ESign (India)

ESign (India)

Aadhaar eSign is an online electronic signature service in India to facilitate an Aadhaar holder to digitally sign a document. The signature service is facilitated by authenticating the Aadhaar holder via the Aadhaar-based e-KYC (electronic Know Your Customer) service. To eSign a document, one has to have an Aadhaar card and a mobile number registered with Aadhaar. With these two things, an Indian citizen can sign a document remotely without being physically present. == Procedure == The notification issued by Government of India in this regard stipulates the following procedure for the e-authentication using Aadhaar e-KYC services. Authentication of an electronic record by e-authentication technique, which shall be done by the applicable use of e-authentication, hash function, and asymmetric cryptosystem techniques, leading to issuance of digital signature certificate by Certifying Authority, a trusted third party service by subscriber's key pair generation, storing of the key pairs on hardware security module and creation of digital signature provided that the trusted third party shall be offered by the certifying authority (the trusted third party shall send application form and certificate signing request to the Certifying Authority for issuing a digital signature certificate to the subscriber), issuance of digital signature certificate by Certifying Authority shall be based on e-authentication, particulars given in the prescribed format, digitally signed verified information from Aadhaar e-KYC services and electronic consent of digital signature certificate applicant, the manner and requirements for e-authentication shall be as issued by the Controller from time to time, the security procedure for creating the subscriber's key pair shall be in accordance with the e-authentication guidelines issued by the Controller, the standards referred to in rule 6 of the Information Technology (Certifying Authorities) Rules, 2000 shall be complied with, in so far as they relate to the certification function of public key of Digital Signature Certificate applicant, and the manner in which information is authenticated by means of digital signature shall comply with the standards specified in rule 6 of the Information Technology (Certifying Authorities) Rules, 2000 in so far as they relate to the creation, storage and transmission of Digital Signature. == eSign Service Providers == Organisations and individuals seeking to obtain the eSigning Service can utilize the services of various service providers. There are empanelled service providers with whom organisations can register as an Application Service Prover after submitting the requisite documents, getting UAT access, building the application around the service and going through an IT Audit by an CERT-IN empanelled auditor. However, the process of registering as an Application Service Provider is cumbersome, and requires huge investments of time, money and resources in complying with the regulations and building a suitable application. Most organisations prefer using services of plug-n-play gateway providers who take the responsibility of complying with the regulations, hence simplifying the process for the market.

Gödel machine

A Gödel machine is a hypothetical self-improving computer program that solves problems in an optimal way. It uses a recursive self-improvement protocol in which it rewrites its own code when it can prove the new code provides a better strategy. The machine was invented by Jürgen Schmidhuber (first proposed in 2003), but is named after Kurt Gödel who inspired the mathematical theories. The Gödel machine is often discussed when dealing with issues of meta-learning, also known as "learning to learn." Applications include automating human design decisions and transfer of knowledge between multiple related tasks, and may lead to design of more robust and general learning architectures. Though theoretically possible, no full implementation has been created. The Gödel machine is often compared with Marcus Hutter's AIXI, another formal specification for an artificial general intelligence. Schmidhuber points out that the Gödel machine could start out by implementing AIXItl as its initial sub-program, and self-modify after it finds proof that another algorithm for its search code will be better. == Limitations == Traditional problems solved by a computer only require one input and provide some output. Computers of this sort had their initial algorithm hardwired. This does not take into account the dynamic natural environment, and thus was a goal for the Gödel machine to overcome. The Gödel machine has limitations of its own, however. According to Gödel's First Incompleteness Theorem, any formal system that encompasses arithmetic is either flawed or allows for statements that cannot be proved in the system. Hence even a Gödel machine with unlimited computational resources must ignore those self-improvements whose effectiveness it cannot prove. == Variables of interest == There are three variables that are particularly useful in the run time of the Gödel machine. At some time t {\displaystyle t} , the variable time {\displaystyle {\text{time}}} will have the binary equivalent of t {\displaystyle t} . This is incremented steadily throughout the run time of the machine. Any input meant for the Gödel machine from the natural environment is stored in variable x {\displaystyle x} . It is likely the case that x {\displaystyle x} will hold different values for different values of variable time {\displaystyle {\text{time}}} . The outputs of the Gödel machine are stored in variable y {\displaystyle y} , where y ( t ) {\displaystyle y(t)} would be the output bit-string at some time t {\displaystyle t} . At any given time t {\displaystyle t} , where ( 1 ≤ t ≤ T ) {\displaystyle (1\leq t\leq T)} , the goal is to maximize future success or utility. A typical utility function follows the pattern u ( s , E n v ) : S × E → R {\displaystyle u(s,\mathrm {Env} ):S\times E\rightarrow \mathbb {R} } : u ( s , E n v ) = E μ [ ∑ τ = time T r ( τ ) ∣ s , E n v ] {\displaystyle u(s,\mathrm {Env} )=E_{\mu }{\Bigg [}\sum _{\tau ={\text{time}}}^{T}r(\tau )\mid s,\mathrm {Env} {\Bigg ]}} where r ( t ) {\displaystyle r(t)} is a real-valued reward input (encoded within s ( t ) {\displaystyle s(t)} ) at time t {\displaystyle t} , E μ [ ⋅ ∣ ⋅ ] {\displaystyle E_{\mu }[\cdot \mid \cdot ]} denotes the conditional expectation operator with respect to some possibly unknown distribution μ {\displaystyle \mu } from a set M {\displaystyle M} of possible distributions ( M {\displaystyle M} reflects whatever is known about the possibly probabilistic reactions of the environment), and the above-mentioned time = time ⁡ ( s ) {\displaystyle {\text{time}}=\operatorname {time} (s)} is a function of state s {\displaystyle s} which uniquely identifies the current cycle. Note that we take into account the possibility of extending the expected lifespan through appropriate actions. == Instructions used by proof techniques == The nature of the six proof-modifying instructions below makes it impossible to insert an incorrect theorem into proof, thus trivializing proof verification. === get-axiom(n) === Appends the n-th axiom as a theorem to the current theorem sequence. Below is the initial axiom scheme: Hardware Axioms formally specify how components of the machine could change from one cycle to the next. Reward Axioms define the computational cost of hardware instruction and the physical cost of output actions. Related Axioms also define the lifetime of the Gödel machine as scalar quantities representing all rewards/costs. Environment Axioms restrict the way new inputs x are produced from the environment, based on previous sequences of inputs y. Uncertainty Axioms/String Manipulation Axioms are standard axioms for arithmetic, calculus, probability theory, and string manipulation that allow for the construction of proofs related to future variable values within the Gödel machine. Initial State Axioms contain information about how to reconstruct parts or all of the initial state. Utility Axioms describe the overall goal in the form of utility function u. === apply-rule(k, m, n) === Takes in the index k of an inference rule (such as Modus tollens, Modus ponens), and attempts to apply it to the two previously proved theorems m and n. The resulting theorem is then added to the proof. === delete-theorem(m) === Deletes the theorem stored at index m in the current proof. This helps to mitigate storage constraints caused by redundant and unnecessary theorems. Deleted theorems can no longer be referenced by the above apply-rule function. === set-switchprog(m, n) === Replaces switchprog S pm:n, provided it is a non-empty substring of S p. === check() === Verifies whether the goal of the proof search has been reached. A target theorem states that given the current axiomatized utility function u (Item 1f), the utility of a switch from p to the current switchprog would be higher than the utility of continuing the execution of p (which would keep searching for alternative switchprogs). === state2theorem(m, n) === Takes in two arguments, m and n, and attempts to convert the contents of Sm:n into a theorem. == Example applications == === Time-limited NP-hard optimization === The initial input to the Gödel machine is the representation of a connected graph with a large number of nodes linked by edges of various lengths. Within given time T it should find a cyclic path connecting all nodes. The only real-valued reward will occur at time T. It equals 1 divided by the length of the best path found so far (0 if none was found). There are no other inputs. The by-product of maximizing expected reward is to find the shortest path findable within the limited time, given the initial bias. === Fast theorem proving === Prove or disprove as quickly as possible that all even integers > 2 are the sum of two primes (Goldbach’s conjecture). The reward is 1/t, where t is the time required to produce and verify the first such proof. === Maximizing expected reward with bounded resources === A cognitive robot that needs at least 1 liter of gasoline per hour interacts with a partially unknown environment, trying to find hidden, limited gasoline depots to occasionally refuel its tank. It is rewarded in proportion to its lifetime, and dies after at most 100 years or as soon as its tank is empty or it falls off a cliff, and so on. The probabilistic environmental reactions are initially unknown but assumed to be sampled from the axiomatized Speed Prior, according to which hard-to-compute environmental reactions are unlikely. This permits a computable strategy for making near-optimal predictions. One by-product of maximizing expected reward is to maximize expected lifetime.

Cozi

Cozi is a family organization website and mobile app designed to streamline household management. It offers shared calendars, to-do lists, shopping lists, and messaging tools, allowing multiple users to coordinate under one account. Founded in 2005 by former Microsoft employees, Cozi has evolved through acquisitions and now operates under OurFamilyWizard. The app is available in both free and premium versions on iOS, Android, and desktop platforms. == History == Cozi was founded in 2005 by Robbie Cape and Jan Miksovsky, two former Microsoft employees who sought to simplify family logistics with technology. The company's first product, Cozi Central, was released on September 25, 2006, and included a family calendar, shopping lists, family messaging and a photo collage screensaver. The company is based in Seattle, Washington. Cozi has both a freemium version, and a paid version called Cozi Gold. Cozi Gold's additional features include Cozi Contacts, a birthday tracker, more reminders, mobile month view, and change notifications. The software can be used on desktop or mobile applications for iOS and Android. On June 5, 2011, Cozi set a Guinness World Record for the longest line of ducks in a row. The line stretched for one mile and was made up of 17,782 rubber ducks. Cozi was acquired by Time Inc. in 2014. After the Meredith Corporation acquired Time in 2018, Cozi was moved into the Parents Network division. On May 4, 2022, Cozi was acquired by OurFamilyWizard of Minneapolis, Minnesota, reporting more than 20 million registered users.

Distributed manufacturing

Distributed manufacturing, also known as distributed production, cloud producing, distributed digital manufacturing, and local manufacturing, is a form of decentralized manufacturing practiced by enterprises using a network of geographically dispersed manufacturing facilities that are coordinated using information technology. It can also refer to local manufacture via the historic cottage industry model, or manufacturing that takes place in the homes of consumers. == Enterprise == In enterprise environments, the primary attribute of distributed manufacturing is the ability to create value at geographically dispersed locations. For example, shipping costs could be minimized when products are built geographically close to their intended markets. Also, products manufactured in a number of small facilities distributed over a wide area can be customized with details adapted to individual or regional tastes. Manufacturing components in different physical locations and then managing the supply chain to bring them together for final assembly of a product is also considered a form of distributed manufacturing. Digital networks combined with additive manufacturing allow companies a decentralized and geographically independent distributed production (cloud manufacturing). == Consumer == Within the maker movement and DIY culture, small scale production by consumers often using peer-to-peer resources is being referred to as distributed manufacturing. Consumers download digital designs from an open design repository website like Youmagine or Thingiverse and produce a product for low costs through a distributed network of 3D printing services such as 3D Hubs, Geomiq. In the most distributed form of distributed manufacturing the consumer becomes a prosumer and manufacturers products at home with an open-source 3-D printer such as the RepRap. In 2013 a desktop 3-D printer could be economically justified as a personal product fabricator and the number of free and open hardware designs were growing exponentially. Today there are millions of open hardware product designs at hundreds of repositories and there is some evidence consumers are 3-D printing to save money. For example, 2017 case studies probed the quality of: (1) six common complex toys; (2) Lego blocks; and (3) the customizability of open source board games and found that all filaments analyzed saved the prosumer over 75% of the cost of commercially available true alternative toys and over 90% for recyclebot filament. Overall, these results indicate a single 3D printing repository, MyMiniFactory, is saving consumers well over $60 million/year in offset purchases of only toys. These 3-D printers can now be used to make sophisticated high-value products like scientific instruments. Similarly, a study in 2022 found that 81% of open source designs provided economic savings and the total savings for the 3D printing community is more than $35 million from downloading only the top 100 products at YouMagine. In general, the savings are largest when compared to conventional products when prosumers use recycled materials in 'distributed recycling and additive manufacturing' (DRAM). == Emergency Distributed Manufacturing During COVID-19 Pandemic == Distributed manufacturing became far more visible during the COVID-19 pandemic because it offered a practical response to the breakdown of centralized global supply chains. As lock downs, border restrictions, and factory shutdowns disrupted conventional production, decentralized networks using local facilities such as Open Source Medical Supplies stepped in and manufactured over 48 million products. Additive manufacturing /3D printing were used to produce urgently needed items such as face shields, ventilators and their components, nasopharyngeal swabs, and other personal protective equipment. This demonstrated that distributed manufacturing could reduce lead times, improve responsiveness, and lessen dependence on distant suppliers during crisis conditions for a wide range of products. Peer-reviewed studies on pandemic-era manufacturing note that additive manufacturing was especially valuable because digital design files could be shared rapidly and produced close to the point of need, enabling hospitals, universities, small firms, and maker communities to supplement strained medical supply chains. The pandemic also helped shift distributed manufacturing from being seen as a niche or experimental model to a credible strategy for resilience, flexibility, and emergency response. At the same time, scholars caution that its wider adoption depends on solving issues related to quality assurance, regulation, material consistency, and coordination across distributed production sites. Overall, COVID-19 popularized distributed manufacturing by showing that localized, digitally enabled production could complement traditional manufacturing systems when speed, adaptability, and supply-chain resilience were critical. == Social change == Some call attention to the conjunction of commons-based peer production with distributed manufacturing techniques. The self-reinforced fantasy of a system of eternal growth can be overcome with the development of economies of scope, and here, the civil society can play an important role contributing to the raising of the whole productive structure to a higher plateau of more sustainable and customised productivity. Further, it is true that many issues, problems and threats rise due to the large democratization of the means of production, and especially regarding the physical ones. For instance, the recyclability of advanced nanomaterials is still questioned; weapons manufacturing could become easier; not to mention the implications on counterfeiting and on "intellectual property". It might be maintained that in contrast to the industrial paradigm whose competitive dynamics were about economies of scale, commons-based peer production and distributed manufacturing could develop economies of scope. While the advantages of scale rest on cheap global transportation, the economies of scope share infrastructure costs (intangible and tangible productive resources), taking advantage of the capabilities of the fabrication tools. And following Neil Gershenfeld in that "some of the least developed parts of the world need some of the most advanced technologies", commons-based peer production and distributed manufacturing may offer the necessary tools for thinking globally but act locally in response to certain problems and needs. As well as supporting individual personal manufacturing social and economic benefits are expected to result from the development of local production economies. In particular, the humanitarian and development sector are becoming increasingly interested in how distributed manufacturing can overcome the supply chain challenges of last mile distribution. Further, distributed manufacturing has been proposed as a key element in the Cosmopolitan localism or cosmolocalism framework to reconfigure production by prioritizing socio-ecological well-being over corporate profits, over-production and excess consumption. == Technology == By localizing manufacturing, distributed manufacturing may enable a balance between two opposite extreme qualities in technology development: Low technology and High tech. This balance is understood as an inclusive middle, a "mid-tech", that may go beyond the two polarities, incorporating them into a higher synthesis. Thus, in such an approach, low-tech and high-tech stop being mutually exclusive. They instead become a dialectic totality. Mid-tech may be abbreviated to "both…and…" instead of "neither…nor…". Mid-tech combines the efficiency and versatility of digital/automated technology with low-tech's potential for autonomy and resilience. == Contracting in Distributed Manufacturing == Research into contracting and order processing models tailored for distributed manufacturing has highlighted the need for flexible, role-based frameworks and advanced digital tools. These tools and frameworks are essential for addressing issues related to quality assurance, payment structures, legal compliance, and coordination among multiple actors. By addressing these challenges, contracting models for distributed manufacturing can unlock its potential for more localized, efficient, and sustainable production systems. A system prototype has been developed to simplify contracting for distributed manufacturing. This tool allows buyers to manage orders across multiple manufacturers using a single interface, automating workflows to ensure clarity and accountability for everyone involved. This research was led by the Internet of Production, as part of the mAkE project (African European Maker Innovation Ecosystem), funded by the European Horizon 2020 research and innovation programme.

OpenIO

OpenIO offered object storage for a wide range of high-performance applications. OpenIO was founded in 2015 by Laurent Denel (CEO), Jean-François Smigielski (CTO) and five other co-founders; it leveraged open source software, developed since 2006, based on a grid technology that enabled dynamic behaviour and supported heterogenous hardware. In October 2017 OpenIO was completed a $5 million funding rounds. In July 2020 OpenIO had been acquired by OVH and withdrawn from the market to become the core technology of OVHcloud object storage offering. == Software == OpenIO is a software-defined object store that supports S3 and can be deployed on-premises, cloud-hosted or at the edge, on any hardware mix. It has been designed from the beginning for performance and cost-efficiency at any scale, and it has been optimized for Big Data, HPC and AI. OpenIO stores objects within a flat structure within a massively distributed directory with indirections, which allows the data query path to be independent of the number of nodes and the performance not to be affected by the growth of capacity. Servers are organized as a grid of nodes massively distributed, where each node takes part in directory and storage services, which ensures that there is no single point of failure and that new nodes are automatically discovered and immediately available without the need to rebalance data. The software is built on top of a technology that ensures optimal data placement based on real-time metrics and allows the addition or removal of storage devices with automatic performance and load impact optimization. For data protection OpenIO has synchronous and asynchronous replication with multiple copies, and an erasure coding implementation based on Reed-Solomon that can be deployed in one data center or geo-distributed or stretched clusters. The software has a feature that catches all events that occur in the cluster and can pass them up in the stack or to applications running on OpenIO nodes. This enables event-driven computing directly into the storage infrastructure. The open source code is available on Github and it is licensed under AGPL3 for server code and LGPL3 for client code. == Performance == OpenIO claimed in 2019 to have reached 1.372 Tbit/s write speed (171 GB/s) on a cluster of 350 physical machines. The benchmark scenario, conducted under production conditions with standard hardware (commodity servers with 7200 rpm HDDs), consisted in backing up a 38 PB Hadoop datalake via the DistCp command. This level of performance marked, according to analysts, the arrival of a new generation of object storage technologies oriented toward high performance and hyper-scalability.

Iubenda

iubenda (stylized in lowercase; Italian pronunciation: [juˈbɛnda]) is an Italian software company that develops tools intended to support website and application compliance with data protection and privacy regulations, including consent management platforms. The company was founded in 2011 in Milan by Andrea Giannangelo. In February 2022, the company was acquired by team.blue. == History == iubenda was founded in 2011 in Milan, Italy, initially focusing on automated privacy policy generation. In 2015, the company expanded its services to include cookie compliance tools following the implementation of ePrivacy regulations in Italy. In 2018, following the introduction of the General Data Protection Regulation (GDPR) in the European Union, iubenda expanded its products to include consent management and compliance documentation services. In February 2022, iubenda was acquired by team.blue, which obtained a majority stake in the company. Italian media described the acquisition as one of the largest Italian technology startup exits in recent years. In October 2022, iubenda acquired consentmanager, a Sweden-based consent management provider. In 2025, the company acquired CookieFirst, a Netherlands-based consent management platform. In 2025, iubenda partnered with AccessiWay, a digital accessibility company owned by team.blue. == Activities == iubenda develops software tools intended to support compliance with data protection and privacy regulations. Its products include generators for privacy policies, cookie banners, terms and conditions documents, and consent management platforms. The company’s consent management platform integrates with frameworks used for online advertising and privacy compliance, including Google's Consent Mode. The platform is designed to support compliance with regulatory frameworks including the GDPR in the European Union, the UK GDPR, Brazil’s LGPD, Switzerland’s FADP and privacy laws in the United States. Its tools can be integrated with content management systems, web applications, and other digital platforms, including WordPress. The company operates internationally, with a customer base of more than 150,000 organisations, primarily in Europe and the Americas.

TSheets

TSheets was a web-based and mobile time tracking and employee scheduling app. The service was accessed via a web browser or a mobile app. TSheets was an alternative to a paper timesheet or punch cards. == History == Based in Eagle, Idaho, TSheets was co-founded in 2006 by CEO Matt Rissell and CTO Brandon Zehm. In 2008, TSheets released a native employee time tracking app for the iPhone. In 2012, TSheets released an integration with accounting and payroll software QuickBooks. In 2015, TSheets accepted $15 million in growth equity funding from Summit Partners, bought a building in Eagle, Idaho, and opened a second location in Sydney, Australia. On 5 December 2017, Intuit announced an agreement to acquire TSheets. The transaction was valued at approximately $340 million of cash and other consideration and closed on 11 January 2018. After the transaction closed, Time Capture became a new business unit within Intuit's Small Business and Self-Employed Group with Matt Rissell assuming the leader role reporting to Alex Chriss. TSheets's Eagle, Idaho site became an Intuit location.