AI Headshot Improver

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  • Confidential computing

    Confidential computing

    Confidential computing is a security and privacy-enhancing computational technique focused on protecting data in use. Confidential computing can be used in conjunction with storage and network encryption, which protect data at rest and data in transit respectively. It is designed to address software, protocol, cryptographic, and basic physical and supply-chain attacks, although some critics have demonstrated architectural and side-channel attacks effective against the technology. The technology protects data in use by performing computations in a hardware-based trusted execution environment (TEE). Confidential data is released to the TEE only once it is assessed to be trustworthy. Different types of confidential computing define the level of data isolation used, whether virtual machine, application, or function, and the technology can be deployed in on-premise data centers, edge locations, or the public cloud. It is often compared with other privacy-enhancing computational techniques such as fully homomorphic encryption, secure multi-party computation, and Trusted Computing. Confidential computing is promoted by the Confidential Computing Consortium (CCC) industry group, whose membership includes major providers of the technology. == Properties == Trusted execution environments (TEEs) "prevent unauthorized access or modification of applications and data while they are in use, thereby increasing the security level of organizations that manage sensitive and regulated data". Trusted execution environments can be instantiated on a computer's processing components such as a central processing unit (CPU) or a graphics processing unit (GPU). In their various implementations, TEEs can provide different levels of isolation including virtual machine, individual application, or compute functions. Typically, data in use in a computer's compute components and memory exists in a decrypted state and can be vulnerable to examination or tampering by unauthorized software or administrators. According to the CCC, confidential computing protects data in use through a minimum of three properties: Data confidentiality: "Unauthorized entities cannot view data while it is in use within the TEE". Data integrity: "Unauthorized entities cannot add, remove, or alter data while it is in use within the TEE". Code integrity: "Unauthorized entities cannot add, remove, or alter code executing in the TEE". In addition to trusted execution environments, remote cryptographic attestation is an essential part of confidential computing. The attestation process assesses the trustworthiness of a system and helps ensure that confidential data is released to a TEE only after it presents verifiable evidence that it is genuine and operating with an acceptable security posture. It allows the verifying party to assess the trustworthiness of a confidential computing environment through an "authentic, accurate, and timely report about the software and data state" of that environment. "Hardware-based attestation schemes rely on a trusted hardware component and associated firmware to execute attestation routines in a secure environment". Without attestation, a compromised system could deceive others into trusting it, claim it is running certain software in a TEE, and potentially compromise the confidentiality or integrity of the data being processed or the integrity of the trusted code. == Technical approaches == Technical approaches to confidential computing may vary in which software, infrastructure and administrator elements are allowed to access confidential data. The "trust boundary," which circumscribes a trusted computing base (TCB), defines which elements have the potential to access confidential data, whether they are acting benignly or maliciously. Confidential computing implementations enforce the defined trust boundary at a specific level of data isolation. The three main types of confidential computing are: Virtual machine isolation Application isolation, also known as process isolation Function isolation, also known as library isolation Virtual machine isolation removes the elements controlled by the computer infrastructure or cloud provider, but allows potential data access by elements inside a virtual machine running on the infrastructure. Application or process isolation permits data access only by authorized software applications or processes. Function or library isolation is designed to permit data access only by authorized subroutines or modules within a larger application, blocking access by any other system element, including unauthorized code in the larger application. == Threat model == As confidential computing is concerned with the protection of data in use, only certain threat models can be addressed by this technique. Other types of attacks are better addressed by other privacy-enhancing technologies. === In scope === The following threat vectors are generally considered in scope for confidential computing: Software attacks: including attacks on the host’s software and firmware. This may include the operating system, hypervisor, BIOS, other software and workloads. Protocol attacks: including "attacks on protocols associated with attestation as well as workload and data transport". This includes vulnerabilities in the "provisioning or placement of the workload" or data that could cause a compromise. Cryptographic attacks: including "vulnerabilities found in ciphers and algorithms due to a number of factors, including mathematical breakthroughs, availability of computing power and new computing approaches such as quantum computing". The CCC notes several caveats in this threat vector, including relative difficulty of upgrading cryptographic algorithms in hardware and recommendations that software and firmware be kept up-to-date. A multi-faceted, defense-in-depth strategy is recommended as a best practice. Basic physical attacks: including cold boot attacks, bus and cache snooping and plugging attack devices into an existing port, such as a PCI Express slot or USB port. Basic upstream supply-chain attacks: including attacks that would compromise TEEs through changes such as added debugging ports. The degree and mechanism of protection against these threats varies with specific confidential computing implementations. === Out of scope === Threats generally defined as out of scope for confidential computing include: Sophisticated physical attacks: including physical attacks that "require long-term and/or invasive access to hardware" such as chip scraping techniques and electron microscope probes. Upstream hardware supply-chain attacks: including attacks on the CPU manufacturing process, CPU supply chain in key injection/generation during manufacture. Attacks on components of a host system that are not directly providing the capabilities of the trusted execution environment are also generally out-of-scope. Availability attacks: confidential computing is designed to protect the confidentiality and integrity of protected data and code. It does not address availability attacks such as Denial of Service or Distributed Denial of Service attacks. == Use cases == Confidential computing can be deployed in the public cloud, on-premise data centers, or distributed "edge" locations, including network nodes, branch offices, industrial systems and others. === Data privacy and security === Confidential computing protects the confidentiality and integrity of data and code from the infrastructure provider, unauthorized or malicious software and system administrators, and other cloud tenants, which may be a concern for organizations seeking control over sensitive or regulated data. The additional security capabilities offered by confidential computing can help accelerate the transition of more sensitive workloads to the cloud or edge locations. === Multi-party analytics === Confidential computing can enable multiple parties to engage in joint analysis using confidential or regulated data inside a TEE while preserving privacy and regulatory compliance. In this case, all parties benefit from the shared analysis, but no party's sensitive data or confidential code is exposed to the other parties or system host. Examples include multiple healthcare organizations contributing data to medical research, or multiple banks collaborating to identify financial fraud or money laundering. Oxford University researchers proposed the alternative paradigm called "Confidential Remote Computing" (CRC), which supports confidential operations in Trusted Execution Environments across endpoint computers considering multiple stakeholders as mutually distrustful data, algorithm and hardware providers. === Confidential generative AI === Confidential computing technologies can be applied to various stages of a generative AI deployments to help increase data or model privacy, security, and regulatory compliance. TEEs and remote attestation can protect the integrity of data during AI model training, keep

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  • Digital classics

    Digital classics

    Digital classics is the application of the tools of digital humanities to the field of classics, or more broadly to the study of the ancient world. == History == Classics was one of the first of the humanities disciplines to adopt computing approaches; the first references to the use of computing in the classical humanities date to the early 1960s, which might be surprising considering the reputation of the discipline as old-fashioned and stuffily traditionalist. Major projects such as the Thesaurus Linguae Graecae, founded in 1972, and the text collections of the Packard Humanities Institute set the trend, and there are still a significantly large number of ancient world projects among Humanities Computing projects today. Also, the success of traditional scholarly publications in digital guises, such as seen in the Bryn Mawr Classical Review, and the early adoption of hypertext in high profile projects like the Perseus Digital Library helped to legitimize computing in the study of classics in ways that has not always been the case in other areas of the humanities. This apparent paradox may be as a result of the many methodologies and different sources of evidence that classicists have always had to embrace, from literary sources and linguistics, to art history and archaeology, history, philosophy, religious theory, ancient documents such as inscriptions and papyri, and so forth. The fragmentary nature of many of the texts and languages of the ancient world, the scattered evidence from the material culture of ancient Greece and Rome, and the necessity to evaluate all these varieties of evidence in context are particularly likely to benefit from digital approaches such as databases, text markup, image manipulation and machine learning. == Digital classics projects == There are currently several major projects that aim to encourage and develop digital approaches to classical scholarship. The Stoa Consortium at the University of Kentucky distributes news of the discipline, and serves as a peer-reviewed electronic publication venue, and encourages open source approaches to digital classics. The Perseus Project is a digital library that also provides a collection of digital texts and analysis tools to the public; principally (but not exclusively) classical. Digital Classicist is another project and community which shares information and advice about the digital humanities applied to the field of classics. Epigraphy.info is an international open community pursuing a collaborative environment for digital epigraphy. The Liverpool Classics Mailing List is a project which can be subscribed to in which one receives email regarding Classics events around the world, as well as call for papers, studentships and public lectures.

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  • MicroTCA

    MicroTCA

    MicroTCA (short for Micro Telecommunications Computing Architecture, also: μTCA) is a modular, open standard, created and maintained by the PCI Industrial Computer Manufacturers Group (PICMG). It provides the electrical, mechanical, thermal and management specifications to create a switched fabric computer system, using Advanced Mezzanine Cards (AMC), connected directly to a backplane. MicroTCA is a descendant of the AdvancedTCA standard. == History == The rapid expansion of mobile telecommunications and their associated services (such as text messages) at the beginning of the millennium increased the demand of processing power in telecommunication systems. The existing "carrier grade" (see RAS) computing architectures were not fit to house the high performance processors of the time. In order to answer those demands, about 100 companies worked together in PICMG, resulting in the Advanced Telecommunications Architecture (AdvancedTCA, ATCA), published in 2002. After the introduction of AdvancedTCA, a standard was developed, to cater towards smaller telecommunications systems at the edge of the network. This standard was geared towards a more compact, less expensive systems, without cutting back on reliability or data throughput. This standard, called MicroTCA, was ratified 2006. MicroTCA systems migrated after its release into non-telecommunication sectors, like defence, avionics and science. This resulted in extensions to the base-standard, called modules. == Modules == === MicroTCA.0 === The base-specification for properties common to all other modules, ratified July 6, 2006. This includes: Mechanical specifications, like possible dimensions of card cages, backplanes and supported AMC-modules Electrical specifications, like power distribution and interface layout Thermal specifications, like possible cooling layouts or available cooling power Management specifications A second revision of the base-specifications was ratified January 16, 2020, containing some corrections, as well as alterations, necessary to implement higher speed Ethernet fabrics, like 10GBASE-KR and 40GBASE-KR4. === MicroTCA.1 === This module adds specifications for ruggedized systems, using forced air for cooling. Possible scenarios for MicroTCA.1-based systems include outside plant telecom, industrial and aerospace environments === MicroTCA.2 === This module adds specifications for more stringent requirements with regards to temperature, shock, vibration and other environmental conditions. These specifications are geared towards use in outside plant telecom, machine and transport industry, as well as military airborne, shipboard and ground mobile equipment. MicroTCA.2 allows the use of air- and conduction-cooled AMC-modules. === MicroTCA.3 === This module adds specifications for even more stringent requirements with regards to temperature, shock, vibration and other environmental conditions. These specifications are geared towards use in outside plant telecom, machine and transport industry, as well as military airborne, shipboard and ground mobile equipment. MicroTCA.3 requires the use of conduction-cooled AMC-modules. === MicroTCA.4 === This module extends the AMC with a Rear Transition Module (RTM), increasing PCB-space and modularity. AMC and RTM are connected with a connector, located in zone 3, defined in MicroTCA.0. These specifications are geared towards use in large-scale scientific devices, like particle accelerators or telescopes. == Components of MicroTCA == === Card Cage === The card cage (also: shelf, crate) houses all the other components and as such has two primary functions: Provide mechanical stability to the other components Ensure sufficient cooling There exist a wide array of card cages. They usually differ in: the type of modules they support (MTCA.0, MTCA.1, ...) the number of slots they provide (typically between 2 and 12) the architecture of the installed backplane (see below) the cooling scheme they use (i.e. airflow front-to-back, bottom-to-top, side-to-side, conductive,...) === Backplane === The backplane is a printed circuit board, mounted directly into the card cage. It connects all other components of a MicroTCA system to each other and provides power, data access and management access to them. Two types of power are distributed over the backplane, Management Power (+3.3 V) and Payload Power (+12 V). Unlike typical backplanes, where power is distributed to all components via a common "powerplane" in the PCB, on a MicroTCA backplane, Management and Payload Power are distributed to each component individually. While Management Power is provided to each module connected to a powered backplane, Payload Power has to be granted by the MicroTCA Carrier Hub (MCH), after ensuring that the module is MicroTCA-compatible. The standard defines various communication buses, which the backplane can/should provide: Gigabit Ethernet IPMI SATA Fat pipe (can be used for PCIe, SRIO or 10G/40G Ethernet) Point to Point Links Clocks JTAG === Cooling Unit === The Cooling Unit (CU) provides controlled air flow in air-flow-cooled card cages. It usually consists of an array of fans and a controller, which is connected to the backplane. The MicroTCA Carrier Hub (MCH) can read-out temperature sensors (if present) and fan speed, as well as change fan speed via IPMI. The Cooling Unit is usually fitted to a specific card cage. Some CUs are easily detachable (i.e. for cleaning or replacement), while other card cages come with integrated, non-detachable CUs. === Power Module === The Power Module (PM, also: Power Supply) converts the AC power from the power line to the +3.3 V Management Power (MP) and +12 V Payload Power (PP), both of which are DC. There exist a variety of power modules, which differ in: form factor (i.e. double width, single width) input voltage (110 V, 220 V, both) output power (i.e. 600 W, 1000 W) The power module senses the presence of a module in a slot via a specified pin in the module connector, and immediately provides that module with management power. Payload power is managed by the MicroTCA Carrier Hub (MCH), which communicates with the power module via IPMI. The power module uses its own type of connector, and can thus only be installed into designated slots, which in turn can't carry any other type of module. Some card cages provide an additional power module slot for redundancy. In such a case, one slot is the primary, which will provide power by default, and the other one is secondary, providing power only, if the primary does not. === MicroTCA Carrier Hub === The MicroTCA Carrier Hub (MCH) is the central managing device of a MicroTCA card cage. It manages power distribution and cooling. It usually also provides Gigabit Ethernet and/or PCIe/Serial RapidIO switching. Some MCHs additionally provide clocking. As the name indicates, they are the hub of various star topologies (i.e. for Ethernet, PCIe) on the backplane and thus require dedicated slot(s). Some backplanes support two MCHs for redundancy. In this case there are two MCH slots, with one being designated primary, and one secondary. === Advanced Mezzanine Card === Advanced Mezzanine Card (AMC) is a standard for hot-pluggable PCBs. It was originally developed to be used in AdvancedTCA systems. The standard specifies: the dimensions of the PCB with two width variants (single, double) and three height variants (Compact, Mid-size, Full) type, location and orientation of connectors (i.e. Zone 1, 2, 3) There is a huge variation of functionalities, an AMC can fulfill: Computing (i.e. a module with CPU, RAM, SSD and on-board graphics) Storage (i.e. SSD carrier) Graphics card FPGA card (i.e. for signal processing) FMC carrier Digitizer card (Analog-Digital and Digital-Analog Conversion) Clocking and Triggering and others === Rear Transition Module (MTCA.4 only) === The Rear Transition Module (RTM) was added in the MicroTCA.4 standard. It is connected directly to an AMC via a connector, located in zone 3, requiring a double width AMC and RTM. An RTM has about the same dimensions, as an AMC, basically doubling the available PCB-space per slot in an MTCA.4 card cage. Its power is provided by the AMC. Thus an RTM can not operate on its own, but requires a paired AMC. The zone 3 connector is electrically free configurable, making it possible, that a mechanically fitting AMC-RTM pair is electrically incompatible. To avoid damage due to that incompatibility, a mechanical code-pin was added to MTCA.4-compatible AMCs and RTMs, mechanically preventing the installation of an electrically incompatible RTM to an AMC. The functionality of RTMs includes, but is not limited to: RF-signal pre-/post-processing (i.e. filtering, Up-/Down-conversion, Vector De-/Modulation) Digital signal pre-/post-processing Clock-generation/-distribution Device interfaces Date storage CPU (only MCH-RTM)

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  • Digital asset

    Digital asset

    A digital asset is anything that exists only in digital form and comes with a distinct usage right or distinct permission for use. Data that do not possess those rights are not considered assets. Digital assets include, but are not limited to: digital documents, audio content, motion pictures, and other relevant digital data currently in circulation or stored on digital appliances, such as personal computers, laptops, portable media players, tablets, data storage devices, and telecommunication devices. This encompasses any apparatus that currently exists or will exist as technology progresses to accommodate the conception of new modalities capable of carrying digital assets. This holds true regardless of the ownership of the physical device on which the digital asset is located. == Types == Types of digital assets include, but are not limited to: software, photography, logos, illustrations, animations, audiovisual media, presentations, spreadsheets, digital paintings, word documents, electronic mails, websites, and various other digital formats with their respective metadata. The number of different types of digital assets is exponentially increasing due to the rising number of devices that leverage these assets, such as smartphones, serving as conduits for digital media. In Intel's presentation at the 'Intel Developer Forum 2013,' they introduced several new types of digital assets related to medicine, education, voting, friendships, conversations, and reputation, among others. == Digital asset management system == A digital asset management (DAM) is an integrated structure that combines software, hardware, and/or other services to manage, store, ingest, organize, and retrieve digital assets. These systems enable users to find and use content when needed. == Digital asset metadata == Metadata is data about other data. Any structured information that defines a specification of any form of data is referred to as metadata. Metadata is also a claimed relationship between two entities, often used to establish connections or associations. Librarian Lorcan Dempsey says "Think of metadata as data which removes from a user (human or machine) the need to have full advance knowledge of the existence or characteristics of things of potential interest in the environment". At first, the term metadata was used for digital data exclusively, but nowadays metadata can apply to both physical and digital data. Catalogs, inventories, registers, and other similar standardized forms of organizing, managing, and retrieving resources contain metadata. Metadata can be stored and contained directly within the file it refers to or independently from it with the help of other forms of data management such as a DAM system. The more metadata is assigned to an asset the easier it gets to categorize it, especially as the amount of information grows. The asset's value rises the more metadata it has for it becomes more accessible, easier to manage, and more complex. Structured metadata can be shared with open protocols like OAI-PMH to allow further aggregation and processing. Open data sources like institutional repositories have thus been aggregated to form large datasets and academic search engines comprising tens of millions of open access works, like BASE, CORE, and Unpaywall. == Issues == Due to a lack of either legislation or legal precedent, there is limited existing governmental control and regulation surrounding digital assets in the United States and other large economies globally. Many of the control issues relating to access and transferability are maintained by individual companies. Some consequences of this include 'What is to become of the assets once their owner is deceased?' as well as can, and, if so, how, may they be inherited. This subject was broached in a bogus story about Bruce Willis allegedly looking to sue Apple as the end user agreement prevented him from bequeathing his iTunes collection to his children. Another case of this was when a soldier died on duty and the family requested access to the Yahoo! account. When Yahoo! refused to grant access, the probate judge ordered them to give the emails to the family but Yahoo! still was not required to give access. The Music Modernization Act was passed in September 2018 by the U.S. Congress to create a new music licensing system, with the aim to help songwriters get paid more.

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  • N-jet

    N-jet

    An N-jet is the set of (partial) derivatives of a function f ( x ) {\displaystyle f(x)} up to order N. Specifically, in the area of computer vision, the N-jet is usually computed from a scale space representation L {\displaystyle L} of the input image f ( x , y ) {\displaystyle f(x,y)} , and the partial derivatives of L {\displaystyle L} are used as a basis for expressing various types of visual modules. For example, algorithms for tasks such as feature detection, feature classification, stereo matching, tracking and object recognition can be expressed in terms of N-jets computed at one or several scales in scale space.

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  • Nuclear electronics

    Nuclear electronics

    Nuclear electronics is a subfield of electronics concerned with the design and use of high-speed electronic systems for nuclear physics and elementary particle physics research, and for industrial and medical use. Essential elements of such systems include fast detectors for charged particles, discriminators for separating them by energy, counters for counting the pulses produced by individual particles, fast logic circuits (including coincidence and veto gates), for identification of particular types of complex particle events, and pulse height analyzers (PHAs) for sorting and counting gamma rays or particle interactions by energy, for spectral analysis. == Elementary components == Some of the essential components that make up the elements of a nuclear electronic analysis system include: Detectors Bias voltage supplies Preamplifiers Discriminators Coincidence and veto logic gates Counters Pulse height analyzers These elements were originally developed and built in the laboratories of the scientists doing the pioneering work in the field, but are nowadays designed, developed, and manufactured by a variety of specialized vendors: EG&G Ortec Oxford Instruments Stanford Research Systems Tennelec CAEN

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  • Digital media in education

    Digital media in education

    Digital media in education refers to the use of digital technologies to support and enhance teaching and learning processes. This includes the application of multiple digital software applications, devices, and online platforms as tools for learning. Learners interact with these technologies to access, analyze, evaluate, and create media content and communication in various forms. The integration of digital media in education has dramatically increased over time, significantly transforming traditional educational practices. When viewed through a global and inclusive lens, digital education should be guided by principles of equity, inclusion, and public infrastructure to ensure meaningful participation of all learners. == History == === 20th century === Technological advances in the 20th century, particularly the invention of the Internet, laid the foundation for incorporating technology into education. In the early 1900s, the overhead projector and instructional radio broadcasts were among the first technologies used for educational purposes. The introduction of computers in classrooms occurred in 1950, when a flight simulation program was developed to train pilots at the Massachusetts Institute of Technology. However, access to computers remained extremely limited for several decades. In 1964, John Kemeny and Thomas Kurtz developed the BASIC programming language, which simplified computer interaction and introduced time-sharing, enabling multiple users to work on the same system simultaneously. This innovation made computing increasingly accessible for educational settings. By the 1980s, schools began to show more interest in computers as companies released mass-market devices to the public. Networking further enabled the interconnection of computers into unified communication systems, which proved more efficient and cost-effective than previous stand-alone machines. This development prompted wider adoption of computing in educational institutions. The invention of the World Wide Web in 1992 further simplified internet navigation and sparked further interest in educational settings. Initially, computers were integrated into school curricula for tasks such as word processing, spreadsheet creation, and data organization. By the late 1990s, the Internet became a research tool, functioning as a vast library. By 1999, 99% of public school teachers in the United States reported having access to at least one computer in their schools, and 84% had a computer available in their classrooms. The emergence of World Wide Web also contributed to the development of learning management systems (LMS), which allowed educators to create online teaching environments for content storage, student activities, discussions, and assignments. Advances in digital compression and high-speed Internet made video creation and distribution more affordable, fostering the use of the systems designed for recording lectures. These tools were often incorporated into learning management platforms, supporting the expansion of fully online courses. === 21st century === By 2002, the Massachusetts Institute of Technology began offering recorded lectures to the public, marking a significant milestone in the movement toward accessible online education. The launch of YouTube in 2005 further transformed educational content distribution. Educators increasingly uploaded lectures and instructional videos on platforms with initiatives like Khan Academy, which was active in 2006, contributing to You Tube's role as a prominent educational resource. In 2007, Apple launched iTunesU, another platform for sharing educational resources and videos. Meanwhile, learning management systems gained popularity, with Blackboard and Canvas becoming two of the most widely used platforms with Canvas's release in 2008. That same year also marked the introduction of the first Massive Open Online Course (MOOC), which provided open access to webinars and expert-led instructions for global learners. As technology evolved, traditional projectors were gradually replaced by interactive whiteboards, which enabled educators to integrate digital tools more effectively in their classrooms. By 2009, 97% of classrooms in the United States had at least one computer, and 93% had Internet access. The COVID-19 pandemic, which forced schools across the world to close, significantly impacted education with schools shifting to distance education. Students attended classes remotely using devices such as laptops, phones, and tablets, supported by digital platforms that facilitated at-home learning environments. However, adapting assessment methods to the new learning environment posed certain challenges. A study conducted by Eddie M. Mulenga and José M. Marbán on Zambian students during the pandemic revealed difficulties in adapting to digital learning, particularly in subjects like mathematics. Similar issues were reported among students in Romania, where the transition to virtual learning presented significant obstacles in engagement and adaptability. === Post-pandemic developments === In the period following the onset of COVID-19, education systems worldwide rapidly adopted digital solutions to maintain continuity of learning and teaching. By the end of March 2020, all 46 OECD and partners countries closed some or all of their schools nationwide. By June 2020, the length of school closures in these countries ranged from 7 to over 18 weeks. These disruptions in formal education prompted governments and educators to quickly adopt digital learning. This global shift to online education highlighted considerable inequalities in digital access, although many systems struggled with inequitable access, especially in regions lacking devices, stable internet connections, or conducive home learning environments. Stimultaneously, commercial educational technology (ed-tech) companies introduced rapid digital solutions to the disruption caused by the pandemic. This led to what has been described as a "seller's market," where the urgency of implementation may cause the prioritization of availability and scale over pedagogical and equity considerations. In the post-pandemic era, digital media in education continues to evolve. It increasingly intersects with artificial intelligence (AI) technologies such as adaptive learning platforms, AI-enabled content generation, and personalized learning environments. These tools enhance global engagement and access but also raise concerns about infrastructure, inclusivity, ethical implementation as well as critical pedagogies. Scholars recommend that educators and policymakers adopt inclusive practices, prioritize equitable infrastructure, and develop critical digital literacy. Facer and Selwyn also emphasize the need for public digital infrastructure and sustainable and justice-oriented policies that empower all learners. Overall, these perspectives reflect a growing consensus that digital media in education should be implemented critically to promote inclusive, multimodal, and future-oriented learning environments.

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  • Full30

    Full30

    Full30 was an American online video-sharing platform primarily dedicated to firearms and shooting sports-related content. The service was established in 2014 by Tim Harmsen and Mark Hammonds as a result of YouTube's increasing restrictions on gun-related videos. == History == After the 2018 Parkland high school shooting, many companies attempted to distance themselves from any association with the firearms industry. As a result, YouTube began demonetizing and sometimes outright deleting firearms-related videos, and in one case, popular YouTube poster Hickok45's channel was completely deleted but later restored. In response, Harmsen, who operates the Military Arms Channel on YouTube, decided to create his own video-hosting website to allow himself and other firearms content creators a platform free from such restrictions; he named the website Full30 — a reference to the popular 30-round STANAG magazine. In July 2020, site representatives announced the site had new ownership. By the end of 2022, the site began to be redirected to a series of other websites. By 2025, it was largely deactivated with the front page replaced by a form to be filled out to receive "updates", with no other explanation. == Contributors == Hickok45 Military Arms Channel Forgotten Weapons Bavarian Shooter Liberty Doll CloverTac

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  • Discovery system (artificial intelligence)

    Discovery system (artificial intelligence)

    A discovery system is an artificial intelligence system that attempts to discover new scientific concepts or laws. The aim of discovery systems is to automate scientific data analysis and the scientific discovery process. Ideally, an artificial intelligence system should be able to search systematically through the space of all possible hypotheses and yield the hypothesis - or set of equally likely hypotheses - that best describes the complex patterns in data. During the era known as the second AI summer (approximately 1978–1987), various systems akin to the era's dominant expert systems were developed to tackle the problem of extracting scientific hypotheses from data, with or without interacting with a human scientist. These systems included Autoclass, Automated Mathematician, Eurisko, which aimed at general-purpose hypothesis discovery, and more specific systems such as Dalton, which uncovers molecular properties from data. The dream of building systems that discover scientific hypotheses was pushed to the background with the second AI winter and the subsequent resurgence of subsymbolic methods such as neural networks. Subsymbolic methods emphasize prediction over explanation, and yield models which works well but are difficult or impossible to explain which has earned them the name black box AI. A black-box model cannot be considered a scientific hypothesis, and this development has even led some researchers to suggest that the traditional aim of science - to uncover hypotheses and theories about the structure of reality - is obsolete. Other researchers disagree and argue that subsymbolic methods are useful in many cases, just not for generating scientific theories. == Discovery systems from the 1970s and 1980s == Autoclass was a Bayesian Classification System written in 1986 Automated Mathematician was one of the earliest successful discovery systems. It was written in 1977 and worked by generating a modifying small Lisp programs Eurisko was a Sequel to Automated Mathematician written in 1984 Dalton is a still maintained program capable of calculating various molecular properties initially launched in 1983 and available in open source since 2017 Glauber is a scientific discovery method written in the context of computational philosophy of science launched in 1983 == Modern discovery systems (2009–present) == After a couple of decades with little interest in discovery systems, the interest in using AI to uncover natural laws and scientific explanations was renewed by the work of Michael Schmidt, then a PhD student in Computational Biology at Cornell University. Schmidt and his advisor, Hod Lipson, invented Eureqa, which they described as a symbolic regression approach to "distilling free-form natural laws from experimental data". This work effectively demonstrated that symbolic regression was a promising way forward for AI-driven scientific discovery. Since 2009, symbolic regression has matured further, and today, various commercial and open source systems are actively used in scientific research. Notable examples include Eureqa, now a part of DataRobot AI Cloud Platform, AI Feynman, and QLattice.

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  • Elonis v. United States

    Elonis v. United States

    Elonis v. United States, 575 U.S. 723 (2015), was a United States Supreme Court case concerning whether conviction of threatening another person over interstate lines (under 18 U.S.C. § 875(c)) requires proof of subjective intent to threaten or whether it is enough to show that a "reasonable person" would regard the statement as threatening. In controversy were the purported threats of violent rap lyrics written by Anthony Douglas Elonis and posted to Facebook under a pseudonym. The ACLU filed an amicus brief in support of the petitioner. It was the first time the Court has heard a case considering true threats and the limits of speech on social media. == Background == In May 2010, Elonis was in the process of divorce and made a number of public Facebook posts. Prior to his postings, he had lost his job at an amusement park. He "posted the script of a sketch" by The Whitest Kids U' Know, which originally referenced saying "I want to kill the President of the United States" and replaced the president with his wife: Elonis ended the post with this statement: "Art is about pushing limits. I'm willing to go to jail for my constitutional rights. Are you?" A week later, Elonis posted about local law enforcement and a kindergarten class, which caught the attention of the Federal Bureau of Investigation. Then, he wrote a post on Facebook about one of the agents who visited him: He concluded: == Arrest and Conviction == These actions led to Elonis's arrest on December 8, 2010. He was indicted by a grand jury on five counts of threats to his estranged ex-wife, park employees and visitors, local law enforcement, an FBI agent, and a kindergarten class that had been relayed through interstate communication. At the district court, Elonis moved to dismiss the indictment for failing to allege that he had intended to threaten anyone, claiming his Facebook post was not were not intended as a threat. He argued that, as an aspiring rap artist, his posts were intended to be a form of artistic expression to help him cope with his recent loses. According to him, he did not mean anything said in his posts in a literal sense. His motion was denied. He requested a jury instruction that "the government must prove that he intended to communicate a true threat", which was also denied. He was convicted on the last four of the five counts, and was sentenced to 44 months in prison and three years on supervised release. He appealed unsuccessfully to the Third Circuit, renewing his challenge to the jury instructions. He then appealed to the U.S. Supreme Court based on lack of any attempt to show intent to threaten and on First Amendment rights. == Decision == On June 1, 2015, the U.S. Supreme Court reversed Elonis's conviction in an 8–1 decision. Chief Justice John Roberts wrote for a seven-justice majority, Samuel Alito authored an opinion concurring in part and dissenting in part, and Clarence Thomas authored a dissenting opinion. The finding of the circuit court was reversed and the matter remanded. === Majority opinion === The majority opinion, written by Roberts, did not rule on First Amendment matters or on the question of whether recklessness was sufficient mens rea to show intent. It ruled that mens rea was required to prove the commission of a crime under §875(c). Importantly, the mens rea issue had been preserved for review, since Elonis had raised that objection at every stage of the previous proceedings. The government contended that the presence of the words "intent to extort" in §875(b) and §875(d) implied that the absence in §875(c) was constructive. The court disagreed, holding that the absence of the language in §875(c) was because the section was intended to have a broader scope than threats relating to extortion. The opinion drew on many Supreme Court cases holding that in criminal law, mens rea was required though it had not been mentioned explicitly in statute. Consequently, the Supreme Court ruled in favor of Elonis. === Alito's concurrence === Justice Samuel Alito, concurring in part and dissenting in part, opined that while agreeing that mens rea was required and specifically that showing negligence was not sufficient, the court should have ruled on the question of recklessness. He further opined that recklessness was sufficient to show a crime under that provision on the basis that going further would amount to amending the statute, rather than interpreting it. Since Elonis explicitly argued that recklessness was not sufficient, Alito said: I would therefore remand for the Third Circuit to determine if Elonis’s failure (indeed, refusal) to argue for recklessness prevents reversal of his conviction. The Third Circuit should also have the opportunity to consider whether the conviction could be upheld on harmless error grounds. Alito also addressed the First Amendment question, elided by the majority opinion. He held that "lyrics in songs that are performed for an audience or sold in recorded form are unlikely to be interpreted as a real threat to a real person. ... Statements on social media that are pointedly directed at their victims, by contrast, are much more likely to be taken seriously." === Thomas's dissent === Justice Clarence Thomas, dissenting, wrote against discarding the "general intent" standard without replacing it with a clearer standard. Thomas argued that "there is no historical practice requiring more than general intent when a statute regulates speech." Thomas cited Rosen v. United States, arguing that general intent was sufficient in this case. However, the majority opinion offers refutation in that Rosen turned on ignorance of the law: knowledge as to whether material was legally obscene, not on whether it was intended to be obscene. Thomas also supported the government's claim that the presence of "intent to extort" language in the adjacent §875(b) and did not address the majority's reasoning on that language. Thomas used precedent, notably from the states and 18th-century England based on other but similar and, arguably, influencing legislation to support his "general intent" claim. Thomas also drew a parallel with general intent in tort. While he sought to address the First Amendment issues, he never strayed far from "general intent". == Aftermath == On remand, the Third Circuit reaffirmed the conviction "concluding beyond a reasonable doubt that Elonis would have been convicted if the jury had been properly instructed" and therefore was harmless error. In 2022, Elonis was once again arrested and indicted on three counts of cyberstalking involving three people. It was discovered that between 2018 and 2021, Elonis had sent numerous threatening messages over email, text, voice mail, and social media platforms like Twitter to a former prosecutor of the Eastern District of Pennsylvania, his ex-girlfriend, and ex-wife. On August 5, after a five-day trial, Elonis was found guilty on all three counts, and on March 23, 2023, he was sentenced by U.S. District Court Judge Edward G. Smith of Easton, Pennsylvania to twelve years and seven months in prison.

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  • OpenWebRTC

    OpenWebRTC

    OpenWebRTC (OWR) is a free software stack that implements the WebRTC standard, a set of protocols and application programming interfaces defined by the World Wide Web Consortium (W3C) and the Internet Engineering Task Force (IETF). It is an alternative to the reference implementation that is based on software from Global IP Solutions (GIPS). It is published under the terms of the Simplified (2-clause) BSD license and officially supports iOS, Linux, OS X, and Android operating systems. It is meant to also work outside web browsers, e.g. to power native mobile apps. It is mostly written in C and based largely on the multimedia framework GStreamer and a number of other, smaller external libraries. It officially supports both VP8 and H.264 as video formats. For H.264 it uses OpenH264 to which Cisco pays the patent licensing bills. Development of OpenWebRTC started at Ericsson Research under the lead of Stefan Ålund. They released it as free software in September 2014, together with the proof-of-concept web browser "Bowser" that is based on the stack. Among other things, this initial version didn't support data channels yet and was said to still be less mature than Google's reference implementation.

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  • Ambient awareness

    Ambient awareness

    Ambient awareness (AmA) is a term used by social scientists to describe a form of peripheral social awareness through social media. This awareness is propagated from relatively constant contact with one's friends and colleagues via social networking platforms on the Internet. The term essentially defines the sort of omnipresent knowledge one experiences by being a regular user of these media outlets that allow a constant connection with one's social circle. According to Clive Thompson of The New York Times, ambient awareness is "very much like being physically near someone and picking up on mood through the little things; body language, sighs, stray comments". Academic Andreas Kaplan defines ambient awareness as "awareness created through regular and constant reception, and/or exchange of information fragments through social media". Two friends who regularly follow one another's digital information can already be aware of each other's lives without actually being physically present to have had a conversation. == Social == Socially speaking, ambient awareness and social media are products of the new generations who are being born or growing up in the digital age, starting circa 1998 and running to current times. Social media is personal media (what you're doing in the moment, how you feel, a picture of where you are) combined with social communication. Social media is the lattice work for ambient awareness. Without social media the state of ambient awareness cannot exist. Artificial Social Networking Intelligence (ASNI) refers to the application of artificial intelligence within social networking services and social media platforms. It encompasses various technologies and techniques used to automate, personalize, enhance, improve, and synchronize user's interactions and experiences within social networks. ASNI is expected to evolve rapidly, influencing how we interact online and shaping their digital experiences. Transparency, ethical considerations, media influence bias, and user control over data will be crucial to ensure responsible development and positive impact. A significant feature of social media is that it is created by those who also consume it. Mostly, those participating in this phenomenon are adolescents, college age, or young adult professionals. According to Dr. Mimi Ito, a cultural anthropologist and Professor in Residence at the University of California at Irvine, the mobile device is the greatest proxy device used to create and distribute Social Media. She reportedly states that "teenagers capture and produce their own media, and stay in constant ambient contact with each other..." using mobile devices. Usually while doing this they are consuming other forms of media such as music or video content via their smart phones, tablets, or other similar devices. Effectively this has led social scientists to believe that learning and multitasking will have a new face as the products of the digital generation enter the work force and begin to integrate their learning methods into the standard preexisting business models of today. Professors Kaplan and Haenlein see ambient awareness as one of the major reasons for the success of such microblogging sites as Twitter. == Origins == The earliest available technology that could be used for constant social contact is the cell phone. For the first time, people could be contacted readily and at will beyond the confines of their work or homes. Then later, with the additional service of texting, one can see the somewhat primitive form of the status update. Since the text message only allows for 160 characters to transmit pertinent information it paved the way for the status update as we know it today. The transition from only having a few points of regular long distance contact, to being constantly available via cell phone, is what primed society for social networking websites. Perhaps the first instance where these websites created the possibility of larger scale ambient awareness was when Facebook installed the news feed. The news feed automatically sends compiled information on all of a users contacts activities directly to them so that they can access all of the happenings in their world from one location. For the first time, becoming someone's Facebook friend was the equivalent of subscribing to a feed of their daily minutiae. Since this innovation, a new wave of micro-blogging services have emerged, such as Twitter or Tumblr. Although these services have often been criticized as containing seemingly meaningless snippets of information, when a follower gathers a certain amount of information, they begin to obtain an ambient understanding of who they are following. This has led to the mass usage of social media as not only a social tool but also as a marketing and business tool. == Uses in marketing == Websites such as Twitter, YouTube, Facebook, and Myspace, among many others, have been used by people in all forms of business to create a closer digital/ambient bond with their clientele base. This is most notably seen in the music industry where social media networking has become the mainstay of all advertising for independent and major artists. The effect of this type of ambient marketing is that the consumer begins to get a sense of the artist's life style and personality. In this way social media outlets and ambient awareness have managed to tighten the gap between consumers and producers in all areas of business. == Uses in business processes == As web-based collaboration tools and social project management suites proliferate, the addition of activity streams to those products help to create business context-specific ambient awareness, and produce a new class of products, such as social project management platforms.

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  • List of Go software and tools

    List of Go software and tools

    This is a list of Go software and tools, including compilers, development environments, build tools, testing frameworks, web frameworks, database tools, and related software for the Go programming language. == Core toolchain == Go — programming language and toolchain go command — build and package tool gofmt — source code formatter go vet — static analysis tool == Compilers and runtimes == gc — default Go compiler gccgo — GCC front end for Go GopherJS — Go-to-JavaScript compiler gollvm — Go compiler using the LLVM backend llgo — experimental Go frontend for LLVM TinyGo — compiler for embedded systems and WebAssembly Yaegi — Go interpreter == Development environments and editors == Emacs — text editor with Go support GoLand — JetBrains integrated development environment LiteIDE — Go-focused integrated development environment Neovim — text editor with Go support TextMate — text editor with Go support Vim — text editor with Go support Visual Studio Code — editor with Go support == Language servers and editor tools == delve — debugger gopls — Go language server golangci-lint — lint runner revive — linter staticcheck — static analysis tool == Build, dependency and release tools == Air — live reload development tool dep — deprecated dependency manager Go modules — dependency management system Goreleaser — release automation tool Mage — build tool Task — task runner == Testing and benchmarking == benchstat — benchmark comparison tool Ginkgo — testing framework GoMock — mock generation tool testify — testing toolkit testing — standard testing package == Web frameworks and HTTP tools == Beego — web framework Caddy — web server Chi — router Echo — web framework Fiber — web framework Gin — web framework Gorilla Mux — router Hugo — static site generator Revel — web framework Traefik — reverse proxy and load balancer == RPC and API tools == Goa — API design framework gRPC — remote procedure call framework grpc-gateway — REST gateway oapi-codegen — OpenAPI code generator Swag — OpenAPI documentation tool == Database and ORM tools == Bun — SQL toolkit and ORM CockroachDB client libraries — database drivers and tools ent — entity framework GORM — object–relational mapper sqlx — SQL toolkit == Command-line and terminal tools == Bubble Tea — terminal user interface framework Cobra — command-line framework pflag — flag parsing library urfave/cli — command-line framework Viper — configuration library == GUI toolkits and application frameworks == Fyne — cross-platform graphical user interface toolkit == Documentation, generation and analysis == errcheck — unchecked error checker godoc — documentation tool goimports — import management tool mockgen — mock generator pkgsite — package documentation site Prometheus — monitoring and alerting toolkit stringer — code generation tool wire — dependency injection code generator == Package hosting and community services == GoCenter — former Go package repository pkg.go.dev — package documentation and discovery site proxy.golang.org — module proxy == Major applications written in Go == Consul — service networking platform Docker — containerization platform InfluxDB — time-series database written in Go Kubernetes — container orchestration platform Ollama — platform for running and managing large language models locally Terraform — infrastructure as code tool Vault — secrets management tool

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  • Social media age verification laws in the United States

    Social media age verification laws in the United States

    In the United States, age verification laws for social media are ostensibly designed to limit young people's access to content deemed problematic such as pornography and to reduce the negative impact of social media on the mental health and well-being of children and adolescents. The purpose and effects of such laws are highly contested. Critics say that these laws suppress free speech by removing online anonymity. They have also stated the laws undermine safety, even for children, by increasing the exposure of user data to breaches, many sites require government IDs and biometric data (such as photographs), often transmitted or secured insecurely and without encryption. They also note that the measures are easily circumvented with VPNs, prompting some states such as Michigan and Wisconsin to propose legislation banning VPNs. == Laws == Many state legislatures have considered or enacted legislation pertaining to young people and social media. In 2022, California passed the California Age-Appropriate Design Code Act (AB 2273) requiring websites that are likely to be used by minors to estimate visitors' ages. On March 23, 2023, Utah Governor Spencer Cox signed SB 152 and HB 311, collectively known as the Utah Social Media Regulation Act, which requires age verification; if a user is under 18, they have to get parental consent before making an account on any social media platform. Few laws have gone into effect partially due to court challenges. === Arkansas === On April 11, 2023, Arkansas enacted SB 396, the Social Media Safety Act. The law requires certain social media companies that make over $100 million per year to verify the age of new users using a third party, and to obtain parental consent for users under 18. It excludes social media companies that allow a user to generate short video clips as well as games. The law was set to go in effect in September 2023. On June 29, 2023, NetChoice sued the Attorney General of Arkansas Tim Griffin in The Western District Court of Arkansas to block enforcement of the law, supported by the American Civil Liberties Union and the Electronic Frontier Foundation (EFF). On July 7, 2023, NetChoice filed a motion for a preliminary injunction to block enforcement of the law. On July 27, Griffin and Tony Allen filed briefs in opposition to the preliminary injunction. The preliminary injunction was granted by Judge Timothy L. Brooks on August 31, reasoning that the law was too vague, that NetChoice's members will suffer irreparable harm if the act goes into effect, and that age restrictions were ineffective. === California === ==== Digital Age Assurance Act (AB 1043) ==== On October 13, 2025, Gavin Newsom signed the Digital Age Assurance Act into law, which requires operating system providers to estimate the age of a user and into 4 age categories: Under 13 13 - 15 16 - 17 18 and over It comes into force on January 1, 2027. ==== California Age-Appropriate Design Code (AB 2273) ==== On September 15, 2022, California enacted AB 2273, the California Age-Appropriate Design Code Act. Its most controversial provisions required online services that are likely to be used by those under 18 to estimate the age of child users with a "reasonable level of certainty". It also required these services to file Data Protection Impact Assessments (DPIAs) certifying whether an online product, service, or feature could harm children, including by exposing them to (potentially) harmful content. The law does not define harmful content. Before the law took effect, EFF sent a veto request to Newsom. On December 14, 2022, NetChoice sued. On September 18, 2023, Federal Judge Beth Labson Freeman granted a preliminary injunction. The 9th Circuit on August 16, 2024, affirmed the injunction against the DPIA section of the law and sent the rest back, because the argument in the 9th circuit was mainly focused on the DPIA. ==== Protecting Our Kids from Social Media Addiction Act (SB 976) ==== On September 20, 2024, California enacted SB 976, Protecting Our Kids from Social Media Addiction. The law requires online platforms to exclude those under 18 from "addictive" feeds unless parental consent is given. It requires online platforms to not send notifications to someone under 18 between 12:00 AM and 6:00 AM without parental consent or between 8:00 am – 3:00 pm without parental consent from September through May (the law does not define what a "notification" is). The law took effect on January 1, 2025, with age verification required as of December 31, 2026. On November 12, NetChoice sued in the Northern District and before Judge Edward John Davila. On December 31, the judge blocked the sections of SB 976 that required time-of-day restrictions. He also enjoined requirements to report on the number of minor users as well as the number of parental assents to access an addictive feed. He did not block the age assurance requirement or blocking minors from seeing addictive feeds without parental consent. His reasoning was that age assurance that runs in the background does not restrict adult access to speech and that regulating feeds does not violate the first amendment because it was content neutral and did not remove any content. On January 1, 2025, NetChoice filed a motion to fully block the law as part of its appeal to the Ninth Circuit. NetChoice claimed that the court erred in its reading of Supreme Court case Moody v. NetChoice by mainly focusing on the concurring opinions and not the deciding opinion. The same day Davila decreed that California's response to NetChoice was due by 11:59 pm. California responded the same day to NetChoice's motion, claiming that the court should not block the full law, claiming that NetChoice had misread Moody v. NetChoice and that NetChoice's members would not likely face any harm from the act because members such as X (formerly Twitter) already offer their members feeds that were not personalized. On January 2, Davila granted NetChoice's motion to block the full law during the appeals process by delaying the effective date of the law from January 1, 2025, to February 1, 2025. That day NetChoice appealed the case to the Ninth Circuit Court of Appeals. === Florida === On January 5, 2024, Tyler Sirois introduced HB 1, which would ban anyone under 16 from using any social media platform and would require platforms to verify the age of users. After the bill passed, the American Civil Liberties Union (ACLU) published a blog post opposing the bill for violating the rights of minors and adults. The bill was vetoed by Governor Ron DeSantis on March 1, 2024, claiming that the State Legislature was going to enact a better alternative. HB 3 then decreased the minimum age from 16 to 14, allowing minors aged 14 and 15 to make social media accounts with parental consent. Florida enacted it on March 25, 2024, and took effect on January 1, 2025. A surge of 1,150% in VPN demand in Florida was detected after the law took effect. VPN services provide the ability to circumvent the law. On October 28, 2024, NetChoice and Computer and Communications Industry Association sued. The Judge is Chief Judge Mark E. Walker. On February 28, 2025, arguments were heard on the motion for a preliminary injunction. Walker seemed skeptical of Florida's argument that the law did not violate the first amendment and said the State would have a hard time to justify a complete ban of youth under 14 from social media. On March 13, Walker denied the motion for a preliminary injunction because the plaintiffs had not proven that at least one of their members had at least 10 percent of their users under 16 use their platform for at least 2 hours per day. Plaintiffs filed an amended complaint and a renewed motion for a preliminary injunction which was granted on June 3, for failing First Amendment Intermediate scrutiny. The injunction left in force the provision that allowed parents to request termination of their child's social media account. === Georgia === On April 23, 2024, Georgia enacted SB 351, which became Act 463. Act 463 requires platforms to verify the age of users of social media platforms and require users under 16 years of age to have parental consent before creating an account. It also requires schools to ban all social media platforms, including YouTube. Before the law was signed NetChoice sent a veto request to Kemp claiming the law was unconstitutional and was bad policy. After the bill was enacted, ACLU and NetChoice criticized the bill. NetChoice sued two months before the law's effective date. The Judge is Amy Totenberg. the suit claims that the law violates the First Amendment and Fourteenth Amendments. === Louisiana === ==== Secure Online Child Interaction and Age Limitation Act (SB 162) ==== On June 28, 2023, Louisiana enacted SB 162, the Secure Online Child Interaction and Age Limitation Act. It requires social media platforms to verify user age and get parental consent for users under 16, prohibits account holders under 1

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  • Hashtag

    Hashtag

    A hashtag is a metadata tag operator that is prefaced by the hash symbol, #. On social media, hashtags are used on microblogging and photo-sharing services–especially Twitter and Tumblr–as a form of user-generated tagging that enables cross-referencing of content by topic or theme. For example, a search within Instagram for the hashtag #flowers returns all posts that have been tagged with that term. After the initial hash symbol, a hashtag may include letters, numerals or other punctuation. The use of hashtags was first proposed by American blogger and product consultant Chris Messina in a 2007 tweet. Messina made no attempt to patent the use because he felt that "they were born of the internet, and owned by no one". Hashtags became entrenched in the culture of Twitter and soon emerged across Instagram, Facebook, and YouTube. In June 2014, hashtag was added to the Oxford English Dictionary as "a word or phrase with the symbol # in front of it, used on social media websites and apps so that you can search for all messages with the same subject". == Origin and acceptance == The number sign or hash symbol, #, has long been used in information technology to highlight specific pieces of text. In 1970, the number sign was used to denote immediate address mode in the assembly language of the PDP-11 when placed next to a symbol or a number, and around 1973, '#' was introduced in the C programming language to indicate special keywords that the C preprocessor had to process first. The pound sign was adopted for use within IRC (Internet Relay Chat) networks around 1988 to label groups and topics. Channels or topics that are available across an entire IRC network are prefixed with a hash symbol # (as opposed to those local to a server, which uses an ampersand '&'). The use of the pound sign in IRC inspired Chris Messina to propose a similar system on Twitter to tag topics of interest on the microblogging network. He proposed the usage of hashtags on Twitter: How do you feel about using # (pound) for groups. As in #barcamp [msg]? According to Messina, he suggested use of the hashtag to make it easy for lay users without specialized knowledge of search protocols to find specific relevant content. Therefore, the hashtag "was created organically by Twitter users as a way to categorize messages". The first published use of the term "hash tag" was in a blog post "Hash Tags = Twitter Groupings" by Stowe Boyd, on August 26, 2007, according to lexicographer Ben Zimmer, chair of the American Dialect Society's New Words Committee. Messina's suggestion to use the hashtag was not immediately adopted by Twitter, but the convention gained popular acceptance when hashtags were used in tweets relating to the 2007 San Diego forest fires in Southern California. The hashtag gained international acceptance during the 2009–2010 Iranian election protests; Twitter users used both English- and Persian-language hashtags in communications during the events. Hashtags have since played critical roles in recent social movements such as #jesuischarlie, #BLM, and #MeToo. Beginning July 2, 2009, Twitter began to hyperlink all hashtags in tweets to Twitter search results for the hashtagged word (and for the standard spelling of commonly misspelled words). In 2010, Twitter introduced "Trending Topics" on the Twitter front page, displaying hashtags that are rapidly becoming popular, and the significance of trending hashtags has become so great that the company makes significant efforts to foil attempts to spam the trending list. During the 2010 World Cup, Twitter explicitly encouraged the use of hashtags with the temporary deployment of "hashflags", which replaced hashtags of three-letter country codes with their respective national flags. Other platforms such as YouTube and Gawker Media followed in officially supporting hashtags, and real-time search aggregators such as Google Real-Time Search began supporting hashtags. == Format == A hashtag must begin with a hash (#) character followed by other characters, and is terminated by a space or the end of the line. Some platforms may require the # to be preceded with a space. Most or all platforms that support hashtags permit the inclusion of letters (without diacritics), numerals, and underscores. Other characters may be supported on a platform-by-platform basis. Some characters, such as "&", are generally not supported as they may already serve other search functions. Hashtags are not case sensitive (a search for "#hashtag" will match "#HashTag" as well), but the use of embedded capitals (i.e., CamelCase) increases legibility and improves accessibility. Languages that do not use word dividers handle hashtags differently. In China, microblogs Sina Weibo and Tencent Weibo use a double-hashtag-delimited #HashName# format, since the lack of spacing between Chinese characters necessitates a closing tag. Twitter uses a different syntax for Chinese characters and orthographies with similar spacing conventions: the hashtag contains unspaced characters, separated from preceding and following text by spaces (e.g., '我 #爱 你' instead of '我#爱你') or by zero-width non-joiner characters before and after the hashtagged element, to retain a linguistically natural appearance (displaying as unspaced '我‌#爱‌你', but with invisible non-joiners delimiting the hashtag). === Etiquette and regulation === Some communities may limit, officially or unofficially, the number of hashtags permitted on a single post. Misuse of hashtags can lead to account suspensions. Twitter warns that adding hashtags to unrelated tweets, or repeated use of the same hashtag without adding to a conversation can filter an account from search results, or suspend the account. Individual platforms may deactivate certain hashtags either for being too generic to be useful, such as #photography on Instagram, or due to their use to facilitate illegal activities. === Alternate formats === In 2009, StockTwits began using ticker symbols preceded by the dollar sign (e.g., $XRX). In July 2012, Twitter began supporting the tag convention and dubbed it the "cashtag". The convention has extended to national currencies, and Cash App has implemented the cashtag to mark usernames. == Function == Hashtags are particularly useful in unmoderated forums that lack a formal ontological organization. Hashtags help users find content similar interest. Hashtags are neither registered nor controlled by any one user or group of users. They do not contain any set definitions, meaning that a single hashtag can be used for any number of purposes, and that the accepted meaning of a hashtag can change with time. Hashtags intended for discussion of a particular event tend to use an obscure wording to avoid being caught up with generic conversations on similar subjects, such as a cake festival using #cakefestival rather than simply #cake. However, this can also make it difficult for topics to become "trending topics" because people often use different spelling or words to refer to the same topic. For topics to trend, there must be a consensus, whether silent or stated, that the hashtag refers to that specific topic. Hashtags may be used informally to express context around a given message, with no intent to categorize the message for later searching, sharing, or other reasons. Hashtags may thus serve as a reflexive meta-commentary. This can help express contextual cues or offer more depth to the information or message that appears with the hashtag. "My arms are getting darker by the minute. #toomuchfaketan". AnoHashtags can also be used to express personal feelings and emotions. ther function of the hashtag can be used to express personal feelings and emotions. For example, with "It's Monday!! #excited #sarcasm" in which the adjectives are directly indicating the emotions of the speaker. Verbal use of the word hashtag is sometimes used in informal conversations. Use may be humorous, such as "I'm hashtag confused!" By August 2012, use of a hand gesture, sometimes called the "finger hashtag", in which the index and middle finger both hands are extended and arranged perpendicularly to form the hash, was documented. === Co-optation by other industries === Companies, businesses, and advocacy organizations have taken advantage of hashtag-based discussions for promotion of their products, services or campaigns. In the early 2010s, some television broadcasters began to employ hashtags related to programs in digital on-screen graphics, to encourage viewers to participate in a backchannel of discussion via social media prior to, during, or after the program. Television commercials have sometimes contained hashtags for similar purposes. The increased usage of hashtags as brand promotion devices has been compared to the promotion of branded "keywords" by AOL in the late 1990s and early 2000s, as such keywords were also promoted at the end of television commercials and series episodes. Organized real-world events have used hashta

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