AI App Quora

AI App Quora — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Himmat (app)

    Himmat (app)

    Himmat is a women's safety mobile application of Delhi Police. It was launched by Home Minister Rajnath Singh on 1 January 2015. The app is freely available for Android mobile phones and can be downloaded from Delhi Police website. Delhi Police plans to launch app for other platforms in future. Low registrations and other problems resulted in a parliamentary panel calling the app a failure in 2018. Himmat has gone on to be called as one of India's best safety apps for women.

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  • Why We Post

    Why We Post

    Why We Post is a research project funded by the European Research Council and launched in 2012 by Daniel Miller with the objective of examining the global impact of new social media. The study is based on ethnographic data collected through the course of 15 months in China, India, Turkey, Italy, United Kingdom, Trinidad, Chile and Brazil. The results of this project were released on 29 February 2016. This included the first three of eleven Open Access books (available via UCL Press), a five-week e-course (MOOC) on FutureLearn in English, also available in Chinese, Portuguese, Hindi, Tamil, Italian, Turkish, and Spanish on UCLeXtend. In addition a website containing key discoveries, stories and over 100 films is available in the same 8 languages.

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  • ACTS Gigabit Satellite Network

    ACTS Gigabit Satellite Network

    The ACTS Gigabit Satellite Network was a pioneering, high-speed communications satellite network in the years 1993-2004, created as a prototype system to explore high-speed networking of digital endpoints. The system was jointly sponsored by NASA and ARPA, implemented by BBN Technologies and Motorola, and was inducted into the Space Technology Hall of Fame in April 1997. The Advanced Communications Technology Satellite (ACTS) network was designed to provide fiber-compatible SONET service to remote nodes and networks through a wideband satellite system, and provided long-haul, point-to-point and point-to-multipoint full-duplex SONET services, at rates up to 622 Mbit/s, over NASA's Advanced Communication Technology Satellite (ACTS). The Advanced Communications Technology Satellite itself, built and operated by Lockheed Martin, was launched on STS-51 on September 12, 1993, by the Space Shuttle Discovery, and occupied a geostationary orbit at 100° west longitude. It was the first communication satellite to operate in the 20–30 GHz frequency band (Ka band), with 30 GHz uplink and 20 GHz downlink signals. The satellite incorporated advanced on-board switching and multiple dynamically-hopping spot-beam antennas for selected areas of the United States including Hawaii. Up to 3 uplink and 3 downlink antenna beams could be active simultaneously. The ACTS network ground terminals were transportable Gigabit Earth Stations (GES) with fiber-optic SONET interfaces (OC-3 and OC-12), which also supported the Asynchronous Transfer Mode (ATM) protocol suite. The network control and management functions are distributed in the various Gigabit Earth Stations, with the operator's interface being centralized in a Network Management Terminal (NMT), which could be collocated at a GES, or anywhere in the Internet. The system was operational and used for experiments for 127 months, instead of the originally planned 24–48 months. In all, 53 terminals were built and used by more than 100 experimenters to test ACTS abilities. In Nov. 1997 a record data rate of 520 Mbit/s TCP/IP throughput was achieved using ATM between several ground stations via ACTS. On May 31, 2000 the ACTS experiments program officially came to a close, but the system continued to support experiments until it was deactivated on April 28, 2004.

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  • Strategic Air Command Digital Information Network

    Strategic Air Command Digital Information Network

    The Strategic Air Command DIgital Network (SACDIN) was a United States military computer network that provided computerized record communications, replacing the Data Transmission Subsystem and part of the Data Display Subsystem of the SAC Automated Command and Control System. SACDIN enabled a rapid flow of communications from headquarters SAC to its fielded forces, such as B-52 bases and ICBM Launch Control Centers. == Logistics == Major portions of SACDIN were developed, engineered and installed by the International Telephone and Telegraph (ITT) company, under contract to the Electronic Systems Center. == Chronology == 1969 - Headquarters SAC submits a request to the Joint Chiefs of Staff to study an expanded communications system, known as the SAC Total Information Network (SATIN). It would interconnect Air Force Satellite Communications (AFSATCOM), Advanced Airborne Command Post (AABNCP), Airborne Command Post (ABNCP), high frequency/single sideband radio HF/SSB radio, SAC Automated Command and Control System (SACCS), Automatic Digital Information Network (AUTODIN), Survivable Low Frequency Communications System (SLFCS) and Command Data Buffer (CDB) 1977 1 November - SATIN IV was effectively terminated by Congress. The restructured program was renamed SAC Digital Network (SACDIN), and was formulated to meet SAC's minimum essential data communications requirements, but also had the capability to grow in a modular fashion. 1986 ?? ??? - SACDIN replaces much of the SAC Automated Command and Control System (SACCS) and the SAC Automated Total Information Network (SATIN)

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  • 24SevenOffice

    24SevenOffice

    24SevenOffice is a Norwegian software company headquartered in Oslo, Norway, with offices in Stockholm, Sweden and London, United Kingdom. Founded in 1997, the company specializes in web-based (SaaS) ERP and CRM systems. == Company history == 24SevenOffice was founded in 1997 in Porsgrunn, Norway, as IKT Interactive AS and marketed as kontorplassen.no. The name "24SevenOffice" was introduced for the company's London branch when the company entered the British market in 2003. The company changed its name to 24SevenOffice in February 2005. Originally based in Skien, the company later moved to Oslo Innovation Center, then to Tjuvholmen in the waterfront Fjord City of Oslo, and now the headquarters are located in Inkognitogaten 33, Solli plass, Oslo. The idea for the company's product was developed in 1996, and 24SevenOffice was an early innovator in the Scandinavian market in web-based enterprise resource planning solutions (ERP). A British office was established at Surrey Business Park in May 2003, with the company launching its web-based (SaaS) utility computing system to the UK SME market in 2004. An office in Chennai, India, was established in 2005, and 24SevenOffice entered the Swedish market when they acquired the leading competitor and ERP-provider Start & Run in a cash deal. In August 2005, the company had an initial public offering that raised NOK 15 million, and the company entered The Norwegian Over the Counter Market list as of 5 October 2005 (the ticker was 24SO), reaching a market value of NOK 175 million, with 5000 customers in Norway. In 2006, the company signed a deal to sponsor rally driver Petter Solberg, at the time the largest private sponsorship in Norwegian sport. Instead of receiving NOK 5 million in cash, Solberg received a 2.9 per cent ownership in the company. The company entered the German-speaking market in April 2006 when an office in Frankfurt am Main was opened. In late August/early September, they established an office with ten sales agents plus a general manager in Stockholm for the Swedish market. 24SevenOffice initiated strategic cooperation with Active 24 in early 2006 to develop a common platform. During the summer, Active 24 was bought by 24SevenOffice's ERP/CRM competitor Mamut (company), and 24SevenOffice terminated the contract with Active 24 in October demanding NOK 200 million in compensation for lost revenue. After a breakdown of settlement negotiations in the Forliksråd in January 2007, 24SevenOffice filed a case against Active 24 for breach of agreement in the Oslo District Court in March. 24SevenOffice lost on all counts in the District Court in December 2007. In January 2008, 24SevenOffice appealed the case to the Borgarting Court of Appeal, reducing the cause of action from NOK 250 to 30 million. 24SevenOffice lost on all counts in the Court of Appeal in December 2008, and was ordered to cover the costs incurred by Active 24 in connection with the dispute totaling NOK 6.91 million. 24SevenOffice appealed the case to the Supreme Court of Norway, but the Supreme Court Appeals Committee in March 2008 unanimously rejected the appeal from 24SevenOffice over the Borgarting Appeal Court's unanimous judgment of December 2008. On a counterclaim from Active 24 and Mamut against 24SevenOffice, the Oslo District Court in May 2010 found, that 24SevenOffice should pay Active 24 NOK 12 million in compensation for wrongfully having terminated the agreement, and a further NOK 360.000 of the opponent's legal costs. 24SevenOffice disagreed with the court ruling, and appealed once again. The Borgarting Court of Appeal in November 2011, ruled to reduce the amount of damages to NOK 4.4 million plus NOK 900.000 in penal interest. With several scrip issues, 24SevenOffice raised 25 million NOK (about $4 million at the time) between October 2005 and July 2006. They entered into a strategic partnership with Bluegarden, who for 30 years had delivered digital services for payroll, human resource planning, recruitment and training, in March 2006, and they made a large-scale agreement in April 2006, with US telecommunications software company Webex, a competitor to Norwegian Tandberg videoconferencing equipment manufacturer. In September 2006, 24SevenOffice signed an agreement with Fokus Bank to provide their customers with extended functionality in Internet banking. 24SevenOffice had by 2007 reportedly 9000 customers, joined the OpenAjax Alliance, and entered into a strategic partnership with Dun & Bradstreet in May 2007, but despite getting listed on Oslo Axess on 22 June (ticker: TFSO), reaching a market capitalization of NOK 120 million, the company was still losing money. The company ended 2007 with a revenue of NOK 21.7 million. In 2008, 24SevenOffice bought 50% of the stocks in telecommunication company Oyatel, partnered with Nets Group to facilitate invoicing for businesses, and telecommunications company Telipol chose 24SevenOffice's second-generation Internet platform for its 8,000 users. They announced an increase in revenues in Q2 to 11.1 million, up from 4.7 million in the same period the year before. 24SevenOffice had a turnover of NOK 37 million in the first half of 2009, a doubling compared to the same period the previous year, and presented its first positive EBITDA in Q2. The Norwegian Association of Auditors signed an agreement with 24SevenOffice in 2011, whereby they only recommend 24SevenOffice as a system for their members to use. On 27 June 2013, the shareholders of 24SevenOffice took off from the stock exchange and privatized the company. In recent years, the company has invested heavily in finance and accounting – and got leading auditing companies such as PwC and KPMG on the customer list. == Products == 24SevenOffice is a web-based (SaaS) ERP system. It includes modules for CRM, accounting, invoicing, e-mail, file/document management and project management. == Awards == 24SevenOffice won the Seal of Excellence in Multimedia Award at the 2004 CeBIT, became Norwegian Gazelle Company of the year 2004, chosen by Dagens Næringsliv and Dun & Bradstreet, won Product of the Year in the Norwegian finance magazine Kapital, and the IKT Grenland Innovation Award in 2008.

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  • List of cryptosystems

    List of cryptosystems

    A cryptosystem is a set of cryptographic algorithms that map ciphertexts and plaintexts to each other. == Private-key cryptosystems == Private-key cryptosystems use the same key for encryption and decryption. Caesar cipher Substitution cipher Enigma machine Data Encryption Standard Twofish Serpent Camellia Salsa20 ChaCha20 Blowfish CAST5 Kuznyechik RC4 3DES Skipjack Safer IDEA Advanced Encryption Standard, also known as AES and Rijndael. == Public-key cryptosystems == Public-key cryptosystems use a public key for encryption and a private key for decryption. Diffie–Hellman key exchange RSA encryption Rabin cryptosystem Schnorr signature ElGamal encryption Elliptic-curve cryptography Lattice-based cryptography McEliece cryptosystem Multivariate cryptography Isogeny-based cryptography

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  • Social media use in education

    Social media use in education

    Social media in education is the use of social media to enhance education. Social media are "a group of Internet-based applications...that allow the creation and exchange of user-generated content". It is also known as the read/write web. As time went on and technology evolved, social media has been an integral part of people's lives, including students, scholars, and teachers. However, social media are controversial because, in addition to providing new means of connection, critics claim that they damage self-esteem, shorten attention spans, and increase mental health issues. A 2016 dissertation presented surveys that focused on the impact of social media. It reported that 54.6% of students believed that social media affected their studies positively (38% agree, 16.6% strongly agree). About 40% disagreed, and 4.7% of students strongly disagreed. 53% of female students reported that social media negatively impacted their studies. Among male students, 40% agreed that social media had a negative impact on studies, while 59% disagreed. A 2023 article dives deep into the rewards system of the brain in response to social media. This study compares the social rewards system in our brain to those from social media. From ages 10-12, most are receiving a cell phone, social rewards in the brain start to feel more satisfying. Leading to adulthood, the effects of social rewards are less likely to feel reliant on feedback from peers. Equivalent to a more mature prefrontal cortex, this enables a better management of their emotional reaction to these social rewards, meaning a more balanced and controlled reaction. == History == A survey from Cambridge International of nearly 20,000 teachers and students (ages 12–19) from 100 countries found that 48% of students use a desktop computer in class, 42% uses phones, 33% use interactive whiteboards and 20% use tablets. Desktop computers are more used than tablets. Teachers were abandoning the "no phones at school" rule. A 2024 research survey through Common Sense Education reported 54% of age 8-12 and 69% of ages 13-18 social media is an extensive distraction from homework. === United States === The long-running technology boom accelerated after the millennium. As of 2018, 95% of US teenage students had access to a smartphone and 45% said they were online almost constantly. In the early days of social media, access to technology was a significant issue as many students did not own not compatible devices and school budgets were often insufficient to purchase devices for student use. Despite backlash, Missouri passed a law that prohibited teachers from communicating privately with students over social media in 2011. Supporters were concerned that online communication between underage students and faculty could lead to inappropriate relationships. Some schools adopted a "Bring Your Own Device" (BYOD) policy, allowing students to bring Internet-accessing devices, such as phones or tablets to class. During the pandemic, the federal government offered funds that allowed more schools to purchase devices. Over time, more students acquired phones with social media access. Personal devices increased student satisfaction, but reduced teachers' ability to control device use in their classrooms. A 2018 Pew Research study reported that 95% of teenagers had a phone and used social media consistently. === Canada === The Peel District School Board (PDSB) in Ontario accepted the use of social media in the classroom. In 2013, the PDSB introduced BYOD and unblocked many social media sites. That was later replaced by a policy that dealt specifically with social media. == Uses == === Classroom === In the classroom, social media offers a way to systematically distribute and gather information from students. Teachers can supply documents, and audio/video media to students for immediate or later use. One study on higher education reported that devices and social media: created opportunities for interaction provided occasions for collaboration sped up information access offered more ways to learn situated learning. Frustrations included anti-technology instructors, device challenges, and devices as a distraction. Social media in classrooms can have a negative effect. A Yale University publication reported that students who used laptops in class for non-academic reasons had poorer performance. Students spent most of their time on social media, shopping, and other personal activities. Social media has helped many educators mentor their students more effectively. === Outside of class === Social media offer a venue for video calls, stories, feeds, and game playing that can enhance the learning process. Teachers can utilize social media to communicate with their students. Social media can provide students with resources that they can utilize in essays, projects, and presentations. Students can easily access comments made by teachers and peers and offer feedback to teachers. Social media can offer students the opportunity to collaborate by sharing information without requiring face to face meetings. Social media can allow students to more easily connect with experts, to go beyond course materials. Instructors in a 2010 study reported that online technologies (social media) can help students become comfortable having discussions outside the classroom better than traditional means. Teachers may face some risk when using social media outside the classroom, without appropriate work rules. Studies explores how college students' engagement with social media platforms influences their communication preferences and habits, particularly in relation to using school email for academic purposes. === Professional development === Social media can aid professional development, as teachers become students, enhancing knowledge transfer, skill master, and collaboration. === Non-academic uses === Schools can use social media to make public announcements. Teachers and administrators can communicate other important information to parents and students and to receive feedback from them. Families can keep up with school events and policies. === Ecology education === The potential of using social media in ecological, nature and forest education include: virtual nature groups can help promote good habits in forest tourism and recreation (nature ethics), by entering general rules in the regulations by administrators, e.g. "DO NOT PICK UP PLANTS UNKNOWN TO US", which is to protects rare species from pointless picking. social media activity motivates people to learn about nature in the field, allows them to gain knowledge, dispels popular myths, enables contact with scientists and practitioners, promotes valuable literature, websites, and at the same time reveals distortions and substantive errors in popular news services. contact is not only virtual. Despite financial barriers and distance, Internet users organize nature conventions. Such meetings are an opportunity not only to make friends, but also to learn about nature together and have fun. the possibility of contact between scientists and nature lovers via Facebook has become a source of cooperation in species inventory, e.g. the online campaign of the NATRIX Herpetological Society, which consists not only of collecting reports of observations of the smooth snake by Internet users, but also of drawing attention to the biology and threats to this species. Social media has become a place where ecology education quickly reaches people of different ages and social statuses. The nature groups that have been created, in which nature lovers, biologists, foresters and scientists participate, can have a real impact on the state of knowledge and data collection through citizen science. == Apps and services == Social media can allow students to participate in their field by working with organizations outside the classroom. By offering easier access to peers outside the classroom, students can broaden their perspectives and find support resources. Social media aided learning outside of the classroom through collaboration and innovation. One specific study, "Exploring education-related use of social media," called this "audience connectors". Audience connectors bring students together while studying with WhatsApp and Facebook. This study reported that "60 percent [of students in the study] agreed that technology changes education for the better." While social media can promote a beneficial education platform, downsides exist. Students may become skilled at "lifting material from the internet" rather than enhancing their personal understanding. Another downside is student attention spans decline. A concern raised by the students of this study showed how many use spell-check as a crutch and will see a trend of points taken off when spell-check is not an option. Apps like X allowed teachers to make classroom accounts where students can learn about social media in a controlled context. Teachers can post assignments on th

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  • Media engagement framework

    Media engagement framework

    The media engagement framework is a planning framework used by marketing professionals to understand the behavior of social media marketing-based audiences. The construct was introduced in the book, ROI of Social Media. Powell’s background in marketing ROI and Groves' experience and understanding of the applications of social media in business led to a collaboration. Dimos joined as a brand strategist for Litmus Group, a global management consulting firm. The media engagement framework consists of the definitions of personas (Individuals, Consumers and Influencers), referenced by the competitive set or constraint that applies to that persona and the measurement framework that might be applied to those personas. It is referenced at the center of the marketing process diagram, surrounded by the marketing functions of strategy, tactics, metrics and ROI. The marketing process diagram describes how the media engagement framework can apply to any strategic marketing activity but was developed to establish a completely integrated framework describing how both traditional and social media marketing activities can be planned, executed, measured and improved. == Application == The media engagement framework provides a strategic planning construct in which measurements and metrics play a crucial role. Applying the media engagement framework aids in the development and management of an effective online marketing presence leveraging social media to engage a market or audience. By first personifying the audience, the marketer is able to identify the limiting aspect of the engagements possible with that audience segment and then, understand the type of engagement metrics to apply. Each persona makes decisions differently about how he/she acts in the social media universe. A framework metric can be applied for each of these personas: Endorsement funnel for influencers Community engagement funnel for individuals Purchase funnel for consumers Individuals, influencers and consumers make decisions based on alternatives available to them and constraints put on them. To engage with an individual brands must realize they are competing against the time an individual spends on line. If they find something else more engaging, they will engage with that activity. Brands compete against other brands for the purchases of consumers acting in the category. Lastly, influencers have only so many endorsements they can make and therefore brands compete with other endorsers for the endorsement of an influencer. Creating engaging content by keeping target audience in mind like create content that audience find it funny, interesting, and relatable will encourage audience to share it on social networks. Which will be beneficial for you brand, getting more people to know about your business and brand. Contact Digilord to create engaging content for your brand. Use of listening tools (Google Alerts, Twitter Search, SocialMention.com, Veooz.com, Alterian SM2, Radian6, Sysomos, Buzzient etc.) can be employed within the model to help identify the members of the audience segment and to support the formation of other social engagement planning and management tools.

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  • Cooperative storage cloud

    Cooperative storage cloud

    A cooperative storage cloud is a decentralized model of networked online storage where data is stored on multiple computers (nodes), hosted by the participants cooperating in the cloud. For the cooperative scheme to be viable, the total storage contributed in aggregate must be at least equal to the amount of storage needed by end users. However, some nodes may contribute less storage and some may contribute more. There may be reward models to compensate the nodes contributing more. Unlike a traditional storage cloud, a cooperative does not directly employ dedicated servers for the actual storage of the data, thereby eliminating the need for a significant dedicated hardware investment. Each node in the cooperative runs specialized software which communicates with a centralized control and orchestration server, thereby allowing the node to both consume and contribute storage space to the cloud. The centralized control and orchestration server requires several orders of magnitude less resources (storage, computing power, and bandwidth) to operate, relative to the overall capacity of the cooperative. == Data security == Files hosted in the cloud are fragmented and encrypted before leaving the local machine. They are then distributed randomly using a load balancing and geo-distribution algorithm to other nodes in the cooperative. Users can add an additional layer of security and reduce storage space by compressing and encrypting files before they are copied to the cloud. == Data redundancy == In order to maintain data integrity and high availability across a relatively unreliable set of computers over a wide area network like the Internet, the source node will add some level of redundancy to each data block. This allows the system to recreate the entire block even if some nodes are temporarily unavailable (due to loss of network connectivity, the machine being powered off or a hardware failure). The most storage and bandwidth efficient forms of redundancy use erasure coding techniques like Reed–Solomon. A simple, less CPU intensive but more expensive form of redundancy is duplicate copies. == Flexible contribution == Due to bandwidth or hardware constraints some nodes may not be able to contribute as much space as they consume in the cloud. On the other hand, nodes with large storage space and limited or no bandwidth constraints may contribute more than they consume, thereby the cooperative can stay in balance.

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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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  • TikTokification

    TikTokification

    TikTokification (also written TikTok-ification) is a term used to describe the widespread adoption of TikTok's short-form, vertical video format and its algorithmic content-delivery model across the broader social media landscape. The phenomenon encompasses the strategic and cultural changes made by competing platforms such as Instagram, YouTube, Facebook, Snapchat, and LinkedIn in response to TikTok's global dominance. Beyond platform design, the term is also used more broadly to describe shifts in media consumption habits, advertising strategies, and, more critically, the potential cognitive and psychological effects associated with constant short-form video consumption. == Background == === Origins of short-form video === The short-form video format predates TikTok. Vine, launched in 2013, popularised six-second looping videos before shutting down in 2017. TikTok itself, known as Douyin in the Chinese market, was created by the Chinese technology company ByteDance in September 2016. Following its international expansion and its 2018 merger with Musical.ly, TikTok grew rapidly. By 2020, the application had surpassed two billion total downloads worldwide, with over 800 million monthly active users. A key driver of TikTok's success was its recommendation algorithm. The platform's "For You Page" (FYP) serves content to users based on behaviour rather than follower count, making it possible for unknown creators to achieve widespread reach organically. Analysts noted that TikTok serves "fast, visually engaging, and authentic videos that feel more like entertainment than advertising," fundamentally reshaping consumer expectations of digital content. TikTok has been described as "the center of the internet for young people," where users go for entertainment, news, trends, and shopping. As of the mid-2020s, TikTok had approximately 1.12 billion monthly active users. == Platform responses == TikTok's success compelled nearly every major social media platform to restructure its product around short-form video. In 2020, Instagram launched Reels and YouTube launched Shorts, both directly in response to TikTok's growth. Platforms like Meta's Instagram Reels and Google's YouTube Shorts subsequently expanded aggressively, launching new features, creator tools, and even considering separate standalone applications to compete. LinkedIn, traditionally a professional networking site, began experimenting with TikTok-style short-form vertical video feeds. Facebook launched a singular unified video feed combining Reels, long videos, and live videos, similar in structure to TikTok's feed. Snapchat redesigned its application to combine Stories and Spotlight into a unified entertainment feed. YouTube extended its Shorts format to allow videos up to three minutes in length, up from the previous limit of sixty seconds, as of October 2024. Despite these adaptations, experts noted that none of TikTok's rivals had matched its algorithmic precision as of mid-2025. == Societal and cultural impact == === Media and journalism === News organisations have also been affected by TikTokification. Short-form video grew rapidly as a format for news content, driven in large part by TikTok's popularity. According to Pew Research Center, 17% of adults in the United States reported regularly getting news from TikTok in 2024, with 63% of teenagers saying they used the platform as a news source. In response, major publishers began creating bespoke short-form content for TikTok's audience, with organisations such as the BBC building dedicated internal TikTok teams. === Advertising and commerce === TikTokification has had significant effects on the advertising industry. US social video advertising spending was projected to surpass linear television advertising spending for the first time in 2025. Global social commerce sales were projected to reach approximately $900 billion in 2025, with platforms like Douyin and TikTok driving a large share of that growth. TikTok itself generated an estimated $23.6 billion in advertising revenue in 2024. Short-form video has been described as bridging the gap between brand awareness and direct conversion. Surveys have found that consumers trust user-generated content 8.7 times more than influencer content and 6.6 times more than branded content, prompting brands to favour creator-led video formats. === Attention spans and cognitive effects === A growing body of research has examined the cognitive consequences of heavy short-form video consumption, a set of effects sometimes referred to as "TikTok Brain." A large systematic review and meta-analysis published in Psychological Bulletin, analysing data from 98,299 participants across 71 studies, found that the more short-form video content a person watches, the poorer their cognitive performance in attention and inhibitory control. The review also found that greater engagement with short-form video was associated with higher levels of anxiety, depression, and stress, as well as sleep disturbances. The platform's inherent demand for engaging content has resulted in the proliferation of sludge content, a genre of split screen video with the main video on the top and an unrelated attention-grabbing video on the bottom, typically repetitive gameplay (notably of the endless runner mobile game Subway Surfers) or oddly satisfying videos, designed to maximize viewer retention in cases where the main video may appear uninteresting and would normally cause the viewer to skip it. Sludge content is often described as overstimulating, reflecting and contributing to declining attention spans, though the scholarly evidence supporting such claims is not conclusive. Dr. Yann Poncin, associate professor at the Child Study Center at Yale University, noted that "infinite scrolling and short-form video are designed to capture your attention in short bursts," contrasting this with earlier entertainment formats that guided audiences through longer narratives. Research suggests that children and teenagers may be particularly vulnerable, with early exposure to rapid frame changes potentially conditioning the brain's neural pathways to require constant stimulation, making it more challenging to engage with slower-paced activities. A separate study published in Nature Communications by researchers at the Technical University of Denmark documented a notable decrease in collective attention span over time, attributing it in part to the increasing volume and pace of content production and consumption online. Researchers caution, however, that the majority of relevant studies are cross-sectional, meaning they capture data at a single point in time and cannot establish causality. It remains possible that individuals with pre-existing conditions such as anxiety or attention deficits may be more likely to engage heavily with these platforms as a coping mechanism. === Academic and sociological analysis === Scholars have framed TikTokification within the context of the attention economy. A 2024 academic analysis described TikTok as representing "a new paradigm of social media communication" shaped by youth culture, mobile technology, and the economics of attention, in which spectators become active contributors to a shared content pipeline. The same analysis noted that TikTok "reflects a new mode of communication influenced by avant-garde cinema, the use of mobile technology, and the social habits of particular social groups." US social media users were projected to spend 61.1% of their time on social networks watching videos in 2025, up from 33.3% in 2019, before TikTok became widely popular, underscoring the scale of the behavioural shift. == Monetisation challenges == Despite high engagement levels, monetising short-form video has remained difficult for platforms and creators alike. Unlike long-form YouTube content, short clips offer limited space for advertisers to insert advertisements. YouTube Shorts pays approximately four cents per 1,000 views, considerably less than its long-form counterpart. From 2025 onward, platforms began introducing creator funds, advertisements, and AI-driven content recommendations as part of broader efforts to make short-form video economically sustainable for creators.

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  • Bus encryption

    Bus encryption

    Bus encryption is the use of encrypted program instructions on a data bus in a computer that includes a secure cryptoprocessor for executing the encrypted instructions. Bus encryption is used primarily in electronic systems that require high security, such as automated teller machines, TV set-top boxes, and secure data communication devices such as two-way digital radios. Bus encryption can also mean encrypted data transmission on a data bus from one processor to another processor. For example, from the CPU to a GPU which does not require input of encrypted instructions. Such bus encryption is used by Windows Vista and newer Microsoft operating systems to protect certificates, BIOS, passwords, and program authenticity. PVP-UAB (Protected Video Path) provides bus encryption of premium video content in PCs as it passes over the PCIe bus to graphics cards to enforce digital rights management. The need for bus encryption arises when multiple people have access to the internal circuitry of an electronic system, either because they service and repair such systems, stock spare components for the systems, own the system, steal the system, or find a lost or abandoned system. Bus encryption is necessary not only to prevent tampering of encrypted instructions that may be easily discovered on a data bus or during data transmission, but also to prevent discovery of decrypted instructions that may reveal security weaknesses that an intruder can exploit. In TV set-top boxes, it is necessary to download program instructions periodically to customer's units to provide new features and to fix bugs. These new instructions are encrypted before transmission, but must also remain secure on data buses and during execution to prevent the manufacture of unauthorized cable TV boxes. This can be accomplished by secure crypto-processors that read encrypted instructions on the data bus from external data memory, decrypt the instructions in the cryptoprocessor, and execute the instructions in the same cryptoprocessor.

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  • Supermind AI

    Supermind AI

    Supermind is a state-funded Chinese artificial intelligence platform that tracks scientists and researchers internationally. The platform is the flagship project of Shenzhen's International Science and Technology Information Center. It mines data from science and technology databases such as Springer, Wiley, Clarivate and Elsevier. It is intended to detect technological breakthroughs and to identify possible sources of talent as part of China's efforts to advance technologically. The platform also uses government data security and security intelligence organizations such as Peng Cheng Laboratory, the China National GeneBank, BGI Group and the Key Laboratory of New Technologies of Security Intelligence. According to Hong Kong-based Asia Times, the platform, "While not an overt espionage tool...may be used to identify key personnel who could be bribed, deceived or manipulated into divulging classified information". The Organisation for Economic Co-operation and Development (OECD) flagged the project as an incident, meaning it may be of interest to policymakers and other stakeholders. US technology group American Edge Project criticized the project as a global risk of China's security services using the platform to place agents in jobs with access to important information, recruit technical personnel, and identify targets for hacking operations.

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  • Cleo Communications

    Cleo Communications

    Cleo Communications LLC, simply referred to as Cleo, is a privately held software company founded in 1976. The company is best known for its ecosystem integration platform, Cleo Integration Cloud with RADAR. == History == Cleo originally began as a division of Phone 1 Inc., a voice data gathering systems manufacturer, and built data concentrators and terminal emulators — multi-bus computers, modems, and terminals to interface with IBM mainframes via bisynchronous communications. The company then began developing mainframe middleware in the 1980s, and with the rise of the PC, moved into B2B data communications and secure file transfer software. Cleo Communications was acquired in 2012 by Global Equity Partners along with other investment companies. Since being acquired in 2012, the company’s offerings have evolved into Cleo Integration Cloud, a platform for enterprise business integration. == Business == Based in Rockford, Illinois (USA), with offices in Chicago, Pennsylvania, London, and Bangalore, Cleo has about 400 employees and more than 4,100 direct customers. The company's flagship offering, Cleo Integration Cloud, provides both on-premise and cloud-based integration technologies and comprises solutions for B2B/EDI, application integration, data movement and data transformation. Previous products now incorporated into the Cleo Integration Cloud platform include Cleo Harmony, Cleo Clarify, and Cleo Jetsonic. Cleo solutions span a variety of industries, including manufacturing, logistics and supply chain, retail, third-party logistics, warehouse management and transportation management, healthcare, financial services and government. The U.S. Department of Veterans Affairs adopted Cleo's fax technology, Cleo Streem, in 2013 when in need of FIPS 140-2-compliant technology to protect information, and the City of Atlanta has used Cleo Streem for network and desktop faxing since 2006. Cleo also serves U.S. transportation logistics company MercuryGate International and SaaS-based food logistics organization ArrowStream. It powers the architecture for several major supply chain companies, such as Blue Yonder and SAP. Cleo integrates the pharmaceutical supply chain for such companies as Octapharma. Key partners include FourKites and ClientsFirst, among many others. In May 2023, Cleo announced it entered a global partnership with consulting and multinational information technology services company, Cognizant (NASDAQ: CTSH). Together, the companies announced CCIB, powered by Cleo, which is a B2B iPaaS solution that provides B2B managed services with built-in, scalable infrastructure on the cloud. The solution comprises elements from Cleo’s flagship offering, Cleo Integration Cloud. == Expansion == In June 2014, Cleo opened an office in Chicago for members of its support and Ashok and teams. In 2014, the company hired Jorge Rodriguez as Senior Vice President of Product Development and John Thielens as Vice President of Technology. Cleo hired Dave Brunswick as Vice President of Solutions for North America in 2015, and Cleo hired Ken Lyons to lead global sales in 2016. Lyons now serves as the company's Chief Revenue Officer. More recent additions to the company's leadership team include Vipin Mittal, Vice President, Customer Experience, and Tushar Patel, CMO. Cleo opened its product development facility in Bengaluru, India, in 2015 and expanded its hybrid cloud integration teams into a new office there in 2017. The company also opened a London office in 2016 and expanded its network of channel partners in EMEA. In 2016, Cleo acquired EXTOL International, a Pottsville, Pa.-based business and EDI integration and data transformation company for an undisclosed amount. In 2017, the company moved its headquarters from Loves Park, Illinois, to Rockford. In 2021 the company received a significant growth investment from H.I.G. Capital. In July 2022, Cleo opened a new, 5,000-square-foot office located in Chicago's Loop. In November 2022, Cleo launched an accelerator for Microsoft Dynamics 365 SCM-to-X12 and a connector for Microsoft Dynamics 365 Business Central. These pre-built solutions allow businesses and users to quickly build integration flows that integrate their digital ecosystems. In March 2023, Cleo released CIC PAVE (Procurement Automation and Vendor Enablement). PAVE provides customers with enhanced supply chain visibility via a supplier portal that allows the customer to keep vendor interaction in a single location, even if they cannot use EDI or have API-ready applications. In December 2023, Cleo acquired ECS International, an integration technology company based in the Netherlands. == Certification == Cleo regularly submits its products to Drummond Group's interoperability software testing for AS2, AS3 and ebMS 2.0. In January 2020, Cleo announced that its new application connector for Acumatica ERP has been recognized as an Acumatica-Certified Application (ACA). The company also holds SOC 2, Type 2 certification. == Awards == Cleo was a Xerox partner of the year award for five years, from 2009 to 2014. The Cleo Streem solution integrates with Xerox multi-function products, providing customers with solutions for network fax and interactive messaging needs. Cleo was named to Food Logistics’ FL100+ Top Software and Technology Providers Lists in 2016, 2017, 2019 and 2020. Cleo CEO, Mahesh Rajasekharan was named an Ernst & Young Entrepreneur Of The Year 2022 Midwest Award winner. Rajasekharan is serving as a judge for the 2023 Ernst & Young Entrepreneur Of the Year Awards. As of April 2022, Cleo has been named a Leader in EDI on the G2 Grid, a peer-to-peer review site, for 20 straight quarters. In Spring 2023, Cleo won 23 G2 awards—including EDI Leader Enterprise, MFT Leader Enterprise, On-Premise Data Integration Best Support Enterprise, and iPaaS High Performer Asia.

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  • Social media intelligence

    Social media intelligence

    Social media intelligence (SMI or SOCMINT) comprises the collective tools and solutions that allow organizations to analyze conversations, respond to synchronize social signals, and synthesize social data points into meaningful trends and analysis, based on the user's needs. Social media intelligence allows one to utilize intelligence gathering from social media sites, using both intrusive or non-intrusive means, from open and closed social networks. This type of intelligence gathering is one element of OSINT (Open- Source Intelligence). To support both the sensing and seizing of social signals at scale, organisations increasingly rely on dedicated audience intelligence platforms which combine data aggregation, NLP-driven analysis, and cross-platform monitoring. The term 'Social Media Intelligence' was coined in a 2012 paper written by Sir David Omand, Jamie Bartlett and Carl Miller for the Centre for the Analysis of Social Media, at the London-based think tank, Demos. The authors argued that social media is now an important part of intelligence and security work, but that technological, analytical, and regulatory changes are needed before it can be considered a powerful new form of intelligence, including amendments to the United Kingdom Regulation of Investigatory Powers Act 2000. Given the dynamic evolution of social media and social media monitoring, our current understanding of how social media monitoring can help organizations create business value is inadequate. As a result, there is a need to study how organizations can (a) extract and analyze social media data related to their business (Sensing), and (b) utilize external intelligence gained from social media monitoring for specific business initiatives (Seizing). == Governmental use == In Thailand, the Technology Crime Suppression Division not only employs a 30-person team to scrutinize social media for content deemed disrespectful to the monarchy, known as lèse-majesté but also encourages citizens to report such content. Particularly targeting the youth, they run a "Cyber Scout" program where participants are rewarded for reporting individuals posting material perceived as detrimental to the monarchy. Instances in Israel involve the arrest of Palestinians by the police for their social media posts. An example includes a 15-year-old girl who posted a Facebook status with the words "forgive me," raising suspicions among Israeli authorities that she might be planning an attack. In Egypt, a leaked 2014 call for tender from the Ministry of Interior reveals efforts to procure a social media monitoring system to identify leading figures and prevent protests before they occur. In the United States, ZeroFOX faced criticism for sharing a report with Baltimore officials showcasing how their social media monitoring tool could track riots following Freddie Gray's funeral. The report labeled 19 individuals, including two prominent figures from the #BlackLivesMatter movement, as "threat actors." In the UK, the Association of Chief Police Officers of England, Wales, and Northern Ireland emphasized the significance of social media in intelligence gathering during anti-fracking protests in 2011. Social media analysis closely monitored protests against the badger cull in 2013, with a 2013 report revealing a team of 17 officers in the National Domestic Extremism Unit scanning public tweets, YouTube videos, Facebook profiles, and other online content from UK citizens. == Effects on political opinion == During the 2016 United States presidential election, the Senate Intelligence Committee released reports containing information about Russia’s use of troll farms to mislead black voters about voting. Also, German researchers in 2010 analyzed Twitter messages regarding the German federal election concluding that Twitter played a role in leading users to a specific political opinion. In a broad sense, social media refers to a conversational, distributed mode of content generation, dissemination, and communication among communities. Different from broadcast-based traditional and industrial media, social media has torn down the boundaries between authorship and readership, while the information consumption and dissemination process is becoming intrinsically intertwined with the process of generating and sharing information. An example of how SOCMINT is used to affect political opinions is the Cambridge Analytica Scandal. Cambridge Analytica was a company that purchased data from Facebook about its users without the consent or knowledge of Americans. They used this data to build a "psychological warfare tool" to persuade US voters to elect Donald Trump as president in the 2016 election. Christopher Wylie, the whistleblower, reported that personal information was taken in early 2014, and used to build a system that could target US voters with personalized pollical advertisements. More than 50 million individuals' data was exploited and manipulated. == Law enforcement == In September of 2023, the Philadelphia Police Department began using social media to track and stay one step ahead of criminal activity to stop meetups and potential robberies. This new approach has made officers utilize another tool in their field by being able to find new information as quickly as possible. Law enforcement agencies worldwide are increasingly employing social media intelligence to enhance their capabilities in both crime prevention and investigation. By analyzing publicly available data from social platforms such as Facebook, Twitter, and Instagram, police can track criminal activities, identify suspects, and even prevent potential crimes before they occur. For instance, the FBI utilizes SOCMINT to monitor threats and investigate criminal activities, including analyzing posts, images, and videos that might signal illegal activities or security concerns. == Marketing == SOCMINT collects data from both organizations and people on an individual level. It has a variety of different purposes, and though its main goal is to improve national security advancements, there are several other benefits as well. This intelligence can identify patterns, predict trends, gather information in current time, etc. In addition, these aspects have allowed for both improvement within businesses and help for law enforcement. Artificial Social Networking Intelligence (ASNI) refers to the application of artificial intelligence within social networking services and social media platforms. It encompasses various technologies and techniques used to automate, personalize, enhance, improve, and synchronize user's interactions and experiences within social networks. ASNI is expected to evolve rapidly, influencing how we interact online and shaping their digital experiences. Transparency, ethical considerations, media influence bias, and user control over data will be crucial to ensure responsible development and positive impact. Google provides many free services and has built an entire media brand with its vast variety of products. Along with data collection, Google also owns two advertising services, Google Ads, and Google AdSense. Surprisingly, most of its revenue comes from advertising, not direct sales of its services or products. Google makes money by selling advertising services to advertisers. They provide ad space to websites on Google, and target ads to consumers of Google services and products. Google can market ads using SOCMINT to collect data from its users and generate revenue. Research shows that various social media platforms on the Internet such as Twitter, Tumblr (micro-blogging websites), Facebook (a popular social networking website), YouTube (largest video sharing and hosting website), Blogs and discussion forums are being misused by extremist groups for spreading their beliefs and ideologies, promoting radicalization, recruiting members and creating online virtual communities sharing a common agenda. Popular microblogging websites such as Twitter are being used as a real-time platform for information sharing and communication during the planning and mobilization of civil unrest-related events.

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