virtual assistant

    A virtual assistant (VA) is a software agent that can perform a range of tasks or services for a user based on user input, such as commands or questions, including verbal ones. Such technologies often incorporate chatbot capabilities to streamline task execution. The interaction may be via text, graphical interface, or voice, as some virtual assistants are able to interpret human speech and respond via synthesized voices. In many cases, users can ask their virtual assistants questions, control home automation devices and media playback, and manage other basic tasks such as email, to-do lists, and calendars – all with verbal commands. In recent years, prominent virtual assistants for direct consumer use have included Apple Siri, Amazon Alexa, Google Assistant (Gemini), Microsoft Copilot and Samsung Bixby. Also, companies in various industries often incorporate some kind of virtual assistant technology into their customer service or support. Into the 2020s, the emergence of artificial intelligence based chatbots, such as ChatGPT, has brought increased capability and interest to the field of virtual assistant products and services. == History == === Experimental decades: 1910s–1980s === Radio Rex was the first voice-activated toy, patented in 1916 and released in 1922. It was a wooden toy in the shape of a dog that would come out of its house when its name is called. In 1952, Bell Labs presented "Audrey", the Automatic Digit Recognition machine. It occupied a six-foot-high relay rack, consumed substantial power, had streams of cables and exhibited the myriad maintenance problems associated with complex vacuum-tube circuitry. It could recognize the fundamental units of speech, phonemes. It was limited to the accurate recognition of digits spoken by designated talkers. It could therefore be used for voice dialing, but in most cases, push-button dialing was cheaper and faster, rather than speaking the consecutive digits. Another early tool which was enabled to perform digital speech recognition was the IBM Shoebox voice-activated calculator, presented to the general public during the 1962 Seattle World's Fair after its initial market launch in 1961. This early computer, developed almost 20 years before the introduction of the first IBM Personal Computer in 1981, was able to recognize 16 spoken words and the digits 0 to 9. The first natural language processing computer program or the chatbot ELIZA was developed by MIT professor Joseph Weizenbaum in the 1960s. It was created to "demonstrate that the communication between man and machine was superficial". ELIZA used pattern matching and substitution methodology into scripted responses to simulate conversation, which gave an illusion of understanding on the part of the program. Weizenbaum's own secretary reportedly asked Weizenbaum to leave the room so that she and ELIZA could have a real conversation. Weizenbaum was surprised by this, later writing: "I had not realized ... that extremely short exposures to a relatively simple computer program could induce powerful delusional thinking in quite normal people. This gave name to the ELIZA effect, the tendency to unconsciously assume computer behaviors are analogous to human behaviors; that is, anthropomorphisation, a phenomenon present in human interactions with virtual assistants. The next milestone in the development of voice recognition technology was achieved in the 1970s at the Carnegie Mellon University in Pittsburgh, Pennsylvania with substantial support of the United States Department of Defense and its DARPA agency, funded five years of a Speech Understanding Research program, aiming to reach a minimum vocabulary of 1,000 words. Companies and academia including IBM, Carnegie Mellon University (CMU) and Stanford Research Institute took part in the program. The result was "Harpy", it mastered about 1000 words, the vocabulary of a three-year-old and it could understand sentences. It could process speech that followed pre-programmed vocabulary, pronunciation, and grammar structures to determine which sequences of words made sense together, and thus reducing speech recognition errors. In 1986, Tangora was an upgrade of the Shoebox, it was a voice recognizing typewriter. Named after the world's fastest typist at the time, it had a vocabulary of 20,000 words and used prediction to decide the most likely result based on what was said in the past. IBM's approach was based on a hidden Markov model, which adds statistics to digital signal processing techniques. The method makes it possible to predict the most likely phonemes to follow a given phoneme. Still each speaker had to individually train the typewriter to recognize their voice, and pause between each word. In 1983, Gus Searcy invented the "Butler in a Box", an electronic voice home controller system. === Birth of smart virtual assistants: 1990s–2010s === In the 1990s, digital speech recognition technology became a feature of the personal computer with IBM, Philips and Lernout & Hauspie fighting for customers. Much later the market launch of the first smartphone IBM Simon in 1994 laid the foundation for smart virtual assistants as we know them today. In 1997, Dragon's NaturallySpeaking software could recognize and transcribe natural human speech without pauses between each word into a document at a rate of 100 words per minute. A version of Naturally Speaking is still available for download and it is still used today, for instance, by many doctors in the US and the UK to document their medical records. In 2001 Colloquis publicly launched SmarterChild, on platforms like AIM and MSN Messenger. While entirely text-based SmarterChild was able to play games, check the weather, look up facts, and converse with users to an extent. The first modern digital virtual assistant installed on a smartphone was Siri, which was introduced as a feature of the iPhone 4S on 4 October 2011. Apple Inc. developed Siri following the 2010 acquisition of Siri Inc., a spin-off of SRI International, which is a research institute financed by DARPA and the United States Department of Defense. Its aim was to aid in tasks such as sending a text message, making phone calls, checking the weather or setting up an alarm. Over time, it has developed to provide restaurant recommendations, search the internet, and provide driving directions. In November 2014, Amazon announced Alexa alongside the Echo. In 2016, Salesforce debuted Einstein, developed from a set of technologies underlying the Salesforce platform. Einstein was replaced by Agentforce, an agentic AI, in September 2024. In April 2017 Amazon released a service for building conversational interfaces for any type of virtual assistant or interface. === Large Language Models: 2020s-present === In the 2020s, artificial intelligence (AI) systems like ChatGPT have gained popularity for their ability to generate human-like responses to text-based conversations. In February 2020, Microsoft introduced its Turing Natural Language Generation (T-NLG), which was then the "largest language model ever published at 17 billion parameters." On November 30, 2022, ChatGPT was launched as a prototype and quickly garnered attention for its detailed responses and articulate answers across many domains of knowledge. The advent of ChatGPT and its introduction to the wider public increased interest and competition in the space. In February 2023, Google began introducing an experimental service called "Bard" which is based on its LaMDA program to generate text responses to questions asked based on information gathered from the web. While ChatGPT and other generalized chatbots based on the latest generative AI are capable of performing various tasks associated with virtual assistants, there are also more specialized forms of such technology that are designed to target more specific situations or needs. == Method of interaction == Virtual assistants work via: Text, including: online chat (especially in an instant messaging application or other application ), SMS text, e-mail or other text-based communication channel, for example Conversica's intelligent virtual assistants for business. Voice: for example with Amazon Alexa on Amazon Echo devices, Siri on an iPhone, Google Assistant on Google-enabled Android devices, or Bixby on Samsung devices. Images: some assistants, such as Google Assistant (which includes Google Lens) and Bixby on the Samsung Galaxy series, have the added capability of performing image processing to recognize objects in images. Many virtual assistants are accessible via multiple methods, offering versatility in how users can interact with them, whether through chat, voice commands, or other integrated technologies. Virtual assistants use natural language processing (NLP) to match user text or voice input to executable commands. Some continually learn using artificial intelligence techniques including machine learning and ambient intelligence. To activate a virtual assistant u

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  • Bulletin (service)

    Bulletin (service)

    Bulletin was an online newsletter platform launched by Facebook on July 6, 2021, that allows notable writers to make announcements directly to their subscribers. Its competitors included Substack, of which Bulletin was called a "near-clone." Writers participating in the platform's launch included Malcolm Gladwell, Mitch Albom, Tan France, Jessica Yellin, Jane Wells, Erin Andrews and Dorie Greenspan. Facebook CEO Mark Zuckerberg stated that Bulletin represented the first time that the company had "built a project that is directly for journalists and individual writers." In October 2022 Meta announced the shutdown of Bulletin. The platform went into read only mode in January 2023 and became unavailable in April 2023. == History == Facebook announced Bulletin as its online newsletter platform on June 29, 2021. and launched by the company on July 6, 2021. Facebook CEO Mark Zuckerberg touted the service by saying that Bulletin represented the first time that the company had "built a project that is directly for journalists and individual writers." Writers participating in the platform's launch included Malcolm Gladwell, Mitch Albom, Tan France, Jessica Yellin, Jane Wells, Erin Andrews and Dorie Greenspan. == Reception == Unlike competitor such as Substack, Facebook indicated upon service's launch that it would not take a cut of subscription fees of writers using that platform. According to Washington Post technology writer Will Oremus, the move was criticized by those who viewed it as a form of predatory pricing intended by Facebook to force those competitors out of business. Sandeep Vaheesan, legal director of the think tank Open Markets, called for the government to reexamine predatory pricing as a violation of antitrust law, saying, "We want companies to compete by making better products, investing in new equipment and tech — not purely relying on their financial advantages to capture market share."

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  • Facebook

    Facebook

    Facebook is an American social networking service owned by the American technology conglomerate Meta Platforms. It was founded in 2004 by Mark Zuckerberg, along with his Harvard College roommates and fellow students Eduardo Saverin, Andrew McCollum, Dustin Moskovitz, and Chris Hughes. The name Facebook derives from the face book directories often given to American university students. The service was initially limited to Harvard students before gradually expanding to other universities in North America. Since 2006, Facebook has permitted registration by individuals aged 13 and older, with the exception of South Korea, Spain, and Quebec, where the minimum age is 14. As of December 2023, Facebook reported approximately 3.07 billion monthly active users worldwide. As of July 2025, it was ranked as the third-most-visited website in the world, with 23 percent of its traffic originating from the United States. It was the most downloaded mobile application of the 2010s. Facebook can be accessed from devices with Internet connectivity, such as personal computers, tablets and smartphones. After registering, users can create a profile revealing personal information about themselves. They can post text, photos and multimedia which are shared either publicly or exclusively with other users who have agreed to be their friend, depending on privacy settings. Users can also communicate directly with each other with Messenger, edit messages (within 15 minutes after sending), join common-interest groups, and receive notifications on the activities of their Facebook friends and the pages they follow. Facebook has often been criticized over issues such as user privacy (as with the Facebook–Cambridge Analytica data scandal), political manipulation (as with the 2016 U.S. elections) and mass surveillance. The company has also been subject to criticism over its psychological effects such as addiction and low self-esteem, and over content such as fake news, conspiracy theories, copyright infringement, and hate speech. Commentators have accused Facebook of willingly facilitating the spread of such content, as well as overemphasizing its number of users to appeal to advertisers. == History == The history of Facebook traces its growth from a college networking site to a global social networking service. While attending Phillips Exeter in the early 2000s, Zuckerberg met Kris Tillery. Tillery, a one-time project collaborator with Zuckerberg, would create a school-based social networking project called Photo Address Book. Photo Address Book was a digital face book, created through a linked database composed of student information derived from the official records of the Exeter Student Council. The database contained linkages such as name, dorm-specific landline numbers, and student headshots. Mark Zuckerberg built a website called "Facemash" in 2003 while attending Harvard University. The site was comparable to Hot or Not and used photos from online face books, asking users to choose the 'hotter' person". Zuckerberg was reported and faced expulsion, but the charges were dropped. A "face book" is a student directory featuring photos and personal information. In January 2004, Zuckerberg coded a new site known as "TheFacebook", stating, "It is clear that the technology needed to create a centralized Website is readily available ... the benefits are many." Zuckerberg met with Harvard student Eduardo Saverin, and each agreed to invest $1,000. On February 4, 2004, Zuckerberg launched "TheFacebook". Membership was initially restricted to students of Harvard College. Dustin Moskovitz, Andrew McCollum, and Chris Hughes joined Zuckerberg to help manage the growth of the site. It became available successively to most universities in the US and Canada. In 2004, Napster co-founder Sean Parker became company president and the company moved to Palo Alto, California. PayPal co-founder Peter Thiel gave Facebook its first investment. In 2005, the company dropped "the" from its name after purchasing the domain name Facebook.com. In 2006, Facebook opened to everyone at least or only 13 years old with a valid email address. Facebook introduced key features like the News Feed, which became central to user engagement. By late 2007, Facebook had 100,000 pages on which companies promoted themselves. Facebook had surpassed MySpace in global traffic and became the world's most popular social media platform. Microsoft announced that it had purchased a 1.6% share of Facebook for $240 million ($373 million in 2025 dollars), giving Facebook an implied value of around $15 billion ($23.3 billion in 2025 dollars). Facebook focused on generating revenue through targeted advertising based on user data, a model that drove its rapid financial growth. In 2012, Facebook went public with one of the largest IPOs in tech history. Acquisitions played a significant role in Facebook's dominance. In 2012, it purchased Instagram, followed by WhatsApp and Oculus VR in 2014, extending its influence beyond social networking into messaging and virtual reality. The Facebook–Cambridge Analytica data scandal in 2018 revealed misuse of user data to influence elections, sparking global outcry and leading to regulatory fines and hearings. Facebook's role in global events, including its use in organizing movements like the Arab Spring and its impact on events like the Rohingya genocide in Myanmar, highlighted its dual nature as a tool for both empowerment and harm. In 2021, Facebook rebranded as Meta, reflecting its shift toward building the "metaverse" and focusing on virtual reality and augmented reality technologies. == Features == Facebook does not officially publish a maximum character limit for posts; however, user posts can be lengthy, with unofficial sources suggesting a high character limit. Posts may also include images and videos. According to Facebook's official business documentation, videos can be up to 240 minutes long and 10 GB in file size, with supported resolutions up to 1080p. Users can "friend" users, both sides must agree to being friends. Posts can be changed to be seen by everyone (public), friends, people in a certain group (group) or by selected friends (private). Users can join groups. Groups are composed of persons with shared interests. For example, they might go to the same sporting club, live in the same suburb, have the same breed of pet or share a hobby. Posts posted in a group can be seen only by those in a group, unless set to public. Users are able to buy, sell, and swap things on Facebook Marketplace or in a Buy, Swap and Sell group. Facebook users may advertise events, which can be offline, on a website other than Facebook, or on Facebook. == Website == === Technical aspects === The site's primary color is blue as Zuckerberg is red–green colorblind, a realization that occurred after a test taken around 2007. Facebook was initially built using PHP, a popular scripting language designed for web development. PHP was used to create dynamic content and manage data on the server side of the Facebook application. Zuckerberg and co-founders chose PHP for its simplicity and ease of use, which allowed them to quickly develop and deploy the initial version of Facebook. As Facebook grew in user base and functionality, the company encountered scalability and performance challenges with PHP. In response, Facebook engineers developed tools and technologies to optimize PHP performance. One of the most significant was the creation of the HipHop Virtual Machine (HHVM). This significantly improved the performance and efficiency of PHP code execution on Facebook's servers. The site upgraded from HTTP to the more secure HTTPS in January 2011. ==== 2012 architecture ==== Facebook is developed as one monolithic application. According to an interview in 2012 with Facebook build engineer Chuck Rossi, Facebook compiles into a 1.5 GB binary blob which is then distributed to the servers using a custom BitTorrent-based release system. Rossi stated that it takes about 15 minutes to build and 15 minutes to release to the servers. The build and release process has zero downtime. Changes to Facebook are rolled out daily. Facebook used a combination platform based on HBase to store data across distributed machines. Using a tailing architecture, events are stored in log files, and the logs are tailed. The system rolls these events up and writes them to storage. The user interface then pulls the data out and displays it to users. Facebook handles requests as AJAX behavior. These requests are written to a log file using Scribe (developed by Facebook). Data is read from these log files using Ptail, an internally built tool to aggregate data from multiple Scribe stores. It tails the log files and pulls data out. Ptail data are separated into three streams and sent to clusters in different data centers (Plugin impression, News feed impressions, Actions (plugin + news feed)). Puma is used to manage periods of high data

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  • VHS

    VHS

    VHS (Video Home System) is a discontinued standard for consumer-level analog video recording on tape cassettes, introduced in 1976 by JVC. It was the dominant home video format throughout the tape media period of the 1980s and 1990s. Magnetic tape video recording was adopted by the television industry in the 1950s in the form of the first commercialized video tape recorders (VTRs), but the devices were expensive and used only in professional environments. In the 1970s, videotape technology became affordable for home use, and widespread adoption of videocassette recorders (VCRs) began; the VHS became the most popular media format for VCRs as it would win the "format war" against Betamax (backed by Sony) and a number of other competing tape standards. The cassettes themselves use a 0.5-inch (12.7 mm) magnetic tape between two spools and typically offer a capacity of at least two hours. The popularity of VHS was intertwined with the rise of the video rental market, when films were released on pre-recorded videotapes for home viewing. Newer improved tape formats such as S-VHS were later developed, as well as the earliest optical disc format, LaserDisc; the lack of global adoption of these formats increased VHS's lifetime, which eventually peaked and started to decline in the late 1990s after the introduction of DVD, a digital optical disc format. VHS rentals were surpassed by DVD in the United States in 2003, which eventually became the preferred low-end method of movie distribution. For home recording purposes, VHS and VCRs were surpassed by (typically hard disk–based) digital video recorders (DVR) in the 2000s. Production of all VHS equipment ceased by 2016, although the format has since gained some popularity amongst collectors. A niche revival of VHS has taken place with This Is How The World Ends becoming the first straight-to-VHS release in 20 years. == History == === Before VHS === In 1956, after several attempts by other companies, the first commercially successful VTR, the Ampex VRX-1000, was introduced by Ampex Corporation. At a price of US$50,000 in 1956 (equivalent to $592,000 in 2025) and US$300 (equivalent to $3,600 in 2025) for a 90-minute reel of tape, it was intended only for the professional market. Kenjiro Takayanagi, a television broadcasting pioneer then working for JVC as its vice president, saw the need for his company to produce VTRs for the Japanese market at a more affordable price. In 1959, JVC developed a two-head video tape recorder and, by 1960, a color version for professional broadcasting. In 1964, JVC released the DV220, which would be the company's standard VTR until the mid-1970s. In 1969, JVC collaborated with Sony and Matsushita Electric (Matsushita was the majority stockholder of JVC until 2011) to build a video recording standard for the Japanese consumer. The effort produced the U-matic format in 1971, which was the first cassette format to become a unified standard for different companies. It was preceded by the reel-to-reel 1⁄2-inch EIAJ format. The U-matic format was successful in businesses and some broadcast television applications, such as electronic news-gathering, and was produced by all three companies until the late 1980s, but because of cost and limited recording time, very few of the machines were sold for home use. Therefore, soon after the U-Matic release, all three companies started working on new consumer-grade video recording formats of their own. Sony started working on Betamax, Matsushita started working on VX, and JVC released the CR-6060 in 1975, based on the U-matic format. === VHS development === In 1971, JVC engineers Yuma Shiraishi and Shizuo Takano put together a team to develop a VTR for consumers. By the end of 1971, they created an internal diagram, "VHS Development Matrix", which established twelve objectives for JVC's new VTR; among them: The system must be compatible with any ordinary television set. Picture quality must be similar to a normal air broadcast. The tape must have at least a two-hour recording capacity. Tapes must be interchangeable between machines. The overall system should be versatile, meaning it can be scaled and expanded, such as connecting a video camera, or dubbing between two recorders. Recorders should be affordable, easy to operate, and have low maintenance costs. Recorders must be capable of being produced in high volume, their parts must be interchangeable, and they must be easy to service. In early 1972, the commercial video recording industry in Japan took a financial hit. JVC cut its budgets and restructured its video division, shelving the VHS project. However, despite the lack of funding, Takano and Shiraishi continued to work on the project in secret. By 1973, the two engineers had produced a functional prototype. === Competition with Betamax === In 1974, the Japanese Ministry of International Trade and Industry (MITI), desiring to avoid consumer confusion, attempted to force the Japanese video industry to standardize on just one home video recording format. Later, Sony had a functional prototype of the Betamax format, and was very close to releasing a finished product. With this prototype, Sony persuaded the MITI to adopt Betamax as the standard, and allow it to license the technology to other companies. JVC believed that an open standard, with the format shared among competitors without licensing the technology, was better for the consumer. To prevent the MITI from adopting Betamax, JVC worked to convince other companies, in particular Matsushita (Japan's largest electronics manufacturer at the time, marketing its products under the National brand in most territories and the Panasonic brand in North America, and JVC's majority stockholder), to accept VHS, and thereby work against Sony and the MITI. Matsushita agreed, fearing Sony would dominate the market with a Betamax monopoly. Matsushita also regarded Betamax's one-hour recording time limit as a disadvantage. Matsushita's backing of JVC persuaded Hitachi, Mitsubishi, and Sharp to back the VHS standard as well. Sony's release of its Betamax unit to the Japanese market in 1975 placed further pressure on the MITI to side with the company. However, the collaboration of JVC and its partners was much stronger, which eventually led the MITI to drop its push for an industry standard. JVC released the first VHS machines in Japan in late 1976, and in the United States in mid-1977. Sony's Betamax competed with VHS throughout the late 1970s and into the 1980s (see Videotape format war). Betamax's major advantages were its smaller cassette size, theoretical higher video quality, and earlier availability, but its shorter recording time proved to be a major shortcoming. Originally, Beta I machines using the NTSC television standard were able to record one hour of programming at their standard tape speed of 1.5 inches per second (ips). The first VHS machines could record for two hours, due to both a slightly slower tape speed (1.31 ips) and significantly longer tape. Betamax's smaller cassette limited the size of the reel of tape, and could not compete with VHS's two-hour capability by extending the tape length. Instead, Sony had to slow the tape down to 0.787 ips (Beta II) in order to achieve two hours of recording in the same cassette size. Sony eventually created a Beta III speed of 0.524 ips, which allowed NTSC Betamax to break the two-hour limit, but by then VHS had already won the format battle. Additionally, VHS had a "far less complex tape transport mechanism" than Betamax, and VHS machines were faster at rewinding and fast-forwarding than their Sony counterparts. VHS eventually won the war, gaining 60% of the North American market by 1980. == Initial releases of VHS-based devices == The first VCR to use VHS was the Victor HR-3300, and was introduced by the president of JVC in Japan on September 9, 1976. JVC started selling the HR-3300 in Akihabara, Tokyo, Japan, on October 31, 1976. Region-specific versions of the JVC HR-3300 were also distributed later on, such as the HR-3300U in the United States, and the HR-3300EK in the United Kingdom. The United States received its first VHS-based VCR, the RCA VBT200, on August 23, 1977. The RCA unit was designed by Matsushita and was the first VHS-based VCR manufactured by a company other than JVC. It was also capable of recording four hours in LP (long play) mode. The UK received its first VHS-based VCR, the Victor HR-3300EK, in 1978. Quasar and General Electric followed-up with VHS-based VCRs – all designed by Matsushita. By 1999, Matsushita alone produced just over half of all Japanese VCRs. TV/VCR combos, combining a TV set with a VHS mechanism, were also once available for purchase. Combo units containing both a VHS mechanism and a DVD player were introduced in the late 1990s, and at least one combo unit, the Panasonic DMP-BD70V, included a Blu-ray player. == Technical details == VHS has been standardized in IEC 60774–1. === Cassette and

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  • AI-assisted software development

    AI-assisted software development

    AI-assisted software development is the use of artificial intelligence (AI) to augment software development. It uses large language models (LLMs), AI agents and other AI technologies to assist software developers. It helps in a range of tasks of the software development life cycle, from code generation to debugging, editing, testing, UI design, understanding the code, and documentation. Agentic coding denotes the use of AI agents for software development. == Technologies == === Source code generation === Large language models trained or fine-tuned on source-code corpora can generate source code from natural-language descriptions, comments, or docstrings. Research on code-generation systems often evaluates generated programs by functional correctness, such as whether the output passes automated test cases, rather than by syntax alone. Such tools can be features or extensions of integrated development environments (IDEs). === Intelligent code completion === AI agents using pre-trained and fine-tuned LLMs can predict and suggest code completions based on context. According to Husein, Aburajouh & Catal in a 2025 literature review in Computer Standards & Interfaces, "LLMs significantly enhance code completion performance across several programming languages and contexts, and their capability to predict relevant code snippets based on context and partial input boosts developer productivity substantially." === Testing, debugging, code review and analysis === AI is used to automatically generate test cases, identify potential bugs and security vulnerabilities, and suggest fixes. AI can also be used to perform static code analysis and suggest potential performance improvements. == Limitations == Both ownership of and responsibility for AI-generated code is disputed. According to a report from the German Federal Office for Information Security, the use of AI coding assistants without careful oversight from experienced developers can introduce both minor and major security vulnerabilities, and any potential gain in productivity should be weighed against the cost of additional quality control and security measures. According to Deloitte, outputs from AI-assisted software development must be validated through a combination of automated testing, static analysis tools and human review, creating a governance layer to improve quality and accountability. == Vibe coding ==

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  • Digital cinema

    Digital cinema

    Digital cinema is the digital technology used within the film industry to distribute or project motion pictures as opposed to the historical use of reels of motion picture film, such as 35 mm film. Whereas film reels have to be shipped to movie theaters, a digital movie can be distributed to cinemas in a number of ways: over the Internet or dedicated satellite links, or by sending hard drives or optical discs such as Blu-ray discs, then projected using a digital video projector instead of a film projector. Typically, digital movies are shot using digital movie cameras or in animation transferred from a file and are edited using a non-linear editing system (NLE). The NLE is often a video editing application installed in one or more computers that may be networked to access the original footage from a remote server, share or gain access to computing resources for rendering the final video, and allow several editors to work on the same timeline or project. Alternatively a digital movie could be a film reel that has been digitized using a motion picture film scanner and then restored, or, a digital movie could be recorded using a film recorder onto film stock for projection using a traditional film projector. Digital cinema is distinct from high-definition television and does not necessarily use traditional television or other traditional high-definition video standards, aspect ratios, or frame rates. In digital cinema, resolutions are represented by the horizontal pixel count, usually 2K (2048×1080 or 2.2 megapixels) or 4K (4096×2160 or 8.8 megapixels). The 2K and 4K resolutions used in digital cinema projection are often referred to as DCI 2K and DCI 4K. DCI stands for Digital Cinema Initiatives. As digital cinema technology improved in the early 2010s, most theaters across the world converted to digital video projection. Digital cinema technology has continued to develop over the years with RealD 3D, IMAX, RPX, 4DX, Dolby Cinema, and ScreenX, allowing moviegoers more immersive experiences. == History == The transition from film to digital video was preceded by cinema's transition from analog to digital audio, with the release of the Dolby Digital (AC-3) audio coding standard in 1991. Its main basis is the modified discrete cosine transform (MDCT), a lossy audio compression algorithm. It is a modification of the discrete cosine transform (DCT) algorithm, which was first proposed by Nasir Ahmed in 1972 and was originally intended for image compression. The DCT was adapted into the MDCT by J.P. Princen, A.W. Johnson and Alan B. Bradley at the University of Surrey in 1987, and then Dolby Laboratories adapted the MDCT algorithm along with perceptual coding principles to develop the AC-3 audio format for cinema needs. Cinema in the 1990s typically combined analog photochemical images with digital audio. Digital media playback of high-resolution 2K files has at least a 20-year history. Early video data storage units (RAIDs) fed custom frame buffer systems with large memories. In early digital video units, the content was usually restricted to several minutes of material. Transfer of content between remote locations was slow and had limited capacity. It was not until the late 1990s that feature-length films could be sent over the "wire" (Internet or dedicated fiber links). On October 23, 1998, Digital light processing (DLP) projector technology was publicly demonstrated with the release of The Last Broadcast, the first feature-length movie, shot, edited and distributed digitally. In conjunction with Texas Instruments, the movie was publicly demonstrated in five theaters across the United States (Philadelphia, Portland (Oregon), Minneapolis, Providence, and Orlando). === Foundations === In the United States, on June 18, 1999, Texas Instruments' DLP Cinema projector technology was publicly demonstrated on two screens in Los Angeles and New York for the release of Lucasfilm's Star Wars Episode I: The Phantom Menace. In Europe, on February 2, 2000, Texas Instruments' DLP Cinema projector technology was publicly demonstrated, by Philippe Binant, on one screen in Paris for the release of Toy Story 2. From 1997 to 2000, the JPEG 2000 image compression standard was developed by a Joint Photographic Experts Group (JPEG) committee chaired by Touradj Ebrahimi (later the JPEG president). In contrast to the original 1992 JPEG standard, which is a DCT-based lossy compression format for static digital images, JPEG 2000 is a discrete wavelet transform (DWT) based compression standard that could be adapted for motion imaging video compression with the Motion JPEG 2000 extension. JPEG 2000 technology was later selected as the video coding standard for digital cinema in 2004. In 1992, Hughes-JVC was founded by JVC and Hughes Electronics to develop ILA (Image Light Amplifer) digital video projectors for commercial movie theaters using liquid crystal on silicon (LCOS) technology. In 1997, JVC introduced D-ILA (Direct-Drive ILA) technology with a 2K resolution digital video projector. In 2000, JVC introduced a 4K resolution video projector using D-ILA technology. === Initiatives === On January 19, 2000, the Society of Motion Picture and Television Engineers, in the United States, initiated the first standards group dedicated to developing digital cinema. By December 2000, there were 15 digital cinema screens in the United States and Canada, 11 in Western Europe, 4 in Asia, and 1 in South America. Digital Cinema Initiatives (DCI) was formed in March 2002 as a joint project of many motion picture studios (Disney, Fox, MGM, Paramount, Sony Pictures, Universal and Warner Bros.) to develop a system specification for digital cinema. The same month it was reported that the number of cinemas equipped with digital projectors had increased to about 50 in the US and 30 more in the rest of the world. In April 2004, in collaboration with the American Society of Cinematographers, DCI created standard evaluation material (the ASC/DCI StEM material) for testing of 2K and 4K playback and compression technologies. DCI selected JPEG 2000 as the basis for the compression in the system the same year. Initial tests with JPEG 2000 produced bit rates of around 75–125 Mbit/s for 2K resolution and 100–200 Mbit/s for 4K resolution. === Worldwide deployment === In China, in June 2005, an e-cinema system called "dMs" was established and was used in over 15,000 screens spread across China's 30 provinces. DMs estimated that the system would expand to 40,000 screens in 2009. In 2005, the UK Film Council Digital Screen Network launched in the UK by Arts Alliance Media creating a chain of 250 2K digital cinema systems. The roll-out was completed in 2006. This was the first mass roll-out in Europe. AccessIT/Christie Digital also started a roll-out in the United States and Canada. By mid-2006, about 400 theaters were equipped with 2K digital projectors with the number increasing every month. In August 2006, the Malayalam digital movie Moonnamathoral, produced by Benzy Martin, was distributed via satellite to cinemas, thus becoming the first Indian digital cinema. This was done by Emil and Eric Digital Films, a company based at Thrissur using the end-to-end digital cinema system developed by Singapore-based DG2L Technologies. In January 2007, Guru became the first Indian film mastered in the DCI-compliant JPEG 2000 Interop format and also the first Indian film to be previewed digitally, internationally, at the Elgin Winter Garden in Toronto. This film was digitally mastered at Real Image Media Technologies in India. In 2007, the UK became home to Europe's first DCI-compliant fully digital multiplex cinemas; Odeon Hatfield and Odeon Surrey Quays (in London), with a total of 18 digital screens, were launched on 9 February 2007. By March 2007, with the release of Disney's Meet the Robinsons, about 600 screens had been equipped with digital projectors. In June 2007, Arts Alliance Media announced the first European commercial digital cinema Virtual Print Fee (VPF) agreements (with 20th Century Fox and Universal Pictures). In March 2009, AMC Theatres announced that it closed a $315 million deal with Sony to replace all of its movie projectors with 4K HDR digital projectors starting in the second quarter of 2009; it was anticipated that this replacement would be finished by 2012. As digital cinema technology improved in the early 2010s, most theaters across the world converted to digital video projection. In January 2011, the total number of digital screens worldwide was 36,242, up from 16,339 at end 2009 or a growth rate of 121.8 percent during the year. There were 10,083 d-screens in Europe as a whole (28.2 percent of global figure), 16,522 in the United States and Canada (46.2 percent of global figure) and 7,703 in Asia (21.6 percent of global figure). Worldwide progress was slower as in some territories, particularly Latin America and Africa. As of 31 March 2015, 38,719 screens (out of a total of 3

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  • Web content development

    Web content development

    Web content development is the process of researching, writing, gathering, organizing, and editing information for publication on websites. Website content may consist of prose, graphics, pictures, recordings, movies, or other digital assets that could be distributed by a hypertext transfer protocol server, and viewed by a web browser. == Web developers and content developers == When the World Wide Web began, web developers either developed online content themselves, or modified existing documents and coded them into hypertext markup language (HTML). In time, the field of website development came to encompass many technologies, so it became difficult for website developers to maintain so many different skills. Content developers are specialized website developers who have content generation skills such as graphic design, multimedia development, professional writing, and documentation. They can integrate content into new or existing websites without using information technology skills such as script language programming and database programming. Content developers or technical content developers can also be technical writers who produce technical documentation that helps people understand and use a product or service. This documentation includes online help, manuals, white papers, design specifications, developer guides, deployment guides, release notes, etc. == Search engine optimization == Content developers may also be search engine optimization specialists, or internet marketing professionals. High quality, unique content is what search engines are looking for. Content development specialists, therefore, have a very important role to play in the search engine optimization process. One issue currently plaguing the world of web content development is keyword-stuffed content which are prepared solely for the purpose of manipulating search engine rankings. The effect is that content is written to appeal to search engine (algorithms) rather than human readers. Search engine optimization specialists commonly submit content to article directories to build their website's authority on any given topic. Most article directories allow visitors to republish submitted content with the agreement that all links are maintained. This has become a method of search engine optimization for many websites today. If written according to SEO copywriting rules, the submitted content will bring benefits to the publisher (free SEO-friendly content for a webpage) as well as to the author (a hyperlink pointing to his/her website, placed on an SEO-friendly webpage). == New content types == Web content is no longer restricted to text. Search engines now index audio/visual media, including video, images, PDFs, and other elements of a web page. Website owners sometimes use content protection networks to scan for plagiarized content.

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  • HTTP compression

    HTTP compression

    HTTP compression is a capability that can be built into web servers and web clients to improve transfer speed and bandwidth utilization. HTTP data is compressed before it is sent from the server: compliant browsers will announce what methods are supported to the server before downloading the correct format; browsers that do not support compliant compression method will download uncompressed data. The most common compression schemes include gzip and Brotli; a full list of available schemes is maintained by the IANA. There are two different ways compression can be done in HTTP. At a lower level, a Transfer-Encoding header field may indicate the payload of an HTTP message is compressed. At a higher level, a Content-Encoding header field may indicate that a resource being transferred, cached, or otherwise referenced is compressed. Compression using Content-Encoding is more widely supported than Transfer-Encoding, and some browsers do not advertise support for Transfer-Encoding compression to avoid triggering bugs in servers. == Compression scheme negotiation == The negotiation is done in two steps, described in RFC 2616 and RFC 9110: 1. The web client advertises which compression schemes it supports by including a list of tokens in the HTTP request. For Content-Encoding, the list is in a field called Accept-Encoding; for Transfer-Encoding, the field is called TE. 2. If the server supports one or more compression schemes, the outgoing data may be compressed by one or more methods supported by both parties. If this is the case, the server will add a Content-Encoding or Transfer-Encoding field in the HTTP response with the used schemes, separated by commas. The web server is by no means obligated to use any compression method – this depends on the internal settings of the web server and also may depend on the internal architecture of the website in question. == Content-Encoding tokens == The official list of tokens available to servers and client is maintained by IANA, and it includes: br – Brotli, a compression algorithm specifically designed for HTTP content encoding, defined in RFC 7932 and implemented in all modern major browsers. compress – UNIX "compress" program method (historic; deprecated in most applications and replaced by gzip or deflate) deflate – compression based on the deflate algorithm (described in RFC 1951), a combination of the LZ77 algorithm and Huffman coding, wrapped inside the zlib data format (RFC 1950); exi – W3C Efficient XML Interchange gzip – GNU zip format (described in RFC 1952). Uses the deflate algorithm for compression, but the data format and the checksum algorithm differ from the "deflate" content-encoding. This method is the most broadly supported as of March 2011. identity – No transformation is used. This is the default value for content coding. pack200-gzip – Network Transfer Format for Java Archives zstd – Zstandard compression, defined in RFC 8478 In addition to these, a number of unofficial or non-standardized tokens are used in the wild by either servers or clients: bzip2 – compression based on the free bzip2 format, supported by lighttpd lzip – compression based on the free lzip format, supported by wget and Links lzma – compression based on (raw) LZMA is available in Opera 20, and in elinks via a compile-time option peerdist – Microsoft Peer Content Caching and Retrieval rsync – delta encoding in HTTP, implemented by a pair of rproxy proxies. xpress – Microsoft compression protocol used by Windows 8 and later for Windows Store application updates. LZ77-based compression optionally using a Huffman encoding. xz – LZMA2-based content compression, supported by a non-official Firefox patch; and fully implemented in mget since 2013-12-31. == Servers that support HTTP compression == SAP NetWeaver Microsoft IIS: built-in or using third-party module Apache HTTP Server, via mod_deflate (despite its name, only supporting gzip), and mod_brotli Hiawatha HTTP server: serves pre-compressed files Cherokee HTTP server, On the fly gzip and deflate compressions Oracle iPlanet Web Server Zeus Web Server lighttpd nginx – built-in Applications based on Tornado, if "compress_response" is set to True in the application settings (for versions prior to 4.0, set "gzip" to True) Jetty Server – built-into default static content serving and available via servlet filter configurations GeoServer Apache Tomcat IBM Websphere AOLserver Ruby Rack, via the Rack::Deflater middleware HAProxy Varnish – built-in. Works also with ESI Armeria – Serving pre-compressed files NaviServer – built-in, dynamic and static compression Caddy – built-in via encode Many content delivery networks also implement HTTP compression to improve speedy delivery of resources to end users. The compression in HTTP can also be achieved by using the functionality of server-side scripting languages like PHP, or programming languages like Java. Various online tools exist to verify a working implementation of HTTP compression. These online tools usually request multiple variants of a URL, each with different request headers (with varying Accept-Encoding content). HTTP compression is considered to be implemented correctly when the server returns a document in a compressed format. By comparing the sizes of the returned documents, the effective compression ratio can be calculated (even between different compression algorithms). == Problems preventing the use of HTTP compression == A 2009 article by Google engineers Arvind Jain and Jason Glasgow states that more than 99 person-years are wasted daily due to increase in page load time when users do not receive compressed content. This occurs when anti-virus software interferes with connections to force them to be uncompressed, where proxies are used (with overcautious web browsers), where servers are misconfigured, and where browser bugs stop compression being used. Internet Explorer 6, which drops to HTTP 1.0 (without features like compression or pipelining) when behind a proxy – a common configuration in corporate environments – was the mainstream browser most prone to failing back to uncompressed HTTP. Another problem found while deploying HTTP compression on large scale is due to the deflate encoding definition: while HTTP 1.1 defines the deflate encoding as data compressed with deflate (RFC 1951) inside a zlib formatted stream (RFC 1950), Microsoft server and client products historically implemented it as a "raw" deflated stream, making its deployment unreliable. For this reason, some software, including the Apache HTTP Server, only implements gzip encoding. == Security implications == Compression allows a form of chosen plaintext attack to be performed: if an attacker can inject any chosen content into the page, they can know whether the page contains their given content by observing the size increase of the encrypted stream. If the increase is smaller than expected for random injections, it means that the compressor has found a repeat in the text, i.e. the injected content overlaps the secret information. This is the idea behind CRIME. In 2012, a general attack against the use of data compression, called CRIME, was announced. While the CRIME attack could work effectively against a large number of protocols, including but not limited to TLS, and application-layer protocols such as SPDY or HTTP, only exploits against TLS and SPDY were demonstrated and largely mitigated in browsers and servers. The CRIME exploit against HTTP compression has not been mitigated at all, even though the authors of CRIME have warned that this vulnerability might be even more widespread than SPDY and TLS compression combined. In 2013, a new instance of the CRIME attack against HTTP compression, dubbed BREACH, was published. A BREACH attack can extract login tokens, email addresses or other sensitive information from TLS encrypted web traffic in as little as 30 seconds (depending on the number of bytes to be extracted), provided the attacker tricks the victim into visiting a malicious web link. All versions of TLS and SSL are at risk from BREACH regardless of the encryption algorithm or cipher used. Unlike previous instances of CRIME, which can be successfully defended against by turning off TLS compression or SPDY header compression, BREACH exploits HTTP compression which cannot realistically be turned off, as virtually all web servers rely upon it to improve data transmission speeds for users. As of 2016, the TIME attack and the HEIST attack are now public knowledge.

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  • Azure Stream Analytics

    Azure Stream Analytics

    Microsoft Azure Stream Analytics is a serverless scalable complex event processing engine by Microsoft that enables users to develop and run real-time analytics on multiple streams of data from sources such as devices, sensors, web sites, social media, and other applications. Users can set up alerts to detect anomalies, predict trends, trigger necessary workflows when certain conditions are observed, and make data available to other downstream applications and services for presentation, archiving, or further analysis. == Query Language == Users can author real-time analytics using a simple declarative SQL-like language with embedded support for temporal logic. Callouts to custom code with JavaScript user defined functions extend the streaming logic written in SQL. Callouts to Azure Machine Learning helps with predictive scoring on streaming data. == Scalability == Azure Stream Analytics is a serverless job service on Azure that eliminates the need for infrastructure, servers, virtual machines, or managed clusters. Users only pay for the processing used for the running jobs. == IoT applications == Azure Stream Analytics integrates with Azure IoT Hub to enable real-time analytics on data from IoT devices and applications. == Real-time Dashboards == Users can build real-time dashboards with Power BI for a live command and control view. Real-time dashboards help transform live data into actionable and insightful visuals. == Data Input Sources == Stream Analytics supports three different types of input sources - Azure Event Hubs, Azure IoT Hubs, and Azure Blob Storage. Additionally, stream analytics supports Azure Blob storage as the input reference data to help augment fast moving event data streams with static data. Stream analytics supports a wide variety of output targets. Support for Power BI allows for real-time dashboarding. Event Hub, Service bus topics and queues help trigger downstream workflows. Support for Azure Table Storage, Azure SQL Databases, Azure SQL Data Warehouse, Azure SQL, Document DB, Azure Data Lake Store enable a variety of downstream analysis and archiving capabilities.

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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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  • Content Credentials

    Content Credentials

    Content Credentials (also known as C2PA signatures) are a digital media metadata specification. They aim to provide provenance information about a piece of media (such as an image or a video) and help prove its authenticity. They are described as the equivalent of nutrition labels for digital media. One of the stated goal of this specification is to fight online disinformation. The specification is written and maintained by the Coalition for Content Provenance and Authenticity (C2PA), a group of many media and tech organizations including Adobe, Amazon, the BBC, Google, Meta, Microsoft, OpenAI and Sony. Another organization, the Content Authenticity Initiative (CAI), is responsible for promoting the standard and accelerate its adoption. The standard relies on cryptographic digital signatures. == Adoption == There are two main stakeholders who can implement Content Credentials: Producers (softwares and hardwares that produce or modify digital media) and publishers (softwares that show digital media to users). === Producers === ==== Adobe ==== Adobe is one of the first companies to implement the specification, announcing support in Photoshop in 2021. Content Credentials can be enabled and the complete history of edits is kept. ==== Google ==== Google announced support for Content Credentials on its Pixel 10 phones in August 2025. The Content Credentials are embedded on each picture taken from the Pixel Camera, and modifications done using Google Photos. Information include picture timestamp and a non-identifiable signature that proves it was taken from a Pixel 10. As for Google Photos, a list of AI and non-AI edits are kept. Google is the first company to introduce support for Content Credentials on either phones or consumer-grade devices, and also the first company to make it available for free to all users. ==== Nikon ==== Nikon announced in 2024 that their Z6 III camera would support embedding Content Credentials in its photos. However, in 2025, a vulnerability was discovered in the software of the camera that allowed to combine unauthentic images with authentic photos and still have the resulting image with a valid digital signature. Nikon revoked the certificates. ==== Media organizations ==== CBC/Radio-Canada and the BBC both have started attaching Content Credentials to media they produce or verify. ==== OpenAI ==== OpenAI embeds Content Credentials on the images and videos it generates that includes that the media was created by AI using their platforms. ==== Sony ==== In June 2025, Sony announced the release of its Camera Verify system for press photographers and news editors using C2PA digital signatures. Initially, the system will be limited to still images, high‑end cameras, and selected news agencies. Registration with Sony Creators' Cloud is also required. === Publishers === ==== LinkedIn ==== In 2024, LinkedIn started showing a "CR" icon on images that contain Content Credentials of AI-generated images. In 2025, they announced a partnership with Adobe to allow photographers to prove ownership of images using Content Credentials. ==== TikTok ==== TikTok announced in 2024 that an "AI-generated" label would be applied to videos containing Content Credentials if they were AI-generated. In 2025, they announced that users could control the amount of AI-generated content they see, using self-reported labels, Content Credentials and an invisible, proprietary AI watermark embedded in videos by their AI editor tool. ==== YouTube ==== In 2024, YouTube started showing to users a label that reads "captured with a camera" on videos that show authentic, unedited videos taken by Content Credentials-compatible cameras.

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