The stochastic block model is a generative model for random graphs. This model tends to produce graphs containing communities, subsets of nodes characterized by being connected with one another with particular edge densities. For example, edges may be more common within communities than between communities. Its mathematical formulation was first introduced in 1983 in the field of social network analysis by Paul W. Holland et al. The stochastic block model is important in statistics, machine learning, and network science, where it serves as a useful benchmark for the task of recovering community structure in graph data. == Definition == The stochastic block model takes the following parameters: The number n {\displaystyle n} of vertices; a partition of the vertex set { 1 , … , n } {\displaystyle \{1,\ldots ,n\}} into disjoint subsets C 1 , … , C r {\displaystyle C_{1},\ldots ,C_{r}} , called communities; a symmetric r × r {\displaystyle r\times r} matrix P {\displaystyle P} of edge probabilities. The edge set is then sampled at random as follows: any two vertices u ∈ C i {\displaystyle u\in C_{i}} and v ∈ C j {\displaystyle v\in C_{j}} are connected by an edge with probability P i j {\displaystyle P_{ij}} . An example problem is: given a graph with n {\displaystyle n} vertices, where the edges are sampled as described, recover the groups C 1 , … , C r {\displaystyle C_{1},\ldots ,C_{r}} . == Special cases == If the probability matrix is a constant, in the sense that P i j = p {\displaystyle P_{ij}=p} for all i , j {\displaystyle i,j} , then the result is the Erdős–Rényi model G ( n , p ) {\displaystyle G(n,p)} . This case is degenerate—the partition into communities becomes irrelevant—but it illustrates a close relationship to the Erdős–Rényi model. The planted partition model is the special case that the values of the probability matrix P {\displaystyle P} are a constant p {\displaystyle p} on the diagonal and another constant q {\displaystyle q} off the diagonal. Thus two vertices within the same community share an edge with probability p {\displaystyle p} , while two vertices in different communities share an edge with probability q {\displaystyle q} . Sometimes it is this restricted model that is called the stochastic block model. The case where p > q {\displaystyle p>q} is called an assortative model, while the case p < q {\displaystyle p P j k {\displaystyle P_{ii}>P_{jk}} whenever j ≠ k {\displaystyle j\neq k} : all diagonal entries dominate all off-diagonal entries. A model is called weakly assortative if P i i > P i j {\displaystyle P_{ii}>P_{ij}} whenever i ≠ j {\displaystyle i\neq j} : each diagonal entry is only required to dominate the rest of its own row and column. Disassortative forms of this terminology exist, by reversing all inequalities. For some algorithms, recovery might be easier for block models with assortative or disassortative conditions of this form. == Typical statistical tasks == Much of the literature on algorithmic community detection addresses three statistical tasks: detection, partial recovery, and exact recovery. === Detection === The goal of detection algorithms is simply to determine, given a sampled graph, whether the graph has latent community structure. More precisely, a graph might be generated, with some known prior probability, from a known stochastic block model, and otherwise from a similar Erdos-Renyi model. The algorithmic task is to correctly identify which of these two underlying models generated the graph. === Partial recovery === In partial recovery, the goal is to approximately determine the latent partition into communities, in the sense of finding a partition that is correlated with the true partition significantly better than a random guess. === Exact recovery === In exact recovery, the goal is to recover the latent partition into communities exactly. The community sizes and probability matrix may be known or unknown. == Statistical lower bounds and threshold behavior == Stochastic block models exhibit a sharp threshold effect reminiscent of percolation thresholds. Suppose that we allow the size n {\displaystyle n} of the graph to grow, keeping the community sizes in fixed proportions. If the probability matrix remains fixed, tasks such as partial and exact recovery become feasible for all non-degenerate parameter settings. However, if we scale down the probability matrix at a suitable rate as n {\displaystyle n} increases, we observe a sharp phase transition: for certain settings of the parameters, it will become possible to achieve recovery with probability tending to 1, whereas on the opposite side of the parameter threshold, the probability of recovery tends to 0 no matter what algorithm is used. For partial recovery, the appropriate scaling is to take P i j = P ~ i j / n {\displaystyle P_{ij}={\tilde {P}}_{ij}/n} for fixed P ~ {\displaystyle {\tilde {P}}} , resulting in graphs of constant average degree. In the case of two equal-sized communities, in the assortative planted partition model with probability matrix P = ( p ~ / n q ~ / n q ~ / n p ~ / n ) , {\displaystyle P=\left({\begin{array}{cc}{\tilde {p}}/n&{\tilde {q}}/n\\{\tilde {q}}/n&{\tilde {p}}/n\end{array}}\right),} partial recovery is feasible with probability 1 − o ( 1 ) {\displaystyle 1-o(1)} whenever ( p ~ − q ~ ) 2 > 2 ( p ~ + q ~ ) {\displaystyle ({\tilde {p}}-{\tilde {q}})^{2}>2({\tilde {p}}+{\tilde {q}})} , whereas any estimator fails partial recovery with probability 1 − o ( 1 ) {\displaystyle 1-o(1)} whenever ( p ~ − q ~ ) 2 < 2 ( p ~ + q ~ ) {\displaystyle ({\tilde {p}}-{\tilde {q}})^{2}<2({\tilde {p}}+{\tilde {q}})} . For exact recovery, the appropriate scaling is to take P i j = P ~ i j log n / n {\displaystyle P_{ij}={\tilde {P}}_{ij}\log n/n} , resulting in graphs of logarithmic average degree. Here a similar threshold exists: for the assortative planted partition model with r {\displaystyle r} equal-sized communities, the threshold lies at p ~ − q ~ = r {\displaystyle {\sqrt {\tilde {p}}}-{\sqrt {\tilde {q}}}={\sqrt {r}}} . In fact, the exact recovery threshold is known for the fully general stochastic block model. == Algorithms == In principle, exact recovery can be solved in its feasible range using maximum likelihood, but this amounts to solving a constrained or regularized cut problem such as minimum bisection that is typically NP-complete. Hence, no known efficient algorithms will correctly compute the maximum-likelihood estimate in the worst case. However, a wide variety of algorithms perform well in the average case, and many high-probability performance guarantees have been proven for algorithms in both the partial and exact recovery settings. Successful algorithms include spectral clustering of the vertices, semidefinite programming, forms of belief propagation, and community detection among others. == Variants == Several variants of the model exist. One minor tweak allocates vertices to communities randomly, according to a categorical distribution, rather than in a fixed partition. More significant variants include the degree-corrected stochastic block model, the hierarchical stochastic block model, the geometric block model, censored block model and the mixed-membership block model. == Topic models == Stochastic block model have been recognised to be a topic model on bipartite networks. In a network of documents and words, Stochastic block model can identify topics: group of words with a similar meaning. == Extensions to signed graphs == Signed graphs allow for both favorable and adverse relationships and serve as a common model choice for various data analysis applications, e.g., correlation clustering. The stochastic block model can be trivially extended to signed graphs by assigning both positive and negative edge weights or equivalently using a difference of adjacency matrices of two stochastic block models. == DARPA/MIT/AWS Graph Challenge: streaming stochastic block partition == GraphChallenge encourages community approaches to developing new solutions for analyzing graphs and sparse data derived from social media, sensor feeds, and scientific data to enable relationships between events to be discovered as they unfold in the field. Streaming stochastic block partition is one of the challenges since 2017. Spectral clustering has demonstrated outstanding performance compared to the original and even improved base algorithm, matching its quality of clusters while being multiple orders of magnitude faster.
Underwater computer vision
Underwater computer vision is a subfield of computer vision. In recent years, with the development of underwater vehicles ( ROV, AUV, gliders), the need to be able to record and process huge amounts of information has become increasingly important. Applications range from inspection of underwater structures for the offshore industry to the identification and counting of fishes for biological research. However, no matter how big the impact of this technology can be to industry and research, it still is in a very early stage of development compared to traditional computer vision. One reason for this is that, the moment the camera goes into the water, a whole new set of challenges appear. On one hand, cameras have to be made waterproof, marine corrosion deteriorates materials quickly and access and modifications to experimental setups are costly, both in time and resources. On the other hand, the physical properties of the water make light behave differently, changing the appearance of a same object with variations of depth, organic material, currents, temperature etc. == Applications == Seafloor survey Vehicle navigation and positioning Biological monitoring {possibly aquatic biomonitoring) Video mosaics as visual navigation maps Submarine pipeline inspection Wreckage visualization Maintenance of underwater structures Drowning detection systems == Medium differences == === Illumination === In air, light comes from the whole hemisphere on cloudy days, and is dominated by the sun. In water direct lighting comes from a cone about 96° wide above the scene. This phenomenon is called Snell's window. Artificial lighting can be used where natural light levels are insufficient and where the light path is too long to produce acceptable colour, as the loss of colour is a function of the total distance through water from the source to the camera lens port. === Light attenuation === Unlike air, water attenuates light exponentially. This results in hazy images with very low contrast. The main reasons for light attenuation are light absorption (where energy is removed from the light) and light scattering, by which the direction of light is changed. Light scattering can further be divided into forward scattering, which results in an increased blurriness and backward scattering that limits the contrast and is responsible for the characteristic veil of underwater images. Both scattering and attenuation are heavily influenced by the amount of organic matter dissolved or suspended in the water. Light attenuation in water is also a function of the wavelength. This means that different colours are attenuated at different rates, leading to colour degradation.with depth and distance. Red and orange light are attenuated faster, followed by yellows and greens. Blue is the least attenuated visible wavelength. === Artificial lighting === == Challenges == In high level computer vision, human structures are frequently used as image features for image matching in different applications. However, the sea bottom lacks such features, making it hard to find correspondences in two images. In order to be able to use a camera in the water, a watertight housing is required. However, refraction will happen at the water-glass and glass-air interface due to differences in density of the materials. This has the effect of introducing a non-linear image deformation. The motion of the vehicle presents another special challenge. Underwater vehicles are constantly moving due to currents and other phenomena. This introduces another uncertainty to algorithms, where small motions may appear in all directions. This can be specially important for video tracking. In order to reduce this problem image stabilization algorithms may be applied. == Relevant technology == === Image restoration === Image restoration< techniques are intended to model the degradation process and then invert it, obtaining the new image after solving. It is generally a complex approach that requires plenty of parameters that vary a lot between different water conditions. === Image enhancement === Image enhancement only tries to provide a visually more appealing image without taking the physical image formation process into account. These methods are usually simpler and less computational intensive. === Color correction === Various algorithms exist that perform automatic color correction. The UCM (Unsupervised Color Correction Method), for example, does this in the following steps: It firstly reduces the color cast by equalizing the color values. Then it enhances contrast by stretching the red histogram towards the maximum and finally saturation and intensity components are optimized. == Underwater stereo vision == It is usually assumed that stereo cameras have been calibrated previously, geometrically and radiometrically. This leads to the assumption that corresponding pixels should have the same color. However this can not be guaranteed in an underwater scene, because of dispersion and backscatter. However, it is possible to digitally model this phenomenon and create a virtual image with those effects removed == Other application fields == Imaging sonars have become more and more accessible and gained resolution, delivering better images. Sidescan sonars are used to produce complete maps of regions of the sea floor stitching together sequences of sonar images. However, sonar images often lack proper contrast and are degraded by artefacts and distortions due to noise, attitude changes of the AUV/ROV carrying the sonar or non uniform beam patterns. Another common problem with sonar computer vision is the comparatively low frame rate of sonar images.
Social Media (Age-Restricted Users) Bill
The Social Media (Age-Restricted Users) Bill is a member's bill by National Party Member of Parliament Catherine Wedd that seeks to ban children under the age of 16 years from accessing social media by forcing social media companies to implement age verification measures. It is modelled after the Australian government's Online Safety Amendment. In mid October 2025, the New Zealand Parliament confirmed plans to introduce the social media age restriction bill. == Background == In late November 2024, the Albanese government of Australia, with support from the opposition Coalition parties, passed the Online Safety Amendment creating a world-first age verification regime targeting social media platforms operating in the country. The ban targets several social media platforms including Facebook, Instagram, Kick, Reddit, Snapchat, Threads, TikTok, Twitch, X (formerly Twitter) and YouTube. These platforms were required to implement age verification systems and to remove under-age users by 10 December 2025, when the law change came into effect. == Draft provisions == The draft Social Media (Age-Restricted Users) Bill defines social media platforms as electronic platforms that enable social media interactions between two or more end-users, facilitates communication between multiple end-users and allows users to post content on the platform. The proposed bill requires social media companies to take action to prevent users under the age of 16 from creating accounts on their platforms. It also creates a framework for courts to impose fines on platforms that fail to take reasonable steps to prevent underaged users from accessing the platform. == Legislative history == === Draft legislation === On 6 May 2025, Wedd announced a private member's bill called the "Social Media (Age-Restricted Users) Bill" that would bar access to social media platforms for people under the age of 16 years. She said that she was motivated as the mother of four children to support families, parents and teachers' efforts to manage their children's online exposure and the passage of the Australian Online Safety Amendment legislation in December 2024. Since National's coalition partner ACT New Zealand had refused to support the bill, the Sixth National Government announce it as a member's bill rather than a government bill. Prime Minister Christopher Luxon has confirmed that National would seek cross-party support for the legislation. ACT MP and the Minister of Internal Affairs Brooke van Velden said that the Government would watch the implementation of the Australian social media age restriction policy. In October 2025, Wedd's bill was drawn from the parliamentary ballot. In addition, Labour Reuben Davidson drafted a similar member's bill that would hold social media providers responsible for restricting "harmful content" and imposed NZ$50,000 fines for non-compliance. In November 2025, Luxon reiterated his support for social media age restriction legislation and said the New Zealand government would introduce a bill in 2026 before the 2026 New Zealand general election. He also confirmed that Education Minister Erica Stanford was leading an investigation into what lessons could be learnt from the Australian legislation. At the request of ACT MP Parmjeet Parmar, Parliament's Education and Workforce Committee held an inquiry into a proposed social media ban in early October 2025. The committee was led by National MP Carl Bates and received 430 submissions from 400 groups and individuals. The committee also heard from 87 in-person submissions. On 10 December 2025, the committee made 12 recommendations including restricting social media access to persons under the age of 16, re-evaluating existing legislation such as the Films, Videos, and Publications Classification Act and the Harmful Digital Communications Act 2015, and regulating online platforms and Internet service providers. The ACT party released a dissenting view disagreeing with the need for a law restricting social media access to under-16 year olds. In mid-May 2026, the Government confirmed that work on the proposed bill to ban under-16 year olds from social media had been paused. The New Zealand Parliament held a debate on the proposed bill on 13 May following a select committee inquiry into the harms caused by social media platforms. While the opposition Labour Party has agreed to support the member's bill, the ACT and Green parties opposed the proposed bill on the grounds that the rules were easy to circumvent, that at-risk groups could become more isolated, and that social media also harmed other age groups. == Responses == === Academia and civil society === In late July 2025, the New Zealand Council for Civil Liberties (NZCCL) expressed concern that the proposed social media age restriction could infringe upon the New Zealand Bill of Rights Act 1990, the Privacy Act 2020 and the United Nations' Convention on the Rights of the Child. The NZCCL also questioned the practicality of age verification software, a social media age limit and whether it would fulfil its stated goal of combating online harm. In August 2025, University of Auckland criminologist and senior lecturer Claire Meehan expressed concern that the social media age restriction legislation would cut children from their friendship and support networks. She also said that children and young people were digital natives who could use VPNs to circumvent the ban. Similar sentiments were echoed by Victoria University of Wellington media and communications lecturer Alex Beattie and "Ocean Today" Instagram social media influencer "Charlie." In October 2025, New Zealand Initiative representative Dr Eric Crampton expressed concern that a social media age restriction would involve the introduction of digital IDs. He argued that a new law was unnecessary and said that parents could limit their children's exposure to social media via Google's Family Link and Apple's equivalent. Similarly, Institute of Economic Affairs public policy fellow Matthew Lesh and the British Free Speech Union expressed concerns that young people could use VPNs to circumvent a social media ban, citing the spike in VPN usage in the United Kingdom following the passage of the Online Safety Act 2023. The advocacy group B416's co-chair Anna Curzon advocated for a social media ban on underage users, stating that social media apps "are made to be addictive" and made it difficult for parents to relate with their children. In late November 2025, B416's co-founder Anna Mowbray expressed support for the Government's social media age restriction bill but expressed disappointment that Luxon had not timed his announcement with the launch of the group's campaign. Generation-Z Aotearoa co-founder Lola Fisher has called on the New Zealand Government to consult with young people on the development of the legislation. === Government agencies and departments === In early October 2025, Privacy Commissioner Michael Webster expressed concern that social media platforms requiring users to prove their age via digital IDs could raise privacy concerns. Webster suggested that age verification systems could relay on various documents including passports. He said that age estimation technologies had high error rates and that age inference technologies relied on data mining. === Political parties === In early May 2025, the National Party government expressed support for a social media age restriction legislation. By contrast, its coalition partner ACT has opposed such legislation. ACT leader David Seymour described the ban as hasty and unworkable since it did not involve parents. Meanwhile, New Zealand First leader Winston Peters expressed support for a social media age restriction but said the bill should be subject to a select committee inquiry. The opposition Labour Party leader Chris Hipkins has expressed interest in a social media age restriction legislation but emphasised the need for consensus. Meanwhile, Green Party co-leader Chlöe Swarbrick said she wanted to learn more about the bill but described it as simplistic. Fellow Greens co-leader Marama Davidson said that the proposed bill would punish children and young people for the harm caused by big tech platforms. === Tech companies === In early October 2025, representatives of TikTok and Meta Platforms cautioned against proposed social media ban on under-16 years olds. During a one-day parliamentary inquiry, Ella Woods-Joyce, TikTok's public policy lead for Australia and New Zealand, and Mia Garlick, Meta's regional director of policy, expressed concern that the social media age restriction could send children and young people to less regulated online spaces. Woods-Joyce highlighted TikTok's policy of closing down accounts belonging to users under the age of 13 years while Garlick highlighted Meta's policy of placing users under the age of 16 in private accounts by default. In early February 2026 Meta's vice president and global head of safety, Antigone Da
Key Transparency
Key Transparency allows communicating parties to verify public keys used in end-to-end encryption. In many end-to-end encryption services, to initiate communication a user will reach out to a central server and request the public keys of the user with which they wish to communicate. If the central server is malicious or becomes compromised, a man-in-the-middle attack can be launched through the issuance of incorrect public keys. The communications can then be intercepted and manipulated. Additionally, legal pressure could be applied by surveillance agencies to manipulate public keys and read messages. With Key Transparency, public keys are posted to a public log that can be universally audited. Communicating parties can verify public keys used are accurate.
Data verification
Data verification is a process in which different types of data are checked for accuracy and inconsistencies after data migration is done. In some domains it is referred to Source Data Verification (SDV), such as in clinical trials. Data verification helps to determine whether data was accurately translated when data is transferred from one source to another, is complete, and supports processes in the new system. During verification, there may be a need for a parallel run of both systems to identify areas of disparity and forestall erroneous data loss. Methods for data verification include double data entry, proofreading and automated verification of data. Proofreading data involves someone checking the data entered against the original document. This is also time-consuming and costly. Automated verification of data can be achieved using one way hashes locally or through use of a SaaS based service such as Q by SoLVBL to provide immutable seals to allow verification of the original data.
Local coordinates
Local coordinates are the ones used in a local coordinate system or a local coordinate space. Simple examples: Houses. In order to work in a house construction, the measurements are referred to a control arbitrary point that will allow to check it: stick/sticks on the ground, steel bar, nails... Addresses. Using house numbers to locate a house on a street; the street is a local coordinate system within a larger system composed of city townships, states, countries, postal codes, etc. Local systems exist for convenience. On ancient times, every work was made on relative bases as there was no conception of global systems. Practically, it is better to use local systems for small works as houses, buildings... For most of the applications, it is desired the position of one element relative to one building or location, and in a more local way, relative to one furniture or person. In a regular way, you will not give your position by geographical coordinates rather than "I am 15 meters away of the entry to the building". So it is a pretty common way to locate things. It is possible to bring latitude and longitude for all terrestrial locations, but unless one has a highly precise GPS device or you make astronomical observations, this is impractical. It is much simpler to use a tape, a rope, a chain... The position information (global) should be transformed into a location. Position refers to a numeric or symbolic description within a spatial reference system, whereas location refers to information about surrounding objects and their interrelationships. (Topological space) == Use == In computer graphics and computer animation, local coordinate spaces are also useful for their ability to model independently transformable aspects of geometrical scene graphs. When modeling a car, for example, it is desirable to describe the center of each wheel with respect to the car's coordinate system, but then specify the shape of each wheel in separate local spaces centered about these points. This way, the information describing each wheel can be simply duplicated four times, and independent transformations (e.g., steering rotation) can be similarly effected. Bounding volumes of objects may be described more accurately using extents in the local coordinates, (i.e. an object oriented bounding box, contrasted with the simpler axis aligned bounding box). The trade-off for this flexibility is additional computational cost: the rendering system must access the higher-level coordinate system of the car and combine it with the space of each wheel in order to draw everything in its proper place. Local coordinates also afford digital designers a means around the finite limits of numerical representation. The tread marks on a tire, for example, can be described using millimeters by allowing the whole tire to occupy the entire range of numeric precision available. The larger aspects of the car, such as its frame, might be described in centimeters, and the terrain that the car travels on could be specified in meters. In differential topology, local coordinates on a manifold are defined by means of an atlas of charts. The basic idea behind coordinate charts is that each small patch of a manifold can be endowed with a set of local coordinates. These are collected together into an atlas, and stitched together in such a way that they are self-consistent on the manifold. In Cartography and Maps, the traditional way of works are local datum. With a local datum the land can be mapped on relative small areas as a country. With the need of global systems, the transformations on between datum became a problem, so geodetic datum have been created. More than 150 local datum have been used in the world.
Social television
Social television is the union of television and social media. Millions of people now share their TV experience with other viewers on social media such as Twitter and Facebook using smartphones and tablets. TV networks and rights holders are increasingly sharing video clips on social platforms to monetise engagement and drive tune-in. The social TV market covers the technologies that support communication and social interaction around TV as well as companies that study television-related social behavior and measure social media activities tied to specific TV broadcasts – many of which have attracted significant investment from established media and technology companies. The market is also seeing numerous tie-ups between broadcasters and social networking players such as Twitter and Facebook. The market is expected to be worth $256bn by 2017. Social TV was named one of the 10 most important emerging technologies by the MIT Technology Review on Social TV in 2010. And in 2011, David Rowan, the editor of Wired magazine, named Social TV at number three of six in his peek into 2011 and what tech trends to expect to get traction. Ynon Kreiz, CEO of the Endemol Group told the audience at the Digital Life Design (DLD) conference in January 2011: "Everyone says that social television will be big. I think it's not going to be big—it's going to be huge". Much of the investment in the earlier years of social TV went into standalone social TV apps. The industry believed these apps would provide an appealing and complimentary consumer experience which could then be monetized with ads. These apps featured TV listings, check-ins, stickers and synchronised second-screen content but struggled to attract users away from Twitter and Facebook. Most of these companies have since gone out of business or been acquired amid a wave of consolidation and the market has instead focused on the activities of the social media channels themselves – such as Twitter Amplify, Facebook Suggested Videos and Snapchat Discover – and the technologies that support them. == Twitter == Twitter and Facebook are both helping users connect around media, which can provoke strong debate and engagement. Both social platforms want to be the 'digital watercooler' and host conversation around TV because the engagement and data about what media people consume can then be used to generate advertising revenue. As an open platform, conversation on Twitter is closely aligned with real-time events. In May 2013, it launched Twitter Amplify – an advertising product for media and consumer brands. With Amplify, Twitter runs video highlights from major live broadcasts, with advertisers' names and messages playing before the clip. By February 2014, all four major U.S. TV networks had signed up to the Amplify program, bringing a variety of premium TV content onto the social platform in the form of in-tweet real-time video clips. In June 2014, Twitter acquired its Twitter Amplify partner in the U.S. SnappyTV, a company that was helping broadcasters and rights holders to share video content both organically across social and via Twitter's Amplify program. Twitter continues to rely on Grabyo, which has also struck numerous deals with some of the largest broadcasters and rights holders in Europe and North America to share video content across Facebook and Twitter. == Facebook == Facebook made significant changes to its platform in 2014 including updates to its algorithm to enhance how it serves video in users' feeds. It also launched video autoplay to get users to watch the videos in their feeds. It rapidly surpassed Twitter and by the end of 2014 it was enjoying three billion video views a day on its platform and had announced a partnership with the NFL, one of Twitter's most active Twitter Amplify partners. In April 2015, at its F8 Developer Conference, it revealed it was working with Grabyo among other technology partners to bring video onto its platform. Then in July it announced it would be launching Facebook Suggested Videos, bringing related videos and ads to anyone that clicks on a video – a move that not only competed with Twitter's commercial video offering but also put it in direct competition with YouTube. == TV Time == TV Time is a television dedicated social network that allows users to keep track of the television series they watch, as well as films. It also allows them to express their reaction to the media they have seen with episode specific voting for favorite characters and emotional reaction to episodes, as well as commenting in episode restrictive pages. This way users are able to avoid spoilers while also finding a precise audience and community for each of their interactions, as opposed to bigger, non-television dedicated social medias such as Facebook and Twitter where the likelihood of unintentionally reading spoilers is much higher. TV Time offers an analytics service called "TVLytics" where the votes and reactions collected from users can be studied for research and television production purposes. == Advertising == According to Businessinsider.com, there are variety of applications for social TV, including support for TV ad sales, optimizing TV ad buys, making ad buys more efficient, as a complement to audience measurement, and eventually, audience forecasting and real-time optimization. Social TV data can ease access to focus groups and may create a positive feedback loop for generating ultra-sticky TV programming and multi-screen ad campaigns. == In numbers == Viewers share their TV experience on social media in real-time as events unfold: between 88-100m Facebook users login to the platform during the primetime hours of 8pm – 11pm in the US. The volume of social media engagement in TV is also rising – according to Nielsen SocialGuide, there was a 38% increase in tweets about TV in 2013 to 263m. For the 2014 Super Bowl, Twitter reported that a record 24.9 million tweets about the game were sent during the telecast, peaking at 381,605 tweets per minute. Facebook reported that 50 million people discussed the Super Bowl, generating 185 million interactions. The 2014 Oscars generated 5m tweets, viewed by an audience of 37m unique Twitter users and delivering 3.3bn impressions globally as conversation and key moments were shared virally across the platform. In 2014 the All England Lawn Tennis Club (AELTC), hosts of Wimbledon, used Grabyo to share video content across social. The videos were viewed 3.5 million times across Facebook and Twitter. In partnered with Grabyo again in 2015 and the videos generated over 48 million views across Facebook and Twitter. == Television shows with social integration == Here are some examples of how TV executives are integrating social elements with TV shows: C-SPAN streamed tweets from US Senators and Representatives during the quorum call The Voice had the judges of the program tweet during the show and the posts scrolls on the bottom of the screen. The use of Twitter also led to an increase in viewers. "Glee" Entertainment Weekly created a second screen viewing platform for the Glee season 3 premiere. == Related publications == Erika Jonietz. "Making TV Social, Virtually" MIT Technology Review. (January 11, 2010) AmigoTV (Alcatel-Lucent; Coppens et al.) – 2004 www.ist-ipmedianet.org/Alcatel_EuroiTV2004_AmigoTV_short_paper_S4-2.pdf Nextream (MIT Media Lab, Martin et al.) – 2010 Social Interactive Television: Immersive Shared Experiences and Perspectives (P. Cesar, D. Geerts, and K. Chorianopoulos (eds.)) – 2009 Social TV and the Emergence of Interactive TV – Multimedia Research Group – November 2010 Interactive Social TV on Service Oriented Environments: Challenges and Enablers (May 2011) == Systems == Boxee – acquired by Samsung GetGlue – acquired by i.TV Grabyo KIT digital Miso TV Tank Top TV WiO Xbox Live