A literature review is an overview of previously published works on a particular topic. The term can refer to a full scholarly paper or a section of a scholarly work such as books or articles. Either way, a literature review provides the researcher/author and the audiences with general information of an existing knowledge of a particular topic. A good literature review has a proper research question, a proper theoretical framework, and/or a chosen research method. It serves to situate the current study within the body of the relevant literature and provides context for the reader. In such cases, the review usually precedes the methodology and results sections of the work. Producing a literature review is often part of a graduate and post-graduate requirement, included in the preparation of a thesis, dissertation, or a journal article. Literature reviews are also common in a research proposal or prospectus (the document approved before a student formally begins a dissertation or thesis). A literature review can be a type of a review article. In this sense, it is a scholarly paper that presents the current knowledge including substantive findings as well as theoretical and methodological contributions to a particular topic. Literature reviews are secondary sources and do not report new or original experimental work. Most often associated with academic-oriented literature, such reviews are found in academic journals and are not to be confused with book reviews, which may also appear in the same publication. Literature reviews are a basis for research in nearly every academic field. == Types == Since the concept of a systematic review was formalized in the 1970s, a basic division among types of reviews is the dichotomy of narrative reviews versus systematic reviews. The main types of narrative reviews are evaluative, exploratory, and instrumental. A fourth type of review of literature (the scientific literature) is the systematic review but it is not called a literature review, which absent further specification, conventionally refers to narrative reviews. A systematic review focuses on a specific research question to identify, appraise, select, and synthesize all high-quality research evidence and arguments relevant to that question. A meta-analysis is typically a systematic review using statistical methods to effectively combine the data used on all selected studies to produce a more reliable result. Torraco (2016) describes an integrative literature review. The purpose of an integrative literature review is to generate new knowledge on a topic through the process of review, critique, and synthesis of the literature under investigation. George et al (2023) offer an extensive overview of review approaches. They also propose a model for selecting an approach by looking at the purpose, object, subject, community, and practices of the review. They describe six different types of review, each with their own unique purposes: Exploratory or scoping reviews focus on breadth as opposed to depth Systematic or integrative reviews integrate empirical studies on a topic Meta-narrative reviews are qualitative and use literature to compare research or practice communities Problematizing or critical reviews propose new perspectives on a concept by association with other literature Meta-analyses and meta-regressions integrate quantitative studies and identify moderators Mixed research syntheses combine other review approaches in the same paper == Process and product == Shields and Rangarajan (2013) distinguish between the process of reviewing the literature and a finished work or product known as a literature review. The process of reviewing the literature is often ongoing and informs many aspects of the empirical research project. The process of reviewing the literature requires different kinds of activities and ways of thinking. Shields and Rangarajan (2013) and Granello (2001) link the activities of doing a literature review with Benjamin Bloom's revised taxonomy of the cognitive domain (ways of thinking: remembering, understanding, applying, analyzing, evaluating, and creating). === Use of artificial intelligence in a literature review === Artificial intelligence (AI) is reshaping traditional literature reviews across various disciplines. Generative pre-trained transformers, such as ChatGPT, are often used by students and academics for review purposes. Since 2023, an increasing number of tools powered by large language models and other artificial intelligence technologies have been developed to assist, automate, or generate literature reviews. Nevertheless, the employment of ChatGPT in academic reviews is problematic due to ChatGPT's propensity to "hallucinate". In response, efforts are being made to mitigate these hallucinations through the integration of plugins. For instance, Rad et al. (2023) used ScholarAI for review in cardiothoracic surgery.
Artificial wisdom
Artificial wisdom (AW) is an artificial intelligence (AI) system which is able to display the human traits of wisdom and morals while being able to contemplate its own “endpoint”. Artificial wisdom can be described as artificial intelligence reaching the top-level of decision-making when confronted with the most complex challenging situations. The term artificial wisdom is used when the "intelligence" is based on more than by chance collecting and interpreting data, but by design enriched with smart and conscience strategies that wise people would use. == Overview == The goal of artificial wisdom is to create artificial intelligence that can successfully replicate the “uniquely human trait[s]” of having wisdom and morals as closely as possible. Thus, artificial wisdom, must “incorporate [the] ethical and moral considerations” of the data it uses. There are also many significant ethical and legal implications of AW which are compounded by the rapid advances in AI and related technologies alongside the lack of the development of ethics, guidelines, and regulations without the oversight of any kind of overarching advisory board. Additionally, there are challenges in how to develop, test, and implement AW in real world scenarios. Existing tests do not test the internal thought process by which a computer system reaches its conclusion, only the result of said process. When examining computer-aided wisdom; the partnership of artificial intelligence and contemplative neuroscience, concerns regarding the future of artificial intelligence shift to a more optimistic viewpoint. This artificial wisdom forms the basis of Louis Molnar's monographic article on artificial philosophy, where he coined the term and proposes how artificial intelligence might view its place in the grand scheme of things. == Definitions == There are no universal or standardized definitions for human intelligence, artificial intelligence, human wisdom, or artificial wisdom. However, the DIKW pyramid, describes the continuum of relationship between data, information, knowledge, and wisdom, puts wisdom at the highest level in its hierarchy. Gottfredson defines intelligence as “the ability to reason, plan, solve problems, think abstractly, comprehend complex ideas, learn quickly, and learn from experience”. Definitions for wisdom typically include requiring: The ability for emotional regulation, Pro-social behaviors (e.g., empathy, compassion, and altruism), Self-reflection, “A balance between decisiveness and acceptance of uncertainty and diversity of perspectives, and social advising.” As previously defined, Artificial Wisdom would then be an AI system which is able to solve problems via “an understanding of…context, ethics and moral principles,” rather than simple pre-defined inputs or “learned patterns.” Some scientists have also considered the field of artificial consciousness. However, Jeste states that “…it is generally agreed that only humans can have consciousness, autonomy, will, and theory of mind.” An artificially wise system must also be able to contemplate its end goal and recognize its own ignorance. Additionally, to contemplate its end goal, a wise system must have a “correct conception of worthwhile goals (broadly speaking) or well-being (narrowly speaking)”. "Stephen Grimm further suggests that the following three types of knowledge are individually necessary for wisdom: first, "knowledge of what is good or important for well-being", second, "knowledge of one’s standing, relative to what is good or important for well-being", and third, "knowledge of a strategy for obtaining what is good or important for wellbeing."" == Problems == There are notable problems with attempting to create an artificially wise system. Consciousness, autonomy, and will are considered strictly human features. === Values === There are significant ethical and philosophical issues when attempting to create an intelligent or a wise system. Notably, whose moral values will be used to train the system to be wise. Differing moral values and prejudice can already be seen from various organizations and governments in artificial intelligence. Deployment strategies and values of Artificial Wisdom will conflict between leaders, companies, and countries. Nusbaum states, “When values are in conflict, leaders often make choices that are clever or smart about their own needs, but are often not wise.” === Ethics === Science fiction author Isaac Asimov realized the need to control the technology in the 1940s when he wrote the three laws of robotics as follows: A robot may not injure a human directly or indirectly. A robot must obey human’s orders. A robot should seek to protect its own existence. Additionally, the pace at which technology is rapidly advancing artificial intelligence and thus the need for artificial wisdom may “have outpaced the development of societal guidelines have raised serious questions about the ethics and morality of AI, and called for international oversight and regulations to ensure safety.” === Principal impossibility === One argument, coined by Tsai as the “argument against AW,” or AAAW, postulates the principal impossibility of Artificial Wisdom. The argument is based on the philosophical differences between practical wisdom, also called phronesis, and practical intelligence. Said difference isn’t in “selecting the correct means, but reasoning correctly about what ends to follow”. Tsai puts the argument into a logical proposition as follows: “(P1) An agent is genuinely wise only if the agent can deliberate about the final goal of the domain in which the agent is situated.” “(P2) An intelligent agent cannot deliberate about the final goal of the domain in which the agent is situated.” “(C1) An intelligent agent cannot be genuinely wise.” “(P3) An AW is, at its core, intelligent.” “(C2) An AW cannot be genuinely wise.”
Social media and suicide
Since the rise of social media, there have been numerous cases of individuals being influenced towards committing suicide or self-harm through their use of social media, and even of individuals arranging to broadcast suicide attempts, some successful, on social media. Researchers have studied social media and suicide to determine what, if any, risks social media poses in terms of suicide, and to identify methods of mitigating such risks, if they exist. The search for a correlation has not yet uncovered a clear answer. == Background == Suicide is one of the leading causes of death worldwide, and as of 2020, the second leading cause of death in the United States for those aged 15–34. According to the Center for Disease Control and Prevention, suicide was the third leading cause of death among adolescents in the US, from 1999 to 2006. In 2020, people in the US had a suicide rate of 13.5 per 100,000. Suicide was a leading cause of death in the United States accounting for 48,183 deaths in 2021. Suicide rates increased by 30 per cent from 2000 to 2018 and declined in 2019 and 2020. Suicide remains a significant public health issue worldwide, despite prevention efforts and treatments. Suicide has been identified not only as an individual phenomenon but also as being influenced by social and environmental factors. There is growing evidence that online activity has influenced suicide-related behavior. The use of social media throughout the 21st century has grown exponentially. For this reason, there are a variety of sources that are accessible to the public in various forms, especially social media sites such as Facebook, Instagram, Twitter, YouTube, Snapchat, TikTok and many more. Although these platforms were intended to allow people to connect virtually, these platforms can lead to cyber-bullying, insecurity, and emotional distress, and sometimes may influence a person to attempt suicide. Bullying, whether on social media or elsewhere, physical or not, significantly increases victims' risk of suicidal behavior. Since social media was introduced some people have taken their lives as a result of cyberbullying. Furthermore, suicide rates among teenagers have increased from 2010 to 2022 as social media has become something that people interact with more throughout their day-to-day lives. Media algorithms tend to popularize videos and posts to inform the country of the rising trouble, which may create a popular appeal to the young and immature minds of teenagers. This is why, social media could provide higher risks with the promotion of different kinds of pro-suicidal sites, message boards, chat rooms, and forums. Moreover, the Internet not only reports suicide incidents but documents suicide methods (for example, suicide pacts, an agreement between two or more people to kill themselves at a particular time and often by the same lethal means). Therefore, the role the Internet plays, particularly social media, in suicide-related behavior is a topic of growing interest. == Cyberbullying == There is substantial evidence that the Internet and social media can influence suicide-related behavior. Such evidence includes an increase in exposure to graphic content. A research study conducted by Sameer Hinduja and Justin Patchin found a correlation between cyberbullying and suicide. According to their findings, cyber-bullying increases suicidal thoughts by 14.5 percent and suicide attempts by 8.7 percent. Particularly alarming is the fact that children and young people under 25 who are victims of cyberbullying are more than twice as likely to self-harm and engage in suicidal behavior. Overall, teen suicide rates have increased within the past decade.This presents a significant public health concern, with over 40,000 suicides in the United States and nearly one million worldwide annually. Adolescents involved in cyberbullying often downplay its seriousness by calling it a joke or blaming the victim. These moral disengagement strategies can normalize harmful behavior and reduce feelings of guilt. This normalization may increase emotional distress and contribute to risks like depression and suicidal thoughts. Recent data from the Centers for Disease Control and Prevention reveals that 14.9 per cent of teenagers have experienced online bullying, while 13.6 per cent of teenagers have seriously attempted suicide. Both of these incidents are in increasing numbers in the United States. Furthermore, in numerous recent incidents, cyber-bullying led the victim to commit suicide; this phenomenon is now known as cyberbullicide. Many parents and children are unaware of the dangers and potential legal consequences of cyberbullying. As a response, anti-bullying regulations implemented by schools aim to prevent any form of bullying, including through technology, and protect students from online harassment. While some states have enacted laws against cyberbullying, there are currently no federal regulations addressing this issue. == Social media's influence on suicide == The media may portray suicidal behavior or language which can potentially influence people to act on these suicidal ideation. This may include news reports of actual suicides that have occurred or television shows and films that reenact suicides. Some organizations have proposed guidelines about how the media should report suicide. There is evidence that compliance with the guidelines varies. Some research showed that it is unclear whether the guidelines have successfully reduced the number of suicides. On the contrary, other research studies stated that the guidelines have worked in some cases. == Impact of pro-suicidal sites, message boards, chat rooms and forums == Social media platforms have transformed traditional methods of communication by allowing instantaneous and interactive sharing of information created and controlled by individuals, groups, organizations, and governments. As of the third quarter of 2022, Facebook had 266 million monthly active users, between Canada and the US. An immense quantity of information on the topic of suicide is available on the Internet and via social media. The information available on social media on the topic of suicide can influence suicidal behavior, both negatively and positively. The social cognitive theory plays a vital role in suicide attempts influenced through social media. This theory is demonstrated when one is influenced by what they see through various processes that form into modeled behaviors. This can be shown when people post their suicide attempts online or promote suicidal behavior in general. Contributors to these social media platforms may also exert peer pressure and encourage others to take their own lives, idolize those who have killed themselves, and facilitate suicide pacts. These pro-suicidal sites reported the following. For example, on a Japanese message board in 2008, it was shared that people can kill themselves using hydrogen sulfide gas. Shortly afterwards, 220 people attempted suicide in this way, and 208 were successful. Biddle et al. conducted a systematic Web search of 12 suicide-associated terms (e.g., suicide, suicide methods, how to kill yourself, and best suicide methods) to analyze the search results, and found that pro-suicide sites and chat rooms that discussed general issues associated with suicide most often occurred within the first few hits of a search. In another study, 373 suicide-related websites were found using Internet search engines and examined. Among them, 31% were suicide-neutral, 29% were anti-suicide, and 11% were pro-suicide. Together, these studies have shown that obtaining pro-suicide information on the Internet, including detailed information on suicide methods, is very easy. While social media has been prevalent in young adult suicide, some young adults find comfort and solace through these platforms. Young adults are making connections with people in like situations that are helping them feel less lonely. Although the public opinion is that message boards are harmful, the following studies show how they point to suicide prevention and have positive influences. A study using content analysis analyzed all of the postings on the AOL Suicide Bulletin Board over 11 months and concluded that most contributions contained positive, empathetic, and supportive postings. Then, a multi-method study was able to demonstrate that the users of such forums experience a great deal of social support and only a small amount of social strain. Lastly, in the survey participants were asked to assess the extent of their suicidal thoughts on a 7-level scale (0, absolutely no suicidal thoughts, to 7, very strong suicidal thoughts) for the time directly before their first forum visit and at the time of the survey. The study found a significant reduction after using the forum. The study however cannot conclude the forum is the only reason for the decrease. Together, these studies show how forums can reduce the number of
Social media coverage of the Olympics
Over the years, television broadcast rights have distinguished what Olympic-related content can be accessed by fans online. By doing so, mobile-friendly social platforms began to integrate into the Olympics. Athletes and fans use these platforms to share live updates, special moments, and behind-the-scenes specials. Various social media platforms have been used for Olympic content, including Twitter and Facebook. Some marketers credit social media for prompting the official U.S. broadcasters, NBC, to live stream events, including early rounds. == Background == The Olympics is able to advertise to its viewers and its host country with the use of data it collects through Social media marketing. Prominent social media platforms include: Twitter, Facebook, Instagram, Tumblr, YouTube, Google, MSN, Yahoo and many more. Campaign Initiatives and Artificial Intelligence technologies have been used to analyze the social media content of users. Information from consumers such as their preferences, demographics, age and locality are all analyzed to gain consumer insight. Campaign initiatives and AI technologies were used for such purposes in the 2010 Vancouver Winter Olympics and are in use currently. Social media marketing of the Olympics is a new phenomena, beginning prior to the 2008 Beijing Olympics == Variations == There are two classifications of social media marketing recognized by the IOC: Officially sanctioned content from rights holders and sponsors that maximizes the use of Olympic content (imagery, hashtag) Unofficial content that is generated by brands that leverage the excitement of the Olympics == 2008 Beijing Summer Olympics == Social media marketing emerged as a phenomenon during the 2008 Beijing Olympics, which progressed as a marketing and an advertising tactic ever since. The Beijing Olympics became the test subject for social media marketing initiatives started by advertising agencies. In 2008, social media marketing began the transition from one-sided communication to mass communication of the Olympic Games. Although social media marketing of the Olympic Games began in 2008, the audience to the Olympics was still primarily reached through television–reaching an audience of 4.3 billion viewers. At the time, the viewers of the Olympic Games through Internet website platforms made up an audience of approximately 390 million individuals. What was the beginning of Olympic social media marketing, was also the beginning of a more globalized experience of the Olympic Games via social media. Twitter, now a prominent social media platform, began in 2006 and grew to three million active users by the beginning of the 2008 Beijing Olympics. Members of Facebook, another prominent social media platform, tracking the Olympic Games grew from approximately one million during the Olympic Games of Athens 2004 to 90 million during the 2008 Beijing Olympics. Social media use, in general, increased by 24 percent between 2007 and 2008–from 63 percent of U.S. adults to 87 percent of U.S. adults. == 2010 Vancouver Winter Olympics == The International Olympic Committee (IOC) deemed The Vancouver Winter Olympics as "the first social media games” based on its fan base through social media platforms. The IOC launched their Facebook page a month before the games began, attracting 1.5 million fans. Shifting to online viewing attracted a younger audience than past Olympic games with over 60 percent of Facebook fans being under 24 years of age. Athletes like Lindsey Vonn and Shaun White reached fans on social media as the platform posted behind-the-scenes coverage on their experiences. The IOC used social media to create competitions between athletes and fans streamed online. Its YouTube channel hosted a “Best of Us” challenge in which the public could compete in games with their favorite athletes, acquiring three million viewers. Photos spread across social media platforms, such as Flickr, which had 11,000 photos posted by 600 photographers, bringing a new perspective to the games. Twitter contributed constant live updates of the competitions. The IOC's Twitter following doubled to 12,000 followers during the Vancouver Olympics, creating a larger viewer population for the games. The IOC created social media guidelines as more athletes and fans got online to interact with the Olympics. Social media was still relatively new as a marketing platform, so these guidelines confused many individuals. == 2012 London Summer Olympics == The London 2012 Olympic Games succeeded in broadcasting, participation and marketing. For the first time, the IOC broadcast the Olympic Games live and on-demand through YouTube, allowing fans to access the Games anytime, anywhere through live streaming. The combination of conventional broadcasting and mobile platforms reached a global audience of 4.8 billion people. Social media soared with Facebook, Twitter and Google+, attracting 4.7 million followers. Athletes shared photographs, interacted online with fans and updated daily, either in person or via an agent. Instagram was established by 2012, making itself a premier photo-sharing platform perfect for athletes to capture their emotions. Lewis Wiltshire, head of sport for Twitter UK said, "Never before have fans had such direct access to their sporting heroes." Social media created conversation on fan opinions regarding athletes, including 962,756 total mentions of Usain Bolt, “Fastest Man in History,” who defended the 100 meter and 200 meter gold medals. Michael Phelps followed with 828,081 total mentions. Olympic sponsors were active on social media; created several campaigns to promote their brands; and inspired viewers with mass participation and personalized events. The Adidas “Take the Stage” Campaign recognized talent around the world, installing a photo booth and inviting the 550 Olympics athletes to take the stage. (IOC Marketing Report 2012). David Beckham surprised fans at the photo booth in Westfield shopping centre, gaining popularity in UK media. Coca-Cola, Acer Inc., McDonald's, Visa Inc. and several others used similar tactics of participation to attract viewers. == 2014 Sochi Winter Olympics == === Channels === The 2014 Winter Olympic Games were held in Sochi, a city in Krasnodar Krai, Russia, establishing the first “social media Olympics” for Russia. The most popular Russian social media and networking service, VK, created an Olympic page, similar to Facebook's. The Olympic VK page has 2.8 million fans and—the most popular official community on the platform. Throughout the games, VK had 54 million Olympic mentions, an average of 1.5 million per day. Numbers grew on other social media pages: more than 2 million fans joined the Olympic Facebook page, 168,101 followed the Olympic Twitter, 150,000 followed the Olympic Instagram and three million visited the Olympic website in February 2014. There were 90,000 total updates on social media by Sochi 2014 Olympians and teams. The United States was the most active country during the games logging 22,598 posts across Facebook, Twitter, and Instagram. === Engagement === With social media there is also hashtags. The most popular hashtag was #sochi2014 with almost 11,000 uses. The next top five hashtags were #wearewinter, #teamusa, #olympics, #goaus and #wirfuerD. Another popular hashtag was #Sochiproblems, depicting local struggles. Photos of the poor state of Sochi on all platforms made the games the number one trending topic one week before the opening ceremony. #SochiFail and #SochiProblems gave multiple reports of the poor living arrangements, incomplete construction, broken elevators, and polluted waters. This was one way that social media provided awareness to its users. === Media Perceptions === Media perceptions varied during the games; the Olympics was viewed as a confrontation between Eastern and Western Civilizations. The LGBT community took a stand against the games. Sponsors for the games including Coca-Cola, Mcdonald's, and P&G protested against Russian authorities and Russian anti-LGBT laws. Many protests took a stand against Russian laws, which created a discussion between human rights advocates. Advocates believed organizations should not promote certain values in western markets while supporting an anti-human rights government in another market. == 2016 Rio Summer Olympics == Social media marketing was an influential tool in the promotion and analysis of the 2016 Rio Olympics. Thomas Bach, President of the International Olympic Committee said that the power of sport demonstrates that diversity and interconnectedness can enlighten us all. With over 25,000+ sources of accredited media covering the games, the 2016 games were the most consumed Olympic games to date. Marketing for the Rio Olympics began in 2013 and ultimately lasted 3 years. There were 26 million visits to Olympic.org, the official website of the Olympic games, and over 7 billion views of official Olympic content on social media. There were o
Time-lock puzzle
A time-lock puzzle, or time-released cryptography, encrypts a message that cannot be decrypted until a specified amount of time has passed. The concept was first described by Timothy C. May, and a solution first introduced by Ron Rivest, Adi Shamir, and David A. Wagner in 1996. Time-lock puzzle are useful in cases where confidentiality of information is determined by time, such as a diarist who does not want their views released until 50 years after their death, an auction where bids are sealed until the bidding period is closed, electronic voting, and contract signing. They can additionally be used in creating further cryptographic primitives, such as verifiable delay functions and zero knowledge proofs. Time-released cryptography can be achieved through several different mechanisms. Use mathematical problems requiring sequential calculations to solve, and cannot be solved with parallelization. Thus, adding more computers to a problem will not help solve the problem faster. Use of a trusted agent, or multiple agents who each hold a part of the message and cryptographic keys, who release the message after a specified time period has passed. Distribute public encryption keys to users, and place private cryptographic keys with a trusted agent in an offline location, to be released at a later date.
Visible (mobile app)
Visible is a health tracking mobile app for people with long COVID and myalgic encephalomyelitis/chronic fatigue syndrome (ME/CFS). The company was founded by a Harry Leeming, an engineer from London living with long Covid since 2020, and Luke Martin-Fuller. In November 2022, Visible released an open beta of an app that aims to help people pace their activities to avoid post-exertional malaise. The app gathers data on exertion levels, symptom severity, and heart-rate variability. HRV is approximated using a smartphone's camera via a technique called photoplethysmography, and according to the app's developers, can indicate how much someone needs rest. The app is currently free, but is expected to be freemium in the future. Users can also opt to allow their data be used for research purposes. In July 2023, Visible and Imperial College London announced the start of the first two studies. One is on the effects of the menstrual cycle on long COVID symptoms, and the other is on the condition's epidemiology and economic impact. Visible has announced plans to couple the app with activity trackers for continuous monitoring of heart-rate and actimetry data, which the developers claim will be more effective. As of 2022, no clinical trials on Visible's effectiveness have been conducted.
Cypherpunks (book)
Cypherpunks: Freedom and the Future of the Internet is a 2012 book by Julian Assange, in discussion with Internet activists and cypherpunks Jacob Appelbaum, Andy Müller-Maguhn and Jérémie Zimmermann. Its primary topic is society's relationship with information security. In the book, the authors warn that the Internet has become a tool of the police state, and that the world is inadvertently heading toward a form of totalitarianism. They promote the use of cryptography to protect against state surveillance. In the introduction, Assange says that the book is "not a manifesto [...] [but] a warning". He told Guardian journalist Decca Aitkenhead: A well-defined mathematical algorithm can encrypt something quickly, but to decrypt it would take billions of years – or trillions of dollars' worth of electricity to drive the computer. So cryptography is the essential building block of independence for organisations on the Internet, just like armies are the essential building blocks of states, because otherwise one state just takes over another. There is no other way for our intellectual life to gain proper independence from the security guards of the world, the people who control physical reality. Assange later wrote in The Guardian: "Strong cryptography is a vital tool in fighting state oppression." saying that was the message of his book, Cypherpunks. Cypherpunks is published by OR Books. It is primarily a transcript of World Tomorrow episode eight, a two-part interview between Assange, Jacob Appelbaum, Andy Müller-Maguhn, and Jérémie Zimmermann. In the foreword, Assange said, "the Internet, our greatest tool for emancipation, has been transformed into the most dangerous facilitator of totalitarianism we have ever seen".