AI Headshot Apk

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  • Score bug

    Score bug

    A score bug is a digital on-screen graphic which is displayed in a broadcast of a sporting event, displaying the current score and other statistics. It is similar in function to a scoreboard, and is usually placed at either the top or lower third of the television screen. == History == The concept of a persistent score bug was devised by Sky Sports head David Hill, who was dissatisfied over having to wait to see what the score was after tuning into a football match in-progress. The score bug was introduced when Sky launched its coverage of the then newly-formed English Premier League in August 1992. Hill's boss repeatedly demanded that the graphic be removed, describing it as the "stupidest thing [he] had ever seen". Hill defied the boss's demands and kept the graphic in place. ITV introduced a score bug at the start of the 1993–94 football season, and the BBC introduced a score bug towards the end of 1993. The concept was introduced to the United States by ABC Sports and ESPN during coverage of the 1994 FIFA World Cup. Their justification for the graphic was to provide a location for a rotating series of sponsor logos, in order to allow matches to air without commercial interruption. With the acquisition of rights to the National Football League (NFL) by BSkyB's American sibling Fox (a fellow venture of Rupert Murdoch), Hill became the first president of Fox Sports. Under Hill's leadership, Fox introduced a version of the score bug branded as the "Fox Box", which was part of its inaugural season of NFL coverage in 1994. Variety criticized it as an "annoying see-through clock and score graphic" and expressed concern for people "who actually watched the beginning of the game and would rather have their screen clear of graphics". Hill even received a death threat from an irate viewer, with a specific emphasis on him being a "foreigner", but the score bug soon became a ubiquitous feature for American football broadcasts, along with almost all American sports broadcasts in the years that followed. Dick Ebersol of NBC Sports initially opposed the idea of a score bug, as he thought that fans would dislike seeing more graphics on the screen and would change the channel from blowout games if the score was constantly being displayed. Since the 2010s, the on-air design and positioning of some score bugs have been influenced by the needs of Internet video (especially when viewing an event on devices with smaller screens), including bugs noticeably larger than prior iterations designed with television viewing in mind, or designs primarily kept towards the bottom-center of the screen (easing the ability for the bug to remain visible when highlights are cropped for square videos posted on social media). == Details == Score bugs used in team sports typically include the names of both teams, an abbreviation of the team's name, and/or the team's logo; for individual sports, they include the names of individual competitors. In sports where a game clock or playing periods are used, those are generally also displayed as part of the score bug. Some broadcasts also include teams' win-loss records. In 2024, ESPN experimented with adding a persistent win probability meter to its bug in Major League Baseball, which was based on input from its statisticians. === Variations === In addition to the above information, score bugs in some sports include additional information: In baseball, score bugs display the current inning, number of outs, the pitch clock if applicable, and a graphic displaying which bases are occupied; and usually include names of the current pitcher and batter, the pitcher's pitch count, and the number of balls and strikes accrued by the batter. In basketball, score bugs generally include the shot clock, the number of fouls accrued by each team, and whether a team is in the bonus. In cricket, score bugs often take the form of larger dashboards across the bottom of the screen, displaying the current team up and their number of runs, wickets, and overs, a display showing the runs scored and number of balls faced by the current batting partnership, and statistics for the opposing team's bowler (including the number of wickets scored and runs given up). In American football, score bugs usually include the play clock and the down and distance of the current play; they also incorporate graphics indicating when a penalty flag has been thrown. In ice hockey, score bugs display when a penalty or power play is in effect, and often include the number of shots on goal accrued by each team. In golf, Fox popularized the display of a persistent leaderboard graphic in the bottom-right of the screen, usually displaying the top 5. ==== Racing ==== Telecasts of automobile races often include a score bug with the current positions of participants, statistics such as distance behind the leader, and the remaining distance or number of laps. In the mid-2010s, NASCAR broadcasters such as Fox began to transition from horizontal tickers to vertical leaderboards (also referred to as "pylons", in reference to the physical scoring pylons at). The CW differentiated itself by using a horizontal display that divides the field into multiple columns along the bottom of the screen.

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  • ISO/IEC JTC 1/SC 6

    ISO/IEC JTC 1/SC 6

    ISO/IEC JTC 1/SC 6 Telecommunications and information exchange between systems is a standardization subcommittee of the Joint Technical Committee ISO/IEC JTC 1. It is part of the International Organization for Standardization (ISO) and the International Electrotechnical Commission (IEC), which develops and facilitates standards within the field of telecommunications and information exchange between systems. ISO/IEC JTC 1/SC 6 was established in 1964, following the creation of a Special Working Group under ISO/TC 97 on Data Link Control Procedures and Modem Interfaces. The international secretariat of ISO/IEC JTC 1/SC 6 is the Korean Agency for Technology and Standards (KATS), located in South Korea. == Scope == The scope of ISO/IEC JTC 1/SC 6 is “Standardization in the field of telecommunications dealing with the exchange of information between open systems including system functions, procedures, parameters as well as the conditions for their use. The standardization encompasses protocols and services of lower layers, including physical, data link, network, and transport as well as those of upper layers including but not limited to Directory and ASN.1.” Future Network has recently been added as an important work scope. A considerable part of the work is done in effective cooperation with ITU-T and other standardization bodies including IEEE 802 and Ecma International. == Structure == ISO/IEC JTC 1/SC 6 has three active working groups (WGs), each of which carries out specific tasks in standards development within the field of telecommunications and information exchange between systems. The focus of each working group is described in the group’s terms of reference. Working groups can be established if new working areas arise, or disbanded if the group’s working area is no longer relevant to standardization needs. Active working groups of ISO/IEC JTC 1/SC 6 are: == Collaborations == ISO/IEC JTC 1/SC 6 works in close collaboration with a number of other organizations or subcommittees, both internal and external to ISO or IEC. Organizations internal to ISO or IEC that collaborate with or are in liaison with ISO/IEC JTC 1/SC 6 include: ISO/IEC JTC 1/WG 7, Sensor networks ISO/IEC JTC 1/SC 17, Cards and personal identification ISO/IEC JTC 1/SC 25, Interconnection of information technology equipment ISO/IEC JTC 1/SC 27, IT security techniques ISO/IEC JTC 1/SC 29, Coding of audio, picture, multimedia and hypermedia information ISO/IEC JTC 1/SC 31, Automatic identification and data capture techniques ISO/IEC JTC 1/SC 38, Distributed application platforms & services (DAPS) ISO/TC 68, Financial services ISO/TC 122, Packaging ISO/TC 184/SC 5, Interoperability, integration, and architectures for enterprise systems and automation applications ISO/TC 215, Health Informatics IEC/SC 46A, Coaxial cables IEC/SC 46C, Wires and symmetric cables IEC/TC 48, Electrical connectors and mechanical structures for electrical and electronic equipment IEC/SC 48B, Electrical connectors IEC/TC 65, Industrial-process measurement, control and automation IEC/SC 65C, Industrial networks IEC/TC 86, Fibre optics IEC/SC 86C, Fibre optic systems and active devices IEC/TC 93, Design automation Some organizations external to ISO or IEC that collaborate with or are in liaison to ISO/IEC JTC 1/SC 6 include: European Conference of Postal and Telecommunications Administrations (CEPT) European Organization for Nuclear Research (CERN) European Commission (EC) European Telecommunications Standards Institute (ETSI) Ecma International International Civil Aviation Organization (ICAO) IEEE 802 LMSC (LAN/MAN Standards Committee) Internet Society (ISOC) International Telecommunications Satellite Organization (ITSO) ITU-T Organization for the Advancement of Structured Information Standards (OASIS) NFC Forum MFA Forum United Nations Conference on Trade and Development (UNCTAD) United Nations Economic Commission for Europe (UNECE) Universal Postal Union (UPU) World Meteorological Organization (WMO) CEN/TC 247/WG 4 == Member countries == Countries pay a fee to ISO to be members of subcommittees. The 19 "P" (participating) members of ISO/IEC JTC 1/SC 6 are: Austria, Belgium, Canada, China, Czech Republic, Finland, Germany, Greece, Jamaica, Japan, Kazakhstan, Republic of Korea, Netherlands, Russian Federation, Spain, Switzerland, Tunisia, United Kingdom, and United States. The 31 "O" (observing) members of ISO/IEC JTC 1/SC 6 are: Argentina, Bosnia and Herzegovina, Colombia, Cuba, Cyprus, France, Ghana, Hong Kong, Hungary, Iceland, India, Indonesia, Islamic Republic of Iran, Ireland, Italy, Kenya, Luxembourg, Malaysia, Malta, New Zealand, Norway, Philippines, Poland, Romania, Saudi Arabia, Serbia, Singapore, Slovenia, Thailand, Turkey, and Ukraine. == Published standards == There are 365 published standards under the direct responsibility of ISO/IEC JTC 1/SC 6. Published standards by ISO/IEC JTC 1/SC 6 include:

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  • Digital cassettes

    Digital cassettes

    Digital audio cassette formats introduced to the professional audio and consumer markets: Digital Audio Tape (or DAT) is the most well-known, and had some success as an audio storage format among professionals and "prosumers" before the prices of hard drive and solid-state flash memory-based digital recording devices dropped in the late 1990s. Hard-drive recording has mostly made DAT obsolete, as hard disk recorders offer more editing versatility than tape, and easier importation into digital audio workstations (DAWs) and non-linear video editing (NLE) systems. Digital Compact Cassette was intended as a digital replacement for the mass-market analog cassette tape, but received very little attention or adaptation. Its failure is generally attributed to higher production costs than audio CDs, durability and indifferent reception by consumers. Digital video cassettes include: Betacam IMX (Sony) D-VHS (JVC) D1 (Sony) D2 (Sony) D3 D5 HD Digital-S D9 (JVC) Digital Betacam (Sony) Digital8 (Sony) DV HDV ProHD (JVC) MiniDV MicroMV == Analog cassettes used as digital data storage == Historically, the compact audio cassette which was originally designed for analog storage of music was used as an alternative to disk drives in the late 1970s and early 1980s to provide data storage for home computers. There is a number of unique and incompatible cassette tape data storage formats that all use the same analog compact audio cassette tape media. The ADAT system uses Super VHS tapes to record 8 synchronized digital audiotracks at once. There have also been several audio recording systems that used VHS video recorders as storage devices and video tape transports, generally by encoding the digital data to be recorded into an analog composite video signal (which resembles static) and then recording this to magnetic tape. These systems were often used as "mixdown" recorders, to record the finished mix from a multi-track recorder in preparation for the manufacture of a vinyl record, cassette tape, or CD. An example was the Dbx Model 700. Another example is the Sony PCM adaptor series. Several companies sold VHS backup solutions in the 1980s and 1990s where data was converted to a video image which was then saved onto a VHS tape. the Corvus "Mirror" ( U.S. patent 4380047A ) the Metrum Model 64 on S-VHS tape, the Danmere Backer tape backup system, the Alpha Microsystems Videotrax the Legacy Storage Systems International VAST (Variable Array Storage) the ArVid the Video Backup System Amiga, The S2 VLBI system at three NASA Deep Space Network complexes and over 20 other radio telescopes stores digital data on SVHS tapes.

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  • News ticker

    News ticker

    A news ticker (sometimes called a crawler, crawl, slide, zipper, ticker tape, or chyron) is a horizontal or vertical (depending on the language's writing system) text-based display either in the form of a graphic that typically resides in the lower third of the screen space on a television station or network (usually during news programming) or as a long, thin scoreboard-style display seen around the facades of some offices or public buildings dedicated to presenting headlines or minor pieces of news. It is an evolution of the paper strips tapes, a continuous paper print-out of stock quotes from a printing telegraph which was mainly used to transmit companies' share price information over telegraph lines before the advance of technology in the 1960s. News tickers have been used in Europe in countries such as United Kingdom, Germany and Ireland for some years; they are also used in several Asian countries and Australia. In the United States, tickers were long used on a special event basis by broadcast television stations to disseminate weather warnings, school closings, and election results. Sports telecasts occasionally used a ticker to update other contests in progress before the expansion of cable news networks and the internet for news content. In addition, some ticker displays are used to relay continuous business and financial information. Most tickers are traditionally displayed in the form of scrolling text running from right to left across the screen or building display (or in the opposite direction for right-to-left writing systems such as Arabic script and Hebrew), allowing for headlines of varying degrees of detail; some used by television broadcasters, however, display stories in a static manner (allowing for the seamless switching of each story individually programmed for display) or utilize a "flipping" effect (in which each individual headline is shown for a few seconds before transitioning to the next, instead of scrolling across the screen, usually resulting in a relatively quicker run through of all of the information programmed into the ticker). Since the growth in usage of the World Wide Web, some news tickers have syndicated news stories posted largely on websites of broadcasters or by other independent news agencies. == Current uses == === Television === The presentation of headlines or other information in a news ticker has become a common element of many different news networks. The use of the ticker has differed on a number of channels: News networks and local newscasts commonly use a setup in which news headlines are scrolled across an area near the bottom of the screen, though some variations have formed, such as showing one headline at a time with a scrolling or "flipper" effect. Financial news channels use two or more tickers displaying company shares prices and business headlines. Networks with a focus on sports often use a slightly different system, where scores and statuses of ongoing and finished games are displayed one by one, along with minor sports highlights, statistics and sports news headlines. They are typically divided into categories devoted to specific leagues and events (with college basketball and football usually focusing on the top 25 ranked teams on the AP Poll, occasionally supplemented by sections for specific conferences). Some programs, including news-based programs emphasizing viewer interactivity, or special events, may also use tickers to display messages and reactions from viewers and others that relate to the program. These comments are often sourced from social networking services such as Facebook and Twitter, typically curating comments from a specific page or hashtag. Due to their current prevalence, they have been occasionally been made targets of pranks and vandalism. In one such example, News 14 Carolina allowed viewers to submit relevant information such as school closings or traffic delays via telephone or the Internet that would be incorporated into the ticker; the system was exploited in February 2004 to display humorous and crude messages, including the infamous "All your base are belong to us". Occasionally messages intended for training accidentally end up being put on the live ticker as happened on BBC News in 2022 when "Weather rain everywhere" and "Manchester United are rubbish" appeared on the live news ticker. Some businesses and organizations have utilized tickers intended for relaying weather-related closings as a surreptitious source for free guerrilla marketing, proclaiming they were open rather than closed and giving their phone number if possible, allowing them to 'advertise' on a television station all day for free. Since then, many stations have required pre-registration of businesses or organizations with an authorized representative and a signed affidavit on company letterhead affirming their authenticity, along with filtering out unfamiliar businesses and organizations, before being able to display their closing announcements. Stations also confirm all closings involving school districts with authorized officials to prevent situations in which students either show up to canceled classes in dangerous conditions, or do not attend school due to an erroneous, prank-submitted, or false listing. === On personal computers === Various applications have been developed over time to install news tickers on personal computer desktops using RSS feeds from news organizations, which are displayed in a fashion similar to those used by television channels but enable the user to access to underlying news stories, a feature not offered by traditional television channels. The Bloomberg Terminal and other financial information-tracking programs and devices also utilize tickers. A ticker may also be used as an unobtrusive method by businesses in order to deliver important information to their staff. The ticker can be set to reappear, stay on screen, or be put into a retractable mode (where a small tab is left visible on-screen). In the United Kingdom, broadcasters have stopped using this technology as other forms of communications have become available and increased in popularity. BBC News and Sky News discontinued their respective desktop tickers in March 2011 and 2012 to focus on other products, such as smartphone applications, to deliver updated information on breaking news and sport stories. === News tickers on buildings === Since the advent of the telegraph, newspapers commonly used their buildings to share the latest headlines. At first simple chalkboard signs were used for bulletins, but limelight illumination, electric lights, magic lantern projections, and other novel techniques were later employed. The method of using electric lights to spell out moving letters was invented by Frank C. Reilly (August 20, 1888 – April 10, 1947) and patented in 1923. Reilly called his invention the Motograph News Bulletin. In 1928, The New York Times installed a Motograph News Bulletin to display news headlines on the sides of Times Tower. The display was 388 feet (118 m) long, 5 feet (1.5 m) high, and employed over 14,800 light bulbs. Popularly known as the "Zipper", the sign remained in use until the building was sold in 1961. The sign was darkened during World War II to comply with wartime lighting restrictions. The Motograph operated until 1994 and was replaced by an electronic version in 1995, which was in turn removed in 2017 due to the replacement of all individual screens on the front of One Times Square with a 350 foot (110 m)-tall LED billboard in 2018. Ticker displays appear today on the exterior of the News Corp Building, which houses the headquarters for Fox News Channel/News Corp in the west extension of Manhattan's Rockefeller Center, as well as one that displays delayed stock market data that is located in Times Square. NASDAQ itself features a large display screen on the facade of the NASDAQ MarketSite building in Times Square. The Reuters buildings at Canary Wharf and in Toronto have news and stock tickers; the latter type features market data for the New York Stock Exchange, NASDAQ and London Stock Exchange, while the Toronto building's ticker also includes quotes from the Toronto Stock Exchange. A red-LED ticker was added to the perimeter of 10 Rockefeller Center in 1994, as the building was being renovated to accommodate the studios for NBC's Today. Placed at the juncture of the first and second floors, the ticker is visible to spectators in Rockefeller Plaza and passersby on West 49th Street and updates continuously, even at times when Today is not being produced and broadcast. As of 2015, the ticker strip is only a small part of a large two-floor LCD video display that is placed within the window of the studio showing promotional information. The Martin Place Headquarters of Seven News, the news division of Australian television broadcaster Seven Network, also incorporates a ticker that wraps around the building. == In popular culture == The use of new

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  • Lessac Technologies

    Lessac Technologies

    Lessac Technologies, Inc. (LTI) is an American firm which develops voice synthesis software, licenses technology and sells synthesized novels as MP3 files. The firm currently has seven patents granted and three more pending for its automated methods of converting digital text into human-sounding speech, more accurately recognizing human speech and outputting the text representing the words and phrases of said speech, along with recognizing the speaker's emotional state. The LTI technology is partly based on the work of the late Arthur Lessac, a Professor of Theater at the State University of New York and the creator of Lessac Kinesensic Training, and LTI has licensed exclusive rights to exploit Arthur Lessac's copyrighted works in the fields of speech synthesis and speech recognition. Based on the view that music is speech and speech is music, Lessac's work and books focused on body and speech energies and how they go together. Arthur Lessac's textual annotation system, which was originally developed to assist actors, singers, and orators in marking up scripts to prepare for performance, is adapted in LTI's speech synthesis system as the basic representation of the speech to be synthesized (Lessemes), in contrast to many other systems which use a phonetic representation. LTI's software has two major components: (1) a linguistic front-end that converts plain text to a sequence of prosodic and phonosensory graphic symbols (Lessemes) based on Arthur Lessac's annotation system, which specify the speech units to be synthesized; (2) a signal-processing back-end that takes the Lessemes as acoustic data and produces human-sounding synthesized speech as output, using unit selection and concatenation. LTI's text-to-speech system came in second in the world-wide Blizzard Challenge 2011 and 2012. The first-place team in 2011 also employed LTI's "front-end" technology, but with its own back-end. The Blizzard Challenge, conducted by the Language Technologies Institute of Carnegie Mellon University, was devised as a way to evaluate speech synthesis techniques by having different research groups build voices from the same voice-actor recordings, and comparing the results through listening tests. LTI was founded in 2000 by H. Donald Wilson (chairman), a lawyer, LexisNexis entrepreneur and business associate of Arthur Lessac; and Gary A. Marple (chief inventor), after Marple suggested that Arthur Lessac's kinesensic voice training might be applicable to computational linguistics. After Wilson's death in 2006, his nephew John Reichenbach became the firm's CEO.

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  • Single address space operating system

    Single address space operating system

    In computer science, a single address space operating system (or SASOS) is an operating system that provides only one globally shared address space for all processes. In a single address space operating system, numerically identical (virtual memory) logical addresses in different processes all refer to exactly the same byte of data. In a traditional OS with private per-process address space, memory protection is based on address space boundaries ("address space isolation"). Single address-space operating systems make translation and protection orthogonal, which in no way weakens protection. The core advantage is that pointers (i.e. memory references) have global validity, meaning their meaning is independent of the process using it. This allows sharing pointer-connected data structures across processes, and making them persistent, i.e. storing them on backup store. Some processor architectures have direct support for protection independent of translation. On such architectures, a SASOS may be able to perform context switches faster than a traditional OS. Such architectures include Itanium, and Version 5 of the Arm architecture, as well as capability architectures such as CHERI. A SASOS should not be confused with a flat memory model, which provides no address translation and generally no memory protection. In contrast, a SASOS makes protection orthogonal to translation: it may be possible to name a data item (i.e. know its virtual address) while not being able to access it. SASOS projects using hardware-based protection include the following: Angel IBM i (formerly called OS/400) Iguana at NICTA, Australia Mungi at NICTA, Australia Nemesis Opal Scout Sombrero Related are OSes that provide protection through language-level type safety: Br1X Genera JX a research Java OS Phantom OS Singularity Theseus OS Torsion

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  • Comparison of JavaScript-based web frameworks

    Comparison of JavaScript-based web frameworks

    This is a comparison of web frameworks for front-end web development that are reliant on JavaScript code for their behavior. == General information == == High-level framework comparison == JavaScript-based web application frameworks, such as React and Vue, provide extensive capabilities but come with associated trade-offs. These frameworks often extend or enhance features available through native web technologies, such as routing, component-based development, and state management. While native web standards, including Web Components, modern JavaScript APIs like Fetch and ES Modules, and browser capabilities like Shadow DOM, have advanced significantly, frameworks remain widely used for their ability to enhance developer productivity, offer structured patterns for large-scale applications, simplify handling edge cases, and provide tools for performance optimization. Frameworks can introduce abstraction layers that may contribute to performance overhead, larger bundle sizes, and increased complexity. Modern frameworks, such as React 18 and Vue 3, address these challenges with features like concurrent rendering, tree-shaking, and selective hydration. While these advancements improve rendering efficiency and resource management, their benefits depend on the specific application and implementation context. Lightweight frameworks, such as Svelte and Preact, take different architectural approaches, with Svelte eliminating the virtual DOM entirely in favor of compiling components to efficient JavaScript code, and Preact offering a minimal, compatible alternative to React. Framework choice depends on an application’s requirements, including the team’s expertise, performance goals, and development priorities. A newer category of web frameworks, including enhance.dev, Astro, and Fresh, leverages native web standards while minimizing abstractions and development tooling. These solutions emphasize progressive enhancement, server-side rendering, and optimizing performance. Astro renders static HTML by default while hydrating only interactive parts. Fresh focuses on server-side rendering with zero runtime overhead. Enhance.dev prioritizes progressive enhancement patterns using Web Components. While these tools reduce reliance on client-side JavaScript by shifting logic to build-time or server-side execution, they still use JavaScript where necessary for interactivity. This approach makes them particularly suitable for performance-critical and content-focused applications. == Features == == Browser support ==

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  • Democratization of technology

    Democratization of technology

    Democratization of technology is the process by which access to technology rapidly extends to an ever-broader audience, especially from a select group of people to the average public. New technologies and improved user experiences have empowered those outside of the technical industry to access and use technological products and services. At an increasing scale, consumers have greater access to use and purchase technologically sophisticated products, as well as to participate meaningfully in the development of these products. Industry innovation and user demand have been associated with more affordable, user-friendly products. This is an ongoing process, beginning with the development of mass production and increasing dramatically as digitization became commonplace. Thomas Friedman argued that the era of globalization has been characterized by the democratization of technology, democratization of finance, and democratization of information. Technology has been critical in the latter two processes, facilitating the rapid expansion of access to specialized knowledge and tools, as well as changing the way that people view and demand such access. A counter argument is that this is just a process of 'massification' - more people can use banks, technology, have access to information, but it does not mean there is any more democratic influence over its production, or that this massification promotes Democracy. == History == Scholars and social critics often cite the invention of the printing press as a major invention that changed the course of history. The force of the printing press rested not in its impact on the printing industry or inventors, but on its ability to transmit information to a broader public by way of mass production. This event is so widely recognized because of its social impact – as a democratizing force. The printing press is often seen as the historical counterpart to the Internet. After the development of the Internet in 1969, its use remained limited to communications between scientists and within government, although use of email and boards gained popularity among those with access. It did not become a popular means of communication until the 1990s. In 1993 the US federal government opened the Internet to commerce and the creation of HTML formed the basis for universal accessibility. === Major innovations === The Internet has played a critical role in modern life as a typical feature of most Western households, and has been key in the democratization of knowledge. It not only constitutes arguably the most critical innovation in this trend thus far; it has also allowed users to gain knowledge of and access to other technologies. Users can learn of new developments more quickly, and purchase high-tech products otherwise only actively marketed to recognized experts. Social media has also empowered and emboldened users to become contributors and critics of technological developments. Some have argued that cloud computing is having a major effect by allowing users greater access through mobility and pay-as-you-use capacity. The open-source model allows users to participate directly in development of software, rather than indirect participation, through contributing opinions. By being shaped by the user, development is directly responsive to user demand and can be obtained for free or at a low cost. In a comparable trend, arduino and littleBits have made electronics more accessible to users of all backgrounds and ages. The development of 3D printers has the potential to increasingly democratize production. Generative artificial intelligence tools have the potential to democratize the process of innovation by improving the ability of individuals to specify and visualize ideas. The democratization of artificial intelligence refers to the transition from AI as a high-cost, specialized field to one accessible to non-experts and smaller organizations. This process is driven by the release of open-weights models, the availability of cloud computing for model training, and the emergence of no-code development platforms. While early AI development was concentrated within Big Tech firms and elite research universities, the 2020s saw a proliferation of public tools like ChatGPT and repositories such as Hugging Face, which lowered the technical barriers to entry. However, the trend has faced criticism as the "illusion of democratization," as the underlying GPU hardware remains concentrated among a few global providers. == Cultural impact == This trend is linked to the spread of knowledge of and ability to perform high-tech tasks, challenging previous conceptions of expertise. Widespread access to technology, including lower costs, was critical to the transition to the new economy. Similarly, democratization of technology was also fuelled by this economic transition, which produced demands for technological innovation and optimism in technology-driven progress. Since the 1980s, a spreading constructivist conception of technology has emphasized that the social and technical domains are critically intertwined. Scholars have argued that technology is non-neutral, defined contextually and locally by a certain relationship with society. Andrew Feenberg, a central thinker in the philosophy of technology, argued that democratizing technology means expanding technological design to include alternative interests and values. When successful in doing so, this can be a tool for increasing inclusiveness. This also suggests an important participatory role for consumers if technology is to be truly democratic. Feenberg asserts that this must be achieved by consumer intervention in a liberated design process. Improved access to specialized knowledge and tools has been associated with an increase in the "do it yourself" (DIY) trend. This has also been associated with consumerization, whereby personal or privately owned devices and software are also used for business purposes. Some have argued that this is linked to reduced dependence on traditional information technology departments. Astra Taylor, the author of the book The People's Platform: Taking Back Power and Culture in the Digital Age, argues, "The promotion of Internet-enabled amateurism is a lazy substitute for real equality of opportunity." === Industry impact === In some ways, democratization of technology has strengthened this industry. Markets have broadened and diversified. Consumer feedback and input is available at a very low or no cost. However, related industries are experiencing decreased demand for qualified professionals as consumers are able to fill more of their demands themselves. Users of a range of types and status have access to increasingly similar technology. Because of the decreased costs and expertise necessary to use products and software, professionals (e.g. in the audio industry) may experience loss of work. In some cases, technology is accessible but sufficiently complex that most users without specialized training are able to operate it without necessarily understanding how it works. Additionally, the process of consumerization has led to an influx in the number of devices in businesses and accessing private networks that IT departments cannot control or access. While this can lead to lowered operating costs and increased innovation, it is also associated with security concerns that most businesses are unable to address at the pace of the spread of technology. === Political impact === Some scholars have argued that technological change will bring about a third wave of democracy. The Internet has been recognized for its role in promoting increased citizen advocacy and government transparency. Jesse Chen, a leading thinker in democratic engagement technologies, distinguishes the democratizing effects of technology from democracy itself. Chen has argued that, while the Internet may have democratizing effects, the Internet alone cannot deliver democracy at all levels of society unless technologies are purposely designed for the nuances of democracy, specifically the engagement of large groups of people in between elections in and beyond government. The spread of the Internet and other forms of technology has led to increased global connectivity. Many scholars believe that it has been associated in the developing world not only with increased Western influence, but also with the spread of democracy through increased communication, efficiency, and access to information. Scholars have drawn associations between the level of technological connectedness and democracy in many nations. Technology can enhance democracy in the developed world as well. In addition to increased communication and transparency, some electorates have implemented online voting to accommodate an increased number of citizens.

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  • Huroof

    Huroof

    Huroof (Arabic: حروف, lit. 'letters') is an Android kids application produced by the Islamic State, specifically the Islamic States' Al-Himmah Library, which is targeted towards kids in order to teach kids the Arabic alphabet, and to also get kids to support the Islamic State and its practices. == Application == Huroof uses child-like appearances on the main menu, and throughout multiple of Huroof's in-game games for learning the alphabet, a lot of the games reference jihadist concepts, including imagery of weapons (such as missile, tank, cannon, sword,...), 'violent' images, as well as Islamic State imagery, including the flag of the Islamic State, Huroof uses nasheeds from Ajnad Media Foundation for audio production in the app. Reportedly, Huroof was released via Telegram channels of the Islamic State, as well as other file sharing websites. It is not the first moblie app released by Islamic State, but it is the first time they released a moblie application targeting children. === Nasheed game === In the Huroof app, there's a game where you listen to a radio, with the Al-Bayan logo on it, and learn the Arabic alphabet while the nasheed plays. === Writing game === In Huroof, there's a game where you can write out letters of the Arabic alphabet, as well as numbers while a small child tells you what they are. === Letter choosing game === In the app, there's a game they shows you images, and you choose which letter that image/item starts with.

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  • Supercomputer operating system

    Supercomputer operating system

    A supercomputer operating system is an operating system intended for supercomputers. Since the end of the 20th century, supercomputer operating systems have undergone major transformations, as fundamental changes have occurred in supercomputer architecture. While early operating systems were custom tailored to each supercomputer to gain speed, the trend has been moving away from in-house operating systems and toward some form of Linux, with it running all the supercomputers on the TOP500 list in November 2017. In 2021, top 10 computers run for instance Red Hat Enterprise Linux (RHEL), or some variant of it or other Linux distribution e.g. Ubuntu. Given that modern massively parallel supercomputers typically separate computations from other services by using multiple types of nodes, they usually run different operating systems on different nodes, e.g., using a small and efficient lightweight kernel such as Compute Node Kernel (CNK) or Compute Node Linux (CNL) on compute nodes, but a larger system such as a Linux distribution on server and input/output (I/O) nodes. While in a traditional multi-user computer system job scheduling is in effect a tasking problem for processing and peripheral resources, in a massively parallel system, the job management system needs to manage the allocation of both computational and communication resources, as well as gracefully dealing with inevitable hardware failures when tens of thousands of processors are present. Although most modern supercomputers use the Linux operating system, each manufacturer has made its own specific changes to the Linux distribution they use, and no industry standard exists, partly because the differences in hardware architectures require changes to optimize the operating system to each hardware design. == Context and overview == In the early days of supercomputing, the basic architectural concepts were evolving rapidly, and system software had to follow hardware innovations that usually took rapid turns. In the early systems, operating systems were custom tailored to each supercomputer to gain speed, yet in the rush to develop them, serious software quality challenges surfaced and in many cases the cost and complexity of system software development became as much an issue as that of hardware. In the 1980s the cost for software development at Cray came to equal what they spent on hardware and that trend was partly responsible for a move away from the in-house operating systems to the adaptation of generic software. The first wave in operating system changes came in the mid-1980s, as vendor specific operating systems were abandoned in favor of Unix. Despite early skepticism, this transition proved successful. By the early 1990s, major changes were occurring in supercomputing system software. By this time, the growing use of Unix had begun to change the way system software was viewed. The use of a high level language (C) to implement the operating system, and the reliance on standardized interfaces was in contrast to the assembly language oriented approaches of the past. As hardware vendors adapted Unix to their systems, new and useful features were added to Unix, e.g., fast file systems and tunable process schedulers. However, all the companies that adapted Unix made unique changes to it, rather than collaborating on an industry standard to create "Unix for supercomputers". This was partly because differences in their architectures required these changes to optimize Unix to each architecture. As general purpose operating systems became stable, supercomputers began to borrow and adapt critical system code from them, and relied on the rich set of secondary functions that came with them. However, at the same time the size of the code for general purpose operating systems was growing rapidly. By the time Unix-based code had reached 500,000 lines long, its maintenance and use was a challenge. This resulted in the move to use microkernels which used a minimal set of the operating system functions. Systems such as Mach at Carnegie Mellon University and ChorusOS at INRIA were examples of early microkernels. The separation of the operating system into separate components became necessary as supercomputers developed different types of nodes, e.g., compute nodes versus I/O nodes. Thus modern supercomputers usually run different operating systems on different nodes, e.g., using a small and efficient lightweight kernel such as CNK or CNL on compute nodes, but a larger system such as a Linux-derivative on server and I/O nodes. == Early systems == The CDC 6600, generally considered the first supercomputer in the world, ran the Chippewa Operating System, which was then deployed on various other CDC 6000 series computers. The Chippewa was a rather simple job control oriented system derived from the earlier CDC 3000, but it influenced the later KRONOS and SCOPE systems. The first Cray-1 was delivered to the Los Alamos Lab with no operating system, or any other software. Los Alamos developed the application software for it, and the operating system. The main timesharing system for the Cray 1, the Cray Time Sharing System (CTSS), was then developed at the Livermore Labs as a direct descendant of the Livermore Time Sharing System (LTSS) for the CDC 6600 operating system from twenty years earlier. In developing supercomputers, rising software costs soon became dominant, as evidenced by the 1980s cost for software development at Cray growing to equal their cost for hardware. That trend was partly responsible for a move away from the in-house Cray Operating System to UNICOS system based on Unix. In 1985, the Cray-2 was the first system to ship with the UNICOS operating system. Around the same time, the EOS operating system was developed by ETA Systems for use in their ETA10 supercomputers. Written in Cybil, a Pascal-like language from Control Data Corporation, EOS highlighted the stability problems in developing stable operating systems for supercomputers and eventually a Unix-like system was offered on the same machine. The lessons learned from developing ETA system software included the high level of risk associated with developing a new supercomputer operating system, and the advantages of using Unix with its large extant base of system software libraries. By the middle 1990s, despite the extant investment in older operating systems, the trend was toward the use of Unix-based systems, which also facilitated the use of interactive graphical user interfaces (GUIs) for scientific computing across multiple platforms. The move toward a commodity OS had opponents, who cited the fast pace and focus of Linux development as a major obstacle against adoption. As one author wrote "Linux will likely catch up, but we have large-scale systems now". Nevertheless, that trend continued to gain momentum and by 2005, virtually all supercomputers used some Unix-like OS. These variants of Unix included IBM AIX, the open source Linux system, and other adaptations such as UNICOS from Cray. By the end of the 20th century, Linux was estimated to command the highest share of the supercomputing pie. == Modern approaches == The IBM Blue Gene supercomputer uses the CNK operating system on the compute nodes, but uses a modified Linux-based kernel called I/O Node Kernel (INK) on the I/O nodes. CNK is a lightweight kernel that runs on each node and supports a single application running for a single user on that node. For the sake of efficient operation, the design of CNK was kept simple and minimal, with physical memory being statically mapped and the CNK neither needing nor providing scheduling or context switching. CNK does not even implement file I/O on the compute node, but delegates that to dedicated I/O nodes. However, given that on the Blue Gene multiple compute nodes share a single I/O node, the I/O node operating system does require multi-tasking, hence the selection of the Linux-based operating system. While in traditional multi-user computer systems and early supercomputers, job scheduling was in effect a task scheduling problem for processing and peripheral resources, in a massively parallel system, the job management system needs to manage the allocation of both computational and communication resources. It is essential to tune task scheduling, and the operating system, in different configurations of a supercomputer. A typical parallel job scheduler has a master scheduler which instructs some number of slave schedulers to launch, monitor, and control parallel jobs, and periodically receives reports from them about the status of job progress. Some, but not all supercomputer schedulers attempt to maintain locality of job execution. The PBS Pro scheduler used on the Cray XT3 and Cray XT4 systems does not attempt to optimize locality on its three-dimensional torus interconnect, but simply uses the first available processor. On the other hand, IBM's scheduler on the Blue Gene supercomputers aims to exploit locality a

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  • FutureMedia

    FutureMedia

    FutureMedia is a program that analyzes the state and future of digital, social, and mobile media. It functions as a collaborative initiative at Georgia Tech and the Georgia Tech Research Institute. FutureMedia consults approximately 500 faculty members working in those fields. == History == In 2019, Future Media expanded into the Direct-To-Consumer market by acquiring Australian watchmaker Oak & Jackal. == Programs == === FutureMedia Fest === The organization most recently hosted FutureMedia Fest 2010, a four-day conference (Oct 4–7, 2010) with a keynote addresses from Michael Jones, the chief technology advocate at Google. The event featured panels, workshops, and technology demonstrations. === FutureMedia Outlook === Contemporaneous with FutureMedia Fest 2010, the organization released the FutureMedia Outlook, an analysis of the future of media, concentrating on six major trends in those fields, including information overload, personalization, data integrity, an expectation of multimedia, augmented reality, and collaborative software.

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  • Hype (marketing)

    Hype (marketing)

    Hype in marketing is a strategy of using extreme publicity. Hype as a modern marketing strategy is closely associated with social media. Marketing through hype often uses artificial scarcity to induce demand. Consumers of hyped products often participate as a form of conspicuous consumption to signify characteristics about themselves. Hype allows brands to promote their image above the actual quality of the product. Streetwear brands have collaborated with luxury fashion to justify charging premium prices for their goods. As an example, fashion label Vetements used social media channels to promote a limited-edition hoodie which sold 500 units in hours, recording sales of €445,000. When hype marketing is used to drive demand for limited-edition goods, consumers sometimes attempt resell those good on secondary markets for a profit (comparable to ticket scalping). The resale market is a $24 billion industry. == Method == Luxury brands may release products as a collaborate with ready-made garment brands as a way to build hype. Collaborations have been used by some luxury brands to circumvent fast fashion brands copying their designs. NYU Professor Adam Alter says that for an established brand to create a scarcity frenzy, they need to release a limited number of different products, frequently. Hype is often built via Pop-up retail. Comme des Garçons was one of the first to use this strategy, leasing a short-term vacant shop solved the storage problems of releasing product for quick sale. Hype campaigns also rely on influencer marketing, where brands enlist creators whose parasocial relationships with their followers help convert audience attention into demand for limited releases. == In popular culture == The term 'hypebeast' has been coined to define consumers vulnerable to hype marketing. The origins of the term come from the Hong Kong-based company Hypebeast. The behaviours of the hypebeast define hype marketing; the purchase of popular goods they can't afford to impress others. Hype also manifests itself in queues with brands often retailing hyped products through pop-up stores. Many luxury brands release hyped products via their online shop. This has led to the creation of companies that allow consumers to use bots to guarantee or improve their chances of purchasing a limited-edition product.

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  • Pocket (service)

    Pocket (service)

    Pocket, formerly known as Read It Later, was a social bookmarking service for storing, sharing and discovering web bookmarks, first released in 2007. Mozilla, the developer of Pocket, announced in May 2025 that it was discontinuing the service and would shut it down in July of that year. == History == Pocket was introduced in August 2007 as a Mozilla Firefox browser extension named Read It Later by Nathan (Nate) Weiner. Once his product was used by millions of people, he moved his office to Silicon Valley and four other people joined the Read It Later team. Weiner's intention was for the application to be like a TiVo directory for web content and to give users access to that content on any device. Read It Later obtained venture capital investments of US$2.5 million in 2011 and $5.0 million in 2012. The 2011 funding came from Foundation Capital, Baseline Ventures, Google Ventures, Founder Collective and unnamed angel investors. The company rejected an acquisition offer by Evernote after showing concerns that Evernote intended to shut down the Read It Later service and amalgamate its functionality into Evernote's main service. Initially, the Read It Later app was available in a free version and a paid version that included additional features. After the rebranding to Pocket, all paid features were made available in a free and advertisement-free app. In May 2014, a paid subscription service called Pocket Premium was introduced, adding server-side storage of articles and more powerful search tools. In June 2015, Pocket was included in Firefox, via a toolbar button and link to a user's Pocket list in the bookmark's menu. The integration was controversial, as users displayed concerns for the direct integration of a proprietary service into an open source application, and that it could not be completely disabled without editing advanced settings, unlike other third-party extensions. A Mozilla spokesperson stated that the feature was meant to leverage the service's popularity among Firefox users and clarified that all code related to the integration was open source. The spokesperson added that "[Mozilla had] gotten lots of positive feedback about the integration from users". On February 27, 2017, Pocket announced that it had been acquired by Mozilla Corporation, the commercial arm of Firefox's non-profit development group. Mozilla staff stated that Pocket would continue to operate as an independent subsidiary but that it would be leveraged as part of an ongoing "Context Graph" project. There were plans to open-source the server-side code of Pocket, though only parts of the project had been open-sourced as of 2024. On May 22, 2025, Mozilla announced that it would shut down Pocket on July 8, 2025. Exports of user data would be available until October 8, 2025, when accounts would be deleted. The email newsletter Pocket Hits was rebranded as Ten Tabs on June 12 as part of the closure, with it being changed to release only on weekdays. == Functions == The application allows the user to save an article or web page to remote servers for later reading. The article is sent to the user's Pocket list (synced to all of their devices) for offline reading. Pocket makes the article more readable by removing clutter and enabling the user to add tags and adjust text settings. == User base == The application had 17 million users and 1 billion saves, as of September 2015. Pocket was listed among Time magazine's 50 Best Android Applications for 2013. == Reception == Kent German of CNET said that "Read It Later is oh so incredibly useful for saving all the articles and news stories I find while commuting or waiting in line." Erez Zukerman of PC World said that supporting the developer is enough reason to buy what he deemed a "handy app". Bill Barol of Forbes said that although Read It Later works less well than Instapaper, "it makes my beloved Instapaper look and feel a little stodgy." In 2015, Pocket was awarded a Material Design Award for Adaptive Layout by Google for their Android application.

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  • Contact cleaner

    Contact cleaner

    Contact cleaner, also known as switch-cleaner, is any of various chemicals, or mixtures of chemicals, intended to remove or prevent the build-up of oxides or other unwanted substances on the conductive surfaces of connectors, switches, and other electronic components with moving surface-contacts, and thus reduce the contact resistance encountered. The use of contact cleaner can help to minimize the wetting current across a pair of contacts. An example of a simple contact cleaner is isopropyl alcohol Some contact cleaners are designed to evaporate completely and rapidly, leaving no residue. Others may contain lubricants. Lubricants themselves should not necessarily be used as contact cleaners, especially if they are designed to leave an unsuitable residue. However, appropriate lubricants may work well as contact cleaners.

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  • General-Purpose Serial Interface

    General-Purpose Serial Interface

    General-Purpose Serial Interface, also known as GPSI, 7-wire interface, or 7WS, is a 7 wire communications interface. It is used as an interface between Ethernet MAC and PHY blocks. Data is received and transmitted using separate data paths (TXD, RXD) and separate data clocks (TXCLK, RXCLK). Other signals consist of transmit enable (TXEN), receive carrier sense (CRS), and collision (COL).

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