AI Avatar Heygen

AI Avatar Heygen — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Dynamic epistemic logic

    Dynamic epistemic logic

    Dynamic epistemic logic (DEL) is a logical framework dealing with knowledge and information change. Typically, DEL focuses on situations involving multiple agents and studies how their knowledge changes when events occur. These events can change factual properties of the actual world (they are called ontic events): for example a red card is painted in blue. They can also bring about changes of knowledge without changing factual properties of the world (they are called epistemic events): for example, a card is revealed publicly (or privately) to be red. Originally, DEL focused on epistemic events. Only some of the basic ideas are present in this entry of the original DEL framework; more details about DEL in general can be found in the references. Due to the nature of its object of study and its abstract approach, DEL is related and has applications to numerous research areas, such as computer science (artificial intelligence), philosophy (formal epistemology), economics (game theory) and cognitive science. In computer science, DEL is for example very much related to multi-agent systems, which are systems where multiple intelligent agents interact and exchange information. As a combination of dynamic logic and epistemic logic, dynamic epistemic logic is a young field of research. It really started in 1989 with Plaza's logic of public announcement. Independently, Gerbrandy and Groeneveld proposed a system dealing moreover with private announcement and that was inspired by the work of Veltman. Another system was proposed by van Ditmarsch whose main inspiration was the Cluedo game. But the most influential and original system was the system proposed by Baltag, Moss and Solecki. This system can deal with all the types of situations studied in the works above and its underlying methodology is conceptually grounded. This entry will present some of its basic ideas. Formally, DEL extends ordinary epistemic logic by the inclusion of event models to describe actions, and a product update operator that defines how epistemic models are updated as the consequence of executing actions described through event models. Epistemic logic will first be recalled. Then, actions and events will enter into the picture and we will introduce the DEL framework. == Epistemic logic == Epistemic logic is a modal logic dealing with the notions of knowledge and belief. As a logic, it is concerned with understanding the process of reasoning about knowledge and belief: which principles relating the notions of knowledge and belief are intuitively plausible? Like epistemology, it stems from the Greek word ϵ π ι σ τ η μ η {\displaystyle \epsilon \pi \iota \sigma \tau \eta \mu \eta } or ‘episteme’ meaning knowledge. Epistemology is nevertheless more concerned with analyzing the very nature and scope of knowledge, addressing questions such as “What is the definition of knowledge?” or “How is knowledge acquired?”. In fact, epistemic logic grew out of epistemology in the Middle Ages thanks to the efforts of Burley and Ockham. The formal work, based on modal logic, that inaugurated contemporary research into epistemic logic dates back only to 1962 and is due to Hintikka. It then sparked in the 1960s discussions about the principles of knowledge and belief and many axioms for these notions were proposed and discussed. For example, the interaction axioms K p → B p {\displaystyle Kp\rightarrow Bp} and B p → K B p {\displaystyle Bp\rightarrow KBp} are often considered to be intuitive principles: if an agent Knows p {\displaystyle p} then (s)he also Believes p {\displaystyle p} , or if an agent Believes p {\displaystyle p} , then (s)he Knows that (s)he Believes p {\displaystyle p} . More recently, these kinds of philosophical theories were taken up by researchers in economics, artificial intelligence and theoretical computer science where reasoning about knowledge is a central topic. Due to the new setting in which epistemic logic was used, new perspectives and new features such as computability issues were then added to the research agenda of epistemic logic. === Syntax === In the sequel, A G T S = { 1 , … , n } {\displaystyle AGTS=\{1,\ldots ,n\}} is a finite set whose elements are called agents and P R O P {\displaystyle PROP} is a set of propositional letters. The epistemic language is an extension of the basic multi-modal language of modal logic with a common knowledge operator C A {\displaystyle C_{A}} and a distributed knowledge operator D A {\displaystyle D_{A}} . Formally, the epistemic language L EL C {\displaystyle {\mathcal {L}}_{\textsf {EL}}^{C}} is defined inductively by the following grammar in BNF: L EL C : ϕ ::= p ∣ ¬ ϕ ∣ ( ϕ ∧ ϕ ) ∣ K j ϕ ∣ C A ϕ ∣ D A ϕ {\displaystyle {\mathcal {L}}_{\textsf {EL}}^{C}:\phi ~~::=~~p~\mid ~\neg \phi ~\mid ~(\phi \land \phi )~\mid ~K_{j}\phi ~\mid ~C_{A}\phi ~\mid ~D_{A}\phi } where p ∈ P R O P {\displaystyle p\in PROP} , j ∈ A G T S {\displaystyle j\in {AGTS}} and A ⊆ A G T S {\displaystyle A\subseteq {AGTS}} . The basic epistemic language L E L {\displaystyle {\mathcal {L}}_{EL}} is the language L E L C {\displaystyle {\mathcal {L}}_{EL}^{C}} without the common knowledge and distributed knowledge operators. The formula ⊥ {\displaystyle \bot } is an abbreviation for ¬ p ∧ p {\displaystyle \neg p\land p} (for a given p ∈ P R O P {\displaystyle p\in PROP} ), ⟨ K j ⟩ ϕ {\displaystyle \langle K_{j}\rangle \phi } is an abbreviation for ¬ K j ¬ ϕ {\displaystyle \neg K_{j}\neg \phi } , E A ϕ {\displaystyle E_{A}\phi } is an abbreviation for ⋀ j ∈ A K j ϕ {\displaystyle \bigwedge \limits _{j\in A}K_{j}\phi } and C ϕ {\displaystyle C\phi } an abbreviation for C A G T S ϕ {\displaystyle C_{AGTS}\phi } . Group notions: general, common and distributed knowledge. In a multi-agent setting there are three important epistemic concepts: general knowledge, distributed knowledge and common knowledge. The notion of common knowledge was first studied by Lewis in the context of conventions. It was then applied to distributed systems and to game theory, where it allows to express that the rationality of the players, the rules of the game and the set of players are commonly known. General knowledge. General knowledge of ϕ {\displaystyle \phi } means that everybody in the group of agents A G T S {\displaystyle {AGTS}} knows that ϕ {\displaystyle \phi } . Formally, this corresponds to the following formula: E ϕ := ⋀ j ∈ A G T S K j ϕ . {\displaystyle E\phi :={\underset {j\in {AGTS}}{\bigwedge }}K_{j}\phi .} Common knowledge. Common knowledge of ϕ {\displaystyle \phi } means that everybody knows ϕ {\displaystyle \phi } but also that everybody knows that everybody knows ϕ {\displaystyle \phi } , that everybody knows that everybody knows that everybody knows ϕ {\displaystyle \phi } , and so on ad infinitum. Formally, this corresponds to the following formula C ϕ := E ϕ ∧ E E ϕ ∧ E E E ϕ ∧ … {\displaystyle C\phi :=E\phi \land EE\phi \land EEE\phi \land \ldots } As we do not allow infinite conjunction the notion of common knowledge will have to be introduced as a primitive in our language. Before defining the language with this new operator, we are going to give an example introduced by Lewis that illustrates the difference between the notions of general knowledge and common knowledge. Lewis wanted to know what kind of knowledge is needed so that the statement p {\displaystyle p} : “every driver must drive on the right” be a convention among a group of agents. In other words, he wanted to know what kind of knowledge is needed so that everybody feels safe to drive on the right. Suppose there are only two agents i {\displaystyle i} and j {\displaystyle j} . Then everybody knowing p {\displaystyle p} (formally E p {\displaystyle Ep} ) is not enough. Indeed, it might still be possible that the agent i {\displaystyle i} considers possible that the agent j {\displaystyle j} does not know p {\displaystyle p} (formally ¬ K i K j p {\displaystyle \neg K_{i}K_{j}p} ). In that case the agent i {\displaystyle i} will not feel safe to drive on the right because he might consider that the agent j {\displaystyle j} , not knowing p {\displaystyle p} , could drive on the left. To avoid this problem, we could then assume that everybody knows that everybody knows that p {\displaystyle p} (formally E E p {\displaystyle EEp} ). This is again not enough to ensure that everybody feels safe to drive on the right. Indeed, it might still be possible that agent i {\displaystyle i} considers possible that agent j {\displaystyle j} considers possible that agent i {\displaystyle i} does not know p {\displaystyle p} (formally ¬ K i K j K i p {\displaystyle \neg K_{i}K_{j}K_{i}p} ). In that case and from i {\displaystyle i} ’s point of view, j {\displaystyle j} considers possible that i {\displaystyle i} , not knowing p {\displaystyle p} , will drive on the left. So from i {\displaystyle i} ’s point of view, j {\displaystyle j} might drive on the left as well (by the same argument as abov

    Read more →
  • Personal media

    Personal media

    Personal media are media of communication which are used by an individual rather than by a corporation or institution. They are generally contrasted with mass media which are produced by teams of people and broadcast to a general population. In other words, personal media allow individuals, as opposed to corporate entities, to contribute knowledge and opinion to the public. The term dates from the 1980s. New technologies such as social media and self-publishing are creating a variety of modes for modern media. Marika Lüders suggests a two-dimensional model for classifying such media with one dimension being the degree of interaction between the senders and receivers; and the other dimension being the level of institutionalisation and professionalism. Katherine Nashleanas links the concept of personal media to the notion of 'control' by an individual as opposed to a centralised authority. She argues that although personal media including the fax have been available to the general public since the 1960s, more recent technologies such as the smartphone confer greater control over content production and distribution to their users.

    Read more →
  • Access-independent services

    Access-independent services

    Access-independent service (AIS) is a service concept in which a service does not depend on guaranteed access network cooperation for service delivery. Telecommunications industry analyst Dean Bubley first used the term in a report on Telco-OTT in February 2012. Traditionally, most telecom company or internet service provider services are access-dependent, because they rely heavily on guaranteed access cooperation on the network the service is delivered over. For instance, traditional IP-based TV service (IPTV) delivered by a telecom company is generally a managed service. This means that IPTV service assumes the IPTV service provider has control over the access network that the IPTV service is delivered over, and network quality of service (QoS) guarantees are available for IPTV service delivery. As a result, the reach of a telecom company's IPTV service is generally restricted by the reach of the telecom company's access network. In contrast, services offered by non-traditional video content delivery service providers such as Netflix, Hulu, and Amazon Video are considered access-independent services. Netflix's video content streaming service, for example, dynamically adapts to network conditions in real-time to strive for the best overall quality of experience (QoE) and does not assume guaranteed cooperation from the underlying IP network, such as QoS. As a result, without considering content rights and different countries' government restrictions, the reach of Netflix's video content streaming service is, in theory, the reach of the Internet. Skype is another example of AIS, because Skype offers an IP-based telephony service over the Internet without depending on IP network cooperation guarantees other than basic IP network connectivity. In the context of telecom service delivery, the concept of access independent services is also commonly described by the term "over-the-top" (OTT) services. OTT service providers such as but not limited to Facebook, WeChat, and Netflix generally do not own or directly manage any wide-area access network to begin with, so they design their services for overall quality of experience, with no assumptions on guaranteed access network cooperation.

    Read more →
  • Blend4Web

    Blend4Web

    Blend4Web is a free and open source framework for creating and displaying interactive 3D computer graphics in web browsers. == Overview == The Blend4Web framework leverages Blender to edit 3D scenes. Content rendering relies on WebGL, Web Audio, WebVR, and other web standards, without the use of plug-ins. It is dual-licensed. The framework is distributed under the free and open source GPLv3 and, a non-free license - with the source code being hosted on GitHub. A 3D scene can be prepared in Blender and then exported as a pair of JSON and binary files to load in a web application. It can also be exported as a single, self-contained HTML file, in which exported data, the web player GUI, and the engine itself are packed. The HTML option is considered to be the simplest way. The resulting file, which has a minimum size of 1 MB, can be embedded in a web page using a standard iframe HTML element. Blend4Web-powered web applications can be deployed on social networking websites such as Facebook. The Blend4Web toolchain consists of JavaScript libraries, the Blender add-on, and a set of tools for tweaking 3D scene parameters, debugging, and optimization. Developed by Moscow-based company Triumph in 2010, Blend4Web was publicly released on March 28, 2014. At the end of 2017, the project founders Yuri and Alex Kovelenov quit Triumph to start the development of a new WebGL framework Verge3D. In October 2019, an "Absolutely new Blend4Web" was announced, planned to make developing 3D apps easier and to add a new marketplace where people can offer their 3D models. == Features == The framework has a number of components typically found in game engines, including a positional audio system, physics engine (a fork of Bullet ported to JavaScript), animation system, and an abstraction layer for game logic programming. Up to 8 different types of animations can be assigned to a single object, including skeletal and per-vertex animation. The speed and the direction of animation (forward/backward play), as well as particle system parameters (size, initial velocity, and count), can be changed through the API. Among other supported features are: scene data dynamic loading and unloading, subsurface scattering simulation, and image-based lighting. Some out-of-box options exist for rendering extended outdoor environments, including foliage-wind interaction, water, atmosphere, and sunlight simulation. One example demonstrating these effects is "The Farm" tech demo, which also features multiple animated NPCs and the ability to walk, interact with objects and drive a vehicle in first-person mode. Being based on the cross-browser WebGL API, Blend4Web runs in the majority of web browsers, including mobile ones. There are some caveats for browsers with experimental WebGL support, such as Internet Explorer. There are also applications developed to run on Tizen-powered devices such as the Samsung Gear S2 smartwatch. Other features include: draw call batching, hidden surface determination, threaded physics simulation and ocean simulation. In version 14.09, Blend4Web introduced the possibility of adding interactivity to 3D scenes using a visual programming tool. The tool is reminiscent of the BGE's logic editor as it uses logic blocks that are placed inside Blender. It plays back animation tracks authored by an artist when the user interacts with predefined 3D objects. Since version 15.03, Blend4Web has supported attaching HTML elements (such as information windows) to 3D objects ("annotations") and copying objects in run time ("instancing"). The following post-processing effects are supported: glow, bloom, depth of field, crepuscular rays, motion blur, and screen space ambient occlusion. == Virtual reality and augmented reality == Virtual reality devices have been supported since the end of 2015. Specifically, Oculus Rift head-mounted display works over experimental WebVR API. The software also now includes preliminary support for gamepads, based on the Gamepad API. In 2017, the option to author augmented reality content was added. The system is based on the open-source tracking library ARToolKit and uses the WebRTC protocols. Starting from version 17.08, finger tracking is supported through the Leap Motion device. == Blender integration == The Blender add-on is written in Python and C and can be compiled for the Linux x86/x64, OS X x64, and MS Windows x86/x64 platforms. A Blend4Web-specific profile can be activated in the add-on settings. When switching to this profile, the Blender interface changes so that it only reveals settings relevant to Blend4Web. Blend4Web supports a set of Blender-specific features such as the node material editor (a tool for visual shader programming) and the particle system. There is basic support for Blender's non-linear animation (NLA) editor for creating simple scenarios. Blend4Web is based on Blender's real-time GLSL rendering engine, which users are recommended to use in order to enable WYSIWYG editing. == Notable uses == NASA developed an interactive web application called Experience Curiosity to celebrate the 3rd anniversary of the Curiosity rover landing on Mars. This Blend4Web-based app makes it possible to operate the rover, control its cameras and the robotic arm, and reproduce some of the prominent events of the Mars Science Laboratory mission. The application got presented at the beginning of the WebGL section at SIGGRAPH 2015. Experience Curiosity was ported to Verge3D for Blender in 2018 with several performance improvements and bug fixes. A General Motors authorized dealer in the United Arab Emirates has placed a functional Chevrolet Camaro 3D configurator on its website. Greenpeace created interactive 3D infographics to back Greenpeace's Detox campaign in Russia. Tallink featured an interactive 3D presentation of its MS Megastar vessel to allow visitors to browse details of the ship.

    Read more →
  • Corona-Warn-App

    Corona-Warn-App

    Corona-Warn-App was the official and open-source COVID-19 contact tracing app used for digital contact tracing in Germany made by SAP and Deutsche Telekom subsidiary T-Systems. It had been downloaded 22.8 million times as of 19 November 2020 and 26.2 million times as of 18 March 2021. The app has been promoted by billboard and broadcast advertisements, e.g. in cooperation with the German Football Association (DFB) and other prominent companies. The German government has announced that the app would no longer exchange tracing information as of April 30, 2023 & would enter hibernation as of June 1, 2023. == Effectiveness == Experts believe that time saved by using the app can be critical for improving the effectiveness contact tracing efforts. Some virologists say when at least 60% of people in Germany use it, it would be very effective. == Functioning == The app works with the Exposure Notification Framework (what is implemented in Google Play Services for Android and in iOS) by using Bluetooth to exchange codes with app users that are within 1.5 meters of each other for a period of at least 10 minutes. Anyone who tests positive for COVID-19 can share this information voluntarily with the app. Other app users are then notified about when, how long and at what distance they had contact with the infected person within a 14-day period. Testing is available for persons on a voluntary basis. === Server architecture === Based on the Client–server model five servers are operated within the app backend: the Corona-Warn-App server. It stores the authorized keys of infected users, referred to as diagnosis keys, from the past 14 days in its database. Stored diagnosis keys are grouped into regularly updated blocks which are transmitted to the Content Delivery Network. This interface supplies the keys for the app clients to download and locally compute a potential exposure risk. the Verification server. It is responsible for documenting the approval of the user to share their positive test result with the app and also to verify the test result. the Portal Server. It generates a so-called teleTAN token if the user did not give their consent to share their test result with the app at first but then changed their mind or if the local public health authority or test laboratory is not connected to the app system yet. the Test Result Server. It saves the test results provided by the local public health authorities or test laboratories for further use within the backend. the Federation Gateway Server. It connects to the national Corona-Warn-App servers of participating EU countries to enable transnational key exchange. By the distribution of the data on different servers the decoupling of the data becomes possible and results in an obstructed tracing of the app users. ==== Report of a positive COVID-19 test ==== The app provides a function to warn other app users by uploading their positive test result on a voluntarily and anonymous basis to the Corona-Warn-App server. In case the local public health authority or test laboratory is already connected to the app system, the user receives a QR-Code when the swab specimen is taken that can be scanned in the app. After scanning the QR-Code und the user getting authorized by the Verification server, the app receives an individual Registration token which gets stored locally and with which the status and the result of the test can be checked manually as well as automatically. If the local public health authority or test laboratory is not connected to the app system yet and the user wants to share their positive test result with other app users, it is required to request a teleTAN token by calling the verification hotline of the app. In both cases, the user can upload their diagnosis keys of the last 14 days to the Corona-Warn-App server in case their consent to share the information is given. The Corona-Warn-App server then verifies the uploaded keys by asking the Verification server if the keys are valid and if they are, the Corona-Warn-App server stores them in its database. == Privacy == The use of the app is voluntary. The app implements decentralized data storage to ensure data privacy. Employers can require that Corona-Warn be installed on company phones, but can not compel its use on private phones. == Funding == The open source app, which costs €20 million to develop is intended to supplement human contact tracing efforts, which Germany put in place during the early stages of the COVID-19 pandemic in Germany. In August 2022, a spokesperson for the German ministry of health announced that the total costs including all additional developments are now estimated to be closer to €150m. == Interoperability == At its start the app only worked in Germany, and Jens Spahn, than Federal Minister of Health (CDU), has said the development of a Europe-wide system is a future goal. With the update published on 19 October 2020 the app supports key-exchanges with the EU Interoperability Gateway and is therefore able to communicate with contact tracing apps from Ireland and Italy. Austria, Belgium, Czech Republic, Croatia, Cyprus, Denmark, Finland, Ireland, Italy, Latvia, Malta, Netherlands, Norway, Poland, Slovenia, Spain and Switzerland had joined the gateway as well and are also able to exchange keys with Corona-Warn-App. The app can be downloaded in many App stores outside of Germany. However, as of August 2021, the app is still unavailable for those of notable national German minorities like Turks, Russians or Ukrainians, who use App stores of their home countries. == Software variants == An unofficial Corona-Warn-App has been released on F-Droid, making the app available without proprietary components on Android phones. == Literature == Thomas Köllmann: Die Corona-Warn-App – Schnittstelle zwischen Datenschutz- und Arbeitsrecht. In: Neue Zeitschrift für Arbeitsrecht. Nr. 13, 10. Juli 2020, S. 831–836.

    Read more →
  • Facebook

    Facebook

    Facebook is an American social networking service owned by the American technology conglomerate Meta Platforms. It was founded in 2004 by Mark Zuckerberg, along with his Harvard College roommates and fellow students Eduardo Saverin, Andrew McCollum, Dustin Moskovitz, and Chris Hughes. The name Facebook derives from the face book directories often given to American university students. The service was initially limited to Harvard students before gradually expanding to other universities in North America. Since 2006, Facebook has permitted registration by individuals aged 13 and older, with the exception of South Korea, Spain, and Quebec, where the minimum age is 14. As of December 2023, Facebook reported approximately 3.07 billion monthly active users worldwide. As of July 2025, it was ranked as the third-most-visited website in the world, with 23 percent of its traffic originating from the United States. It was the most downloaded mobile application of the 2010s. Facebook can be accessed from devices with Internet connectivity, such as personal computers, tablets and smartphones. After registering, users can create a profile revealing personal information about themselves. They can post text, photos and multimedia which are shared either publicly or exclusively with other users who have agreed to be their friend, depending on privacy settings. Users can also communicate directly with each other with Messenger, edit messages (within 15 minutes after sending), join common-interest groups, and receive notifications on the activities of their Facebook friends and the pages they follow. Facebook has often been criticized over issues such as user privacy (as with the Facebook–Cambridge Analytica data scandal), political manipulation (as with the 2016 U.S. elections) and mass surveillance. The company has also been subject to criticism over its psychological effects such as addiction and low self-esteem, and over content such as fake news, conspiracy theories, copyright infringement, and hate speech. Commentators have accused Facebook of willingly facilitating the spread of such content, as well as overemphasizing its number of users to appeal to advertisers. == History == The history of Facebook traces its growth from a college networking site to a global social networking service. While attending Phillips Exeter in the early 2000s, Zuckerberg met Kris Tillery. Tillery, a one-time project collaborator with Zuckerberg, would create a school-based social networking project called Photo Address Book. Photo Address Book was a digital face book, created through a linked database composed of student information derived from the official records of the Exeter Student Council. The database contained linkages such as name, dorm-specific landline numbers, and student headshots. Mark Zuckerberg built a website called "Facemash" in 2003 while attending Harvard University. The site was comparable to Hot or Not and used photos from online face books, asking users to choose the 'hotter' person". Zuckerberg was reported and faced expulsion, but the charges were dropped. A "face book" is a student directory featuring photos and personal information. In January 2004, Zuckerberg coded a new site known as "TheFacebook", stating, "It is clear that the technology needed to create a centralized Website is readily available ... the benefits are many." Zuckerberg met with Harvard student Eduardo Saverin, and each agreed to invest $1,000. On February 4, 2004, Zuckerberg launched "TheFacebook". Membership was initially restricted to students of Harvard College. Dustin Moskovitz, Andrew McCollum, and Chris Hughes joined Zuckerberg to help manage the growth of the site. It became available successively to most universities in the US and Canada. In 2004, Napster co-founder Sean Parker became company president and the company moved to Palo Alto, California. PayPal co-founder Peter Thiel gave Facebook its first investment. In 2005, the company dropped "the" from its name after purchasing the domain name Facebook.com. In 2006, Facebook opened to everyone at least or only 13 years old with a valid email address. Facebook introduced key features like the News Feed, which became central to user engagement. By late 2007, Facebook had 100,000 pages on which companies promoted themselves. Facebook had surpassed MySpace in global traffic and became the world's most popular social media platform. Microsoft announced that it had purchased a 1.6% share of Facebook for $240 million ($373 million in 2025 dollars), giving Facebook an implied value of around $15 billion ($23.3 billion in 2025 dollars). Facebook focused on generating revenue through targeted advertising based on user data, a model that drove its rapid financial growth. In 2012, Facebook went public with one of the largest IPOs in tech history. Acquisitions played a significant role in Facebook's dominance. In 2012, it purchased Instagram, followed by WhatsApp and Oculus VR in 2014, extending its influence beyond social networking into messaging and virtual reality. The Facebook–Cambridge Analytica data scandal in 2018 revealed misuse of user data to influence elections, sparking global outcry and leading to regulatory fines and hearings. Facebook's role in global events, including its use in organizing movements like the Arab Spring and its impact on events like the Rohingya genocide in Myanmar, highlighted its dual nature as a tool for both empowerment and harm. In 2021, Facebook rebranded as Meta, reflecting its shift toward building the "metaverse" and focusing on virtual reality and augmented reality technologies. == Features == Facebook does not officially publish a maximum character limit for posts; however, user posts can be lengthy, with unofficial sources suggesting a high character limit. Posts may also include images and videos. According to Facebook's official business documentation, videos can be up to 240 minutes long and 10 GB in file size, with supported resolutions up to 1080p. Users can "friend" users, both sides must agree to being friends. Posts can be changed to be seen by everyone (public), friends, people in a certain group (group) or by selected friends (private). Users can join groups. Groups are composed of persons with shared interests. For example, they might go to the same sporting club, live in the same suburb, have the same breed of pet or share a hobby. Posts posted in a group can be seen only by those in a group, unless set to public. Users are able to buy, sell, and swap things on Facebook Marketplace or in a Buy, Swap and Sell group. Facebook users may advertise events, which can be offline, on a website other than Facebook, or on Facebook. == Website == === Technical aspects === The site's primary color is blue as Zuckerberg is red–green colorblind, a realization that occurred after a test taken around 2007. Facebook was initially built using PHP, a popular scripting language designed for web development. PHP was used to create dynamic content and manage data on the server side of the Facebook application. Zuckerberg and co-founders chose PHP for its simplicity and ease of use, which allowed them to quickly develop and deploy the initial version of Facebook. As Facebook grew in user base and functionality, the company encountered scalability and performance challenges with PHP. In response, Facebook engineers developed tools and technologies to optimize PHP performance. One of the most significant was the creation of the HipHop Virtual Machine (HHVM). This significantly improved the performance and efficiency of PHP code execution on Facebook's servers. The site upgraded from HTTP to the more secure HTTPS in January 2011. ==== 2012 architecture ==== Facebook is developed as one monolithic application. According to an interview in 2012 with Facebook build engineer Chuck Rossi, Facebook compiles into a 1.5 GB binary blob which is then distributed to the servers using a custom BitTorrent-based release system. Rossi stated that it takes about 15 minutes to build and 15 minutes to release to the servers. The build and release process has zero downtime. Changes to Facebook are rolled out daily. Facebook used a combination platform based on HBase to store data across distributed machines. Using a tailing architecture, events are stored in log files, and the logs are tailed. The system rolls these events up and writes them to storage. The user interface then pulls the data out and displays it to users. Facebook handles requests as AJAX behavior. These requests are written to a log file using Scribe (developed by Facebook). Data is read from these log files using Ptail, an internally built tool to aggregate data from multiple Scribe stores. It tails the log files and pulls data out. Ptail data are separated into three streams and sent to clusters in different data centers (Plugin impression, News feed impressions, Actions (plugin + news feed)). Puma is used to manage periods of high data

    Read more →
  • Haul video

    Haul video

    A haul video is a video recording posted to the Internet in which a person discusses items that they recently purchased, sometimes going into detail about their experiences during the purchase and the cost of the items they bought. The posting of haul videos (or hauls) was a growing trend between 2008 and 2016. Often the items bought are books, clothing, groceries, household goods, makeup, or jewellery. == Details == The posting of haul videos grew as a trend between 2008 and 2016. By late 2010, nearly a quarter of a million haul videos had been shared on the website YouTube alone. Certain videos have each received tens of millions of views. Many young adults (mostly women) have displayed their shopping hauls, while including their beauty and design commentary in the narration. The videos are often grouped by store name or by the type of product (cosmetics, accessories, shoes, postage stamps, etc.). Before haul videos became an online trend, millions of people spent time watching other people, in technical product videos unbox their latest new gadgets and technology. The trend of "unboxing videos" had emerged during 2006. Haul videos have led to celebrity status for some people. Other haul video bloggers have entered sponsorship deals and advertising programs from major brands. The videos are rarely negative about the products being reviewed. This aspect of the genre of haul videos makes sponsorship by brand advertisers particularly appealing. Brands including J.C. Penney contacted haulers as part of their marketing efforts for Back to School 2010. Haul videos also convinced three San Francisco Bay Area area natives to launch HaulBlog–a parody site that creates fake haul videos which poke fun at the phenomenon. The site is also home to the original monthly web series "The Haul Monitor" a humorous commentary show that features haul videos from around the community. == Fashion media == Sarah Sykes and John Zimmerman of Carnegie Mellon University, HCII and School of Design wrote an article "Making Sense of Haul Videos: Self-created Celebrities Fill a Fashion Media Gap". They discuss their analysis and research project examining what makes video bloggers so popular on YouTube, as well as how it affects fashion media through the production of haul videos. == Federal Trade Commission == The United States Federal Trade Commission recently enacted laws to regulate many types of online publishers and content creators. The posted information includes blogging and podcasting in text, images, audio, and video. While any publishers (including the haul-video creators) are allowed to accept free merchandise and advertising, the gifts or payments must be fully (and clearly) disclosed to reveal being paid by a brand name, as a sponsor, to review a product. The Canadian Radio-television and Telecommunications Commission is also closely monitoring such Internet activities.

    Read more →
  • International Webmasters Association

    International Webmasters Association

    The International Webmasters Association (IWA) is a non-profit association for education and certification of web professionals founded in 1996. It provides a Certified Web Professional certification. One of its objectives is to build a World Wide Web that is a true global community. According to the IWA, as of 2025 it has more than 100 official chapters with over 300,000 individual members in 106 countries. In 2001, the IWA merged with the HTML Writers Guild (HWG) and joined the World Wide Web Consortium (W3C). IWA's accomplishments include the publishing of the industry's first guidelines for ethical and professional standards, web certification and education programs, specialized employment resources, and technical assistance to individuals and businesses. IWA members participate to the activities of W3C WCAG Working Group, ATAG Working Group, and the XHTML Working Group. They have also participated in other initiatives such as the Multimodal Interaction Working Group which developed EMMA, the Extensible MultiModal Annotation markup language.

    Read more →
  • Shepp–Logan phantom

    Shepp–Logan phantom

    The Shepp–Logan phantom is a standard test image created by Larry Shepp and Benjamin F. Logan for their 1974 paper "The Fourier Reconstruction of a Head Section". It serves as the model of a human head in the development and testing of image reconstruction algorithms. == Definition == The function describing the phantom is defined as the sum of 10 ellipses inside a 2×2 square:

    Read more →
  • Content reference identifier

    Content reference identifier

    A content reference identifier or CRID is a concept from the standardization work done by the TV-Anytime forum. It is or closely matches the concept of the Uniform Resource Locator, or URL, as used on the World-Wide Web: A unit of content, in a broadcast stream, can be referred to by its globally unique CRID in the same way that a webpage can be referred to by its globally unique URL on the web. The concept of CRID permits referencing contents unambiguously, regardless of their location, i.e., without knowing specific broadcast information (time, date and channel) or how to obtain them through a network, for instance, by means of a streaming service or by downloading a file from an Internet server. The receiver must be capable of resolving these unambiguous references, i.e. of translating them into specific data that will allow it to obtain the location of that content in order to acquire it. This makes it possible for recording processes to take place without knowing that information, and even without knowing beforehand the duration of the content to be recorded: a complete series by a simple click, a program that has not been scheduled yet, a set of programs grouped by a specific criterion... This framework allows for the separation between the reference to a given content (the CRID) and the necessary information to acquire it, which is called a “locator”. Each CRID may lead to one or more locators which will represent different copies of the same content. They may be identical copies broadcast in different channels or dates, or cost different prices. They may also be distinct copies with different technical parameters such as format or quality. It may also be the case that the resolution process of a CRID provides another CRID as a result (for example, its reference in a different network, where it has an alternative identifier assigned by a different operator) or a set of CRIDs (for instance, if the original CRID represents a TV series, in which case the resolution process would result in the list of CRIDs representing each episode). From the above it can be concluded that provided that a given content can belong to many groups (each possibly defined by distinctive qualities), it is possible that many CRIDs carry the same content. That is, several CRIDs may be resolved into the same locator. A CRID is not exactly a universal, unique and exclusive identifier for a given content. It is closely related to the authority that creates it, to the resolution service provider, and to the content provider in such a way that the same content may have different CRIDs depending on the field in which they are used (for example, a different one for each television operator that has the rights to broadcast the content). == Format == A CRID is specified much like URLs. In fact, a CRID is a so-called URI. Typically, the content creator, the broadcaster or a third party will use their DNS-names in a combination with a product-specific name to create globally unique CRIDs. That is, the syntax of a CRID is: crid://authority/data The authority field represents the entity that created the CRID and its format is that of a DNS name. The data field represents a string of characters that will unambiguously identify the content within the authority scope (it is a string of characters assigned by the authority itself). As an example, let's assume that BBC wanted to make a CRID for (all the programs of) the Olympics in China. It may have looked something like this crid://bbc.co.uk/olympics/2008/ This would be a group CRID, that is, a CRID representing a group of contents. Then, to refer to a specific event – such as the women's shot-put final – they could have used the following inside their metadata. crid://bbc.co.uk/olympics/2008/final/shotput/women Currently, four types of CRIDs are playing a major role in some unidirectional television networks: programme CRID, series CRID, group CRID, and recommendation CRID. One of the most important applications of CRIDs is the so-called series link recording function (SL) of modern digital video recorders (DVR, PVR). In turn, a locator is a string of characters that contains all the necessary information for a receiver to find and acquire a given content, whether it is received through a transport stream, located in local storage, downloaded as a file from an Internet server, or through a streaming service. For example, a DVB locator will include all the necessary parameters to identify a specific content within a transport stream: network, transport stream, service, table and/or event identifiers. The locators' format, as established in TV-Anytime, is quite generic and simple, and corresponds to: [transport-mechanism]:[specific-data] The first part of the locator's format (the transport mechanism) must be a string of characters that is unique for each mechanism (transport stream, local file, HTTP Internet access...). The second part must be unambiguous only within the scope of a given transport mechanism and will be standardized by the organism in charge of the regulation of the mechanism itself. For instance, a DVB locator to identify a content within the transport stream of networks that follow this standard would be: dvb://112.4a2.5ec;2d22~20121212T220000Z—PT01H30M which would indicate a content (identified by the string “2d22”) that airs on a channel available on a DVB network identified by the address “112.4a2.5ec” (network “112”, transport stream “4a2” and service “5ec”), on 12 December 2012 at 10 p.m. and with a duration of 90 minutes. == The location resolution process == The location resolution process is the procedure by which, starting from the CRID of a given content, one or several locators of that content are obtained. Resolving a CRID can be a direct process, which leads immediately to one or many locators, or it may also happen that in the first place one or many intermediate CRIDs are returned, which must undergo the same procedure to finally obtain one or several locators. This procedure involves some information elements, among which we find two structures named resolving authority record (RAR) and ContentReferencingTable, respectively. Consulting them repeatedly will take the receiver from a CRID to one or many locators that will allow it to acquire the content. The RAR table The RAR table is one or many data structures that provide the receiver, for each authority that submits CRIDs, information on the corresponding resolution service provider. Among other things, it informs about which mechanism is used to provide information to resolve the CRIDs from each authority. That is, one or many RAR records must exist for each authority that indicate the receiver where it has to go to resolve the CRIDs of that particular authority. For example, in the record of the figure (expressed by means of a XML structure, according to the XML Schema defined in the TV-Anytime) there is an authority called “tve.es”, whose resolution service provider is the entity “rtve.es”, available on the URL "http://tva.rtve.es/locres/tve", which means there is resolution information in that URL. These RAR records will have reached the receiver in an indefinite form, unimportant for the TV-Anytime specification, which will depend on the specific transport mechanism of the network to which the receiver is connected. Each family of standards that regulates distribution networks (DVB, ATSC, ISDB, IPTV...) will have previously defined such procedure, which will be used by devices certified according to those standards. The ContentReferencingTable table The second structure involved in the location resolution process is a proper resolution table which, given a content's CRID, returns one or several locators that enable the receiver to access an instance of that content, or one or many CRIDs that allow it to move forward in the resolution process. The figure shows an example of this second structure, an XML document according to the specifications of the XML Schema defined in TV-Anytime. In it, several sections are included ( elements) that structure the information that describes each resolution case. The first one declares how a CRID (crid://tv.com/Friends/all), which corresponds to a group content that encompasses several episodes (two) of the “Friends” series is resolved. The result of the resolution process provides two new CRIDs each of them corresponding to one of the two episodes. The second element resolves the CRID of the first episode of the first season. The result of the resolution process is two DVB locators. The “acquire” attribute with “any” value indicates that any of them are good (the second one is a repetition broadcast a week later). The third element gives information about the second episode. It indicates that it cannot be resolved yet (“status” attribute with the “cannot yet resolve” value), indicating a date on which the request for resolution information must be repeated. The pro

    Read more →
  • Giditraffic

    Giditraffic

    GidiTraffic (or GIDITRAFFIC) is an online social service started on 23 September 2011. Based primarily on social media, the service employs crowdsourcing as its primary means of providing real-time traffic updates to subscribers on its platform. The service, delivered free of charge, affords its users access to various types of information. Though its broadest category of users is road users and motorists, GIDITRAFFIC lends itself as a platform for answering inquiries from anyone who requires information on any subject of interest. GIDITRAFFIC's core competence is in vehicular traffic reports, however, the service also handles all other forms of traffic (going by the fact that the word traffic also means "the mutual exchange of information"). == Operation == Users of the service log on to its Twitter feed to get up-to-date traffic information or to post a general inquiry, which GIDITRAFFIC then publishes to all subscribers. Through crowdsourced replies, a requester receives numerous responses from other subscribers who have seen the question and can provide a relevant answer. In addition, updates are provided by subscribers to the platform via their mobile devices, thereby making the service effective in delivering traffic updates as they occur, and providing timely answers to other user inquiries. This informs GIDITRAFFIC's motto of "Lending each other an eye", alluding to the collaboration and cooperation between the platform's users in making the service indispensable to its users. == Reception == On Twitter, which is its primary platform, the service caters to over 1,800,000 subscribers, with the number increasing daily. The popularity of the platform stems from the fact that it not only keeps its subscribers abreast of the traffic situation in Lagos, the commercial capital city of Nigeria (well known for its many traffic jams), but users in other parts of the world. For a regular user of the platform, knowing where to avoid getting to a set destination in good time is well worth the two or three minutes it takes to access and scroll through the GIDITRAFFIC feed for updates. Another interesting aspect of this platform is the identity of the person behind it. The sustained anonymity of this individual has sparked many discussions centering on his or her possible identity. Online, GIDITRAFFIC continuously publishes traffic updates and user questions, while keeping up witty interactions with the platform's followers round the clock – adding to the mystery and persona of the GIDITRAFFIC owner. == Awards and recognition == In early 2012, GIDITRAFFIC received a nomination for a Shorty Award in the Life-Saving Hero category. Although this did not translate into a win, it brought recognition and wider exposure for the service from international news outlets such as the BBC, Washington Post. and New York Times. Back home in Nigeria, also in 2012, GIDITRAFFIC was honored with a Future Award for Best Use of New Media in recognition of the huge impact the service has had in terms of helping Lagos residents better manage time spent in traffic. == Mobile Applications == In 2012, GIDITRAFFIC partnered with telecommunications company Nokia to produce a downloadable mobile traffic application (the GIDITRAFFIC application, available for Nokia Asha phones on Nokia's online store). There are plans to extend the application to a wider range of mobile phone platforms. On 4 September 2013, the GIDITRAFFIC application for Nokia Lumia phones using Windows Phone 8 was launched on the Windows App Store.

    Read more →
  • Democratization of technology

    Democratization of technology

    Democratization of technology is the process by which access to technology rapidly extends to an ever-broader audience, especially from a select group of people to the average public. New technologies and improved user experiences have empowered those outside of the technical industry to access and use technological products and services. At an increasing scale, consumers have greater access to use and purchase technologically sophisticated products, as well as to participate meaningfully in the development of these products. Industry innovation and user demand have been associated with more affordable, user-friendly products. This is an ongoing process, beginning with the development of mass production and increasing dramatically as digitization became commonplace. Thomas Friedman argued that the era of globalization has been characterized by the democratization of technology, democratization of finance, and democratization of information. Technology has been critical in the latter two processes, facilitating the rapid expansion of access to specialized knowledge and tools, as well as changing the way that people view and demand such access. A counter argument is that this is just a process of 'massification' - more people can use banks, technology, have access to information, but it does not mean there is any more democratic influence over its production, or that this massification promotes Democracy. == History == Scholars and social critics often cite the invention of the printing press as a major invention that changed the course of history. The force of the printing press rested not in its impact on the printing industry or inventors, but on its ability to transmit information to a broader public by way of mass production. This event is so widely recognized because of its social impact – as a democratizing force. The printing press is often seen as the historical counterpart to the Internet. After the development of the Internet in 1969, its use remained limited to communications between scientists and within government, although use of email and boards gained popularity among those with access. It did not become a popular means of communication until the 1990s. In 1993 the US federal government opened the Internet to commerce and the creation of HTML formed the basis for universal accessibility. === Major innovations === The Internet has played a critical role in modern life as a typical feature of most Western households, and has been key in the democratization of knowledge. It not only constitutes arguably the most critical innovation in this trend thus far; it has also allowed users to gain knowledge of and access to other technologies. Users can learn of new developments more quickly, and purchase high-tech products otherwise only actively marketed to recognized experts. Social media has also empowered and emboldened users to become contributors and critics of technological developments. Some have argued that cloud computing is having a major effect by allowing users greater access through mobility and pay-as-you-use capacity. The open-source model allows users to participate directly in development of software, rather than indirect participation, through contributing opinions. By being shaped by the user, development is directly responsive to user demand and can be obtained for free or at a low cost. In a comparable trend, arduino and littleBits have made electronics more accessible to users of all backgrounds and ages. The development of 3D printers has the potential to increasingly democratize production. Generative artificial intelligence tools have the potential to democratize the process of innovation by improving the ability of individuals to specify and visualize ideas. The democratization of artificial intelligence refers to the transition from AI as a high-cost, specialized field to one accessible to non-experts and smaller organizations. This process is driven by the release of open-weights models, the availability of cloud computing for model training, and the emergence of no-code development platforms. While early AI development was concentrated within Big Tech firms and elite research universities, the 2020s saw a proliferation of public tools like ChatGPT and repositories such as Hugging Face, which lowered the technical barriers to entry. However, the trend has faced criticism as the "illusion of democratization," as the underlying GPU hardware remains concentrated among a few global providers. == Cultural impact == This trend is linked to the spread of knowledge of and ability to perform high-tech tasks, challenging previous conceptions of expertise. Widespread access to technology, including lower costs, was critical to the transition to the new economy. Similarly, democratization of technology was also fuelled by this economic transition, which produced demands for technological innovation and optimism in technology-driven progress. Since the 1980s, a spreading constructivist conception of technology has emphasized that the social and technical domains are critically intertwined. Scholars have argued that technology is non-neutral, defined contextually and locally by a certain relationship with society. Andrew Feenberg, a central thinker in the philosophy of technology, argued that democratizing technology means expanding technological design to include alternative interests and values. When successful in doing so, this can be a tool for increasing inclusiveness. This also suggests an important participatory role for consumers if technology is to be truly democratic. Feenberg asserts that this must be achieved by consumer intervention in a liberated design process. Improved access to specialized knowledge and tools has been associated with an increase in the "do it yourself" (DIY) trend. This has also been associated with consumerization, whereby personal or privately owned devices and software are also used for business purposes. Some have argued that this is linked to reduced dependence on traditional information technology departments. Astra Taylor, the author of the book The People's Platform: Taking Back Power and Culture in the Digital Age, argues, "The promotion of Internet-enabled amateurism is a lazy substitute for real equality of opportunity." === Industry impact === In some ways, democratization of technology has strengthened this industry. Markets have broadened and diversified. Consumer feedback and input is available at a very low or no cost. However, related industries are experiencing decreased demand for qualified professionals as consumers are able to fill more of their demands themselves. Users of a range of types and status have access to increasingly similar technology. Because of the decreased costs and expertise necessary to use products and software, professionals (e.g. in the audio industry) may experience loss of work. In some cases, technology is accessible but sufficiently complex that most users without specialized training are able to operate it without necessarily understanding how it works. Additionally, the process of consumerization has led to an influx in the number of devices in businesses and accessing private networks that IT departments cannot control or access. While this can lead to lowered operating costs and increased innovation, it is also associated with security concerns that most businesses are unable to address at the pace of the spread of technology. === Political impact === Some scholars have argued that technological change will bring about a third wave of democracy. The Internet has been recognized for its role in promoting increased citizen advocacy and government transparency. Jesse Chen, a leading thinker in democratic engagement technologies, distinguishes the democratizing effects of technology from democracy itself. Chen has argued that, while the Internet may have democratizing effects, the Internet alone cannot deliver democracy at all levels of society unless technologies are purposely designed for the nuances of democracy, specifically the engagement of large groups of people in between elections in and beyond government. The spread of the Internet and other forms of technology has led to increased global connectivity. Many scholars believe that it has been associated in the developing world not only with increased Western influence, but also with the spread of democracy through increased communication, efficiency, and access to information. Scholars have drawn associations between the level of technological connectedness and democracy in many nations. Technology can enhance democracy in the developed world as well. In addition to increased communication and transparency, some electorates have implemented online voting to accommodate an increased number of citizens.

    Read more →
  • Packed pixel

    Packed pixel

    In packed pixel or chunky framebuffer organization, the bits defining each pixel are clustered and stored consecutively. For example, if there are 16 bits per pixel, each pixel is represented in two consecutive (contiguous) 8-bit bytes in the framebuffer. If there are 4 bits per pixel, each framebuffer byte defines two pixels, one in each nibble. The latter example is as opposed to storing a single 4-bit pixel in a byte, leaving 4 bits of the byte unused. If a pixel has more than one channel, the channels are interleaved when using packed pixel organization. Packed pixel displays were common on early microcomputer system that shared a single main memory for both the central processing unit (CPU) and display driver. In such systems, memory was normally accessed a byte at a time, so by packing the pixels, the display system could read out several pixels worth of data in a single read operation. Packed pixel is one of two major ways to organize graphics data in memory, the other being planar organization, where each pixel is made of individual bits stored in their own plane. For a 4-bit color value, memory would be organized as four screen-sized planes of one bit each and a single pixel's value built up by selecting the appropriate bit from each plane. Planar organization has the advantage that the data can be accessed in parallel, and is used when memory bandwidth is an issue.

    Read more →
  • G7 Rapid Response Mechanism

    G7 Rapid Response Mechanism

    The G7 Rapid Response Mechanism (RRM) is an initiative introduced in the "Charlevoix Commitment on Defending Democracy from Foreign Threats", issued by the leaders of the Group of Seven (G7) countries—United States, Canada, Japan, United Kingdom, France, Germany and Italy—on June 9, 2018, during their summit in Charlevoix, Quebec. The RRM's mandate is to strengthen the coordination of G7 member countries, as well as "to identify and respond to diverse and evolving threats to our democracies, including through sharing information and analysis, and identifying opportunities for coordinated response" The G7 is an informal international intergovernmental economic organization that meets annually, whose members represent the seven wealthiest advanced economies in the world, as measured by the International Monetary Fund (IMF). == Constituents == The following countries and organisations are members and observers (associate members) of the G7 Rapid Response Mechanism: Australia Canada France Germany Italy Japan Netherlands New Zealand Poland Sweden United Kingdom United States European Union North Atlantic Treaty Organization == Mandate == The RRM was mandated to "strengthen coordination to prevent, thwart and respond to malign and evolving threats to G7 democracies." It "will share information and threat analysis related to various threats to democracy, and is an established mechanism to identify opportunities for coordinated response." According to the Institute for Research on Public Policy's Policy Options magazine, the "RRM initiative seeks to strengthen the leading democracies' coordination to identify and respond to diverse and evolving threats…including through sharing information and analysis, and identifying opportunities for a coordinated response." == Administration == The RRM initiative is led by Canada through Global Affairs Canada's Centre for International Digital Policy. Tara Denham, Director of the Centre for International Digital Policy at Global Affairs Canada, directed the team responsible for setting up the RRM Coordination Unit. Global Affairs Canada—the Department of Foreign Affairs, Trade and Development—is the federal Canadian ministry responsible for diplomatic and consular relations, international trade, and international development and humanitarian assistance. The Centre for International Digital Policy includes the Digital Inclusion Lab and the RRM. Denham is also the RRM's Canadian Focal Point. At a briefing on "the security and intelligence threats to elections" of the House of Commons Standing Committee on Access to Information, Privacy and Ethics, the chair Bob Zimmer (CPC), said that the 2019 general election "may be different" from past elections in Canada. as the "tools that were used to strengthen civic engagement are being used to undermine, disrupt and destabilize democracy." "Democracies around the world have entered a new era—an era of heightened threat and heightened vigilance—and 2019 will see a number of countries brace for volleys of attempted disruption: India, Australia, Ukraine, Switzerland, Belgium, the EU and, of course, Canada. Evidence has confirmed that the most recent Canadian general election, in 2015, was unencumbered by interference, although there were some relatively primitive attempts to disrupt, misinform and divide. These efforts were few in number and uncoordinated, and had no visible impact on the voter, either online or in line." Zimmer described the initiative's three pillars. "enhancing citizen preparedness" through the "digital citizen initiative" "improving organizational readiness" with national security and intelligence agencies supporting Elections Canada "ensure a comprehensive understanding of and response to any threats to Canada's democratic process." by establishing the Security and Intelligence Threats to Elections Task Force (SITE) which works as a team with the Communications Security Establishment (CSE), the Canadian Security Intelligence Service (CSIS), the Royal Canadian Mounted Police (RCMP), as well as Global Affairs Canada Zimmer said that as part of the third pillar, "We have activated the G7 rapid response mechanism, announced at the G7 leaders' summit in Charlevoix, to strengthen coordination among our G7 allies and to ensure that there is international collaboration and coordination in responding to foreign threats to democracy." == Background == === Charlevoix summit === The G7 met from June 8 to 9, 2018 during their summit at the Manoir Richelieu in Charlevoix, in La Malbaie, Quebec. The Charlevoix Summit was the 44th G7 summit. The group issued eight "Commitments" at the summit. They included: Commitment on Defending Democracy from Foreign Threats Commitment on Equality and Economic Growth Commitment to End Sexual and Gender-Based Violence, Abuse and Harassment in Digital Contexts Declaration on Quality Education for Girls, Adolescent Girls and Women in Developing Countries Commitment on Innovative Financing for Development. Prime Minister Justin Trudeau announced five themes for Canada's G7 presidency which began in January 2018. === Defending Democracy from Foreign Threats === "We commit to take concerted action in responding to foreign actors who seek to undermine our democratic societies and institutions, our electoral processes, our sovereignty and our security as outlined in the Charlevoix Commitment on Defending Democracy from Foreign Threats. We recognize that such threats, particularly those originating from state actors, are not just threats to G7 nations, but to international peace and security and the rules-based international order. We call on others to join us in addressing these growing threats by increasing the resilience and security of our institutions, economies and societies, and by taking concerted action to identify and hold to account those who would do us harm." They committed to "cooperate in defending democracies from foreign threats and establish a response mechanism for that purpose". "Democracy and the rules-based international order are increasingly being challenged by authoritarianism and the defiance of international norms. In particular, foreign actors seek to undermine our democratic societies and institutions, our electoral processes, our sovereignty and our security. These malicious, multi-faceted and ever-evolving tactics constitute a serious strategic threat which we commit to confront together, working with other governments that share our democratic values." The Charlevoix Commitment states that "foreign actors seek to undermine our democratic societies and institutions, our electoral processes, our sovereignty and our security. These malicious, multi-faceted and ever-evolving tactics constitute a serious strategic threat which we commit to confront together, working together with other governments that share our democratic values." The Charlevoix Summit resolved to "establish a G7 Rapid Response Mechanism to strengthen our coordination to identify and respond to diverse and evolving threats to our democracies, including through sharing information and analysis, and identifying opportunities for coordinated response." == Monitored elections == === 2019 European Parliament election === RRM Canada's comprehensive report on the 2019 European Parliament election analyzed open data "related to foreign interference during and leading up to the 2019 European Union Parliamentary Elections, May 23–26, 2019". RRM Canada did not find "significant evidence of state-based foreign interference, or any large-scale, organized and coordinated efforts by non-state actors". They did find that "national or international non-state actors" used tactics based on those used by the Russian sponsored Internet Research Agency (IRA) in previous elections, "such as the 2016 U.S. Elections". For example, blogs, webpages, and social media accounts on Twitter, Facebook and Reddit "were used to spread divisive and false information to damage and negatively impact social cohesion and trust in democratic processes and institutions" in coordinated networks of Facebook groups. === 2019 Alberta general election === RRM Canada's analyz report on the 2019 Alberta general election was intended to "identify any emerging tactics in foreign interference and draw lessons learned for the Canadian general elections scheduled to take place in October 2019." No foreign activity was detected, although the data revealed ""suspicious account creation pattern that is indicative of troll or bot activity". They found "automated inauthentic behaviour and trolling activities" but concluded that they were "very likely domestic". The data showed "suspicious account creation pattern that is indicative of troll or bot activity", and "spikes in account creation" which suggested the "presence of accounts developed for a specific purpose." The accounts were very likely domestic and were "mainly comprised of supporters of the United Conservative Party (UCP)." A seco

    Read more →
  • Radio code

    Radio code

    A radio code is any code that is commonly used over a telecommunication system such as Morse code, brevity codes and procedure words. == Brevity code == Brevity codes are designed to convey complex information with a few words or codes. Specific brevity codes include: ACP-131 Aeronautical Code signals ARRL Numbered Radiogram Multiservice tactical brevity code Ten-code Phillips Code NOTAM Code === Operating signals === Brevity codes that are specifically designed for use between communications operators and to support communication operations are referred to as "operating signals". These include: Prosigns for Morse code 92 Code, Western Union telegraph brevity codes Q code, initially developed for commercial radiotelegraph communication, later adopted by other radio services, especially amateur radio. Used since circa 1909. QN Signals, published by the ARRL and used by Amateur radio operators to assist in the transmission of ARRL Radiograms in the National Traffic System. R and S brevity codes, published by the British Post Office in 1908 for coastal wireless stations and ships, superseded in 1912 by Q codes X code, used by European military services as a wireless telegraphy code in the 1930s and 1940s Z code, also used in the early days of radiotelegraph communication. == Other == Morse code is commonly used in amateur radio. Morse code abbreviations are a type of brevity code. Procedure words used in radiotelephony procedure, are a type of radio code. Spelling alphabets, including the ICAO spelling alphabet, are commonly used in communication over radios and telephones. == Other meanings == Many car audio systems (car radios) have a so-called 'radio code' number which needs to be entered after a power disconnection. This was introduced as a measure to deter theft of these devices. If the code is entered correctly, the radio is activated for use. Entering the code incorrectly several times in a row will cause a temporary or permanent lockout. Some car radios have another check which operates in conjunction with car electronics. If the VIN or another vehicle ID matches the previously stored one, the radio is activated. If the radio cannot verify the vehicle, it is considered to be moved into another vehicle. The radio will then request for the code number or simply refuse to operate and display an error message such as "CANCHECK" or "SECURE".

    Read more →