AI Chat Emochi

AI Chat Emochi — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • LIVAC Synchronous Corpus

    LIVAC Synchronous Corpus

    LIVAC is an uncommon language corpus dynamically maintained since 1995. Different from other existing corpora, LIVAC has adopted a rigorous and regular "Windows" approach in processing and filtering massive media texts from representative Chinese speech communities such as Beijing, Hong Kong, Macau, Taipei, Singapore, Shanghai, as well as Guangzhou, and Shenzhen. The contents are thus deliberately repetitive in most cases, represented by textual samples drawn from editorials, local and international news, cross-Taiwan Strait news, as well as news on finance, sports and entertainment. By 2023, more than 3 billion characters of news media texts have been filtered, of which 700 million characters have been processed and analyzed and have yielded an expanding Pan-Chinese dictionary of 2.5 million words from the Pan-Chinese printed media. Through rigorous analysis based on computational linguistic methodology, LIVAC has at the same time accumulated a large amount of accurate and meaningful statistical data on the Chinese language and on their diverse speech communities in the Pan-Chinese context, and the results show considerable and important long standing as well as evolving variations. The "Windows" approach is the most innovative feature of LIVAC and has enabled Pan-Chinese media texts to be quantitatively analyzed according to various attributes such as locations, time and subject domains. Thus, various types of comparative studies and applications in information technology as well as development of often related innovative applications have been possible. Moreover, LIVAC has allowed longitudinal developments to be taken into account, facilitating Key Word in Context (KWIC) search and comprehensive study of target words and their underlying concepts as well as linguistic structures over the past 25 years, based on the above mentioned variables of location, time and subject. Results from the extensive and accumulative data analysis contained in LIVAC have enabled the cultivation of textual databases of proper names, place names, organization names, new words, and bi-weekly and annual rosters of media figures. Related applications have included the establishment of verb and adjective databases, the formulation of sentiment indices, and related opinion mining, to measure and compare the popularity of global media figures in the Chinese media (LIVAC Annual Pan-Chinese Celebrity Rosters, later renamed as the Pan-Chinese Newsmaker Rosters). Notable among these are the decades long periodic reviews of the 25 years of annual pan-Chinese rosters since 2000 and compilation of new word databases (LIVAC Annual Pan-Chinese New Word Rosters). On this basis, the analysis of the emergence, diffusion and transformation of new words, and the publication of dictionaries of neologisms have been made possible. A recent focus is on the relative balance between disyllabic words and growing trisyllabic words in the Chinese language, and the comparative study of light verbs in three Chinese speech communities. as well as the link between the language use and use of language as a reflection of epochal change in China. A new LIVAC version 3.1 was launched in February 2024. == Corpus data processing == Accessing media texts, manual input, etc. Text unification including conversion from simplified to traditional Chinese characters, stored as Big5 and Unicode versions Automatic word segmentation Automatic alignment of parallel texts Manual verification, part-of-speech tagging Extraction of words and addition to regional sub-corpora Combination of regional sub-corpora to update the LIVAC corpus, and master lexical database == Labeling for data curation == Categories used include general terms and proper names, such as: general names, surnames, semi titles; geographical, organizations and commercial entities, etc.; time, prepositions, locations, etc.; stack-words; loanwords; case-word; numerals, etc. Construction of databases of proper names, place names, and specific terms, etc. Generate rosters: "new word rosters", "celebrity or media personality rosters", "place name rosters", compound words and matched words Other parts of speech tagging for sub-database, such as common nouns, numerals, numeral classifiers, different types of verbs, and of adjectives, pronouns, adverbs, prepositions, conjunctions, particles marking mood, onomatopoeia, interjection, etc. == Applications == Compilation of Pan-Chinese dictionaries or local dictionaries Information technology research, such as predictive Chinese text input for mobile phones, automatic speech to text conversion, opinion mining Comparative studies on linguistic and cultural developments in the Pan-Chinese regions, especially in a critical period of history in modern China. Language teaching and learning research, and speech-to-text conversion Customized service on linguistic research and lexical search for international corporations and government agencies The above applications are provided by the following functions: Word Segmentation Search Phrase Search Example Sentence Selection Multi-word Comparison Word Cloud

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  • The Holocaust and social media

    The Holocaust and social media

    The representation of the Holocaust on social media has been a subject of scholarly inquiry and media attention. == Selfies at Holocaust memorial sites == Some visitors take selfies at Holocaust memorials, which has been the subject of controversy. In 2018, Rhian Sugden, a British model, received criticism after posting a selfie at the Memorial to the Murdered Jews of Europe in Berlin with the caption "ET phone home". She later removed the caption, but defended taking the photograph. Other celebrities have also been criticised for photographs at the Berlin memorial, including Indian actress Priyanka Chopra and US politician Pete Buttigieg, whose husband posted a photograph of him at the memorial on a personal social media account. The Israeli artist and satirist Shahak Shapira set up the website yolocaust.de in 2017 to expose people who take inappropriate selfies at the Holocaust memorial in Berlin. Shapira went through thousands of selfies posted to social media sites such as Facebook, Instagram, Tinder, and Grindr, choosing the twelve that he found most offensive. When the images were moused over, the website replaces the memorial backdrop with black and white images of Nazi victims. "Yolocaust" is a portmanteau of "Holocaust" and YOLO, an acronym for "you only live once". The website went viral, receiving 1.2 million views in the first 24 hours after its launch. Shapira honored requests to take down all of the photographs, which he had used without permission, and the website remains with only a textual documentation of the project. In an analysis of comments by Internet users on the project, Christoph Bareither estimated that 75% were positive. However, the memorial's architect, Peter Eisenman, criticized the website. In his 2018 book Postcards from Auschwitz, Grinnell professor Daniel P. Reynolds defends the practice of selfie-taking at Holocaust sites. In 2019, the Auschwitz-Birkenau State Museum requested that visitors not take inappropriate selfies, although the museum's staff acknowledged that other visitors take selfies in a thoughtful and respectful manner, which they did not criticize. In an academic paper, Gemma Commane and Rebekah Potton analyze the use of Instagram to share tourist photographs at Holocaust sites and conclude that "Instagram encourages conversation and empathy, keeping the Holocaust visible in youth discourses". According to their analysis, most images are tagged with respectful hashtags such as #tragic, #remembrance, and #sadness. The Auschwitz museum has an official Instagram account, auschwitzmemorial, which it uses to share selected appropriate Instagram posts. However, the image feed for the hashtag "Auschwitz" includes potentially offensive images such as an image of "Nazi Vs. Jews #beerpong". This image, according to the authors, expresses "mockery and contempt" for Holocaust victims. They also document offensive memes using images of Holocaust atrocities and shared on Instagram. Some social media users post in order to criticize what they see as inappropriate behavior at Holocaust sites, with one commenting, "Taking photos posing next to razor wire, selfies with victim's hair in the background, and even group shots in front of the crematoria had to be seen to be believed." == Assessment of tourism == Social media posts have been used by researchers to analyze the phenomenon of Holocaust-related tourism. == Social media groups == People have created groups on Facebook to discuss issues related to the Holocaust. One paper analyses two such groups, "The Holocaust and My Family" and "The Descendants of the Victims and Survivors of the Holocaust" in which people engage in collective trauma processing. == Eva.stories == In 2019, Israeli high-tech entrepreneur Mati Kochavi created a fictitious Instagram account for Eva Heyman, a Hungarian-Jewish girl who was murdered in Auschwitz concentration camp. The project met with mixed reception. Israeli prime minister Benjamin Netanyahu praised the project, saying that it "exposes the immense tragedy of our people through the story of one girl". == Holocaust denial == The issue of Holocaust denial on social media has also attracted attention. In October 2020, Facebook reversed its policy and banned Holocaust denial from the platform. Founder Mark Zuckerberg had previously argued that such content should not be banned on freedom of speech grounds.

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  • News ticker

    News ticker

    A news ticker (sometimes called a crawler, crawl, slide, zipper, ticker tape, or chyron) is a horizontal or vertical (depending on the language's writing system) text-based display either in the form of a graphic that typically resides in the lower third of the screen space on a television station or network (usually during news programming) or as a long, thin scoreboard-style display seen around the facades of some offices or public buildings dedicated to presenting headlines or minor pieces of news. It is an evolution of the paper strips tapes, a continuous paper print-out of stock quotes from a printing telegraph which was mainly used to transmit companies' share price information over telegraph lines before the advance of technology in the 1960s. News tickers have been used in Europe in countries such as United Kingdom, Germany and Ireland for some years; they are also used in several Asian countries and Australia. In the United States, tickers were long used on a special event basis by broadcast television stations to disseminate weather warnings, school closings, and election results. Sports telecasts occasionally used a ticker to update other contests in progress before the expansion of cable news networks and the internet for news content. In addition, some ticker displays are used to relay continuous business and financial information. Most tickers are traditionally displayed in the form of scrolling text running from right to left across the screen or building display (or in the opposite direction for right-to-left writing systems such as Arabic script and Hebrew), allowing for headlines of varying degrees of detail; some used by television broadcasters, however, display stories in a static manner (allowing for the seamless switching of each story individually programmed for display) or utilize a "flipping" effect (in which each individual headline is shown for a few seconds before transitioning to the next, instead of scrolling across the screen, usually resulting in a relatively quicker run through of all of the information programmed into the ticker). Since the growth in usage of the World Wide Web, some news tickers have syndicated news stories posted largely on websites of broadcasters or by other independent news agencies. == Current uses == === Television === The presentation of headlines or other information in a news ticker has become a common element of many different news networks. The use of the ticker has differed on a number of channels: News networks and local newscasts commonly use a setup in which news headlines are scrolled across an area near the bottom of the screen, though some variations have formed, such as showing one headline at a time with a scrolling or "flipper" effect. Financial news channels use two or more tickers displaying company shares prices and business headlines. Networks with a focus on sports often use a slightly different system, where scores and statuses of ongoing and finished games are displayed one by one, along with minor sports highlights, statistics and sports news headlines. They are typically divided into categories devoted to specific leagues and events (with college basketball and football usually focusing on the top 25 ranked teams on the AP Poll, occasionally supplemented by sections for specific conferences). Some programs, including news-based programs emphasizing viewer interactivity, or special events, may also use tickers to display messages and reactions from viewers and others that relate to the program. These comments are often sourced from social networking services such as Facebook and Twitter, typically curating comments from a specific page or hashtag. Due to their current prevalence, they have been occasionally been made targets of pranks and vandalism. In one such example, News 14 Carolina allowed viewers to submit relevant information such as school closings or traffic delays via telephone or the Internet that would be incorporated into the ticker; the system was exploited in February 2004 to display humorous and crude messages, including the infamous "All your base are belong to us". Occasionally messages intended for training accidentally end up being put on the live ticker as happened on BBC News in 2022 when "Weather rain everywhere" and "Manchester United are rubbish" appeared on the live news ticker. Some businesses and organizations have utilized tickers intended for relaying weather-related closings as a surreptitious source for free guerrilla marketing, proclaiming they were open rather than closed and giving their phone number if possible, allowing them to 'advertise' on a television station all day for free. Since then, many stations have required pre-registration of businesses or organizations with an authorized representative and a signed affidavit on company letterhead affirming their authenticity, along with filtering out unfamiliar businesses and organizations, before being able to display their closing announcements. Stations also confirm all closings involving school districts with authorized officials to prevent situations in which students either show up to canceled classes in dangerous conditions, or do not attend school due to an erroneous, prank-submitted, or false listing. === On personal computers === Various applications have been developed over time to install news tickers on personal computer desktops using RSS feeds from news organizations, which are displayed in a fashion similar to those used by television channels but enable the user to access to underlying news stories, a feature not offered by traditional television channels. The Bloomberg Terminal and other financial information-tracking programs and devices also utilize tickers. A ticker may also be used as an unobtrusive method by businesses in order to deliver important information to their staff. The ticker can be set to reappear, stay on screen, or be put into a retractable mode (where a small tab is left visible on-screen). In the United Kingdom, broadcasters have stopped using this technology as other forms of communications have become available and increased in popularity. BBC News and Sky News discontinued their respective desktop tickers in March 2011 and 2012 to focus on other products, such as smartphone applications, to deliver updated information on breaking news and sport stories. === News tickers on buildings === Since the advent of the telegraph, newspapers commonly used their buildings to share the latest headlines. At first simple chalkboard signs were used for bulletins, but limelight illumination, electric lights, magic lantern projections, and other novel techniques were later employed. The method of using electric lights to spell out moving letters was invented by Frank C. Reilly (August 20, 1888 – April 10, 1947) and patented in 1923. Reilly called his invention the Motograph News Bulletin. In 1928, The New York Times installed a Motograph News Bulletin to display news headlines on the sides of Times Tower. The display was 388 feet (118 m) long, 5 feet (1.5 m) high, and employed over 14,800 light bulbs. Popularly known as the "Zipper", the sign remained in use until the building was sold in 1961. The sign was darkened during World War II to comply with wartime lighting restrictions. The Motograph operated until 1994 and was replaced by an electronic version in 1995, which was in turn removed in 2017 due to the replacement of all individual screens on the front of One Times Square with a 350 foot (110 m)-tall LED billboard in 2018. Ticker displays appear today on the exterior of the News Corp Building, which houses the headquarters for Fox News Channel/News Corp in the west extension of Manhattan's Rockefeller Center, as well as one that displays delayed stock market data that is located in Times Square. NASDAQ itself features a large display screen on the facade of the NASDAQ MarketSite building in Times Square. The Reuters buildings at Canary Wharf and in Toronto have news and stock tickers; the latter type features market data for the New York Stock Exchange, NASDAQ and London Stock Exchange, while the Toronto building's ticker also includes quotes from the Toronto Stock Exchange. A red-LED ticker was added to the perimeter of 10 Rockefeller Center in 1994, as the building was being renovated to accommodate the studios for NBC's Today. Placed at the juncture of the first and second floors, the ticker is visible to spectators in Rockefeller Plaza and passersby on West 49th Street and updates continuously, even at times when Today is not being produced and broadcast. As of 2015, the ticker strip is only a small part of a large two-floor LCD video display that is placed within the window of the studio showing promotional information. The Martin Place Headquarters of Seven News, the news division of Australian television broadcaster Seven Network, also incorporates a ticker that wraps around the building. == In popular culture == The use of new

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  • Creator economy

    Creator economy

    The creator economy, also known as influencer economy, is a platform-driven economy in which creators produce content, products, or services and distribute them directly to their audience through social media platforms and emerging technologies. This economic model is based on the ability of creators to build and maintain communities of users, monetizing their creative activity through multiple channels including advertising, sponsorships, product sales, crowdfunding, and subscription-based services. Creators include various professional categories such as social media influencers, YouTubers, bloggers, artists, online educators, podcasters, and independent professionals, who use platforms as infrastructure to reach their audience without necessarily relying on traditional intermediaries in the cultural and media industry. According to Goldman Sachs Research, the ongoing growth of the creator economy will likely benefit companies that possess a combination of factors, including a large global user base, access to substantial capital, robust AI-powered recommendation engines, versatile monetization tools, comprehensive data analytics, and integrated e-commerce options. Examples of creator economy software platforms include YouTube, TikTok, Instagram, Facebook, Twitch, Spotify, Substack, OnlyFans and Patreon. == History == The term "creator" was coined by YouTube in 2011 to be used instead of "YouTube star", an expression that at the time could only apply to famous individuals on the platform. The term has since become omnipresent and is used to describe anyone creating any form of online content. A number of platforms such as TikTok, Snapchat, YouTube, and Facebook have set up funds with which to pay creators. == Criticism == The large majority of content creators derive no monetary gain for their creations, with most of the benefits accruing to the platforms who can make significant revenues from their uploads. As few as 0.1% of creators are able to earn a living through their channels.

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  • Lenny (chatbot)

    Lenny (chatbot)

    Lenny is a chatbot designed to scam bait telemarketers, scammers, and other unwanted incoming calls using messages. == Background == Telemarketers may be perceived by some as annoying and wasting people's time, and some deliberately attempt to scam or defraud people. In April 2018, stats published by YouMail estimated the United States received over three billion robocalls that month. Attempts to block the callers have been hindered by Caller ID spoofing. == Features == The bot was written in 2011, and development taken over by an Alberta-based programmer known as "Mango" two years later. It is driven by sixteen pre-recorded audio clips, spoken in a soft and slow Australian accent in the manner of an elderly man. The bot's original creator stated on Reddit that in building the character he asked himself the question "What would be a telemarketer's worst nightmare?" He answered with this being a lonely old man who is up for a chat, proud of his family and can't focus on the telemarketer's goal. There is no speech recognition or artificial intelligence, and the bot's software is simple and straightforward. The first four clips are played sequentially in order to grab the telemarketer's interest and begin their sales pitch to Lenny, then the remaining twelve are played sequentially on loop until the telemarketer hangs up. The program waits for a gap of 1.5 seconds of silence before playing the next audio clip, to simulate natural breaks in the conversation. The messages are purposefully vague and open-ended so they can be applied to as many conversations as possible. They include references to Lenny's children, the state of the economy, and being interrupted by some ducks outside. According to research into the bot, around 75% of callers realise they are talking to a computer program within two minutes; however, some calls have lasted around an hour. == Distribution == Though other chatbots had been developed earlier, Lenny was the first one to be released for free on a public server and could be accessed by anyone. Recordings of conversations with the bot are widely shared online on websites such as Reddit and YouTube. Though "Mango" only intended Lenny to be used against dishonest telemarketers, such as scammers, he does not mind it being used against callers who are merely annoying. The bot has also been used against political campaigners, such as a supporter of Pierre Poilievre in the 2015 Canadian federal election.

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  • Deluxe Media

    Deluxe Media

    Deluxe Media Inc., also known simply as Deluxe and formerly Deluxe Entertainment Services Group, Inc., is an American multinational multimedia and entertainment service provisions company owned by Platinum Equity, founded in 1915 by Hungarian-born American film producer William Fox and headquartered in Burbank, California. The company services multiple clients in the film, television, digital content and advertising industries across the globe, and has been recognized with 10 Academy Awards for scientific and technical achievements, including developments in CinemaScope pictures (as part of 20th Century Fox) and more recently for a process of creating archival separations from digital image data. == History == Deluxe began as a film processing laboratory established in 1915 by William Fox under the name De Luxe as part of his eponymous film conglomerate corporation in Fort Lee, New Jersey. In 1916, Fox Film Corporation opened its studio in Hollywood on 13 acres at Sunset and Western. The first Deluxe film laboratory on the west coast was built on the south side of the lot (Fernwood and Serrano), and the laboratory was moved to the new Fox studios building on Manhattan's west side in 1919, where it remained for over 40 years. The "business manager" (later president) of the laboratory was Alan E. Freedman, who guided the company into the 1960s. In 1927, Fox (Deluxe) received a patent for sound-on-film, the Fox Movietone system. In 1927, "Sunrise: A Song of Two Humans," an early Movietone film, opened. Fox Movietone News, ran weekly in theaters until 1963. During the Great Depression, Fox Film Corporation encountered financial difficulties. Among the actions taken to maintain liquidity, Fox sold the laboratories in 1932 to Freedman, who renamed the operation Deluxe. Under Freedman's leadership, Deluxe added two more plants in Chicago and Toronto. In January 1934, Fox was granted an option to rebuy DeLuxe before December 31, 1938. On 31 May 1935, under Sidney Kent, Fox merged his film company with Twentieth Century Pictures to form The Twentieth Century-Fox Film Corporation following a bank-infused reorganisation. The merged company then exercised this option in July 1936, with Freedman remaining as president. In 1953, Deluxe developed the widescreen format CinemaScope. Titles included "There's No Business Like Show Business" (1954) and "The Seven Year Itch" (1955). Other innovations included the processing and sound striping of CinemaScope, and were patented and/or received Academy awards. In 1962 Freedman retired. In the 1960s, Deluxe closed its New York plant, followed by its plants in Chicago and Toronto, as motion picture production declined on the East Coast. In 1972, Deluxe began large volume videocassette production, with a billion by 1996. In 1990, The Rank Organisation acquired Deluxe from Fox. In 2000, Deluxe began large volume DVD production. In 2006, The Rank Organisation sold Deluxe Film Group to MacAndrews & Forbes, renamed Deluxe Entertainment Services Group. On 9 February 2012, Deluxe acquired Hong Kong–based visual effects and post-production company, Centro Digital Pictures, with its founder John Chu remaining as president while reporting to Alaric McAusland, managing director for Deluxe in Australia. In May 2014, Deluxe shut down its Los Angeles plant at Sunset & Western Studios complex, where other studios themselves were demolished way back in 1971. Also that same year, Deluxe closed the Hollywood film labs, and they gave thousands of orphaned film elements to the Academy Film Archive. The Deluxe Laboratories Collection at the Academy Film Archive consists of over 7,500 35mm and 16mm film elements of various motion pictures dating back to the early 1960s. On 22 April 2015, Deluxe and its longtime competitor, Technicolor S.A., announced that they had entered into a binding agreement to create a new joint venture known as Deluxe Technicolor Digital Cinema which will specialize in cinema mastering, distribution and management services. Deluxe got acquired on 4 September 2019 by creditors in a debt-for-equity swap to avoid bankruptcy. On 3 October 2019, Deluxe filed for bankruptcy, pending in the Southern District of New York. The same month on the 24th, the company received court approval to emerge from bankruptcy with a comprehensive restructuring plan. On July 1, 2020, Platinum Equity agreed to acquire the distribution division of Deluxe and re-unite with former CEO Cyril Drabinsky who would merge CineVizion, a film distribution company he founded after leaving Deluxe in 2016, into it. The companies Company 3 and Method Studios which formed the creative divisions of Deluxe were sold to Framestore in November 2020.

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  • Interstellar communication

    Interstellar communication

    Interstellar communication is the transmission of signals between planetary systems. Sending interstellar messages is potentially much easier than interstellar travel, being possible with technologies and equipment which are currently available. However, the distances from Earth to other potentially inhabited systems introduce prohibitive delays, assuming the limitations of the speed of light. Even an immediate reply to radio communications sent to stars tens of thousands of light-years away would take many human generations to arrive. == Radio == The SETI project has for the past several decades been conducting a search for signals being transmitted by extraterrestrial life located outside the Solar System, primarily in the radio frequencies of the electromagnetic spectrum. Special attention has been given to the Water Hole, the frequency of one of neutral hydrogen's absorption lines, due to the low background noise at this frequency and its symbolic association with the basis for what is likely to be the most common system of biochemistry (but see alternative biochemistry). The regular radio pulses emitted by pulsars were briefly thought to be potential intelligent signals; the first pulsar to be discovered was originally designated "LGM-1", for "Little Green Men." They were quickly determined to be of natural origin, however. Several attempts have been made to transmit signals to other stars as well. (See "Realized projects" at Active SETI.) One of the earliest and most famous was the 1974 radio message sent from the largest radio telescope in the world, the Arecibo Observatory in Puerto Rico. An extremely simple message was aimed at a globular cluster of stars known as M13 in the Milky Way Galaxy and at a distance of 30,000 light years from the Solar System. These efforts have been more symbolic than anything else, however. Further, a possible answer needs double the travel time, i.e. tens of years (near stars) or 60,000 years (M13). == Other methods == It has also been proposed that higher frequency signals, such as lasers operating at visible light frequencies, may prove to be a fruitful method of interstellar communication; at a given frequency it takes surprisingly small energy output for a laser emitter to outshine its local star from the perspective of its target. Other more exotic methods of communication have been proposed, such as modulated neutrino or gravitational wave emissions. These would have the advantage of being essentially immune to interference by intervening matter. Sending physical mail packets between stars may prove to be optimal for many applications. While mail packets would likely be limited to speeds far below that of electromagnetic or other light-speed signals (resulting in very high latency), the amount of information that could be encoded in only a few tons of physical matter could more than make up for it in terms of average bandwidth. The possibility of using interstellar messenger probes for interstellar communication — known as Bracewell probes — was first suggested by Ronald N. Bracewell in 1960, and the technical feasibility of this approach was demonstrated by the British Interplanetary Society's starship study Project Daedalus in 1978. Starting in 1979, Robert Freitas advanced arguments for the proposition that physical space-probes provide a superior mode of interstellar communication to radio signals, then undertook telescopic searches for such probes in 1979 and 1982.

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  • Digital goods

    Digital goods

    Digital goods or e-goods are intangible goods that exist in digital form. Examples are Wikipedia articles; digital media, such as e-books, downloadable music, internet radio, internet television and streaming media; fonts, logos, photos and graphics; digital subscriptions; online ads (as purchased by the advertiser); internet coupons; electronic tickets; electronically treated documentation in many different fields; downloadable software (Digital Distribution) and mobile apps; cloud-based applications and online games; virtual goods used within the virtual economies of online games and communities; community access; workbooks; worksheets; planners; e-learning (online courses); webinars, video tutorials, blog posts; cards; patterns; website themes and templates. == Legal concerns about digital goods == Special legal concerns regarding digital goods include copyright infringement and taxation. Also the question of the ownership (versus licensed use or service only) of purely digital goods is not finally resolved. For instance, the software installers of the digital software distributor gog.com are technically independent to the account but are still subject to the EULA, where a "licensed, not sold" formulation is used. Therefore, it is not clear if the software can be legally used after a hypothetical loss of the account; a question which was also raised before in practice for the similar service Steam. In July 2012, the European Court of Justice ruled in the case UsedSoft GMbH v. Oracle International Corp. that the sale of a software product, either through a physical support or download, constituted a transfer of ownership in EU law, thus the first sale doctrine applies; the ruling thereby breaks the "licensed, not sold" legal theory, but leaves open numerous questions. Therefore, it is also permissible to resell software licenses even if the digital good has been downloaded directly from the Internet, as the first-sale doctrine applied whenever software was originally sold to a customer for an unlimited amount of time, thus prohibiting any software maker from preventing the resale of their software by any of their legitimate owners. The court requires that the previous owner must no longer be able to use the licensed software after the resale, but finds that the practical difficulties in enforcing this clause should not be an obstacle to authorizing resale, as they are also present for software which can be installed from physical supports, where the first-sale doctrine is in force. In several cases, content providers have faced criticism for revoking access to digital goods due to expired licenses or the discontinuation of a product, such as ebooks (which resulted in a lawsuit against Amazon.com, Inc.), digital video (with Sony Interactive Entertainment revoking access to purchased StudioCanal content from its now-defunct PlayStation video store; a similar move involving Warner Bros. Discovery content was averted by an updated license agreement), and video games (such as Ubisoft discontinuing and revoking access to its game The Crew without providing refunds or the ability to redownload the game) In September 2024, the U.S. state of California implemented a consumer protection law that prohibits the use of terms such as "buy" or "purchase" during transactions involving digital goods if there is no way to obtain the purchases in a manner that cannot be revoked by the seller (such as allowing it to be downloaded for permanent, offline access), and requires a disclaimer to be displayed to the customer at the time of purchase.

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  • InstallCore

    InstallCore

    InstallCore (stylized as installCore) was an installation and content distribution platform created by ironSource, considered potentially unwanted programs (PUP) by a number of anti-malware vendors. It included a software development kit (SDK) for Windows and Mac OS X. The program allowed those using it for distribution to include monetization by advertisements or charging for installation, and made its installations invisible to the user and its anti-virus software. The platform and its programs have been rated potentially unwanted programs (PUP) or potentially unwanted applications (PUA) by anti-malware product vendors since 2014, and by Windows Defender Antivirus since 2015. The platform was primarily designed for efficient web-based deployment of various types of application software. As of August 2012, InstallCore was managing 100 million installations every month, offering services for paid, unpaid, and free software by using the SDK version. == History == The InstallCore team introduced the first version of the SDK at the beginning of 2011. The SDK was a fork of the FoxTab installer and had only basic Installation features. InstallCore was discontinued as part of a company flotation in late 2020. == Criticism and malware classification == InstallCore and its software packages have been classified as potentially unwanted programs (PUP) or potentially unwanted applications (PUA), by anti-malware product vendors and Windows Defender Antivirus from 2014–2015 onwards, with many stating that it installs adware and other additional PUPs. Malwarebytes identified the program as "a family of bundlers that installs more than one application on the user's computer". It has been described as "crossing the line into full-blown malware" and a "nasty Trojan".

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  • HTTP cookie

    HTTP cookie

    An HTTP cookie (also called web cookie, Internet cookie, browser cookie, or simply cookie) is a small block of data created by a web server while a user is browsing a website and placed on the user's computer or other device by the user's web browser. Cookies are placed on the device used to access a website, and more than one cookie may be placed on a user's device during a session. Cookies serve useful and sometimes essential functions on the web. They enable web servers to store stateful information (such as items added in the shopping cart in an online store) on the user's device or to track the user's browsing activity (including clicking particular buttons, logging in, or recording which pages were visited in the past). They can also be used to save information that the user previously entered into form fields, such as names, addresses, passwords, and payment card numbers for subsequent use. Authentication cookies are commonly used by web servers to authenticate that a user is logged in, and with which account they are logged in. Without the cookie, users would need to authenticate themselves by logging in on each page containing sensitive information that they wish to access. The security of an authentication cookie generally depends on the security of the issuing website and the user's web browser, and on whether the cookie data is encrypted. Security vulnerabilities may allow a cookie's data to be read by an attacker, used to gain access to user data, or used to gain access (with the user's credentials) to the website to which the cookie belongs (see cross-site scripting and cross-site request forgery for examples). Tracking cookies, and especially third-party tracking cookies, are commonly used as ways to compile long-term records of individuals' browsing histories — a potential privacy concern that prompted European and U.S. lawmakers to take action in 2011. European law requires that all websites targeting European Union member states gain "informed consent" from users before storing non-essential cookies on their device. == Background == === Origin of the name === The term cookie was coined by web-browser programmer Lou Montulli. It was derived from the term magic cookie, which is a packet of data a program receives and sends back unchanged, used by Unix programmers. === History === Magic cookies were already used in computing when computer programmer Lou Montulli had the idea of using them in web communications in June 1994. At the time, he was an employee of Netscape Communications, which was developing an e-commerce application for MCI. Vint Cerf and John Klensin represented MCI in technical discussions with Netscape Communications. MCI did not want its servers to have to retain partial transaction states, which led them to ask Netscape to find a way to store that state in each user's computer instead. Cookies provided a solution to the problem of reliably implementing a virtual shopping cart. Together with John Giannandrea, Montulli wrote the initial Netscape cookie specification the same year. Version 0.9beta of Mosaic Netscape, released on 13 October 1994, supported cookies. The first use of cookies (out of the labs) was checking whether visitors to the Netscape website had already visited the site. Montulli applied for a patent for the cookie technology in 1995, which was granted in 1998. Support for cookies was integrated with Internet Explorer in version 2, released in October 1995. The introduction of cookies was not widely known to the public at the time. In particular, cookies were accepted by default, and users were not notified of their presence. The public learned about cookies after the Financial Times published an article about them on 12 February 1996. In the same year, cookies received a lot of media attention, especially because of potential privacy implications. Cookies were discussed in two U.S. Federal Trade Commission hearings in 1996 and 1997. The development of the formal cookie specifications was already ongoing. In particular, the first discussions about a formal specification started in April 1995 on the www-talk mailing list. A special working group within the Internet Engineering Task Force (IETF) was formed. Two alternative proposals for introducing state in HTTP transactions had been proposed by Brian Behlendorf and David Kristol respectively. But the group, headed by Kristol himself and Lou Montulli, soon decided to use the Netscape specification as a starting point. In February 1996, the working group identified third-party cookies as a considerable privacy threat. The specification produced by the group was eventually published as RFC 2109 in February 1997. It specifies that third-party cookies were either not allowed at all, or at least not enabled by default. At this time, advertising companies were already using third-party cookies. The recommendation about third-party cookies of RFC 2109 was not followed by Netscape and Internet Explorer. RFC 2109 was superseded by RFC 2965 in October 2000. RFC 2965 added a Set-Cookie2 header field, which informally came to be called "RFC 2965-style cookies" as opposed to the original Set-Cookie header field which was called "Netscape-style cookies". Set-Cookie2 was seldom used, however, and was deprecated in RFC 6265 in April 2011 which was written as a definitive specification for cookies as used in the real world. No modern browser recognizes the Set-Cookie2 header field. == Terminology == === Session cookie === A session cookie (also known as an in-memory cookie, transient cookie or non-persistent cookie) exists only in temporary memory while the user navigates a website. Session cookies expire or are deleted when the user closes the web browser. Session cookies are identified by the browser by the absence of an expiration date assigned to them. === Persistent cookie === A persistent cookie expires at a specific date or after a specific length of time. For the persistent cookie's lifespan set by its creator, its information will be transmitted to the server every time the user visits the website that it belongs to, or every time the user views a resource belonging to that website from another website (such as an advertisement). For this reason, persistent cookies are sometimes referred to as tracking cookies because they can be used by advertisers to record information about a user's web browsing habits over an extended period of time. Persistent cookies are also used for reasons such as keeping users logged into their accounts on websites, to avoid re-entering login credentials at every visit. (See § Uses, below.) === Secure cookie === A secure cookie can only be transmitted over an encrypted connection (i.e. HTTPS). They cannot be transmitted over unencrypted connections (i.e. HTTP). This makes the cookie less likely to be exposed to cookie theft via eavesdropping. A cookie is made secure by adding the Secure flag to the cookie. === Http-only cookie === An http-only cookie cannot be accessed by client-side APIs, such as JavaScript. This restriction eliminates the threat of cookie theft via cross-site scripting (XSS). However, the cookie remains vulnerable to cross-site tracing (XST) and cross-site request forgery (CSRF) attacks. A cookie is given this characteristic by adding the HttpOnly flag to the cookie. === Same-site cookie === In 2016 Google Chrome version 51 introduced a new kind of cookie with attribute SameSite with possible values of Strict, Lax or None. With attribute SameSite=Strict, the browsers would only send cookies to a target domain that is the same as the origin domain. This would effectively mitigate cross-site request forgery (CSRF) attacks. With SameSite=Lax, browsers would send cookies with requests to a target domain even it is different from the origin domain, but only for safe requests such as GET (POST is unsafe) and not third-party cookies (inside iframe). Attribute SameSite=None would allow third-party (cross-site) cookies, however, most browsers require secure attribute on SameSite=None cookies. The Same-site cookie is incorporated into a new RFC draft for "Cookies: HTTP State Management Mechanism" to update RFC 6265 (if approved). Chrome, Firefox, and Edge started to support Same-site cookies. The key of rollout is the treatment of existing cookies without the SameSite attribute defined, Chrome has been treating those existing cookies as if SameSite=None, this would let all website/applications run as before. Google intended to change that default to SameSite=Lax in Chrome 80 planned to be released in February 2020, but due to potential for breakage of those applications/websites that rely on third-party/cross-site cookies and COVID-19 circumstances, Google postponed this change to Chrome 84. === Supercookie === A supercookie is a cookie with an origin of a top-level domain (such as .com) or a public suffix (such as .co.uk). Ordinary cookies, by contrast, have an origin of a specific domain name, such as ex

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  • CloudLibrary

    CloudLibrary

    CloudLibrary (stylized as "cloudLibrary") is a cloud-based software system through which libraries lend electronic books; it is also the name of the app that users download to access the e-books. CloudLibrary was created in 2011 by 3M as part of its library systems unit as a competitor to OverDrive, Inc.; in 2015 3M sold the North American part of that unit to Bibliotheca Group GmbH, a company founded in 2011 that was funded by One Equity Partners Capital Advisors, a division of JP Morgan Chase. By 2019, Bibliotecha had tried, unsuccessfully, to negotiate with Amazon to add Kindle-ebook compatibility to cloudLibrary - something that, as of then, Amazon had only made available to Overdrive. In that year, cloudLibrary, along with hoopla offered by Midwest Tape, ODILO, and Baker & Taylor’s Axis 360, were the main competitors to the Overdrive and Libby apps offered by OverDrive, Inc. in the library e-book market. In April 2024, Bibliotheca sold cloudLibrary to the nonprofit cooperative OCLC. By that time, cloudLibrary was used by around 500 libraries in around 20 countries in around 50 languages, and was used to lend audiobooks, digital magazines, newspapers, and comics, and streaming media, along with e-books.

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  • Fifth Estate

    Fifth Estate

    The Fifth Estate is a socio-cultural reference to groupings of outlier viewpoints in contemporary society, and is most associated with bloggers, journalists publishing in non-mainstream media outlets, and online social networks. The "Fifth" Estate extends the sequence of the three classical estates (clergy (first), nobility (second), commoners (third)) and the preceding Fourth Estate, essentially the common press. The use of "fifth estate" dates to the 1960s counterculture, and in particular the influential Fifth Estate, an underground newspaper first published in Detroit in 1965. Web-based technologies have enhanced the scope and power of the Fifth Estate far beyond the modest and boutique conditions of its beginnings. Nimmo and Combs asserted in 1992 that political pundits constitute a Fifth Estate. Media researcher Stephen D. Cooper argued in 2006 that bloggers are the Fifth Estate. In 2009, William Dutton argued that the Fifth Estate is not just the blogging community, nor an extension of the media, but "networked individuals" enabled by the Internet, e.g. social media, in ways that can hold the other estates accountable.

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  • WebGPU Shading Language

    WebGPU Shading Language

    WebGPU Shading Language (WGSL, internet media type: text/wgsl) is a high-level shading language and the normative shader language for the WebGPU API on the web. WGSL's syntax is influenced by Rust and is designed with strong static validation, explicit resource binding, and portability in mind for secure execution in browsers. In web contexts, WebGPU implementations accept WGSL source and perform compilation to platform-specific intermediate forms (for example, to SPIR‑V, DXIL, or MSL via the user agent), but such backends are not exposed to web content. == History and background == Graphics on the web historically used WebGL, with shaders written in GLSL ES. As applications demanded more modern GPU features and finer control over compute and graphics pipelines, the W3C's GPU for the Web Community Group and Working Group created WebGPU and its companion shading language, WGSL, to provide a secure, portable model suitable for the web platform. WGSL was developed to be human-readable, avoid undefined behavior common in legacy shading languages, and align closely with WebGPU's resource and validation model. == Design goals == WGSL's design emphasizes: Safety and determinism suitable for web security constraints (extensive static validation and well-defined semantics). Portability across diverse GPU backends via an abstract resource model shared with WebGPU. Readability and explicitness (no preprocessor, minimal implicit conversions, explicit address spaces and bindings). Alignment with modern GPU features (compute, storage buffers, textures, atomics) while retaining a familiar C/Rust-like syntax. == Language overview == === Types and values === Core scalar types include bool, i32, u32, and f32. Vectors (e.g., vec2, vec3, vec4) and matrices (up to 4×4) are available for floating-point element types. Optional f16 (half precision) may be enabled via a WebGPU feature; availability is implementation-dependent. Atomic types (atomic, atomic) support limited atomic operations in qualified address spaces. === Variables and address spaces === Variables are declared with let (immutable), var (mutable), or const (compile-time constant). Storage classes (address spaces) include function, private, workgroup, uniform, and storage with read or read_write access as applicable. WGSL defines explicit layout and alignment rules; attributes such as @align, @size, and @stride control data layout for buffer interoperability. === Functions and control flow === Functions use explicit parameter and return types. Control flow includes if, switch, for, while, and loop constructs, with break/continue. Recursion is disallowed; entry-point call graphs must be acyclic. === Entry points and attributes === Shaders define stage entry points with @vertex, @fragment, or @compute. Attributes annotate bindings and interfaces, including @group, @binding (resource binding), @location (user-defined I/O), @builtin (stage built-ins such as position or global_invocation_id), @interpolate, and @workgroup_size. === Resources === WGSL exposes buffers (uniform, storage), textures (sampled, storage, and multisampled variants), and samplers (filtering/non-filtering/comparison). The binding model is explicit via descriptor sets called groups and bindings, matching WebGPU's pipeline layout model. == Compilation and validation == Browsers compile WGSL to platform-appropriate representations and native driver formats; the specific compilation pipeline is not observable by web content. WGSL source undergoes strict parsing and static validation, and WebGPU enforces robust resource access rules to avoid out-of-bounds memory hazards, contributing to predictable behavior across implementations. == Shader stages == WGSL supports three pipeline stages: vertex, fragment, and compute. === Vertex shaders === Vertex shaders transform per-vertex inputs and produce values for rasterization, including a clip-space position written to the position builtin. ==== Example ==== === Fragment shaders === Fragment shaders run per-fragment and compute color (and optionally depth) outputs written to color attachments. ==== Example ==== If half-precision (vec4h, shorthand for vec4) is desired, the code must be prefaced with a enable f16; statement. === Compute shaders === Compute shaders run in workgroups and are used for general-purpose GPU computations. ==== Example ==== == Differences from GLSL and HLSL == Compared with legacy shading languages, WGSL: Omits a preprocessor and requires explicit types and conversions. Uses explicit address spaces and binding annotations aligned with WebGPU's model. Enforces strict validation to avoid undefined behavior common in other shading languages. Defines a portable, web-focused feature set; 16-bit types and other features are opt-in and may depend on device capabilities.

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  • Electronic kit

    Electronic kit

    An electronic kit is a package of electrical components used to build an electronic device. Generally, kits are composed of electronic components, a circuit diagram (schematic), assembly instructions, and often a printed circuit board (PCB) or another type of prototyping board. There are two types of kits. Some build a single device or system. Other types used for education demonstrate a range of circuits. These will include a solderless construction board of some type, such as: Components mounted in plastic blocks with side contacts, that are held together in a base, e.g. Denshi blocks Springs on a card board, the springs trap wire leads, or component leads, such as Philips EE electronic experiment kits. These are a cheap and flexible option Professional type prototyping boards, (breadboards) into which component leads are inserted, following documentation of the "kit". The first type of kit for constructing a single device normally uses a PCB on which components are soldered. They normally come with extended documentation describing which component goes where into the PCB. For advanced hobby projects, sometimes the kit may only consist of a printed circuit board and assembly instructions, and the purchaser may have to source all the parts independently; or, the vendor may provide hard-to-get or pre-programmed parts while expecting the purchaser to obtain the rest of the components. People primarily purchase electronic kits to have fun and learn how things work. They were once popular as a means to reduce the cost of buying goods, but there is usually no cost saving in buying a kit today. Some electronic kits were assembled to make complete complex devices such as color television sets, oscilloscopes, high-end audio amplifiers, amateur radio equipment, electric organs, and even computers such as the Heathkit H-8, and the LNW-80. Many of the early microprocessor computers were sold as either electronic kits or assembled and tested. Heathkit sold millions of electronic kits during its 45-year history. Home assembly of common consumer electronics items no longer provides a cost advantage over commercially manufactured and distributed devices. People still build kits for custom devices and special-purpose electronics for professional and educational use and as a hobby. Also emerging is a trend to simplify the complexity by providing preprogrammed or modular kits often provided by many suppliers online. The fun and thrill of making your own electronics have shifted, in many cases, from easy-to-comprehend applications and analog devices to more sophisticated digital devices. == Examples == The Altair 8800 (the first home computer) was also sold as a kit, as were the MK14, Sinclair ZX80, Sinclair ZX81 and Acorn Atom computers. Many S-100 bus system cards were sold only as kits. Building a Robot kit, most often with a micro controller inside, is now in fashion.

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  • New media

    New media

    New media are communication technologies that enable or enhance interaction between users, as well as interaction between users and content. In the middle of the 1990s, the phrase "new media" became widely used as part of a sales pitch for the influx of interactive CD-ROMs for entertainment and education. The new media technologies, sometimes known as Web 2.0, include a wide range of web-related communication tools such as blogs, wikis, online social networking, virtual worlds, and other social media platforms. The phrase "new media" refers to computational media that share material online and through computers. New media inspire new ways of thinking about older media. Media do not replace one another in a clear, linear succession, instead evolving in a more complicated network of interconnected feedback loops . What is different about new media is how they specifically refashion traditional media and how older media refashion themselves to meet the challenges of new media. Unless they contain technologies that enable digital generative or interactive processes, broadcast television programs, non-interactive news websites, feature films, magazines, and books are not considered to be new media. The term "new media" stands in contrast to old media, which dominated the media landscape as a form of mass media for many years. == History == In the 1950s, connections between computing and radical art began to grow stronger. It was not until the 1980s that Alan Kay and his co-workers at Xerox PARC began to give the computability of a personal computer to the individual, rather than have a big organization be in charge of this. In the late 1980s and early 1990s, however, we seem to witness a different kind of parallel relationship between social changes and computer design. Although causally unrelated, conceptually, it makes sense that the Cold War and the design of the Web took place at exactly the same time. Writers and philosophers such as Marshall McLuhan were instrumental in the development of media theory during this period which is now famous declaration in Understanding Media: The Extensions of Man, that "the medium is the message" drew attention to the too often ignored influence media and technology themselves, rather than their "content," have on humans' experience of the world and on society broadly. Until the 1980s, media relied primarily upon print and analog broadcast models such as television and radio. The last twenty-five years have seen the rapid transformation into media which are predicated upon the use of digital technologies such as the Internet and video games. However, these examples are only a small representation of new media. The use of digital computers has transformed the remaining 'old' media, as suggested by the advent of digital television and online publications. Even traditional media forms such as the printing press have been transformed through the application of technologies by using of image manipulation software like Adobe Photoshop and desktop publishing tools. Andrew L. Shapiro argues that the "emergence of new, digital technologies signals a potentially radical shift of who is in control of information, experience and resources". W. Russell Neuman suggests that whilst the "new media" have technical capabilities to pull in one direction, economic and social forces pull back in the opposite direction. According to Neuman, "We are witnessing the evolution of a universal interconnected network of audio, video, and electronic text communications that will blur the distinction between interpersonal and mass communication; and between public and private communication". Neuman argues that new media will: Alter the meaning of geographic distance. Allow for a huge increase in the volume of communication. Provide the possibility of increasing the speed of communication. Provide opportunities for interactive communication. Allow forms of communication that were previously separate to overlap and interconnect. Consequently, it has been the contention of scholars such as Douglas Kellner and James Bohman that new media and particularly the Internet will provide the potential for a democratic postmodern public sphere, in which citizens can participate in well informed, non-hierarchical debate pertaining to their social structures. Contradicting these positive appraisals of the potential social impacts of new media are scholars such as Edward S. Herman and Robert McChesney who have suggested that the transition to new media has seen a handful of powerful transnational telecommunications corporations who achieve a level of global influence which was hitherto unimaginable. Scholars have highlighted both the positive and negative potential and actual implications of new media technologies, suggesting that some of the early work in new media studies was guilty of technologicaldeterminism – whereby the effects of media were determined by the technologies themselves, rather than by tracing the complex social networks that governed the development, funding, implementation, and future evolution of any technology. Based on the argument that people have a limited amount of time to spend on the consumption of different media, displacement theory argue that the viewership or readership of one particular outlet leads to the reduction in the amount of time spent by the individual on another. The introduction of new media, such as the internet, therefore reduces the amount of time individuals would spend on existing "old" media, which could ultimately lead to the end of such traditional media. == Definition == Although, there are several ways that new media may be described, Lev Manovich, in an introduction to The New Media Reader, defines new media by using eight propositions: New media versus cyberculture – Cyberculture is the various social phenomena that are associated with the Internet and network communications (blogs, online multi-player gaming), whereas new media is concerned more with cultural objects and paradigms (digital to analog television, smartphones). New media as computer technology used as a distribution platform – New media are the cultural objects which use digital computer technology for distribution and exhibition. e.g. (at least for now) Internet, Web sites, computer multimedia, Blu-ray disks etc. The problem with this is that the definition must be revised every few years. The term "new media" will not be "new" anymore, as most forms of culture will be distributed through computers. New media as digital data controlled by software – The language of new media is based on the assumption that, in fact, all cultural objects that rely on digital representation and computer-based delivery do share a number of common qualities. New media is reduced to digital data that can be manipulated by software as any other data. Now media operations can create several versions of the same object. An example is an image stored as matrix data which can be manipulated and altered according to the additional algorithms implemented, such as color inversion, gray-scaling, sharpening, rasterizing, etc. New media as the mix between existing cultural conventions and the conventions of software – New media today can be understood as the mix between older cultural conventions for data representation, access, and manipulation and newer conventions of data representation, access, and manipulation. The "old" data are representations of visual reality and human experience, and the "new" data is numerical data. The computer is kept out of the key "creative" decisions, and is delegated to the position of a technician. e.g. In film, software is used in some areas of production, in others are created using computer animation. New media as the aesthetics that accompanies the early stage of every new modern media and communication technology – While ideological tropes indeed seem to be reappearing rather regularly, many aesthetic strategies may reappear two or three times ... In order for this approach to be truly useful it would be insufficient to simply name the strategies and tropes and to record the moments of their appearance; instead, we would have to develop a much more comprehensive analysis which would correlate the history of technology with social, political, and economical histories or the modern period. New media as faster execution of algorithms previously executed manually or through other technologies – Computers are a huge speed-up of what were previously manual techniques. e.g. calculators. Dramatically speeding up the execution makes possible previously non-existent representational technique. This also makes possible of many new forms of media art such as interactive multimedia and video games. On one level, a modern digital computer is just a faster calculator, we should not ignore its other identity: that of a cybernetic control device. New media as the encoding of modernist avant-garde; new media as metamedia – Manovi

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