Information scientist

Information scientist

The term information scientist developed in the latter part of the twentieth century by Wm. Hovey Smith to describe an individual, usually with a relevant subject degree (such as one in Information and Computer Science - CIS) or high level of subject knowledge, providing focused information to scientific and technical research staff in industry. It is a role quite distinct from and complementary to that of a librarian. Developments in end-user searching, together with some convergence between the roles of librarian and information scientist, have led to a diminution in its use in this context, and the term information officer or information professional (information specialist) are also now used. The term was, and is, also used for an individual carrying out research in information science. Brian C. Vickery mentions that the Institute of Information Scientists (IIS) was established in London during 1958 and lists the criteria put forward by this institute "Criteria for Information Science" (appendix 1) as well as his own "Areas of study in information science" (appendix 2). The IIS merged with the Library Association in 2002 to form the Chartered Institute of Library and Information Professionals (CILIP). == Notable Information Scientists == See also Award of Merit - Association for Information Science and Technology Marcia Bates David Blair (information technologist) Samuel C. Bradford Michael Buckland John M. Carroll Blaise Cronin Emilia Currás Brenda Dervin Eugene Garfield Paul B. Kantor Frederick Wilfrid Lancaster Calvin Mooers Tefko Saracevic Linda C. Smith Robert Saxton Taylor Brian Campbell Vickery Thomas D. Wilson == Additional reading == Ellis, David and Merete Haugan. (1997) "Modelling the information seeking patterns of engineers and research scientists in an industrial environment" (Journal of Documentation, Volume 53(4): pp. 384–403) Poole, Alex H. (2024). "'There's a big difference between going through life with the wind at your back, and going through life leaning into the wind': Feminism in Post-World War II Information Science". Proceedings of the Association for Information Science and Technology. 61: 300–313. doi:10.1002/pra2.1029. Vickery, Brian Campbell (1988) "Essays presented to B. C. Vickery" (Journal of Documentation, Volume 44, pp. 199–283). Vickery, B. & Vickery, A. (1987) Information Science in theory and practice (London: Bowker-Saur, pp. 361–369)

Software agent

In computer science, a software agent is a computer program that acts for a user or another program in a relationship of agency. The term agent is derived from the Latin agere (to do): an agreement to act on one's behalf. Such "action on behalf of" implies the authority to decide which, if any, action is appropriate. Some agents are colloquially known as bots, from robot. They may be embodied, as when execution is paired with a robot body, or as software such as a chatbot executing on a computer, such as a mobile device, e.g. Siri. Software agents may be autonomous or work together with other agents or people. Software agents interacting with people (e.g. chatbots, human-robot interaction environments) may possess human-like qualities such as natural language understanding and speech, personality or embody humanoid form (see Asimo). Related and derived concepts include intelligent agents (in particular exhibiting some aspects of artificial intelligence, such as reasoning), autonomous agents (capable of modifying the methods of achieving their objectives), distributed agents (being executed on physically distinct computers), multi-agent systems (distributed agents that work together to achieve an objective that could not be accomplished by a single agent acting alone), and mobile agents (agents that can relocate their execution onto different processors). == Concepts == The basic attributes of an autonomous software agent are that agents: are not strictly invoked for a task, but activate themselves, may reside in wait status on a host, perceiving context, may get to run status on a host upon starting conditions, do not require interaction of user, may invoke other tasks including communication. The concept of an agent provides a method of describing a complex software entity that is capable of acting with a certain degree of autonomy in order to accomplish tasks on behalf of its host. But unlike objects, which are defined in terms of methods and attributes, an agent is defined in terms of its behavior. Various authors have proposed different definitions of agents, these commonly include concepts such as: persistence: code is not executed on demand but runs continuously and decides for itself when it should perform some activity; autonomy: agents have capabilities of task selection, prioritization, goal-directed behavior, decision-making without human intervention; social ability: agents are able to engage other components through some sort of communication and coordination, they may collaborate on a task; reactivity: agents perceive the context in which they operate and react to it appropriately. === Distinguishing agents from programs === All agents are programs, but not all programs are agents. Contrasting the term with related concepts may help clarify its meaning. Franklin & Graesser (1997) discuss four key notions that distinguish agents from arbitrary programs: reaction to the environment, autonomy, goal-orientation and persistence. === Intuitive distinguishing agents from objects === Agents are more autonomous than objects. Agents have flexible behavior: reactive, proactive, social. Agents have at least one thread of control but may have more. === Distinguishing agents from expert systems === Expert systems are not coupled to their environment. Expert systems are not designed for reactive, proactive behavior. Expert systems do not consider social ability. === Distinguishing intelligent software agents from intelligent agents in AI === Intelligent agents (also known as rational agents) are not just computer programs: they may also be machines, human beings, communities of human beings (such as firms) or anything that is capable of goal-directed behavior. == Impact of software agents == Software agents may offer various benefits to their end users by automating complex or repetitive tasks. However, there are organizational and cultural impacts of this technology that need to be considered prior to implementing software agents. === Organizational impact === === Work contentment and job satisfaction impact === People like to perform easy tasks providing the sensation of success unless the repetition of the simple tasking is affecting the overall output. In general implementing software agents to perform administrative requirements provides a substantial increase in work contentment, as administering their own work does never please the worker. The effort freed up serves for a higher degree of engagement in the substantial tasks of individual work. Hence, software agents may provide the basics to implement self-controlled work, relieved from hierarchical controls and interference. Such conditions may be secured by application of software agents for required formal support. === Cultural impact === The cultural effects of the implementation of software agents include trust affliction, skills erosion, privacy attrition and social detachment. Some users may not feel entirely comfortable fully delegating important tasks to software applications. Those who start relying solely on intelligent agents may lose important skills, for example, relating to information literacy. In order to act on a user's behalf, a software agent needs to have a complete understanding of a user's profile, including his/her personal preferences. This, in turn, may lead to unpredictable privacy issues. When users start relying on their software agents more, especially for communication activities, they may lose contact with other human users and look at the world with the eyes of their agents. These consequences are what agent researchers and users must consider when dealing with intelligent agent technologies. === History === The concept of an agent can be traced back to Hewitt's Actor Model (Hewitt, 1977) - "A self-contained, interactive and concurrently-executing object, possessing internal state and communication capability." To be more academic, software agent systems are a direct evolution of Multi-Agent Systems (MAS). MAS evolved from Distributed Artificial Intelligence (DAI), Distributed Problem Solving (DPS) and Parallel AI (PAI), thus inheriting all characteristics (good and bad) from DAI and AI. John Sculley's 1987 "Knowledge Navigator" video portrayed an image of a relationship between end-users and agents. Being an ideal first, this field experienced a series of unsuccessful top-down implementations, instead of a piece-by-piece, bottom-up approach. The range of agent types is now (from 1990) broad: WWW, search engines, etc. == Examples of intelligent software agents == === Buyer agents (shopping bots) === Buyer agents travel around a network (e.g. the internet) retrieving information about goods and services. These agents, also known as 'shopping bots', work very efficiently for commodity products such as CDs, books, electronic components, and other one-size-fits-all products. Buyer agents are typically optimized to allow for digital payment services used in e-commerce and traditional businesses. === User agents (personal agents) === User agents, or personal agents, are intelligent agents that take action on your behalf. In this category belong those intelligent agents that already perform, or will shortly perform, the following tasks: Check your e-mail, sort it according to the user's order of preference, and alert you when important emails arrive. Play computer games as your opponent or patrol game areas for you. Assemble customized news reports for you. There are several versions of these, including CNN. Find information for you on the subject of your choice. Fill out forms on the Web automatically for you, storing your information for future reference Scan Web pages looking for and highlighting text that constitutes the "important" part of the information there Discuss topics with you ranging from your deepest fears to sports Facilitate with online job search duties by scanning known job boards and sending the resume to opportunities who meet the desired criteria Profile synchronization across heterogeneous social networks === Monitoring-and-surveillance (predictive) agents === Monitoring and surveillance agents are used to observe and report on equipment, usually computer systems. The agents may keep track of company inventory levels, observe competitors' prices and relay them back to the company, watch stock manipulation by insider trading and rumors, etc. For example, NASA's Jet Propulsion Laboratory has an agent that monitors inventory, planning, schedules equipment orders to keep costs down, and manages food storage facilities. These agents usually monitor complex computer networks that can keep track of the configuration of each computer connected to the network. A special case of monitoring-and-surveillance agents are organizations of agents used to automate decision-making process during tactical operations. The agents monitor the status of assets (ammunition, weapons available, platforms for transport, etc.) and receive goals from hi

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

Texas House Bill 20

An Act Relating to censorship of or certain other interference with digital expression, including expression on social media platforms or through electronic mail messages, also known as Texas House Bill 20 (HB20), is a Texas anti-deplatforming law enacted on September 9, 2021. It prohibits large social media platforms from removing, moderating, or labeling posts made by users in the state of Texas based on their "viewpoints", unless considered illegal under federal law or otherwise falling into exempted categories. It also requires them to make various public disclosures relating to their business practices (including the impact of algorithmic and moderation decisions on the content that is delivered to users). The bill is part of a wider array of Republican-backed legislation seeking to prohibit the censorship of political speech, based on allegations that the moderation policies of large social media platforms are not politically neutral. It has been challenged in NetChoice, LLC v. Paxton, and is currently the subject of a circuit split between the Fifth Circuit, and a decision by the Eleventh Circuit that struck down a similar bill in the state of Florida. In September 2023, the U.S. Supreme Court agreed to hear NetChoice v. Paxton jointly with NetChoice v. Moody on questions of whether the Florida and Texas state laws are in compliance with the 1st Amendment. == Content == The law applies to "social media platforms" that serve users in the state of Texas, and have more than 50 million monthly active users in the United States. They are defined as any public internet website or application that allows users to "communicate with other users for the primary purpose of posting information, comments, messages, or images", excluding internet service providers, electronic mail, and services where communication features are "incidental to, directly related to, or dependent on" content that is pre-selected by the operator. In the bill, to "censor" is defined as to "block, ban, remove, deplatform, demonetize, de-boost, restrict, deny equal access or visibility to, or otherwise discriminate against" expression. The law prohibits social media platforms from "censoring on the basis of user viewpoint, user expression, or the ability of a user to receive the expression of others", or on the basis of a user's geographic location in Texas. This includes removal or labeling posts with warnings and disclaimers. Social media platforms may only censor content if it is unlawful, they are "specifically authorized" to do so by federal law, based on requests from "an organization with the purpose of preventing the sexual exploitation of children or protecting survivors of sexual abuse from ongoing harassment", or "directly incites" criminal activity or contains threats of violence against persons based on protected categories. It is disputed over whether this provision is actually enforceable, as it may be preempted by Section 230 of the Communications Decency Act (which states that the operators of interactive computer services are not responsible for the actions of their users). Social media platforms must make public disclosures regarding the algorithmic techniques and moderation polices that are used to determine the content provided to users, must publish a compliant acceptable use policy (AUP), and must publish a biannual transparency report containing specific details on all actions made by the service regarding the moderation of users and content. The law also prohibits email providers from "intentionally imped[ing] the transmission of another person's electronic mail message based on the content." == Legislative history == Texas Governor Greg Abbott signed the bill into law on September 9, 2021. Democrat-proposed amendments excluding Holocaust denial, terrorism content, and vaccine misinformation from the bill were rejected. Following a suit by the industry groups Computer & Communications Industry Association (CCIA) and NetChoice, NetChoice, LLC v. Paxton, the bill was blocked by U.S. District Judge Robert Pitman in December 2021, on First Amendment grounds. Texas appealed to the United States Court of Appeals for the Fifth Circuit. Judges Edith Jones, Andrew Oldham, and Leslie H. Southwick, lifted the injunction on May 11, 2022, but the decision was appealed to the Supreme Court which suspended the bill pending a full review in the Fifth Circuit. On September 16, 2022, the Fifth Circuit reversed the injunction, allowing the bill to take effect; Judge Oldham stated that the bill "chills censorship" and "does not chill speech", and accused the plaintiffs of "attempt[ing] to extract a freewheeling censorship right from the Constitution's free speech guarantee. The Platforms are not newspapers. Their censorship is not speech." Southwick dissented, stating that "we are in a new arena, a very extensive one, for speakers and for those who would moderate their speech. None of the precedents fit seamlessly." The CCIA and NetChoice requested a stay on the ruling and that the case be taken to the Supreme Court, arguing that the reversal conflicts with an Eleventh Circuit decision in NetChoice v. Moody which struck down a similar anti-moderation bill imposed by the state of Florida. On October 12, 2022, the Fifth Circuit granted the stay.

Blend4Web

Blend4Web is a free and open source framework for creating and displaying interactive 3D computer graphics in web browsers. == Overview == The Blend4Web framework leverages Blender to edit 3D scenes. Content rendering relies on WebGL, Web Audio, WebVR, and other web standards, without the use of plug-ins. It is dual-licensed. The framework is distributed under the free and open source GPLv3 and, a non-free license - with the source code being hosted on GitHub. A 3D scene can be prepared in Blender and then exported as a pair of JSON and binary files to load in a web application. It can also be exported as a single, self-contained HTML file, in which exported data, the web player GUI, and the engine itself are packed. The HTML option is considered to be the simplest way. The resulting file, which has a minimum size of 1 MB, can be embedded in a web page using a standard iframe HTML element. Blend4Web-powered web applications can be deployed on social networking websites such as Facebook. The Blend4Web toolchain consists of JavaScript libraries, the Blender add-on, and a set of tools for tweaking 3D scene parameters, debugging, and optimization. Developed by Moscow-based company Triumph in 2010, Blend4Web was publicly released on March 28, 2014. At the end of 2017, the project founders Yuri and Alex Kovelenov quit Triumph to start the development of a new WebGL framework Verge3D. In October 2019, an "Absolutely new Blend4Web" was announced, planned to make developing 3D apps easier and to add a new marketplace where people can offer their 3D models. == Features == The framework has a number of components typically found in game engines, including a positional audio system, physics engine (a fork of Bullet ported to JavaScript), animation system, and an abstraction layer for game logic programming. Up to 8 different types of animations can be assigned to a single object, including skeletal and per-vertex animation. The speed and the direction of animation (forward/backward play), as well as particle system parameters (size, initial velocity, and count), can be changed through the API. Among other supported features are: scene data dynamic loading and unloading, subsurface scattering simulation, and image-based lighting. Some out-of-box options exist for rendering extended outdoor environments, including foliage-wind interaction, water, atmosphere, and sunlight simulation. One example demonstrating these effects is "The Farm" tech demo, which also features multiple animated NPCs and the ability to walk, interact with objects and drive a vehicle in first-person mode. Being based on the cross-browser WebGL API, Blend4Web runs in the majority of web browsers, including mobile ones. There are some caveats for browsers with experimental WebGL support, such as Internet Explorer. There are also applications developed to run on Tizen-powered devices such as the Samsung Gear S2 smartwatch. Other features include: draw call batching, hidden surface determination, threaded physics simulation and ocean simulation. In version 14.09, Blend4Web introduced the possibility of adding interactivity to 3D scenes using a visual programming tool. The tool is reminiscent of the BGE's logic editor as it uses logic blocks that are placed inside Blender. It plays back animation tracks authored by an artist when the user interacts with predefined 3D objects. Since version 15.03, Blend4Web has supported attaching HTML elements (such as information windows) to 3D objects ("annotations") and copying objects in run time ("instancing"). The following post-processing effects are supported: glow, bloom, depth of field, crepuscular rays, motion blur, and screen space ambient occlusion. == Virtual reality and augmented reality == Virtual reality devices have been supported since the end of 2015. Specifically, Oculus Rift head-mounted display works over experimental WebVR API. The software also now includes preliminary support for gamepads, based on the Gamepad API. In 2017, the option to author augmented reality content was added. The system is based on the open-source tracking library ARToolKit and uses the WebRTC protocols. Starting from version 17.08, finger tracking is supported through the Leap Motion device. == Blender integration == The Blender add-on is written in Python and C and can be compiled for the Linux x86/x64, OS X x64, and MS Windows x86/x64 platforms. A Blend4Web-specific profile can be activated in the add-on settings. When switching to this profile, the Blender interface changes so that it only reveals settings relevant to Blend4Web. Blend4Web supports a set of Blender-specific features such as the node material editor (a tool for visual shader programming) and the particle system. There is basic support for Blender's non-linear animation (NLA) editor for creating simple scenarios. Blend4Web is based on Blender's real-time GLSL rendering engine, which users are recommended to use in order to enable WYSIWYG editing. == Notable uses == NASA developed an interactive web application called Experience Curiosity to celebrate the 3rd anniversary of the Curiosity rover landing on Mars. This Blend4Web-based app makes it possible to operate the rover, control its cameras and the robotic arm, and reproduce some of the prominent events of the Mars Science Laboratory mission. The application got presented at the beginning of the WebGL section at SIGGRAPH 2015. Experience Curiosity was ported to Verge3D for Blender in 2018 with several performance improvements and bug fixes. A General Motors authorized dealer in the United Arab Emirates has placed a functional Chevrolet Camaro 3D configurator on its website. Greenpeace created interactive 3D infographics to back Greenpeace's Detox campaign in Russia. Tallink featured an interactive 3D presentation of its MS Megastar vessel to allow visitors to browse details of the ship.

Transparency in the software supply chain

Transparency in the software supply chain is a condition in which participants involved in the development, procurement, operation, auditing, or regulation of software can determine which components, dependencies, build stages, identifiers, and relationships within the supply chain make up the delivered product. The disclosure of information about software components, their interrelationships, origins, and development methods—for the purposes of risk management, vulnerability detection, and compliance—takes place throughout the software lifecycle. Transparency is one of the key security attributes of the software supply chain, as a deeper understanding of the chain enables participants to identify vulnerabilities and mitigate threats. Problems in the software supply chain can cause billions in losses and create operational challenges for government and commercial entities, as demonstrated by incidents involving SolarWinds, Bybit, 3CX, Jaguar Land Rover, GitHub, and NotPetya. Modern software is often assembled from third-party libraries and open-source components. According to research by the Linux Foundation and Synopsys, 96% of the commercial codebases analyzed contained open-source software, and 70–90% of a typical codebase may consist of open-source components. Without transparency, any software component can become a threat. As a result, companies may spend billions of dollars building robust external defenses, but this will not protect against vulnerabilities in legitimate software inside the perimeter. At the same time, supply chain attacks also erode trust between customers and their IT providers, as malicious code is often embedded in official updates with certificates and digital signatures. One of the primary ways to ensure transparency is through a software bill of materials, which documents the components used to create the software and the relationships within the supply chain. == Concept == The software supply chain is the collection of systems, devices, people, artifacts, and processes involved in the creation of the final software product. Attacks on the software supply chain differ from conventional attacks in that they follow a four-stage pattern: compromise, modification, distribution, and subsequent exploitation of the compromised or modified component. A defining feature of a supply chain attack is the introduction or manipulation of a change at an upstream stage, which is subsequently exploited at a downstream stage. Transparency refers to the availability of knowledge about the chain, while validity concerns the integrity of operations and artifacts and the authentication of participants, and separation involves reducing unnecessary trust relationships and the radius of impact through compartmentalization. In this framework, transparency primarily helps during the pre-compromise and detection phases, as a clearer understanding of participants, operations, and artifacts makes it easier to identify weak links before attackers exploit them. Current major attack vectors include dependencies and containers, build infrastructure, and human participants, such as maintainers or developers. == History == Software supply-chain transparency developed from earlier efforts to document software components, long before the term came into widespread use in the cybersecurity field. Early component-documentation formats included SPDX, first published in 2011, and CycloneDX, first published in 2017. Initially, these formats were created to support license compliance, package identification, and tool compatibility. Their development helped shape a broader concept of software supply chain transparency, encompassing component documentation, disclosure practices, risk management, security analysis, and regulatory compliance. In 2018, the U.S. National Telecommunications and Information Administration launched a multistakeholder process on promoting software component transparency. This process helped move work on SBOMs from a specialized technical practice into the realm of policy and procurement to identify components used in software products. The 2020 compromise of the SolarWinds Orion platform made software supply chain security a central issue in government cybersecurity policy. An analysis of the “Sunburst” campaign prepared by the Atlantic Council noted that the vulnerability of the software supply chain had become a realized risk for national-security agencies. In May 2021, U.S. President Joe Biden issued Executive Order 14028, which directed federal agencies to improve cybersecurity and increase transparency in the software supply chain, including requirements related to SBOMs. Reuters reported that the executive order required software developers selling their products to the federal government to provide greater visibility into their software and make security data available. In July 2021, the NTIA published the document “The Minimum Elements for a Software Bill of Materials (SBOM)”, defining the basic data fields and practices for creating SBOMs. Between 2021 and 2025, the U.S. Cybersecurity and Infrastructure Security Agency updated its guidance on “Framing Software Component Transparency”, expanding the set of SBOM attributes, metadata requirements, and operational recommendations for the creation, exchange, and use of SBOMs. Major incidents that occurred following the SolarWinds attack have underscored the importance of transparency in vulnerability management and supply chain security. The Log4Shell vulnerability in the Log4j library, disclosed in December 2021, demonstrated how difficult it can be for organizations to identify a vulnerable component deeply embedded within applications and services. In 2024, an attempt to plant a backdoor in XZ Utils showed how attackers could exploit trust in open-source maintenance processes to introduce malicious code into widely used infrastructure software. By the mid-2020s, software supply chain transparency had become part of international cybersecurity coordination and regulation. On September 3, 2025, Japan's Ministry of Economy, Trade and Industry and the National Cybersecurity Office, in collaboration with cybersecurity agencies from 15 countries, released the document “A Shared Vision of Software Bill of Materials (SBOM) for Cybersecurity.” In the European Union, the Cyber Resilience Act required manufacturers of products with digital elements to create, maintain, and retain SBOMs as part of the technical documentation for software placed on the EU market. == Transparency mechanisms == The primary mechanism for ensuring transparency is the software bill of materials (SBOM). An SBOM is a structured list of components, libraries, and tools used to build and distribute a software product, and it records dependencies in a way that helps organizations understand and assess their software supply chains. It can also be described as a formal record of components and their interdependencies, which gives users insight into their actual exposure to risks and threats. Five key areas of SBOM application in software supply chain security have been identified: vulnerability management, ensuring transparency, component evaluation, risk assessment, and ensuring supply chain integrity. In software supply chains, an SBOM documents all components, both open-source and proprietary. Under Executive Order 14028, U.S. federal agencies require software suppliers to provide SBOMs for government-procured software. The list of minimum required SBOM elements defined by NTIA includes three main categories: required data fields for describing each component (name, version, identifiers), automation support (machine-readable format, generation tools), and recommendations for creating SBOMs during development and purchasing. The post-2021 push for SBOMs was intended to provide visibility into the components used within software and to expose parts of an application that would otherwise remain hidden. This information can be used to prioritize patches, manage vulnerabilities, and support compliance work. Transparency also supports software traceability, which is becoming a standard feature of developer platforms. Traceability has become important because organizations are increasingly required to demonstrate how software was created, rather than simply listing its components. Higher levels of assurance require signed, tamper-proof traceability and more isolated, verifiable build environments. A related mechanism is build reproducibility. Reproducible builds are defined as build processes that make the compilation process deterministic, ensuring that the same source code always produces the same binary file. These builds are considered a foundational element for distributed verification, transparency-log maintenance, supply-chain workflow integration, and the creation of keyless signatures based on verifiable logs. Although reproducibility does not replace inventory or attestation, it gives external par

VHS

VHS (Video Home System) is a discontinued standard for consumer-level analog video recording on tape cassettes, introduced in 1976 by JVC. It was the dominant home video format throughout the tape media period of the 1980s and 1990s. Magnetic tape video recording was adopted by the television industry in the 1950s in the form of the first commercialized video tape recorders (VTRs), but the devices were expensive and used only in professional environments. In the 1970s, videotape technology became affordable for home use, and widespread adoption of videocassette recorders (VCRs) began; the VHS became the most popular media format for VCRs as it would win the "format war" against Betamax (backed by Sony) and a number of other competing tape standards. The cassettes themselves use a 0.5-inch (12.7 mm) magnetic tape between two spools and typically offer a capacity of at least two hours. The popularity of VHS was intertwined with the rise of the video rental market, when films were released on pre-recorded videotapes for home viewing. Newer improved tape formats such as S-VHS were later developed, as well as the earliest optical disc format, LaserDisc; the lack of global adoption of these formats increased VHS's lifetime, which eventually peaked and started to decline in the late 1990s after the introduction of DVD, a digital optical disc format. VHS rentals were surpassed by DVD in the United States in 2003, which eventually became the preferred low-end method of movie distribution. For home recording purposes, VHS and VCRs were surpassed by (typically hard disk–based) digital video recorders (DVR) in the 2000s. Production of all VHS equipment ceased by 2016, although the format has since gained some popularity amongst collectors. A niche revival of VHS has taken place with This Is How The World Ends becoming the first straight-to-VHS release in 20 years. == History == === Before VHS === In 1956, after several attempts by other companies, the first commercially successful VTR, the Ampex VRX-1000, was introduced by Ampex Corporation. At a price of US$50,000 in 1956 (equivalent to $592,000 in 2025) and US$300 (equivalent to $3,600 in 2025) for a 90-minute reel of tape, it was intended only for the professional market. Kenjiro Takayanagi, a television broadcasting pioneer then working for JVC as its vice president, saw the need for his company to produce VTRs for the Japanese market at a more affordable price. In 1959, JVC developed a two-head video tape recorder and, by 1960, a color version for professional broadcasting. In 1964, JVC released the DV220, which would be the company's standard VTR until the mid-1970s. In 1969, JVC collaborated with Sony and Matsushita Electric (Matsushita was the majority stockholder of JVC until 2011) to build a video recording standard for the Japanese consumer. The effort produced the U-matic format in 1971, which was the first cassette format to become a unified standard for different companies. It was preceded by the reel-to-reel 1⁄2-inch EIAJ format. The U-matic format was successful in businesses and some broadcast television applications, such as electronic news-gathering, and was produced by all three companies until the late 1980s, but because of cost and limited recording time, very few of the machines were sold for home use. Therefore, soon after the U-Matic release, all three companies started working on new consumer-grade video recording formats of their own. Sony started working on Betamax, Matsushita started working on VX, and JVC released the CR-6060 in 1975, based on the U-matic format. === VHS development === In 1971, JVC engineers Yuma Shiraishi and Shizuo Takano put together a team to develop a VTR for consumers. By the end of 1971, they created an internal diagram, "VHS Development Matrix", which established twelve objectives for JVC's new VTR; among them: The system must be compatible with any ordinary television set. Picture quality must be similar to a normal air broadcast. The tape must have at least a two-hour recording capacity. Tapes must be interchangeable between machines. The overall system should be versatile, meaning it can be scaled and expanded, such as connecting a video camera, or dubbing between two recorders. Recorders should be affordable, easy to operate, and have low maintenance costs. Recorders must be capable of being produced in high volume, their parts must be interchangeable, and they must be easy to service. In early 1972, the commercial video recording industry in Japan took a financial hit. JVC cut its budgets and restructured its video division, shelving the VHS project. However, despite the lack of funding, Takano and Shiraishi continued to work on the project in secret. By 1973, the two engineers had produced a functional prototype. === Competition with Betamax === In 1974, the Japanese Ministry of International Trade and Industry (MITI), desiring to avoid consumer confusion, attempted to force the Japanese video industry to standardize on just one home video recording format. Later, Sony had a functional prototype of the Betamax format, and was very close to releasing a finished product. With this prototype, Sony persuaded the MITI to adopt Betamax as the standard, and allow it to license the technology to other companies. JVC believed that an open standard, with the format shared among competitors without licensing the technology, was better for the consumer. To prevent the MITI from adopting Betamax, JVC worked to convince other companies, in particular Matsushita (Japan's largest electronics manufacturer at the time, marketing its products under the National brand in most territories and the Panasonic brand in North America, and JVC's majority stockholder), to accept VHS, and thereby work against Sony and the MITI. Matsushita agreed, fearing Sony would dominate the market with a Betamax monopoly. Matsushita also regarded Betamax's one-hour recording time limit as a disadvantage. Matsushita's backing of JVC persuaded Hitachi, Mitsubishi, and Sharp to back the VHS standard as well. Sony's release of its Betamax unit to the Japanese market in 1975 placed further pressure on the MITI to side with the company. However, the collaboration of JVC and its partners was much stronger, which eventually led the MITI to drop its push for an industry standard. JVC released the first VHS machines in Japan in late 1976, and in the United States in mid-1977. Sony's Betamax competed with VHS throughout the late 1970s and into the 1980s (see Videotape format war). Betamax's major advantages were its smaller cassette size, theoretical higher video quality, and earlier availability, but its shorter recording time proved to be a major shortcoming. Originally, Beta I machines using the NTSC television standard were able to record one hour of programming at their standard tape speed of 1.5 inches per second (ips). The first VHS machines could record for two hours, due to both a slightly slower tape speed (1.31 ips) and significantly longer tape. Betamax's smaller cassette limited the size of the reel of tape, and could not compete with VHS's two-hour capability by extending the tape length. Instead, Sony had to slow the tape down to 0.787 ips (Beta II) in order to achieve two hours of recording in the same cassette size. Sony eventually created a Beta III speed of 0.524 ips, which allowed NTSC Betamax to break the two-hour limit, but by then VHS had already won the format battle. Additionally, VHS had a "far less complex tape transport mechanism" than Betamax, and VHS machines were faster at rewinding and fast-forwarding than their Sony counterparts. VHS eventually won the war, gaining 60% of the North American market by 1980. == Initial releases of VHS-based devices == The first VCR to use VHS was the Victor HR-3300, and was introduced by the president of JVC in Japan on September 9, 1976. JVC started selling the HR-3300 in Akihabara, Tokyo, Japan, on October 31, 1976. Region-specific versions of the JVC HR-3300 were also distributed later on, such as the HR-3300U in the United States, and the HR-3300EK in the United Kingdom. The United States received its first VHS-based VCR, the RCA VBT200, on August 23, 1977. The RCA unit was designed by Matsushita and was the first VHS-based VCR manufactured by a company other than JVC. It was also capable of recording four hours in LP (long play) mode. The UK received its first VHS-based VCR, the Victor HR-3300EK, in 1978. Quasar and General Electric followed-up with VHS-based VCRs – all designed by Matsushita. By 1999, Matsushita alone produced just over half of all Japanese VCRs. TV/VCR combos, combining a TV set with a VHS mechanism, were also once available for purchase. Combo units containing both a VHS mechanism and a DVD player were introduced in the late 1990s, and at least one combo unit, the Panasonic DMP-BD70V, included a Blu-ray player. == Technical details == VHS has been standardized in IEC 60774–1. === Cassette and