Pray.com

Pray.com

Pray.com is a Christian social networking service and mobile application designed to facilitate religious communities. Launched in 2016, it was founded by Steve Gatena, Michael Lynn, Ryan Beck and Matthew Potter. The platform offers features for social networking, daily prayers, sermons, biblical content, and podcasts. The COVID-19 pandemic significantly increased Pray.com's user base, with downloads surging by 955%. During this period, the platform collaborated with churches to support virtual ministry services as in-person gatherings were restricted. The Federal Election Commission issued an opinion in 2021 that allows the platform to feature members of the United States Congress. Pray.com serves as a specialized social media platform for religious groups. Congregations can establish their own groups where members and leaders can participate in discussions, livestream services, and manage donations. Additionally, users can join "prayer communities" to post and respond to prayer requests. For those who subscribe to premium services, the platform provides access to biblically-inspired meditations and bedtime stories, and Bible stories for children. Pray.com also produces Radio drama-style productions with notable actors such as Kristen Bell and Blair Underwood narrating biblical stories. == History == === Funding and development === Pray.com has secured significant funding to support its development and growth. In 2017, the platform raised $2 million in seed funding from Science Inc., Greylock Partners, and Spark Capital. This was followed by a Series A funding round in March 2018, in which the company secured an additional $14 million from TPG Growth, Science Inc., and Greylock Partners. Founder Steve Gatena has highlighted difficulties in securing funding, noting some venture capitalists' negative attitudes towards faith-based technology. === Clinical studies === There have been clinical studies on Pray.com. In one study, the app was found to be acceptable and easy to use among racial and ethnic minority groups, with participants reporting improved mental health and well-being. Greater app use was associated with better outcomes, though low and variable usage suggests the need for further research to fully understand its impact. Another study examined Pray.com's impact on mental health by assigning 192 participants to use the app freely, use its meditative prayer function, or not use it at all. Over two months, participants reported overall improvements in mental health and well-being. Although no significant differences were found between groups, greater app usage correlated with better mental health outcomes. This suggests that religiously based mobile apps may help improve mental health and well-being. Another study of pray.com had similar findings. === National Day of Prayer === Pray first hosted a National Day of Prayer event in 2020 when it streamed to nearly one million viewers on Facebook. In 2021, Pray hosted a virtual event for the National Day of Prayer in the United States. The event featured remarks from public figures including United States President Joe Biden and former Vice President Mike Pence. President Biden spoke of his faith and prayed for an end to the COVID-19 pandemic. Biden remarked: "It means the world to me to know that there are people across the country who include Jill and me in their prayers. And I hope you know that you and your families are in our prayers as well. Today I am praying for the end of this great COVID crisis." The event featured musical performances from Gary Valenciano, Brooke Ligertwood from the Christian band Hillsong Worship, Lecrae, Heather Headley and Michael Neale. Other notable speakers included Ronnie Floyd, Ed Young, Mark Driscoll, and Samuel Rodriguez. Pray.com partnered with Sirius XM, DirecTV and Facebook to stream the event across multiple platforms. Pray.com was featured as a pop-up channel on Sirius XM, channel 154, to host the prayer event and celebrate people of all faith. === Partnerships and sponsorships === In 2024, Pray.com partnered with Sting Ray Robb as the primary sponsor for his No. 41 Chevrolet in the 2024 NTT IndyCar Series. The partnership, highlighting Robb's Christian faith, aims to engage younger audiences with faith-based content. The car, featuring Pray.com's branding, was set to debut at the Firestone Grand Prix of St. Petersburg. A partnership with Palantir Technologies for use of its AI systems was also announced in 2024. === Censorship in China === The app was removed from Apple's App Store in China as part of the country's broader efforts to restrict access to religious content. The app was targeted due to China's stringent regulations on religious material, particularly content distributed through digital platforms. The removal aligns with China's ongoing campaign to control online religious expression and maintain state-approved religious activities.

Shadow and highlight enhancement

Shadow and highlight enhancement refers to an image processing technique used to correct exposure. The use of this technique has been gaining popularity, making its way onto magazine covers, digital media, and photos. It is, however, considered by some to be akin to other destructive Photoshop filters, such as the Watercolor filter, or the Mosaic filter. == Shadow recovery == A conservative application of the shadow/highlight tool can be very useful in recovering shadows, though it tends to leave a telltale halo around the boundary between highlight and shadow if used incorrectly. A way to avoid this is to use the bracketing technique, although this usually requires a tripod. == Highlight recovery == Recovering highlights with this tool, however, has mixed results, especially when using it on images with skin in them, and often makes people look like they have been "sprayed with fake tan". == Shadow brightening - manual == One way to brighten shadows in image editing software such as GIMP or Adobe Photoshop is to duplicate the background layer, invert the copy and set the blend modes of that top layer to "Soft Light". You can also use an inverted black and white copy of the image as a mask on a brightening layer, such as Curves or Levels. == Shadow brightening - automatic == Several automatic computer image processing-based shadow recovery and dynamic range compression methods can yield a similar effect. Some of these methods include the retinex method and homomorphic range compression. The retinex method is based on work from 1963 by Edwin Land, the founder of Polaroid. Shadow enhancement can also be accomplished using adaptive image processing algorithms such as adaptive histogram equalization or contrast limiting adaptive histogram equalization (CLAHE).

Digital asset

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

Bioelectronics

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

OpenWebRTC

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

Developmental robotics

Developmental robotics (DevRob), sometimes called epigenetic robotics, is a scientific field which aims at studying the developmental mechanisms, architectures and constraints that allow lifelong and open-ended learning of new skills and new knowledge in embodied machines. As in human children, learning is expected to be cumulative and of progressively increasing complexity, and to result from self-exploration of the world in combination with social interaction. The typical methodological approach consists in starting from theories of human and animal development elaborated in fields such as developmental psychology, neuroscience, developmental and evolutionary biology, and linguistics, then to formalize and implement them in robots, sometimes exploring extensions or variants of them. The experimentation of those models in robots allows researchers to confront them with reality, and as a consequence, developmental robotics also provides feedback and novel hypotheses on theories of human and animal development. Developmental robotics is related to but differs from evolutionary robotics (ER). ER uses populations of robots that evolve over time, whereas DevRob is interested in how the organization of a single robot's control system develops through experience, over time. DevRob is also related to work done in the domains of robotics and artificial life. == Background == Can a robot learn like a child? Can it learn a variety of new skills and new knowledge unspecified at design time and in a partially unknown and changing environment? How can it discover its body and its relationships with the physical and social environment? How can its cognitive capacities continuously develop without the intervention of an engineer once it is "out of the factory"? What can it learn through natural social interactions with humans? These are the questions at the center of developmental robotics. Alan Turing, as well as a number of other pioneers of cybernetics, already formulated those questions and the general approach in 1950, but it is only since the end of the 20th century that they began to be investigated systematically. Because the concept of adaptive intelligent machines is central to developmental robotics, it has relationships with fields such as artificial intelligence, machine learning, cognitive robotics or computational neuroscience. Yet, while it may reuse some of the techniques elaborated in these fields, it differs from them from many perspectives. It differs from classical artificial intelligence because it does not assume the capability of advanced symbolic reasoning and focuses on embodied and situated sensorimotor and social skills rather than on abstract symbolic problems. It differs from cognitive robotics because it focuses on the processes that allow the formation of cognitive capabilities rather than these capabilities themselves. It differs from computational neuroscience because it focuses on functional modeling of integrated architectures of development and learning. More generally, developmental robotics is uniquely characterized by the following three features: It targets task-independent architectures and learning mechanisms, i.e. the machine/robot has to be able to learn new tasks that are unknown by the engineer; It emphasizes open-ended development and lifelong learning, i.e. the capacity of an organism to acquire continuously novel skills. This should not be understood as a capacity for learning "anything" or even “everything”, but just that the set of skills that is acquired can be infinitely extended at least in some (not all) directions; The complexity of acquired knowledge and skills shall increase (and the increase be controlled) progressively. Developmental robotics emerged at the crossroads of several research communities including embodied artificial intelligence, enactive and dynamical systems cognitive science, connectionism. Starting from the essential idea that learning and development happen as the self-organized result of the dynamical interactions among brains, bodies and their physical and social environment, and trying to understand how this self-organization can be harnessed to provide task-independent lifelong learning of skills of increasing complexity, developmental robotics strongly interacts with fields such as developmental psychology, developmental and cognitive neuroscience, developmental biology (embryology), evolutionary biology, and cognitive linguistics. As many of the theories coming from these sciences are verbal and/or descriptive, this implies a crucial formalization and computational modeling activity in developmental robotics. These computational models are then not only used as ways to explore how to build more versatile and adaptive machines but also as a way to evaluate their coherence and possibly explore alternative explanations for understanding biological development. == Research directions == === Skill domains === Due to the general approach and methodology, developmental robotics projects typically focus on having robots develop the same types of skills as human infants. A first category that is important being investigated is the acquisition of sensorimotor skills. These include the discovery of one's own body, including its structure and dynamics such as hand-eye coordination, locomotion, and interaction with objects as well as tool use, with a particular focus on the discovery and learning of affordances. A second category of skills targeted by developmental robots are social and linguistic skills: the acquisition of simple social behavioural games such as turn-taking, coordinated interaction, lexicons, syntax and grammar, and the grounding of these linguistic skills into sensorimotor skills (sometimes referred as symbol grounding). In parallel, the acquisition of associated cognitive skills are being investigated such as the emergence of the self/non-self distinction, the development of attentional capabilities, of categorization systems and higher-level representations of affordances or social constructs, of the emergence of values, empathy, or theories of mind. === Mechanisms and constraints === The sensorimotor and social spaces in which humans and robot live are so large and complex that only a small part of potentially learnable skills can actually be explored and learnt within a life-time. Thus, mechanisms and constraints are necessary to guide developmental organisms in their development and control of the growth of complexity. There are several important families of these guiding mechanisms and constraints which are studied in developmental robotics, all inspired by human development: Motivational systems, generating internal reward signals that drive exploration and learning, which can be of two main types: extrinsic motivations push robots/organisms to maintain basic specific internal properties such as food and water level, physical integrity, or light (e.g. in phototropic systems); intrinsic motivations push robot to search for novelty, challenge, compression or learning progress per se, thus generating what is sometimes called curiosity-driven learning and exploration, or alternatively active learning and exploration; Social guidance: as humans learn a lot by interacting with their peers, developmental robotics investigates mechanisms that can allow robots to participate to human-like social interaction. By perceiving and interpreting social cues, this may allow robots both to learn from humans (through diverse means such as imitation, emulation, stimulus enhancement, demonstration, etc. ...) and to trigger natural human pedagogy. Thus, social acceptance of developmental robots is also investigated; Statistical inference biases and cumulative knowledge/skill reuse: biases characterizing both representations/encodings and inference mechanisms can typically allow considerable improvement of the efficiency of learning and are thus studied. Related to this, mechanisms allowing to infer new knowledge and acquire new skills by reusing previously learnt structures is also an essential field of study; The properties of embodiment, including geometry, materials, or innate motor primitives/synergies often encoded as dynamical systems, can considerably simplify the acquisition of sensorimotor or social skills, and is sometimes referred as morphological computation. The interaction of these constraints with other constraints is an important axis of investigation; Maturational constraints: In human infants, both the body and the neural system grow progressively, rather than being full-fledged already at birth. This implies, for example, that new degrees of freedom, as well as increases of the volume and resolution of available sensorimotor signals, may appear as learning and development unfold. Transposing these mechanisms in developmental robots, and understanding how it may hinder or on the contrary ease the acquisition of novel complex skills is a central questi

Friending and following

Friending is the act of adding someone to a list of "friends" on a social networking service. The notion does not necessarily involve the concept of friendship. It is also distinct from the idea of a "fan"—as employed on the WWW sites of businesses, bands, artists, and others—since it is more than a one-way relationship. A "fan" only receives things. A "friend" can communicate back to the person friending. The act of "friending" someone usually grants that person special privileges (on the service) with respect to oneself. On Facebook, for example, one's "friends" have the privilege of viewing and posting to one's "timeline". Following is a similar concept on other social network services, such as Twitter and Instagram, where a person (follower) chooses to add content from a person or page to their newsfeed. Unlike friending, following is not necessarily mutual, and a person can unfollow (stop following) or block another user at any time without affecting that user's following status. The first scholarly definition and examination of friending and defriending (the act of removing someone from one's friend list, also called unfriending) was David Fono and Kate Raynes-Goldie's "Hyperfriendship and beyond: Friends and Social Norms on LiveJournal" from 2005, which identified the use of the term as both a noun and a verb by users of early social network site and blogging platform LiveJournal, which was originally launched in 1999. == Friend/follower count, friend collecting, and multiple accounts == The addition of people to a friend list without regard to whether one actually is their friend is sometimes known as friend whoring. Matt Jones of Dopplr went so far as to coin the expression "friending considered harmful" to describe the problem of focusing upon the friending of more and more people at the expense of actually making any use of a social network. Friend collecting is the adding of hundreds or thousands of friends/followers, a not uncommon order of magnitude on some social sites. As a result, many teen users feel pressured to heavily curate their posts, posting only carefully posed and edited photographs with well-thought-out captions. Some Instagram users will create a second account, known as a Finsta (short for "Fake Instagram"). A Finsta is typically private, and the owner only allows close friends to follow it. Since the follower count is kept down, the posts can be more candid and silly in nature. Users may also create multiple accounts based on their interests. Someone with a personal social media account might be a photographer and maintain a separate account for that. There is risk associated with following large numbers of people: scholars say that social anxiety could be an effect of managing a large social media network, as users can feel jealous and have a "fear of missing out". == Unfriending and unfollowing == Unfriending is the act of removing someone from a friends list. On Facebook, this means the action is unilateral, meaning, the friendship is terminated on both sides. The act of unfriending is often used when one user was flirting and made the other uncomfortable. Unfollowing is a little different. When a user unfollows someone on Instagram or Twitter, it continues a one-sided relationship. Often, the unfollowed user doesn't realize they were unfollowed, so they continue the following. == Social network friending and friendship == There are distinct groups of "friends" that one can friend on a social networking service. The notion of a social network friend does not necessarily embody the concept of friendship. Although terminology has not yet evolved to distinguish the different types of social networking friends, they can be broken into the following three categories. friends who are actually known These are people that may be one's friends or family in real life, with whom one has regular interaction either on-line or off-line. organizational friends These are companies and other organizations who maintain a "friending" relationship as a contacts list. complete strangers These are social networking "friends" with whom one has no relationship at all. Within these categories "friends" can be made up of strong ties, weak existing ties, weak latent ties, and parasocial ties. Strong ties can be made up of close family members and friends where self-disclosure, intimacy and frequent content occur. Weak existing ties can be made up of acquaintances, co-workers and distance relatives with whom the user has inconsistent contact. Weak latent ties can be made up of people within a similar geographical location or profession that can be used as a potential future bridge to other connections. Parasocial ties can be made up of celebrities, public figures and media personas. Human nature is to reciprocate a friending, marking someone as a friend who has marked oneself as a friend. This is a social norm for social networking services. However, this leads to mixing up who is an actual friend, and who is a contact. Tagging someone as a "contact" who has marked one as a "friend" can be perceived as impolite. Other concerns about this issue are treated in Sherry Turkle's Alone Together which analyses many behavioral dynamics in social media friendships. Turkle defines herself as "cautiously optimistic", but expresses concern that distance communications may undermine genuine face-to-face spoken discourses, lessening people's expectations of one another. One social networking service, FriendFeed, allows one to friend someone as a "fake" friend. The person "fake" friended receives the usual notifications for friending, but that person's updates are not received. Gavin Bell, author of Building Social Web Applications, describes this mechanism as "ludicrous". Results from a 2007 survey the Center for the Digital Future stated that only 23% of internet users have at least one virtual friend whom they have only met online. Ideally the number of virtual friends is directly proportional to the use of the Internet, but the same survey showed 20% of heavy-users (more than 3 hours/day) who claimed an average of 8.7% online friends, reported at least one relationship that started virtually and migrated to in-person contact. This results and other concerning issues are included in the book Networked: The New Social Operating System co-written by Lee Rainie and Barry Wellman in 2012. == Ethical considerations == The act of "friending" someone on a social networking service has particular ethical implications for judges in the United States. Judicial codes of conducts in the various states generally incorporate some form of provision that judges should avoid even the appearance of impropriety. Whether this regulates and even prohibits judges "friending" attorneys that appear before them, and law enforcement personnel, has been the subject of some analysis by the judicial ethics panels of the various states. They haven't all agreed on the guidance that they have given to judges: The New York state Judicial Ethics committee in 2009 simply advised judges to employ caution, noting that the issue of "friending" someone on a social networking service is a publicly observable act that has little difference from other public behavior concerns judges already face. The Florida Judicial Ethics Advisory committee in 2009 noted that, judges being normal human beings, it was unavoidable for judges to form friendships without the responsibilities of their job. It prohibited judges from friending any attorneys that appeared before them, whilst allowing friending of those who do not, on the grounds that it may give the appearance to the general public (even if the substance is otherwise) that those attorneys who are friended hold special sway with the judge. A minority opinion of the committee asserted that there is a substantive difference between "friending" on a social networking service and actual friendship, and that the general public, being aware of the norms of social networking services, was capable of drawing this distinction and would not reasonably conclude either a special degree of influence or a violation of the code of judicial conduct. This minority opinion was outnumbered twice in 2009, both in the Judicial Ethics Advisory and in the Florida Supreme Court Judicial Ethics Advisory committee. The South Carolina judicial conduct committee in 2009 permitted judges to friend attorneys and law enforcement personnel, with the proviso that no judicial business should be conducted upon nor discussed via the social networking service. "... a judge should not become isolated from the community in which the judge lives.", the committee stated. The Kentucky Judicial Ethics committee in 2010 took the same position as the minority opinion in Florida. It urged judges to exercise caution, but recognized that the act of friending "does not, in and of itself, indicate the degree or intensity of a judge's relationship with the person who is the 'friend'