AI Image Generators

Explore the best AI Image Generators — independent reviews, comparisons, pricing and step-by-step how-to guides, curated by Aizhi.

  • Video browsing

    Video browsing

    Video browsing, also known as exploratory video search, is the interactive process of skimming through video content in order to satisfy some information need or to interactively check if the video content is relevant. While originally proposed to help users inspecting a single video through visual thumbnails, modern video browsing tools enable users to quickly find desired information in a video archive by iterative human–computer interaction through an exploratory search approach. Many of these tools presume a smart user that wants features to interactively inspect video content, as well as automatic content filtering features. For that purpose, several video interaction features are usually provided, such as sophisticated navigation in video or search by a content-based query. Video browsing tools often build on lower-level video content analysis, such as shot transition detection, keyframe extraction, semantic concept detection, and create a structured content overview of the video file or video archive. Furthermore, they usually provide sophisticated navigation features, such as advanced timelines, visual seeker bars or a list of selected thumbnails, as well as means for content querying. Examples of content queries are shot filtering through visual concepts (e.g., only shots showing cars), through some specific characteristics (e.g., color or motion filtering), through user-provided sketches (e.g., a visually drawn sketch), or through content-based similarity search. == History == Video browsing was originally proposed by Iranian engineer Farshid Arman, Taiwanese computer scientist Arding Hsu, and computer scientist Ming-Yee Chiu, while working at Siemens, and it was presented at the ACM International Conference in August 1993. They described a shot detection algorithm for compressed video that was originally encoded with discrete cosine transform (DCT) video coding standards such as JPEG, MPEG and H.26x. The basic idea was that, since the DCT coefficients are mathematically related to the spatial domain and represent the content of each frame, they can be used to detect the differences between video frames. In the algorithm, a subset of blocks in a frame and a subset of DCT coefficients for each block are used as motion vector representation for the frame. By operating on compressed DCT representations, the algorithm significantly reduces the computational requirements for decompression and enables effective video browsing. The algorithm represents separate shots of a video sequence by an r-frame, a thumbnail of the shot framed by a motion tracking region. A variation of this concept was later adopted for QBIC video content mosaics, where each r-frame is a salient still from the shot it represents. === Video Notebook === Modern video browsing solutions include Video Notebook, a Menlo Park startup founded in 2021 by Mike Lanza, which uses computer vision to extract slides and optical character recognition and speech recognition to facilitate video search. The software can be either used on the client side (using a browser extension), where the slides and text are extracted while the video is watched (e.g. on a video platform like YouTube or Udemy), or on the server side. Processed videos, which can be viewed in the Video Notebook web app, feature a video browsing user interface with extracted timestamped slides, a search bar for querying the video (or a collection of videos), and text chapters. Video Notebook customers include organisations like Ernst & Young. === Video Browser Showdown === The Video Browser Showdown (VBS) is an annual live evaluation competition for exploratory video search tools, where international researchers use video browsing tools to solve ad-hoc video search tasks on a moderately large data set as fast as possible. The main goal of the VBS, which started in 2012 at the International Conference on MultiMedia Modeling (MMM), is to advance the performance of video browsing tools. Since 2016, the VBS also collaborates with TRECVID. The aim of the VBS is to evaluate video browsing tools for efficiency at known-item search (KIS) tasks with a well-defined data set in direct comparison to other tools.

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  • Wargame (hacking)

    Wargame (hacking)

    In hacking, a wargame (or war game) is a cyber-security challenge and mind sport in which the competitors must exploit or defend a vulnerability in a system or application, and/or gain or prevent access to a computer system. A wargame usually involves a capture the flag logic, based on pentesting, semantic URL attacks, knowledge-based authentication, password cracking, reverse engineering of software (often JavaScript, C and assembly language), code injection, SQL injections, cross-site scripting, exploits, IP address spoofing, forensics, and other hacking techniques. == Wargames for preparedness == Wargames are also used as a method of cyberwarfare preparedness. The NATO Cooperative Cyber Defence Centre of Excellence (CCDCOE) organizes an annual event, Locked Shields, which is an international live-fire cyber exercise. The exercise challenges cyber security experts through real-time attacks in fictional scenarios and is used to develop skills in national IT defense strategies. == Additional applications == Wargames can be used to teach the basics of web attacks and web security, giving participants a better understanding of how attackers exploit security vulnerabilities. Wargames are also used as a way to "stress test" an organization's response plan and serve as a drill to identify gaps in cyber disaster preparedness.

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  • Line Drawing System-1

    Line Drawing System-1

    LDS-1 (Line Drawing System-1) was a calligraphic (vector, rather than raster) display processor and display device created by Evans & Sutherland in 1969. This model was known as the first graphics device with a graphics processing unit. == Features == It was controlled by a variety of host computers. Straight lines were smoothly rendered in real-time animation. General principles of operation were similar to the systems used today: 4x4 transformation matrices, 1x4 vertices. Possible uses included flight simulation (in the product brochure there are screenshots of landing on a carrier), scientific imaging and GIS systems. == History == The first LDS-1 was shipped to the customer (BBN) in August 1969. Only a few of these systems were ever built. One was used by the Los Angeles Times as their first typesetting/layout computer. One went to NASA Ames Research Center for Human Factors Research. Another was bought by the Port Authority of New York to develop a tugboat pilot trainer for navigation in the harbor. The MIT Dynamic Modeling had one, and there was a program for viewing an ongoing game of Maze War.

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  • Scenery generator

    Scenery generator

    A scenery generator (or terrain generator) is a software used to create landscape images, 3D models, and animations. These programs often use procedural generation to generate the landscapes, or sometimes created and rendered by a 3D artist. These programs are often used in video games or movies. Basic elements of landscapes created by scenery generators include terrain, water, foliage, and clouds. The process for basic random generation uses a diamond square algorithm. == Common features == Most scenery generators can create basic heightmaps to simulate the variation of elevation in basic terrain. Common techniques include Simplex noise, fractals, or the diamond-square algorithm, which can generate 2-dimensional heightmaps. A version of scenery generator can be very simplistic. Using a diamond-square algorithm with some extra steps involving fractals, an algorithm for random generation of terrain can be made with only 120 lines of code. The program in example takes a grid and then divides the grid repeatedly. Each smaller grid is then split into squares and diamonds and the algorithm then makes the randomized terrain for each square and diamond. Most programs for creating landscapes also allow for adjustment and editing of the landscape. For example, World Creator allows for terrain sculpting, which uses a similar brush system as Photoshop, and allows for additional terrain enhancement with its procedural techniques such as erosion, sediments, and more. Other tools in the World Creator program include terrain stamping, which allows you to import elevation maps and use them as a base. The programs tend to also allow for additional placement of rocks, trees, etc. These can be done procedurally or by hand depending on the program. Typically the models used for the placement objects are the same as to lessen the amount of work that would be done if the user was to create a multitude of different trees. The terrain generated the computer does a generation of multifractals then integrates them until finally rendering them onto the screen. These techniques are typically done “on-the-fly” which typically for a 128 × 128 resolution terrain would mean 1.5 seconds on a CPU from the early 1990s. == Applications == Scenery generators are commonly used in movies, animations, 3D rendering, and video games. For example, Industrial Light & Magic used E-on Vue to create the fictional environments for Pirates of the Caribbean: Dead Man's Chest. In such live-action cases, a 3D model of the generated environment is rendered and blended with live-action footage. Scenery generated by the software may also be used to create completely computer-generated scenes. In the case of animated movies such as Kung Fu Panda, the raw generation is assisted by hand-painting to accentuate subtle details. Environmental elements not commonly associated with landscapes, such as ocean waves, have also been handled by the software. Scenery generation is used in most 3D based video-games. These typically use either custom or purchased engines that contain their own scenery generators. For some games they tend to use a procedurally generated terrain. These typically use a form of height mapping and use of Perlin noise. This will create a grid that with one point in a 2D coordinate will create the same heightmap as it is pseudorandom, meaning it will result in the same output with the same input. This can then easily be translated into the product 3D image. These can then be changed from the editor tools in most engines if the terrain will be custom built. With recent developments neural networks can be built to create or texture the terrain based on previously suggested artwork or heightmap data. These would be generated using algorithms that have been able to identify images and similarities between them. With the info the machine can take other heightmaps and render a very similar looking image to the style image. This can be used to create similar images in example a Studio Ghibli or Van Gogh art-style. == Software == Most game engines, whether custom or proprietary, will have terrain generation built in. Some terrain generator programs include, Terragen, which can create terrain, water, atmosphere and lighting; L3DT, which provides similar functions to Terragen, and has a 2048 × 2048 resolution limit; and World Creator, which can create terrain, and is fully GPU powered. === List of 3D terrain generation software ===

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  • News analytics

    News analytics

    In trading strategy, news analysis refers to the measurement of the various qualitative and quantitative attributes of textual (unstructured data) news stories. Some of these attributes are: sentiment, relevance, and novelty. Expressing news stories as numbers and metadata permits the manipulation of everyday information in a mathematical and statistical way. This data is often used in financial markets as part of a trading strategy or by businesses to judge market sentiment and make better business decisions. News analytics are usually derived through automated text analysis and applied to digital texts using elements from natural language processing and machine learning such as latent semantic analysis, support vector machines, "bag of words" among other techniques. == Applications and strategies == The application of sophisticated linguistic analysis to news and social media has grown from an area of research to mature product solutions since 2007. News analytics and news sentiment calculations are now routinely used by both buy-side and sell-side in alpha generation, trading execution, risk management, and market surveillance and compliance. There is however a good deal of variation in the quality, effectiveness and completeness of currently available solutions. A large number of companies use news analysis to help them make better business decisions. Academic researchers have become interested in news analysis especially with regards to predicting stock price movements, volatility and traded volume. Provided a set of values such as sentiment and relevance as well as the frequency of news arrivals, it is possible to construct news sentiment scores for multiple asset classes such as equities, Forex, fixed income, and commodities. Sentiment scores can be constructed at various horizons to meet the different needs and objectives of high and low frequency trading strategies, whilst characteristics such as direction and volatility of asset returns as well as the traded volume may be addressed more directly via the construction of tailor-made sentiment scores. Scores are generally constructed as a range of values. For instance, values may range between 0 and 100, where values above and below 50 convey positive and negative sentiment, respectively. === Absolute return strategies === The objective of absolute return strategies is absolute (positive) returns regardless of the direction of the financial market. To meet this objective, such strategies typically involve opportunistic long and short positions in selected instruments with zero or limited market exposure. In statistical terms, absolute return strategies should have very low correlation with the market return. Typically, hedge funds tend to employ absolute return strategies. Below, a few examples show how news analysis can be applied in the absolute return strategy space with the purpose to identify alpha opportunities applying a market neutral strategy or based on volatility trading. Example 1 Scenario: The gap between the news sentiment scores for direction, S {\displaystyle S} , of Company X {\displaystyle X} and Market Y {\displaystyle Y} has moved beyond + 20 {\displaystyle +20} . That is, S X − S Y {\displaystyle S_{X}-S_{Y}} ≥ 20 {\displaystyle 20} . Action: Buy the stock on Company X {\displaystyle X} and short the future on Market Y {\displaystyle Y} . Exit Strategy: When the gap in the news sentiment scores for direction of Company X {\displaystyle X} and Market Y {\displaystyle Y} has disappeared, S X − S Y {\displaystyle S_{X}-S_{Y}} = 0 {\displaystyle 0} , sell the stock on Company X {\displaystyle X} and go long the future on Market Y {\displaystyle Y} to close the positions. Example 2 Scenario: The news sentiment score for volatility of Company X {\displaystyle X} goes above 70 {\displaystyle 70} out of 100 {\displaystyle 100} indicating an expected volatility above the option implied volatility. Action: Buy a short-dated straddle (the purchase of both a put and a call) on the stock of Company X {\displaystyle X} . Exit Strategy: Keep the straddle on Company X {\displaystyle X} until expiry or until a certain profit target has been reached. === Relative return strategies === The objective of relative return strategies is to either replicate (passive management) or outperform (active management) a theoretical passive reference portfolio or benchmark. To meet these objectives such strategies typically involve long positions in selected instruments. In statistical terms, relative return strategies often have high correlation with the market return. Typically, mutual funds tend to employ relative return strategies. Below, a few examples show how news analysis can be applied in the relative return strategy space with the purpose to outperform the market applying a stock picking strategy and by making tactical tilts to ones asset allocation model. Example 1 Scenario: The news sentiment score for direction of Company X {\displaystyle X} goes above 70 {\displaystyle 70} out of 100 {\displaystyle 100} . Action: Buy the stock on Company X {\displaystyle X} . Exit Strategy: When the news sentiment score for direction of Company X {\displaystyle X} falls below 60 {\displaystyle 60} , sell the stock on Company X {\displaystyle X} to close the position. Example 2 Scenario: The news sentiment score for direction of Sector Z {\displaystyle Z} goes above 70 {\displaystyle 70} out of 100 {\displaystyle 100} . Action: Include Sector Z {\displaystyle Z} as a tactical bet in the asset allocation model. Exit Strategy: When the news sentiment score for direction of Sector Z {\displaystyle Z} falls below 60 {\displaystyle 60} , remove the tactical bet for Sector Z {\displaystyle Z} from the asset allocation model. === Financial risk management === The objective of financial risk management is to create economic value in a firm or to maintain a certain risk profile of an investment portfolio by using financial instruments to manage risk exposures, particularly credit risk and market risk. Other types include Foreign exchange, Shape, Volatility, Sector, Liquidity, Inflation risks, etc. Below, a few examples show how news analysis can be applied in the financial risk management space with the purpose to either arrive at better risk estimates in terms of Value at Risk (VaR) or to manage the risk of a portfolio to meet ones portfolio mandate. Example 1 Scenario: The bank operates a VaR model to manage the overall market risk of its portfolio. Action: Estimate the portfolio covariance matrix taking into account the development of the news sentiment score for volume. Implement the relevant hedges to bring the VaR of the bank in line with the desired levels. Example 2 Scenario: A portfolio manager operates his portfolio towards a certain desired risk profile. Action: Estimate the portfolio covariance matrix taking into account the development of the news sentiment score for volume. Scale the portfolio exposure according to the targeted risk profile. === Computer algorithms using news analytics === Within 0.33 seconds, computer algorithms using news analytics can notify subscribers which company the news is about, if the news article sentiment is positive or negative, if the news is ranked as high or low relative importance … relative relevance. the stock price reaction and the increase in trade volume is concentrated in the first 5 seconds after an news article is released. === Algorithmic order execution === The objective of algorithmic order execution, which is part of the concept of algorithmic trading, is to reduce trading costs by optimizing on the timing of a given order. It is widely used by hedge funds, pension funds, mutual funds, and other institutional traders to divide up large trades into several smaller trades to manage market impact, opportunity cost, and risk more effectively. The example below shows how news analysis can be applied in the algorithmic order execution space with the purpose to arrive at more efficient algorithmic trading systems. Example 1 Scenario: A large order needs to be placed in the market for the stock on Company X {\displaystyle X} . Action: Scale the daily volume distribution for Company X {\displaystyle X} applied in the algorithmic trading system, thus taking into account the news sentiment score for volume. This is followed by the creation of the desired trading distribution forcing greater market participation during the periods of the day when volume is expected to be heaviest. == Effects == Being able to express news stories as numbers permits the manipulation of everyday information in a statistical way that allows computers not only to make decisions once made only by humans, but to do so more efficiently. Since market participants are always looking for an edge, the speed of computer connections and the delivery of news analysis, measured in milliseconds, have become essential.

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  • Display list

    Display list

    A display list, also called a command list in Direct3D 12 and a command buffer in Vulkan, is a series of graphics commands or instructions that are run when the list is executed. Systems that make use of display list functionality are called retained mode systems, while systems that do not are as opposed to immediate mode systems. In OpenGL, display lists are useful to redraw the same geometry or apply a set of state changes multiple times. This benefit is also used with Direct3D 12's bundle command lists. In Direct3D 12 and Vulkan, display lists are regularly used for per-frame recording and execution. == Origins in vector displays == The vector monitors or calligraphic displays of the 1960s and 1970s used electron beam deflection to draw line segments, points, and sometimes curves directly on a CRT screen. Because the image would immediately fade, it needed to be redrawn many times a second (storage tube CRTs retained the image until blanked, but they were unsuitable for interactive graphics). To refresh the display, a dedicated CPU called a Display Processor or Display Processing Unit (DPU) was used, which had a memory buffer for a "display list", "display file", or "display program" containing line segment coordinates and other information. Advanced Display Processors also supported control flow instructions, which were useful for drawing repetitive graphics such as text, and some could perform coordinate transformations such as 3D projection. == Home computer display list functionality == One of the earliest systems with a true display list was the Atari 8-bit computers. The display list (actually called so in Atari terminology) is a series of instructions for ANTIC, the video co-processor used in these machines. This program, stored in the computer's memory and executed by ANTIC in real-time, can specify blank lines, any of six text modes and eight graphics modes, which sections of the screen can be horizontally or vertically fine-scrolled, and trigger Display List Interrupts (called raster interrupts or HBI on other systems). The Amstrad PCW family contains a Display List function called the 'Roller RAM'. This is a 512-byte RAM area consisting of 256 16-bit pointers in RAM, one for each line of the 720 × 256 pixel display. Each pointer identifies the location of 90 bytes of monochrome pixels that hold the line's 720 pixel states. The 90 bytes of 8 pixel states are spaced at 8-byte intervals, so there are 7 unused bytes between each byte of pixel data. This suits how the text-orientated PCW constructs a typical screen buffer in RAM, where the first character's 8 rows are stored in the first 8 bytes, the second character's rows in the next 8 bytes, and so on. The Roller RAM was implemented to speed up display scrolling as it would have been unacceptably slow for its 3.4 MHz Z80 to move up the 23 KB display buffer 'by hand' i.e. in software. The Roller RAM starting entry used at the beginning of a screen refresh is controlled by a Z80-writable I/O register. Therefore, the screen can be scrolled simply by changing this I/O register. Another system using a Display List-like feature in hardware is the Amiga, which, not coincidentally, was also designed by some of the same people who developed the custom hardware for the Atari 8-bit computers. Once directed to produce a display mode, it would continue to do so automatically for every following scan line. The computer also included a dedicated co-processor, called "Copper", which ran a simple program or 'Copper List' intended for modifying hardware registers in sync with the display. The Copper List instructions could direct the Copper to wait for the display to reach a specific position on the screen, and then change the contents of hardware registers. In effect, it was a processor dedicated to servicing raster interrupts. The Copper was used by Workbench to mix multiple display modes (multiple resolutions and color palettes on the monitor at the same time), and by numerous programs to create rainbow and gradient effects on the screen. The Amiga Copper was also capable of reconfiguring the sprite engine mid-frame, with only one scanline of delay. This allowed the Amiga to draw more than its 8 hardware sprites, so long as the additional sprites did not share scanlines (or the one scanline gap) with more than 7 other sprites. i.e., so long as at least one sprite had finished drawing, another sprite could be added below it on the screen. Additionally, the later 32-bit AGA chipset allowed the drawing of bigger sprites (more pixels per row) while retaining the same multiplexing. The Amiga also had dedicated block-shifter ("blitter") hardware, which could draw larger objects into a framebuffer. This was often used in place of, or in addition to, sprites. In more primitive systems, the results of a display list can be simulated, though at the cost of CPU-intensive writes to certain display modes, color control, or other visual effect registers in the video device, rather than a series of rendering commands executed by the device. Thus, one must create the displayed image using some other rendering process, either before or while the CPU-driven display generation executes. In many cases, the image is also modified or re-rendered between frames. The image is then displayed in various ways, depending on the exact way in which the CPU-driven display code is implemented. Examples of the results possible on these older machines requiring CPU-driven video include effects such as Commodore 64/128's FLI mode, or Rainbow Processing on the ZX Spectrum. == Usage in OpenGL == To delimit a display list, the glNewList and glEndList functions are used, and to execute the list, the glCallList function is used. Almost all rendering commands that occur between the function calls are stored in the display list. Commands that affect the client state are not stored in display lists. Display lists are named with an integer value, and creating a display list with the same name as one already created overrides the first. The glNewList function expects two arguments: an integer representing the name of the list, and an enumeration for the compilation mode. The two modes include GL_COMPILE_AND_EXECUTE, which compiles and immediately executes, and GL_COMPILE, which only compiles the list. Display lists enable the use of the retained mode rendering pattern, which is a system in which graphics commands are recorded (retained) to execute in succession at a later time. This is contrary to immediate mode, where graphics commands are immediately executed on client calls. == Usage in Direct3D 12 == Command lists are created using the ID3D12Device::CreateCommandList function. Command lists may be created in several types: direct, bundle, compute, copy, video decode, video process, and video encoding. Direct command lists specify that a command list the GPU can execute, and doesn't inherit any GPU state. Bundles, are best used for storing and executing small sets of commands any number of times. This is used differently than regular command lists, where commands stored in a command list are typically executed only once. Compute command lists are used for general computations, with a common use being calculating mipmaps. A copy command list is strictly for copying and the video decode and video process command lists are for video decoding and processing respectively. Upon creation, command lists are in the recording state. Command lists may be re-used by calling the ID3D12GraphicsCommandList::Reset function. After recording commands, the command list must be transitioned out of the recording state by calling ID3D12GraphicsCommandList::Close. The command list is then executed by calling ID3D12CommandQueue::ExecuteCommandLists.

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  • Sprayprinter

    Sprayprinter

    SprayPrinter is a device that attaches to aerosol paint cans whereby users can print images via Bluetooth from a smartphone onto a wall or almost any surface. == History == The technology behind SprayPrinter was developed by Mihkel Joala. He explained in a 2016 interview with New Atlas that his idea was inspired by the modern car engine and the Nintendo Wii console. "Engines nowadays use extremely fast valves to spray fuel to [the] combustion chamber," says Joala. "I realized I can use them to shoot paint with pinpoint accuracy." As of December 2021, the company appears to be no longer selling products. == Awards and Recognitions == In 2015, SprayPrinter received €8,000 from the Estonian prototyping contest Prototron for its initial prototype. In 2016, the SprayPrinter team won the grand prize of €30,000 from the televised pitching competition Ajujaht.

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  • Intel Threat Detection Technology

    Intel Threat Detection Technology

    Intel Threat Detection Technology (TDT) is a CPU-level technology created by Intel in 2018 to enable host endpoint protections to use a CPU's low-level access to detect threats to a system. TDT consists of multiple components including Accelerated Memory Scanning, which uses the CPU's integrated GPU to scan memory, and Advanced Platform Telemetry, which uses processor-level activity monitoring to detect unusual activity. It is supported on sixth-generation or newer Intel Core CPUs and additional capabilities were added to the 11th generation Core processors. Intel TDT is integrated into several third-party anti-malware solutions including Microsoft Defender, Check Point Harmony Endpoint, CrowdStrike Falcon, and others. == Accelerated Memory Scanning == Accelerated Memory Scanning (also referred to as "Advanced Memory Scanning") uses the CPU's integrated GPU to scan memory for malicious code, instead of using the CPU directly. This improves system responsiveness during anti-malware scanning. and lowers power consumption. Features include pattern matching, using random forest decision trees, string extraction, entropy calculation, and Euclidean clustering. == Advanced Platform Telemetry == Advanced Platform Telemetry collects CPU-level telemetry to detect uncommon activity patterns which might be indicative of malware. The telemetry data is collected from the CPU performance monitoring unit (PMU) and doesn't require a large signature database to detect malware. Instead, it uses machine-learning based correlations to identify indicators of attack For example, Microsoft Defender is able to use TDT's Advanced Platform Telemetry features to detect processor usage patterns indicative of ransomware and cryptojacking with TDT so it can detect them.

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  • Knowledge as a service

    Knowledge as a service

    Knowledge as a service (KaaS) is a computing service that delivers information to users, backed by a knowledge model, which might be drawn from a number of possible models based on decision trees, association rules, or neural networks. A knowledge as a service provider responds to knowledge requests from users through a centralised knowledge server, and provides an interface between users and data owners. KaaS is one of several cloud computing-dependent business models in which computer resources are sold on an on-demand and pay-as-you-use basis. == Overview == At the International Semantic Web Conference 2019, it was described how knowledge can be made live and evolve on the web allowing users to learn directly from elaborated knowledge, now appearing in the form of knowledge graphs. KaaS appear when knowledge graphs are accessed via services This is opposed to DaaS which might "compute large volumes of data; integrate and analyzes that data; and publish it in real-time, using Web service APIs" (from Data as a Service) where the KaaS is able to exploit context - both the context of the user in relation to their information requests of the KaaS (where and when they make the request) and also the context of the information in relation to some objective or purpose of the users either understood by the KaaS automatically or indicated to it by the user. == Differentiating knowledge from data == Conceptual models that make such a differentiation such as the so-called DIKW pyramid have existed for perhaps more than 40 years (see a 1974 journal article about this) however definitions are not stable and universally accepted (see the discussion about the conceptualizations of DIKW within the DIKW Wikipedia article that question value of wisdom). The knowledge component of DIKW is generally agreed to be an elusive concept which is difficult to define, however Rowley 2007, in a well known student textbook differentiated knowledge from data by stating that knowledge is "defined with reference to information" and that it contains more than just facts but also "beliefs and expectations". In relation to knowledge graphs, knowledge may be additional content they provide over and above pure data which is the definition of the categories, properties and relations between the concepts, data and entities that substantiate one, many or all domains of discourse (see the definition of Ontology). The ability to represent "beliefs and expectations", or other forms of not so straightforwardly explicit knowledge is an on-going area of improvement in information sciences (see Tacit knowledge) and, with relation to KaaS, the establishment of recent informatics mechanics to do so it critical to the legitimacy of KaaS as it is differentiated from just value-added DaaS. Knowledge graphs' ability to represent context via the definition of the categories, properties and relations between the concepts, data and entities that substantiate one, many or all domains of discourse that they provide (see the definition of Ontology) has led to the idea that supplying access to KNs might be a required competency of a KaaS. == Delivery of knowledge == Much service-delivered content is dependent on a session to provide much of the context that the user (client) needs to understand answers to questions. For example, using current HTTP internet protocols, a GET request to retrieve information identified by a URI, such as a web page, a client (a human or a machine) may have access information supplied automatically to enable that client to bypass paywalls or other content access controls. Such context, in this case about the client's information access allowances, can alter the information provided. In a logical extension to this internet protocols example, a server would receive from the client, either manually or automatically, a full context which would be information about the situation the client is in and this would allow the server to best interpret the client's request. Current internet protocols allow for formats, languages and related preferences to be expressed by clients but make no mention of what a client already knows and what they may understand. The recent Content Negotiation by Profile proposes additions to both the HTTP internet protocols and related services that allow clients to also request information - a response from the server - that accords with an identified information model. This then allows clients to indicate not just formats and languages that they understand (technically that they prefer) but also domains of discourse that that do, which is a step towards comprehensive client context provision.

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  • Thermal attack

    Thermal attack

    A thermal attack (aka thermal imaging attack) is an approach that exploits heat traces to uncover the entered credentials. These attacks rely on the phenomenon of heat transfer from one object to another. During authentication, heat transfers from the users' hands to the surface they are interacting with, leaving heat traces behind that can be analyzed using thermal cameras that operate in the far-infrared spectrum. These traces can be recovered and used to reconstruct the passwords. In some cases, the attack can be successful even 30 seconds after the user has authenticated. Thermal attacks can be performed after the victim had authenticated, alleviating the need for in-situ observation attacks (e.g., shoulder surfing attacks) that can be affected by hand occlusions. While smudge attacks can reveal the order of entries of graphical passwords, such as the Android Lock Patterns, thermal attacks can reveal the order of entries even in the case of PINs or alphanumeric passwords. The reason thermal attacks leak information about the order of entry is because keys and buttons that the user touches first lose heat over time, while recently touched ones maintain the heat signature for a longer time. This results in distinguishable heat patterns that can tell the attacker which entry was entered first. Thermal attacks were shown to be effective against plastic keypads, such as the ones used to enter credit card's PINs in supermarkets and restaurants, and on handheld mobile devices such as smartphones and tablets. In their paper published at the Conference on Human Factors in Computing Systems (CHI 2017), Abdelrahman et al. showed that the attack is feasible on today's smartphones. They also proposed some ways to mitigate the attack, such as swiping randomly on the screen to distort the heat traces, or forcing maximum CPU usage for a few seconds. Thermal attacks can also infer passwords from heat traces on keyboards. Researchers at the University of Glasgow showed that attackers who use AI methods can be more effective in performing thermal attacks. Their study presents a new tool called ThermoSecure and evaluates it in two user studies. The results show that ThermoSecure can successfully attack passwords with an average accuracy of 92% to 55%, depending on the length of the password. The effectiveness of thermal attacks also depends on typing behavior and the material of the keycaps. ABS keycaps, which retain heat traces longer, are more vulnerable to thermal attacks. The study also discusses ways to protect against thermal attacks and presents seven potential mitigation approaches. Dr Khamis, who led the development of the technology with Norah Alotaibi and John Williamson, said with thermal imaging cameras more affordable than ever and machine learning becoming more accessible, it was "very likely that people around the world are developing systems along similar lines to ThermoSecure in order to steal passwords". == Thermal Attack Mitigation == === Simple and Practical Measures === One basic and effective way to mitigate thermal attacks is to deliberately create heat noise over the input interface, such as a keypad or keyboard, after entering a password. For instance, placing one's palm over the entire interface for a few seconds after use can obscure the thermal pattern left by the fingers, making it much more difficult for an unauthorized user to interpret the heat traces. === Range of Proposed Strategies === In addition to simple methods, researchers have developed a spectrum of mitigation strategies to counter thermal attacks. These strategies encompass 15 different approaches including: Use of Biometrics: Replacing traditional pin codes or passwords with biometric authentication, such as fingerprint recognition or facial recognition, eliminates the issue of residual heat on keypads. Heating the Interface: Implementing technology to slightly warm up the keypad can effectively neutralize the heat traces left by fingers, preventing thermal cameras from capturing the pattern. Randomizing Key Layouts: Employing dynamic key layouts that change positions every time the interface is used, making it impossible to correlate heat patterns with static input positions. === Technological Intervention on Thermal Cameras === Another avenue for mitigation is to address the issue at the source by modifying thermal cameras. Proposals have been made to develop thermal cameras that can automatically detect vulnerable interfaces such as keyboards or keypads. When these interfaces are detected within the camera's field of view, the camera would be programmed to prevent the user from recording images of them. This solution, however, would require widespread adoption by thermal camera manufacturers. Additionally, the approach is particularly viable for thermal cameras connected to a computing device, such as a smartphone, which can process the images in real time. Many affordable thermal cameras are standalone and do not have connectivity or processing capabilities. However, thermal cameras designed for connection to mobile devices can utilize the smartphone's processing power, making this mitigation approach feasible for such devices.

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  • 2018 Google data breach

    2018 Google data breach

    The 2018 Google data breach was a major data privacy scandal in which the Google+ API exposed the private data of over five hundred thousand users. Google+ managers first noticed harvesting of personal data in March 2018, during a review following the Facebook–Cambridge Analytica data scandal. The bug, despite having been fixed immediately, exposed the private data of approximately 500,000 Google+ users to the public. Google did not reveal the leak to the network's users. In November 2018, another data breach occurred following an update to the Google+ API. Although Google found no evidence of failure, approximately 52.5 million personal profiles were potentially exposed. In August 2019, Google declared a shutdown of Google+ due to low use and technological challenges. == Overview of Google+ == Google+ was launched in June 2011 as an invite-only social network, but was opened for public access later in the year. It was managed by Vic Gundotra. Similar to Facebook, Google+ also included key features Circles, Hangouts and Sparks. Circles let users personalize their social groups by sorting friends into different categories. Once allowed into a Circle, users could regulate information in their individual spaces. Hangouts included video chatting and instant messaging between users. Sparks allowed Google to track users' past searches to find news and content related to their interests. Google+ was linked to other Google services, such as YouTube, Google Drive and Gmail, giving it access to roughly 2 billion user accounts. However, less than 400 million consumers actively used Google+, with 90% of those users using it for less than five seconds. == The breaches == In March 2018, Google developers found a data breach within the Google+ People API in which external apps acquired access to Profile fields that were not marked as public. According to The Wall Street Journal, Google didn’t disclose the breach when it was first discovered in March to avoid regulatory scrutiny and reputational damage. 500,000 Google+ accounts were included in the breach, which allowed 438 external apps unauthorized access to private users' names, emails, addresses, occupations, genders and ages. This information was available between 2015 and 2018. Google found no evidence of any user's personal information being misused, nor that any third-party app developers were aware of the leak. In November 2018, a software update created another data breach within the Google+ API. The bug impacted 52.5 million users, where, similarly to the March breach, unauthorized apps were able to access Google+ profiles, including users' names, email addresses, occupations and ages. Apps could not access financial information, national identification, numbers, or passwords. Blog posts, messages and phone numbers also remained inaccessible if marked as private. Unlike the previous breach, access was only available for six days before Google+ learned of the breach. Once more, Google+ found no evidence of data being misused by third-party developers. == Responses == In October 2018, the Wall Street Journal published an article outlining the initial breach and Google's decision to not disclose it to users. At the time, there was no federal law that required Google to inform their consumers of data breaches. Google+ originally did not disclose the breach out of fears of being compared to Facebook's recent data leak and subsequent loss of consumer confidence. In response to the Wall Street Journal article, Google announced the shutdown of Google+ in August 2019. After the second data leak, the date was moved to April 2019. In response to the data breach, enterprise consumers were notified of the bug's impact and given instructions on how to save, download and delete their data prior to the Google+ shut down. Google's Privacy and Data Protection Office found no misuse of user data. Prior to the Google+ shutdown, Google set a 10-month period in which users could download and migrate their data. After the 10-month period, user content was deleted. On 4 February 2019, consumers were no longer able to create new Google+ profiles. Google shut down Google+ APIs on 7 March 2019 to ensure that developers did not continue to rely on the APIs prior to the Google+ shutdown. Google is the principal entity of its parent company, Alphabet Inc. After the data breach, Alphabet Inc. share prices fell by 1% to $1,157.06 on 9 October 2018 after an earlier drop of $1,135.40 that morning, the lowest price since 5 July 2018. After the publication of The Wall Street Journal article, share prices dropped as low as 2.1% in two days on 10 October 2018. Share prices steadily increased from this point and met the 8 October 2018 share price on 5 February 2019. Google planned to rebuild Google+ as a corporate enterprise network. Google Play will now assess which apps can ask for permission to access the user's SMS data. Only the default app for telephone distribution is able to make requests. Prior to the data breaches, apps were able to request access to all of a consumer's data simultaneously. Now, each app must request permission for each aspect of a consumer's profile.

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  • Function representation

    Function representation

    Function Representation (FRep or F-Rep) is used in solid modeling, volume modeling and computer graphics. FRep was introduced in "Function representation in geometric modeling: concepts, implementation and applications" as a uniform representation of multidimensional geometric objects (shapes). An object as a point set in multidimensional space is defined by a single continuous real-valued function f ( X ) {\displaystyle f(X)} of point coordinates X [ x 1 , x 2 , . . . , x n ] {\displaystyle X[x_{1},x_{2},...,x_{n}]} which is evaluated at the given point by a procedure traversing a tree structure with primitives in the leaves and operations in the nodes of the tree. The points with f ( x 1 , x 2 , . . . , x n ) ≥ 0 {\displaystyle f(x_{1},x_{2},...,x_{n})\geq 0} belong to the object, and the points with f ( x 1 , x 2 , . . . , x n ) < 0 {\displaystyle f(x_{1},x_{2},...,x_{n})<0} are outside of the object. The point set with f ( x 1 , x 2 , . . . , x n ) = 0 {\displaystyle f(x_{1},x_{2},...,x_{n})=0} is called an isosurface. == Geometric domain == The geometric domain of FRep in 3D space includes solids with non-manifold models and lower-dimensional entities (surfaces, curves, points) defined by zero value of the function. A primitive can be defined by an equation or by a "black box" procedure converting point coordinates into the function value. Solids bounded by algebraic surfaces, skeleton-based implicit surfaces, and convolution surfaces, as well as procedural objects (such as solid noise), and voxel objects can be used as primitives (leaves of the construction tree). In the case of a voxel object (discrete field), it should be converted to a continuous real function, for example, by applying the trilinear or higher-order interpolation. Many operations such as set-theoretic, blending, offsetting, projection, non-linear deformations, metamorphosis, sweeping, hypertexturing, and others, have been formulated for this representation in such a manner that they yield continuous real-valued functions as output, thus guaranteeing the closure property of the representation. R-functions originally introduced in V.L. Rvachev's "On the analytical description of some geometric objects", provide C k {\displaystyle C^{k}} continuity for the functions exactly defining the set-theoretic operations (min/max functions are a particular case). Because of this property, the result of any supported operation can be treated as the input for a subsequent operation; thus very complex models can be created in this way from a single functional expression. FRep modeling is supported by the special-purpose language HyperFun. == Shape Models == FRep combines and generalizes different shape models like algebraic surfaces skeleton based "implicit" surfaces set-theoretic solids or CSG (Constructive Solid Geometry) sweeps volumetric objects parametric models procedural models A more general "constructive hypervolume" allows for modeling multidimensional point sets with attributes (volume models in 3D case). Point set geometry and attributes have independent representations but are treated uniformly. A point set in a geometric space of an arbitrary dimension is an FRep based geometric model of a real object. An attribute that is also represented by a real-valued function (not necessarily continuous) is a mathematical model of an object property of an arbitrary nature (material, photometric, physical, medicine, etc.). The concept of "implicit complex" proposed in "Cellular-functional modeling of heterogeneous objects" provides a framework for including geometric elements of different dimensionality by combining polygonal, parametric, and FRep components into a single cellular-functional model of a heterogeneous object.

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  • 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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  • Vanish (computer science)

    Vanish (computer science)

    Vanish was a project to "give users control over the lifetime of personal data stored on the web." It was led by Roxana Geambasu at the University of Washington. The project proposed to allow a user to enter information to send across the internet, thereby relinquishing control of it. However, the user can include an "expiration date," after which the information is no longer usable by anyone who may have a copy of it, even the creator. The Vanish approach was found to be vulnerable to a Sybil attack and thus insecure by a team called Unvanish from the University of Texas, University of Michigan, and Princeton. == Theory == Vanish acts by automating the encryption of information entered by the user with an encryption key that is unknown to the user. Along with the information the user enters, the user also enters metadata concerning how long the information should remain available. The system then encrypts the information but does not store either the encryption key or the original information. Instead, it breaks up the decryption key into smaller components that are disseminated across distributed hash tables, or DHTs, via the Internet. The DHTs refresh information within their nodes on a set schedule unless configured to make the information persistent. The time delay entered by the user in the metadata controls how long the DHTs should allow the information to persist, but once that time period is over, the DHTs will reuse those nodes, making the information about the decryption stored irretrievable. As long as the decryption key may be reassembled from the DHTs, the information is retrievable. However, once the period entered by the user has lapsed, the information is no longer recoverable, as the user never possessed the decryption key. == Implementation == Vanish currently exists as a Firefox plug-in which allows a user to enter text into either a standard Gmail email or Facebook message and choose to send the message via Vanish. The message is then encrypted and sent via the normal networking pathways through the cloud to the recipient. The recipient must have the same Firefox plug-in to decrypt the message. The plugin accesses BitTorrent DHTs, which have 8-hour lifespans. This means the user may select an expiration date for the message in increments of 8 hours. After the expiration of the user-defined time span, the information in the DHT is overwritten, thereby eliminating the key. While both the user and recipient may have copies of the original encrypted message, the key used to turn it back into plain text is now gone. Although this particular instance of the data has become inaccessible, it's important to note that the information can always be saved by other means before expiration (copied or even via screen shots) and published again.

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  • TikTok

    TikTok

    TikTok is a social media and short-form online video platform. It hosts user-submitted videos, which range in duration from three seconds to 60 minutes. It can be accessed through a mobile app or through its website. Since its launch, TikTok has become one of the world's most popular social media platforms, using recommendation algorithms to connect content creators and influencers with new audiences. In April 2020, TikTok surpassed two billion mobile downloads worldwide. The popularity of TikTok has allowed viral trends in food, fashion, and music to take off and increase the platform's cultural impact worldwide. TikTok has come under scrutiny due to data privacy violations, mental health concerns, misinformation, offensive content, addictive algorithm, its role during the Gaza war, and, following its 2026 divestiture in the U.S., alleged censorship of criticism of Donald Trump and discussions of Jeffrey Epstein. While TikTok remains accessible to users in most countries, a minority of countries (including India and Afghanistan) have implemented full or partial bans. Many other countries limit TikTok's use on government-issued devices for security or privacy reasons. == Corporate structure == TikTok Ltd was incorporated in the Cayman Islands in the Caribbean and is based in both Singapore and Los Angeles. It owns entities which are based respectively in Australia (which also runs the New Zealand business), United Kingdom (also owns subsidiaries in the European Union), and Singapore (owns operations in Southeast Asia and India). A spin-off company, TikTok USDS Joint Venture LLC was formed on 22 January 2026 to handle TikTok and other ByteDance properties in the United States, Oracle Corporation, MGX Fund Management Limited, Silver Lake each holding a 15% stake, ByteDance holds a 19.9% stake and the remaining 35.1% is shared between Dell Technologies founder Michael Dell and Vastmere Strategic Investments. Its parent company, Beijing-based ByteDance, is owned by founders and Chinese investors, other global investors, and employees. One of ByteDance's main domestic subsidiaries is owned by Chinese state funds and entities through a 1% golden share. Employees have reported that multiple overlaps exist between TikTok and ByteDance in terms of personnel management and product development. TikTok says that since 2020, its US-based CEO is responsible for making important decisions, and has downplayed its China connection. == History == === Douyin === Douyin (Chinese: 抖音; pinyin: Dǒuyīn; lit. 'Shaking Sound') was launched on 20 September 2016, by ByteDance, originally under the name A.me, before changing its name to Douyin in December 2016. Douyin was developed in nearly 7 months and within a year had 100 million users, with more than one billion videos viewed every day. While TikTok and Douyin share a similar user interface, the platforms operate separately. Douyin includes an in-video search feature that can search by people's faces for more videos of them, along with other features such as buying, booking hotels, and making geo-tagged reviews. === TikTok === ByteDance planned on Douyin expanding overseas. The founder of ByteDance, Zhang Yiming, stated that "China is home to only one-fifth of Internet users globally. If we don't expand on a global scale, we are bound to lose to peers eyeing the four-fifths. So, going global is a must." ByteDance created TikTok as an overseas version of Douyin. TikTok was launched in the international market in September 2017. On 9 November 2017, ByteDance spent nearly $1 billion to purchase Musical.ly, a startup headquartered in Shanghai with an overseas office in Santa Monica, California. Musical.ly was a social media video platform that allowed users to create short lip-sync and comedy videos, initially released in August 2014. TikTok merged with Musical.ly on 2 August 2018 with existing accounts and data consolidated into one app, keeping the title TikTok. On 23 January 2018, the TikTok app ranked first among free application downloads on app stores in Thailand and other countries. TikTok has been downloaded more than 130 million times in the United States and has reached 2 billion downloads worldwide, according to data from mobile research firm Sensor Tower (those numbers exclude Android users in China). In the United States, Jimmy Fallon, Tony Hawk, and other celebrities began using the app in 2018. Other celebrities like Jennifer Lopez, Jessica Alba, Will Smith, and Justin Bieber joined TikTok. In January 2019, TikTok allowed creators to embed merchandise sale links into their videos. On 3 September 2019, TikTok and the US National Football League (NFL) announced a multi-year partnership. The agreement came just two days before the NFL's 100th season kick-off at Soldier Field in Chicago where TikTok hosted activities for fans in honor of the deal. The partnership entails the launch of an official NFL TikTok account, which is to bring about new marketing opportunities such as sponsored videos and hashtag challenges. In July 2020, TikTok, excluding Douyin, reported close to 800 million monthly active users worldwide after less than four years of existence. In May 2021, TikTok appointed Shou Zi Chew as their new CEO who assumed the position from interim CEO Vanessa Pappas, following the resignation of Kevin A. Mayer on 27 August 2020. In September 2021, TikTok reported that it had reached 1 billion users. In 2021, TikTok earned $4 billion in advertising revenue. In October 2022, TikTok was reported to be planning an expansion into the e-commerce market in the US, following the launch of TikTok Shop in the United Kingdom. The company posted job listings for staff for a series of order fulfillment centers in the US and was reportedly planning to start the new live shopping business before the end of the year. The Financial Times reported that TikTok will launch a video gaming channel, but the report was denied in a statement to Digiday, with TikTok instead aiming to be a social hub for the gaming community. According to data from app analytics group Sensor Tower, advertising on TikTok in the US grew by 11% in March 2023, with companies including Pepsi, DoorDash, Amazon, and Apple among the top spenders. According to estimates from research group Insider Intelligence, TikTok is projected to generate $14.15 billion in revenue in 2023, up from $9.89 billion in 2022. In March 2024, The Wall Street Journal reported that TikTok's growth in the US had stagnated. ==== Plans to sell TikTok's US operations ==== Since at least 2020, following calls to ban TikTok in the country, the Committee on Foreign Investment in the United States (CFIUS) has been investigating the company's 2017 merger with Musical.ly but has not finalized any of its negotiations with TikTok, such as the Project Texas proposal, waiting instead for Congress to act. In January 2025, Chinese officials began preliminary talks about potentially selling TikTok's US operations to Elon Musk if the app faced an impending ban due to national security concerns. While Beijing preferred TikTok remain under ByteDance's control, the sale could happen through a competitive process or with US government involvement. One possibility involved Musk's platform, X, taking over TikTok's US business. The move came ahead of a Supreme Court case that upheld the constitutionality of a law that would force a sale or ban of TikTok in the US by 19 January 2025, due to national security concerns regarding its ties to China. Other potential buyers included Project Liberty's "The People's Bid For TikTok" consortium of Frank McCourt with Kevin O'Leary, Steven Mnuchin, MrBeast and Bobby Kotick, the seriousness of these potential buyers was unclear. The day before the impending ban, California-based conversational search engine company Perplexity AI submitted a bid for a merger with TikTok US. On 14 September 2025, the Wall Street Journal reported the US and China have reached the "framework of a deal" for the US operations of TikTok to be sold to a consortium of investors in the US including close Trump ally Larry Ellison of Oracle. The deal was completed by 22 January 2026, with a consortium of investors—including Oracle, Silver Lake, MGX, and others including the personal investment entity for Michael Dell—owning more than 80% of the new venture. ByteDance retained 19.9% ownership. Under the deal, the app would remain the same, and the algorithm would be adjusted over time to favor American topics for those users. === Expansion in other markets === TikTok was downloaded over 104 million times on Apple's App Store during the first half of 2018, according to data provided to CNBC by Sensor Tower. After merging with musical.ly in August, downloads increased and TikTok subsequently became the most downloaded app in the US in October 2018, which musical.ly had done once before. In February 2019, TikTok, together with Douyin, hit one billion downloads globally, excluding Android

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