Information Age

Information Age

The Information Age is a historical period that began in the mid-20th century. It is characterized by a rapid shift from traditional industries, as established during the Industrial Revolution, to an economy centered on information technology. The onset of the Information Age has been linked to the development of the transistor in 1947. Advances in computer miniaturization, internet communication, and semiconductor technology enabled the rapid expansion of digital systems and global information networks. The Information Age transformed industries such as education, healthcare, finance, entertainment, and communication through digital infrastructure and connected technologies. The rise of smartphones and cloud-based services further accelerated global internet accessibility and digital interaction. == Digital applications and mobile technology == The expansion of Android and iOS ecosystems during the 21st century contributed to the widespread use of utility applications and mobile productivity tools. Applications related to calculations, scheduling, digital organization, and educational support became increasingly common on smartphones and tablets. Mobile utility software demonstrates how modern digital platforms support accessibility and everyday online services. Independent developers have contributed to this technological ecosystem through lightweight applications focused on mobile usability and internet-based functionality. == Influence on modern society == The Information Age has reshaped the way individuals communicate, consume information, and interact with digital services. Social media platforms, artificial intelligence systems, cloud storage, and mobile computing continue to influence modern economies and online communities worldwide. Emerging technologies such as the Internet of things, machine learning, and advanced automation are often associated with the transition toward the Fourth Industrial Revolution. == History == The digital revolution converted technology from analog format to digital format. By doing this, it became possible to make copies that were identical to the original. In digital communications, for example, repeating hardware was able to amplify the digital signal and pass it on with no loss of information in the signal. Of equal importance to the revolution was the ability to easily move the digital information between media and to access or distribute it remotely. One turning point of the revolution was the change from analog to digitally recorded music. During the 1980s, the digital format of optical compact discs gradually replaced analog formats, such as vinyl records and cassette tapes, as the popular medium of choice. === Previous inventions === Humans have manufactured tools for counting and calculating since ancient times, such as the abacus, astrolabe, equatorium, and mechanical timekeeping devices. More complicated devices started appearing in the 1600s, including the slide rule and mechanical calculators. By the early 1800s, the Industrial Revolution had produced mass-market calculators like the arithmometer and the enabling technology of the punch card. Charles Babbage proposed a mechanical general-purpose computer called the Analytical Engine, but it was never successfully built, and was largely forgotten by the 20th century, and unknown to most of the inventors of modern computers. The Second Industrial Revolution, in the last quarter of the 19th century, developed useful electrical circuits and the telegraph. In the 1880s, Herman Hollerith developed electromechanical tabulating and calculating devices using punch cards and unit record equipment, which became widespread in business and government. Meanwhile, various analog computer systems used electrical, mechanical, or hydraulic systems to model problems and calculate answers. These included an 1872 tide-predicting machine, differential analysers, perpetual calendar machines, the Deltar for water management in the Netherlands, network analyzers for electrical systems, and various machines for aiming military guns and bombs. The construction of problem-specific analog computers continued in the late 1940s and beyond, with FERMIAC for neutron transport, Project Cyclone for various military applications, and the Phillips Machine for economic modeling. Building on the complexity of the Z1 and Z2, German inventor Konrad Zuse used electromechanical systems to complete in 1941 the Z3, the world's first working programmable, fully automatic digital computer. Also, during World War II, Allied engineers constructed electromechanical bombes to break the German Enigma machine encoding. The base-10 electromechanical Harvard Mark I was completed in 1944, and was to some degree improved with inspiration from Charles Babbage's designs. === 1947–1969: Origins === In 1947, the first working transistor, the germanium-based point-contact transistor, was invented by John Bardeen and Walter Houser Brattain while working under William Shockley at Bell Labs. This led the way to more advanced digital computers. From the late 1940s, universities, the military, and businesses developed computer systems to digitally replicate and automate previously manually performed mathematical calculations, with the LEO being the first commercially available general-purpose computer. Digital communication became economical for widespread adoption after the invention of the personal computer in the 1970s. Claude Shannon, a Bell Labs mathematician, is generally credited with laying the foundations of digitalization in his pioneering 1948 article, A Mathematical Theory of Communication. In 1948, Bardeen and Brattain patented an insulated-gate transistor (IGFET) with an inversion layer. Their concept forms the basis of CMOS and DRAM technology today. In 1957, at Bell Labs, Frosch and Derick were able to manufacture planar silicon dioxide transistors, later a team at Bell Labs demonstrated a working MOSFET. The first integrated circuit milestone was achieved by Jack Kilby in 1958. Other important technological developments included the invention of the monolithic integrated circuit chip by Robert Noyce at Fairchild Semiconductor in 1959, made possible by the planar process developed by Jean Hoerni. In 1963, complementary MOS (CMOS) was developed by Chih-Tang Sah and Frank Wanlass at Fairchild Semiconductor. The self-aligned gate transistor, which further facilitated mass production, was invented in 1966 by Robert Bower at Hughes Aircraft and independently by Robert Kerwin, Donald Klein, and John Sarace at Bell Labs. In 1962, AT&T deployed the T-carrier for long-haul pulse-code modulation (PCM) digital voice transmission. The T1 format carried 24 pulse-code modulated, time-division multiplexed speech signals, each encoded in 64 kbit/s streams, leaving 8 kbit/s of framing information, which facilitated the synchronization and demultiplexing at the receiver. Over the subsequent decades, the digitisation of voice became the norm for all but the last mile (where analogue continued to be the norm right into the late 1990s). Following the development of MOS integrated circuit chips in the early 1960s, MOS chips reached higher transistor density and lower manufacturing costs than bipolar integrated circuits by 1964. MOS chips further increased in complexity at a rate predicted by Moore's law, leading to large-scale integration (LSI) with hundreds of transistors on a single MOS chip by the late 1960s. The application of MOS LSI chips to computing was the basis for the first microprocessors, as engineers began recognizing that a complete computer processor could be contained on a single MOS LSI chip. In 1968, Fairchild engineer Federico Faggin improved MOS technology with his development of the silicon-gate MOS chip, which he later used to develop the Intel 4004, the first single-chip microprocessor. It was released by Intel in 1971 and laid the foundations for the microcomputer revolution that began in the 1970s. MOS technology also led to the development of semiconductor image sensors suitable for digital cameras. The first such image sensor was the charge-coupled device, developed by Willard S. Boyle and George E. Smith at Bell Labs in 1969, based on MOS capacitor technology. === 1969–1989: Invention of the internet, rise of home computers === The public was first introduced to the concepts that led to the Internet when a message was sent over the ARPANET in 1969. Packet switched networks such as ARPANET, Mark I, CYCLADES, Merit Network, Tymnet, and Telenet, were developed in the late 1960s and early 1970s using a variety of protocols. The ARPANET in particular led to the development of protocols for internetworking, in which multiple separate networks could be joined into a network of networks. The Whole Earth movement of the 1960s advocated the use of new technology. In the 1970s, the home computer was introduced, time-sharing computers, the video game console, the first coin-op vide

17LIVE

17LIVE is an international entertainment platform. As of 2024, 17LIVE is the #3 live broadcasting platform globally, formed by its flagship live stream app 17LIVE (LIVIT in English markets), MEME Live and live stream e-commerce platforms HandsUP and OrderPally. == History == 17LIVE was first founded in Taiwan in 2015 by Jeffery Huang. The company has maintained its leading position since its entry into the Japan market in 2017, becoming the biggest platform for live entertainment in Japan, Taiwan, Hong Kong, and other countries. In 2017, 17 closed out US$33M in series B round to merge with dating software Paktor, with Joseph Phua (Co-founder of Paktor) taking over the leadership of 17LIVE as CEO and Co-founder, as well as to enter the Japan and Hong Kong market. Within one year, 17 Media became the #1 market leader in Japan. In 2018, the company raised $25M in series C round as it got ready for US IPO, which failed to materialize. 17LIVE had an unsuccessful US IPO attempt in 2018. Since then, the company reformed and transformed the business. Some key initiatives include the hiring of current CEO Hirofumi Ono, spin-off of Paktor (dating software business unit), full buy-out of founder Jeffery Huang, acquisition of MEME and HandsUp, and more. Despite the failed IPO attempt, the company continued to push for international expansion, including creating ‘LIVIT’ for the English-speaking markets to enter US, India, and North Africa. In 2019, 17's flagship live streaming app reached 10M downloads in Japan, and the business continues to push for both organic and inorganic expansion. Some key M&A highlights in the year include the acquisition of MEME Live in Southeast Asia, as well as HandsUp, a live e-commerce platform. In 2020, M17 closed out $26.5M in Series D round to continue organic growth in Japan, US and Middle East. In the same year, the company also sold its dating app business, Parktor, to rationalise M17 into a live-stream pure play business, followed by the appointment of its current Chairman, Joseph Phua, and previous Global CEO, Hirofumi Ono. With the buy-out and departure of founder Jeff Huang, the parent holding company M17 Entertainment Limited was officially renamed as 17 LIVE Group. An estimated 60 million users registered in 154 countries and territories in April 2022. In 2022, September, 17LIVE announced Group CEO Hirofumi Ono steps down. Alex Lien takes over the leadership as new Group COO; Jing Shen Ng appointed Group CTO. In 2023, March, 17LIVE announced Alex Lien promoted to Global CEO. Kenta Masuda appointed as Global CFO. === Collaboration with Ayumi Hamasaki === To celebrate its 4th anniversary, 17LIVE collaborated with Japanese singer-songwriter Ayumi Hamasaki, who led the 17LIVE 4th Anniversary meets Ayumi Hamasaki series starting October 18, 2021. Along with composer and arranger Yuta Nakano, Hamasaki judged auditioning artists competing for the chance to work with her and her production team for a debut single. The series was streamed live on the 17LIVE website, the final airing on November 11. The eventual winner was named as Yoshitaka_song. When asked why she collaborated with 17LIVE as a producer, Hamasaki commented: "Although the world has become like this (during COVID-19), I believe that the art of entertainment can give people dreams, hope, courage, and strength. I hope that kind of light will continue to shine through the entertainment industry." == Features == On 17LIVE, artists (LIVERs) are able to broadcast live, and post photos and videos from their album. The app has been designed for LIVERs to simply open the App, and start sharing contents without the need to edit or professionally curate their videos. The platform cultivates LIVERs, supports them with a local content management team, and provides artists with various functions, such as real time chatting, gifting, fan clubs, interactive competition and events. Today, 17LIVE has 46 thousands contracted artists and more than 2.3 million MAU, who spend 44 minutes on the platform every day. 17LIVE continues to advocate content-driven philosophy and delivers diverse topics, from politics and music to entertainment, to broaden its audience groups. 17LIVE also hosts offline flash events and concerts to attract new users and support LIVERs better connect with their fans. == Operation == 17LIVE has over 700 employees globally. The app provides few monetization models for LIVERs on the platform, including: Gifting: user / fans buy virtual gifts on the app to send to their favored LIVERs. Subscription: monthly subscription fan club service for access to exclusive content Pay-per-view: ticket service for online streaming concerts E-commerce: live e-commerce platform In the past, 17LIVE has encountered some regulatory headwinds with reported incidents of inappropriate livestream content on the platform. The incidents were direct results of the lack of oversight and supervision capability in place in the business at the time. Over the years, 17LIVE claims to have put in tremendous manpower and effort into improving, monitoring and maintaining control over both the live stream content and the KYC procedures and systems.

Query rewriting

Query rewriting is a typically automatic transformation that takes a set of database tables, views, and/or queries, usually indices, often gathered data and query statistics, and other metadata, and yields a set of different queries, which produce the same results but execute with better performance (for example, faster, or with lower memory use). Query rewriting can be based on relational algebra or an extension thereof (e.g. multiset relational algebra with sorting, aggregation and three-valued predicates i.e. NULLs as in the case of SQL). The equivalence rules of relational algebra are exploited, in other words, different query structures and orderings can be mathematically proven to yield the same result. For example, filtering on fields A and B, or cross joining R and S can be done in any order, but there can be a performance difference. Multiple operations may be combined, and operation orders may be altered. The result of query rewriting may not be at the same abstraction level or application programming interface (API) as the original set of queries (though often is). For example, the input queries may be in relational algebra or SQL, and the rewritten queries may be closer to the physical representation of the data, e.g. array operations. Query rewriting can also involve materialization of views and other subqueries; operations that may or may not be available to the API user. The query rewriting transformation can be aided by creating indices from which the optimizer can choose (some database systems create their own indexes if deemed useful), mandating the use of specific indices, creating materialized and/or denormalized views, or helping a database system gather statistics on the data and query use, as the optimality depends on patterns in data and typical query usage. Query rewriting may be rule based or optimizer based. Some sources discuss query rewriting as a distinct step prior to optimization, operating at the level of the user accessible algebra API (e.g. SQL). There are other, largely unrelated concepts also named similarly, for example, query rewriting by search engines.

Randomized rounding

In computer science and operations research, randomized rounding is a widely used approach for designing and analyzing approximation algorithms. Many combinatorial optimization problems are computationally intractable to solve exactly (to optimality). For such problems, randomized rounding can be used to design fast (polynomial time) approximation algorithms—that is, algorithms that are guaranteed to return an approximately optimal solution given any input. The basic idea of randomized rounding is to convert an optimal solution of a relaxation of the problem into an approximately-optimal solution to the original problem. The resulting algorithm is usually analyzed using the probabilistic method. == Overview == The basic approach has three steps: Formulate the problem to be solved as an integer linear program (ILP). Compute an optimal fractional solution x {\displaystyle x} to the linear programming relaxation (LP) of the ILP. Round the fractional solution x {\displaystyle x} of the LP to an integer solution x ′ {\displaystyle x'} of the ILP. (Although the approach is most commonly applied with linear programs, other kinds of relaxations are sometimes used. For example, see Goemans' and Williamson's semidefinite programming-based Max-Cut approximation algorithm.) In the first step, the challenge is to choose a suitable integer linear program. Familiarity with linear programming, in particular modelling using linear programs and integer linear programs, is required. For many problems, there is a natural integer linear program that works well, such as in the Set Cover example below. (The integer linear program should have a small integrality gap; indeed randomized rounding is often used to prove bounds on integrality gaps.) In the second step, the optimal fractional solution can typically be computed in polynomial time using any standard linear programming algorithm. In the third step, the fractional solution must be converted into an integer solution (and thus a solution to the original problem). This is called rounding the fractional solution. The resulting integer solution should (provably) have cost not much larger than the cost of the fractional solution. This will ensure that the cost of the integer solution is not much larger than the cost of the optimal integer solution. The main technique used to do the third step (rounding) is to use randomization, and then to use probabilistic arguments to bound the increase in cost due to the rounding (following the probabilistic method from combinatorics). Therein, probabilistic arguments are used to show the existence of discrete structures with desired properties. In this context, one uses such arguments to show the following: Given any fractional solution x {\displaystyle x} of the LP, with positive probability the randomized rounding process produces an integer solution x ′ {\displaystyle x'} that approximates x {\displaystyle x} according to some desired criterion. Finally, to make the third step computationally efficient, one either shows that x ′ {\displaystyle x'} approximates x {\displaystyle x} with high probability (so that the step can remain randomized) or one derandomizes the rounding step, typically using the method of conditional probabilities. The latter method converts the randomized rounding process into an efficient deterministic process that is guaranteed to reach a good outcome. == Example: the set cover problem == The following example illustrates how randomized rounding can be used to design an approximation algorithm for the set cover problem. Fix any instance ⟨ c , S ⟩ {\displaystyle \langle c,{\mathcal {S}}\rangle } of set cover over a universe U {\displaystyle {\mathcal {U}}} . === Computing the fractional solution === For step 1, let IP be the standard integer linear program for set cover for this instance. For step 2, let LP be the linear programming relaxation of IP, and compute an optimal solution x ∗ {\displaystyle x^{}} to LP using any standard linear programming algorithm. This takes time polynomial in the input size. The feasible solutions to LP are the vectors x {\displaystyle x} that assign each set s ∈ S {\displaystyle s\in {\mathcal {S}}} a non-negative weight x s {\displaystyle x_{s}} , such that, for each element e ∈ U {\displaystyle e\in {\mathcal {U}}} , x ′ {\displaystyle x'} covers e {\displaystyle e} —the total weight assigned to the sets containing e {\displaystyle e} is at least 1, that is, ∑ s ∋ e x s ≥ 1. {\displaystyle \sum _{s\ni e}x_{s}\geq 1.} The optimal solution x ∗ {\displaystyle x^{}} is a feasible solution whose cost ∑ s ∈ S c ( S ) x s ∗ {\displaystyle \sum _{s\in {\mathcal {S}}}c(S)x_{s}^{}} is as small as possible. Note that any set cover C {\displaystyle {\mathcal {C}}} for S {\displaystyle {\mathcal {S}}} gives a feasible solution x {\displaystyle x} (where x s = 1 {\displaystyle x_{s}=1} for s ∈ C {\displaystyle s\in {\mathcal {C}}} , x s = 0 {\displaystyle x_{s}=0} otherwise). The cost of this C {\displaystyle {\mathcal {C}}} equals the cost of x {\displaystyle x} , that is, ∑ s ∈ C c ( s ) = ∑ s ∈ S c ( s ) x s . {\displaystyle \sum _{s\in {\mathcal {C}}}c(s)=\sum _{s\in {\mathcal {S}}}c(s)x_{s}.} In other words, the linear program LP is a relaxation of the given set-cover problem. Since x ∗ {\displaystyle x^{}} has minimum cost among feasible solutions to the LP, the cost of x ∗ {\displaystyle x^{}} is a lower bound on the cost of the optimal set cover. === Randomized rounding step === In step 3, we must convert the minimum-cost fractional set cover x ∗ {\displaystyle x^{}} into a feasible integer solution x ′ {\displaystyle x'} (corresponding to a true set cover). The rounding step should produce an x ′ {\displaystyle x'} that, with positive probability, has cost within a small factor of the cost of x ∗ {\displaystyle x^{}} .Then (since the cost of x ∗ {\displaystyle x^{}} is a lower bound on the cost of the optimal set cover), the cost of x ′ {\displaystyle x'} will be within a small factor of the optimal cost. As a starting point, consider the most natural rounding scheme: For each set s ∈ S {\displaystyle s\in {\mathcal {S}}} in turn, take x s ′ = 1 {\displaystyle x'_{s}=1} with probability min ( 1 , x s ∗ ) {\displaystyle \min(1,x_{s}^{})} , otherwise take x s ′ = 0 {\displaystyle x'_{s}=0} . With this rounding scheme, the expected cost of the chosen sets is at most ∑ s c ( s ) x s ∗ {\displaystyle \sum _{s}c(s)x_{s}^{}} , the cost of the fractional cover. This is good. Unfortunately the coverage is not good. When the variables x s ∗ {\displaystyle x_{s}^{}} are small, the probability that an element e {\displaystyle e} is not covered is about ∏ s ∋ e 1 − x s ∗ ≈ ∏ s ∋ e exp ⁡ ( − x s ∗ ) = exp ⁡ ( − ∑ s ∋ e x s ∗ ) ≈ exp ⁡ ( − 1 ) . {\displaystyle \prod _{s\ni e}1-x_{s}^{}\approx \prod _{s\ni e}\exp(-x_{s}^{})=\exp {\Big (}-\sum _{s\ni e}x_{s}^{}{\Big )}\approx \exp(-1).} So only a constant fraction of the elements will be covered in expectation. To make x ′ {\displaystyle x'} cover every element with high probability, the standard rounding scheme first scales up the rounding probabilities by an appropriate factor λ > 1 {\displaystyle \lambda >1} . Here is the standard rounding scheme: Fix a parameter λ ≥ 1 {\displaystyle \lambda \geq 1} . For each set s ∈ S {\displaystyle s\in {\mathcal {S}}} in turn, take x s ′ = 1 {\displaystyle x'_{s}=1} with probability min ( λ x s ∗ , 1 ) {\displaystyle \min(\lambda x_{s}^{},1)} , otherwise take x s ′ = 0 {\displaystyle x'_{s}=0} . Scaling the probabilities up by λ {\displaystyle \lambda } increases the expected cost by λ {\displaystyle \lambda } , but makes coverage of all elements likely. The idea is to choose λ {\displaystyle \lambda } as small as possible so that all elements are provably covered with non-zero probability. Here is a detailed analysis. ==== Lemma (approximation guarantee for rounding scheme) ==== Fix λ = ln ⁡ ( 2 | U | ) {\displaystyle \lambda =\ln(2|{\mathcal {U}}|)} . With positive probability, the rounding scheme returns a set cover x ′ {\displaystyle x'} of cost at most 2 ln ⁡ ( 2 | U | ) c ⋅ x ∗ {\displaystyle 2\ln(2|{\mathcal {U}}|)c\cdot x^{}} (and thus of cost O ( log ⁡ | U | ) {\displaystyle O(\log |{\mathcal {U}}|)} times the cost of the optimal set cover). (Note: with care the O ( log ⁡ | U | ) {\displaystyle O(\log |{\mathcal {U}}|)} can be reduced to ln ⁡ ( | U | ) + O ( log ⁡ log ⁡ | U | ) {\displaystyle \ln(|{\mathcal {U}}|)+O(\log \log |{\mathcal {U}}|)} .) ==== Proof ==== The output x ′ {\displaystyle x'} of the random rounding scheme has the desired properties as long as none of the following "bad" events occur: the cost c ⋅ x ′ {\displaystyle c\cdot x'} of x ′ {\displaystyle x'} exceeds 2 λ c ⋅ x ∗ {\displaystyle 2\lambda c\cdot x^{}} , or for some element e {\displaystyle e} , x ′ {\displaystyle x'} fails to cover e {\displaystyle e} . The expectation of each x s ′ {\displaystyle x'_{s}} is at most λ x s ∗ {\displaystyle \lambda x_{s

Automatic image annotation

Automatic image annotation (also known as automatic image tagging or linguistic indexing) is the process by which a computer system automatically assigns metadata in the form of captioning or keywords to a digital image. This application of computer vision techniques is used in image retrieval systems to organize and locate images of interest from a database. This method can be regarded as a type of multi-class image classification with a very large number of classes - as large as the vocabulary size. Typically, image analysis in the form of extracted feature vectors and the training annotation words are used by machine learning techniques to attempt to automatically apply annotations to new images. The first methods learned the correlations between image features and training annotations. Subsequently, techniques were developed using machine translation to attempt to translate the textual vocabulary into the 'visual vocabulary,' represented by clustered regions known as blobs. Subsequent work has included classification approaches, relevance models, and other related methods. The advantages of automatic image annotation versus content-based image retrieval (CBIR) are that queries can be more naturally specified by the user. At present, Content-Based Image Retrieval (CBIR) generally requires users to search by image concepts such as color and texture or by finding example queries. However, certain image features in example images may override the concept that the user is truly focusing on. Traditional methods of image retrieval, such as those used by libraries, have relied on manually annotated images, which is expensive and time-consuming, especially given the large and constantly growing image databases in existence.

Nvidia Omniverse

Omniverse is a real-time 3D graphics collaboration platform created by Nvidia. It has been used for applications in the visual effects and "digital twin" industrial simulation industries. Omniverse makes extensive use of the Universal Scene Description (USD) format. == Third-party Integrations == Omniverse supports integration with external computer-aided design tools through third-party connectors. For example, academic work has demonstrated a connector linking Omniverse with the open-source CAD system FreeCAD, enabling collaborative access to CAD geometry via the Omniverse Nucleus server and extending Omniverse usage beyond media and entertainment workflows.

Conceptions of Library and Information Science

Conceptions of Library and Information Science (CoLIS) is a series of conferences about historical, empirical and theoretical perspectives in Library and Information Science. == CoLIS conferences == CoLIS 1 1991 in Tampere, Finland CoLIS 2 1996 in Copenhagen, Denmark CoLIS 3 1999 in Dubrovnik, Croatia CoLIS 4 2002 in Seattle, US CoLIS 5 2005 in Glasgow, Scotland CoLIS 6 2007 in Borås, Sweden CoLIS 7 June 2010 in London, at City University London. CoLIS 8 August 19–22, 2013, in Copenhagen, Denmark, at The Royal School of Library and Information Science. CoLIS 9 June 27–29, 2016, in Uppsala, Sweden, at Uppsala University. CoLIS 10 June 16–19, 2019, in Ljubljana, Slovenia, Faculty of Arts CoLIS 11 May 29–June 1, 2022, in Oslo, Norway, Oslo Metropolitan University.