AI Analytics Usf

AI Analytics Usf — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Convolution

    Convolution

    In mathematics (in particular, functional analysis), convolution is a mathematical operation on two functions f {\displaystyle f} and g {\displaystyle g} that produces a third function f ∗ g {\displaystyle fg} , as the integral of the product of the two functions after one is reflected about the y-axis and shifted. The term convolution refers to both the resulting function and to the process of computing it. The integral is evaluated for all values of shift, producing the convolution function. The choice of which function is reflected and shifted before the integral does not change the integral result (see commutativity). Graphically, it expresses how the 'shape' of one function is modified by the other. Some features of convolution are similar to cross-correlation: for real-valued functions, of a continuous or discrete variable, convolution f ∗ g {\displaystyle fg} differs from cross-correlation f ⋆ g {\displaystyle f\star g} only in that either f ( x ) {\displaystyle f(x)} or g ( x ) {\displaystyle g(x)} is reflected about the y-axis in convolution; thus it is a cross-correlation of g ( − x ) {\displaystyle g(-x)} and f ( x ) {\displaystyle f(x)} , or f ( − x ) {\displaystyle f(-x)} and g ( x ) {\displaystyle g(x)} . For complex-valued functions, the cross-correlation operator is the adjoint of the convolution operator. Convolution has applications that include probability, statistics, acoustics, spectroscopy, signal processing and image processing, computer vision and human vision, geophysics, engineering, physics, and differential equations. The convolution can be defined for functions on Euclidean space and other groups (as algebraic structures). For example, periodic functions, such as the discrete-time Fourier transform, can be defined on a circle and convolved by periodic convolution. (See row 18 at DTFT § Properties.) A discrete convolution can be defined for functions on the set of integers. Generalizations of convolution have applications in the field of numerical analysis and numerical linear algebra, and in the design and implementation of finite impulse response filters in signal processing. Computing the inverse of the convolution operation is known as deconvolution. == Definition == The convolution of f {\displaystyle f} and g {\displaystyle g} is written f ∗ g {\displaystyle fg} , denoting the operator with the symbol ∗ {\displaystyle } . It is defined as the integral of the product of the two functions after one is reflected about the y-axis and shifted. As such, it is a particular kind of integral transform: ( f ∗ g ) ( t ) := ∫ − ∞ ∞ f ( τ ) g ( t − τ ) d τ . {\displaystyle (fg)(t):=\int _{-\infty }^{\infty }f(\tau )g(t-\tau )\,d\tau .} An equivalent definition is (see commutativity): ( f ∗ g ) ( t ) := ∫ − ∞ ∞ f ( t − τ ) g ( τ ) d τ . {\displaystyle (fg)(t):=\int _{-\infty }^{\infty }f(t-\tau )g(\tau )\,d\tau .} While the symbol t {\displaystyle t} is used above, it need not represent the time domain. At each t {\displaystyle t} , the convolution formula can be described as the area under the function f ( τ ) {\displaystyle f(\tau )} weighted by the function g ( − τ ) {\displaystyle g(-\tau )} shifted by the amount t {\displaystyle t} . As t {\displaystyle t} changes, the weighting function g ( t − τ ) {\displaystyle g(t-\tau )} emphasizes different parts of the input function f ( τ ) {\displaystyle f(\tau )} ; If t {\displaystyle t} is a positive value, then g ( t − τ ) {\displaystyle g(t-\tau )} is equal to g ( − τ ) {\displaystyle g(-\tau )} that slides or is shifted along the τ {\displaystyle \tau } -axis toward the right (toward + ∞ {\displaystyle +\infty } ) by the amount of t {\displaystyle t} , while if t {\displaystyle t} is a negative value, then g ( t − τ ) {\displaystyle g(t-\tau )} is equal to g ( − τ ) {\displaystyle g(-\tau )} that slides or is shifted toward the left (toward − ∞ {\displaystyle -\infty } ) by the amount of | t | {\displaystyle |t|} . For functions f {\displaystyle f} , g {\displaystyle g} supported on only [ 0 , ∞ ) {\displaystyle [0,\infty )} (i.e., zero for negative arguments), the integration limits can be truncated, resulting in: ( f ∗ g ) ( t ) = ∫ 0 t f ( τ ) g ( t − τ ) d τ for f , g : [ 0 , ∞ ) → R . {\displaystyle (fg)(t)=\int _{0}^{t}f(\tau )g(t-\tau )\,d\tau \quad \ {\text{for }}f,g:[0,\infty )\to \mathbb {R} .} For the multi-dimensional formulation of convolution, see domain of definition (below). === Notation === A common engineering notational convention is: f ( t ) ∗ g ( t ) := ∫ − ∞ ∞ f ( τ ) g ( t − τ ) d τ ⏟ ( f ∗ g ) ( t ) , {\displaystyle f(t)g(t)\mathrel {:=} \underbrace {\int _{-\infty }^{\infty }f(\tau )g(t-\tau )\,d\tau } _{(fg)(t)},} which has to be interpreted carefully to avoid confusion. For instance, f ( t ) ∗ g ( t − t 0 ) {\displaystyle f(t)g(t-t_{0})} is equivalent to ( f ∗ g ) ( t − t 0 ) {\displaystyle (fg)(t-t_{0})} , but f ( t − t 0 ) ∗ g ( t − t 0 ) {\displaystyle f(t-t_{0})g(t-t_{0})} is in fact equivalent to ( f ∗ g ) ( t − 2 t 0 ) {\displaystyle (fg)(t-2t_{0})} . === Relations with other transforms === Given two functions f ( t ) {\displaystyle f(t)} and g ( t ) {\displaystyle g(t)} with bilateral Laplace transforms (two-sided Laplace transform) F ( s ) = ∫ − ∞ ∞ e − s u f ( u ) d u {\displaystyle F(s)=\int _{-\infty }^{\infty }e^{-su}\ f(u)\ {\text{d}}u} and G ( s ) = ∫ − ∞ ∞ e − s v g ( v ) d v {\displaystyle G(s)=\int _{-\infty }^{\infty }e^{-sv}\ g(v)\ {\text{d}}v} respectively, the convolution operation ( f ∗ g ) ( t ) {\displaystyle (fg)(t)} can be defined as the inverse Laplace transform of the product of F ( s ) {\displaystyle F(s)} and G ( s ) {\displaystyle G(s)} . More precisely, F ( s ) ⋅ G ( s ) = ∫ − ∞ ∞ e − s u f ( u ) d u ⋅ ∫ − ∞ ∞ e − s v g ( v ) d v = ∫ − ∞ ∞ ∫ − ∞ ∞ e − s ( u + v ) f ( u ) g ( v ) d u d v {\displaystyle {\begin{aligned}F(s)\cdot G(s)&=\int _{-\infty }^{\infty }e^{-su}\ f(u)\ {\text{d}}u\cdot \int _{-\infty }^{\infty }e^{-sv}\ g(v)\ {\text{d}}v\\&=\int _{-\infty }^{\infty }\int _{-\infty }^{\infty }e^{-s(u+v)}\ f(u)\ g(v)\ {\text{d}}u\ {\text{d}}v\end{aligned}}} Let t = u + v {\displaystyle t=u+v} , then F ( s ) ⋅ G ( s ) = ∫ − ∞ ∞ ∫ − ∞ ∞ e − s t f ( u ) g ( t − u ) d u d t = ∫ − ∞ ∞ e − s t ∫ − ∞ ∞ f ( u ) g ( t − u ) d u ⏟ ( f ∗ g ) ( t ) d t = ∫ − ∞ ∞ e − s t ( f ∗ g ) ( t ) d t . {\displaystyle {\begin{aligned}F(s)\cdot G(s)&=\int _{-\infty }^{\infty }\int _{-\infty }^{\infty }e^{-st}\ f(u)\ g(t-u)\ {\text{d}}u\ {\text{d}}t\\&=\int _{-\infty }^{\infty }e^{-st}\underbrace {\int _{-\infty }^{\infty }f(u)\ g(t-u)\ {\text{d}}u} _{(fg)(t)}\ {\text{d}}t\\&=\int _{-\infty }^{\infty }e^{-st}(fg)(t)\ {\text{d}}t.\end{aligned}}} Note that F ( s ) ⋅ G ( s ) {\displaystyle F(s)\cdot G(s)} is the bilateral Laplace transform of ( f ∗ g ) ( t ) {\displaystyle (fg)(t)} . A similar derivation can be done using the unilateral Laplace transform (one-sided Laplace transform). The convolution operation also describes the output (in terms of the input) of an important class of operations known as linear time-invariant (LTI). See LTI system theory for a derivation of convolution as the result of LTI constraints. In terms of the Fourier transforms of the input and output of an LTI operation, no new frequency components are created. The existing ones are only modified (amplitude and/or phase). In other words, the output transform is the pointwise product of the input transform with a third transform (known as a transfer function). See Convolution theorem for a derivation of that property of convolution. Conversely, convolution can be derived as the inverse Fourier transform of the pointwise product of two Fourier transforms. == Visual explanation == == Historical developments == One of the earliest uses of the convolution integral appeared in D'Alembert's derivation of Taylor's theorem in Recherches sur différents points importants du système du monde, published in 1754. Also, an expression of the type: ∫ f ( u ) ⋅ g ( x − u ) d u {\displaystyle \int f(u)\cdot g(x-u)\,du} is used by Sylvestre François Lacroix on page 505 of his book entitled Treatise on differences and series, which is the last of 3 volumes of the encyclopedic series: Traité du calcul différentiel et du calcul intégral, Chez Courcier, Paris, 1797–1800. Soon thereafter, convolution operations appear in the works of Pierre Simon Laplace, Jean-Baptiste Joseph Fourier, Siméon Denis Poisson, and others. The term itself did not come into wide use until the 1950s or 1960s. Prior to that it was sometimes known as Faltung (which means folding in German), composition product, superposition integral, and Carson's integral. Yet it appears as early as 1903, though the definition is rather unfamiliar in older uses. The operation: ∫ 0 t φ ( s ) ψ ( t − s ) d s , 0 ≤ t < ∞ , {\displaystyle \int _{0}^{t}\varphi (s)\psi (t-s)\,ds,\quad 0\leq t<\infty ,} is a particular case of composition products considered by the Italian mathematician Vito Volterra in 1913. == Circular c

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  • Computer network engineering

    Computer network engineering

    Computer network engineering is a technology discipline within engineering that deals with the design, implementation, and management of computer networks. These systems contain both physical components, such as routers, switches, cables, and some logical elements, such as protocols and network services. Computer network engineers attempt to ensure that the data is transmitted efficiently, securely, and reliably over both local area networks (LANs) and wide area networks (WANs), as well as across the Internet. Computer networks often play a large role in modern industries ranging from telecommunications to cloud computing, enabling processes such as email and file sharing, as well as complex real-time services like video conferencing and online gaming. == Background == The evolution of network engineering is marked by significant milestones that have greatly impacted communication methods. These milestones particularly highlight the progress made in developing communication protocols that are vital to contemporary networking. This discipline originated in the 1960s with projects like ARPANET, which initiated important advancements in reliable data transmission. The advent of protocols such as TCP/IP revolutionized networking by enabling interoperability among various systems, which, in turn, fueled the rapid growth of the Internet. Key developments include the standardization of protocols and the shift towards increasingly complex layered architectures. These advancements have profoundly changed the way devices interact across global networks. == Network infrastructure design == The foundation of computer network engineering lies in the design of the network infrastructure. This involves planning both the physical layout of the network and its logical topology to ensure optimal data flow, reliability, and scalability. === Physical infrastructure === The physical infrastructure consists of the hardware used to transmit data, which is represented by the first layer of the OSI model. ==== Cabling ==== Copper cables such as ethernet over twisted pair are commonly used for short-distance connections, especially in local area networks (LANs), while fiber optic cables are favored for long-distance communication due to their high-speed transmission capabilities and lower susceptibility to interference. Fiber optics play a significant role in the backbone of large-scale networks, such as those used in data centers and internet service provider (ISP) infrastructures. ==== Wireless networks ==== In addition to wired connections, wireless networks have become a common component of physical infrastructure. These networks facilitate communication between devices without the need for physical cables, providing flexibility and mobility. Wireless technologies use a range of transmission methods, including radio frequency (RF) waves, infrared signals, and laser-based communication, allowing devices to connect to the network. Wi-Fi based on IEEE 802.11 standards is the most widely used wireless technology in local area networks and relies on RF waves to transmit data between devices and access points. Wireless networks operate across various frequency bands, including 2.4 GHz and 5 GHz, each offering unique ranges and data rates; the 2.4 GHz band provides broader coverage, while the 5 GHz band supports faster data rates with reduced interference, ideal for densely populated environments. Beyond Wi-Fi, other wireless transmission methods, such as infrared and laser-based communication, are used in specific contexts, like short-range, line-of-sight links or secure point-to-point communication. In mobile networks, cellular technologies like 3G, 4G, and 5G enable wide-area wireless connectivity. 3G introduced faster data rates for mobile browsing, while 4G significantly improved speed and capacity, supporting advanced applications like video streaming. The latest evolution, 5G, operates across a range of frequencies, including millimeter-wave bands, and provides high data rates, low latency, and support for more device connectivity, useful for applications like the Internet of Things (IoT) and autonomous systems. Together, these wireless technologies allow networks to meet a variety of connectivity needs across local and wide areas. ==== Network devices ==== Routers and switches help direct data traffic and assist in maintaining network security; network engineers configure these devices to optimize traffic flow and prevent network congestion. In wireless networks, wireless access points (WAP) allow devices to connect to the network. To expand coverage, multiple access points can be placed to create a wireless infrastructure. Beyond Wi-Fi, cellular network components like base stations and repeaters support connectivity in wide-area networks, while network controllers and firewalls manage traffic and enforce security policies. Together, these devices enable a secure, flexible, and scalable network architecture suitable for both local and wide-area coverage. === Logical topology === Beyond the physical infrastructure, a network must be organized logically, which defines how data is routed between devices. Various topologies, such as star, mesh, and hierarchical designs, are employed depending on the network’s requirements. In a star topology, for example, all devices are connected to a central hub that directs traffic. This configuration is relatively easy to manage and troubleshoot but can create a single point of failure. In contrast, a mesh topology, where each device is interconnected with several others, offers high redundancy and reliability but requires a more complex design and larger hardware investment. Large networks, especially those in enterprises, often employ a hierarchical model, dividing the network into core, distribution, and access layers to enhance scalability and performance. == Network protocols and communication standards == Communication protocols dictate how data in a network is transmitted, routed, and delivered. Depending on the goals of the specific network, protocols are selected to ensure that the network functions efficiently and securely. The Transmission Control Protocol/Internet Protocol (TCP/IP) suite is fundamental to modern computer networks, including the Internet. It defines how data is divided into packets, addressed, routed, and reassembled. The Internet Protocol (IP) is critical for routing packets between different networks. In addition to traditional protocols, advanced protocols such as Multiprotocol Label Switching (MPLS) and Segment Routing (SR) enhance traffic management and routing efficiency. For intra-domain routing, protocols like Open Shortest Path First (OSPF) and Enhanced Interior Gateway Routing Protocol (EIGRP) provide dynamic routing capabilities. On the local area network (LAN) level, protocols like Virtual Extensible LAN (VXLAN) and Network Virtualization using Generic Routing Encapsulation (NVGRE) facilitate the creation of virtual networks. Furthermore, Internet Protocol Security (IPsec) and Transport Layer Security (TLS) secure communication channels, ensuring data integrity and confidentiality. For real-time applications, protocols such as Real-time Transport Protocol (RTP) and WebRTC provide low-latency communication, making them suitable for video conferencing and streaming services. Additionally, protocols like QUIC enhance web performance and security by establishing secure connections with reduced latency. == Network security == As networks have become essential for business operations and personal communication, the demand for robust security measures has increased. Network security is a critical component of computer network engineering, concentrating on the protection of networks against unauthorized access, data breaches, and various cyber threats. Engineers are responsible for designing and implementing security measures that ensure the integrity and confidentiality of data transmitted across networks. Firewalls serve as barriers between trusted internal networks and external environments, such as the Internet. Network engineers configure firewalls, including next-generation firewalls (NGFW), which incorporate advanced features such as deep packet inspection and application awareness, thereby enabling more refined control over network traffic and protection against sophisticated attacks. In addition to firewalls, engineers use encryption protocols, including Internet Protocol Security (IPsec) and Transport Layer Security (TLS), to secure data in transit. These protocols provide a means of safeguarding sensitive information from interception and tampering. For secure remote access, Virtual Private Networks (VPNs) are deployed, using technologies to create encrypted tunnels for data transmission over public networks. These VPNs are often used for maintaining security when remote users access corporate networks but are also used ion other settings. To enhance threat detection and r

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  • Sysomos

    Sysomos

    Sysomos Inc. is a Toronto-based social media analytics company owned by Outside Insight market leaders Meltwater. The company developed text analytics and machine learning technologies for user generated content, and served 80% of the top agencies and Fortune 500. == History == Sysomos was founded by Nilesh Bansal and Nick Koudas. The company is a spinoff of the University of Toronto research project BlogScope. The BlogScope project, which started in 2005, resulted in creation of the underlying content aggregation and analysis engine commercialized by Sysomos. The company raised venture capital in 2008 and was acquired by Marketwire in 2010. The company's original flagship product, Media Analysis Platform (MAP), mines and analyzes content from social media or user-generated content to create a picture of media coverage. Sysomos launched its flagship offering MAP in Sept 2007, followed by addition of Heartbeat to its product suite in 2009. In addition to the two main products, the company released FourWhere, a free location-based social search service that mashes up Foursquare in March 2010. The company also offers Sysomos Heartbeat which provides social media monitoring and engagement capabilities to communication professionals, brand managers and customer support groups. In 2013, Heartbeat was extended to add publishing components to deliver a complete end-to-end social media marketing platform. On July 6, 2010, it was announced that Marketwire, a press release distribution company, had acquired Sysomos. After the acquisition, Sysomos founders Nick Koudas and Nilesh Bansal, left Sysomos to start Aislelabs. In February 2015, Sysomos split from Marketwired, as an independent company, and appointed Adnan Ahmed as the new CEO. In March 2015, newly independent Sysomos launched a redesign for its Heartbeat product and a new API for its MAP product. In the same year, the company acquired Expion. In September 2016, Peter Heffring was announced as the new CEO. In April 2017, Sysomos showcased a new unified platform offering new insights. In April 2018, media monitoring firm Meltwater announced it had acquired Sysomos. The CEO of Sysomos, Peter Heffring, said the company will continue to operate as an independent unit of Meltwater. Heffring will run the social analytics division of Meltwater. == Reports == Inside Twitter series of reports is the most extensive third-party survey on Twitter's growth and demographics. Another extensive survey regarding the top 5% of most active Twitter users found that over 25% of all tweets are machine created. The report also confirms Twitter's international growth. Inside Facebook Pages report found that only four percent of pages have more than 10,000 fans, 0.76% of pages have more than 100,000 fans, and 0.05% of pages (or 297 in total) have more than a million fans. Inside YouTube reports focus more on video hosting services and YouTube.

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  • Brain Imaging Data Structure

    Brain Imaging Data Structure

    The Brain Imaging Data Structure (BIDS) is a standard for organizing, annotating, and describing data collected during neuroimaging experiments. It is based on a formalized file and directory structure and metadata files (based on JSON and TSV) with controlled vocabulary. This standard has been adopted by a multitude of labs around the world as well as databases such as OpenNeuro, SchizConnect, Developing Human Connectome Project, and FCP-INDI, and is seeing uptake in an increasing number of studies. While originally specified for MRI data, BIDS has been extended to several other imaging modalities such as MEG, EEG, and intracranial EEG (see also BIDS Extension Proposals). == History == The project is a community-driven effort. BIDS, originally OBIDS (Open Brain Imaging Data Structure), was initiated during an INCF sponsored data sharing working group meeting (January 2015) at Stanford University. It was subsequently spearheaded and maintained by Chris Gorgolewski. Since October 2019, the project is headed by a Steering Group and maintained by a separate team of maintainers, the Maintainers Group, according to a governance document that was approved of by the BIDS community in a vote. BIDS has advanced under the direction and effort of contributors, the community of researchers that appreciate the value of standardizing neuroimaging data to facilitate sharing and analysis. == BIDS Extension Proposals == BIDS can be extended in a backwards compatible way and is evolving over time. This is accomplished through BIDS Extension Proposals (BEPs), which are community-driven processes following agreed-upon guidelines. A full list of finalized BEPs and BEPs in progress can be found on the BIDS website

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  • Touch 'n Go eWallet

    Touch 'n Go eWallet

    Touch 'n Go eWallet is a Malaysian digital wallet and online payment platform, established in Kuala Lumpur, Malaysia, in July 2017 as a joint venture between Touch 'n Go and Ant Financial. It allows users to make payments at over 280,000 merchant touch points via QR code, as well as perform peer-to-peer (P2P) money transfers. Since then, the e-wallet further diversified for users to pay for tolls via RFID or PayDirect, street parking and various online payment spanning e-hailing, car-sharing apps or taxis, various overhead bills; top-up for mobile prepaid or in-game currencies; purchases on e-commerce websites; food delivery; renewing motor insurance and other insurance/takaful plans; and even movie, bus, trains or airline tickets. == Background == Prior to the launch of the e-wallet service, Touch 'n Go provided stored-value physical all-in-one contactless card (namely Touch 'n Go cards or "TnG cards") that users can use to pay for toll fares, public transportation and parking lots as well as purchases in some retail stores. In 1999, Touch 'n Go also markets SmartTag devices that allow road users to pass through certain toll booths without the need to unwind the car window. The high entry cost of the device (around RM 100 each) also meant that only few can enjoy the seamless experience. In 2009, Touch 'n Go partnered with Maxis to launch FastTap, a new mobile payment service that utilised Near-Field Communication (NFC). Maxis customers can make payments by placing the phone near the card readers (that also supports physical bank cards and Touch ’N Go cards). However, the venture featured only one phone model, Nokia 6212, which greatly limited the public reach. In July 2012, Touch 'n Go announced another collaboration with CIMB and Maxis to create similar NFC-based online transaction service that runs on compatible smartphones. Touch 'n Go Wallet was launched in February 2017 as an QR code-based e-wallet application, to compete with Samsung Pay that utilizes NFC modules. In the controlled pilot test in Taman Tun Dr Ismail, the correspondents can experience basic functionalities (prepaid mobile service reload, bills payment, movie tickets and flight tickets purchase, transfer of money with another user, and payments at participating stores and restaurants). While the deployed version of the app was generally well-received, the existing process to transfer the balance to the physical TnG card stored value from the app garnered unanimous backlash. Test groups felt that the need to head to a self-service terminal named "Pick Up Device" in person within 24 hours for completion, along with the failure to do so (the balance would be credited back to the wallet after 24 hours), was not divulged clearly and also defeated the purpose of convenience, not to mention there were only 2 such terminals. The feature was eventually suspended. On 15 November 2017, Touch 'n Go was granted permission by the Central Bank of Malaysia to form a joint venture with Ant Financial, a Chinese-based financial company that operates Alipay. The partnership allowed the local e-wallet to learn from and build upon the operational model pioneered by Alipay. In June 2018, it was reported that Touch 'n Go was pilot testing the uses of the Touch 'n Go eWallet in Rapid Transit, as the ticketing system was enabled on the Kelana Jaya line in the Klang Valley. Pilot testing only applied to stations in Kelana Jaya, KL Gateway–Universiti, Kerinchi, KL Sentral, Dang Wangi, KLCC, and Ampang Park. The test was reported to be successful in February 2020 and was planned to be fully deployed on the LRT and MRT. Due to unforeseen circumstances, this feature did not come into fruition, the app merely adds in-app purchase of monthly concession cards called "My50". In August 2018, Touch 'n Go announced that selected drivers may experience first-hand a new RFID-based payment (later rebranded as "myRFID") that serves to replace SmartTag devices on closed toll roads with during pilot testing phase commencing on 3 September 2018. On 2 November 2018, participation in the ongoing pilot programme was expanded, allowing more drivers to sign up ahead of the public rollout of the RFID system. During the same period, Touch 'n Go has discontinued the sales of SmartTAG devices in favor of the RFID-based payment system. Initially, the installation of the RFID chip onto the car could only be done by Touch 'n Go staff at the RFID fitment centers, at no cost. As the pilot testing concluded on 15 February 2020, a self-installation kit are being offered to the public on Lazada and Shopee. Support for taxi-hailing mobile apps was added in November 2018 when Touch 'n Go partnered with EzCab and Public Cab, allowing users to make payments via QR code. This was later expanded to support MULA on 7 January 2020, and later MyCar on 4 April 2020. Touch 'n Go eWallet was also the first eWallet to convert Kuala Lumpur's most famous Ramadan bazaar in Kampong Bahru into "Kampong Kashless", a venue that can accept cashless QR payments. It welcomed more than 250,000 Malaysians including local celebrities and government officials. On 1 October 2019, some e-commerce websites owned by the Alibaba Group (TMall and Taobao) began to support Touch 'n Go eWallet payments, Lazada joined the list on 29 October 2019. Touch 'n Go eWallet was one of the three e-wallet services in Malaysia (the other being Boost and GrabPay) that was eligible for its users to receive an RM 30 credit in conjunction of E-Tunai Rakyat program under the Budget 2020 plan, that further normalizes adoption of cashless and mobile payment among Malaysians. Unlike Boost and GrabPay, whose P2P transfers were completely disabled until users have exhausted the RM 30 first, Touch 'n Go eWallet did not impose such measures. in 2020, Touch 'n Go eWallet joined DuitNow, an electronic transaction ecosystem in Malaysia which allows the funds from Touch 'n Go eWallet to be transferred to other competing services and vice versa, by implementing a standard DuitNow QR code deisgn. Japan become the first country outside Malaysia to support Touch 'n Go eWallet payment via Alipay Connect. During the COVID-19 pandemic and the enforcement of the movement control order, use of eWallets (including Touch 'n Go eWallet) increased tremendously among citizens due to its contactless nature of the payment and increased take-out orders at home; which in turn helped small and medium-sized enterprises to thrive. Touch 'n Go eWallet launched its loyalty programme – The Goal Hunter – in October 2020 where on monthly basis, users collect stamps by paying with the app in exchange for rewards that include lucky draws and other vouchers. == Services == Touch 'n Go eWallet app is available for download on both Google Play and Apple Appstore. It utilizes QR code technology for local in-store payments. The Touch 'n Go eWallet app also diversifies payment types, including but not limited to Utility bills Purchase of motor insurance policy Pay Later facility Prepaid reload and Postpaid payment to telecommunications companies loan repayments for courts, MBSJ payments, zakat and PTPTN payment for car parking P2P transfer airline ticket bookings; movie tickets from TGV Cinemas RFID refuelling at Shell stations (defunct after Shell launched its own payment app in 2024) User can reload the eWallet credit by setting up auto-reload, purchasing reload pins from convenience stores (such as 7-Eleven, KK Super Mart, MyNews, Family Mart etc.), reloading by FPX and credit/debit card. The PayDirect feature allows users to link their physical Touch 'n Go cards into the eWallet, where the toll fare can be debited from the eWallet balance when flashing the card near the sensor. In the circumstance of insufficient balance in the app, the toll fare will be deducted from the physical card's balance instead. This also conveniently allows users to view the card's remaining balance. Touch 'n Go eWallet is the first and only eWallet to offer a money-back guarantee when an unauthorised transaction is made on the user’s eWallet account, subject to Terms & Conditions. Payment via QR code scanning, including Touch 'n Go eWallet, becomes a norm in most of the shops/restaurants across Malaysia, including roadside hawkers/stall owners and automatic vending machines. The merchants usually display their owner's individual QR or Business account that they can apply for in-app. The popularity attributes to the low merchant onboarding cost (Unlike NFC payment and debit/credit card that requires purchase or rental of a payment terminal device at a yearly fee.) The app is also one of the few ewallet that supports bidirectional liquidity (alongside MAE developed by Maybank), where funds can be transferred two-way with bank accounts. This is not possible with the other major ewallets (GrabPay, Boost, ShopeePay etc.) where the money that is reloaded to the wallet cannot be transferred to another bank account, unless through manual req

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  • Sysomos

    Sysomos

    Sysomos Inc. is a Toronto-based social media analytics company owned by Outside Insight market leaders Meltwater. The company developed text analytics and machine learning technologies for user generated content, and served 80% of the top agencies and Fortune 500. == History == Sysomos was founded by Nilesh Bansal and Nick Koudas. The company is a spinoff of the University of Toronto research project BlogScope. The BlogScope project, which started in 2005, resulted in creation of the underlying content aggregation and analysis engine commercialized by Sysomos. The company raised venture capital in 2008 and was acquired by Marketwire in 2010. The company's original flagship product, Media Analysis Platform (MAP), mines and analyzes content from social media or user-generated content to create a picture of media coverage. Sysomos launched its flagship offering MAP in Sept 2007, followed by addition of Heartbeat to its product suite in 2009. In addition to the two main products, the company released FourWhere, a free location-based social search service that mashes up Foursquare in March 2010. The company also offers Sysomos Heartbeat which provides social media monitoring and engagement capabilities to communication professionals, brand managers and customer support groups. In 2013, Heartbeat was extended to add publishing components to deliver a complete end-to-end social media marketing platform. On July 6, 2010, it was announced that Marketwire, a press release distribution company, had acquired Sysomos. After the acquisition, Sysomos founders Nick Koudas and Nilesh Bansal, left Sysomos to start Aislelabs. In February 2015, Sysomos split from Marketwired, as an independent company, and appointed Adnan Ahmed as the new CEO. In March 2015, newly independent Sysomos launched a redesign for its Heartbeat product and a new API for its MAP product. In the same year, the company acquired Expion. In September 2016, Peter Heffring was announced as the new CEO. In April 2017, Sysomos showcased a new unified platform offering new insights. In April 2018, media monitoring firm Meltwater announced it had acquired Sysomos. The CEO of Sysomos, Peter Heffring, said the company will continue to operate as an independent unit of Meltwater. Heffring will run the social analytics division of Meltwater. == Reports == Inside Twitter series of reports is the most extensive third-party survey on Twitter's growth and demographics. Another extensive survey regarding the top 5% of most active Twitter users found that over 25% of all tweets are machine created. The report also confirms Twitter's international growth. Inside Facebook Pages report found that only four percent of pages have more than 10,000 fans, 0.76% of pages have more than 100,000 fans, and 0.05% of pages (or 297 in total) have more than a million fans. Inside YouTube reports focus more on video hosting services and YouTube.

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  • Snake oil (cryptography)

    Snake oil (cryptography)

    In cryptography, snake oil is any cryptographic method or product considered to be bogus or fraudulent. The name derives from snake oil, one type of patent medicine widely available in the 19th century United States. Distinguishing secure cryptography from insecure cryptography can be difficult from the viewpoint of a user. Many cryptographers, such as Bruce Schneier and Phil Zimmermann, undertake to educate the public in how secure cryptography is done, as well as highlighting the misleading marketing of some cryptographic products. The Snake Oil FAQ describes itself as "a compilation of common habits of snake oil vendors. It cannot be the sole method of rating a security product, since there can be exceptions to most of these rules. [...] But if you're looking at something that exhibits several warning signs, you're probably dealing with snake oil." == Some examples of snake oil cryptography techniques == This is not an exhaustive list of snake oil signs. A more thorough list is given in the references. Secret system Some encryption systems will claim to rely on a secret algorithm, technique, or device; this is categorized as security through obscurity. Criticisms of this are twofold. First, a 19th-century rule known as Kerckhoffs's principle, later formulated as Shannon's maxim, teaches that "the enemy knows the system" and the secrecy of a cryptosystem algorithm does not provide any advantage. Second, secret methods are not open to public peer review and cryptanalysis, so potential mistakes and insecurities can go unnoticed. Technobabble Snake oil salespeople may use "technobabble" to sell their product since cryptography is a complicated subject. "Unbreakable" Claims of a system or cryptographic method being "unbreakable" are always false (or true under some limited set of conditions), and are generally considered a sure sign of snake oil. "Military grade" There is no accepted standard or criterion for "military grade" ciphers. One-time pads One-time pads are a popular cryptographic method to invoke in advertising, because it is well known that one-time pads, when implemented correctly, are genuinely unbreakable. The problem comes in implementing one-time pads, which is rarely done correctly. Cryptographic systems that claim to be based on one-time pads are considered suspect, particularly if they do not describe how the one-time pad is implemented, or they describe a flawed implementation. Unsubstantiated "bit" claims Cryptographic products are often accompanied with claims of using a high number of bits for encryption, apparently referring to the key length used. However key lengths are not directly comparable between symmetric and asymmetric systems. Furthermore, the details of implementation can render the system vulnerable. For example, in 2008 it was revealed that a number of hard drives sold with built-in "128-bit AES encryption" were actually using a simple and easily defeated "XOR" scheme. AES was only used to store the key, which was easy to recover without breaking AES.

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  • Cryptosystem

    Cryptosystem

    In cryptography, a cryptosystem is a suite of cryptographic algorithms needed to implement a particular security service, such as confidentiality (encryption). Typically, a cryptosystem consists of three algorithms: one for key generation, one for encryption, and one for decryption. The term cipher (sometimes cypher) is often used to refer to a pair of algorithms, one for encryption and one for decryption. Therefore, the term cryptosystem is most often used when the key generation algorithm is important. For this reason, the term cryptosystem is commonly used to refer to public key techniques; however both "cipher" and "cryptosystem" are used for symmetric key techniques. == Formal definition == Mathematically, a cryptosystem or encryption scheme can be defined as a tuple ( P , C , K , E , D ) {\displaystyle ({\mathcal {P}},{\mathcal {C}},{\mathcal {K}},{\mathcal {E}},{\mathcal {D}})} with the following properties. P {\displaystyle {\mathcal {P}}} is a set called the "plaintext space". Its elements are called plaintexts. C {\displaystyle {\mathcal {C}}} is a set called the "ciphertext space". Its elements are called ciphertexts. K {\displaystyle {\mathcal {K}}} is a set called the "key space". Its elements are called keys. E = { E k : k ∈ K } {\displaystyle {\mathcal {E}}=\{E_{k}:k\in {\mathcal {K}}\}} is a set of functions E k : P → C {\displaystyle E_{k}:{\mathcal {P}}\rightarrow {\mathcal {C}}} . Its elements are called "encryption functions". D = { D k : k ∈ K } {\displaystyle {\mathcal {D}}=\{D_{k}:k\in {\mathcal {K}}\}} is a set of functions D k : C → P {\displaystyle D_{k}:{\mathcal {C}}\rightarrow {\mathcal {P}}} . Its elements are called "decryption functions". For each e ∈ K {\displaystyle e\in {\mathcal {K}}} , there is d ∈ K {\displaystyle d\in {\mathcal {K}}} such that D d ( E e ( p ) ) = p {\displaystyle D_{d}(E_{e}(p))=p} for all p ∈ P {\displaystyle p\in {\mathcal {P}}} . Note; typically this definition is modified in order to distinguish an encryption scheme as being either a symmetric-key or public-key type of cryptosystem. == Examples == A classical example of a cryptosystem is the Caesar cipher. A more contemporary example is the RSA cryptosystem. Another example of a cryptosystem is the Advanced Encryption Standard (AES). AES is a widely used symmetric encryption algorithm that has become the standard for securing data in various applications. Paillier cryptosystem is another example used to preserve and maintain privacy and sensitive information. It is featured in electronic voting, electronic lotteries and electronic auctions.

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  • Randomized Hough transform

    Randomized Hough transform

    Hough transforms are techniques for object detection, a critical step in many implementations of computer vision, or data mining from images. Specifically, the Randomized Hough transform is a probabilistic variant to the classical Hough transform, and is commonly used to detect curves (straight line, circle, ellipse, etc.) The basic idea of Hough transform (HT) is to implement a voting procedure for all potential curves in the image, and at the termination of the algorithm, curves that do exist in the image will have relatively high voting scores. Randomized Hough transform (RHT) is different from HT in that it tries to avoid conducting the computationally expensive voting process for every nonzero pixel in the image by taking advantage of the geometric properties of analytical curves, and thus improve the time efficiency and reduce the storage requirement of the original algorithm. == Motivation == Although Hough transform (HT) has been widely used in curve detection, it has two major drawbacks: First, for each nonzero pixel in the image, the parameters for the existing curve and redundant ones are both accumulated during the voting procedure. Second, the accumulator array (or Hough space) is predefined in a heuristic way. The more accuracy needed, the higher parameter resolution should be defined. These two needs usually result in a large storage requirement and low speed for real applications. Therefore, RHT was brought up to tackle this problem. == Implementation == In comparison with HT, RHT takes advantage of the fact that some analytical curves can be fully determined by a certain number of points on the curve. For example, a straight line can be determined by two points, and an ellipse (or a circle) can be determined by three points. The case of ellipse detection can be used to illustrate the basic idea of RHT. The whole process generally consists of three steps: Fit ellipses with randomly selected points. Update the accumulator array and corresponding scores. Output the ellipses with scores higher than some predefined threshold. === Ellipse fitting === One general equation for defining ellipses is: a ( x − p ) 2 + 2 b ( x − p ) ( y − q ) + c ( y − q ) 2 = 1 {\displaystyle a(x-p)^{2}+2b(x-p)(y-q)+c(y-q)^{2}=1} with restriction: a c − b 2 > 0 {\displaystyle ac-b^{2}>0} However, an ellipse can be fully determined if one knows three points on it and the tangents in these points. RHT starts by randomly selecting three points on the ellipse. Let them be X 1 {\displaystyle X_{1}} , X 2 {\displaystyle X_{2}} and X 3 {\displaystyle X_{3}} . The first step is to find the tangents of these three points. They can be found by fitting a straight line using least squares technique for a small window of neighboring pixels. The next step is to find the intersection points of the tangent lines. This can be easily done by solving the line equations found in the previous step. Then let the intersection points be T 12 {\displaystyle T_{12}} and T 23 {\displaystyle T_{23}} , the midpoints of line segments X 1 X 2 {\displaystyle X_{1}X_{2}} and X 2 X 3 {\displaystyle X_{2}X_{3}} be M 12 {\displaystyle M_{12}} and M 23 {\displaystyle M_{23}} . Then the center of the ellipse will lie in the intersection of T 12 M 12 {\displaystyle T_{12}M_{12}} and T 23 M 23 {\displaystyle T_{23}M_{23}} . Again, the coordinates of the intersected point can be determined by solving line equations and the detailed process is skipped here for conciseness. Let the coordinates of ellipse center found in previous step be ( x 0 , y 0 ) {\displaystyle (x_{0},y_{0})} . Then the center can be translated to the origin with x ′ = x − x 0 {\displaystyle x'=x-x_{0}} and y ′ = y − y 0 {\displaystyle y'=y-y_{0}} so that the ellipse equation can be simplified to: a x ′ 2 + 2 b x ′ y ′ + c y ′ 2 = 1 {\displaystyle ax'^{2}+2bx'y'+cy'^{2}=1} Now we can solve for the rest of ellipse parameters: a {\displaystyle a} , b {\displaystyle b} and c {\displaystyle c} by substituting the coordinates of X 1 {\displaystyle X_{1}} , X 2 {\displaystyle X_{2}} and X 3 {\displaystyle X_{3}} into the equation above. === Accumulating === With the ellipse parameters determined from previous stage, the accumulator array can be updated correspondingly. Different from classical Hough transform, RHT does not keep "grid of buckets" as the accumulator array. Rather, it first calculates the similarities between the newly detected ellipse and the ones already stored in accumulator array. Different metrics can be used to calculate the similarity. As long as the similarity exceeds some predefined threshold, replace the one in the accumulator with the average of both ellipses and add 1 to its score. Otherwise, initialize this ellipse to an empty position in the accumulator and assign a score of 1. === Termination === Once the score of one candidate ellipse exceeds the threshold, it is determined as existing in the image (in other words, this ellipse is detected), and should be removed from the image and accumulator array so that the algorithm can detect other potential ellipses faster. The algorithm terminates when the number of iterations reaches a maximum limit or all the ellipses have been detected. Pseudo code for RHT: while (we find ellipses AND not reached the maximum epoch) { for (a fixed number of iterations) { Find a potential ellipse. if (the ellipse is similar to an ellipse in the accumulator) then Replace the one in the accumulator with the average of two ellipses and add 1 to the score; else Insert the ellipse into an empty position in the accumulator with a score of 1; } Select the ellipse with the best score and save it in a best ellipse table; Eliminate the pixels of the best ellipse from the image; Empty the accumulator; }

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  • Strong secrecy

    Strong secrecy

    Strong secrecy is a term used in formal proof-based cryptography for making propositions about the security of cryptographic protocols. It is a stronger notion of security than syntactic (or weak) secrecy. Strong secrecy is related with the concept of semantic security or indistinguishability used in the computational proof-based approach. Bruno Blanchet provides the following definition for strong secrecy: Strong secrecy means that an adversary cannot see any difference when the value of the secret changes For example, if a process encrypts a message m an attacker can differentiate between different messages, since their ciphertexts will be different. Thus m is not a strong secret. If however, probabilistic encryption were used, m would be a strong secret. The randomness incorporated into the encryption algorithm will yield different ciphertexts for the same value of m.

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  • Forking lemma

    Forking lemma

    The forking lemma is any of a number of related lemmas in cryptography research. The lemma states that if an adversary (typically a probabilistic Turing machine), on inputs drawn from some distribution, produces an output that has some property with non-negligible probability, then with non-negligible probability, if the adversary is re-run on new inputs but with the same random tape, its second output will also have the property. This concept was first used by David Pointcheval and Jacques Stern in "Security proofs for signature schemes," published in the proceedings of Eurocrypt 1996. In their paper, the forking lemma is specified in terms of an adversary that attacks a digital signature scheme instantiated in the random oracle model. They show that if an adversary can forge a signature with non-negligible probability, then there is a non-negligible probability that the same adversary with the same random tape can create a second forgery in an attack with a different random oracle. The forking lemma was later generalized by Mihir Bellare and Gregory Neven. The forking lemma has been used and further generalized to prove the security of a variety of digital signature schemes and other random-oracle based cryptographic constructions. == Statement of the lemma == The generalized version of the lemma is stated as follows. Let A be a probabilistic algorithm, with inputs (x, h1, ..., hq; r) that outputs a pair (J, y), where r refers to the random tape of A (that is, the random choices A will make). Suppose further that IG is a probability distribution from which x is drawn, and that H is a set of size h from which each of the hi values are drawn according to the uniform distribution. Let acc be the probability that on inputs distributed as described, the J output by A is greater than or equal to 1. We can then define a "forking algorithm" FA that proceeds as follows, on input x: Pick a random tape r for A. Pick h1, ..., hq uniformly from H. Run A on input (x, h1, ..., hq; r) to produce (J, y). If J = 0, then return (0, 0, 0). Pick h'J, ..., h'q uniformly from H. Run A on input (x, h1, ..., hJ−1, h'J, ..., h'q; r) to produce (J', y'). If J' = J and hJ ≠ h'J then return (1, y, y'), otherwise, return (0, 0, 0). Let frk be the probability that FA outputs a triple starting with 1, given an input x chosen randomly from IG. Then frk ≥ acc ⋅ ( acc q − 1 h ) . {\displaystyle {\text{frk}}\geq {\text{acc}}\cdot \left({\frac {\text{acc}}{q}}-{\frac {1}{h}}\right).} === Intuition === The idea here is to think of A as running two times in related executions, where the process "forks" at a certain point, when some but not all of the input has been examined. In the alternate version, the remaining inputs are re-generated but are generated in the normal way. The point at which the process forks may be something we only want to decide later, possibly based on the behavior of A the first time around: this is why the lemma statement chooses the branching point (J) based on the output of A. The requirement that hJ ≠ h'J is a technical one required by many uses of the lemma. (Note that since both hJ and h'J are chosen randomly from H, then if h is large, as is usually the case, the probability of the two values not being distinct is extremely small.) === Example === For example, let A be an algorithm for breaking a digital signature scheme in the random oracle model. Then x would be the public parameters (including the public key) A is attacking, and hi would be the output of the random oracle on its ith distinct input. The forking lemma is of use when it would be possible, given two different random signatures of the same message, to solve some underlying hard problem. An adversary that forges once, however, gives rise to one that forges twice on the same message with non-negligible probability through the forking lemma. When A attempts to forge on a message m, we consider the output of A to be (J, y) where y is the forgery, and J is such that m was the Jth unique query to the random oracle (it may be assumed that A will query m at some point, if A is to be successful with non-negligible probability). (If A outputs an incorrect forgery, we consider the output to be (0, y).) By the forking lemma, the probability (frk) of obtaining two good forgeries y and y' on the same message but with different random oracle outputs (that is, with hJ ≠ h'J) is non-negligible when acc is also non-negligible. This allows us to prove that if the underlying hard problem is indeed hard, then no adversary can forge signatures. This is the essence of the proof given by Pointcheval and Stern for a modified ElGamal signature scheme against an adaptive adversary. == Known issues with application of forking lemma == The reduction provided by the forking lemma is not tight. Pointcheval and Stern proposed security arguments for Digital Signatures and Blind Signature using Forking Lemma. Claus P. Schnorr provided an attack on blind Schnorr signatures schemes, with more than p o l y l o g ( n ) {\displaystyle polylog(n)} concurrent executions (the case studied and proven secure by Pointcheval and Stern). A polynomial-time attack, for Ω ( n ) {\displaystyle \Omega (n)} concurrent executions, was shown in 2020 by Benhamouda, Lepoint, Raykova, and Orrù. Schnorr also suggested enhancements for securing blind signatures schemes based on discrete logarithm problem.

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  • Key Transparency

    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.

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  • Confusion matrix

    Confusion matrix

    In machine learning, a confusion matrix, also known as error matrix, is a specific table layout that allows visualization of the performance of an algorithm, typically a supervised learning one. In unsupervised learning it is usually called a matching matrix. The term is used specifically in the problem of statistical classification. Each row of the matrix represents the instances in an actual class while each column represents the instances in a predicted class, or vice versa – both variants are found in the literature. The diagonal of the matrix therefore represents all instances that are correctly predicted. The name stems from the fact that it makes it easy to identify whether the system is confusing two classes (i.e., commonly mislabeling one class as another). The confusion matrix has its origins in human perceptual studies of auditory stimuli. It was adapted for machine learning studies and used by Frank Rosenblatt, among other early researchers, to compare human and machine classifications of visual (and later auditory) stimuli. It is a special kind of contingency table, with two dimensions ("actual" and "predicted"), and identical sets of "classes" in both dimensions (each combination of dimension and class is a variable in the contingency table). == Example == Given a sample of 12 individuals, 8 that have been diagnosed with cancer and 4 that are cancer-free, where individuals with cancer belong to class 1 (positive) and non-cancer individuals belong to class 0 (negative), we can display that data as follows: Assume that we have a classifier that distinguishes between individuals with and without cancer in some way, we can take the 12 individuals and run them through the classifier. The classifier then makes 9 accurate predictions and misses 3: 2 individuals with cancer wrongly predicted as being cancer-free (sample 1 and 2), and 1 person without cancer that is wrongly predicted to have cancer (sample 9). Notice, that if we compare the actual classification set to the predicted classification set, there are 4 different outcomes that could result in any particular column: The actual classification is positive and the predicted classification is positive (1,1). This is called a true positive result because the positive sample was correctly identified by the classifier. The actual classification is positive and the predicted classification is negative (1,0). This is called a false negative result because the positive sample is incorrectly identified by the classifier as being negative. The actual classification is negative and the predicted classification is positive (0,1). This is called a false positive result because the negative sample is incorrectly identified by the classifier as being positive. The actual classification is negative and the predicted classification is negative (0,0). This is called a true negative result because the negative sample gets correctly identified by the classifier. We can then perform the comparison between actual and predicted classifications and add this information to the table, making correct results appear in green so they are more easily identifiable. The template for any binary confusion matrix uses the four kinds of results discussed above (true positives, false negatives, false positives, and true negatives) along with the positive and negative classifications. The four outcomes can be formulated in a 2×2 confusion matrix, as follows: The color convention of the three data tables above were picked to match this confusion matrix, in order to easily differentiate the data. Now, we can simply total up each type of result, substitute into the template, and create a confusion matrix that will concisely summarize the results of testing the classifier: In this confusion matrix, of the 8 samples with cancer, the system judged that 2 were cancer-free, and of the 4 samples without cancer, it predicted that 1 did have cancer. All correct predictions are located in the diagonal of the table (highlighted in green), so it is easy to visually inspect the table for prediction errors, as values outside the diagonal will represent them. By summing up the 2 rows of the confusion matrix, one can also deduce the total number of positive (P) and negative (N) samples in the original dataset, i.e. P = T P + F N {\displaystyle P=TP+FN} and N = F P + T N {\displaystyle N=FP+TN} . == Table of confusion == In predictive analytics, a table of confusion (sometimes also called a confusion matrix) is a table with two rows and two columns that reports the number of true positives, false negatives, false positives, and true negatives. This allows more detailed analysis than simply observing the proportion of correct classifications (accuracy). Accuracy will yield misleading results if the data set is unbalanced; that is, when the numbers of observations in different classes vary greatly. For example, if there were 95 cancer samples and only 5 non-cancer samples in the data, a particular classifier might classify all the observations as having cancer. The overall accuracy would be 95%, but in more detail the classifier would have a 100% recognition rate (sensitivity) for the cancer class but a 0% recognition rate for the non-cancer class. F1 score is even more unreliable in such cases, and here would yield over 97.4%, whereas informedness removes such bias and yields 0 as the probability of an informed decision for any form of guessing (here always guessing cancer). According to Davide Chicco and Giuseppe Jurman, the most informative metric to evaluate a confusion matrix is the Matthews correlation coefficient (MCC). Other metrics can be included in a confusion matrix, each of them having their significance and use. Some researchers have argued that the confusion matrix, and the metrics derived from it, do not truly reflect a model's knowledge. In particular, the confusion matrix cannot show whether correct predictions were reached through sound reasoning or merely by chance (a problem known in philosophy as epistemic luck). It also does not capture situations where the facts used to make a prediction later change or turn out to be wrong (defeasibility). This means that while the confusion matrix is a useful tool for measuring classification performance, it may give an incomplete picture of a model’s true reliability. == Confusion matrices with more than two categories == Confusion matrix is not limited to binary classification and can be used in multi-class classifiers as well. The confusion matrices discussed above have only two conditions: positive and negative. For example, the table below summarizes communication of a whistled language between two speakers, with zero values omitted for clarity. == Confusion matrices in multi-label and soft-label classification == Confusion matrices are not limited to single-label classification (where only one class is present) or hard-label settings (where classes are either fully present, 1, or absent, 0). They can also be extended to Multi-label classification (where multiple classes can be predicted at once) and soft-label classification (where classes can be partially present). One such extension is the Transport-based Confusion Matrix (TCM), which builds on the theory of optimal transport and the principle of maximum entropy. TCM applies to single-label, multi-label, and soft-label settings. It retains the familiar structure of the standard confusion matrix: a square matrix sized by the number of classes, with diagonal entries indicating correct predictions and off-diagonal entries indicating confusion. In the single-label case, TCM is identical to the standard confusion matrix. TCM follows the same reasoning as the standard confusion matrix: if class A is overestimated (its predicted value is greater than its label value) and class B is underestimated (its predicted value is less than its label value), A is considered confused with B, and the entry (B, A) is increased. If a class is both predicted and present, it is correctly identified, and the diagonal entry (A, A) increases. Optimal transport and maximum entropy are used to determine the extent to which these entries are updated. TCM enables clearer comparison between predictions and labels in complex classification tasks, while maintaining a consistent matrix format across settings.

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  • Frame (networking)

    Frame (networking)

    A frame is a digital data transmission unit in computer networking and telecommunications. In packet switched systems, a frame is a simple container for a single network packet. In other telecommunications systems, a frame is a repeating structure supporting time-division multiplexing. A frame typically includes frame synchronization features consisting of a sequence of bits or symbols that indicate to the receiver the beginning and end of the payload data within the stream of symbols or bits it receives. If a receiver is connected to the system during frame transmission, it ignores the data until it detects a new frame synchronization sequence. == Packet switching == In the OSI model of computer networking, a frame is the protocol data unit at the data link layer. Frames are the result of the final layer of encapsulation before the data is transmitted over the physical layer. A frame is "the unit of transmission in a link layer protocol, and consists of a link layer header followed by a packet." Each frame is separated from the next by an interframe gap. A frame is a series of bits generally composed of frame synchronization bits, the packet payload, and a frame check sequence. Examples are Ethernet frames, Wi-Fi frames, 4G frames, Point-to-Point Protocol (PPP) frames, Fibre Channel frames, and V.42 modem frames. Often, frames of several different sizes are nested inside each other. For example, when using Point-to-Point Protocol (PPP) over asynchronous serial communication, the eight bits of each individual byte are framed by start and stop bits, the payload data bytes in a network packet are framed by the header and footer, and several packets can be framed with frame boundary octets. == Time-division multiplex == In telecommunications, specifically in time-division multiplex (TDM) and time-division multiple access (TDMA) variants, a frame is a cyclically repeated data block that consists of a fixed number of time slots, one for each logical TDM channel or TDMA transmitter. In this context, a frame is typically an entity at the physical layer. TDM application examples are SONET/SDH and the ISDN circuit-switched B-channel, while TDMA examples are Circuit Switched Data used in early cellular voice services. The frame is also an entity for time-division duplex, where the mobile terminal may transmit during some time slots and receive during others.

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  • Social computing

    Social computing

    Social computing is an area of computer science that is concerned with the intersection of social behavior and computational systems. It is based on creating or fostering existing social conventions and social contexts through the use of software and technology. Blogs, email, instant messaging, social network services, wikis, social bookmarking and other instances of what is often called social software illustrate ideas from social computing. The rise in social computing is attributed to the prevalence of personal devices and increased overall computing power. This enables a growing number of users to participate in sharing content and interact with another. == Definitions == Humans—and human behavior—are profoundly social. Humans tend to orient to one another and develop abilities to interact with each other and other species. This ranges from expression and gesture through spoken, written, and body language. Humans are influenced by the behavior of those around them and can rely on social context and cues to make decisions. An example of a behavior relying on social contexts is applauding at the end of the play. This is based on the context that the show ended, and other audience members are applauding. Social information provides a basis for inferences, planning, and coordinating activity. == Examples == Common tools include blogs, email, instant messaging, social networking sites, wikis, and social bookmarking platforms. These technologies enable users to generate content, share knowledge, and interact in real time. == Applications == The rise of social computing has highlighted opportunities for businesses. Businesses are interacting on social computing platforms and investing in facilities to support and research social computing.Business models can leverage the massive customer bases that accumulate through social computing channels. Some organizations have started their own blogs and networks (McAfee, 2006, Joe, 2005). Organizations from diverse industry sectors such as Google, Cisco, and Fox, have sought to acquire or invest in successful social computing enterprises. A business blog can serve as a source of information and promotion for the company. This allows the company to share content about the company and their initiatives. Businesses have also interacted with social computing to market themselves and interact with customers. A notable example is Wendy's with their X (formerly Twitter) account. The account was primarily used to promote business promotions and interact with users in a playful or meaningful way. E-commerce web sites have allowed users to leave reviews and feedback on purchases which has improved online shopping experience for sellers and consumers.As another example of social computing’s business applications, many e-commerce Web sites have adopted online product/vendor feedback/reputation systems. Such systems provide an asynchronous platform for the consumer community to share experiences collectively and influence their purchasing behavior. They also provide a vehicle for eliciting feedback information valuable to the vendors and e-commerce site operators.Consumers can use the feedback systems to make a more educated choice on a purchase by comparing reviews between products or vendors. Sellers can track consumer behaviors and trends regarding a product and adjust their supply according to the demand. == Challenges and criticism == Social computing raises several concerns related to privacy, data security, and algorithmic bias. The widespread collection and analysis of user-generated data can lead to ethical dilemmas, especially when users are unaware of how their information is used. Critics also highlight issues of digital labor, surveillance, and the spread of misinformation, which can influence public opinion and social dynamics. === Term appearance === The term appeared in the mid 1990s after technology advancements and development of the web. In 1994, the concept of social computing was first proposed by Schuler. He thought, "Social computing is a computing application, with software as the medium or focus of social relationships." === Premise === The premise of social computing is that it is possible to design digital systems that support useful functionality by making socially produced information available to their users. This information may be provided directly, as when systems show the number of users who have rated a review as helpful or not. Or the information may be provided after being filtered and aggregated, as is done when systems recommend a product based on what else people with similar purchase history have purchased. Alternatively, the information may be provided indirectly, as is the case with Google's page rank algorithms which orders search results based on the number of pages that (recursively) point to them. In all of these cases, information that is produced by a group of people is used to provide or enhance the functioning of a system. Social computing is concerned with systems of this sort and the mechanisms and principles that underlie them. Social computing can be defined as follows: "Social Computing" refers to systems that support the gathering, representation, processing, use, and dissemination of information that is distributed across social collectivities such as teams, communities, organizations, and markets. Moreover, the information is not "anonymous" but is significantly precise because it is linked to people, who are in turn linked to other people. More recent definitions, however, have foregone the restrictions regarding anonymity of information, acknowledging the continued spread and increasing pervasiveness of social computing. As an example, Hemmatazad, N. (2014) defined social computing as "the use of computational devices to facilitate or augment the social interactions of their users, or to evaluate those interactions in an effort to obtain new information." Social computing has to do with supporting "computations" that are carried out by groups of people, an idea that has been popularized in James Surowiecki's book, The Wisdom of Crowds. Examples of social computing in this sense include collaborative filtering, online auctions, reputation systems, computational social choice, tagging, and verification games. The social information processing page focuses on this sense of social computing. == History == === Technology infrastructure === Users were able to interact more with websites after the development of Web 2.0. This was an advancement from Web 1.0. Comode G. and Krishnamurthy B. (2008) note that "content creators were few in Web 1.0 with the vast majority of users simply acting as consumers of content." Web 2.0 provided functionalities that allowed for low-cost web-hosting services and introduced features with browser windows that used basic information structure and expanded it to as many devices as possible using HTTP, or Hypertext Transfer Protocol. Sometimes referred to as "Enterprise 2.0", a term derived from Web 2.0, social software for enterprise generally refers to the use of social computing in corporate intranets and in other medium- and large-scale business environments. It consisted of a class of tools that allowed for networking and social changes to businesses at the time. It was a layering of the business tools on Web 2.0 and brought forth several applications and collaborative software with specific uses. FinanceElectronic negotiation, which first came up in 1969 and was adapted over time to suit financial markets networking needs, represents an important and desirable coordination mechanism for electronic markets. Negotiation between agents (software agents as well as humans) allows cooperative and competitive sharing of information to determine a proper price. Recent research and practice has also shown that electronic negotiation is beneficial for the coordination of complex interactions among organizations. Electronic negotiation has recently emerged as a very dynamic, interdisciplinary research area covering aspects from disciplines such as Economics, Information Systems, Computer Science, Communication Theory, Sociology and Psychology.Social computing has become more widely known because of its relationship to a number of recent trends. These include the growing popularity of social software and Web 3.0, increased academic interest in social network analysis, the rise of open source as a viable method of production, and a growing conviction that all of this can have a profound impact on daily life. A February 13, 2006 paper by market research company Forrester Research suggested that: === Developments === PLATO was one of the earliest examples of social computing in a live production environment with initially hundreds and soon thousands of users. The PLATO computer system was developed by the University of Illinois at Urbana Champaign in 1960s. In the 70s, the system supported social software applications for multi-us

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