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  • IPUMS

    IPUMS

    IPUMS, originally the Integrated Public Use Microdata Series, is the world's largest individual-level population database. IPUMS consists of microdata samples from United States (IPUMS-USA) and international (IPUMS-International) census records, as well as data from U.S. and international surveys. The records are converted into a consistent format and made available to researchers through a web-based data dissemination and analysis system. IPUMS is housed at the Institute for Social Research and Data Innovation (ISRDI), an interdisciplinary research center at the University of Minnesota, under the direction of Professor Steven Ruggles. == Description == IPUMS includes all persons enumerated in the United States censuses from 1850 to 1950 (though, the 1890 census is missing because it was destroyed in a fire) and from the American Community Survey since 2000 and the Current Population Survey since 1962. IPUMS includes household-level data for United States Censuses from 1790 to 1840, due to the first six censuses only including the name of the head of household, with tallied household totals following. IPUMS provides consistent variable names, coding schemes, and documentation across all the samples, facilitating the analysis of long-term change. IPUMS-International includes countries from Africa, Asia, Europe, and Latin America for 1960 forward. The database currently includes more than a billion individuals enumerated in 365 censuses from 94 countries around the world. IPUMS-International converts census microdata for multiple countries into a consistent format, allowing for comparisons across countries and time periods. Special efforts are made to simplify use of the data while losing no meaningful information. Comprehensive documentation is provided in a coherent form to facilitate comparative analyses of social and economic change. Additional databases in the IPUMS family include the: North Atlantic Population Project (NAPP) IPUMS National Historical Geographic Information System (NHGIS) IPUMS Health Surveys IPUMS Global Health IPUMS Time Use The Journal of American History described the effort as "One of the great archival projects of the past two decades." Liens Socio, the French portal for the social sciences, gave IPUMS the only “best site” designation that has gone to any non-French website, writing “IPUMS est un projet absolument extraordinaire...époustouflante [mind-blowing]!” The official motto of IPUMS is "use it for good, never for evil." All public IPUMS data and documentation are available online free of charge.

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  • Bootstrap (front-end framework)

    Bootstrap (front-end framework)

    Bootstrap (formerly Twitter Bootstrap) is a free and open-source CSS framework directed at responsive, mobile-first front-end web development. It contains HTML, CSS and (optionally) JavaScript-based design templates for typography, forms, buttons, navigation, and other interface components. As of May 2023, Bootstrap is the 17th most starred project (4th most starred library) on GitHub, with over 164,000 stars. According to W3Techs, Bootstrap is used by 19.2% of all websites. == Features == Bootstrap is an HTML, CSS and JS library that focuses on simplifying the development of informative web pages (as opposed to web applications). The primary purpose of adding it to a web project is to apply Bootstrap's choices of color, size, font and layout to that project. As such, the primary factor is whether the developers in charge find those choices to their liking. Once added to a project, Bootstrap provides basic style definitions for all HTML elements. The result is a uniform appearance for prose, tables and form elements across web browsers. In addition, developers can take advantage of CSS classes defined in Bootstrap to further customize the appearance of their contents. For example, Bootstrap has provisioned for light- and dark-colored tables, page headings, more prominent pull quotes, and text with a highlight. Bootstrap also comes with several JavaScript components which do not require other libraries like jQuery. They provide additional user interface elements such as dialog boxes, tooltips, progress bars, navigation drop-downs, and carousels. Each Bootstrap component consists of an HTML structure, CSS declarations, and in some cases accompanying JavaScript code. They also extend the functionality of some existing interface elements, including for example an auto-complete function for input fields. The most prominent components of Bootstrap are its layout components, as they affect an entire web page. The basic layout component is called "Container", as every other element in the page is placed in it. Developers can choose between a fixed-width container and a fluid-width container. While the latter always fills the width with the web page, the former uses one of the five predefined fixed widths, depending on the size of the screen showing the page: Smaller than 576 pixels 576–768 pixels 768–992 pixels 992–1200 pixels 1200–1400 pixels Larger than 1400 pixels Once a container is in place, other Bootstrap layout components implement a CSS Flexbox layout through defining rows and columns. A precompiled version of Bootstrap is available in the form of one CSS file and three JavaScript files that can be readily added to any project. The raw form of Bootstrap, however, enables developers to implement further customization and size optimizations. This raw form is modular, meaning that the developer can remove unneeded components, apply a theme and modify the uncompiled Sass files. == History == === Early beginnings === Bootstrap, originally named Twitter Blueprint, was developed by Mark Otto and Jacob Thornton at Twitter in 2010 as a framework to encourage consistency across internal tools. Before Bootstrap, various libraries were used for interface development, which led to inconsistencies and a high maintenance burden. According to Otto: A super small group of developers and I got together to design and build a new internal tool and saw an opportunity to do something more. Through that process, we saw ourselves build something much more substantial than another internal tool. Months later, we ended up with an early version of Bootstrap as a way to document and share common design patterns and assets within the company. After a few months of development by a small group, many developers at Twitter began to contribute to the project as a part of Hack Week, a hackathon-style week for the Twitter development team. It was renamed from Twitter Blueprint to Twitter Bootstrap and released as an open-source project on August 19, 2011. It has continued to be maintained by Otto, Thornton, a small group of core developers, and a large community of contributors. === Bootstrap 2 === On January 31, 2012, Bootstrap 2 was released, which added built-in support for Glyphicons, several new components, as well as changes to many of the existing components. This version supports responsive web design, meaning the layout of web pages adjusts dynamically, taking into account the characteristics of the device used (whether desktop, tablet, mobile phone). Shortly before the release of Bootstrap 2.1.2, Otto and Thornton left Twitter, but committed to continue to work on Bootstrap as an independent project. === Bootstrap 3 === On August 19, 2013, Bootstrap 3 was released. It redesigned components to use flat design and a mobile first approach. Bootstrap 3 features new plugin system with namespaced events. Bootstrap 3 dropped Internet Explorer 7 and Firefox 3.6 support, but there is an optional polyfill for these browsers. Bootstrap 3 was also the first version released under the twbs organization on GitHub instead of the Twitter one. === Bootstrap 4 === Otto announced Bootstrap 4 on October 29, 2014. The first alpha version of Bootstrap 4 was released on August 19, 2015. The first beta version was released on August 10, 2017. Otto suspended work on Bootstrap 3 on September 6, 2016, to free up time to work on Bootstrap 4. Bootstrap 4 was finalized on January 18, 2018. Significant changes include: Major rewrite of the code Replacing Less with Sass Addition of Reboot, a collection of element-specific CSS changes in a single file, based on Normalize Dropping support for IE8, IE9, and iOS 6 CSS Flexible Box support Adding navigation customization options Adding responsive spacing and sizing utilities Switching from the pixels unit in CSS to root ems Increasing global font size from 14px to 16px for enhanced readability Dropping the panel, thumbnail, pager, and well components Dropping the Glyphicons icon font Huge number of utility classes Improved form styling, buttons, drop-down menus, media objects and image classes Bootstrap 4 supports the latest versions of Google Chrome, Firefox, Internet Explorer, Opera, and Safari (except on Windows). It additionally supports back to IE10 and the latest Firefox Extended Support Release (ESR). === Bootstrap 5 === Bootstrap 5 was officially released on May 5, 2021. Major changes include: New offcanvas menu component Removing dependence on jQuery in favor of vanilla JavaScript Rewriting the grid to support responsive gutters and columns placed outside of rows Migrating the documentation from Jekyll to Hugo Dropping support for Internet Explorer Moving testing infrastructure from QUnit to Jasmine Adding custom set of SVG icons Adding CSS custom properties Improved API Enhanced grid system Improved customizing docs Updated forms RTL support Built in darkmode support

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  • Polyfill (programming)

    Polyfill (programming)

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

    and
  • Outline of telecommunication

    Outline of telecommunication

    The following outline is provided as an overview of and topical guide to telecommunication: Telecommunication – the transmission of signals over a distance for the purpose of communication. In modern times, this process almost always involves the use of electromagnetic waves by transmitters and receivers, but in earlier years it also involved the use of drums and visual signals such as smoke, fire, beacons, semaphore lines and other optical communications. == Modes of telecommunication == E-mail Fax Instant messaging Radio Satellite SMS Telegraphy Telephony Television Television broadcasting mobile telephony Videoconferencing VoIP Voicemail == Types of telecommunication networks == Telecommunications network Computer networks ARPANET Ethernet Internet Wireless networks Public switched telephone networks (PSTN) Packet switched networks Radio network Broadband Wireless Broadband == Aspects of telecommunication transmission == Telecommunication Analog Digital Functional profile Optics === Telecommunication technology === Modulation Amplitude modulation Frequency modulation Quadrature amplitude modulation Nyquist rate Nyquist ISI criterion Pulse shaping Intersymbol interference === Communications media types === Physical media for Telecommunication Twisted pair Coaxial cable Optical fiber Telecommunication through Free Space Broadcast radio frequency including television and radio Line-of-sight Communications satellite Terrestrial Microwave Wireless LAN === Relationship between media and transmitters === Physical access to media Simplex Duplex (telecommunications) Logical relationships Return channel Two-way alternating Two-way simultaneous === Multiple access to media === Multiplexing Analog Frequency division multiplexing Space division multiplexing Digital Time-division multiplexing Statistical multiplexing and Packet switching Media Access Control Contention Token-based Centralized token control Distributed token control == History of telecommunication == History of telecommunication History of telegraphy History of the telephone Invention of the telephone Timeline of the telephone History of radio History of television History of videophones History of mobile phones History of computing hardware History of the Internet == Major telecommunications equipment manufacturers == Alcatel-Lucent – French global telecommunications equipment company Aricent – Former company AT&T – American telecommunications company Avaya – American technology company Ciena – American telecommunications company Cisco Systems – American multinational technology companyPages displaying short descriptions of redirect targets Ericsson – Swedish multinational networking and telecommunications company Fujitsu – Japanese multinational technology company HCL Technologies – Indian multinational technology companyPages displaying short descriptions of redirect targets Huawei – Chinese multinational technology company NEC – Japanese technology corporation Nokia – Multinational data networking and telecommunications equipment company ShoreTel – US telecommunications company Verizon – American telecommunications company ZTE – Chinese telecommunications company == Major telecommunications service providers == List of mobile network operators List of telephone operating companies == Telecommunication organizations == Alliance for Telecommunications Industry Solutions Telecommunications Industry Association == Telecommunication publications == Magazines Billing and OSS World Cabling Installation & Maintenance Call Center Communications News Communications System Design Lightwave Mobile Radio Technology (MRT) New Telephony Phone+ RCR Wireless News Telecom Asia Telecommunications Magazine Telephony WhatSatphone Magazine Wireless Systems Design Wireless Week Xchange == Persons influential in telecommunication == Edwin Howard Armstrong – American radio-frequency engineer and inventor (1890–1954) John Logie Baird – Scottish inventor (1888–1946) Paul Baran – American-Jewish engineer (1926–2011) Alexander Graham Bell – Inventor of the telephone (1847–1922) Tim Berners-Lee – English computer scientist (born 1955) Jagadish Chandra Bose – Physicist, biologist and botanist (1857–1937) Vint Cerf – American computer scientist and Internet pioneer (born 1943) Claude Chappe – Late 18th-century French inventor Donald Davies – British computer scientist (1924–2000) Louis Pouzin – French computer scientist and Internet pioneer (born 1931) Lee de Forest – American inventor (1873–1961) Philo Farnsworth – American inventor (1906–1971) Reginald Fessenden – Canadian-American electrical engineer and inventor (1866–1932) Elisha Gray – American electrical engineer (1835–1901) Innocenzo Manzetti – Italian inventor (1826–1877) Guglielmo Marconi – Italian radio-frequency engineer and inventor (1874–1937) Antonio Meucci – Italian inventor (1808–1889) Alexander Stepanovich Popov – Russian physicist (1859–1906)Pages displaying short descriptions of redirect targets Johann Philipp Reis – German scientist and inventor Almon Brown Strowger – American inventor of the telephone exchange (1839–1902) Nikola Tesla – Serbian-American engineer and inventor (1856–1943) Camille Tissot – French physicist (1868–1917) Alfred Vail – 19th-century American machinist and inventor Charles Wheatstone – English physicist and inventor (1802–1875) Vladimir K. Zworykin – Russian-American engineer (1888–1982)

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  • Language resource

    Language resource

    In linguistics and language technology, a language resource is a "[composition] of linguistic material used in the construction, improvement and/or evaluation of language processing applications, (...) in language and language-mediated research studies and applications." According to Bird & Simons (2003), this includes data, i.e. "any information that documents or describes a language, such as a published monograph, a computer data file, or even a shoebox full of handwritten index cards. The information could range in content from unanalyzed sound recordings to fully transcribed and annotated texts to a complete descriptive grammar", tools, i.e., "computational resources that facilitate creating, viewing, querying, or otherwise using language data", and advice, i.e., "any information about what data sources are reliable, what tools are appropriate in a given situation, what practices to follow when creating new data". The latter aspect is usually referred to as "best practices" or "(community) standards". In a narrower sense, language resource is specifically applied to resources that are available in digital form, and then, "encompassing (a) data sets (textual, multimodal/multimedia and lexical data, grammars, language models, etc.) in machine readable form, and (b) tools/technologies/services used for their processing and management". == Typology == As of May 2020, no widely used standard typology of language resources has been established (current proposals include the LREMap, METASHARE, and, for data, the LLOD classification). Important classes of language resources include data lexical resources, e.g., machine-readable dictionaries, linguistic corpora, i.e., digital collections of natural language data, linguistic data bases such as the Cross-Linguistic Linked Data collection, tools linguistic annotations and tools for creating such annotations in a manual or semiautomated fashion (e.g., tools for annotating interlinear glossed text such as Toolbox and FLEx, or other language documentation tools), applications for search and retrieval over such data (corpus management systems), for automated annotation (part-of-speech tagging, syntactic parsing, semantic parsing, etc.), metadata and vocabularies vocabularies, repositories of linguistic terminology and language metadata, e.g., MetaShare (for language resource metadata), the ISO 12620 data category registry (for linguistic features, data structures and annotations within a language resource), or the Glottolog database (identifiers for language varieties and bibliographical database). == Language resource publication, dissemination and creation == A major concern of the language resource community has been to develop infrastructures and platforms to present, discuss and disseminate language resources. Selected contributions in this regard include: a series of International Conferences on Language Resources and Evaluation (LREC), the European Language Resources Association (ELRA, EU-based), and the Linguistic Data Consortium (LDC, US-based), which represent commercial hosting and dissemination platforms for language resources, the Open Languages Archives Community (OLAC), which provides and aggregates language resource metadata, the Language Resources and Evaluation Journal (LREJ), the European Language Grid is a European platform for language technologies (eg services), data and resources. As for the development of standards and best practices for language resources, these are subject of several community groups and standardization efforts, including ISO Technical Committee 37: Terminology and other language and content resources (ISO/TC 37), developing standards for all aspects of language resources, W3C Community Group Best Practices for Multilingual Linked Open Data (BPMLOD), working on best practice recommendations for publishing language resources as Linked Data or in RDF, W3C Community Group Linked Data for Language Technology (LD4LT), working on linguistic annotations on the web and language resource metadata, W3C Community Group Ontology-Lexica (OntoLex), working on lexical resources, the Open Linguistics working group of the Open Knowledge Foundation, working on conventions for publishing and linking open language resources, developing the Linguistic Linked Open Data cloud, the Text Encoding Initiative (TEI), working on XML-based specifications for language resources and digitally edited text.

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  • Bioelectronics

    Bioelectronics

    Bioelectronics is a field of research in the convergence of biology and electronics. == Definitions == At the first C.E.C. Workshop, in Brussels in November 1991, bioelectronics was defined as 'the use of biological materials and biological architectures for information processing systems and new devices'. Bioelectronics, specifically bio-molecular electronics, were described as 'the research and development of bio-inspired (i.e. self-assembly) inorganic and organic materials and of bio-inspired (i.e. massive parallelism) hardware architectures for the implementation of new information processing systems, sensors and actuators, and for molecular manufacturing down to the atomic scale'. The National Institute of Standards and Technology (NIST), an agency of the United States Department of Commerce, defined bioelectronics in a 2009 report as "the discipline resulting from the convergence of biology and electronics". Sources for information about the field include the Institute of Electrical and Electronics Engineers (IEEE) with its Elsevier journal Biosensors and Bioelectronics published since 1990. The journal describes the scope of bioelectronics as seeking to : "... exploit biology in conjunction with electronics in a wider context encompassing, for example, biological fuel cells, bionics and biomaterials for information processing, information storage, electronic components and actuators. A key aspect is the interface between biological materials and micro and nano-electronics." == History == The first known study of bioelectronics took place in the 18th century when Italian physician-scientist Luigi Galvani applied a voltage to a pair of detached frog legs. The legs moved, sparking the genesis of bioelectronics. Electronics technology has been applied to biology and medicine since the pacemaker was invented and with the medical imaging industry. In 2009, a survey of publications using the term in title or abstract suggested that the center of activity was in Europe (43 percent), followed by Asia (23 percent) and the United States (20 percent). == Materials == Organic bioelectronics is the application of organic electronic material to the field of bioelectronics. Organic materials (i.e. containing carbon) show great promise when it comes to interfacing with biological systems. Current applications focus around neuroscience and infection. Conducting polymer coatings, an organic electronic material, shows massive improvement in the technology of materials. It was the most sophisticated form of electrical stimulation. It improved the impedance of electrodes in electrical stimulation, resulting in better recordings and reducing "harmful electrochemical side reactions." Organic Electrochemical Transistors (OECT) were invented in 1984 by Mark Wrighton and colleagues, which had the ability to transport ions. This improved signal-to-noise ratio and gives for low measured impedance. The Organic Electronic Ion Pump (OEIP), a device that could be used to target specific body parts and organs to adhere medicine, was created by Magnuss Berggren. As one of the few materials well established in CMOS technology, titanium nitride (TiN) turned out as exceptionally stable and well suited for electrode applications in medical implants. == Significant applications == Bioelectronics is used to help improve the lives of people with disabilities and diseases. For example, the glucose monitor is a portable device that allows diabetic patients to control and measure their blood sugar levels. Electrical stimulation used to treat patients with epilepsy, chronic pain, Parkinson's, deafness, Essential Tremor and blindness. Magnuss Berggren and colleagues created a variation of his OEIP, the first bioelectronic implant device that was used in a living, free animal for therapeutic reasons. It transmitted electric currents into GABA, an acid. A lack of GABA in the body is a factor in chronic pain. GABA would then be dispersed properly to the damaged nerves, acting as a painkiller. Vagus Nerve Stimulation (VNS) is used to activate the Cholinergic Anti-inflammatory Pathway (CAP) in the vagus nerve, ending in reduced inflammation in patients with diseases like arthritis. Since patients with depression and epilepsy are more vulnerable to having a closed CAP, VNS can aid them as well. At the same time, not all the systems that have electronics used to help improving the lives of people are necessarily bioelectronic devices, but only those which involve an intimate and directly interface of electronics and biological systems. Bioelectronics could be used to develop new label-free methods for monitoring cancer cell invasion and drug resistance. For example, the electrical resistance of cancer cells could be used to predict the effectiveness of cancer drugs and to identify drugs that are most likely to be effective against a particular type of cancer. === Human tissue regeneration === Human tissue, like most tissue in multicellular life, is known to be capable of regeneration. While tissue such as skin and even large organs such as the liver have been shown significant capacity for regeneration much of the adult body is thought to possess limited natural regenerative ability. Research in the field of regenerative medicine has identified that developmental bioelectricity can be used to stimulate and modify tissue growth beyond what naturally occurs with efforts to demonstrate its feasibility in mammals underway. Some researchers believe that future advancements could allow for the regeneration of organs or even entire limbs using bioelectronic devices providing the correct signals. == Future == The improvement of standards and tools to monitor the state of cells at subcellular resolutions is lacking funding and employment. This is a problem because advances in other fields of science are beginning to analyze large cell populations, increasing the need for a device that can monitor cells at such a level of sight. Cells cannot be used in many ways other than their main purpose, like detecting harmful substances. Merging this science with forms of nanotechnology could result in incredibly accurate detection methods. The preserving of human lives like protecting against bioterrorism is the biggest area of work being done in bioelectronics. Governments are starting to demand devices and materials that detect chemical and biological threats. The more the size of the devices decrease, there will be an increase in performance and capabilities.

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  • User-generated content

    User-generated content

    User-generated content (UGC), alternatively known as user-created content (UCC), is content generated by users of the Internet such as images, videos, audio, text, testimonials, software, and user interactions. Online content aggregation platforms such as social media, discussion forums and wikis by their interactive and social nature, no longer produce multimedia content but provide tools to produce, collaborate, and share a variety of content, which can affect the attitudes and behaviors of the audience in various aspects. This transforms the role of consumers from passive spectators to active participants. User-generated content is used for a wide range of applications, including problem processing, news, entertainment, customer engagement, advertising, gossip, research and more. It is an example of the democratization of content production and the flattening of traditional media hierarchies. The BBC adopted a user-generated content platform for its websites in 2005, and Time magazine named "You" as the Person of the Year in 2006, referring to the rise in the production of UGC on Web 2.0 platforms. CNN also developed a similar user-generated content platform, known as iReport. There are other examples of news channels implementing similar protocols, especially in the immediate aftermath of a catastrophe or terrorist attack. Social media users can provide key eyewitness content and information that may otherwise have been inaccessible. Since 2020, there has been an increasing number of businesses who are utilizing User Generated Content (UGC) to promote their products and services. Several factors significantly influence how UGC is received, including the quality of the content, the credibility of the creator, and viewer engagement. These elements can impact users' perceptions and trust towards the brand, as well as influence the buying intentions of potential customers. UGC has proven to be an effective method for brands to connect with consumers, drawing their attention through the sharing of experiences and information on social media platforms. Due to new media and technology affordances, such as low cost and low barriers to entry, the Internet is an easy platform to create and dispense user-generated content, allowing the dissemination of information at a rapid pace in the wake of an event. == Definition == The advent of user-generated content marked a shift among media organizations from creating online content to providing facilities for amateurs to publish their own content. User-generated content has also been characterized as citizen media as opposed to the "packaged goods media" of the past century. Citizen Media is audience-generated feedback and news coverage. People give their reviews and share stories in the form of user-generated and user-uploaded audio and user-generated video. The former is a two-way process in contrast to the one-way distribution of the latter. Conversational or two-way media is a key characteristic of so-called Web 2.0, which encourages the publishing of one's own content and commenting on other people's content. The role of the passive audience, therefore, has shifted since the birth of new media, and an ever-growing number of participatory users are taking advantage of these interactive opportunities, especially on the Internet, to create independent content. Grassroots experimentation then generated an innovation in sounds, artists, techniques, and associations with audiences, which then are being used in mainstream media. The active, participatory, and creative audience is prevailing today with relatively accessible media, tools, and applications, and its culture is in turn affecting mass media corporations and global audiences. The Organisation for Economic Co-operation and Development (OECD) has defined three core variables for UGC: Accessible Content: User-generated content (UGC) is publicly produced through platforms located on the Internet and is available to any individual browsing such a publicly accessible website or a public social media account. There are other contexts where users must remain in a community or closed group to access and publish on such platforms (for example, wikis). This is a way of differentiating that although the content is accessible to the audience, there are certain restrictions for the users who generates the content. Creative effort: Creative effort was put into creating the work or adapting existing works to construct a new one; i.e. users must add their own value to the work. UGC often also has a collaborative element to it, as is the case with websites that users can edit collaboratively. For example, merely copying a portion of a television show and posting it to an online video website (an activity frequently seen on the UGC sites) would not be considered UGC. However, uploading photographs, expressing one's thoughts in a blog post or creating a new music video could be considered UGC. Yet the minimum amount of creative effort is hard to define and depends on the context. Creation outside of professional routines and practices: User-generated content is generally created outside of professional routines and practices. It often does not have an institutional or a commercial market context. In extreme cases, UGC may be produced by non-professionals without the expectation of profit or remuneration. Motivating factors include connecting with peers, achieving a certain level of fame, notoriety, or prestige, and the desire to express oneself. == Media pluralism == According to Cisco, in 2016 an average of 96,000 petabytes was transferred monthly over the Internet, more than twice as many as in 2012. In 2016, the number of active websites surpassed 1 billion, up from approximately 700 million in 2012. Reaching 1.66 billion daily active users in Q4 2019, Facebook has emerged as the most popular social media platform globally. Other social media platforms are also dominant at the regional level such as: Twitter in Japan, Naver in the Republic of Korea, Instagram (owned by Facebook) and LinkedIn (owned by Microsoft) in Africa, VKontakte (VK) and Odnoklassniki (eng. Classmates) in Russia and other countries in Central and Eastern Europe, WeChat and QQ in China. However, a concentration phenomenon is occurring globally giving dominance to a few online platforms that become popular for some unique features they provide, most commonly for the added privacy they offer users through disappearing messages or end-to-end encryption (e.g. Jami, Signal, Snapchat, Telegram, Viber, and WhatsApp), but they have tended to occupy niches and to facilitate the exchanges of information that remain rather invisible to larger audiences. Production of freely accessible information has been increasing since 2012. In January 2017, Wikipedia had more than 43 million articles, almost twice as many as in January 2012. This corresponded to a progressive diversification of content and an increase in contributions in languages other than English. In 2017, less than 12 percent of Wikipedia content was in English, down from 18 percent in 2012. Graham, Straumann, and Hogan say that the increase in the availability and diversity of content has not radically changed the structures and processes for the production of knowledge. For example, while content on Africa has dramatically increased, a significant portion of this content has continued to be produced by contributors operating from North America and Europe, rather than from Africa itself. == History == The massive, multi-volume Oxford English Dictionary was exclusively composed of user-generated content. In 1857, Richard Chenevix Trench of the London Philological Society sought public contributions throughout the English-speaking world for the creation of the first edition of the OED. As Simon Winchester recounts: So what we're going to do, if I have your agreement that we're going to produce such a dictionary, is that we're going to send out invitations, were going to send these invitations to every library, every school, every university, every book shop that we can identify throughout the English-speaking world... everywhere where English is spoken or read with any degree of enthusiasm, people will be invited to contribute words. And the point is, the way they do it, the way they will be asked and instructed to do it, is to read voraciously and whenever they see a word, whether it's a preposition or a sesquipedalian monster, they are to... if it interests them and if where they read it, they see it in a sentence that illustrates the way that that word is used, offers the meaning of the day to that word, then they are to write it on a slip of paper... the top left-hand side you write the word, the chosen word, the catchword, which in this case is 'twilight'. Then the quotation, the quotation illustrates the meaning of the word. And underneath it, the citation, where it came from, whether it was printed or whether it was in manuscri

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  • Digital inclusion

    Digital inclusion

    Digital inclusion involves the activities necessary to ensure equitable access to and use of information and communications technologies for participation in social and economic life including for education, social services, health, social, and community participation. Digital inclusion includes access to affordable broadband Internet services, Internet-enabled devices, access to digital literacy training, quality technical support, and applications and online content designed to enable and encourage self-sufficiency, participation, and collaboration. Related concepts include digital divide, digital exclusion and digital inequality, however digital inclusion focuses more on the strategies, policies, and programs required to address the digital divide. As many services have moved online and with the increasing use of telehealth to deliver primary care, particularly during the COVID-19 pandemic in 2020, digital inclusion, including digital literacy and internet access is increasingly regarded as a social determinant of health. Accessibility, relevance, and impact have been identified as essential elements of digital inclusion as it pertains to health information systems. "Digital inclusion is broadly defined as different strategies designed to ensure that all people have equal access, opportunities and skills to benefit from digital technologies and systems" (ITU, 2019, as cited in Carmi and Yates, 2020). Since 2020, there have been many technology companies that have begun implementing different features or roles within their companies to support breaking down the digital divide. For example, HP has announced the digital divide accelerator. This accelerator will support nonprofits in Greece, Indonesia, Nigeria, and Spain. The goal for this role is to help equip children and other people within the community to understand the skills needed to become a part of the digital community. == Background == With the increasing use of computers and the Internet in the 1990s and early 2000s concerns rose around digital equality, however this primarily focused on the physical access to technology. This gave rise to the concept of the digital divide which was originally developed to describe the growing disparity in Internet access between rural and urban areas of the United States of America. This gradually expanded to considerations of digital access between countries in what is termed the global digital divide, which mirrors many of the disparities seen within countries but on an international scale. However, with the adoption of digital technologies across most sectors of society, and the increasing diversity of technologies and programs, access and use of ICT became more complex and essential for many aspects of daily life. This led to new terminology and a second wave of research on digital inequality which has been identified as the (1) usage gap, (2) second level digital divide, (3) emerging digital differentiation, and (4) digital inclusion. == Strategies for digital inclusion == A review of the literature in 2019 found that while physical access to digital technologies and the internet continues to be a barrier to digital inclusion, digital ability and attitude were also potential barriers. Key strategies identified for improving digital inclusion are social support, direct user experience and collaborative learning/design. Education is a key aspect of digital inclusion as digital technologies have become a key means of engaging with all levels of the education system, requiring levels of digital competence for successful engagement with the curriculum. In addition lifelong learning is required as technologies, services and systems are changing constantly. Public libraries and community service providers play a key role in supporting digital inclusion through access to computers, internet connection and expertise and training. Designing for digital inclusion may also help with poor written literacy, which remains a barrier for 10% of the world's population. UNESCO has developed Guidelines for designing digital technologies in ways that could assist those who are illiterate. == Indigenous digital inclusion == Digital inclusion is a critical issue for many Indigenous communities across the globe, many of whom lack access to adequate resources. The Australian Government has set a National Closing the Gap target for Aboriginal and Torres Strait Islander people to have equal levels of digital inclusion by 2026. Many people on tribal land and in Native Hawaiian land struggle with the technology gap. The Native Entities Capacity and Planning Grant Program has $45.3 million available to help address these challenges and empower Indian Tribes, Alaska Native entities, and Native Hawaiian organizations. Some of the impacts so far are in the education and workforce development and healthcare access through telehealth.[13] == Measuring digital inclusion == The Australian Digital Inclusion Index (ADII) is a research project which has been tracking digital inclusion throughout Australia since 2016. It uses survey data to measure digital inclusion across three dimensions of access, affordability and digital ability. == The Future of Digital Inclusion == On February 16, 2021, a global dialogue within the United Nations (UN) took a look at the future of digital inclusion. Through the adoption of the 2030 UN Agenda for Sustainable Development, Member States made a commitment. They pledged to "leave no one behind." By 2030, the UN's goal is to close the digital divide by providing access to the Internet and mobile technologies for all nations and peoples and for all segments of society. The UN sees the crisis of too many people in our global society still living unconnected and how the digital divide remains a challenge that must be addressed. == Gaming == The Xbox Adaptive Controller is a groundbreaking example of digital inclusion, designed to make gaming more accessible to people with limited mobility. Developed by Microsoft, it features large programmable buttons and ports that connect to a wide range of external devices like switches, joysticks, and mounts, allowing users to customize their gaming experience based on their unique needs. By removing traditional physical barriers to gameplay, the Xbox Adaptive Controller empowers more people to participate in digital entertainment, promotes equal access to technology, and fosters a more inclusive gaming community. == Digital inclusion advocacy groups == Australian Digital Inclusion Alliance National Digital Inclusion Alliance (US)

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  • Zardoz (computer security)

    Zardoz (computer security)

    In computer security, the Security-Digest list, better known as the Zardoz list, was a semi-private full disclosure mailing list run by Neil Gorsuch from 1989 through 1991. It identified weaknesses in systems and gave directions on where to find them. It was a perennial target for computer hackers, who sought archives of the list for information on undisclosed software vulnerabilities. == Membership restrictions == Access to Zardoz was approved on a case-by-case basis by Gorsuch, principally by reference to the user account used to send subscription requests; requests were approved for root users, valid UUCP owners, or system administrators listed at the NIC. The openness of the list to users other than Unix system administrators was a regular topic of conversation, with participants expressing concern that vulnerabilities and exploitation details disclosed on the list were liable to spread to hackers. The circulation of Zardoz postings was an open secret among computer hackers, and mocked in a Phrack parody of an IRC channel populated by security experts. == Notable participants == Keith Bostic discussed BSD Sendmail vulnerabilities Chip Salzenberg discussed Peter Honeyman's posting of a UUCP worm, and shell script security Gene Spafford discussed VMS and Ultrix bugs, and relayed law enforcement enquiries about the Morris Worm Tom Christiansen discussed SUID shell scripts Chris Torek discussed devising exploits from general descriptions of vulnerabilities Henry Spencer discussed Unix security Brendan Kehoe discussed systems security Alec Muffett announced Crack, the Unix password cracker The majority of Zardoz participants were Unix systems administrators and C software developers. Neil Gorsuch and Gene Spafford were the most prolific contributors to the list.

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  • Web developer

    Web developer

    A web developer is a programmer who develops World Wide Web applications using a client–server model. The applications typically use HTML, CSS, and JavaScript in the client, and any general-purpose programming language in the server. HTTP is used for communications between client and server. A web developer may specialize in client-side applications (Front-end web development), server-side applications (back-end development), or both (full-stack development). == Prerequisite == There are no formal educational or license requirements to become a web developer. However, many colleges and trade schools offer coursework in web development. There are also many tutorials and articles which teach web development, often freely available on the web - for example, on JavaScript. Even though there are no formal requirements, web development projects require web developers to have knowledge and skills such as: Using HTML, CSS, and JavaScript Programming/coding/scripting in one of the many server-side languages or frameworks Understanding server-side/client-side architecture and communication of the kind mentioned above Ability to utilize a database

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  • Artificial Intelligence for Digital Response

    Artificial Intelligence for Digital Response

    Artificial Intelligence for Digital Response (AIDR) is a free and open source platform to filter and classify social media messages related to emergencies, disasters, and humanitarian crises. It has been developed by the Qatar Computing Research Institute and awarded the Grand Prize for the 2015 Open Source Software World Challenge. Muhammad Imran stated that he and his team "have developed novel computational techniques and technologies, which can help gain insightful and actionable information from online sources to enable rapid decision-making" - according to him the system "combines human intelligence with machine learning techniques, to solve many real-world challenges during mass emergencies and health issues". == How to use == It can be used by logging in with ones Twitter credentials and by collecting tweets by specifying keywords or hashtags, like #ChileEarthquake, and possibly a geographical region as well. == Use == It has been deployed in conjunction with UNICEF in Zambia to classify short messages related to AIDS/HIV received through the U-Report platform. AIDR was used for the first time during the 2010 Pakistan floods. The first real test of AIDR took place during the 2014 Iquique earthquake in Chile. == Related talks and events == Muhammad Imran delivered a keynote talk on the science behind the AIDR system at the International Conference on Information Systems for Crisis Response And Management (ISCRAM). Abdelkader Lattab and Ji Lucas also presented the system at the 2016 QCRI-IBM Data Science Connect event.

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  • Line splice

    Line splice

    In electrical engineering and telecommunications, a line splice is a joint directly connecting lengths of electrical cables (electrical splice) or optical fibers (optical splice). The splices are often protected by sleeves. == Splicing of copper wires == The splicing of copper wires happens in the following steps: The cores are laid one above the other at the junction. The core insulation is removed. The wires are wrapped two to three times around each other (twisting). The bare veins on a length of about 3 cm "strangle" or "twist". In some cases, the strangulation is soldered. To isolate the splice, an insulating sleeve made of paper or plastic is pushed over it. The splicing of copper wires is mainly used on paper insulated wires. LSA techniques (LSA: soldering, screwing and stripping free) are used to connect copper wires, making the copper wires faster and easier to connect. LSA techniques include: Wire connection sleeves (AVH = Adernverbindungshülsen) and other crimp connectors. The two wires to be connected are inserted into the AVH without being stripped, which is then compressed with special pliers. The about 2 cm long AVH consist of contact, pressure and insulation. For wire connection strips (AVL = Adernverbindungsleisten) several pairs of wires (10 = AVL10 or 20 = AVL20) are inserted, the strip is then closed with a lid and pressed together with a hydraulic press, which ensures the connection. == Splicing of glass fibers == Fiber-optic cables are spliced using a special arc-splicer, with installation cables connected at their ends to respective "pigtails" - short individual fibers with fiber-optic connectors at one end. The splicer precisely adjusts the light-guiding cores of the two ends of the glass fibers to be spliced. The adjustment is done fully automatically in modern devices, whereas in older models this is carried out manually by means of micrometer screws and microscope. An experienced splicer can precisely position the fiber ends within a few seconds. Subsequently, the fibers are fused together (welded) with an electric arc. Since no additional material is added, such as gas welding or soldering, this is called a "fusion splice". Depending on the quality of the splicing process, attenuation values at the splice points are achieved by 0.3 dB, with good splices also below 0.02 dB. For newer generation devices, alignment is done automatically by motors. Here one differentiates core and jacket centering. At core centering (usually single-mode fibers), the fiber cores are aligned. A possible core offset with respect to the jacket is corrected. In the jacket centering (usually in multimode fibers), the fibers are adjusted to each other by means of electronic image processing in front of the splice. When working with good equipment, the damping value is according to experience at max. 0.1 dB. Measurements are made by means of special measuring devices including optical time-domain reflectometry (OTDR). A good splice should have an attenuation of less than 0.3 dB over the entire distance. Finished fiber optic splices are housed in splice boxes. One differentiates: Fusion splice Adhesive splicing Crimp splice or NENP (no-epoxy no-polish), mechanical splice

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  • Color reproduction

    Color reproduction

    Color reproduction is an aspect of color science concerned with producing light spectra that evoke a desired color, either through additive (light emitting) or subtractive (surface color) models. It converts physical correlates of color perception (CIE 1931 XYZ color space tristimulus values and related quantities) into light spectra that can be experienced by observers. In this way, it is the opposite of colorimetry. It is concerned with the faithful reproduction of a color in one medium, with a color in another, so it is a central concept in color management and relies heavily on color calibration. For example, food packaging must be able to faithfully reproduce the colors of the foods therein in order to appeal to a customer. This involves proper color calibration of at least four devices: Lighting, which must have a high color rendering index and not give a color cast to the object. Camera, which measures the reflected spectrum of the object and converts to a trichromatic color space (e.g. RGB). Screen, which reproduces color so a designer can proof the captured image and make color corrections as necessary. Printer, which reproduces the final color on paper.

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  • Digital edition

    Digital edition

    A digital edition is an online magazine or online newspaper delivered in electronic form which is formatted identically to the print version. Digital editions are often called digital facsimiles to underline the likeness to the print version. Digital editions have the benefit of reduced cost to the publisher and reader by avoiding the time and the expense to print and deliver paper edition. This format is considered more environmentally friendly due to the reduction of paper and energy use. These editions also often feature interactive elements such as hyperlinks both within the publication itself and to other internet resources, search option and bookmarking, and can also incorporate multimedia such as video or animation to enhance articles themselves or for advertisement purposes. Some delivery methods also include animation and sound effects that replicate turning of the page to further enhance the experience of their print counterparts. Magazine publishers have traditionally relied on two revenue sources: selling ads and selling magazines. Additionally some publishers are using other electronic publication methods such as RSS to reach out to readers and inform them when new digital editions are available. Current technologies are generally either reader-based, requiring a download of an application and subsequent download of each edition, or browser-based, often using Macromedia Flash, requiring no application download (such as Adobe Acrobat). Some application-based readers allow users to access editions while not connected to internet. Dedicated hardware such as the Amazon Kindle and the iPad is also available for reading digital editions of select books, popular national magazines such as Time, The Atlantic, and Forbes and popular national newspapers such as the New York Times, Wall Street Journal, and Washington Post. Archives of print newspapers, in some cases dating hundreds of years back, are being digitized and made available online. Google is indexing existing digital archives produced by the newspapers themselves or by third parties. Newspaper and magazine archival began with microform film formats solving the problem of efficiently storing and preserving. This format, however, lacked accessibility. Many libraries, especially state libraries in the United States are archiving their collections digitally and converting existing microfilm to digital format. The Library of Congress provides project planning assistance and the National Endowment for the Humanities procures funding through grants from its National Digital Newspaper Program. Digital magazines, ezines, e-editions and emags are sometimes referred to as digital editions, however some of these formats are published only in digital format unlike digital editions which replicate a printed edition as well. == Digital magazines == Digital-replica magazines number in thousands—consumer and business publications, house magazines for associations, institutions and corporations – and conversion from print to digital was still increasing as of 2009. A 2008 report funded by digital-replica technology providers and auditing agencies counted 1,786 digital-replica editions having more than 7 million circulation among business-to-business publications, of which 230 editions were audited The same report counted 1,470 digital-replica editions of consumer magazines having 5.5 million digital circulation, of which 240 editions were audited. These authors estimated that by year end of 2009 there would be 8,000 digital magazines, having a combined distribution of more than 30 million people. Surveys have shown that, while not all subscribers prefer a digital edition, some do because of the environmental benefit and also because digital magazines are searchable and may easily be passed along or linked to. One such survey funded by a digital publisher reported on inputs from more than 30,000 subscribers to business, consumer and other digital magazines. == Digital magazine business models == === Reduced printing and distribution costs === The publishers' choice to save by moving some or all subscribers from print to digital is widely accepted. Oracle magazine, which has 176,000 of its 516,000 subscribers receiving digital according to its June 2009 BPA circulation statement, is said to be the most widely circulated digital edition of a business-to-business publication. Publishers who do this need to choose whether to make some issues all-digital, move some subscribers to digital edition, add some digital-only subscribers, or send all subscribers the digital edition. === Paid subscription revenue === In 2009, a major consumer magazine, PC Magazine, went all-digital, charging an annual subscription fee for its digital-replica edition. Many consumer magazines and newspapers are already available in eReader formats that are sold through booksellers. === Sponsorship and advertising revenue === Digital editions often carry special "front cover" advertising, or advertising on the email message alerting the subscriber of the digital edition. Publishers also produce special digital-only inserts and rich-media ads or advertorials. === Designed-for-digital issues === Another approach is to fully replace printed issues with digital ones, or to use digital editions for extra issues that would otherwise have to be printed.

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  • List of search appliance vendors

    List of search appliance vendors

    A search appliance is a type of computer which is attached to a corporate network for the purpose of indexing the content shared across that network in a way that is similar to a web search engine. It may be made accessible through a public web interface or restricted to users of that network. A search appliance is usually made up of: a gathering component, a standardizing component, a data storage area, a search component, a user interface component, and a management interface component. == Vendors of search appliances == Fabasoft Google InfoLibrarian Search Appliance™ Maxxcat Searchdaimon Thunderstone == Former/defunct vendors of search appliances == Black Tulip Systems Google Search Appliance Index Engines Munax Perfect Search Appliance

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