AI Image Generation Tools

AI Image Generation Tools — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Free Studio

    Free Studio

    Free Studio is a freeware set of multimedia computer programs developed by DVDVideoSoft. The programs are available in one integrated package and also as separate downloads (Free Studio Manager is included in both). == Overview == The Free Studio software bundle consists of about 48 programs, grouped into several sections: YouTube, MP3 & Audio, CD-DVD-BD, DVD & Video, Photo & Images, Mobiles, Apple Devices, and 3D. The largest group is the DVD & Video section containing 14 different applications. Mobiles section is the second largest group with 13 programs. However, the YouTube section, particularly YouTube downloading programs, has gained more popularity among users. The programs have been tested and endorsed by a dozen of software portals and have won awards from these sites. Free Studio is most popular in Germany, Greece, Italy, and the United States. It is also popular in Japan, France, and the United Kingdom. Some of the programs in the package are free and open-source software. == History == DVDVideoSoft project was launched in 2006 by company Digital Wave Ltd., for software development to produce multimedia application software. The founders distributed paid software as an affiliate at the start, later their own products appeared on the site. Free YouTube Download was the first successful program, then DVDVideoSoft created and launched several other 'Free YouTube' applications. Later on upon users' requests DVDVideoSoft started developing other kinds of applications including media converters etc. Today DVDVideoSoft offers up to 49 different programs for video, audio and image processing individually or integrated into the Free Studio package. == Features == DVDVideoSoft YouTube programs can be used to download YouTube videos in their original format and convert them to AVI, DVD, MP4, WMV etc. or different audio formats. YouTube section contains Free Video Call Recorder for Skype button, but the program itself is not included into FS installation (it has to be downloaded and installed separately). The "MP3 & Audio" section consists of the programs which convert audio files between different formats, convert audio files to Flash for web, extract audio from video files, edit audio files (Free Audio Dub), rip and burn CDs. Enclosed in the CD-DVD-BD section are the applications that enable users to burn files and folders to discs, to convert videos to a DVD format and vice versa, to burn CDs, and to copy music from audio CDs into files. The "DVD and Video" section contains several desktop video and DVD converters. Some of the programs can flip, rotate and cut (Free Video Dub) videos. One of the most popular programs from the section is Free Video Dub. Converted videos are now, contrary to previous versions, watermarked if no paid membership is present. Free Studio includes several applications for Apple phones, iPods and other devices. The Mobiles section contains a dozen video converters for various mobile devices such as cell phones, Tablets and Game consoles. They convert videos to play them on (BlackBerry, HTC, LG phones, Sony/Sony Ericsson, Nintendo, Xbox, Motorola phones, etc.) The "Photo & Images" section incorporates the programs for image conversion and resizing, extracting JPEG frames from videos (Free Video To JPEG Converter), recording screen activities, making screenshots (Free Screen Recorder). The 3D section is composed of the programs to make 3D videos and 3D images. There are several algorithms which allow to create different types of 3D images. == Supported formats == === Video formats === Input: .avi; .ivf; .div; .divx; .mpg; .mpeg; .mpe; .mp4; .m4v; .wmv; .asf; .webm; .mkv; .mov; .qt; .ts; .mts; .m2t; .m2ts; .mod; .tod; .vro; .dat; .3gp2; .3gpp; .3gp; .3g2; .dvr-ms; .flv; .f4v; .amv; .rm; .rmm; .rv; .rmvb; .ogv; DVD video Output: .mp4; .wmv; .avi; .mkv; .webm; .flv; .swf; .mov; .3gp; .m2ts; DVD video === Audio formats === Input: .mp3 .wav; .aac; .m4a; .m4b; .wma; .ogg; .flac; .ra; .ram; .amr; .ape; .mka; .tta; .aiff; .au; .mpc; .spx; .ac3; audio cd Output: .mp3; .m4a; .aac; .wav; .wma; .ogg; .flac; .ape; audio CD === Image formats === Input: .jpg, .png, .bmp, .gif, .tga Output: .jpg, .png, .bmp, .gif, .tga, .pdf == Reception == The programs have been tested and endorsed by Chip Online, Tucows, SnapFiles, Brothersoft, and Softonic and have won awards from these sites. Free Studio is most popular in Germany, United States and Italy. It is also popular in Japan, France and the United Kingdom. The most popular applications, according to CNET statistics, include Free YouTube to MP3 Converter, Free Video to MP3 Converter, Free MP4 Video Converter and Free YouTube Download. Other programs with high rank: Free AVI Video Converter, Free Video Editor, Free Audio Converter and Free Studio in a whole. == Criticism == Free Studio (as can be common for freeware packages) is criticized for toolbar and Web search engine installation. Older versions have also included OpenCandy, which is loaded automatically, with no request for user approval. There can be difficulties installing only the programs needed without installing bundled extra programs. In March 2017, DVDVideoSoft announced that it had stopped showing other products' ads during installation and removed all toolbars, search engines, and OpenCandy.

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  • Cultural technology

    Cultural technology

    Cultural technology (Korean: 문화기술; Hanja: 文化技術; RR: munhwagisul) is a system used by South Korean talent agencies to promote K-pop culture throughout the world as part of the Korean Wave. The system was developed by Lee Soo-man, founder of talent agency and record company SM Entertainment. == History == === Coinage === During a speech at the Stanford Graduate School of Business in 2011, Lee said he coined the term "cultural technology" as a system about fourteen years prior, when S.M. Entertainment decided to promote its K-pop artists to all of Asia. In the late 1990s, Lee and his colleagues created a manual on cultural technology, which specified the steps needed to popularize K-pop artists outside South Korea. "The manual, which all S.M. employees are instructed to learn, explains when to bring in foreign composers, producers, and choreographers; what chord progressions to use in what country; the precise color of eyeshadow a performer should wear in a particular country; the exact hand gestures he or she should make; and the camera angles to be used in the videos (a three-hundred-and-sixty-degree group shot to open the video, followed by a montage of individual closeups)," according to The New Yorker. The term "cultural technology," apart from Lee's systemized definition, can be traced back to the lectures of Michael White, an Australian social worker, educator, and therapeutic theorist and his works Narrative Means to Therapeutic Ends (1990) and Maps of Narrative Practice (2007). Its usage may also date further back to French philosopher Michel Foucault (1977). South Korean computer scientist Kwangyun Wohn said he coined the term "culture technology" in 1994. Cultural technology has also been one of six technology initiatives of the South Korean government since 2001. In regards to cultural technology, the Korean Wave is considered one of the most successful outcomes of government support of exporting Korean entertainment products. === The Four Core Stages === The cultural technology system originally employed by SM Entertainment since the 1990s existed in four stages: Casting, Training, Producing, and Marketing/Managing. Each of these four stages were curated to help spread the Hallyu wave through the development of its artists, and are present in the strategies of many other South Korean talent agencies when creating, debuting, and marketing groups. ==== Casting ==== While the majority of K-pop idols are from South Korea, some are from Japan, China, or Thailand. Many of Korea's entertainment companies, such as SM's Global Auditions, Bighit's Hit It auditions, and YG's Next Generation, host worldwide auditions. Scouting and streetcasting are also common, with members like BTS's Jin recruited for their looks or other surface reasons. Sometimes, casting agents go to dance schools to recruit the top dancers to be trained further at the entertainment company. ==== Training ==== Idols train extensively before debut. They receive training in dance, vocal activities, presentation, and other areas that will benefit them in the industry. Oftentimes, this training will last for years at a time, and trainees are in the proverbial dungeon. Before debut, idols and groups attempt to gain fans through pre-debut activities. SM Entertainment has a system in place called SM Rookies, which is a pre-debut team that hosts concerts and releases videos that strengthen the fanbase of the group even before their first single is released. Other forms of pre-debut activities include featuring in other, more seasoned idols' videos—like Nu'est in Orange Caramel or Exo in Girls' Generation-TTS Twinkle or BTS in Jo Kwon. One particular method of pre-debut training is coupled with casting in production shows, like Sixteen and Produce 101, in which members for a final group are selected and trained. ==== Producing ==== The production of music is integral in culture technology. For cultural technology, production of music helps create differentiated content to set trends in the K-pop world—trends that vary from music to also costume, choreography, and music videos. SM in particular focuses heavily on the expansion globally. Some companies also outsource production to more internationally famed parties, like Cube Entertainment's partnership with Skrillex for 4minute's Act. 7. ==== Marketing/Managing ==== In the marketing and management stage, talent agencies seek to broaden their reach. Often, idols have potential for being actors and actresses in dramas, or perhaps hosts/permanent members of variety shows like Kim Hee-chul in Knowing Bros. This so-called omnidirectional marketing lineup ranges over lifestyle and seeks to reach many aspects of living, like music, TV, drama, entertainment, sports, and fashion. This is also where older groups find new life, like Super Junior. Companies are not complacent but experiment constantly to develop the best marketing for the best management system. Marketing also aspires to branch out to international audiences, sometimes via the implementation of variety shows. Despite being primarily in Korean, these variety shows are accessible to all due to the simplistic, easily understood nature of shows—game-oriented shows like Run BTS! or consistently subbed shows like Weekly Idol are popular in showing the fun-loving side of idols. == Evolution into New Culture Technology == In February 2016, SM hosted a press conference discussing the future of SM and its cultural technology. Lee Soo-man announced the implementation of New Culture Technology, an SM-specific system. While SM's cultural technology in the past relied on local, Korean artists like Rain and BoA, the updated model tries to embed more and more foreign singers from strategic markets into larger girl or boy bands. These imported singers are then used to promote their acts back in their respective home countries. New Culture Technology is five projects—SM Station, EDM, Digital Platforms, Rookies Entertainment, and MCN—and one experimental group, NCT. It is a convergence and expansion of SM's four core culture technologies developed and deals heavily with interaction and the desire to innovate through communication. === SM Station === SM announced their intention of creating a new song every week for 52 weeks. Through this constant output of music, they intend to stray away from conventional forms of music and show active movement in digital music market and physical album market through freely and continuously releasing music. Additionally, this SM Station will feature collaborations between artists, producers, composers, and company brands outside the SM label. The name of SM Station is both derived from the radio station and the metaphorical train station. === NCT === Neo Culture Technology (NCT) introduced the idea of "Interactive". SM company tried to connect the targeting market, customers and artist, in order to lead the K-pop culture. NCT (Neo Culture Technology) is the new artist group formed by SM that embodies the concepts of cultural technology. With the seemingly limitless combinations and groups, SM aspires to make the whole world a stage for NCT. Since 2023, there are six NCT groups, who debuted on the digital song sales: NCT U, NCT 127, NCT Dream, WayV, NCT DoJaeJung, and NCT Wish. As of October 2023, the group consists of 25 members: Johnny, Taeyong, Yuta, Kun, Doyoung, Ten, Jaehyun, Winwin, Jungwoo, Mark, Xiaojun, Hendery, Renjun, Jeno, Haechan, Jaemin, Yangyang, Chenle, Jisung, Sion, Riku, Yushi, Daeyoung, Ryo, and Sakuya. ScreaM Records ScreaM Records has been released by SM Entertainment as an EDM label since 2016 for "SM TOWN: New Culture Technology". ScreaM Records is made for "performances made to be enjoyed". It collaborates with inside and outside Korean well-known EDM DJs. ScreaM Records has first launched collaborated song "Wave" E-Mart's home electronics store, Electro Mart. "Our goal is to provide opportunities to producers who have yet to be discovered and produce world famous DJs from the Asian scene." a ScreaM Records representative said. == Three stages of globalization == According to Lee, there are three stages necessary to popularize Korean culture outside South Korea: exporting the product, collaborating with international companies to expand the product's presence abroad, and finally creating a joint venture with international companies. As part of their joint ventures with international companies, South Korean talent agencies may hire foreign composers, producers, and choreographers to ensure K-pop songs feel "local" to foreign countries.

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  • Digital exhibition

    Digital exhibition

    Digital Exhibition includes both the projection technologies, such as High Definition, and delivery technologies of a film to a movie theater. Delivery technologies include disk drives, satellite relay, and fiber optics. This can save money in distribution but is usually more expensive overall due to maintenance and standardization of technology. However, there are benefits to digital exhibition, for example it requires less assembly by the exhibitor and can contain the trailers that the distributor wishes.

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  • Fifth Estate

    Fifth Estate

    The Fifth Estate is a socio-cultural reference to groupings of outlier viewpoints in contemporary society, and is most associated with bloggers, journalists publishing in non-mainstream media outlets, and online social networks. The "Fifth" Estate extends the sequence of the three classical estates (clergy (first), nobility (second), commoners (third)) and the preceding Fourth Estate, essentially the common press. The use of "fifth estate" dates to the 1960s counterculture, and in particular the influential Fifth Estate, an underground newspaper first published in Detroit in 1965. Web-based technologies have enhanced the scope and power of the Fifth Estate far beyond the modest and boutique conditions of its beginnings. Nimmo and Combs asserted in 1992 that political pundits constitute a Fifth Estate. Media researcher Stephen D. Cooper argued in 2006 that bloggers are the Fifth Estate. In 2009, William Dutton argued that the Fifth Estate is not just the blogging community, nor an extension of the media, but "networked individuals" enabled by the Internet, e.g. social media, in ways that can hold the other estates accountable.

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  • Dominant resource fairness

    Dominant resource fairness

    Dominant resource fairness (DRF) is a rule for fair division. It is particularly useful for dividing computing resources in among users in cloud computing environments, where each user may require a different combination of resources. DRF was presented by Ali Ghodsi, Matei Zaharia, Benjamin Hindman, Andy Konwinski, Scott Shenker and Ion Stoica in 2011. == Motivation == In an environment with a single resource, a widely used criterion is max-min fairness, which aims to maximize the minimum amount of resource given to a user. But in cloud computing, it is required to share different types of resource, such as: memory, CPU, bandwidth and disk-space. Previous fair schedulers, such as in Apache Hadoop, reduced the multi-resource setting to a single-resource setting by defining nodes with a fixed amount of each resource (e.g. 4 CPU, 32 MB memory, etc.), and dividing slots which are fractions of nodes. But this method is inefficient, since not all users need the same ratio of resources. For example, some users need more CPU whereas other users need more memory. As a result, most tasks either under-utilize or over-utilize their resources. DRF solves the problem by maximizing the minimum amount of the dominant resource given to a user (then the second-minimum etc., in a leximin order). The dominant resource may be different for different users. For example, if user A runs CPU-heavy tasks and user B runs memory-heavy tasks, DRF will try to equalize the CPU share given to user A and the memory share given to user B. == Definition == There are m resources. The total capacities of the resources are r1,...,rm. There are n users. Each users runs individual tasks. Each task has a demand-vector (d1,..,dm), representing the amount it needs of each resource. It is implicitly assumed that the utility of a user equals the number of tasks he can perform. For example, if user A runs tasks with demand-vector [1 CPU, 4 GB RAM], and receives 3 CPU and 8 GB RAM, then his utility is 2, since he can perform only 2 tasks. More generally, the utility of a user receiving x1,...,xm resources is minj(xj/dj), that is, the users have Leontief utilities. The demand-vectors are normalized to fractions of the capacities. For example, if the system has 9 CPUs and 18 GB RAM, then the above demand-vector is normalized to [1/9 CPU, 2/9 GB]. For each user, the resource with the highest demand-fraction is called the dominant resource. In the above example, the dominant resource is memory, as 2/9 is the largest fraction. If user B runs a task with demand-vector [3 CPU, 1 GB], which is normalized to [1/3 CPU, 1/18 GB], then his dominant resource is CPU. DRF aims to find the maximum x such that all agents can receive at least x of their dominant resource. In the above example, this maximum x is 2/3: User A gets 3 tasks, which require 3/9 CPU and 2/3 GB. User B gets 2 tasks, which require 2/3 CPU and 1/9 GB. The maximum x can be found by solving a linear program; see Lexicographic max-min optimization. Alternatively, the DRF can be computed sequentially. The algorithm tracks the amount of dominant resource used by each user. At each round, it finds a user with the smallest allocated dominant resource so far, and allocates the next task of this user. Note that this procedure allows the same user to run tasks with different demand vectors. == Properties == DRF has several advantages over other policies for resource allocation. Proportionality: each user receives at least as much resources as they could get in a system in which all resources are partitioned equally among users (the authors call this condition "sharing incentive"). Strategyproofness: a user cannot get a larger allocation by lying about his needs. Strategyproofness is important, as evidence from cloud operators show that users try to manipulate the servers in order to get better allocations. Envy-freeness: no user would prefer the allocation of another user. Pareto efficiency: no other allocation is better for some users and not worse for anyone. Population monotonicity: when a user leaves the system, the allocations of remaining users do not decrease. When there is a single resource that is a bottleneck resource (highly demanded by all users), DRF reduces to max-min fairness. However, DRF violates resource monotonicity: when resources are added to the system, some allocations might decrease. == Extensions == Weighted DRF is an extension of DRF to settings in which different users have different weights (representing their different entitlements). Parkes, Procaccia and Shah formally extend weighted DRF to a setting in which some users do not need all resources (that is, they may have demand 0 to some resource). They prove that the extended version still satisfies proportionality, Pareto-efficiency, envy-freeness, strategyproofness, and even Group strategyproofness. On the other hand, they show that DRF may yield poor utilitarian social welfare, that is, the sum of utilities may be only 1/m of the optimum. However, they prove that any mechanism satisfying one of proportionality, envy-freeness or strategyproofness may suffers from the same low utilitarian welfare. They also extend DRF to the setting in which the users' demands are indivisible (as in fair item allocation). For the indivisible setting, they relax envy-freeness to EF1. They show that strategyproofness is incompatible with PO+EF1 or with PO+proportionality. However, a mechanism called SequentialMinMax satisfies efficiency, proportionality and EF1. Wang, Li and Liang present DRFH - an extension of DRF to a system with several heterogeneous servers. == Implementation == DRF was first implemented in Apache Mesos - a cluster resource manager, and it led to better throughput and fairness than previously used fair-sharing schemes.

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  • W3C Device Description Working Group

    W3C Device Description Working Group

    The W3C Device Description Working Group (DDWG), operating as part of the World Wide Web Consortium (W3C) Mobile Web Initiative (MWI), was chartered to "foster the provision and access to device descriptions that can be used in support of Web-enabled applications that provide an appropriate user experience on mobile devices." Mobile devices exhibit the greatest diversity of capabilities, and therefore present the greatest challenge to content adaptation technologies. The group published several documents, including a list of requirements for an interface to a Device Description Repository (DDR) and a standard interface meeting those requirements. The group was rechartered in 2006 to work in public towards the development of the Application Programming Interface (API) for a DDR. Early in 2007, the group launched a wiki and a blog to add to the public mailing list. The group subsequently published a formal vocabulary of core device properties, and an API called the DDR Simple API, which became a W3C Recommendation in December 2008. The group closed at the end of 2008, but with the intention of maintaining the Web pages, blog and wiki through W3C volunteer effort. == Publications == The DDWG published several W3C Working Group Notes and one W3C Recommendation. A W3C WG Note that articulates what the W3C and other organizations are doing or have already done with regard to device information. This document suggests an environment in which these technologies work together to meet the goals of content adaptation. The completed document was published on 31 October 2007. A W3C WG Note describing the ecosystem surrounding creation, maintenance and use of device descriptions. The completed document was published on 31 October 2007. A W3C WG Note describing a set of requirements for a reference repository of device descriptions. The completed document was published on 17 December 2007. A W3C WG Note describing a process to manage contributions to an initial core vocabulary, identification of key device properties, a formal initial core vocabulary and the identification of a maintainer for the core vocabulary. The details were contained in the Working Group Note describing the DDWG Core Vocabulary published on 14 April 2008. A W3C WG Note defining useful grouping and structure patterns in device descriptions. The Device Description Structures document was published as a Working Draft on 5 December 2008. The intention is that this document will be future input to other W3C groups. A W3C Recommendation defining a language-neutral programming interface to a Device Description Repository. The DDR Simple API was published on 5 December 2008. There is the possibility of future publications on the DDWG wiki describing implementations of the API in various languages, including Java, IDL, WSDL, C# etc. Much of the DDWG's material was developed in public via the DDWG Wiki and through their public mailing lists.

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  • Acousto-electronics

    Acousto-electronics

    Acousto-electronics (also spelled 'Acoustoelectronics') is a branch of physics, acoustics and electronics that studies interactions of ultrasonic and hypersonic waves in solids with electrons and with electro-magnetic fields. Typical phenomena studied in acousto-electronics are acousto-electric effect and also amplification of acoustic waves by flows of electrons in piezoelectric semiconductors, when the drift velocity of the electrons exceeds the velocity of sound. The term 'acousto-electronics' is often understood in a wider sense to include numerous practical applications of the interactions of electro-magnetic fields with acoustic waves in solids. In particular, these are signal processing devices using surface acoustic waves (SAW), different sensors of temperature, pressure, humidity, acceleration, etc.

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  • Universal Plug and Play

    Universal Plug and Play

    UPnP (originally Universal Plug and Play) is a set of Internet Protocol-based networking protocols that permits networked devices, such as personal computers, printers, Internet gateways, Wi-Fi access points and mobile devices, to seamlessly discover each other's presence on the network and establish functional network services. UPnP is intended primarily for residential networks without enterprise-class devices. Officially, only the abbreviations UPnP and UPnP+ are trademarked. UPnP assumes the network runs IP, and then uses HTTP on top of IP to provide device/service description, actions, data transfer and event notification. Device search requests and advertisements are supported by running HTTP on top of UDP (port 1900) using multicast (known as HTTPMU). Responses to search requests are also sent over UDP, but are instead sent using unicast (known as HTTPU). Conceptually, UPnP extends plug and play—a technology for dynamically attaching devices directly to a computer—to zero-configuration networking for residential and SOHO wireless networks. UPnP devices are plug-and-play in that, when connected to a network, they automatically establish working configurations with other devices, removing the need for users to manually configure and add devices through IP addresses. UPnP is generally regarded as unsuitable for deployment in business settings for reasons of economy, complexity, and consistency: the multicast foundation makes it chatty, consuming too many network resources on networks with a large population of devices; the simplified access controls do not map well to complex environments. == Overview == The UPnP architecture allows device-to-device networking of consumer electronics, mobile devices, personal computers, and networked home appliances. It is a distributed, open architecture protocol based on established standards such as the Internet Protocol Suite (TCP/IP), HTTP, XML, and SOAP. UPnP control points (CPs) are devices which use UPnP protocols to control UPnP controlled devices (CDs). The UPnP architecture supports zero-configuration networking. A UPnP-compatible device from any vendor can dynamically join a network, obtain an IP address, announce its name, advertise or convey its capabilities upon request, and learn about the presence and capabilities of other devices. Dynamic Host Configuration Protocol (DHCP) and Domain Name System (DNS) servers are optional and are only used if they are available on the network. Devices can disconnect from the network automatically without leaving state information. UPnP was published as a 73-part international standard ISO/IEC 29341 in December 2008. Other UPnP features include: Media and device independence UPnP technology can run on many media that support IP, including Ethernet, FireWire, Infrared (IrDA), home wiring (G.hn) and Radiofrequency (Bluetooth, Wi-Fi). No special device driver support is necessary; common network protocols are used instead. User interface (UI) control Optionally, the UPnP architecture enables devices to present a user interface through a web browser (see Presentation below). Operating system and programming language independence Any operating system and any programming language can be used to build UPnP products. UPnP stacks are available for most platforms and operating systems in both closed- and open-source forms. Programmatic control UPnP architecture also enables conventional application programmatic control. Extensibility Each UPnP product can have device-specific services layered on top of the basic architecture. In addition to combining services defined by the UPnP Forum in various ways, vendors can define their own device and service types. They can extend standard devices and services with vendor-defined actions, state variables, data structure elements, and variable values. == Protocol == UPnP uses common Internet technologies. It assumes the network must run Internet Protocol (IP) and then uses HTTP, SOAP and XML on top of IP, to provide device/service description, actions, data transfer and eventing. Device search requests and advertisements are supported by running HTTP on top of UDP using multicast (known as HTTPMU). Responses to search requests are also sent over UDP, but are instead sent using unicast (known as HTTPU). UPnP uses UDP due to its lower overhead, as it does not require confirmation of received data and retransmission of corrupt packets. HTTPU and HTTPMU specifications were initially submitted as an Internet Draft, but it expired in 2001; These specifications have since been integrated into the actual UPnP specifications. UPnP uses UDP port 1900, and all used TCP ports are derived from the SSDP alive and response messages. === Addressing === The foundation for UPnP networking is IP addressing. Each device must implement a DHCP client and search for a DHCP server when the device is first connected to the network. If no DHCP server is available, the device must assign itself an address. The process by which a UPnP device assigns itself an address is known within the UPnP Device Architecture as AutoIP. In UPnP Device Architecture Version 1.0, AutoIP is defined within the specification itself; in UPnP Device Architecture Version 1.1, AutoIP references IETF RFC 3927. If during the DHCP transaction, the device obtains a domain name, for example, through a DNS server or via DNS forwarding, the device should use that name in subsequent network operations; otherwise, the device should use its IP address. === Discovery === Once a device has established an IP address, the next step in UPnP networking is discovery. The UPnP discovery protocol is known as the Simple Service Discovery Protocol (SSDP). When a device is added to the network, SSDP allows that device to advertise its services to control points on the network. This is achieved by sending SSDP alive messages. When a control point is added to the network, SSDP enables that control point to actively search for devices of interest on the network or listen passively to SSDP alive messages from devices. The fundamental exchange is a discovery message containing a few essential details about the device or one of its services, such as its type, identifier, and a pointer (network location) to more detailed information. === Description === After a control point has discovered a device, it still knows very little about the device. For the control point to learn more about the device and its capabilities, or to interact with the device, it must retrieve the device's description from the location (URL) provided by the device in the discovery message. The UPnP Device Description is expressed in XML. It includes vendor-specific manufacturer information like the model name and number, serial number, manufacturer name, (presentation) URLs to vendor-specific websites, etc. The description also includes a list of any embedded services. For each service, the Device Description document lists the URLs for control, eventing and service description. Each service description includes a list of the commands, or actions, to which the service responds, and parameters, or arguments, for each action; the description for a service also includes a list of variables; these variables model the state of the service at run time and are described in terms of their data type, range, and event characteristics. === Control === Having retrieved a description of the device, the control point can send actions to a device's service. To do this, a control point sends a suitable control message to the control URL for the service (provided in the device description). Control messages are also expressed in XML using the Simple Object Access Protocol (SOAP). Much like function calls, the service returns any action-specific values in response to the control message. The effects of the action, if any, are modeled by changes in the variables that describe the run-time state of the service. === Event notification === Another capability of UPnP networking is event notification, or eventing. The event notification protocol defined in the UPnP Device Architecture is known as General Event Notification Architecture (GENA). A UPnP description for a service includes a list of actions the service responds to and a list of variables that model the state of the service at runtime. The service publishes updates when these variables change, and a control point may subscribe to receive this information. The service publishes updates by sending event messages. Event messages contain the names of one or more state variables and their current values. These messages are also expressed in XML. A special initial event message is sent when a control point first subscribes; this event message contains the names and values for all evented variables and allows the subscriber to initialize its model of the state of the service. To support scenarios with multiple control points, eventing is designed to keep all control points equally informed

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  • Yahoo Mail

    Yahoo Mail

    Yahoo! Mail (also written as Yahoo Mail) is a mailbox provider by Yahoo. It is one of the largest email services worldwide, with 225 million users. It is accessible via a web browser (webmail), mobile app, or through third-party email clients via the POP, SMTP, and IMAP protocols. Users can also connect non-Yahoo e-mail accounts to their Yahoo Mail inbox. The service was launched on October 8, 1997. The service is free for personal use, with an optional monthly fee for additional features. It is also available in several languages other than English. == History == === 1997–2002 === On October 8, 1997, Yahoo announced its acquisition of online communications company Four11 for $92 million in stock. As part of the purchase, Yahoo received Four11's RocketMail webmail service. Yahoo Mail, based on the RocketMail technology, launched at the same time. Yahoo! chose acquisition rather than internal platform development, because, as Healy said, "Hotmail was growing at thousands and thousands users per week. We did an analysis. For us to build, it would have taken four to six months, and by then, so many users would have taken an email account. The speed of the market was critical." On March 21, 2002, Yahoo! eliminated free software client access and introduced the $29.99 per year Mail Forwarding Service. Mary Osako, a Yahoo! Spokeswoman, told CNET, "For-pay services on Yahoo!, originally launched in February 1999, have experienced great acceptance from our base of active registered users, and we expect this adoption to continue to grow." === 2002–2010 === During 2002, the Yahoo network was gradually redesigned, including the company website, Yahoo Mail and other services. Along with the new design, new features were implemented, including drop-down menus in DHTML and keyboard shortcuts. On July 9, 2004, Yahoo! acquired Oddpost, a webmail service which simulated a desktop email client. Oddpost had features such as drag-and-drop support, right-click menus, RSS feeds, a preview pane, and increased speed using email caching to shorten response time. Many of the features were incorporated into an updated Yahoo! Mail service. ==== Competition ==== On April 1, 2004, Google announced its Gmail service with 1 GB of storage, although Gmail's invitation-only accounts kept the other webmail services at the forefront. Most major webmail providers, including Yahoo! Mail, increased their mailbox storage in response. Yahoo! first announced 100 MB of storage for basic accounts and 2 GB of storage for premium users. However, soon Yahoo Mail increased its free storage quota to 1 GB, before eventually allowing unlimited storage from March 27, 2007, until October 8, 2013. === 2011–2021 === In May 2011, Yahoo Mail rolled out a new interface. It included updated design, enhanced performance, and improved Facebook integration. In 2013, Yahoo! redesigned the site and removed several features, such as simultaneously opening multiple emails in tabs, sorting by sender name, and dragging mails to folders. The new email interface was geared to give an improved user-experience for mobile devices, but was criticized for having an inferior desktop interface. Many users objected to the unannounced nature of the changes through an online post asking Yahoo! to bring back mail tabs with one hundred thousand voting and nearly ten thousand commenting. The redesign produced a problem that caused an unknown number of users to lose access to their accounts for several weeks. In December 2013, Yahoo! Mail suffered a major outage where approximately one million users, one percent of the site's total users, could not access their emails for several days. Yahoo!'s then-CEO Marissa Mayer publicly apologized to the site's users. China Yahoo Mail announced in April 2013 that it would shut down that August as part of Yahoo ceasing services in China since acquiring a stake in Alibaba in 2005. Users with email address suffixes @yahoo.com.cn and @yahoo.cn could transfer their accounts to AliCloud to continue receiving messages through the end of 2014. In January 2014, an undisclosed number of usernames and passwords were released to hackers, following a security breach that Yahoo! believed had occurred through a third-party website. Yahoo! contacted affected users and requested that passwords be changed. In October 2015, Yahoo! updated the mail service with a "more subtle" redesign, as well as improved mobile features. The same release introduced the Yahoo! Account Key, a smartphone-based replacement for password logins. The app also added support for third-party mail accounts. In 2017, Yahoo! again redesigned the web interface with a "more minimal" look, and introduced the option to customize it with different color themes and layouts. In 2019, Yahoo released a redesigned Yahoo Mail app to organize user inboxes, introducing features including a one-tap unsubscribe tool, package tracking, and travel updates. In 2020, Yahoo Mail users were able to fill Walmart shopping carts directly from their inboxes, an industry first. Yahoo! also added a feature to view NFL matches. === 2022–present === In 2022, updates to the Yahoo Mail mobile app added tools to help manage receipts, gift cards, and subscriptions. AI-based additions in 2023 included a feature that automates tracking coupon codes and credits for online shopping, as well as updates to search suggestions, message summaries and AI writing assistance. In 2024, updates to the desktop interface added more AI-based features, including a "priority inbox" tab with automatically generated summaries of important messages and automated suggestions of next actions based on message contents. In February 2025, Yahoo aired its first Super Bowl ad since 2002, in which Bill Murray invited viewers to contact him at his Yahoo Mail email address ([email protected]). The address received nearly 150,000 emails in the first two hours after broadcast. In June 2025, Yahoo Mail introduced a "Catch Up" feature that provides AI-generated summaries and email previews and prompts users to choose to delete or retain each one. As part of the feature's launch, Yahoo Mail collaborated with streetwear brand Anti Social Social Club on an apparel release. == User interface == As many as three web interfaces were available at any given time. The traditional "Yahoo! Mail Classic" preserved the availability of their original 1997 interface until July 2013 in North America. A 2005 version included a new Ajax interface, drag-and-drop, improved search, keyboard shortcuts, address auto-completion, and tabs. However, other features were removed, such as column widths and one click delete-move-to-next. In October 2010, Yahoo! released a beta version of Yahoo! Mail, which included improvements to performance, search, and Facebook integration. In May 2011, this became the default interface. Their current Webmail interface was introduced in 2017. == Spam policy == Yahoo! Mail is often used by spammers to provide a "remove me" email address. Often, these addresses are used to verify the recipient's address, thus opening the door for more spam. Yahoo! does not tolerate this practice and terminates accounts connected with spam-related activities without warning, causing spammers to lose access to any other Yahoo! services connected with their ID under the Terms of Service. Additionally, Yahoo! stresses that its servers are based in California and any spam-related activity which uses its servers could potentially violate that state's anti-spam laws. In February 2006, Yahoo! announced its decision (along with AOL) to give some organizations the option to "certify" mail by paying up to one cent for each outgoing message, allowing the mail in question to bypass inbound spam filters. Few mailers used it and, Goodmail, the company running the certification process, shut down in 2011. === Filters === In order to prevent abuse, in 2002 Yahoo! Mail activated filters which changed certain words (that could trigger unwanted JavaScript events) and word fragments into other words. "mocha" was changed to "espresso", "expression" became "statement", and "eval" (short for "evaluation") became "review". This resulted in many unintended corrections, such as "prevent" (prevalent), "revalidation" (evaluation) and "media review" (medieval). When asked about these changes, Yahoo! explained that the changed words were common terms used in their privacy dashboard and were blacklisted to prevent hackers from sending damaging commands via the program's HTML function. Starting before February 7, 2006, Yahoo! Mail ended the practice, and began to add an underscore as a prefix to certain suspicious words and word fragments. === Greylisting === Incoming mail to Yahoo! addresses can be subjected to deferred delivery as part of Yahoo's incoming spam controls. This can delay delivery of mail sent to Yahoo! addresses without the sender or recipients being aware of it. The deferral is typically of short duration, but

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  • Web engineering

    Web engineering

    The World Wide Web has become a major delivery platform for a variety of complex and sophisticated enterprise applications in several domains. In addition to their inherent multifaceted functionality, these Web applications exhibit complex behaviour and place some unique demands on their usability, performance, security, and ability to grow and evolve. However, a vast majority of these applications continue to be developed in an ad hoc way, contributing to problems of usability, maintainability, quality and reliability. While Web development can benefit from established practices from other related disciplines, it has certain distinguishing characteristics that demand special considerations. In recent years, there have been developments towards addressing these considerations. Web engineering focuses on the methodologies, techniques, and tools that are the foundation of Web application development and which support their design, development, evolution, and evaluation. Web application development has certain characteristics that make it different from traditional software, information systems, or computer application development. Web engineering is multidisciplinary and encompasses contributions from diverse areas: systems analysis and design, software engineering, hypermedia/hypertext engineering, requirements engineering, human-computer interaction, user interface, data engineering, information science, information indexing and retrieval, testing, modelling and simulation, project management, and graphic design and presentation. Web engineering is neither a clone nor a subset of software engineering, although both involve programming and software development. While Web Engineering uses software engineering principles, it encompasses new approaches, methodologies, tools, techniques, and guidelines to meet the unique requirements of Web-based applications. == As a discipline == Proponents of Web engineering supported the establishment of Web engineering as a discipline at an early stage of Web. Major arguments for Web engineering as a new discipline are: Web-based Information Systems (WIS) development process is different and unique. Web engineering is multi-disciplinary; no single discipline (such as software engineering) can provide a complete theory basis, body of knowledge and practices to guide WIS development. Issues of evolution and lifecycle management when compared to more 'traditional' applications. Web-based information systems and applications are pervasive and non-trivial. The prospect of Web as a platform will continue to grow and it is worth being treated specifically. However, it has been controversial, especially for people in other traditional disciplines such as software engineering, to recognize Web engineering as a new field. The issue is how different and independent Web engineering is, compared with other disciplines. Main topics of Web engineering include, but are not limited to, the following areas: === Modeling disciplines === Business Processes for Applications on the Web Process Modelling of Web applications Requirements Engineering for Web applications B2B applications === Design disciplines, tools, and methods === UML and the Web Conceptual Modeling of Web Applications (aka. Web modeling) Prototyping Methods and Tools Web design methods CASE Tools for Web Applications Web Interface Design Data Models for Web Information Systems === Implementation disciplines === Integrated Web Application Development Environments Code Generation for Web Applications Software Factories for/on the Web Web 2.0, AJAX, E4X, ASP.NET, PHP and Other New Developments Web Services Development and Deployment === Testing disciplines === Testing and Evaluation of Web systems and Applications. Testing Automation, Methods, and Tools. === Applications categories disciplines === Semantic Web applications Document centric Web sites Transactional Web applications Interactive Web applications Workflow-based Web applications Collaborative Web applications Portal-oriented Web applications Ubiquitous and Mobile Web Applications Device Independent Web Delivery Localization and Internationalization of Web Applications Personalization of Web Applications == Attributes == === Web quality === Web Metrics, Cost Estimation, and Measurement Personalisation and Adaptation of Web applications Web Quality Usability of Web Applications Web accessibility Performance of Web-based applications === Content-related === Web Content Management Content Management System (CMS) Multimedia Authoring Tools and Software Authoring of adaptive hypermedia == Education == Master of Science: Web Engineering as a branch of study within the MSc program Web Sciences at the Johannes Kepler University Linz, Austria Diploma in Web Engineering: Web Engineering as a study program at the International Webmasters College (iWMC), Germany

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  • Death and the Internet

    Death and the Internet

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

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  • History of operating systems

    History of operating systems

    Computer operating systems (OSes) provide a set of functions needed and used by most application programs on a computer, and the links needed to control and synchronize computer hardware. On the first computers, with no operating system, every program needed the full hardware specification to run correctly and perform standard tasks, and its own drivers for peripheral devices like printers and punched paper card readers. The growing complexity of hardware and application programs eventually made operating systems a necessity for everyday use. == Background == Early computers lacked any form of operating system. Instead, the user (rarely also the computer operator), had sole use of the machine for a scheduled period of time. The user would deliver his program to a computer operator who would be responsible for loading the computer with the program and data needed for its 'run'. Eventually, the end of a user's program could be detected and a control program automatically loaded which would load the next user's program, relieving the operator of having to load in each user's program individually and introducing the era of 'batched' programming. That is, a number of user programs could all be loaded together in a batch. Loading of program and data was accomplished in various ways including toggle switches (only used by a user on the earliest of computers, but later used by the computer operator to control the computer, e.g., to start it up, to shut it down, to 'pause', to 'dump' its RAM contents, and/or to control its input and/or its output), punched paper cards and magnetic or paper tape. Once loaded, the machine would be set to execute each program singly until that program completed, crashed, exceeded its time limit or went into a(n infinite) loop. In those early days, there were only 'Control Program' units for providing the software necessary to control the computers and ancillary hardware, e.g., for such semi hardware functions as I/O . None of the early 'Control Programs' were sufficiently sophisticated to recognize a looping user program or initiate a recovery action. Detection and recovery from a looping program was another critical operator function and was usually detected by the sound of the looping computer, whereupon the operator would simply initiate a complete dump of the executing program (for later debugging by the programmer) and then load in (or instruct the computer to go on to) the next user's program. Programs could sometimes be debugged via a control panel using dials, toggle switches and panel lights, making it a very manual and error-prone process. But, this was quite rare, since the high cost of even the simplest of the early computers prohibited such exclusive use of a computer by an individual programmer. Almost all program debugging was done away from any computer by the original programmer perusing the program and the dump of its execution obtained, e.g., by the computer operator or automatically by some computer hardware exception detection (such as a timeout, an attempt to divide by zero, or an over or underflow). Programmers then could only very rarely have more than one computer 'run' per day! Symbolic languages, e.g., assemblers and compilers were developed for programmers to translate symbolic program code into machine code that previously would have been hand-encoded. Later machines came with libraries of support code on punched cards or magnetic tape, which would be linked to the user's program to assist in operations such as input and output. This was the genesis of the modern-day operating system; however, machines still ran a single program or job at a time. At Cambridge University in England the job queue was at one time a string from which tapes attached to corresponding job tickets were hung with stationery pegs. == Mainframes == The first operating system used for real work was GM-NAA I/O, produced in 1956 by General Motors' Research division for its IBM 704. Most other early operating systems for IBM mainframes were also produced by customers. Early operating systems were very diverse, with each vendor or customer producing one or more operating systems specific to their particular mainframe computer. Every operating system, even from the same vendor, could have radically different models of commands, operating procedures, and such facilities as debugging aids. Typically, each time the manufacturer brought out a new machine, there would be a new operating system, and most applications would have to be manually adjusted, recompiled, and retested. === Systems on IBM hardware === Building on customer experience and requirements, IBM took on a more active role in developing operating systems for the 709, 1410, 7010, 7040, 7044, 7090 and 7094. IBM also collaborated with universities. The state of affairs continued until the mid 1960s when IBM, already a leading hardware vendor, stopped work on existing systems and put all its effort into developing the System/360 series of machines, all of which used the same instruction and input/output architecture. IBM intended to develop a single operating system for the new hardware, the OS/360. The problems encountered in the development of the OS/360 are legendary, and are described by Fred Brooks in The Mythical Man-Month—a book that has become a classic of software engineering. Because of performance differences across the hardware range and delays with software development, a whole family of operating systems was introduced instead of a single OS/360. IBM wound up releasing a series of stop-gaps followed by two longer-lived operating systems: OS/360 for mid-range and large systems. This was available in three system generation options: PCP for early users and for those without the resources for multiprogramming. MFT for mid-range systems, replaced by MFT-II in OS/360 Release 15/16. This had one successor, OS/VS1, which was discontinued in the 1980s. MVT for large systems. This was similar in most ways to PCP and MFT (most programs could be ported among the three without being re-compiled), but has more sophisticated memory management and a time-sharing facility, TSO. MVT had several successors including the current z/OS. DOS/360 for small System/360 models had several successors including the current z/VSE. It was significantly different from OS/360. IBM maintained full compatibility with the past, so that programs developed in the sixties can still run under z/VSE (if developed for DOS/360) or z/OS (if developed for MFT or MVT) with no change. IBM also developed TSS/360, a time-sharing system for the System/360 Model 67. Overcompensating for their perceived importance of developing a timeshare system, they set hundreds of developers to work on the project. Early releases of TSS were slow and unreliable; by the time TSS had acceptable performance and reliability, IBM wanted its TSS users to migrate to OS/360 and OS/VS2; while IBM offered a TSS/370 PRPQ, they dropped it after 3 releases. Several operating systems for the IBM S/360 and S/370 architectures were developed by third parties, including the Michigan Terminal System (MTS) and MUSIC/SP. === Other mainframe operating systems === Control Data Corporation developed the SCOPE operating systems in the 1960s, for batch processing and later developed the MACE operating system for time sharing, which was the basis for the later Kronos. In cooperation with the University of Minnesota, the Kronos and later the NOS operating systems were developed during the 1970s, which supported simultaneous batch and time sharing use. Like many commercial time sharing systems, its interface was an extension of the DTSS time sharing system, one of the pioneering efforts in timesharing and programming languages. In the late 1970s, Control Data and the University of Illinois developed the PLATO system, which used plasma panel displays and long-distance time sharing networks. PLATO was remarkably innovative for its time; the shared memory model of PLATO's TUTOR programming language allowed applications such as real-time chat and multi-user graphical games. For the UNIVAC 1107, UNIVAC, the first commercial computer manufacturer, produced the EXEC I operating system, and Computer Sciences Corporation developed the EXEC II operating system and delivered it to UNIVAC. EXEC II was ported to the UNIVAC 1108. Later, UNIVAC developed the EXEC 8 operating system for the 1108; it was the basis for operating systems for later members of the family. Like all early mainframe systems, EXEC I and EXEC II were a batch-oriented system that managed magnetic drums, disks, card readers and line printers; EXEC 8 supported both batch processing and on-line transaction processing. In the 1970s, UNIVAC produced the Real-Time Basic (RTB) system to support large-scale time sharing, also patterned after the Dartmouth BASIC system. Burroughs Corporation introduced the B5000 in 1961 with the MCP (Master Control Program) operating system. The B5000

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  • Alias Eclipse

    Alias Eclipse

    Eclipse was a professional 2D image editing program available on Silicon Graphics and Windows workstations. Designed to manipulate high-resolution images like digitized movie frames and photographs for print, it offered color correction tools, image processing effects, rudimentary paint features, and spline-based drawing and masking. == History == Eclipse was originally developed in the late 1980s by Full Color Computing, an early provider of photo retouch and color prepress software for Silicon Graphics workstations. Alias Research (later Alias Systems Corporation), a developer of professional 3D graphics applications for the SGI platform, purchased the rights to Eclipse in fall 1990. Alias developed Eclipse through the early to mid-1990s, releasing version 2.5 in 1995 with improvements to the speed of color correction, effects, and rendering. Xyvision's Contex Prepress division purchased exclusive rights to Eclipse from Alias in 1996, and released version 3.0 the following year. Eclipse was subsequently sold to German developer Form & Vision GmbH, which continued development and ported it to the Windows platform. In 1999, Form & Vision released a demo of Eclipse 3.1.3 on the SGI platform which was limited to 1600 x 1600 pixel images, then ceased development of Eclipse on the SGI platform. Eclipse was thereafter developed exclusively for the Windows platform, culminating with version 3.1.4 in 2001. In the same year the firm went bankrupt. == Features == Eclipse was designed to work with very large images that could not be manipulated in real time on contemporary computer systems due to memory limitations, and thus allowed the user to make modifications to a lower-resolution copy of the original image in "proxy mode." Brush strokes, color corrections, and other edits were saved in proxy mode, then applied to the full-size image in post processing. This method also allowed for batch processing of a high-resolution image sequence using the edits applied to the original proxy image. Other features included color correction and separation, warping, special effects, text, and shape masking. Wavelet image compression created by LuraTech was added to Eclipse 3.1.4

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  • Social media use by the Islamic State

    Social media use by the Islamic State

    The Islamic State is widely known for its posting of disturbing content, such as beheading videos, on the internet. This propaganda is disseminated through websites and many social media platforms such as Twitter, Facebook, Telegram, and YouTube. By utilizing social media, the organization has garnered a strong following and successfully recruited tens of thousands of followers from around the world. In response to its successful use of social media, many websites and social media platforms have banned accounts and removed content promoting the Islamic State from their platforms. == Background == The Islamic State is a Jihadist militant group and a former unrecognised proto-state. The group sophisticatedly utilizes social media as a tool for spreading its message and for international recruitment. == Target audience == IS targets a variety of different groups both in the Middle East and Western Countries. There are a wide variety of motives for why fighters may be prompted to join IS. Researchers from Quantum cite nine attributes characteristic of a fighter looking to join IS: status seeking, identity seeking, revenge, redemption, thrill, ideology, justice, and death. The standard IS recruit, both from the Middle East and Western countries, is relatively young. The average age of IS fighters is around 26 years old, with 86% of recruits being male. Middle Eastern recruits come from economically disadvantaged backgrounds in Northern Iraq. Recent destruction in the Iraq War and Syrian Civil War has created hatred of Western Powers in the region. By 2025, researchers identified a significant shift toward targeting minors and adolescents, a phenomenon dubbed the "Alt-Jihad." This younger demographic is targeted not through theological arguments, but through a "victimhood-revenge" narrative that blends extremist ideology with pop-culture aesthetics in gaming environments like Roblox and Minecraft. In 2024 alone, 42 minors were arrested in Europe for involvement in IS-related plotting or propaganda. Western recruits are often second or third-generation immigrants. Computer scientists Zeeshan ul-hassan Usmani also found that the majority of the Western recruits do not feel "at home" in their home country. As a result, these fighters often have desires to go abroad and escape conditions in their home country. In addition to recruitment, IS's social media presence is also meant to intimidate and spread terror around the world. IS's posting of beheadings and other execution videos primarily target the Western world. == Content and messages == IS produces propaganda videos that range from video executions to full-length documentaries. The videos have a high production quality and incorporate montages, slow motion scenes, and are often accompanied by a short dialogue. IS has a dedicated team of over 100 media insurgents dedicated to recording these videos. While the group previously relied on glossy magazines like Dabiq, post-territorial strategies have shifted focus to the weekly newsletter Al-Naba. Unlike previous publications designed for recruitment, Al-Naba serves as a "central pillar" of the group's media strategy, focusing on bureaucratic reporting and military statistics to project a narrative of endurance and maintain internal cohesion among dispersed fighters. The IS executions typically consist of beheadings or mass shootings in retaliation to western intervention in IS territory. The particular videos that IS often post include executions of "enemies of the Caliphate," which often consist of westerners or Jordanian nationals. Most infamously, an executioner nicknamed Jihadi John was seen in many of these videos prior to his death in 2015. Jihadi John is notorious for executing many US, UK, and Japanese citizens such as Steven Sotloff, David Haines, and Alan Henning. In many of the videos and materials produced by IS, there is the theme of inclusion and brotherhood. Additionally, the videos also focus on three main messages: Convey narrative of global war and ultimate victory Radicalize populations globally Encourage international lone state actor and small cell attacks in support of IS These messages can be seen throughout all content produced by the Islamic State such as war documentaries, execution videos, and Rumiyah (magazine). == Social media usage == From 2013 to 2014, the organization primarily used mainstream platforms such as Twitter, Facebook, and YouTube. In 2014, these large social media platforms removed IS content. Since then, IS has chosen to utilize social media platforms that either protect their content or allow for content to quickly be reposted. These platforms of choice are Telegram, Justpaste.it, and Surespot, until the latter's shutdown in 2022. By 2025, the group had further diversified into decentralized platforms like Rocket.Chat and TamTam to evade moderation. IS also implements marketing initiatives like “Jihadist Follow Friday,” which encourages users to follow new IS-related accounts each Friday. This specific hashtag mirrors commonly used hashtags such as #motivation monday or #throwbackthursday. To augment their online presence and popularity, the organization encourages their followers to use a plethora of Arabic hashtags, which translate to #theFridayofSupportingISIS, and #CalamityWillBefalltheUS. This allows them to gain followers each week while promoting their community and message on a weekly basis. === Twitter === During 2014, there were an estimated 46,000 to 90,000 Twitter accounts that advocated for IS or were run by supporters of the group. In 2015, Twitter reported that it banned 125,000 IS sympathetic accounts. In 2016, it published an update of 325,000 deleted accounts. Though many accounts have been suspended, IS supporters often create new accounts. Twitter defines those who recreate accounts as “resurgents” and explains that these are often difficult accounts to remove completely, since they tend to pop back up in alternate forms. It is estimated that approximately 20% of all IS affiliated Twitter accounts can be traced back to fake accounts created by the same user. Many of these accounts are traced back to the “Baqiya family,” which is an online network of thousands of IS followers. Many of these accounts are active during important IS military victories. During the IS march on Mosul, there were about 42,000 tweets on Twitter supporting the invasion. === Telegram === During 2014, IS became very active on Telegram after many major social media platforms banned IS content and sympathetic accounts. Telegram is an encrypted messaging application. The platform by nature is created as an end-to-end user encryption platform. Further, it also has special features such as the self-destruct timer which erase all evidence and messages. The app has a user data protection policy because violating this policy could potentially damage the app’s brand of customer privacy. Government agencies have been unable to break Telegram's encryption technology. On Telegram, IS often uses the hashtag #KhilafahNews to attract their users. Telegram is used by IS to plan social media campaigns on alternate platforms. The organization also uses Telegram as an anchor platform to connect with their user base when their other accounts are banned on Twitter and Facebook. On 28 February 2016 a video was uploaded threatening to expose the najaasah and shoot the hesitates. Produced by Ibn-Altayb and distributed by Al-Hayat, the video shows footage of Bruxelles attacks and the victims. In July 2017, Telegram came under scrutiny from the media and news media outlets. It has been documented that IS gunmen have used this app to maintain contact with IS leaders in Raqqa days before terror attacks in Turkey, Berlin, and St. Petersburg. Despite concerns from Western media, there has been little to no action taken against IS accounts on Telegram. In April 2019 a video was uploaded in which they urged lone wolves to attempt to attack during the Holy Week in Sevilla and Málaga. In Sevilla, a jihadist who intended to perform a lone wolf attack was arrested. === TikTok === In October 2019, it was reported that IS recruitment content was discovered on TikTok. Approximately two dozen accounts were subsequently shut down in response. By 2025, TikTok had evolved into a "low-threshold" gateway for extremist recruitment, characterized by researchers as part of a "Virtual Caliphate Complex." Nearly 93 unofficial IS support groups, known as "feeder groups," were found to be repackaging official IS content into short-form videos with pink hearts, catchy music, and internet memes to evade detection and appeal to the "TikTok generation." This content often promotes a "victimhood-revenge" narrative rather than complex theology, specifically designed to radicalize minors. === Justpaste.it === Justpaste.it, an anonymous photo and text sharing website, has also been utilized heavily. With the option to lock images, the website allows anonymous

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  • Cringe culture

    Cringe culture

    Cringe culture () is an Internet phenomenon and neologism characterized by the mockery and ridicule of content, behaviors, or expressions deemed embarrassing or awkward. The term cringe evolved semantically from describing personal secondhand embarrassment to becoming a dismissive label applied to various forms of online expression and fan behavior. The phenomenon emerged in the early 2000s as a response to awkward online content but gradually transformed into a cultural force that impacted fan communities, creative expression, and social media behavior. Cringe culture gained particular prominence through online platforms like Reddit and 4chan, and has been observed to cause the decline of various fandoms when they become labeled as cringe. Cringe culture has extended beyond Internet communities into academic and professional settings. Educators have noticed increased self-consciousness among students about displaying effort in their work (known as tryharding). By the early 2020s, a cultural pushback against cringe culture began to emerge, with public figures and celebrities advocating for authentic self-expression and rejecting the fear of being perceived as "trying too hard". == Origin == The term cringe underwent semantic change from its original usage describing an involuntary physical response, then to embarrassment. The term gained popularity in online forums during the early 2000s, when public self-humiliation online was a relatively novel phenomenon. Early cringe culture drew much of its content from YouTube. According to Kaitlyn Tiffany of The Atlantic, the majority of cringe stemmed from people who did not seem to understand that anyone in the world could see their videos. The phenomenon initially focused on empathy and secondhand embarrassment, with viewers relating to the awkward situations they witnessed. Popular early examples of cringe include the 2002 viral video Star Wars Kid and "My Video for Briona for Our 7 Month", in which a man winks, licks his lips, and makes romantic declarations to his partner. Early cringe culture encompassed multiple styles, including self-deprecating, playful, and hostile forms. On /b/ (4chan's "random" board), early cringe discussions targeted groups like Tumblr users, social justice warriors, fangirls, and furries, while also being used to describe "normies" who lacked sufficient knowledge of Internet culture to understand its ironic humor. In July 2012, Reddit user Michael Dombkowski took over the dormant r/cringe subreddit after watching a KENS5 segment about teen werewolves. Dombkowski created RSS feeds to alert him whenever someone mentioned cringe anywhere on Reddit, then encouraged users to visit his subreddit. The subreddit collected 10,000 monthly pageviews in its first month, which grew to 941,000 by September 2012 and 5 million the following month. According to The Daily Dot, Dombkowski had intended the subreddit to elicit empathy from viewers rather than to mock its subjects. On November 9, 2012, Dombkowski banned all images from r/cringe and created r/cringepics as a spinoff subreddit for image-based content. The community initially opposed this decision, as users worried that it would fragment the community. In a few months, r/cringepics overtook r/cringe in traffic and subscribers. By 2014, the combined subreddits amassed over 500,000 subscribers and more than 30 million monthly pageviews. In a March 2013 company AMA ("Ask Me Anything"), Reddit's general manager Erik Martin stated that he hates "r/cringepics and anything cringe related and the whole idea." == Impact == Cringe culture has impacted various fandoms. Screen Rant dubbed the phenomenon in which a fandom abruptly dissipates when suddenly deemed cringe (due to the actions of individuals within the fandom or the fandom being re-evaluated as a whole) as the "My Hero Academia Effect". My Hero Academia initially enjoyed popularity in 2020 during the COVID-19 pandemic, but the resurfacing of embarrassing TikTok videos of convention-goers in 2020 caused the My Hero Academia fandom to be deemed cringy, and thus was abandoned by many anime fans. Similarly, the fandom of the Homestuck webcomic, which ran from 2009 to 2016, faced scrutiny when cosplayers filled bathtubs with Sharpies to achieve gray skin coloring (emulating the design of the Homestuck characters), which led to property damage at hotels and convention bans. Many fans subsequently abandoned the fandom, and as a result, according to Screen Rant, the Homestuck fandom was almost non-existent by 2024. It is worth noting that as of September 27, 2025 animation studio SpindleHorse, also responsible for the popular animated show Hazbin Hotel (another common recipient of Cringe Culture discussion) has released a Homestuck animated pilot episode on YouTube. Other fandoms that were deemed cringy include the Stranger Things and Hazbin Hotel fandoms. Isobel Heal of Varsity described being "far too insecure as a teen to even consider listening to songs inspired by My Little Pony or Five Nights at Freddy's regardless of how catchy they were," but found that attending a Living Tombstone concert allowed her to overcome these inhibitions. She wrote that everyone in the crowd was "completely unafraid to engage in the silliness of the entire night," which allowed her to "let my guard down and enjoy the evening without fear of feeling 'cringe.'" Heal described her experience of singing along to tracks like "Discord", a My Little Pony–themed song, provided what she described as healing "the wounds of the younger me" and represented a form of reclaiming interests that had been suppressed due to social pressure and bullying. == Reactions == New York University professor Ocean Vuong observed that students increasingly hesitate to reveal effort behind their creative work. Vuong stated that students often say "I want to be a good writer, but it's a bit cringe" and perform cynicism because it can be misread as intelligence. In May 2022, Taylor Swift addressed cringe culture in her commencement speech at New York University: she advised graduates to "learn to live alongside cringe" and that "cringe is unavoidable over a lifetime." Other celebrities have made public speeches fighting against the perceived notion that "tryharding" is cringe. In his 31st Screen Actors Guild Awards acceptance speech, Timothée Chalamet emphasized his pursuit of greatness and the effort he invested in his roles, which diverged from typical humble acceptance speeches. In her 67th Annual Grammy Awards acceptance speech, rapper Doechii also stressed her dedication and hard work. According to The Daily Dot, X users called Chalamet and Doechii's speeches "refreshing" and decried those who embrace cringe culture as "miserable losers". In 2023, Critical Role dungeon master Matthew Mercer spoke against cringe culture at New York Comic Con: "We live in an odd time of 'cringe culture' where anything that's honest can be called cringe. And I don't agree with that." Mercer argued that much of what is dismissed as cringe consists of "people being their authentic self." In October 2025, actress and singer Ariana Grande discussed her experience with cringe culture in an interview on the podcast Shut Up Evan. She described the phenomenon as "unfair", stating that people should be allowed to express passion and happiness without judgement. She further explained that in the wake of her leading role in the 2024 film Wicked there were those who perceived the behavior of her and costar Cynthia Erivo during the film's press tour as "inauthentic" and therefore cringe. == Analysis == In 2021, Steven Dashiell wrote in the journal Studies in Popular Culture that cringe culture functions as a mechanism for social boundaries within the My Little Pony: Friendship Is Magic fandom, and that cringe culture operates not only between different communities but also within fandoms themselves. In his analysis, Dashiell examined a Reddit thread where a brony (an adult fan of My Little Pony: Friendship Is Magic) expressed embarrassment about other bronies. The thread received over 400 comments in which participants engaged in what Dashiell termed other-izing: distancing themselves from behaviors they deemed cringeworthy. Rather than defending the criticized bronies, commenters consistently used the term cringe to describe their reactions to certain fan behaviors while distinguishing themselves from the so-called "deviant brony" to normalize their own participation in the fandom. A February 2024 Hinge report revealed that more than half of Generation Z worries about cringe while dating and are 50 percent more likely than millennials to delay responding to avoid seeming overeager.

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