Visual hierarchy

Visual hierarchy

Visual hierarchy, in Gestalt psychology, describes how particular elements in a visual field stand out more than others in a pattern, creating a perceived order of importance. Although it can occur naturally, the term is most often used in design—especially graphic design and cartography—where elements are arranged to appear more important than others. This order is created by the visual contrast between forms in a field of perception. Objects with highest contrast to their surroundings are recognized first by the human mind. == Evidence == There is some scientific evidence for visual hierarchy using eye tracking. For example, one study found that when people agree that a graphic design is good, they exhibit more similar eye movements; measured by the Fréchet distance. == Theory == The concept of visual hierarchy is based in Gestalt psychological theory, an early 20th-century German theory that proposes that the human brain has innate organizing tendencies that “structure individual elements, shapes or forms into a coherent, organized whole,” especially when processing visual information. The German word Gestalt translates into “form,” “pattern,” or “shape” in English. When an element in a visual field disconnects from the ‘whole’ created by the brain's perceptual organization, it “stands out” to the viewer. The shapes that disconnect most severely from their surroundings stand out the most. This is commonly encapsulated as the Von Restorff effect, which states that isolation attracts attention. === Physical characteristics === The brain distinguishes objects based on differences in their physical appearances. These characteristics fall into four categories: color, size, alignment, and character. Each type of contrast can be used to construct a visual hierarchy. The same characteristics are also sometimes categorized (especially among cartographers) according to the visual variables of Jacques Bertin. Color encompasses the hue, saturation, value, and perceived texture of forms. Dark figures will stand out on a light background, light figures will stand out on a dark background, brightly colored figures will stand out on a muted background, and so on. The fluorescent colors used for tennis balls and other sports equipment is intended to make them instantly stand out against almost any natural visual field. Size has a strong influence on visual hierarchy. Large elements typically attract attention, provided that they can be recognized as figures. Alignment is the arrangement of forms relative to one another. For example, items in the upper left corner of a page are often seen first (at least for those readers accustomed to western languages), the center of the field has prominence. Negative space can also be employed: a figure isolated among large amounts of white space will stand out more than one amid other figures. Character includes several kinds of contrasts based on shape. For example, complex patterns attract more attention than simple or predictable patterns, intricate shapes attract more attention than generalized ones. Even large-scale patterns can attract attention if they contrast with the pattern in the remainder of the visual field. Camouflage is an example of eliminating contrast in character in color and/or character specifically to reduce visual hierarchy. The "squint test" is often suggested as a simple, if unscientific, method to evaluate the visual hierarchy of a graphical product like a map or web page. When viewed out of focus (or from a great distance), the viewer is not distracted by details, but can only see overall (gestalt) patterns such as visual hierarchy. All of the above patterns, except some aspects of character, are recognizable by this method. == Application == Visual hierarchy is an important concept in the field of graphic design, a field that specializes in visual organization. Designers attempt to control visual hierarchy to guide the eye to information in a specific order for a specific purpose. One could compare visual hierarchy in graphic design to grammatical structure in writing in terms of the importance of each principle to these fields. === Cartography === In cartographic design, visual hierarchy is used to emphasize certain important features on a map over less important features. Typically, a map has a purpose that dictates a conceptual hierarchy of what should be more or less important, so one of the goals of the choice of map symbols is to match the visual hierarchy to the conceptual hierarchy. The Visual hierarchy of a map may apply to individual geographic features (such as making a single country stand out), to map layers of related features (e.g., making lakes stand out more than roads), and to the entire layout of map and non-map elements (e.g., making the title look more important than the scale bar). Like the main map elements, such features have weight, and the properties that apply to visual hierarchy of map layers also apply to other elements on the page. Size and alignment are the two main determinants of the visual hierarchy for these features. Cartographers often utilize principles of negative space and figure-ground contrast to design an appropriate visual hierarchy by employing contrast between unused space and layout features. === User experience design and behavioral design === In user experience design and behavioural design, such as web design, visual hierarchy is used to prioritize navigational structures and content, so that audiences focus on elements that facilitate system usage, or increases the chance that they notice content that contains psychological nudges. Color is one of many factors used in the design of a visual hierarchy, and a key factor due to the high salience of color perception.

.ai

.ai is the Internet country code top-level domain (ccTLD) for Anguilla, a British Overseas Territory in the Caribbean. It is administered by the government of Anguilla. It is a popular domain hack with companies and projects related to the artificial intelligence industry (AI). Google's ad targeting treats .ai as a generic top-level domain (gTLD) because "users and website owners frequently see [the domain] as being more generic than country-targeted." In 2021, Google Search analyst Gary Illyes announced that ".ai" had been added to Google’s list of generic country-code top-level domains, meaning that Google would no longer infer Anguilla-specific targeting from the ccTLD. Identity Digital began managing the domain as of January 2025. == Second and third level registrations == Registrations within off.ai, com.ai, net.ai, and org.ai are available worldwide without restriction. From 15 September 2009, second level registrations within .ai are available to everyone worldwide. == Registration == The minimum registration term allowed for .ai domains is 2 through 10 years for registration and renewal, and a 2-year renewal for domain transfer. Identity Digital is the authority in charge of managing this extension. Registrations began on 16 February 1995. The limits on the number of characters used for the domain name are, at a minimum, from 1 to 3, depending on the registrar, and always at most 63 characters. The character set supported for .ai domain names includes A–Z, a–z, 0–9, and hyphen. As of November 2022, .ai domains cannot accommodate IDN characters. There are no requirements for registering a domain, including local and foreign residents. A .ai domain can be suspended or revoked, if the domain is involved in illegal activity such as violating trademarks or copyrights. Usage must not violate the laws of Anguilla. Anguilla uses the UDRP. Filing a UDRP challenge requires using one of the ICANN Approved Dispute Resolution Service Providers. If the domain is with an ICANN accredited registrar, they should work with the arbitrator. Usually this means either doing nothing or transferring a domain. .ai domains are transferable to any desired registrars as the registration of domain is done maintaining EPP. There used to be a whois.ai-based platform of expired domains in which those could be procured and auctioned every ten days through a standard online process. The last auctions of such kind closed there in December 2024; the platform had been scheduled for shutdown on 30 June 2025, but remained online in the months following that date. == Valuation == Domains cost depends on the registrar, with yearly fees ranging from US$140 (the base fee, as established by Anguilla) to $200. As of July 2025, the highest-valued .ai domain is an undisclosed one sold on 8 November 2023, on Escrow.com, for US$1,500,000—months after an initial $300,000 sale to the same buyer. Among the publicly disclosed ones, the most valued, fin.ai, was sold for $1,000,000 in March 2025. On 16 December 2017, the .ai registry started supporting the Extensible Provisioning Protocol (EPP) and migrated all of its domains onto an EPP system. Consequently, many registrars are allowed to sell .ai domains. Since that date, the .ai ccTLD has also been popular with artificial intelligence companies and organisations. Though such trends are primarily seen among new AI based companies or startups, many established AI and Tech companies preferred not to opt for .ai domains. For example, DeepMind has its domain retained at .com; Meta has redirected its facebook.ai domain to ai.meta.com. == Impact on Anguilla's economy == The registration fees earned from the .ai domains go to the treasury of the Government of Anguilla. As per a 2018 New York Times report, the total revenue generated out of selling .ai domains was $2.9 million. In 2023, Anguilla's government made about US$32 million from fees collected for registering .ai domains; that amounted to over 10% of gross domestic product for the territory. "In the years before the real breakthrough of AI, revenue from .ai domains made up less than 1% of our state income, by 2025 it will be around 47%," explained Jose Vanterpool, Minister of Infrastructure and Communications (MICUHITES), in an interview with BBC. The high 90% renewal rate of .ai domains and the 2025 renewal wave of domains registered in 2023 are driving another surge in state revenues, according to Domaintechnik.

DVD

DVD (digital video disc or digital versatile disc) is a digital optical disc data storage format. It was invented and developed in 1995 and first released on November 1, 1996, in Japan. The medium can store any kind of digital data and has been widely used to store video programs (watched using DVD players), software and other computer files. DVDs offer significantly higher storage capacity than compact discs (CD) while having the same dimensions. A standard single-layer DVD can store up to 4.7 GB of data, a dual-layer DVD up to 8.5 GB. Dual-layer, double-sided DVDs can store up to a maximum of 17.08 GB. Prerecorded DVDs are mass-produced using molding machines that physically stamp data onto the DVD. Such discs are a form of DVD-ROM because data can only be read and not written or erased. Blank recordable DVD discs (DVD-R and DVD+R) can be recorded once using a DVD recorder and then function as a DVD-ROM. Rewritable DVDs (DVD-RW, DVD+RW, and DVD-RAM) can be recorded and erased many times. DVDs are used in DVD-Video consumer digital video format and less commonly in DVD-Audio consumer digital audio format, as well as for authoring DVD discs written in a special AVCHD format to hold high definition material (often in conjunction with AVCHD format camcorders). DVDs containing other types of information may be referred to as DVD data discs. == Etymology == The Oxford English Dictionary comments that, "In 1995, rival manufacturers of the product initially named digital video disc agreed that, in order to emphasize the flexibility of the format for multimedia applications, the preferred abbreviation DVD would be understood to denote digital versatile disc." The OED also states that in 1995, "The companies said the official name of the format will simply be DVD. Toshiba had been using the name 'digital video disc', but that was switched to 'digital versatile disc' after computer companies complained that it left out their applications." "Digital versatile disc" is the explanation provided in a DVD Forum Primer from 2000 and in the DVD Forum's mission statement, which the purpose is to promote broad acceptance of DVD products on technology, across entertainment, and other industries. Because DVDs became highly popular for the distribution of movies in the 2000s, the term DVD became popularly used in English as a noun to describe specifically a full-length movie released on the format; for example the phrase "to watch a DVD" describes watching a movie on DVD. == History == === Development and launch === Released in 1987, CD Video used analog video encoding on optical discs matching the established standard 120 mm (4.7 in) size of audio CDs. Video CD (VCD) became one of the first formats for distributing digitally encoded films in this format, in 1993. In the same year, two new optical disc storage formats were being developed. One was the Multimedia Compact Disc (MMCD), backed by Philips and Sony (developers of the CD and CD-i), and the other was the Super Density (SD) disc, supported by Toshiba, Time Warner, Matsushita Electric, Hitachi, Mitsubishi Electric, Pioneer, Thomson, and JVC. By the time of the press launches for both formats in January 1995, the MMCD nomenclature had been dropped, and Philips and Sony were referring to their format as Digital Video Disc (DVD). On May 3, 1995, an ad hoc industry technical group formed from five computer companies (IBM, Apple, Compaq, Hewlett-Packard, and Microsoft) issued a press release stating that they would only accept a single format. The group voted to boycott both formats unless the two camps agreed on a single, converged standard. They recruited Lou Gerstner, president of IBM, to pressure the executives of the warring factions. In one significant compromise, the MMCD and SD groups agreed to adopt proposal SD 9, which specified that both layers of the dual-layered disc be read from the same side—instead of proposal SD 10, which would have created a two-sided disc that users would have to turn over. Philips/Sony strongly insisted on the source code, EFMPlus, that Kees Schouhamer Immink had designed for the MMCD, because it makes it possible to apply the existing CD servo technology. Its drawback was a loss from 5 to 4.7 Gigabytes of capacity. As a result, the DVD specification provided a storage capacity of 4.7 GB (4.38 GiB) for a single-layered, single-sided disc and 8.5 GB (7.92 GiB) for a dual-layered, single-sided disc. The DVD specification ended up similar to Toshiba and Matsushita's Super Density Disc, except for the dual-layer option. MMCD was single-sided and optionally dual-layer, whereas SD was two half-thickness, single-layer discs which were pressed separately and then glued together to form a double-sided disc. Philips and Sony decided that it was in their best interests to end the format war, and on September 15, 1995 agreed to unify with companies backing the Super Density Disc to release a single format, with technologies from both. After other compromises between MMCD and SD, the group of computer companies won the day, and a single format was agreed upon. The computer companies also collaborated with the Optical Storage Technology Association (OSTA) on the use of their implementation of the ISO-13346 file system (known as Universal Disk Format) for use on the new DVDs. The format's details were finalized on December 8, 1995. In November 1995, Samsung announced it would start mass-producing DVDs by September 1996. The format launched on November 1, 1996, in Japan, mostly with music video releases. The first major releases from Warner Home Video arrived on December 20, 1996, with four titles being available. The format's release in the U.S. was delayed multiple times, from August 1996, to October 1996, November 1996, before finally settling on early 1997. Players began to be produced domestically that winter, with March 24, 1997, as the U.S. launch date of the format proper in seven test markets. Approximately 32 titles were available on launch day, mainly from the Warner Bros., MGM, and New Line libraries, with the notable inclusion of the 1996 film Twister. However, the launch was planned for the following day (March 25), leading to a distribution change with retailers and studios to prevent similar violations of breaking the street date. The nationwide rollout for the format happened on August 22, 1997. DTS announced in late 1997 that they would be coming onto the format. The sound system company revealed details in a November 1997 online interview, and clarified it would release discs in early 1998. However, this date would be pushed back several times before finally releasing their first titles at the 1999 Consumer Electronics Show. In 2001, blank DVD recordable discs cost the equivalent of $27.34 US dollars in 2022. === Adoption === Movie and home entertainment distributors adopted the DVD format to replace the ubiquitous VHS tape as the primary consumer video distribution format. Immediately following the formal adoption of a unified standard for DVD, two of the four leading video game console companies (Sega and The 3DO Company) said they already had plans to design a gaming console with DVDs as the source medium. Sony stated at the time that they had no plans to use DVD in their gaming systems, despite being one of the developers of the DVD format and eventually the first company to actually release a DVD-based console. Game consoles such as the PlayStation 2, Xbox, and Xbox 360 use DVDs as their source medium for games and other software. Contemporary games for Windows were also distributed on DVD. Early DVDs were mastered using DLT tape, but using DVD-R DL or +R DL eventually became common. TV DVD combos, combining a standard definition CRT TV or an HD flat panel TV with a DVD mechanism under the CRT or on the back of the flat panel, and VCR/DVD combos were also available for purchase. For consumers, DVD soon overtook VHS as the favored choice for home movie releases. In 2001, DVD players outsold VCRs for the first time in the United States. At that time, one in four American households owned a DVD player. By 2007, about 80% of Americans owned a DVD player, a figure that had surpassed VCRs; it was also higher than personal computers or cable television. == Specifications == The DVD specifications created and updated by the DVD Forum are published as so-called DVD Books (e.g. DVD-ROM Book, DVD-Audio Book, DVD-Video Book, DVD-R Book, DVD-RW Book, DVD-RAM Book, DVD-AR (Audio Recording) Book, DVD-VR (Video Recording) Book, etc.). DVD discs are made up of two discs; normally one is blank, and the other contains data. Each disc is 0.6 mm thick, and they are glued together to form a DVD disc. The gluing process must be done carefully to make the disc as flat as possible to avoid both birefringence and "disc tilt", which is when the disc is not perfectly flat, preventing it from being read. Some specifications for mechanical, physical and optical characteristics of DV

Data communication

Data communication is the transfer of data over a point-to-point or point-to-multipoint communication channel. Data communication comprises data transmission and data reception and can be classified as analog transmission and digital communications. Analog data communication conveys voice, data, image, signal or video information using a continuous signal, which varies in amplitude, phase, or some other property. In baseband analog transmission, messages are represented by a sequence of pulses by means of a line code; in passband analog transmission, they are communicated by a limited set of continuously varying waveforms, using a digital modulation method. Passband modulation and demodulation are carried out by modem equipment. Digital transmission and digital reception are the transfer of either a digitized analog signal or a born-digital bitstream. Baseband digital transmission is regarded as comprising part of a digital signal, whereas passband transmission of digital data may also or alternatively be considered a form of digital-to-analog conversion. Data communication channels include copper wires, optical fibers, wireless communication using radio spectrum, storage media and computer buses. The data are represented as an electromagnetic signal, such as an electrical voltage, radiowave, microwave, or infrared signal. == Distinction between related subjects == Digital transmission or data transmission traditionally belongs to telecommunications and electrical engineering. Basic principles of data transmission may also be covered within the computer science or computer engineering topic of data communications, which also includes computer networking applications and communication protocols, for example, routing, switching and inter-process communication. Although the Transmission Control Protocol (TCP) involves transmission, TCP and other transport layer protocols are covered in computer networking but not discussed in a textbook or course about data transmission. In most textbooks, the term analog transmission only refers to the transmission of an analog message signal (without digitization) by means of an analog signal, either as a non-modulated baseband signal or as a passband signal using an analog modulation method such as AM or FM. It may also include analog-over-analog pulse modulated baseband signals such as pulse-width modulation. In a few books within the computer networking tradition, analog transmission also refers to passband transmission of bit-streams using digital modulation methods such as FSK, PSK and ASK. The theoretical aspects of data transmission are covered by information theory and coding theory. == Protocol layers and sub-topics == Courses and textbooks in the field of data transmission typically deal with the following OSI model protocol layers and topics: Layer 1, the physical layer: Channel coding including Digital modulation schemes Line coding schemes Forward error correction (FEC) codes Bit synchronization Multiplexing Equalization Channel models Layer 2, the data link layer: Channel access schemes, media access control (MAC) Packet mode communication and Frame synchronization Error detection and automatic repeat request (ARQ) Flow control Layer 6, the presentation layer: Source coding (digitization and data compression), and information theory. Cryptography (may occur at any layer) It is also common to deal with the cross-layer design of those three layers. == Applications and history == Data (mainly but not exclusively informational) has been sent via non-electronic (e.g. optical, acoustic, mechanical) means since the advent of communication. Analog signal data has been sent electronically since the advent of the telephone. However, the first data electromagnetic transmission applications in modern time were electrical telegraphy (1809) and teletypewriters (1906), which are both digital signals. The fundamental theoretical work in data transmission and information theory by Harry Nyquist, Ralph Hartley, Claude Shannon and others during the early 20th century, was done with these applications in mind. In the early 1960s, Paul Baran invented distributed adaptive message block switching for digital communication of voice messages using switches that were low-cost electronics. Donald Davies invented and implemented modern data communication during 1965–7, including packet switching, high-speed routers, communication protocols, hierarchical computer networks and the essence of the end-to-end principle. Baran's work did not include routers with software switches and communication protocols, nor the idea that users, rather than the network itself, would provide the reliability. Both were seminal contributions that influenced the development of computer networks. Data transmission is utilized in computers in computer buses and for communication with peripheral equipment via parallel ports and serial ports such as RS-232 (1969), FireWire (1995) and USB (1996). The principles of data transmission are also utilized in storage media for error detection and correction since 1951. The first practical method to overcome the problem of receiving data accurately by the receiver using digital code was the Barker code invented by Ronald Hugh Barker in 1952 and published in 1953. Data transmission is utilized in computer networking equipment such as modems (1940), local area network (LAN) adapters (1964), repeaters, repeater hubs, microwave links, wireless network access points (1997), etc. In telephone networks, digital communication is utilized for transferring many phone calls over the same copper cable or fiber cable by means of pulse-code modulation (PCM) in combination with time-division multiplexing (TDM) (1962). Telephone exchanges have become digital and software controlled, facilitating many value-added services. For example, the first AXE telephone exchange was presented in 1976. Digital communication to the end user using Integrated Services Digital Network (ISDN) services became available in the late 1980s. Since the end of the 1990s, broadband access techniques such as ADSL, Cable modems, fiber-to-the-building (FTTB) and fiber-to-the-home (FTTH) have become widespread to small offices and homes. The current tendency is to replace traditional telecommunication services with packet mode communication such as IP telephony and IPTV. Transmitting analog signals digitally allows for greater signal processing capability. The ability to process a communications signal means that errors caused by random processes can be detected and corrected. Digital signals can also be sampled instead of continuously monitored. The multiplexing of multiple digital signals is much simpler compared to the multiplexing of analog signals. Because of all these advantages, because of the vast demand to transmit computer data and the ability of digital communications to do so and because recent advances in wideband communication channels and solid-state electronics have allowed engineers to realize these advantages fully, digital communications have grown quickly. The digital revolution has also resulted in many digital telecommunication applications where the principles of data transmission are applied. Examples include second-generation (1991) and later cellular telephony, video conferencing, digital TV (1998), digital radio (1999), and telemetry. Data transmission, digital transmission or digital communications is the transfer of data over a point-to-point or point-to-multipoint communication channel. Examples of such channels include copper wires, optical fibers, wireless communication channels, storage media and computer buses. The data are represented as an electromagnetic signal, such as an electrical voltage, radio wave, microwave, or infrared light. While analog transmission is the transfer of a continuously varying analog signal over an analog channel, digital communication is the transfer of discrete messages over a digital or an analog channel. The messages are either represented by a sequence of pulses by means of a line code (baseband transmission) or by a limited set of continuously varying waveforms (passband transmission), using a digital modulation method. The passband modulation and corresponding demodulation (also known as detection) are carried out by modem equipment. According to the most common definition of a digital signal, both baseband and passband signals representing bit-streams are considered as digital transmission, while an alternative definition only considers the baseband signal as digital, and passband transmission of digital data as a form of digital-to-analog conversion. Data transmitted may be digital messages originating from a data source, for example, a computer or a keyboard. It may also be an analog signal, such as a phone call or a video signal, digitized into a bit-stream, for example,e using pulse-code modulation (PCM) or more advanced source coding (analog-to-digital conversion and

Digital history

Digital history is the use of digital media to further historical analysis, presentation, and research. It is a branch of the digital humanities and an extension of quantitative history, cliometrics, and computing. Digital history is commonly known as digital public history, concerned primarily with engaging online audiences with historical content, or digital research methods, that further academic research. Digital history outputs include: digital archives, online presentations, data and information visualizations, interactive maps, timelines, audio files, and virtual worlds. These outputs are designed to enhance accessibility to users, facilitating engagement with historical content. Recent digital history projects focus on creativity, collaboration, and technical innovation, text mining, corpus linguistics, network analysis, 3D modeling, and big data analysis. By utilizing these resources, the user can rapidly develop new analyses that can link to, extend, and bring to life existing histories. == History == Rooted in earlier social science history work, particularly around the history of enslavement in the United States, early digital history in the 1960s and 70s focused on using computers to conduct quantitative analyses, primarily of demographic and social history data - censuses, election returns, city directories, and other tabular or countable data. - with the aim of producing defensible research findings These early computers could be programmed to conduct statistical analyses of these records, creating tallies, or seeking trends across records. This research into historical demography was rooted in the rise of social history as a field of historical interest. The historians involved in this work sought to quantify past societies, to come to new conclusions about communities and population. Computers proved capable tools for that type of work. By the late 1970s younger historians turned to cultural studies, most of these studies involved online databases that were checked by Professionals in Great Britain about once a year. The outpouring of quantitative studies by established scholars continued. Since then, quantitative history and cliometrics have been used primarily by historically minded economists and political scientists. In the late 1980s quantifiers founded the Association for History and Computing. This movement provided some of the impetus for the rise of digital history in the 1990s. The more recent roots of digital history were in software rather than online networks. In 1982, the Library of Congress embarked on its Optical Disk Pilot Project, which placed text and images from its collection on to laserdiscs and CD-ROMs. The library started offering online exhibits in 1992 when it launched Selected Civil War Photographs. In 1993, Roy Rosenzweig, along with Steve Brier and Josh Brown, produced their award-winning CD-ROM Who Built America? From the Centennial Exposition of 1876 to the Great War of 1914, designed for Apple, Inc. that integrated images, text, film and sound clips, displayed in a visual interface that supported a text narrative. Among the earliest online digital history projects were The Heritage Project of the University of Kansas, and medieval historian Dr. Lynn Nelson's World History Index and History Central Catalogue. Another was The Valley of the Shadow, conceived in 1991 by current University of Richmond professor of humanities and president emeritus, Edward L. Ayers, who was then at the University of Virginia. The Institute for Advanced Technology in the Humanities (IATH) at the University of Virginia adopted the Valley Project and partnered with IBM to collect and transcribe historical sources into digital files. The project collected data related to Augusta County in Virginia and Franklin County in Pennsylvania during the American Civil War. In 1996, William G. Thomas III joined Ayers on the Valley Project. Together, they produced an online article entitled "The Differences Slavery Made: A Close Analysis of Two American Communities," which also appeared in The American Historical Review in 2003. A CD-ROM also accompanied the Valley Project, published by W. W. Norton and Company in 2000. Rosenzweig, who died October 11, 2007, founded the Center for History and New Media (CHNM) at George Mason University in 1994. Today, CHNM boasts several digital tools available to historians, such as Zotero, Omeka or Tropy. In 1997, Ayers and Thomas used the term "digital history" when they proposed and founded the Virginia Center for Digital History (VCDH) at the University of Virginia, the earliest center devoted exclusively to history. Several other institutions promoting digital history include the Center for Humane Arts, Letters, and Social Sciences Online (MATRIX) at Michigan State University, Maryland's Institute for Technology in the Humanities, and the Center for Digital Research in the Humanities at the University of Nebraska. In 2004, Emory University launched Southern Spaces, a "peer-reviewed Internet journal and scholarly forum" examining the history of the South. == Applications == There are many potential benefits to the use of digital history when combined with traditional historical methods. Some of these applications include: Combining traditional historical methods and new research methods in order to come to new conclusions. Using different tools to extract and analyse larger amounts of data that would not be manageable otherwise. Create models and maps of data extracted to create a visualisation of the data. Data extracted and analysed can be placed alongside existing historiography to increase combined historical knowledge. By adding new research methods to existing historical method, historians can benefit greatly from the ability to work with larger amounts of data and develop new interpretations from this. == Notable Projects == The collaborative nature of most digital history endeavors has meant that the discipline has developed primarily at institutions with the resources to sponsor content research and technical innovation. Two of the first centers, George Mason University's Center for History and New Media and the Virginia Center for Digital History at the University of Virginia have been among the leaders in the development of digital history projects and the education of digital historians. Some of the noteworthy projects emerging from these pioneering centers are The Geography of Slavery, The Texas Slavery Project, and The Countryside Transformed at VCDH and Liberty, Equality, Fraternity: Exploring the French Revolution and The Lost Museum at the CHNM. In each of these projects, mediated archives holding multiple types of sources are combined with digital tools to analyze and illuminate an historical question to a varying degree; this integration of content and tools with analysis is one of the hallmarks of digital history—projects move beyond archives or collections and into scholarly analysis and the use of digital tools to develop that analysis. The differences between the ways projects incorporate these integrations are a measure of the development of the field and point to the ongoing debates over what digital history can and should be. While many of the projects at VCDH, CHNM, and other university's centers have been geared towards academics and post-secondary education, the University of Victoria (British Columbia), in conjunction with the Université de Sherbrooke and the Ontario Institute for Studies in Education at the University of Toronto, has created as series of projects for all ages, "Great Unsolved Mysteries in Canadian History." Laden with instructional aids, this site asks teachers to introduce students to historical research methods to help them develop analytical skills and a sense of the complexities of their national history. Issues of race, religion, and gender are addressed in carefully constructed modules that cover incidents in Canadian history from Viking exploration through the 1920s. One of the original co-creators of the project, John Lutz has also developed Victoria's Victoria with the University of Victoria and Malaspina University-College. In addition to Ayers, Thomas, Lutz, and Rosenzweig, numerous other individual scholars work with digital history techniques and have made and/or continue to make important contributions to the field. Robert Darnton's 2000 article, "An Early Information Society: News and the Media in Eighteenth-Century Paris" was supplemented with electronic resources and is an early model of the discussions around digital history and its future in the humanities. One of the first major digital projects to be reviewed by the American Historical Review (AHR) was Philip Ethington's "Los Angeles and the Problem of Urban Historical Knowledge"—a multimedia exploration of changes to Los Angeles' physical profile over the course of several decades. In this essay, he also expresses his beliefs that historians have major power in

Bandhan Tod

Bandhan Tod is a mobile app to stop child marriage in India's Bihar state through SOS button in the app. When the SOS on Bandhan Tod is activated, the nearest small NGO will attempt to resolve the issue. If the family resists, then the police gets notified. Till now so many child marriages has been cancelled through Bandhan Tod interventions. Bandhan Tod is an initiative of Gender Alliance managed by Prashanti Tiwari to support the state government's efforts to end child marriage and dowry.

Asymmetric follow

An asymmetric follow social network is one which allows many people to follow an individual or account without having to follow them back. It is also known as asynchronous follow or sometimes asymmetric friendship. Asymmetric follow is a common pattern on Twitter, where someone may have thousands of followers, but themselves follow few (or no) accounts. In September 2010 Facebook started experimenting with a similar feature, which Facebook calls "Subscribe To."