AI Chatbot Companion

AI Chatbot Companion — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Application framework

    Application framework

    In computer programming, an application framework consists of a software framework used by software developers to implement the standard structure of application software. Application frameworks became popular with the rise of graphical user interfaces (GUIs), since these tended to promote a standard structure for applications. Programmers find it much simpler to create automatic GUI creation tools when using a standard framework, since this defines the underlying code structure of the application in advance. Developers usually use object-oriented programming (OOP) techniques to implement frameworks such that the unique parts of an application can simply inherit from classes extant in the framework. == Examples == Apple Computer developed one of the first commercial application frameworks, MacApp (first release 1985), for the Macintosh. Originally written in an extended (object-oriented) version of Pascal termed Object Pascal, it was later rewritten in C++. Another notable framework for the Mac is Metrowerks' PowerPlant, based on Carbon. Cocoa for macOS offers a different approach to an application framework, based on the OpenStep framework developed at NeXT. Since the 2010s, many apps have been created with the frameworks based on Google's Chromium project. The two prominent ones are Electron and the Chromium Embedded Framework. Free and open-source software frameworks exist as part of the Mozilla, LibreOffice, GNOME, KDE, NetBeans, and Eclipse projects. Microsoft markets a framework for developing Windows applications in C++ called the Microsoft Foundation Class Library, and a similar framework for developing applications with Visual Basic or C#, named .NET Framework. Several frameworks can build cross-platform applications for Linux, Macintosh, and Windows from common source code, such as Qt, wxWidgets, Juce, Fox toolkit, or Eclipse Rich Client Platform (RCP). Oracle Application Development Framework (Oracle ADF) aids in producing Java-oriented systems. Silicon Laboratories offers an embedded application framework for developing wireless applications on its series of wireless chips.

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  • Groundswell (book)

    Groundswell (book)

    Groundswell is a book by Forrester Research executives Charlene Li and Josh Bernoff that focuses on how companies can take advantage of emerging social technologies. It was published in 2008 by Harvard Business Press. A revised edition was published in 2011. The book attempts to explain a shift in the relationship between customers and companies, in which companies are no longer able to control customers' attitudes through market research, customer service, and advertising. Instead, customers are controlling the conversation by using new media to communicate about products and companies. == Synopsis == The groundswell is characterized by several tactics that guide companies into using social technologies strategically and effectively. Listening: Businesses should listen to their customers to understand what the market is looking for in their products. In order to do this, a company needs to find out if their customers are using social technologies and how they are using them. Talking: Instead of advertising to customers, marketing departments should find creative ways to connect with users about their experience with a product and their feelings about the brand. One common method is participation in social networks. Energizing: Enthusiastic customers are part of the groundswell, and companies can recognize and appreciate these customers by creating online communities and social platforms where they can connect with the brand and provide reviews. Supporting: Businesses can harness the support of their own employees by creating internal social applications for them to connect with the brand, also known as enterprise social software. == Groundswell in action == === Examples === Some companies distinguish their product through the use of social technologies. Tom Dickson successfully marketed his Blendtec line of blenders through the viral marketing campaign Will It Blend? The groundswell spread marketing messages through Digg and YouTube with a small budget and little marketing experience. Other companies have been able to listen to and talk with the groundswell by building their own online communities. Procter & Gamble created beinggirl.com Archived 2016-04-10 at the Wayback Machine to introduce girls to P&G feminine care products. The community approach worked because the company could reach girls with information that might seem embarrassing or sensitive in a traditional marketing campaign. === Risks === Features of particular industries or companies can make direct customer engagement more difficult. For instance, some companies must work within industry regulations, national or multinational corporations must balance corporate and local engagement, and other companies must find ways to engage with customers on time-sensitive issues. == Reception == Kevin Allison of the Financial Times praised the book for its focus on Web analytics: "[Groundswell] is not so much a manifesto or a dissection of online culture as it is a how-to manual for executives and mid-level managers trying to navigate this fast-changing and often confusing environment." The book won the American Marketing Association Foundation’s Berry-AMA Book Prize for best marketing book of 2009. It was also listed by: Amazon, as one of the Top 10 Business & Investing Books of 2008 CIO Insight, as one of the Top 10 Business-Tech Books of 2008 and one of 10 Insightful Web 2.0 Books Fortune as Magazine as one of the 3 best Web books of 2008 Advertising Age as number 3 of 10 Books You Should Have Read BusinessWeek as one of the Best Innovation & Design Books of 2008 "strategy+business" as one of the Best Business Books 2008 and “Top Shelf” in Marketing

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  • Microelectronics

    Microelectronics

    Microelectronics is a subfield of electronics. As the name suggests, microelectronics relates to the study and manufacture (or microfabrication) of very small electronic designs and components. Usually, but not always, this means micrometre-scale or smaller. These devices are typically made from semiconductor materials. Many components of a normal electronic design are available in a microelectronic equivalent. These include transistors, capacitors, inductors, resistors, diodes and (naturally) insulators and conductors can all be found in microelectronic devices. Unique wiring techniques such as wire bonding are also often used in microelectronics because of the unusually small size of the components, leads and pads. This technique requires specialized equipment and is expensive. Digital integrated circuits (ICs) consist of billions of transistors, resistors, diodes, and capacitors. Analog circuits commonly contain resistors and capacitors as well. Inductors are used in some high frequency analog circuits, but tend to occupy larger chip area due to their lower reactance at low frequencies. Gyrators can replace them in many applications. As techniques have improved, the scale of microelectronic components has continued to decrease. At smaller scales, the relative impact of intrinsic circuit properties, such as unintended interactions between components or their parts, may become more significant. These are called parasitic effects, and the goal of the microelectronics design engineer is to find ways to compensate for or to minimize these effects, while delivering smaller, faster, and cheaper devices. Today, microelectronics design is largely aided by electronic design automation (EDA) software.

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  • M-DISC

    M-DISC

    M-DISC (Millennial Disc) is a write-once optical disc technology introduced in 2009 by Millenniata, Inc. and available as DVD and Blu-ray discs. == Overview == M-DISC's design is intended to provide archival media longevity. M-Disc claims that properly stored M-DISC DVD recordings will last up to 1000 years. The M-DISC DVD looks like a standard disc, except it is almost transparent with later DVD and BD-R M-Disks having standard and inkjet printable labels. The patents protecting the M-DISC technology assert that the data layer is a glassy carbon material that is substantially inert to oxidation and has a melting point of 200–1000 °C (392–1832 °F). M-Discs are readable by most regular DVD players made after 2005 and Blu-Ray and BDXL disc drives and writable by most made after 2011. Available recording capacities conform to standard DVD/Blu-ray sizes: 4.7 GB DVD+R to 25 GB BD-R, 50 GB BD-R and 100 GB BDXL. == History == M-DISC developer Millenniata, Inc. was co-founded by Brigham Young University professors Barry Lunt, Matthew Linford, CEO Henry O'Connell and CTO Doug Hansen. The company was incorporated on May 13, 2010, in American Fork, Utah. Millenniata, Inc. officially went bankrupt in December 2016. Under the direction of CEO Paul Brockbank, Millenniata had issued convertible debt. When the obligation for conversion was not satisfied, the company defaulted on the debt payment and the debt holders took possession of all of the company's assets. The debt holders subsequently started a new company, Yours.co, to sell M-DISCs and related services. As of the 2020s, there are only 2 licensed manufacturers of M-Discs: Ritek, sold under the Ritek and RiDATA brands, and Verbatim with co-branded discs, marketed as the "Verbatim M-DISC". 128 GB BDXL never made it to market due to the 2016 bankruptcy. Early in 2022, Verbatim changed the formulation of their M-DISC branded Blu-rays. These new discs could be written at a faster rate than the previous ones – 6× speed instead of 4×. The new discs also had different colouration and markings compared with older version. Later in the year customers accused Verbatim of selling an inferior product and deceptive marketing. Verbatim responded that the new discs were a further development of the older discs and should have the same longevity, and that the technical changes therein were responsible for the altered appearance and higher write speeds. The updated M-DISC currently sold on the market uses the same metal ablative layer (MABL) metal oxide inorganic recording layer used in many of Verbatim's regular Blu-ray products. == Durability claims == The original M-DISC DVD+R was tested according to ISO/IEC 10995:2011 and ECMA-379 with a projected rated lifespan of several hundred years in archival use. The glassy carbon layers, in theory if preserved correctly in an environment like a salt mine, could store the data for over 10,000 years before going outside of readable specifications. However, the polycarbonate plastics, which are commonly used by almost all optical media and heavily in CBRN and ballistic protective equipment due to their optical, physical impact and chemical resistant properties, have a lifespan rating of only around 1000 years before degradation. Verbatim Japan claims that M-DISCs now use a titanium layer to prevent moisture ingression and to provide environmental stability. M-DISCs sold in Japan are advertised to have a projected lifespan of 100 years or more based on internal ISO/IEC 16963 testing, while other regional Verbatim websites claim that M-DISCs have a projected lifespan of "several hundred years" based on ISO/IEC 16963 testing. == Durability testing == In 2009, testing was done by the US Department of Defense (DoD) producing the China Lake Report testing Millenniata's M-Disk DVD to current market offerings from Delkin, MAM-A, Mitsubishi, Taiyo Yuden and Verbatim with all brands using organic dyes failing to pass the series of accelerated aging tests. From 2010 to 2012, the French National Laboratory of Metrology and Testing (LNE) used high-temperature accelerated aging testing, at 90 °C (194 °F) and 85% relative humidity inside a CLIMATS Excal 5423-U, for 250 to 1000 hours with a mix of inorganic DVD+R discs from MPO, Verbatim, Maxell, Syylex and DataTresor. The summary of the tests states that Syylex Glass Master Disc was rated for 1000+ hours, DataTresor Disc 250 hours+ and M-Disk under 250 hours. The Syylex disc was a custom-ordered product that could not be burned in a consumer player when they were still purchaseable from Syylex before their bankruptcy, so it was not truly in the same category as the others. In 2016, a consumer Mol Smith did real world stress testing on the 25 GB BD-R M-Disc alongside TDK's standard BD-R 25 GB disc using a copied movie, which demonstrated the reliability of M-Disc's molding compared to standard discs; after 60 days of outdoor direct exposure the M-Disk was played without error, while the TDK disc was physically destroyed. In 2022, the NIST Interagency Report NIST IR 8387 listed the M-Disc as an acceptable archival format rated for 100+ years, citing the aforementioned 2009 and 2012 tests by the US Department of Defense and French National Laboratory of Metrology and Testing as sources. == Commercial support == While recorded discs are readable in conventional DVD and BD drives, M-disc DVDs can only be burned by drives with firmware that supports the slightly higher power mode that M-Disk requires for burning its inorganic layers, as such writing speed is typically 2× speed. Blu-ray M-discs can be both written and read in most standard Blu-ray drives and are certified by the Blu-ray Disc Association to meet all current standard specifications as of 2019. Typically, the M-Discs cost 1.5–3× the price of standard Blu-Ray discs with DVD M-Discs now having sparse availability. With the first-generation DVD M-DISCs, it was difficult to determine which was the writable side of the disc due to being near fully translucent, until coloring and later labels similar to that on standard DVD discs was added to discs to help distinguish the sides preventing user error. Asus, LG Electronics, Lite-On, Pioneer, Buffalo Technology, and Hitachi-LG produce drives that can record M-DISC media while Verbatim and Ritek produce M-DISC discs. == Adoption == The regional government of the U.S. state of Utah has used M-Disc since 2011. Some consumers and avid datahoarders have adopted the format for cold digital data storage. == Alternative technologies == === Optical === Syylex Glass Master Disc: these discs use etched glass and are only typically degradable by physical or chemical damage, but not by normal ageing inside an archival environment. Current BD 25 GB, BD-R DL 50 GB & BDXL 100 GB (three layer) and Sony's BDXL 128 GB (four layer) discs are rated for up to 50 years (Standard inorganic HTL discs). Sony's Optical Disc Archive, is an optical competitor to the LTO tape-based data storage system, currently with up to 5.5 TB cartridges of dual-sided 120mm discs, with desktop readers and automated rackmount standard archival systems allowing for large scale archival and data retrieval rated for an estimated 100+ years. Pioneer DM for Archive is a disc media and drive combination developed by Pioneer to meet the requirements laid out by the Japanese government for preservation of financial data for a minimum of 100 years. The discs use a MABL type recording layer and are manufactured with tight tolerances. Although burnable in any BD Writer, when burned in Pioneers DM for Archive writers using the DM Archiver software the media and burn quality meet ISO/IEC 18630 which defines the testing methods needed for ensuring media and burn quality. === Magnetic === Linear Tape-Open (LTO) is rated for up to 30 years in a climate-controlled environment and is currently in use by most industries, including broadcast and corporate digital data systems. The latest generation released in 2026 is LTO-10, it defines two unique cartridge types which can hold 30 TB or 40 TB each Hard disk drives are currently available up to 30 TB (HDD) capacity in 3.5-inch format and 5 TB in 2.5-inch laptop format. However, unlike optical media, they are limited to 5–25 years of operation lifespan due to inevitable mechanical failure or magnetic instability. == Gallery ==

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  • Open Data Center Alliance

    Open Data Center Alliance

    opendatacenteralliance.org appears to have been closed down. The Open Data Center Alliance is an independent organization created in Oct. 2010 with the assistance of Intel to coordinate the development of standards for cloud computing. Approximately 100 companies, which account for more than $50bn of IT spending, have joined the Alliance, including BMW, Royal Dutch Shell and Marriott Hotels. "The Alliance's Cloud 2015 vision is aimed at creating a federated cloud where common standards will be laid down for those in the hardware and software arena." == Usage Model Roadmap == The organization sees a growing need for solutions developed in an open, industry-standard and multivendor fashion, and has thus created a usage model roadmap featuring 19 prioritized usage models. The usage models provide detailed requirements for data center and cloud solutions, and will include detailed technical documentation discussing the requirements for technology deployments. To further its roadmap development, the steering committee established five initial technical workgroups in the areas of infrastructure, management, regulation & ecosystem, security and services. The organization delivered a 0.50 usage model roadmap to Open Data Center Alliance technical workgroups in Oct. 2010, and delivered a full 1.0 roadmap for public use in June 2011. == Membership == The steering committee consists of BMW, Capgemini, China Life, China Unicom Group, Deutsche Bank, JPMorgan Chase, Lockheed Martin, Marriott International, Inc., National Australia Bank, Royal Dutch Shell, Terremark and UBS. Other members include AT&T, CERN, eBay, Logica, Motorola Mobility Inc. and Nokia. "The demands on the IT organisations are coming at such an alarming rate that there are many, many different solutions being developed today that maybe don't work with each other. We need one voice, one road map, so that companies are able to say to manufacturers here is a clear vision of what they should be developing their product to do." says Marvin Wheeler, of Terremark, chairman of the Alliance. "While it's unclear how successful this alliance will be, it is at least shedding the spotlight on cloud interoperability, a big emerging issue," said Larry Dignan of ZDNet.

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  • Digital anthropology

    Digital anthropology

    Digital anthropology is the anthropological study of the relationship between humans and digital-era technology. The field is new, and thus has a variety of names with a variety of emphases. These include techno-anthropology, digital ethnography, cyberanthropology, and virtual anthropology. == Definition and scope == Most anthropologists who use the phrase "digital anthropology" are specifically referring to online and Internet technology. The study of humans' relationship to a broader range of technology may fall under other subfields of anthropological study, such as cyborg anthropology. The Digital Anthropology Group (DANG) is classified as an interest group in the American Anthropological Association. DANG's mission includes promoting the use of digital technology as a tool of anthropological research, encouraging anthropologists to share research using digital platforms, and outlining ways for anthropologists to study digital communities. Cyberspace or the "virtual world" itself can serve as a "field" site for anthropologists, allowing the observation, analysis, and interpretation of the sociocultural phenomena springing up and taking place in any interactive space. National and transnational communities, enabled by digital technology, establish a set of social norms, practices, traditions, storied history and associated collective memory, migration periods, internal and external conflicts, potentially subconscious language features and memetic dialects comparable to those of traditional, geographically confined communities. This includes the various communities built around free and open-source software, online platforms such as Facebook, Twitter/X, Instagram, 4chan and Reddit and their respective sub-sites, and politically motivated groups like Anonymous, WikiLeaks, or the Occupy movement. A number of academic anthropologists have conducted traditional ethnographies of virtual worlds, such as Bonnie Nardi's study of World of Warcraft or Tom Boellstorff's study of Second Life. Academic Gabriella Coleman has done ethnographic work on the Debian software community and the Anonymous hacktivist network. Theorist Nancy Mauro-Flude conducts ethnographic field work on computing arts and computer subcultures such as systerserver.net a part of the communities of feminist web servers and the Feminist Internet network. Eitan Y. Wilf examines the intersection of artists' creativity and digital technology and artificial intelligence. Yongming Zhou studied how in China the internet is used to participate in politics. Eve M. Zucker and colleagues study the shift to digital memorialization of mass atrocities and the emergent role of artificial intelligence in these processes. Victoria Bernal conducted ethnographic research on the themes of nationalism and citizenship among Eritreans participating in online political engagement with their homeland. Anthropological research can help designers adapt and improve technology. Australian anthropologist Genevieve Bell did extensive user experience research at Intel that informed the company's approach to its technology, users, and market. == Methodology == === Digital fieldwork === Many digital anthropologists who study online communities use traditional methods of anthropological research. They participate in online communities in order to learn about their customs and worldviews, and back their observations with private interviews, historical research, and quantitative data. Their product is an ethnography, a qualitative description of their experience and analyses. Other anthropologists and social scientists have conducted research that emphasizes data gathered by websites and servers. However, academics often have trouble accessing user data on the same scale as social media corporations like Facebook and data mining companies like Acxiom. In terms of method, there is a disagreement in whether it is possible to conduct research exclusively online or if research will only be complete when the subjects are studied holistically, both online and offline. Tom Boellstorff, who conducted a three-year research as an avatar in the virtual world Second Life, defends the first approach, stating that it is not just possible, but necessary to engage with subjects “in their own terms”. Others, such as Daniel Miller, have argued that an ethnographic research should not exclude learning about the subject's life outside the internet. === Digital technology as a tool of anthropology === The American Anthropological Association offers an online guide for students using digital technology to store and share data. Data can be uploaded to digital databases to be stored, shared, and interpreted. Text and numerical analysis software can help produce metadata, while a codebook may help organize data. == Ethics == Online fieldwork offers new ethical challenges. According to the American Anthropological Association's ethics guidelines, anthropologists researching a community must make sure that all members of that community know they are being studied and have access to data the anthropologist produces. However, many online communities' interactions are publicly available for anyone to read, and may be preserved online for years. Digital anthropologists debate the extent to which lurking in online communities and sifting through public archives is ethical. The Association also asserts that anthropologists' ability to collect and store data at all is "a privilege", and researchers have an ethical duty to store digital data responsibly. This means protecting the identity of participants, sharing data with other anthropologists, and making backup copies of all data. == Prominent figures == Genevieve Bell is an Australian cultural anthropologist credited for pioneering the User Experience field. During her time working for Intel Corporation, Bell studied how various cultures from around the world interacted with and experienced technology. Researching and improving user experience allows companies and designers to gather data regarding how users utilize their digital products and what requires improvement or expansion. Tom Boellstorff is an anthropologist known for Coming of Age in Second Life: An Anthropologist Explores the Virtually Human where he conducted research on how engaging in virtual worlds affects the player’s sense of self. Gabriella Coleman is an American anthropologist concerned with the politics, ethics, and culture of hacking and online activism. Coleman’s most notable ethnography features the hacktivist collective Anonymous, where she argues that various genres of hacking exist according to the social conditions at play. Coleman is dedicated to making her ethnography accessible to a diverse audience, including academics and non-academics. Diana E. Forsythe was an American anthropologist of science and technology and the author of the essays featured in Studying Those Who Study Us: An Anthropologist in the World of Artificial Intelligence. She asked relevant questions such as how should humans interact with computers and how gender roles are maintained in technology-oriented occupations. Heather Horst is a sociocultural anthropologist interested in the relationship between digital social relations and material culture. Nancy Mauro-Flude is a design anthropologist whose work explores the tacit relations between embodied cognition, computational materiality, maker culture, self-hosted webserver cooperatives, creative practice, and artistic research in digital infrastructure and Internet publishing. Mizuko Ito is a Japanese cultural anthropologist specializing in technology use and the intersection between computers and the social sciences. Her primary interest is in how young people utilize media technology and how it can be used to engage students in education. Daniel Miller is an anthropologist with a concentration in digital anthropology. His research includes the smartphone and perpetual opportunism, the intent and consequences of posting on social media in various geographical locations, and how hospice patients use media to socialize in the last stage of their lives. Mike Wesch is a cultural anthropologist interested in how people share their lives, cultures, and beliefs through digital media.

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  • Fansly

    Fansly

    Fansly is a subscription-based social media platform that allows content creators to monetize exclusive content, including photos, videos, live streams, and direct messages. Operated by Select Media LLC, the platform is headquartered in Baltimore, Maryland. While the platform hosts a variety of content genres, it is primarily known for adult content and is frequently compared to OnlyFans. == History == Fansly was launched in 2020 by Micheal Etelis under Select Media LLC, which was incorporated in February 2020. The platform also operates through CY Media LTD, registered in Kamares, Cyprus, established in May 2021. The company has remained privately held with no disclosed external funding rounds or official valuation, operating as a bootstrapped entity. Based on Fansly's social media presence, which was created in November 2020, the platform did not begin gaining traction until early 2021 when creators started to become concerned about potential content policy changes at OnlyFans. In August 2021, OnlyFans announced it would ban sexually explicit content effective October 2021, citing pressure from banks involved in its payment processing. Although OnlyFans reversed the decision six days later, the announcement triggered a massive influx of users to Fansly; the platform received nearly 4,000 new creator applications in a single hour, causing its servers to crash from the surge in traffic. By August 21, 2021, Fansly had reached 2.1 million users. == Features and business model == Fansly operates as a B2C marketplace, taking a 20% commission on all transactions conducted on the platform, with creators retaining the remaining 80%. This commission rate is the same as that charged by its main competitor, OnlyFans. A distinguishing feature of Fansly is its tiered subscription model, which allows creators to set multiple subscription levels at different price points, each offering different perks such as exclusive content, chat access, or custom requests. By contrast, OnlyFans historically relied on a single-tier subscription model. Revenue streams on the platform include recurring subscriptions, one-time pay-per-view content purchases, tips, paid messaging, and live-streaming fees. The platform also features an algorithmic "For You" feed that helps users discover new creators, addressing a limitation of competitors that lack internal content promotion mechanisms. Additional features include content watermarking, geolocation blocking to control where content is visible, two-factor authentication, community polls, 24-hour stories, and social media integration with platforms such as Twitter and Twitch. Payouts are processed within one to two business days and support multiple methods, including bank transfers, Skrill, Paxum, and cryptocurrency. In December 2025, Fansly expanded its live-streaming capabilities, introducing ticketed access, private list gating, configurable chat permissions, stream goals, and interactive device integration. == Controversies == === OnlyFans anti-competitive allegations === In August 2022, a series of lawsuits were filed in the United States alleging that OnlyFans had bribed employees of Meta Platforms to place Instagram accounts of creators who also sold content on competitor platforms, including Fansly, onto a terrorist blacklist. The lawsuits alleged that adult performers had traffic driven away from their Instagram accounts after being falsely tagged as terror-related. OnlyFans denied awareness of such activity. The plaintiffs withdrew the bribery claim in July 2023, and the case was dismissed in August 2023. === Privacy class action === In June 2025, Select Media LLC (operating as Fansly) was the subject of a digital privacy class action lawsuit filed in Massachusetts District Court. The lawsuit alleged that the platform secretly collected and shared users' sensitive viewing data with Google and other third parties without consent. The case was brought on behalf of an estimated class of over 10,000 users across multiple states.

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  • Digital divide

    Digital divide

    Digital divide is inequitable access to and use of digital technology, encompassing four interrelated dimensions: motivational, material, skills, and usage access. The digital divide worsens inequality in access to information and resources. According to 2026 data from the U.S. Census Bureau, a significant 'digital divide' persists, with over 15.7 million Americans lacking access to high-speed broadband. Students from low-income households often face limited access to reliable internet and digital devices, which negatively affects their educational opportunities. In the Information Age, people without access to the Internet and other technology are at a disadvantage, for they are less able to connect with others, find and apply for jobs, shop, and learn. People living in poverty, in insecure housing or who are homeless, elderly people, and those living in rural communities may have limited access to the Internet; in contrast, urban middle class people have easy access to the Internet. Another divide is between producers and consumers of Internet content, which could be a result of educational disparities. While social media use varies across age groups, a US 2010 study reported no racial divide. == History == The historical roots of the digital divide in the United States refer to the increasing gap that occurred during the early modern period between those who could and could not access the real time forms of calculation, decision-making, and visualization offered via written and printed media. "Over time, focus has shifted from binary access to differentiated use, where quality and purpose of engagement vary across socio-economic groups." Within this context, ethical discussions regarding the relationship between education and the free distribution of information were raised by thinkers such as Immanuel Kant, Jean Jacques Rousseau, and Mary Wollstonecraft (1712–1778). The latter advocated that governments should intervene to ensure that any society's economic benefits should be fairly and meaningfully distributed. Amid the Industrial Revolution in Great Britain, Rousseau's idea helped to justify poor laws that created a safety net for those who were harmed by new forms of production. Later, when telegraph and postal systems evolved, many used Rousseau's ideas to argue for full access to those services, even if it meant subsidizing hard-to-serve citizens. Thus, "universal services" referred to innovations in regulation and taxation that would allow phone services such as AT&T in the United States to serve hard-to-serve rural users. In 1996, as telecommunications companies merged with Internet companies, the Federal Communications Commission adopted Telecommunications Act of 1996 to consider regulatory strategies and taxation policies to close the digital divide. Though the term "digital divide" was coined among consumer groups that sought to tax and regulate information and communications technology (ICeT) companies to close the digital divide, the topic soon moved onto a global stage. The focus was the World Trade Organization which passed the Telecommunications Services Act, which resisted regulation of ICT companies so that they would be required to serve hard-to-serve individuals and communities. In 1999, to assuage anti-globalization forces, the WTO hosted the "Financial Solutions to Digital Divide" in Seattle, US, co-organized by Craig Warren Smith of Digital Divide Institute and Bill Gates Sr. the chairman of the Bill and Melinda Gates Foundation. It catalyzed a full-scale global movement to close the digital divide, which quickly spread to all sectors of the global economy. In 2000, US president Bill Clinton mentioned the term in the State of the Union Address. Since the early 2000s, the international community has transitioned from a focus on domestic infrastructure to a global, multi-dimensional framework for digital equity. This shift was formalized through the World Summit on the Information Society (WSIS) in Geneva (2003) and Tunis (2005), where the International Telecommunication Union (ITU) established a roadmap for bridging the Global North-South disparity as part of the Sustainable Development Goals. Academic and policy discourse has since evolved to distinguish between the first-level divide (physical access), the second-level divide (digital literacy), and the third-level divide (the ability to translate technology use into socio-economic capital). By the 2020s, critical reflections on national development emphasized that the divide is fundamentally a socio-institutional gap. Research by Tiwari, Kostenko, and Yekhanurov (2025) identifies four pillars for achieving national digital maturity which are digital governance capacity, institutional design to prevent adverse digital incorporation, infrastructure resilience, and citizen capability. This modern era is characterized by the pursuit of meaningful connectivity, a standard that requires internet access to be not only available but affordable, high-speed, and supportive of active content creation. === During the COVID-19 pandemic === At the outset of the COVID-19 pandemic, governments worldwide issued stay-at-home orders that imposed lockdowns, quarantines, restrictions, and closures. The resulting interruptions to schooling, public services, and business operations drove nearly half of the world's population into seeking alternative methods to live while in isolation. These methods included telemedicine, virtual classrooms, online shopping, technology-based social interactions and working remotely, all of which require access to high-speed or broadband internet access and digital technologies. A Pew Research Centre study reports that 90% of Americans describe the use of the Internet as "essential" during the pandemic. The accelerated use of digital technologies created a landscape where the ability, or lack thereof, to access digital spaces became a crucial factor in everyday life. According to the Pew Research Center, 59% of children from lower-income families were likely to face digital obstacles in completing school assignments. These obstacles included the use of a cellphone to complete homework, having to use public Wi-Fi because of unreliable internet service in the home and lack of access to a computer in the home. This difficulty, titled the homework gap, affects more than 30% of K-12 students living below the poverty threshold, and disproportionally affects American Indian/Alaska Native, Black, and Hispanic students. These types of interruptions or privilege gaps in education exemplify problems in the systemic marginalization of historically oppressed individuals in primary education. The pandemic exposed inequity causing discrepancies in learning. "Large-scale events such as COVID-19 intensify both access and skills gaps, underlining the need for resilient digital inclusion policies. Studies during COVID-19 reveal first-level (access) and second-level (skills) divides, with underserved students struggling with reliable internet, devices, and platform navigation ” A lack of "tech readiness", that is, confident and independent use of devices, was reported among the US elderly population; with more than 50% reporting an inadequate knowledge of devices and more than one-third reporting a lack of confidence. "Older adults often face skills and confidence barriers, illustrating later-stage divides in van Dijk’s model." Moreover, according to a UN research paper, similar results can be found across various Asian countries, with those aged over 74, reporting less confident or inconsistent use of digital devices. This aspect of the digital divide and the elderly occurred during the pandemic as healthcare providers increasingly relied upon telemedicine to manage chronic and acute health conditions. == Aspects == There are various definitions of the digital divide, all with slightly different emphasis, which is evidenced by related concepts like digital inclusion, digital participation, digital skills, media literacy, and digital accessibility.“Van Dijk’s model identifies sequential barriers—motivational, material, skills, and usage—that must be addressed to bridge the divide.” === Infrastructure === The infrastructure by which individuals, households, businesses, and communities connect to the Internet addresses the physical mediums that people use to connect to the Internet such as desktop computers, laptops, basic mobile phones or smartphones, MP3 players, gaming consoles, electronic book readers, and tablets. Traditionally, the nature of the divide has been measured in terms of the existing numbers of subscriptions and digital devices. Given the increasing number of such devices, some have concluded that the digital divide among individuals has increasingly been closing as the result of a natural and almost automatic process. Others point to persistent lower levels of connectivity among women, racial and ethnic minorities, people with lower incomes, rura

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  • Play Integrity API

    Play Integrity API

    Play Integrity API (formerly known as SafetyNet) consists of several application programming interfaces (APIs) offered by the Google Play Services to support security sensitive applications and enforce DRM. Currently, these APIs include device integrity verification, app verification, recaptcha and web address verification. It uses an environment called DroidGuard to perform the attestation. == Attestation == The SafetyNet Attestation API, one of the APIs under the SafetyNet umbrella, provides verification that the integrity of the device is not compromised. In practice, non-official ROMs such as LineageOS fail the hardware attestation and thus prevent the user from using a non-compliant ROM with third-party apps (mainly banking) that require the API. Due to this, some consider this a monopolistic practice deterring the entrance of competing mobile operating systems in the market. It requires a network connection to Google servers and validates the hardware signatures. Amongst the checks, the API looks for bootloader unlock status, ROM signatures, kernel strings, it also uses AVB2.0 and dm-verity attestations. Upon successful checks, Google Play will mark the device as Certified. The attestation runs in an environment called DroidGuard (com.google.android.gms.unstable). The SafetyNet Attestation API (one of the four APIs under the SafetyNet umbrella) has been deprecated. As of 6 October 2023, Google planned to replace it with the Play Integrity API by the end of January 2025. The transition ended on 20 May 2025, breaking applications which hadn't been updated. These attestations are offered by Google Play Services and thus are not available on free Android environments, like AOSP. Therefore, developers can require the API to be available and may refuse to execute on AOSP builds. == Google Play Protect == Under the same umbrella, Play Protect is a mechanism to find and remove "vulnerable" apps from one's Android device as well as store apps. Although it's meant to scan for malware-containing apps, it also looks for non-DRM compliant apps. == Criticism == Multiple groups have criticised SafetyNet and the Play Integrity API. Criticisms include that it offers weaker protection compared to alternatives such as Android's hardware attestation API, which provides a stronger form of verification while having the ability to remain compatible with more secure Android operating systems like GrapheneOS. Critics argued it undermines competition by effectively requiring developers to rely on Google's proprietary services, strengthening its monopoly over the Android ecosystem and disadvantaging alternative, privacy-focused operating systems. Users have also developed tools, such as the Play Integrity Fix module for Magisk/KernelSU/APatch, which tricks the attestation using leaked fingerprints of vulnerable devices. Furthermore, some have questioned the effectiveness of the attestation, claiming it does not deliver the level of security promised by Google and instead serves more as a form of vendor lock-in than a meaningful security measure. Activists have also raised concerns that it may violate antitrust and competition laws, like the Digital Markets Act.

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  • European Information Technology Observatory

    European Information Technology Observatory

    The European Information Technology Observatory (EITO) gathers information on European and global markets for information technology, telecommunications and consumer electronics. The EITO is managed by Bitkom Research GmbH, a wholly owned subsidiary of BITKOM, the German Association for Information Technology, Telecommunications and New Media. EITO is sponsored by Deutsche Telekom, KPMG and Telecom Italia. The research activities of the EITO Task Force are supported by the European Commission and the OECD. The EITO exists thanks to an initiative of Enore Deotto from MIlan and the support of Luis-Alberto Petit Herrera (Madrid), Jörg Schomburg (Hanover) and Günther Möller (Frankfurt). Between 1993 and 2007, the market reports were published as printed annual reports ("EITO yearbook"). Since 2008 the market reports are available in electronic version and can be purchased on the EITO online portal. Currently, the ICT market reports are divided in following categories: International Reports International Reports include ICT market information of all EITO countries and all market segments or only specific segments. The newest ICT Market Report 2013/14, published in October 2013, includes market data of 36 countries: 28 European markets, BRIC countries, Japan, Turkey and the US as well as a deep analysis of ICT market developments in 9 European countries. The detailed market data and forecasts are available for the period 2010–2014. Country Reports This category includes EITO reports on a single country's ICT market. The Country ICT Market Reports are published biannually for France, Germany, Italy, Spain and the United Kingdom. Thematic Reports Thematic studies focusing on a specific topic. Customized Reports Market Reports made upon order.

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  • Comparison of JavaScript-based web frameworks

    Comparison of JavaScript-based web frameworks

    This is a comparison of web frameworks for front-end web development that are reliant on JavaScript code for their behavior. == General information == == High-level framework comparison == JavaScript-based web application frameworks, such as React and Vue, provide extensive capabilities but come with associated trade-offs. These frameworks often extend or enhance features available through native web technologies, such as routing, component-based development, and state management. While native web standards, including Web Components, modern JavaScript APIs like Fetch and ES Modules, and browser capabilities like Shadow DOM, have advanced significantly, frameworks remain widely used for their ability to enhance developer productivity, offer structured patterns for large-scale applications, simplify handling edge cases, and provide tools for performance optimization. Frameworks can introduce abstraction layers that may contribute to performance overhead, larger bundle sizes, and increased complexity. Modern frameworks, such as React 18 and Vue 3, address these challenges with features like concurrent rendering, tree-shaking, and selective hydration. While these advancements improve rendering efficiency and resource management, their benefits depend on the specific application and implementation context. Lightweight frameworks, such as Svelte and Preact, take different architectural approaches, with Svelte eliminating the virtual DOM entirely in favor of compiling components to efficient JavaScript code, and Preact offering a minimal, compatible alternative to React. Framework choice depends on an application’s requirements, including the team’s expertise, performance goals, and development priorities. A newer category of web frameworks, including enhance.dev, Astro, and Fresh, leverages native web standards while minimizing abstractions and development tooling. These solutions emphasize progressive enhancement, server-side rendering, and optimizing performance. Astro renders static HTML by default while hydrating only interactive parts. Fresh focuses on server-side rendering with zero runtime overhead. Enhance.dev prioritizes progressive enhancement patterns using Web Components. While these tools reduce reliance on client-side JavaScript by shifting logic to build-time or server-side execution, they still use JavaScript where necessary for interactivity. This approach makes them particularly suitable for performance-critical and content-focused applications. == Features == == Browser support ==

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  • Downloadable content

    Downloadable content

    Downloadable content (DLC) is additional content created for an already released video game, distributed through the Internet by the game's publisher. It can be added for no extra cost or as a form of video game monetization, enabling the publisher to gain additional revenue from a title after it has been purchased, often using a microtransaction system. DLC can range from cosmetic content, such as skins, to new in-game content, like characters, levels, modes, and larger expansions that may contain a mix of such content as a continuation of the base game. In some games, multiple DLCs (including future DLC not yet released) may be bundled as part of a "season pass"—typically at a discount rather than purchasing each DLC individually. While the Dreamcast was the first home console to support DLC (albeit in a limited form due to hardware and internet connection limitations), Microsoft's Xbox helped popularize the concept. Since the seventh generation of video game consoles, DLC has been a prevalent feature of major video game platforms with internet connectivity. == Etymology == Since the popularization of microtransactions in online distribution platforms such as Steam, the term DLC has become a synonymous for any form of paid content in video games, regardless of whether they constitute the download of new content. Furthermore, this led to the creation of the oxymoronic term "on-disc DLC" for content included on the game's original files but locked behind a paywall. == History == === Precursors to DLC === The earliest form of downloadable content were offerings of full games, such as on the Atari 2600's GameLine service, which allowed users to download games using a telephone line. A similar service, Sega Channel, allowed for the downloading of games to the Sega Genesis over a cable line. While the GameLine and Sega Channel services allowed for the distribution of entire titles, they did not provide downloadable content for existing titles. Expansion packs were sold at retail for some PC games, which featured content such as additional levels, characters, or maps for a base game. They often required an installation of the original game in order to function, but some games (such as Half-Life) had "standalone" expansions, which were essentially spin-off games that reused engine code and assets from the original game. === On consoles === The Dreamcast was the first console to feature online support as a standard; DLC was available, though limited in size due to the narrowband connection and the 200 block limit of the Visual Memory Unit memory card. These online features were still considered a breakthrough in video games. With the release of the Xbox, Microsoft was the second company to implement downloadable content. Many Xbox titles, including Splinter Cell, Halo 2, and Ninja Gaiden, offered varying amounts of extra content, available for download through the Xbox Live service. Most of this content was available free. With the advent of the GameCube, Nintendo was the third company to implement downloadable content. Many GameCube titles offered varying amounts of extra content from Game Boy Advance titles with the GameCube – Game Boy Advance link cable. All of this content was available free. The Xbox 360 (2005) included more robust support for digital distribution, including DLC downloads and purchases, via its Xbox Live Marketplace service. Microsoft believed that publishers would benefit by offering small pieces of content at a small cost ($1 to $5), rather than full expansion packs (~$20), as this would allow players to pick and chose what content they desired, providing revenue to the publishers. Microsoft also utilized a digital currency known as "Microsoft Points" for transactions, which could also be purchased through physical gift cards to avoid the banking fees associated with the small price points. The PlayStation 3 (2006) adopted the same approach with their downloadable hub, the PlayStation Store. Sony planned on having the bulk of its content be purchased separately via many separate online microtransactions for PlayStation Network titles, including Gran Turismo HD Concept and Gran Turismo 5 Prologue. The Wii (2006) featured a sparser amount of downloadable content on their Wii Shop Channel, the bulk of which is accounted for by digital distribution of emulated Nintendo titles from previous generations. Music video games, such as titles from the Guitar Hero and Rock Band franchises, took significant advantage of downloadable content as a means of offering new songs to be played in-game. Harmonix claimed that Guitar Hero II would feature "more online content than anyone has ever seen in a game to this date." Rock Band features the largest number of downloadable items of any console video game, with a steady number of new songs that were added weekly between 2007 and 2013. Acquiring all the downloadable content for Rock Band would, as of July 12, 2012, cost $5,880.10. === On personal computers === As the popularity and speed of internet connections rose, so did the popularity of using the internet for digital distribution of media. User-created game mods and maps were distributed exclusively online, as they were mainly created by people without the infrastructure capable of distributing the content through physical media. In 1997, Cavedog offered a new unit every month as free downloadable content for their real-time strategy computer game Total Annihilation. Later PC digital distribution platforms, such as Games for Windows Marketplace and Steam, would add support for DLC in a similar manner to consoles. === On handhelds === Nokia phones of the late 1990s and early 2000s shipped with side-scrolling shooter Space Impact, available on various models. With the introduction of WAP in 2000, additional downloadable content for the game, with extra levels, became available. The Nintendo Wi-Fi Connection service on the Nintendo DS could be used to obtain a form of DLC for certain games, such as Picross DS—where players could download puzzle "packs" of classic puzzles from previous Picross series games (such as Mario's Picross). as well as downloadable user generated content. Due to the Nintendo DS's use of cartridges and lack of dedicated storage, most "DLC" for DS games was limited in scope, or in some cases (such as Professor Layton and the Curious Village and Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2), was already part of the game's data on the cartridge, and merely unlocked. Its successor, the Nintendo 3DS, natively supported the purchase of DLC for supported titles via Nintendo eShop. Starting with iPhone OS 3, downloadable content became available for the platform via applications bought from the App Store. While this ability was initially only available to developers for paid applications, Apple eventually allowed for developers to offer this in free applications as well in October 2009. == On-disc DLC == In some cases, a purchased DLC may not actually download new content to the device, but merely consists of data used to enable associated content that is already present within the game's data. DLC of this nature revealed via data mining is typically referred to as "on-disc DLC" or PULC (premium unlockable content). This practice has sometimes been considered controversial, with publishers being accused of using what is effectively a microtransaction to lock access to content that was already contained within the game as sold at retail. Data relating to future DLC may be included on-disc or downloaded during updates for technical reasons as well, either to ensure online multiplayer compatibility for existing content between players who have not yet purchased the new DLC, or as dormant support code for planned content that is still in development at the time of the release. == Monetization == Downloadable content is often offered for a price. Since Facebook games popularized the business model of microtransactions, some have criticized downloadable content as being overpriced and an incentive for developers to leave items out of the initial release, with The Elder Scrolls IV: Oblivion's horse armor DLC having faced a mixed reception upon its release for that reason. However, by 2009, the Horse Armor DLC was one of the top ten content packs that Bethesda had sold, which justified the DLC model for future games. Where a normal software disc may allow its license sold or traded, DLC is generally locked to a specific user's account and does not come with the ability to transfer that license to another user. In addition to individual content downloads, video game publishers sometimes offer a "season pass", which allows users to pre-order a selection of upcoming content over a specific time period, and ensuring the customer's ability to immediately obtain the content upon release. As users do not have the ability to fully preview the content before their purchase, there is a chance that the content of a season

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  • Feature engineering

    Feature engineering

    Feature engineering is a preprocessing step in supervised machine learning and statistical modeling which transforms raw data into a more effective set of inputs. Each input comprises several attributes, known as features. By providing models with relevant information, feature engineering significantly enhances their predictive accuracy and decision-making capability. Beyond machine learning, the principles of feature engineering are applied in various scientific fields, including physics. For example, physicists construct dimensionless numbers such as the Reynolds number in fluid dynamics, the Nusselt number in heat transfer, and the Archimedes number in sedimentation. They also develop first approximations of solutions, such as analytical solutions for the strength of materials in mechanics. == Clustering == One of the applications of feature engineering has been clustering of feature-objects or sample-objects in a dataset. Especially, feature engineering based on matrix decomposition has been extensively used for data clustering under non-negativity constraints on the feature coefficients. These include Non-Negative Matrix Factorization (NMF), Non-Negative Matrix-Tri Factorization (NMTF), Non-Negative Tensor Decomposition/Factorization (NTF/NTD), etc. The non-negativity constraints on coefficients of the feature vectors mined by the above-stated algorithms yields a part-based representation, and different factor matrices exhibit natural clustering properties. Several extensions of the above-stated feature engineering methods have been reported in literature, including orthogonality-constrained factorization for hard clustering, and manifold learning to overcome inherent issues with these algorithms. Other classes of feature engineering algorithms include leveraging a common hidden structure across multiple inter-related datasets to obtain a consensus (common) clustering scheme. An example is Multi-view Classification based on Consensus Matrix Decomposition (MCMD), which mines a common clustering scheme across multiple datasets. MCMD is designed to output two types of class labels (scale-variant and scale-invariant clustering), and: is computationally robust to missing information, can obtain shape- and scale-based outliers, and can handle high-dimensional data effectively. Coupled matrix and tensor decompositions are popular in multi-view feature engineering. == Predictive modelling == Feature engineering in machine learning and statistical modeling involves selecting, creating, transforming, and extracting data features. Key components include feature creation from existing data, transforming and imputing missing or invalid features, reducing data dimensionality through methods like Principal Components Analysis (PCA), Independent Component Analysis (ICA), and Linear Discriminant Analysis (LDA), and selecting the most relevant features for model training based on importance scores and correlation matrices. Features vary in significance. Even relatively insignificant features may contribute to a model. Feature selection can reduce the number of features to prevent a model from becoming too specific to the training data set (overfitting). Feature explosion occurs when the number of identified features is too large for effective model estimation or optimization. Common causes include: Feature templates - implementing feature templates instead of coding new features Feature combinations - combinations that cannot be represented by a linear system Feature explosion can be limited via techniques such as regularization, kernel methods, and feature selection. == Automation == Automation of feature engineering is a research topic that dates back to the 1990s. Machine learning software that incorporates automated feature engineering has been commercially available since 2016. Related academic literature can be roughly separated into two types: Multi-relational Decision Tree Learning (MRDTL) uses a supervised algorithm that is similar to a decision tree. Deep Feature Synthesis uses simpler methods. === Multi-relational Decision Tree Learning (MRDTL) === Multi-relational Decision Tree Learning (MRDTL) extends traditional decision tree methods to relational databases, handling complex data relationships across tables. It innovatively uses selection graphs as decision nodes, refined systematically until a specific termination criterion is reached. Most MRDTL studies base implementations on relational databases, which results in many redundant operations. These redundancies can be reduced by using techniques such as tuple id propagation. === Open-source implementations === There are a number of open-source libraries and tools that automate feature engineering on relational data and time series: featuretools is a Python library for transforming time series and relational data into feature matrices for machine learning. MCMD: An open-source feature engineering algorithm for joint clustering of multiple datasets. OneBM or One-Button Machine combines feature transformations and feature selection on relational data with feature selection techniques. OneBM helps data scientists reduce data exploration time allowing them to try and error many ideas in short time. On the other hand, it enables non-experts, who are not familiar with data science, to quickly extract value from their data with a little effort, time, and cost. getML community is an open source tool for automated feature engineering on time series and relational data. It is implemented in C/C++ with a Python interface. It has been shown to be at least 60 times faster than tsflex, tsfresh, tsfel, featuretools or kats. tsfresh is a Python library for feature extraction on time series data. It evaluates the quality of the features using hypothesis testing. tsflex is an open source Python library for extracting features from time series data. Despite being 100% written in Python, it has been shown to be faster and more memory efficient than tsfresh, seglearn or tsfel. seglearn is an extension for multivariate, sequential time series data to the scikit-learn Python library. tsfel is a Python package for feature extraction on time series data. kats is a Python toolkit for analyzing time series data. === Deep feature synthesis === The deep feature synthesis (DFS) algorithm beat 615 of 906 human teams in a competition. == Feature stores == The feature store is where the features are stored and organized for the explicit purpose of being used to either train models (by data scientists) or make predictions (by applications that have a trained model). It is a central location where you can either create or update groups of features created from multiple different data sources, or create and update new datasets from those feature groups for training models or for use in applications that do not want to compute the features but just retrieve them when it needs them to make predictions. A feature store includes the ability to store code used to generate features, apply the code to raw data, and serve those features to models upon request. Useful capabilities include feature versioning and policies governing the circumstances under which features can be used. Feature stores can be standalone software tools or built into machine learning platforms. == Alternatives == Feature engineering can be a time-consuming and error-prone process, as it requires domain expertise and often involves trial and error. Deep learning algorithms may be used to process a large raw dataset without having to resort to feature engineering. However, deep learning algorithms still require careful preprocessing and cleaning of the input data. In addition, choosing the right architecture, hyperparameters, and optimization algorithm for a deep neural network can be a challenging and iterative process.

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  • Content strategy

    Content strategy

    Content strategy guides the planning, development, and management of content. It is a recognized field in user experience design, and it also draws from adjacent disciplines such as information architecture, content management, business analysis, digital marketing, and technical communication. == Definitions == Content strategy has been described as planning for "the creation, publication, and governance of useful, usable content." It has also been called "a repeatable system that defines the entire editorial content development process for a website development project." In a 2007 article titled "Content Strategy: The Philosophy of Data," Rachel Lovinger describes the goal of content strategy as using "words and data to create unambiguous content that supports meaningful, interactive experiences." Here, she also provided the analogy that "content strategy is to copywriting as information architecture is to design." She encourages content strategists and collaborators to engage in early discussions about content meaning, models, and tools, to make sure strategy is integrated from the start rather than as an afterthought. The Content Strategy Alliance combines Kevin Nichols' definition with Kristina Halvorson's and defines content strategy as "getting the right content to the right user at the right time through strategic planning of content creation, delivery, and governance." == Practitioners == Content strategists are often familiar with a wide range of approaches, techniques, and tools. The perspectives that content strategists bring also depend heavily on their professional training and education. For instance, some specialize in "front-end strategy," which includes developing personas, journey mapping the user experience, aligning business strategy and user needs, developing a brand strategy, exploring different channels, and creating style guidelines and search engine optimization (SEO) guidelines. Others specialize in "back-end strategy," which includes creating content models, planning taxonomies and metadata, structuring content management systems, and building systems to support content reuse. Both roles involve addressing workflow and governance issues. Many organizations and individuals tend to confuse content strategists with editors. However, content strategy is "about more than just the written word," according to Washington State University associate professor Brett Atwood. For example, Atwood indicates that a practitioner needs to also "consider how content might be re-distributed and/or re-purposed in other channels of delivery." It has also been proposed that the content strategist performs the role of a curator. Just as a museum curator sifts through a collection of content and identifies key pieces that can be juxtaposed against each other to create meaning and spur excitement, a content strategist "must approach a business’s content as a medium that needs to be strategically selected and placed to engage the audience, convey a message, and inspire action."

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  • VHS

    VHS

    VHS (Video Home System) is a discontinued standard for consumer-level analog video recording on tape cassettes, introduced in 1976 by JVC. It was the dominant home video format throughout the tape media period of the 1980s and 1990s. Magnetic tape video recording was adopted by the television industry in the 1950s in the form of the first commercialized video tape recorders (VTRs), but the devices were expensive and used only in professional environments. In the 1970s, videotape technology became affordable for home use, and widespread adoption of videocassette recorders (VCRs) began; the VHS became the most popular media format for VCRs as it would win the "format war" against Betamax (backed by Sony) and a number of other competing tape standards. The cassettes themselves use a 0.5-inch (12.7 mm) magnetic tape between two spools and typically offer a capacity of at least two hours. The popularity of VHS was intertwined with the rise of the video rental market, when films were released on pre-recorded videotapes for home viewing. Newer improved tape formats such as S-VHS were later developed, as well as the earliest optical disc format, LaserDisc; the lack of global adoption of these formats increased VHS's lifetime, which eventually peaked and started to decline in the late 1990s after the introduction of DVD, a digital optical disc format. VHS rentals were surpassed by DVD in the United States in 2003, which eventually became the preferred low-end method of movie distribution. For home recording purposes, VHS and VCRs were surpassed by (typically hard disk–based) digital video recorders (DVR) in the 2000s. Production of all VHS equipment ceased by 2016, although the format has since gained some popularity amongst collectors. A niche revival of VHS has taken place with This Is How The World Ends becoming the first straight-to-VHS release in 20 years. == History == === Before VHS === In 1956, after several attempts by other companies, the first commercially successful VTR, the Ampex VRX-1000, was introduced by Ampex Corporation. At a price of US$50,000 in 1956 (equivalent to $592,000 in 2025) and US$300 (equivalent to $3,600 in 2025) for a 90-minute reel of tape, it was intended only for the professional market. Kenjiro Takayanagi, a television broadcasting pioneer then working for JVC as its vice president, saw the need for his company to produce VTRs for the Japanese market at a more affordable price. In 1959, JVC developed a two-head video tape recorder and, by 1960, a color version for professional broadcasting. In 1964, JVC released the DV220, which would be the company's standard VTR until the mid-1970s. In 1969, JVC collaborated with Sony and Matsushita Electric (Matsushita was the majority stockholder of JVC until 2011) to build a video recording standard for the Japanese consumer. The effort produced the U-matic format in 1971, which was the first cassette format to become a unified standard for different companies. It was preceded by the reel-to-reel 1⁄2-inch EIAJ format. The U-matic format was successful in businesses and some broadcast television applications, such as electronic news-gathering, and was produced by all three companies until the late 1980s, but because of cost and limited recording time, very few of the machines were sold for home use. Therefore, soon after the U-Matic release, all three companies started working on new consumer-grade video recording formats of their own. Sony started working on Betamax, Matsushita started working on VX, and JVC released the CR-6060 in 1975, based on the U-matic format. === VHS development === In 1971, JVC engineers Yuma Shiraishi and Shizuo Takano put together a team to develop a VTR for consumers. By the end of 1971, they created an internal diagram, "VHS Development Matrix", which established twelve objectives for JVC's new VTR; among them: The system must be compatible with any ordinary television set. Picture quality must be similar to a normal air broadcast. The tape must have at least a two-hour recording capacity. Tapes must be interchangeable between machines. The overall system should be versatile, meaning it can be scaled and expanded, such as connecting a video camera, or dubbing between two recorders. Recorders should be affordable, easy to operate, and have low maintenance costs. Recorders must be capable of being produced in high volume, their parts must be interchangeable, and they must be easy to service. In early 1972, the commercial video recording industry in Japan took a financial hit. JVC cut its budgets and restructured its video division, shelving the VHS project. However, despite the lack of funding, Takano and Shiraishi continued to work on the project in secret. By 1973, the two engineers had produced a functional prototype. === Competition with Betamax === In 1974, the Japanese Ministry of International Trade and Industry (MITI), desiring to avoid consumer confusion, attempted to force the Japanese video industry to standardize on just one home video recording format. Later, Sony had a functional prototype of the Betamax format, and was very close to releasing a finished product. With this prototype, Sony persuaded the MITI to adopt Betamax as the standard, and allow it to license the technology to other companies. JVC believed that an open standard, with the format shared among competitors without licensing the technology, was better for the consumer. To prevent the MITI from adopting Betamax, JVC worked to convince other companies, in particular Matsushita (Japan's largest electronics manufacturer at the time, marketing its products under the National brand in most territories and the Panasonic brand in North America, and JVC's majority stockholder), to accept VHS, and thereby work against Sony and the MITI. Matsushita agreed, fearing Sony would dominate the market with a Betamax monopoly. Matsushita also regarded Betamax's one-hour recording time limit as a disadvantage. Matsushita's backing of JVC persuaded Hitachi, Mitsubishi, and Sharp to back the VHS standard as well. Sony's release of its Betamax unit to the Japanese market in 1975 placed further pressure on the MITI to side with the company. However, the collaboration of JVC and its partners was much stronger, which eventually led the MITI to drop its push for an industry standard. JVC released the first VHS machines in Japan in late 1976, and in the United States in mid-1977. Sony's Betamax competed with VHS throughout the late 1970s and into the 1980s (see Videotape format war). Betamax's major advantages were its smaller cassette size, theoretical higher video quality, and earlier availability, but its shorter recording time proved to be a major shortcoming. Originally, Beta I machines using the NTSC television standard were able to record one hour of programming at their standard tape speed of 1.5 inches per second (ips). The first VHS machines could record for two hours, due to both a slightly slower tape speed (1.31 ips) and significantly longer tape. Betamax's smaller cassette limited the size of the reel of tape, and could not compete with VHS's two-hour capability by extending the tape length. Instead, Sony had to slow the tape down to 0.787 ips (Beta II) in order to achieve two hours of recording in the same cassette size. Sony eventually created a Beta III speed of 0.524 ips, which allowed NTSC Betamax to break the two-hour limit, but by then VHS had already won the format battle. Additionally, VHS had a "far less complex tape transport mechanism" than Betamax, and VHS machines were faster at rewinding and fast-forwarding than their Sony counterparts. VHS eventually won the war, gaining 60% of the North American market by 1980. == Initial releases of VHS-based devices == The first VCR to use VHS was the Victor HR-3300, and was introduced by the president of JVC in Japan on September 9, 1976. JVC started selling the HR-3300 in Akihabara, Tokyo, Japan, on October 31, 1976. Region-specific versions of the JVC HR-3300 were also distributed later on, such as the HR-3300U in the United States, and the HR-3300EK in the United Kingdom. The United States received its first VHS-based VCR, the RCA VBT200, on August 23, 1977. The RCA unit was designed by Matsushita and was the first VHS-based VCR manufactured by a company other than JVC. It was also capable of recording four hours in LP (long play) mode. The UK received its first VHS-based VCR, the Victor HR-3300EK, in 1978. Quasar and General Electric followed-up with VHS-based VCRs – all designed by Matsushita. By 1999, Matsushita alone produced just over half of all Japanese VCRs. TV/VCR combos, combining a TV set with a VHS mechanism, were also once available for purchase. Combo units containing both a VHS mechanism and a DVD player were introduced in the late 1990s, and at least one combo unit, the Panasonic DMP-BD70V, included a Blu-ray player. == Technical details == VHS has been standardized in IEC 60774–1. === Cassette and

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