AI Chat Got

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

  • Text normalization

    Text normalization

    Text normalization is the process of transforming text into a single canonical form that it might not have had before. Normalizing text before storing or processing it allows for separation of concerns, since input is guaranteed to be consistent before operations are performed on it. Text normalization requires being aware of what type of text is to be normalized and how it is to be processed afterwards; there is no all-purpose normalization procedure. == Applications == Text normalization is frequently used when converting text to speech. Numbers, dates, acronyms, and abbreviations are non-standard "words" that need to be pronounced differently depending on context. For example: "$200" would be pronounced as "two hundred dollars" in English, but as "lua selau tālā" in Samoan. "vi" could be pronounced as "vie," "vee," or "the sixth" depending on the surrounding words. Text can also be normalized for storing and searching in a database. For instance, if a search for "resume" is to match the word "résumé," then the text would be normalized by removing diacritical marks; and if "john" is to match "John", the text would be converted to a single case. To prepare text for searching, it might also be stemmed (e.g. converting "flew" and "flying" both into "fly"), canonicalized (e.g. consistently using American or British English spelling), or have stop words removed. == Techniques == For simple, context-independent normalization, such as removing non-alphanumeric characters or diacritical marks, regular expressions would suffice. For example, the sed script sed ‑e "s/\s+/ /g" inputfile would normalize runs of whitespace characters into a single space. More complex normalization requires correspondingly complicated algorithms, including domain knowledge of the language and vocabulary being normalized. Among other approaches, text normalization has been modeled as a problem of tokenizing and tagging streams of text and as a special case of machine translation. == Textual scholarship == In the field of textual scholarship and the editing of historic texts, the term "normalization" implies a degree of modernization and standardization – for example in the extension of scribal abbreviations and the transliteration of the archaic glyphs typically found in manuscript and early printed sources. A normalized edition is therefore distinguished from a diplomatic edition (or semi-diplomatic edition), in which some attempt is made to preserve these features. The aim is to strike an appropriate balance between, on the one hand, rigorous fidelity to the source text (including, for example, the preservation of enigmatic and ambiguous elements); and, on the other, producing a new text that will be comprehensible and accessible to the modern reader. The extent of normalization is therefore at the discretion of the editor, and will vary. Some editors, for example, choose to modernize archaic spellings and punctuation, but others do not. An edition of a text might be normalized based on internal criteria, where orthography is standardized according to the language of the original, or external criteria, where the norms of a different time period are applied. For an example of the latter, a published edition of a medieval Icelandic manuscript might be normalized to the conventions of modern Icelandic, or it might be normalized to Classical Old Icelandic. Standards of normalization vary based on language of the edition as well as the specific conventions of the publisher.

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  • Hyperscale computing

    Hyperscale computing

    In computing, hyperscale is the ability of an architecture to scale appropriately as increased demand is added to the system. This typically involves the ability to seamlessly provide and add computing, memory, networking, and storage resources to a given node or set of nodes that make up a larger computing, distributed computing, or grid computing environment. Hyperscale computing is necessary in order to build a robust and scalable cloud, big data, map reduce, or distributed storage system and is often associated with the infrastructure required to run large distributed sites such as Google, Facebook, Twitter, Amazon, Microsoft, IBM Cloud, Oracle Cloud, or Cloudflare. Companies like Ericsson, AMD, and Intel provide hyperscale infrastructure kits for IT service providers. Companies like Scaleway, Switch, Alibaba, IBM, QTS, Neysa, Digital Realty Trust, Equinix, Oracle, Meta, Amazon Web Services, SAP, Microsoft, Google, and Cloudflare build data centers for hyperscale computing. Such companies are sometimes called "hyperscalers". They are recognized for their massive scale in cloud computing and data management, operating in environments that require extensive infrastructure to accommodate large-scale data processing and storage.

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  • Push technology

    Push technology

    Push technology, also known as server push, is a communication method where the communication is initiated by a server rather than a client. This approach is different from the "pull" method where the communication is initiated by a client. In push technology, clients can express their preferences for certain types of information or data, typically through a process known as the publish–subscribe model. In this model, a client "subscribes" to specific information channels hosted by a server. When new content becomes available on these channels, the server automatically sends, or "pushes," this information to the subscribed client. Under certain conditions, such as restrictive security policies that block incoming HTTP requests, push technology is sometimes simulated using a technique called polling. In these cases, the client periodically checks with the server to see if new information is available, rather than receiving automatic updates. == General use == Synchronous conferencing and instant messaging are examples of push services. Chat messages and sometimes files are pushed to the user as soon as they are received by the messaging service. Both decentralized peer-to-peer programs (such as WASTE) and centralized programs (such as IRC or XMPP) allow pushing files, which means the sender initiates the data transfer rather than the recipient. Email may also be a push system: SMTP is a push protocol (see Push e-mail). However, the last step—from mail server to desktop computer—typically uses a pull protocol like POP3 or IMAP. Modern e-mail clients make this step seem instantaneous by repeatedly polling the mail server, frequently checking it for new mail. The IMAP protocol includes the IDLE command, which allows the server to tell the client when new messages arrive. The original BlackBerry was the first popular example of push-email in a wireless context. Another example is the PointCast Network, which was widely covered in the 1990s. It delivered news and stock market data as a screensaver. Both Netscape and Microsoft integrated push technology through the Channel Definition Format (CDF) into their software at the height of the browser wars, but it was never very popular. CDF faded away and was removed from the browsers of the time, replaced in the 2000s with RSS (a pull system.) Other uses of push-enabled web applications include software updates distribution ("push updates"), market data distribution (stock tickers), online chat/messaging systems (webchat), auctions, online betting and gaming, sport results, monitoring consoles, and sensor network monitoring. == Examples == === Web push === The Web push proposal of the Internet Engineering Task Force is a simple protocol using HTTP version 2 to deliver real-time events, such as incoming calls or messages, which can be delivered (or "pushed") in a timely fashion. The protocol consolidates all real-time events into a single session which ensures more efficient use of network and radio resources. A single service consolidates all events, distributing those events to applications as they arrive. This requires just one session, avoiding duplicated overhead costs. Web Notifications are part of the W3C standard and define an API for end-user notifications. A notification allows alerting the user of an event, such as the delivery of an email, outside the context of a web page. As part of this standard, Push API is fully implemented in Chrome, Firefox, and Edge, and partially implemented in Safari as of February 2023. === HTTP server push === HTTP server push (also known as HTTP streaming) is a mechanism for sending unsolicited (asynchronous) data from a web server to a web browser. HTTP server push can be achieved through any of several mechanisms. As a part of HTML5 the Web Socket API allows a web server and client to communicate over a full-duplex TCP connection. Generally, the web server does not terminate a connection after response data has been served to a client. The web server leaves the connection open so that if an event occurs (for example, a change in internal data which needs to be reported to one or multiple clients), it can be sent out immediately; otherwise, the event would have to be queued until the client's next request is received. Most web servers offer this functionality via CGI (e.g., Non-Parsed Headers scripts on Apache HTTP Server). The underlying mechanism for this approach is chunked transfer encoding. Another mechanism is related to a special MIME type called multipart/x-mixed-replace, which was introduced by Netscape in 1995. Web browsers interpret this as a document that changes whenever the server pushes a new version to the client. It is still supported by Firefox, Opera, and Safari today, but it is ignored by Internet Explorer and is only partially supported by Chrome. It can be applied to HTML documents, and also for streaming images in webcam applications. The WHATWG Web Applications 1.0 proposal includes a mechanism to push content to the client. On September 1, 2006, the Opera web browser implemented this new experimental system in a feature called "Server-Sent Events". It is now part of the HTML5 standard. === Pushlet === In this technique, the server takes advantage of persistent HTTP connections, leaving the response perpetually "open" (i.e., the server never terminates the response), effectively fooling the browser to remain in "loading" mode after the initial page load could be considered complete. The server then periodically sends snippets of JavaScript to update the content of the page, thereby achieving push capability. By using this technique, the client doesn't need Java applets or other plug-ins in order to keep an open connection to the server; the client is automatically notified about new events, pushed by the server. One serious drawback to this method, however, is the lack of control the server has over the browser timing out; a page refresh is always necessary if a timeout occurs on the browser end. === Long polling === Long polling is itself not a true push; long polling is a variation of the traditional polling technique, but it allows emulating a push mechanism under circumstances where a real push is not possible, such as sites with security policies that require rejection of incoming HTTP requests. With long polling, the client requests to get more information from the server exactly as in normal polling, but with the expectation that the server may not respond immediately. If the server has no new information for the client when the poll is received, then instead of sending an empty response, the server holds the request open and waits for response information to become available. Once it does have new information, the server immediately sends an HTTP response to the client, completing the open HTTP request. Upon receipt of the server response, the client often immediately issues another server request. In this way the usual response latency (the time between when the information first becomes available and the next client request) otherwise associated with polling clients is eliminated. For example, BOSH is a popular, long-lived HTTP technique used as a long-polling alternative to a continuous TCP connection when such a connection is difficult or impossible to employ directly (e.g., in a web browser); it is also an underlying technology in the XMPP, which Apple uses for its iCloud push support. === Flash XML Socket relays === This technique, used by chat applications, makes use of the XML Socket object in a single-pixel Adobe Flash movie. Under the control of JavaScript, the client establishes a TCP connection to a unidirectional relay on the server. The relay server does not read anything from this socket; instead, it immediately sends the client a unique identifier. Next, the client makes an HTTP request to the web server, including this identifier with it. The web application can then push messages addressed to the client to a local interface of the relay server, which relays them over the Flash socket. The advantage of this approach is that it appreciates the natural read-write asymmetry that is typical of many web applications, including chat, and as a consequence it offers high efficiency. Since it does not accept data on outgoing sockets, the relay server does not need to poll outgoing TCP connections at all, making it possible to hold open tens of thousands of concurrent connections. In this model, the limit to scale is the TCP stack of the underlying server operating system. === Reliable Group Data Delivery (RGDD) === In services such as cloud computing, to increase reliability and availability of data, it is usually pushed (replicated) to several machines. For example, the Hadoop Distributed File System (HDFS) makes 2 extra copies of any object stored. RGDD focuses on efficiently casting an object from one location to many while saving bandwidth by sending minimal number of copies (only one in the best case) of

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  • SitePal

    SitePal

    SitePal is a speaking avatar platform for small and medium-sized businesses developed by Oddcast. SitePal allows users to deploy "virtual employees" on websites that can welcome visitors, guide them around the site and answer questions. The use of SitePal on commercial websites has been controversial because many visitors report finding them annoying. Some research has shown that they can increase sales in comparison to using static photographs. == Development == The technology used was the result of more than 4 years of research at Stanford University. The research was based on a literature review and other previous work in the field of artificial intelligence research. The SitePal AI option uses the AIML programming language, which is partially editable by users. This allows web designers to simulate normal human conversation by using keywords or key phrases that the bot can respond to. == Features == The company provides web designers with options to customize the chosen avatar. A large selection of faces, clothing, hair, backgrounds, voices and other details are available. If a web designer wants to use a particular face, Sitepal can create one from a photo. Thus, a mascot or a known face can be simulated. == Speech == Sitepal avatars talk through text-to-speech (tts) software. A short paragraph can be written (up to 900 characters) and the text-to-speech engine will compile the actual speech, which can be reproduced and edited. The tts engine is not perfect, but it comes close to actual speech and is easy to understand. Tts can be further enhanced by some commands, like /laugh and /loud which make the avatar laugh or talk loud. Even pronunciation is possible. The web designer can record and upload his or her own audio messages. Alternatively Sitepal offers professional voice acting service at extra cost. == User interaction == The company provides 5 options for visitor interaction: No interaction. The avatar simply says a pre-fixed message. FAQ mode. Questions can be configured, which are clickable and the user can hear the answer. Lead mode. The avatar prompts the user to type his email and short message, so it can be sent to the webmaster (usually used on a "contact us" page) Chatbot mode. The avatar greets the user, and he can type his questions and have a conversation with the bot. With predetermined replies, this can work as an FAQ as well. API customization. Experienced programmers can make their avatar interact with their website, making it talk when the user clicks on a link or when other triggers occur. Even dual avatar conversations can be created, like a talk show. == Posting options == The company provides five options for posting the avatar: Embed in webpage (via javascript) Embed in HTML Send by email Publish to eBay Embed in Flash == Criticism == Early reviews, such as one by Troy Dreier published in PC World in 2002 were positive and described SitePal as: "an engagingly simple and personal tool, and the price is reasonable for what it adds to a site". Although Dreier did note that the program had "bugs that suggested it hadn't been tested thoroughly". In more recent years, reaction to SitePal has been much more negative with reviews such as Tom Spring writing in a PC World review citing SitePal ads and described his reaction as "Not so nice". Paul Bissex, writing in E-Scribe News described SitePal as "heinous... and embarrassing if anyone is within earshot...they creep me out" == Research on effectiveness == In one single-website research project Anita Campbell had half the visitors to Small Business Trends see a SitePal and the other half see just a static photograph. Over 11,000 visitors the SitePal avatar improved sign-up for a newsletter 144% over the control condition.

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  • Reference Software International

    Reference Software International

    Reference Software International, Inc. (RSI), was an American software developer active from 1985 to 1993 and based in Albuquerque, New Mexico, and San Francisco, California. The company released several productivity and reference software packages, including the Grammatik grammar checker, for MS-DOS. The company was acquired by WordPerfect Corporation in 1993. == History == === Background (1980–1985) === Reference Software International, Inc., was founded by Donald "Don" Emery and Bruce Wampler in 1985 in San Francisco, California. Both Wampler and Emery were college professors when they founded RSI: Wampler at the University of New Mexico as a professor of computer science and Emery a professor of marketing at San Francisco State University. After graduating from the University of Utah in around 1978, Wampler founded his first software company, Aspen Software, in Tijeras, New Mexico, in 1979. Wampler founded Aspen to develop an early spell checker software package, called Proofreader, for the TRS-80, licensing Random House's Webster's Unabridged Dictionary for the package's lexicon. In 1980, he began development on a grammar checker inspired by Writer's Workbench, a pioneering grammar checker for Unix systems. Wampler used Writer's Workbench heavily during the writer of his doctoral dissertation but disliked having to jump between the Apple II on which he composed the dissertation and the mainframe on which Writer's Workbench ran, and so wanted to develop a version of the latter for microcomputers. Wampler's work came to fruition as Grammatik in 1981, eventually ported to several other microcomputer platforms in the early 1980s. In 1983, by which point the company had 12 employees and sold a combined 80,000 units of Grammatik and Proofreader, Wampler sold Aspen to Dictronics, a software company best known for developing the Electronic Thesaurus, an early thesaurus program for microcomputers. Dictronics was in turn purchased by Wang Laboratories; according to Wampler, "Wang bought [Aspen] and sat on it. They did nothing with it". Wampler moved on to teach for the University of New Mexico, but, frustrated by Wang's inaction, got the urge to resurrect his work. In 1985, he was able to license back Grammatik and Proofreader from a small California-based software firm that had grandfathered rights to a forked version of both. In the same year, he met Emery, who, impressed by Wampler's, founded Reference Software International to market his software. RSI's research and development headquarters were based in Albuquerque, while the company's sales and marketing department was based in Walnut Creek, California. === Success (1985–1992) === In August 1985, RSI released their first product: the Random House Reference Set, a new version of Proofreader for the IBM Personal Computer and compatibles, revised to be a terminate-and-stay-resident program that ran atop other word processors such as WordStar or WordPerfect. At the time, Reference Set was the only such program on the market that functioned like this. RSI netted $114,000 from sales of Reference Set by the end of 1985. In June 1986, they released version 2.0 of Grammatik as Grammatik II for the PC. The latter was a breakout hit for RSI, receiving praise in the press (including technology journals such as PC Magazine) and RSI selling 1,000 units a month. In spring 1987, they released Reference Set II, which allowed users to import their own words into the built-in dictionary and added a thesaurus of 300,000 words. In November 1987, they released version 3.0 of Reference Set, which comprised two new field-specific dictionaries for the medical and legal professions. As well as the general Random House dictionary and thesaurus, it included Stedman's Medical Dictionary and Black's Law Dictionary. Emery consulted Paul Brest and Bob Jackson—professors of law at Stanford Law School and San Francisco State respectively—for the curation of the law dictionary; and Burton Grebin—at the time the executive director of Mount Saint Mary's Hospital—for the curation of the medical dictionary. In fall 1988, the company released Grammatik III, a total rewrite that made use of artificial intelligence to more accurately judge the grammar of sentences by breaking them down into a syntactic hierarchy. Grammatik III received universal acclaim, with Gloria Morris of InfoWorld calling it the apparent leader in the grammar checking field and Sandra Anderson of Mac Home Journal calling it "hands down ... the best of the industry" six years after its release. By 1989, the product had competitors in Correct Grammar by Lifetree Software and RightWriter by Rightsoft, Inc. By 1990, RSI achieved annual sales of $9.7 million. In the same year they released Grammatik IV, which was the first to offer direct integration with WordPerfect on both MS-DOS and Windows. In March 1992—by which point RSI had sold 1.5 million copies of Grammatik across all versions—the company released version 5 of the program, another rewrite that updated the lexicon further and added new functions such as word redundancy detection. Around the same time, the company introduced Easy Proof, a pared-down version of Grammatik intended for novice writers, students, and family computers. In 1991, the company was engaged in a trademark dispute with Systems Compatibility Corporation (SCC) of Chicago, Illinois, over the rights to the Software Toolkit title. Both companies had published software bundles bearing the name in the turn of the 1990s; SCC had published theirs first in 1988 and registered the trademark with the USPTO. SCC was granted a restraining order against RSI in January 1991. The following month, RSI agreed to rename their product, preventing a protracted legal battle. === Decline and acquisition (1992–1993) === By early 1992, RSI achieved annual sales of more than $13 million, employed 120 people, and had opened international offices in London, Belgium, and Antwerp to sell foreign versions of Reference Set and Grammatik. The company reached peak employment in the middle of 1992, with 140 employees. However, RSI's launch of six disparate titles in the year proved problematic for the company when they failed to sell as well as they had projected, and the company laid off employees by the dozens. By December 1992, only 71 employees were left, 32 from their San Francisco office. On the last day of 1992, RSI received an acquisition offer from WordPerfect Corporation, makers of the namesake word processor based in Orem, Utah. The deal was inked in January 1993, RSI's stakeholders receiving $19 million. The company's remaining employees were absorbed into WordPerfect in Orem. WordPerfect continued selling Grammatik as a standalone product for several years.

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  • Open Media Framework Interchange

    Open Media Framework Interchange

    Open Media Format (OMF), Open Media Framework, or Open Media Framework Interchange (OMFI), is a platform-independent file format intended for transfer of digital media between different software applications. OMFI is a file format that aids in exchange of digital media across applications and platforms. This framework enables users to import media elements and to edit information and effects summaries. Sequential media representation is the primary concern that is addressed by this format. The primary objective of OMFI is video production. However, there are a number of additional features which can be listed as follows: The origin of the data can be easily backtracked or identified since the import material is in the form of a videotape or film. There are predefined effects and transitions, which paves the way for easy and quick overlapping and sequencing of various track. The format supports motion control. (i.e. enabling a particular segment to play at a ratio of the speed of another segment) Some of the key benefits of OMFI are: It saves time by getting rid of tape-based file transfers. It brings in flexibility owing to its ability to use a number of applications on multiple workstations. The format preserves the best sound and picture quality during all imports. It eliminates the risk of file formatting and incompatibilities, which in turn allows users to spend their productive time on the creative aspects of their work. It preserves the formatting information during file transfers between applications or workstations. Hence, the need for rebuilding the effects and sequences is eliminated. The OMFI format consists of four primary sections namely Header, Object data, Object dictionary and Track data. The header contains an index of all the segments that constitute the file.

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  • Web testing

    Web testing

    Web testing is software testing that focuses on web applications. Complete testing of a web-based system before going live can help address issues before the system is revealed to the public. Issues may include the security of the web application, the basic functionality of the site, its accessibility to disabled and fully able users, its ability to adapt to the multitude of desktops, devices, and operating systems, as well as readiness for expected traffic and number of users and the ability to survive a massive spike in user traffic, both of which are related to load testing. == Web application performance tool == A web application performance tool (WAPT) is used to test web applications and web related interfaces. These tools are used for performance, load and stress testing of web applications, web sites, web API, web servers and other web interfaces. WAPT tends to simulate virtual users which will repeat either recorded URLs or specified URL and allows the users to specify number of times or iterations that the virtual users will have to repeat the recorded URLs. By doing so, the tool is useful to check for bottleneck and performance leakage in the website or web application being tested. A WAPT faces various challenges during testing and should be able to conduct tests for: Browser compatibility Operating System compatibility Windows application compatibility where required WAPT allows a user to specify how virtual users are involved in the testing environment.ie either increasing users or constant users or periodic users load. Increasing user load, step by step is called RAMP where virtual users are increased from 0 to hundreds. Constant user load maintains specified user load at all time. Periodic user load tends to increase and decrease the user load from time to time. == Web security testing == Web security testing tells us whether Web-based applications requirements are met when they are subjected to malicious input data. There is a web application security testing plug-in collection for Fire Fox == Web API testing == An application programming interface API exposes services to other software components, which can query the API. The API implementation is in charge of computing the service and returning the result to the component that send the query. A part of web testing focuses on testing these web API implementations. GraphQL is a specific query and API language. It is the focus of tailored testing techniques. Search-based test generation yields good results to generate test cases for GraphQL APIs.

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  • MADI

    MADI

    Multichannel Audio Digital Interface (MADI) standardized as AES10 by the Audio Engineering Society (AES) defines the data format and electrical characteristics of an interface that carries multiple channels of digital audio. The AES first documented the MADI standard in AES10-1991 and updated it in AES10-2003 and AES10-2008. The MADI standard includes a bit-level description and has features in common with the two-channel AES3 interface. MADI supports serial digital transmission over coaxial cable or fibre-optic lines of 28, 56, 32, or 64 channels; and sampling rates to 96 kHz and beyond with an audio bit depth of up to 24 bits per channel. Like AES3 and ADAT Lightpipe, it is a unidirectional interface from one sender to one receiver. == Development and applications == MADI was developed by AMS Neve, Solid State Logic, Sony and Mitsubishi and is widely used in the audio industry, especially in the professional audio sector. It provides advantages over other audio digital interface protocols and standards such as AES3, ADAT Lightpipe, TDIF (Tascam Digital Interface), and S/PDIF (Sony/Philips Digital Interface). These advantages include: Support for a greater number of channels per line Use of coaxial and optical fiber media that support transmission of audio signals over 100 meters, up to 3000 meters over multi-mode and 40,000 meters over single-mode optical fiber The original specification (AES10-1991) defined the MADI link as a 56-channel transport for linking large-format mixing consoles to digital multitrack recording devices. Large broadcast studios also adopted it for routing multi-channel audio throughout their facilities. The 2003 revision (AES10-2003) adds a 64-channel capability by removing varispeed operation and supports 96 kHz sampling frequency with reduced channel capacity. The latest AES10-2008 standard includes minor clarifications and updates to correspond to the current AES3 standard. Audio over Ethernet of various types is the primary alternative to MADI for transport of many channels of professional digital audio. == Transmission format == MADI links use a transmission format similar to Fiber Distributed Data Interface (FDDI) networking. Since MADI is most often transmitted on copper links via 75-ohm coaxial cables, it more closely compares to the FDDI specification for copper-based links, called CDDI. AES10-2003 recommends using BNC connectors with coaxial cables and SC connectors with optic fibers. MADI over fibre can support a range of up to 2 km. The basic data rate is 100 Mbit/s of data using 4B5B encoding to produce a 125 MHz physical baud rate. Unlike AES3, this clock is not synchronized to the audio sample rate, and the audio data payload is padded using JK sync symbols. Sync symbols may be inserted at any subframe boundary, and must occur at least once per frame. Though the standard disassociates the transmission clock from the audio sample rate, and thus requires a separate word clock connection to maintain synchronization, some vendors do give the option of locking to parts of the transmission timing information for purposes of deriving a word clock. The audio data is almost identical to the AES3 payload, though with more channels. Rather than letters, MADI assigns channel numbers from 0–63. Frame synchronization is provided by sync symbols outside the data itself, rather than an embedded preamble sequence, and the first four time slots of each sub-channel are encoded as normal data, used for sub-channel identification: Bit 0: Set to 1 to mark channel 0, the first channel in each frame Bit 1: Set to 1 to indicate that this channel is active (contains interesting data) Bit 2: notA/B channel marker, used to mark left (0) and right (1) channels. Generally, even channels are A and odd channels are B. Bit 3: Set to 1 to mark the beginning of a 192-sample data block == Sampling frequency == The original AES10-1991 specification allowed 56 channels at sample rates from 32 to 48 kHz with an additional vari-speed range of ± 12.5%. This leads to a total range of 28 to 54 kHz. At the highest frequency, this produces a total of 56 × 32 × 54 = 96768 kbit/s, leaving 3.232% of the channel for synchronization marks and transmit clock error. The 2003 revision specifies different relations between sampling frequency and number of channels. 32 kHz to 48 kHz ± 12.5%, 56 channels; 32 kHz to 48 kHz nominal, 64 channels; 64 kHz to 96 kHz ± 12.5%, 28 channels. With a 48 kHz sampling frequency, 64 channels take 64 × 32 × 48000 = 98.304 Mbit/s. Adding the minimum 8 × 58 kbit/s of framing produces 98688 bit/s, leaving 1.312% free for timing variation and other overhead. Both versions of the standard accommodate higher sampling frequencies (for example, 96 kHz or 192 kHz) by using two or more channels per audio sample on the link.

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  • Dominant resource fairness

    Dominant resource fairness

    Dominant resource fairness (DRF) is a rule for fair division. It is particularly useful for dividing computing resources in among users in cloud computing environments, where each user may require a different combination of resources. DRF was presented by Ali Ghodsi, Matei Zaharia, Benjamin Hindman, Andy Konwinski, Scott Shenker and Ion Stoica in 2011. == Motivation == In an environment with a single resource, a widely used criterion is max-min fairness, which aims to maximize the minimum amount of resource given to a user. But in cloud computing, it is required to share different types of resource, such as: memory, CPU, bandwidth and disk-space. Previous fair schedulers, such as in Apache Hadoop, reduced the multi-resource setting to a single-resource setting by defining nodes with a fixed amount of each resource (e.g. 4 CPU, 32 MB memory, etc.), and dividing slots which are fractions of nodes. But this method is inefficient, since not all users need the same ratio of resources. For example, some users need more CPU whereas other users need more memory. As a result, most tasks either under-utilize or over-utilize their resources. DRF solves the problem by maximizing the minimum amount of the dominant resource given to a user (then the second-minimum etc., in a leximin order). The dominant resource may be different for different users. For example, if user A runs CPU-heavy tasks and user B runs memory-heavy tasks, DRF will try to equalize the CPU share given to user A and the memory share given to user B. == Definition == There are m resources. The total capacities of the resources are r1,...,rm. There are n users. Each users runs individual tasks. Each task has a demand-vector (d1,..,dm), representing the amount it needs of each resource. It is implicitly assumed that the utility of a user equals the number of tasks he can perform. For example, if user A runs tasks with demand-vector [1 CPU, 4 GB RAM], and receives 3 CPU and 8 GB RAM, then his utility is 2, since he can perform only 2 tasks. More generally, the utility of a user receiving x1,...,xm resources is minj(xj/dj), that is, the users have Leontief utilities. The demand-vectors are normalized to fractions of the capacities. For example, if the system has 9 CPUs and 18 GB RAM, then the above demand-vector is normalized to [1/9 CPU, 2/9 GB]. For each user, the resource with the highest demand-fraction is called the dominant resource. In the above example, the dominant resource is memory, as 2/9 is the largest fraction. If user B runs a task with demand-vector [3 CPU, 1 GB], which is normalized to [1/3 CPU, 1/18 GB], then his dominant resource is CPU. DRF aims to find the maximum x such that all agents can receive at least x of their dominant resource. In the above example, this maximum x is 2/3: User A gets 3 tasks, which require 3/9 CPU and 2/3 GB. User B gets 2 tasks, which require 2/3 CPU and 1/9 GB. The maximum x can be found by solving a linear program; see Lexicographic max-min optimization. Alternatively, the DRF can be computed sequentially. The algorithm tracks the amount of dominant resource used by each user. At each round, it finds a user with the smallest allocated dominant resource so far, and allocates the next task of this user. Note that this procedure allows the same user to run tasks with different demand vectors. == Properties == DRF has several advantages over other policies for resource allocation. Proportionality: each user receives at least as much resources as they could get in a system in which all resources are partitioned equally among users (the authors call this condition "sharing incentive"). Strategyproofness: a user cannot get a larger allocation by lying about his needs. Strategyproofness is important, as evidence from cloud operators show that users try to manipulate the servers in order to get better allocations. Envy-freeness: no user would prefer the allocation of another user. Pareto efficiency: no other allocation is better for some users and not worse for anyone. Population monotonicity: when a user leaves the system, the allocations of remaining users do not decrease. When there is a single resource that is a bottleneck resource (highly demanded by all users), DRF reduces to max-min fairness. However, DRF violates resource monotonicity: when resources are added to the system, some allocations might decrease. == Extensions == Weighted DRF is an extension of DRF to settings in which different users have different weights (representing their different entitlements). Parkes, Procaccia and Shah formally extend weighted DRF to a setting in which some users do not need all resources (that is, they may have demand 0 to some resource). They prove that the extended version still satisfies proportionality, Pareto-efficiency, envy-freeness, strategyproofness, and even Group strategyproofness. On the other hand, they show that DRF may yield poor utilitarian social welfare, that is, the sum of utilities may be only 1/m of the optimum. However, they prove that any mechanism satisfying one of proportionality, envy-freeness or strategyproofness may suffers from the same low utilitarian welfare. They also extend DRF to the setting in which the users' demands are indivisible (as in fair item allocation). For the indivisible setting, they relax envy-freeness to EF1. They show that strategyproofness is incompatible with PO+EF1 or with PO+proportionality. However, a mechanism called SequentialMinMax satisfies efficiency, proportionality and EF1. Wang, Li and Liang present DRFH - an extension of DRF to a system with several heterogeneous servers. == Implementation == DRF was first implemented in Apache Mesos - a cluster resource manager, and it led to better throughput and fairness than previously used fair-sharing schemes.

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  • Digital entertainment

    Digital entertainment

    Digital entertainment Industry includes, but is not restricted to, any combination of the following industries (that themselves have a considerable degree of overlap): digital media new media video on demand video games interactive entertainment online gambling mobile entertainment social media streaming services "Digital entertainment", largely a hard to define marketing term, rests upon entertainment technology and ultimately on the enabling basic technologies computers, Internet/World Wide Web, digital rights management, multimedia and streaming media. Apart from pure entertainment, the term rests upon the observation that already in 2011 in the UK, for example, "nearly half of people’s waking hours are spent using media content and communications services" ("screen time"). Digital entertainment is inextricably connected with digital marketing. People who follow influencers on social media for entertainment will receive a fair share of advertising at the same time. Digital merchandise is distributed with every computer game and popup ads or similar are ubiquitous in the online (gaming) world.

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  • Software-defined mobile network

    Software-defined mobile network

    Software-defined mobile networking (SDMN) is an approach to the design of mobile networks where all protocol-specific features are implemented in software, maximizing the use of generic and commodity hardware and software in both the core network and radio access network (RAN). == History == Through the 20th century, telecommunications technology was driven by hardware development, with most functions implemented in special-purpose equipment. In the early 2000s, generally available CPUs became cheap enough to enable commercial software-defined radio (SDR) technology and softswitches. SDMN extends these trends into the design of mobile networks, moving nearly all network functions into software. The term "software-defined mobile network" first appeared in public literature in early 2014, used independently by Lime Microsystems and researchers from University of Oulu, Finland. == Limitations of hardware-based mobile networks == Mobile networks based on special-purpose hardware suffer from the following limitations: They have limited provisions for upgrades and usually must be replaced entirely when new standards are introduced. The individual components are not scalable in terms of performance and capacity, because the capacity of a component is fixed by the hardware implementation. Specialized equipment and its associated specialized software require vendor-specific training for the mobile operator's staff. Specialized hardware systems are usually supported and serviced by a single vendor, resulting in vendor lock-in. == Characteristics of SDMN designs == === Use of software-defined radio === SDR is an important element of SDMN, because it replaces protocol-specific radio hardware with protocol-agnostic digital transceivers. While many earlier digital radio systems used field-programmable gate arrays (FPGAs) or special-purposed digital signal processors (DSPs) for calculations on baseband radio waveforms, the SDMN approach moves all of the baseband processing into general-purpose CPUs. SDMN radio systems also use hardware with publicly-documented interfaces that is designed to be readily reproducible by multiple manufacturers. === Commodity components === SDMN designs avoid the use of components that are specialized as to their functions or that are available from only a single vendor. This is true of both the hardware and software elements of the network. === Software switching and transcoding === The telephony switches of SDMN networks are software-based, including software transcoding for speech codecs. === Centralized, distributed, or hybrid? === A new SDN architecture for wireless distribution systems (WDSs) is explored that eliminates the need for multi-hop flooding of route information and therefore enables WDNs to easily expand. The key idea is to split network control and data forwarding by using two separate frequency bands. The forwarding nodes and the SDN controller exchange link-state information and other network control signaling in one of the bands, while actual data forwarding takes place in the other band. == Advantages of SDMN == The SDMN approach has many advantages over hardware-based mobile network designs. Because SDMN hardware is protocol-agnostic, upgrades are software-only, even across technology generations. In the radio network, these changes can even be made on a site-by-site basis. Because SDMN hardware is designed to be easily sourced and reproduced: SDMN equipment can be serviced by a wider range of vendors, lowering maintenance costs. SDMN equipment can be manufactured anywhere in the world, lowering production costs. Because SDMN software is based on commodity operating systems and development tools: Support staff can be trained more quickly because they are already familiar with the underlying software systems. Many aspects of the SDMN can be monitored and managed with pre-existing tools, because they are already available in the commodity operating systems. Because SDMN network components run on general purpose computers, the network components can be scaled up in capacity by adding more computing power.

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  • Account verification

    Account verification

    Account verification is the process of verifying that a new or existing account is owned and operated by a specified real individual or organization. A number of websites, for example social media websites, offer account verification services. Verified accounts are often visually distinguished by check mark icons or badges next to the names of individuals or organizations. Account verification can enhance the quality of online services, mitigating sockpuppetry, bots, trolling, spam, vandalism, fake news, disinformation and election interference. == History == Account verification was introduced by Twitter in June 2009, initially as a feature for public figures and accounts of interest, individuals in "music, acting, fashion, government, politics, religion, journalism, media, sports, business and other key interest areas". A similar verification system was adopted by Google+ in 2011, Facebook page in October 2015 (Available in United States, Canada, United Kingdom, Australia and New Zealand) Facebook profile and Facebook page in 2018 (Available in Worldwide) Instagram in 2014, and Pinterest in 2015. On YouTube, users are able to submit a request for a verification badge once they obtain 100,000 or more subscribers. It also has an "official artist" badge for musicians and bands. In July 2016, Twitter announced that, beyond public figures, any individual would be able to apply for account verification. This was temporarily suspended in February 2018, following a backlash over the verification of one of the organisers of the far-right Unite the Right rally due to a perception that verification conveys "credibility" or "importance". In March 2018, during a live-stream on Periscope, Jack Dorsey, co-founder and CEO of Twitter, discussed the idea of allowing any individual to get a verified account. Twitter reopened account verification applications in May 2021 after revamping their account verification criteria. This time offering notability criteria for the account categories of government, companies, brands, and organizations, news organizations and journalists, entertainment, sports and activists, organizers, and other influential individuals. Instagram began allowing users to request verification in August 2018. In April 2018, Mark Zuckerberg, co-founder and CEO of Facebook, announced that purchasers of political or issue-based advertisements would be required to verify their identities and locations. He also indicated that Facebook would require individuals who manage large pages to be verified. In May 2018, Kent Walker, senior vice president of Google, announced that, in the United States, purchasers of political-leaning advertisements would need to verify their identities. In November 2022, Elon Musk included a blue verification check mark with a paid Twitter Blue monthly membership. Prior to Musk's acquisition of Twitter, Twitter offered this check mark at no charge to confirmed high profile users. On December 19, 2022, Twitter introduced two new check mark colors: gold for accounts from official businesses and organizations, and grey for accounts from governments or multilateral organizations. The type of check mark can be confirmed by visiting the profile page, then clicking or tapping on the check mark. == Techniques == === Identity verification services === Identity verification services are third-party solutions which can be used to ensure that a person provides information which is associated with the identity of a real person. Such services may verify the authenticity of identity documents such as drivers licenses or passports, called documentary verification, or may verify identity information against authoritative sources such as credit bureaus or government data, called nondocumentary verification. === Identity documents verification === The uploading of scanned or photographed identity documents is a practice in use, for example, at Facebook. According to Facebook, there are two reasons that a person would be asked to send a scan of or photograph of an ID to Facebook: to show account ownership and to confirm their name. In January 2018, Facebook purchased Confirm.io, a startup that was advancing technologies to verify the authenticity of identification documentation. === Biometric verification === === Behavioral verification === Behavioral verification is the computer-aided and automated detection and analysis of behaviors and patterns of behavior to verify accounts. Behaviors to detect include those of sockpuppets, bots, cyborgs, trolls, spammers, vandals, and sources and spreaders of fake news, disinformation and election interference. Behavioral verification processes can flag accounts as suspicious, exclude accounts from suspicion, or offer corroborating evidence for processes of account verification. === Bank account verification === Identity verification is required to establish bank accounts and other financial accounts in many jurisdictions. Verifying identity in the financial sector is often required by regulation such as Know Your Customer or Customer Identification Program. Accordingly, bank accounts can be of use as corroborating evidence when performing account verification. Bank account information can be provided when creating or verifying an account or when making a purchase. === Postal address verification === Postal address information can be provided when creating or verifying an account or when making and subsequently shipping a purchase. A hyperlink or code can be sent to a user by mail, recipients entering it on a website verifying their postal address. === Telephone number verification === A telephone number can be provided when creating or verifying an account or added to an account to obtain a set of features. During the process of verifying a telephone number, a confirmation code is sent to a phone number specified by a user, for example in an SMS message sent to a mobile phone. As the user receives the code sent, they can enter it on the website to confirm their receipt. === Email verification === An email account is often required to create an account. During this process, a confirmation hyperlink is sent in an email message to an email address specified by a person. The email recipient is instructed in the email message to navigate to the provided confirmation hyperlink if and only if they are the person creating an account. The act of navigating to the hyperlink confirms receipt of the email by the person. The added value of an email account for purposes of account verification depends upon the process of account verification performed by the specific email service provider. === Multi-factor verification === Multi-factor account verification is account verification which simultaneously utilizes a number of techniques. === Multi-party verification === The processes of account verification utilized by multiple service providers can corroborate one another. OpenID Connect includes a user information protocol which can be used to link multiple accounts, corroborating user information. == Account verification and good standing == On some services, account verification is synonymous with good standing. Twitter reserves the right to remove account verification from users' accounts at any time without notice. Reasons for removal may reflect behaviors on and off Twitter and include: promoting hate and/or violence against, or directly attacking or threatening other people on the basis of race, ethnicity, national origin, sexual orientation, gender, gender identity, religious affiliation, age, disability, or disease; supporting organizations or individuals that promote the above; inciting or engaging in the harassment of others; violence and dangerous behavior; directly or indirectly threatening or encouraging any form of physical violence against an individual or any group of people, including threatening or promoting terrorism; violent, gruesome, shocking, or disturbing imagery; self-harm, suicide; and engaging in other activity on Twitter that violates the Twitter Rules. In April 2023, Blue ticks were removed from all Twitter accounts that had not subscribed to Twitter Blue.

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  • WhatsApp

    WhatsApp

    WhatsApp Messenger, commonly known simply as WhatsApp, is an American social media, instant messaging (IM), and Voice over IP (VoIP) service accessible via desktop and mobile app. Owned by Meta Platforms, the service allows users to send text messages, voice messages, and video messages, make voice and video calls, and share images, documents, user locations, and other content. The service requires a cellular mobile telephone number to register. WhatsApp was launched in May 2009. In January 2018, WhatsApp released a standalone business app called WhatsApp Business which can communicate with the standard WhatsApp client. As of May 2025, the service had 3 billion monthly active users, making it the most used messenger app. The name of the app is meant to sound like "what's up". The service was created by WhatsApp Inc. of Mountain View, California, which was acquired by Facebook in February 2014 for approximately US$19.3 billion. It became the world's most popular messaging application in 2015, with 900 million users, and had more than 2 billion active users worldwide in February 2020. WhatsApp Business had approximately 200 million monthly users in 2023. By 2016, it had become the primary means of Internet communication in regions including the Americas, the Indian subcontinent, and large parts of Europe and Africa. == History == === 2009–2014 === WhatsApp was founded by Brian Acton and Jan Koum, former employees of Yahoo. Koum incorporated WhatsApp Inc. in California on February 24, 2009. A month earlier, Koum had purchased an iPhone, and he and Acton decided to create an app for the App Store. The idea started off as an app that would display statuses in a phone's Contacts menu, showing if a person was at work or on a call. Their discussions often took place at the home of Koum's Russian friend Alex Fishman in West San Jose. They realized that to take the idea further, they would need an iPhone developer. Fishman visited RentACoder.com, found Russian developer Igor Solomennikov, and introduced him to Koum. Koum named the app WhatsApp to sound like "what's up" and it was published on the Apple App Store and BlackBerry App World in May and June 2009 respectively. However, when early versions of WhatsApp kept crashing, Koum considered giving up and looking for a new job. Acton encouraged him to wait for a "few more months". In June 2009, when the app had been downloaded by only a handful of Fishman's Russian-speaking friends, Apple launched push technology, allowing users to be pinged even when not using the app. Koum updated WhatsApp so that everyone in the user's network would be notified when a user's status changed. This new facility, to Koum's surprise, was used by users to ping "each other with jokey custom statuses like, 'I woke up late' or 'I'm on my way.'" Fishman said, "At some point it sort of became instant messaging". WhatsApp 2.0, released for iPhone in August 2009, featured a purpose-designed messaging component; the number of active users suddenly increased to 250,000. Although Acton was working on another startup idea, he decided to join the company. In October 2009, Acton persuaded five former friends at Yahoo! to invest $250,000 in seed funding, and Acton became a co-founder and was given a stake. He officially joined WhatsApp on November 1. Koum then hired a friend in Los Angeles, Chris Peiffer, to develop a BlackBerry version, which arrived two months later. Subsequently, WhatsApp for Symbian OS was added in May 2010, and for Android OS in August 2010. In 2010 Google made multiple acquisition offers for WhatsApp, which were all declined. To cover the cost of sending verification texts to users, WhatsApp was changed from a free service to a paid one. In December 2009, the ability to send photos was added to the iOS version. By early 2011, WhatsApp was one of the top 20 apps in the U.S. Apple App Store. In April 2011, Sequoia Capital invested about $8 million for more than 15% of the company, after months of negotiation by Sequoia partner Jim Goetz. By February 2013, WhatsApp had about 200 million active users and 50 staff members. Sequoia invested another $50 million at a $1.5 billion valuation. Some time in 2013 WhatsApp acquired Santa Clara–based startup SkyMobius, the developers of Vtok, a video and voice calling app. As of December 2013, the service had 400 million monthly active users. That year, the company had $148 million in expenses and a net loss of $138 million. === 2014–2015 === On February 19, 2014, one year after the venture capital financing round at a $1.5 billion valuation, Facebook, Inc. (now Meta Platforms) agreed to acquire the company for US$19 billion, its largest acquisition to date. At the time, it was the largest acquisition of a venture-capital-backed company in history. Sequoia Capital received an approximate 5,000% return on its initial investment. Facebook paid $4 billion in cash, $12 billion in Facebook shares, and an additional $3 billion in restricted stock units granted to WhatsApp's founders Koum and Acton. Employee stock was scheduled to vest over four years subsequent to closing. Days after the announcement, WhatsApp users experienced a loss of service, leading to anger across social media. The acquisition was influenced by the data provided by Onavo, Facebook's research app for monitoring competitors and trending usage of social activities on mobile phones, as well as startups that were performing "unusually well". The acquisition caused many users to try, or move to, other message services. Telegram claimed that it acquired 8 million new users, and Line, 2 million. At a keynote presentation at the Mobile World Congress in Barcelona in February 2014, Facebook CEO Mark Zuckerberg said that Facebook's acquisition of WhatsApp was closely related to the Internet.org vision. A TechCrunch article said about Zuckerberg's vision:The idea, he said, is to develop a group of basic internet services that would be free of charge to use – "a 911 for the internet". These could be a social networking service like Facebook, a messaging service, maybe search and other things like weather. Providing a bundle of these free of charge to users will work like a gateway drug of sorts – users who may be able to afford data services and phones these days just don't see the point of why they would pay for those data services. This would give them some context for why they are important, and that will lead them to pay for more services like this – or so the hope goes. Three days after announcing the Facebook purchase, Koum said they were working to introduce voice calls. He also said that new mobile phones would be sold in Germany with the WhatsApp brand, and that their ultimate goal was to be on all smartphones. In August 2014, WhatsApp was the most popular messaging app in the world, with more than 600 million users. By early January 2015, WhatsApp had 700 million monthly users and over 30 billion messages every day. In April 2015, Forbes predicted that between 2012 and 2018, the telecommunications industry would lose $386 billion because of "over-the-top" services like WhatsApp and Skype. That month, WhatsApp had over 800 million users. By September 2015, it had grown to 900 million; and by February 2016, one billion. On November 30, 2015, the Android WhatsApp client made links to Telegram unclickable and not copyable. Multiple sources confirmed that it was intentional, not a bug, and that it had been implemented when the Android source code that recognized Telegram URLs had been identified. (The word "telegram" appeared in WhatsApp's code.) Some considered it an anti-competitive measure; WhatsApp offered no explanation. === 2016–2019 === On January 18, 2016, WhatsApp's co-founder Jan Koum announced that it would no longer charge users a $1 annual subscription fee, in an effort to remove a barrier faced by users without payment cards. He also said that the app would not display any third-party ads, and that it would have new features such as the ability to communicate with businesses. On May 18, 2017, the European Commission announced that it was fining Facebook €110 million for "providing misleading information about WhatsApp takeover" in 2014. The Commission said that in 2014 when Facebook acquired the messaging app, it "falsely claimed it was technically impossible to automatically combine user information from Facebook and WhatsApp." However, in the summer of 2016, WhatsApp had begun sharing user information with its parent company, allowing information such as phone numbers to be used for targeted Facebook advertisements. Facebook acknowledged the breach, but said the errors in their 2014 filings were "not intentional". In September 2017, WhatsApp's co-founder Brian Acton left the company to start a nonprofit group, later revealed as the Signal Foundation, which developed the WhatsApp competitor Signal. He explained his reasons for leaving in an interview with Forbes a year later. WhatsApp also

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  • 1tik

    1tik

    1tik, pronounced Antik (Arabic: أنتيك; lit. "Everything is going well") is a fully Algerian instant messaging, social media and mobile payment app. designed, developed and built locally by the Algerian start-up, INTAJ Digital, with backing from the state-owned company ATM Mobilis (who's the company's main sponsor). It is described as Algeria's first super-app that is entirely designed and built by local developers. == Etymology == The name "1tik" (Arabic: أنتيك) is drawn from the popular Algerian vernacular (Antik), the neologism, which appeared several years ago, means "everything is going well" or "it's all good". == History == 1tik was officially launched and announced the 20th December 2025 by INTAJ Digital's founder Youcef Toulaib and a team of 50 employees, making it the first ever Algerian instant messaging, social media and mobile payment app, rivaling with the growing influence of Yassir in Algeria. it grew in popularity after the presidency of Algeria and several other state-owned companies, medias, and ministries opened official accounts on the app.

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  • Technology company

    Technology company

    A technology company, or tech company, is a company that focuses primarily on the manufacturing, support, research and development of—most commonly computing, telecommunication and consumer electronics–based—technology-intensive products and services, which include businesses relating to digital electronics, software, optics, new energy, and Internet-related services such as cloud storage and e-commerce services. Big Tech refers to the 6 largest companies, both in the United States and globally, symbolized by the metonym 'Silicon Valley', where 4 of them are based. == Details == According to Fortune, as of 2020, the ten largest technology companies by revenue are: Apple Inc., Samsung, Foxconn, Alphabet Inc., Microsoft, Huawei, Dell Technologies, Hitachi, IBM, and Sony. Amazon has higher revenue than Apple, but is classified by Fortune in the retail sector. The most profitable listed in 2020 are Apple Inc., Microsoft, Alphabet Inc., Intel, Meta Platforms, Samsung, and Tencent. Apple Inc., Alphabet Inc. (owner of Google), Meta Platforms (owner of Facebook), Microsoft, and Amazon.com, Inc. are often referred to as the Big Five multinational technology companies based in the United States. These five technology companies dominate major functions, e-commerce channels, and information of the entire Internet ecosystem. As of 2017, the Big Five had a combined valuation of over $3.3 trillion and make up more than 40 percent of the value of the Nasdaq-100 index. Many large tech companies have a reputation for innovation, spending large sums of money annually on research and development. According to PwC's 2017 Global Innovation 1000 ranking, tech companies made up nine of the 20 most innovative companies in the world, with the top R&D spender (as measured by expenditure) being Amazon, followed by Alphabet Inc., and then Intel. As a result of numerous influential tech companies and tech startups opening offices in proximity to one another, a number of technology districts have developed in various areas across the globe. These include: Silicon Valley in the San Francisco Bay Area, Silicon Wadi in Israel, Silicon Docks in Dublin, Silicon Hills in Austin, Tech City in London; Digital Media City in Seoul, Zhongguancun in Beijing, Cyberjaya in Malaysia and Cyberabad in Hyderabad, India. As of 2026, Europe has six of the world's 100 most valuable tech companies, compared with 56 in the United States and 16 in China.

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