AI Chat Picture

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

  • Tiimo

    Tiimo

    Tiimo is an app designed to help neurodivergent individuals with planning their life. In August 2024 the company raised €1.4 million, bringing their total funding to €4.3 million. At that point they had over 500,000 users, including 50,000 paid users. The app has Apple Watch support and a learning platform that includes courses on well-being and neurodiversity. The app was founded by Helene Lassen Nørlem and Melissa Würtz Azari in 2015. After being a finalist in 2024, in December 2025 Tiimo was won Apple’s iPhone App of the Year. The premium version is $10/mo and features an AI chatbot alongside the daily planner.

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  • Social media background check

    Social media background check

    A social media background check is an investigative technique that involves scrutinizing the social media profiles and activities of individuals, primarily for pre-employment screening and other official verifications. These checks are performed to review people's online behavioral history on social media websites such as Facebook, Twitter, and LinkedIn. Social media background checks have become a common part of recruitment processes, among other verification procedures. == History == In the early 21st century, with the rapid expansion of social media platforms such as Facebook, Twitter, and LinkedIn, employers began to use these channels to gather additional information about prospective employees. Initially, social media background checks were an informal aspect of recruitment, but they have gradually gained formal recognition as a crucial element in candidate screening. Proponents of social media background checks argue that such reviews provide insight into a candidate's professional interests and networks, though the reliability of such assessments remains contested among researchers. == Rise in society == The practice of social media background checks has seen a significant surge in the last decade. This rise can be attributed to the exponential increase in social media users and the growing awareness among organizations regarding the importance of hiring individuals who align with their values and culture. Various platforms provide services explicitly designed to conduct social media background checks efficiently, simplifying the process for businesses. Companies providing social media background check services, such as Ferretly and Certn, have received venture capital funding, reflecting investor interest in the sector. The incorporation of artificial intelligence into conducting AI-powered social media background checks also illustrates its continued popularity and that businesses are looking to ramp up and even automate their use. High-profile cases in which individuals faced employment or admission consequences for past social media posts have raised awareness of social media background checking practices. For example, director James Gunn faced termination from Marvel Studios in 2018 over past offensive tweets, though he was later rehired. Additionally, multiple college admissions officers have acknowledged reviewing applicants' social media profiles, though such practices vary by institution. == Evolution of ethical considerations == Social media background checks are not without controversy, raising significant ethical considerations that have evolved in recent years. Privacy advocates argue that social media background checks raise concerns about data use and discrimination, particularly given the use of personal information that may not reflect job-relevant behavior. Legal scholars debate whether reviewing publicly posted information constitutes a privacy violation under U.S. law. Researchers and critics note that social media profiles often present curated representations of users' lives and may not reflect workplace behavior or professional competence. Moreover, the accuracy of social media background checks has been called into question, with critics pointing out that these checks may not always yield reliable or comprehensive results. Critics also warn about potential misuse of information obtained from social media, including cyberbullying and harassment. A 2023 study by found that approximately 90% of employers incorporate social media into hiring processes, with over half of those surveyed reporting they had rejected candidates based on social media content. This informal approach operates largely outside federal compliance frameworks. Critics argue that without regulation, candidates lack dispute mechanisms available under regulatory frameworks like the Fair Credit Reporting Act (FCRA), which requires compliance when background checks formally influence employment decisions. In a hiring environment where the practice is already performed often on an individual basis, the introduction of systematic, regulated screening practices that meet federal compliance standards can present a better, fairer alternative for both employers and candidates. == Business considerations == From a business perspective, social media background checks can be a valuable tool in protecting an organization's reputation and maintaining a safe and respectful workplace environment. A well-conducted social media background check can identify potential red flags, helping to prevent instances of workplace harassment or other negative behaviors. However, businesses also face potential legal repercussions if social media background checks are conducted improperly, such as non-compliance with the Fair Credit Reporting Act (FCRA) in the United States. Critics argue that over-reliance on social media data may exclude qualified candidates whose professional competence is not reflected in their online presence. The proliferation of social media screening services has prompted legal and industry experts to emphasize the importance of compliance with the Fair Credit Reporting Act and relevant state privacy laws when conducting such checks.

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  • Content repository

    Content repository

    A content repository or content store is a database of digital content with an associated set of data management, search and access methods allowing application-independent access to the content, rather like a digital library, but with the ability to store and modify content in addition to searching and retrieving. The content repository acts as the storage engine for a larger application such as a content management system or a document management system, which adds a user interface on top of the repository's application programming interface. == Advantages provided by repositories == Common rules for data access allow many applications to work with the same content without interrupting the data. They give out signals when changes happen, letting other applications using the repository know that something has been modified, which enables collaborative data management. Developers can deal with data using programs that are more compatible with the desktop programming environment. The data model is scriptable when users use a content repository. == Content repository features == A content repository may provide functionality such as: Add/edit/delete content Hierarchy and sort order management Query / search Versioning Access control Import / export Locking Life-cycle management Retention and holding / records management == Examples == Apache Jackrabbit ModeShape == Applications == Content management Document management Digital asset management Records management Revision control Social collaboration Web content management == Standards and specification == Content repository API for Java WebDAV Content Management Interoperability Services

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  • Social recruiting

    Social recruiting

    Social recruiting (social hiring or social media recruitment) is recruiting candidates by using social platforms as talent databases or for advertising. Social recruiting uses social media profiles, blogs, and other Internet sites to find information on candidates. It also uses social media to advertise jobs either through HR vendors or through crowdsourcing where job seekers and others share job openings within their online social networks. Social recruiting's effectiveness and return on investment have been difficult to determine, since applicants do not usually apply through the social channels which first attracted them. In May 2013, Maximum Employment Marketing Group released the Social Recruitment Monitor, which ranks the reach, engagement, and interactivity of employers' social recruiting efforts around the world. == Social recruitment software == The social recruitment software market (a form of e-recruitment) is often included in the wider talent management software sector. Bersin & Associates valued the wider talent management market at over $2bn in 2007. Social recruitment increasingly sits at an intersection of a number of fast-moving areas including social networking, recruitment and now cloud computing. Additionally, mobile recruiting has become another hot topic, especially with the rise in tablet and smartphone usage. In 2012, there was a rise of tech companies using social recruiting applications to find and screen applicants. As more companies saw value in filling jobs by putting them on the social platforms where millions of people spend at least 37 minutes daily, there developed a much larger focus on social recruiting among the talent acquisition community. By mid-2013, many major enterprise companies such as Pepsi, Gap, AIG, and Oracle had begun effectively utilizing social recruiting software, making it clear that large corporations were open to automating or streamlining (and ultimately investing in) their social recruiting processes.

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  • Learning rate

    Learning rate

    In machine learning and statistics, the learning rate is a tuning parameter in an optimization algorithm that determines the step size at each iteration while moving toward a minimum of a loss function. Since it influences to what extent newly acquired information overrides old information, it metaphorically represents the speed at which a machine learning model "learns". In the adaptive control literature, the learning rate is commonly referred to as gain. In setting a learning rate, there is a trade-off between the rate of convergence and overshooting. While the descent direction is usually determined from the gradient of the loss function, the learning rate determines how big a step is taken in that direction. Too high a learning rate will make the learning jump over minima, but too low a learning rate will either take too long to converge or get stuck in an undesirable local minimum. In order to achieve faster convergence, prevent oscillations and getting stuck in undesirable local minima the learning rate is often varied during training either in accordance to a learning rate schedule or by using an adaptive learning rate. The learning rate and its adjustments may also differ per parameter, in which case it is a diagonal matrix that can be interpreted as an approximation to the inverse of the Hessian matrix in Newton's method. The learning rate is related to the step length determined by inexact line search in quasi-Newton methods and related optimization algorithms. == Learning rate schedule == Initial rate can be left as system default or can be selected using a range of techniques. A learning rate schedule changes the learning rate during learning and is most often changed between epochs/iterations. This is mainly done with two parameters: decay and momentum. There are many different learning rate schedules but the most common are time-based, step-based and exponential. Decay serves to settle the learning in a nice place and avoid oscillations, a situation that may arise when too high a constant learning rate makes the learning jump back and forth over a minimum, and is controlled by a hyperparameter. Momentum is analogous to a ball rolling down a hill; we want the ball to settle at the lowest point of the hill (corresponding to the lowest error). Momentum both speeds up the learning (increasing the learning rate) when the error cost gradient is heading in the same direction for a long time and also avoids local minima by 'rolling over' small bumps. Momentum is controlled by a hyperparameter analogous to a ball's mass which must be chosen manually—too high and the ball will roll over minima which we wish to find, too low and it will not fulfil its purpose. The formula for factoring in the momentum is more complex than for decay but is most often built in with deep learning libraries such as Keras. Time-based learning schedules alter the learning rate depending on the learning rate of the previous time iteration. Factoring in the decay the mathematical formula for the learning rate is: η n + 1 = η 0 1 + d n {\displaystyle \eta _{n+1}={\frac {\eta _{0}}{1+dn}}} where η {\displaystyle \eta } is the learning rate, η 0 {\displaystyle \eta _{0}} is the original learning rate, d {\displaystyle d} is a decay parameter and n {\displaystyle n} is the iteration step. Step-based learning schedules changes the learning rate according to some predefined steps. The decay application formula is here defined as: η n = η 0 d ⌊ 1 + n r ⌋ {\displaystyle \eta _{n}=\eta _{0}d^{\left\lfloor {\frac {1+n}{r}}\right\rfloor }} where η n {\displaystyle \eta _{n}} is the learning rate at iteration n {\displaystyle n} , η 0 {\displaystyle \eta _{0}} is the initial learning rate, d {\displaystyle d} is how much the learning rate should change at each drop (0.5 corresponds to a halving) and r {\displaystyle r} corresponds to the drop rate, or how often the rate should be dropped (10 corresponds to a drop every 10 iterations). The floor function ( ⌊ … ⌋ {\displaystyle \lfloor \dots \rfloor } ) here drops the value of its input to 0 for all values smaller than 1. Exponential learning schedules are similar to step-based, but instead of steps, a decreasing exponential function is used. The mathematical formula for factoring in the decay is: η n = η 0 e − d n {\displaystyle \eta _{n}=\eta _{0}e^{-dn}} where d {\displaystyle d} is a decay parameter. == Adaptive learning rate == The issue with learning rate schedules is that they all depend on hyperparameters that must be manually chosen for each given learning session and may vary greatly depending on the problem at hand or the model used. To combat this, there are many different types of adaptive gradient descent algorithms such as Adagrad, Adadelta, RMSprop, and Adam which are generally built into deep learning libraries such as Keras.

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  • Forward anonymity

    Forward anonymity

    Forward anonymity is a property of a cryptographic system which prevents an attacker who has recorded past encrypted communications from discovering its contents and participants in the future. This property is analogous to forward secrecy. An example of a system which uses forward anonymity is a public key cryptography system, where the public key is well-known and used to encrypt a message, and an unknown private key is used to decrypt it. In this system, one of the keys is always said to be compromised, but messages and their participants are still unknown by anyone without the corresponding private key. In contrast, an example of a system which satisfies the perfect forward secrecy property is one in which a compromise of one key by an attacker (and consequent decryption of messages encrypted with that key) does not undermine the security of previously used keys. Forward secrecy does not refer to protecting the content of the message, but rather to the protection of keys used to decrypt messages. == History == Originally introduced by Whitfield Diffie, Paul van Oorschot, and Michael James Wiener to describe a property of STS (station-to-station protocol) involving a long term secret, either a private key or a shared password. == Public Key Cryptography == Public Key Cryptography is a common form of a forward anonymous system. It is used to pass encrypted messages, preventing any information about the message from being discovered if the message is intercepted by an attacker. It uses two keys, a public key and a private key. The public key is published, and is used by anyone to encrypt a plaintext message. The Private key is not well known, and is used to decrypt cyphertext. Public key cryptography is known as an asymmetric decryption algorithm because of different keys being used to perform opposing functions. Public key cryptography is popular because, while it is computationally easy to create a pair of keys, it is extremely difficult to determine the private key knowing only the public key. Therefore, the public key being well known does not allow messages which are intercepted to be decrypted. This is a forward anonymous system because one compromised key (the public key) does not compromise the anonymity of the system. == Web of Trust == A variation of the public key cryptography system is a Web of trust, where each user has both a public and private key. Messages sent are encrypted using the intended recipient's public key, and only this recipient's private key will decrypt the message. They are also signed with the senders private key. This creates added security where it becomes more difficult for an attacker to pretend to be a user, as the lack of a private key signature indicates a non-trusted user. == Limitations == A forward anonymous system does not necessarily mean a wholly secure system. A successful cryptanalysis of a message or sequence of messages can still decode the information without the use of a private key or long term secret. == News == Forward anonymity, along with other privacy-protecting measures, received a burst of media attention after the leak of classified information by Edward Snowden, beginning in June, 2013, which indicated that the NSA and FBI, through specially crafted backdoors in software and computer systems, were conducting mass surveillance over large parts of the population of both the United States (see Mass surveillance in the United States), Europe, Asia, and other parts of the world. They justified this practice as an aid to catch predatory pedophiles. Opponents to this practice argue that leaving in a back door to law enforcement increases the risk of attackers being able to decrypt information, as well as questioning its legality under the US Constitution, specifically being a form of illegal Search and Seizure.

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  • Hilscher netx network controller

    Hilscher netx network controller

    The netX network controller family (based on ASICs), developed by Hilscher Gesellschaft für Systemautomation mbH, is a solution for implementing all proven Fieldbus and Real-Time Ethernet systems. It was the first Multi-Protocol ASIC which combines Real-Time-Ethernet and Fieldbus System in one solution. The Multiprotocol functionality is done over a flexible cpu sub system called XC. Through exchanging some microcode the XC is able to realize beside others a PROFINET IRT Switch, EtherCAT Slave, Ethernet Powerlink HUB, PROFIBUS, CAN bus, CC-Link Industrial Networks Interface. == The Hilscher netX family == === Multiplex Matrix IOs (MMIO) === The Multiplex Matrix is a set of PINs which could be configured freely with peripheral functions. Options are CAN, UART, SPI, I2C, GPIOs, PIOs and SYNC Trigger. === GPIOs === The GPIOs from Hilscher are able to generate Interrupts, could count level or flags, or could be connected to a timer unit to auto generate a PWM. The Resolution of the PWM is normally 10ns. In some netX ASICS is a dedicated Motion unit with a resolution if 1ns is available.

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  • Data room

    Data room

    Data rooms are secure spaces used for housing data, usually of a privileged or confidential nature. They can be physical data rooms, virtual data rooms (VDRs), or data centers. They are primarily used for a variety of corporate purposes, including data storage, document exchange, file sharing, financial transactions, and legal proceedings. Today, data rooms are central to workflows in mergers and acquisitions, venture capital, and corporate restructuring, increasingly utilizing artificial intelligence to securely manage and review large datasets. Historically, data rooms were strictly physical locations heavily guarded and monitored. Today, the vast majority of corporate data rooms are hosted virtually on secure cloud platforms, though physical rooms are still occasionally used for highly sensitive government or proprietary intelligence. == Physical Data Rooms == In mergers and acquisitions (M&A), the traditional data room genuinely consists of a physically secured and continually monitored room, normally in the vendor's offices or those of their legal counsel. Bidders and their advisers visit this room in order to inspect and report on various documents, legal contracts, and financial statements made available during the due diligence process. Historically, physical data rooms presented significant logistical challenges. Often, only one bidder at a time was allowed to enter to maintain document integrity and confidentiality. If new documents or new versions of documents were required, they had to be brought in by courier as hardcopies. Teams involved in large due diligence processes typically had to be flown in from many regions or countries and remain available throughout the process. Because these teams comprised a number of experts in different fields—such as legal counsel, forensic accountants, and industry specialists—the overall cost of keeping such groups on call near the physical data room was often extremely high. == Virtual Data Rooms (VDRs) == To address the costs and logistical bottlenecks of physical data rooms, virtual data rooms (VDRs) were developed to provide secure, online dissemination of confidential information. A VDR is essentially a secure cloud repository with strictly controlled access. Access is managed through secure log-ons supplied by the vendor or authority, which can be disabled at any time if a bidder withdraws from a transaction. Because much of the information released during corporate transactions is highly confidential, VDRs utilize digital rights management (DRM) to control information. Restrictions are applied to the viewers' ability to release data to third parties by disabling forwarding, copying, or printing capabilities. Modern VDRs also employ dynamic watermarking and detailed auditing capabilities. Detailed auditing is required for legal reasons so that a precise digital footprint is kept of who has viewed which version of each document, and for how long. Furthermore, modern VDR platforms are typically built to comply with stringent information security standards such as ISO 27001 and SOC 2. Transitioning from sequential physical data rooms to parallel virtual data rooms has been shown to significantly reduce the duration of M&A transactions while allowing sellers to field multiple bidders simultaneously. == Key Applications == Data rooms are commonly used by legal, accounting, investment banking, and private equity firms. Primary applications include: Mergers and Acquisitions (M&A): VDRs are central to the sell-side M&A process. After potential buyers sign a Non-Disclosure Agreement (NDA) and review a Confidential Information Memorandum (CIM), they are granted data room access to perform deep financial due diligence, such as Quality of Earnings (QoE) analysis and legal liability assessments. Venture Capital and Startups: Startups use data rooms as a centralized location for key operational data, capitalization tables, and financial projections to streamline due diligence for angel investors and venture capital firms during fundraising rounds. Initial Public Offerings (IPOs): Taking a company public requires intense regulatory scrutiny. Data rooms are used to securely share company histories and financial audits with investment bankers, legal teams, and regulatory bodies. Corporate Restructuring and Insolvency: During bankruptcies or corporate carve-outs, data rooms are used to organize outstanding debt profiles, creditor agreements, and operational liabilities. == Emerging Technologies == In recent years, the management of virtual data rooms has increasingly incorporated Artificial Intelligence (AI) and Machine Learning (ML). Generative AI and Natural Language Processing (NLP) tools are now integrated into VDRs to automatically index thousands of documents, perform auto-redaction of personally identifiable information (PII), and assist buy-side analysts in identifying hidden liabilities within unstructured text data during the due diligence phase. Modern AI algorithms can extract line items from financial statements to instantly populate structured databases.

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  • Avid DS

    Avid DS

    Avid DS (which was called Avid DS Nitris until early 2008) is a high-end offline and finishing system comprising a non-linear editing system and visual effects software. It was developed by Softimage (this company was owned by Microsoft at the time of DS v1.0's launch before being acquired from Microsoft by Avid Technology, Inc. shortly thereafter) in Montreal. DS was discontinued on September 30, 2013 with support ending on the same date the following year. == Software == DS was called ‘Digital Studio’ in development. It was envisioned to be a complete platform for video/audio work. The first previews of the system were on the SGI platform, but this version was never released. The system was rewritten on Windows NT with different video hardware platforms (Matrox DigiSuite or Play Trinity running on a NetPower system) before the final system was released on Intergraph/StudioZ hardware in January 1998. After its acquisition by Avid, DS was always positioned as a high end video finishing tool. However, many users found it to be uniquely soup-to-nuts in its capabilities. From version 1.0 of the product, it competed with products like Autodesk Smoke, Quantel and Avid Symphony. The toolset in DS offered video timeline editing, an object-oriented vector-based paint tool, 2D layer compositing, sample based audio and starting with version 3.01 of the product, a 3D environment. Originally, a subset of the Softimage|XSI 3D software was planned to become part of the DS toolset, both were built on the same software foundation, but over time the code bases divided between the applications and the integration never happened. While the first version of the DS still lacked a few key features (no 3D, poor keying, no real-time effects), it had some significant features compared to the competing products at the time. It offered a large number of built in effects. Avid OMF import was available, positioning Softimage DS as a strong finishing tool for then typical off-line Avid systems. Lastly the integration of the toolset of Softimage DS was beyond what other product offered. A Softimage DS user could quickly go from editing, to paint, to compositing with a few mouse clicks all inside the same interface. Some of the lacking features were quickly resolved, within months of version 1.0 a new chroma keyer was released. Early versions of the software (up thru 4.0) added additional key features. Development continued with one of the first uncompressed HD editing systems (version 4.01) and an attempt to make the system more friendly to Media Composer editors in version 6. In later versions (v7.5 on beyond) DS was criticized for slow development of compositing tools, mainly lack of a new 3D environment and better tracking tools. Many DS users felt that Avid had not been giving DS the attention that it deserved. On July 7, 2013, Avid sent out an email marking the end of life of the DS product. "To Our Avid DS customers, We are writing to inform you that Avid will be realigning our business strategy to focus on a core suite of products to best leverage our developmental and creative resources. As part of this transition, we will be ceasing future development of Avid DS with a final sale date of September 30th, 2013" == Hardware == Up until version 10.5, DS was sold as a turn-key system; the software was not available without purchasing CPU, I/O and storage hardware from Avid. Beginning with 10.5, customers were able to configure their own systems using widely available components, based on recommended system requirements. In turn-key systems, there were many hardware refreshes over time. StudioZ single stream: Intergraph TDZ-425 with 30 minutes of uncompressed SCSI storage. CPUs at the time were Pentium II/300 MHz. StudioZ dual stream: Intergraph TDZ-2000 GT1 with one hour of fibre channel storage. CPUs on first systems were Pentium II/400 MHz, but last shipping systems had Pentium III/1 GHz. DS was one of the first applications to show that real-time effects could be processed with just the CPUs of the system, not requiring special video cards with real-time effect hardware. Equinox: Developed by Avid, it was one of the first uncompressed HD video cards available. Systems were available on CPUs from Pentium III/1 GHz to Pentium 4/2.8 GHz. Storage was typically SCSI, but fibre channel was also supported. Nitris DNA: Developed by Avid, the Nitris hardware was probably the largest hardware update to the system since it was released. 10-bit HD and SD support was standard. Real-time down and cross convert. This was the only hardware for DS that had on-board effect processing. This allowed a system at the time to play back dual-stream uncompressed HD effects in real-time at 16-bit precision. This was also the first hardware from Avid to support the DNxHD codec. Starting with Pentium 4, Intel Core Xeons were supported. SCSI storage was primarily used. AJA Video Systems: First available as a 4:4:4 option to be used in conjunction with Nitris hardware. Final-generation DS systems used the AJA Video Systems Kona 3 (Xena 2K) card as the only I/O for the system. The last systems shipped with two Intel Core Xeon 6-core processors. SAS is the recommended storage for these systems. == History ==

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  • Content-oriented workflow models

    Content-oriented workflow models

    In data management, a content-oriented workflow model seeks to articulate workflow progression by the presence of content units (like data-records/objects/documents). Most content-oriented workflow approaches provide a life-cycle model for content units, such that workflow progression can be qualified by conditions on the state of the units. Most approaches are research and work in progress and the content models and life-cycle models are more or less formalized. The term content-oriented workflows is an umbrella term for several scientific workflow approaches, namely "data-driven", "resource-driven", "artifact-centric", "object-aware", and "document-oriented". Thus, the meaning of "content" ranges from simple data attributes to self-contained documents; the term "content-oriented workflows" appeared at first in as an umbrella term. Such a general term, independent from a specific approach, is necessary to contrast the content-oriented modelling principle with traditional activity-oriented workflow models (like Petri nets or BPMN) where a workflow is driven by a control flow and where the content production perspective is neglected or even missing. The term "content" was chosen to subsume the different levels in granularity of the content units in the respective workflow models; it was also chosen to make associations with content management. Both terms "artifact-centric" and "data-driven" would also be good candidates for an umbrella term, but each is closely related to a specific approach of a single working group. The "artifact-centric" group itself (i.e. IBM Research) has generalized the characteristics of their approach and has used "information-centric" as an umbrella term in. Yet, the term information is too unspecific in the context of computer science, thus, "content-orientated workflows" is considered as good compromise. == Workflow Model Approaches == === Data-driven === The data-driven process structures provides a sophisticated workflow model being specialized on hierarchical write-and-review-processes. The approach provides interleaved synchronization of sub-processes and extends activity diagrams. Unfortunately, the COREPRO prototype implementation is not publicly available. Research on the project had been ceased. The general idea has been continued by Reichert in form of the #Object-aware approach. Synonyms data-driven process structures / data-driven modeling and coordination Protagonists Dr. Dominic Müller (University of Twente), Joachim Herbst (DaimlerChrysler Research), and Manfred Reichert (at this time Assoc. Prof. at Univ. of Twente, currently Prof. at Ulm Univ.) Organization(s) University of Twente, DaimlerChrysler Period 2005 - 2007 Selected publications Implementation COREPRO === Resource-driven === The resource-driven workflow system is an early approach that considered workflows from a content-oriented perspective and emphasizes on the missing support for plain document-driven processes by traditional activity-oriented workflow engines. The resource-driven approach demonstrated the application of database triggers for handling workflow events. Still the system implementation is centralized and the workflow schema is statically defined. The project appeared in 2005 but many aspects are considered future work by the authors. Research did not continue on the project. Wang completed his PhD thesis in 2009, yet, his thesis does not mention the resource-driven approach to workflow modelling but is about discrete event simulation. Synonyms Resource-based Workflows / Document-Driven Workflow Systems Protagonists Jianrui Wang and Prof. Akhil Kumar Organization Pennsylvania State University Period 2005 - today Selected publications Implementation N/A === Artifact-centric === The artifact-centric approach provides a framework for content-oriented workflows. In this model, the enterprise application landscape includes distributed business services, while the workflow engine is centralized. Process enactment is integrated with database management system infrastructure, and the project is funded by IBM. Synonyms artifact-centric business process models / artifact-based business process (ACP) / artifact-centric workflows Protagonists Richard Hull and Dr. Kamal Bhattacharya as well as Cagdas E. Gerede and Jianwen Su Organization IBM (T.J. Watson Research Center, NY) Period 2007 - today Selected publications Implementation ArtiFact === Object-aware === The object-aware approach manages a set of object types and generates forms for creating object instances. The form completion flow is controlled by transitions between object configurations each describing a progressing set of mandatory attributes. Each object configuration is named by an object state. The data production flow is user-shifting and it is discrete by defining a sequence of object states. The discussion is currently limited to a centralized system, without any workflows across different organizations. However, the approach is of great relevance to many domains like concurrent engineering. Finally, the object-aware approach and its PHILharmonicFlows system are going to provide general-purpose workflow systems for generic enactment of data production processes. Synonyms object-aware process management / datenorientiertes Prozess-Management-System Protagonists Vera Künzle and Prof. Manfred Reichert Organization Ulm University Period 2009 - today Selected publications Implementation PHILharmonicFlows === Distributed Document-oriented === Distributed document-oriented process management (dDPM) enables distributed case handling in heterogeneous system environments and it is based on document-oriented integration. The workflow model reflects the paper-based working practice in inter-institutional healthcare scenarios. It targets distributed knowledge-driven ad hoc workflows, wherein distributed information systems are required to coordinate work with initially unknown sets of actors and activities. The distributed workflow engine supports process planning & process history as well as participant management and process template creation with import/export. The workflow engine embeds a functional fusion of 1) group-based instant messaging 2) with a shared work list editor 3) with version control. The software implementation of dDPM is α-Flow which is available as open source. dDPM and α-Flow provide a content-oriented approach to schema-less workflows. The complete distributed case handling application is provided in form of a single active Document ("α-Doc"). The α-Doc is a case file (as information carrier) with an embedded workflow engine (in form of active properties). Inviting process participants is equivalent to providing them with a copy of an α-Doc, copying it like an ordinary desktop file. All α-Docs that belong to the same case can synchronize each other, based on the participant management, electronic postboxes, store-and-forward messaging, and an offline-capable synchronization protocol. Synonyms distributed document-oriented process management (dDPM), distributed case handling via active documents Protagonists Christoph P. Neumann and Prof. Richard Lenz Organization Friedrich-Alexander-Universität Erlangen-Nürnberg Period 2009 - 2012 Selected Publications and a PhD thesis Implementation α-Flow (open source) == Related Concepts == === Content Management === The bandwidth of Content management systems (CMS) reaches from Web content management systems (WCMS) and Document management system (DMS) to Enterprise Content Management (ECM). Mature DMS products support document production workflows in a basic form, primarily focusing on review cycle workflows concerning a single document. === Groupware and Computer-Supported Cooperative Work === Groupware focuses on messaging (like E-Mail, Chat, and Instant Messaging), shared calendars (e.g. Lotus Notes, Microsoft Outlook with Exchange Server), and conferencing (e.g. Skype). Groupware overlaps with Computer-supported cooperative work (CSCW), that originated from shared multimedia editors (for live drawing/sketching) and synchronous multi-user applications like desktop sharing. The extensive conceptual claim of CSWC must be put into perspective by its actual solution scope, that is available as the CSCW Matrix. === Case Handling === The case handling paradigm stems from Prof. van der Aalst and gained momentum in 2005. The core features are: (a) provide all information available, i.e. present the case as a whole rather than showing bits and pieces, (b) decide about activities on the basis of the information available rather than the activities already executed, (c) separate work distribution from authorization and allow for additional types of roles, not just the execute role, and (d) allow workers to view and add/modify data before or after the corresponding activities have been executed. In healthcare, the flow of a patient between healthcare professionals is considered as a workflow - with activities that inc

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  • Social television

    Social television

    Social television is the union of television and social media. Millions of people now share their TV experience with other viewers on social media such as Twitter and Facebook using smartphones and tablets. TV networks and rights holders are increasingly sharing video clips on social platforms to monetise engagement and drive tune-in. The social TV market covers the technologies that support communication and social interaction around TV as well as companies that study television-related social behavior and measure social media activities tied to specific TV broadcasts – many of which have attracted significant investment from established media and technology companies. The market is also seeing numerous tie-ups between broadcasters and social networking players such as Twitter and Facebook. The market is expected to be worth $256bn by 2017. Social TV was named one of the 10 most important emerging technologies by the MIT Technology Review on Social TV in 2010. And in 2011, David Rowan, the editor of Wired magazine, named Social TV at number three of six in his peek into 2011 and what tech trends to expect to get traction. Ynon Kreiz, CEO of the Endemol Group told the audience at the Digital Life Design (DLD) conference in January 2011: "Everyone says that social television will be big. I think it's not going to be big—it's going to be huge". Much of the investment in the earlier years of social TV went into standalone social TV apps. The industry believed these apps would provide an appealing and complimentary consumer experience which could then be monetized with ads. These apps featured TV listings, check-ins, stickers and synchronised second-screen content but struggled to attract users away from Twitter and Facebook. Most of these companies have since gone out of business or been acquired amid a wave of consolidation and the market has instead focused on the activities of the social media channels themselves – such as Twitter Amplify, Facebook Suggested Videos and Snapchat Discover – and the technologies that support them. == Twitter == Twitter and Facebook are both helping users connect around media, which can provoke strong debate and engagement. Both social platforms want to be the 'digital watercooler' and host conversation around TV because the engagement and data about what media people consume can then be used to generate advertising revenue. As an open platform, conversation on Twitter is closely aligned with real-time events. In May 2013, it launched Twitter Amplify – an advertising product for media and consumer brands. With Amplify, Twitter runs video highlights from major live broadcasts, with advertisers' names and messages playing before the clip. By February 2014, all four major U.S. TV networks had signed up to the Amplify program, bringing a variety of premium TV content onto the social platform in the form of in-tweet real-time video clips. In June 2014, Twitter acquired its Twitter Amplify partner in the U.S. SnappyTV, a company that was helping broadcasters and rights holders to share video content both organically across social and via Twitter's Amplify program. Twitter continues to rely on Grabyo, which has also struck numerous deals with some of the largest broadcasters and rights holders in Europe and North America to share video content across Facebook and Twitter. == Facebook == Facebook made significant changes to its platform in 2014 including updates to its algorithm to enhance how it serves video in users' feeds. It also launched video autoplay to get users to watch the videos in their feeds. It rapidly surpassed Twitter and by the end of 2014 it was enjoying three billion video views a day on its platform and had announced a partnership with the NFL, one of Twitter's most active Twitter Amplify partners. In April 2015, at its F8 Developer Conference, it revealed it was working with Grabyo among other technology partners to bring video onto its platform. Then in July it announced it would be launching Facebook Suggested Videos, bringing related videos and ads to anyone that clicks on a video – a move that not only competed with Twitter's commercial video offering but also put it in direct competition with YouTube. == TV Time == TV Time is a television dedicated social network that allows users to keep track of the television series they watch, as well as films. It also allows them to express their reaction to the media they have seen with episode specific voting for favorite characters and emotional reaction to episodes, as well as commenting in episode restrictive pages. This way users are able to avoid spoilers while also finding a precise audience and community for each of their interactions, as opposed to bigger, non-television dedicated social medias such as Facebook and Twitter where the likelihood of unintentionally reading spoilers is much higher. TV Time offers an analytics service called "TVLytics" where the votes and reactions collected from users can be studied for research and television production purposes. == Advertising == According to Businessinsider.com, there are variety of applications for social TV, including support for TV ad sales, optimizing TV ad buys, making ad buys more efficient, as a complement to audience measurement, and eventually, audience forecasting and real-time optimization. Social TV data can ease access to focus groups and may create a positive feedback loop for generating ultra-sticky TV programming and multi-screen ad campaigns. == In numbers == Viewers share their TV experience on social media in real-time as events unfold: between 88-100m Facebook users login to the platform during the primetime hours of 8pm – 11pm in the US. The volume of social media engagement in TV is also rising – according to Nielsen SocialGuide, there was a 38% increase in tweets about TV in 2013 to 263m. For the 2014 Super Bowl, Twitter reported that a record 24.9 million tweets about the game were sent during the telecast, peaking at 381,605 tweets per minute. Facebook reported that 50 million people discussed the Super Bowl, generating 185 million interactions. The 2014 Oscars generated 5m tweets, viewed by an audience of 37m unique Twitter users and delivering 3.3bn impressions globally as conversation and key moments were shared virally across the platform. In 2014 the All England Lawn Tennis Club (AELTC), hosts of Wimbledon, used Grabyo to share video content across social. The videos were viewed 3.5 million times across Facebook and Twitter. In partnered with Grabyo again in 2015 and the videos generated over 48 million views across Facebook and Twitter. == Television shows with social integration == Here are some examples of how TV executives are integrating social elements with TV shows: C-SPAN streamed tweets from US Senators and Representatives during the quorum call The Voice had the judges of the program tweet during the show and the posts scrolls on the bottom of the screen. The use of Twitter also led to an increase in viewers. "Glee" Entertainment Weekly created a second screen viewing platform for the Glee season 3 premiere. == Related publications == Erika Jonietz. "Making TV Social, Virtually" MIT Technology Review. (January 11, 2010) AmigoTV (Alcatel-Lucent; Coppens et al.) – 2004 www.ist-ipmedianet.org/Alcatel_EuroiTV2004_AmigoTV_short_paper_S4-2.pdf Nextream (MIT Media Lab, Martin et al.) – 2010 Social Interactive Television: Immersive Shared Experiences and Perspectives (P. Cesar, D. Geerts, and K. Chorianopoulos (eds.)) – 2009 Social TV and the Emergence of Interactive TV – Multimedia Research Group – November 2010 Interactive Social TV on Service Oriented Environments: Challenges and Enablers (May 2011) == Systems == Boxee – acquired by Samsung GetGlue – acquired by i.TV Grabyo KIT digital Miso TV Tank Top TV WiO Xbox Live

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  • Social collaboration

    Social collaboration

    Social collaboration refers to processes that help multiple people or groups interact and share information to achieve common goals. Such processes find their 'natural' environment on the Internet, where collaboration and social dissemination of information are made easier by current innovations and the proliferation of the web. Sharing concepts on a digital collaboration environment often facilitates a "brainstorming" process, where new ideas may emerge due to the varied contributions of individuals. These individuals may hail from different walks of life, different cultures and different age groups, their diverse thought processes help in adding new dimensions to ideas, dimensions that previously may have been missed. A crucial concept behind social collaboration is that 'ideas are everywhere.' Individuals are able to share their ideas in an unrestricted environment as anyone can get involved and the discussion is not limited to only those who have domain knowledge. Social collaboration is also known as enterprise social networking, and the products to support it are often branded enterprise social networks (ESNs). It is important that we understand the rhythm of social collaboration. There needs to be a balance, with ease to move from focused solitary work to brainstorming for problem solving in group work. This critical balance can be achieved by creating structures or a work environment where it is not too rigid to prevent brainstorming in group work nor too loose to result in total chaos. Social collaboration should happen at the edge of chaos. Work practices should support social collaboration. The most effective environment is one that supports opportunistic planning. Opportunistic planning provides a general plan but then gives enough room for flexibility to change activities and tasks until the last moment. This way, people are able to cope up with unforeseen developments and not throwing away everything with one grand plan. == Comparison to social networking == Social collaboration is related to social networking, with the distinction that while social networking is individual-centric, social collaboration is entirely group-centric. Generally speaking, social networking means socializing for personal, professional or entertainment purposes, for example, LinkedIn and Facebook. Social collaboration, on the other hand, means working socially to achieve a common goal, for example, GitHub and Quora. Social networking services generally focus on individuals sharing messages in a more-or-less undirected way and receiving messages from many sources into a single personalized activity feed. Social collaboration services, on the other hand, focus on the identification of groups and collaboration spaces in which messages are explicitly directed at the group and the group activity feed is seen the same way by everyone. Social collaboration may refer to time-bound collaborations with an explicit goal to be completed or perpetual collaborations in which the goal is knowledge sharing (e.g. community of practice, online community). == Comparison to crowdsourcing == Social collaboration is similar to crowdsourcing as it involves individuals working together towards a common goal. Crowdsourcing is a method for harnessing specific information from a large, diverse group of people. Unlike social collaboration, which involves much communication and cooperation among a large group of people, crowdsourcing is more like individuals working towards the common goal relatively independently. Therefore, the process of working involves less communication. Andrea Grover, curator of a crowdsourcing art show, explained that collaboration among individuals is an appealing experience, because participation is "a low investment, with the possibility of a high return." == Social collaboration software == Notable social collaboration software includes Glip messaging, Google Apps, Knowledge Plaza Electronic Document System and Social Intranet, Microsoft Lync social collaboration tool for businesses, Slack, Weekdone for managers, and Wrike. == Future == Social collaboration is going to be used as a tool in companies to enhance productivity. Social workers could be able to use social collaboration tools to manage personal tasks, professional projects and social networks with other colleagues within the same organization. Social collaboration will serve as a platform to get people involved and connected. This kind of platform provides a spiritual training practice for social workers. Social collaboration software could help enhance the communication between customers and employees and build trust in the organization. When we need real-time chat, it would be excellent to include every participant in a shared and archived forum which keeps a record of important information and logs. So collaborators need not worry about losing important records while working towards the common goal. The interactive communication and synchronous environment promote understanding among colleagues. Collaboration helps in building strong relationships between workers, which in turn leads to faster problem solving. The close connection between workers and customers creates a scalable organization which naturally increases the trust and faith that customers have in the company. Therefore, the interactive customer relationship levels up customer satisfaction in ways that traditional collaboration methods cannot. Apart from its effect on the way work will be conducted in the future, social collaboration will also affect society. In the coming years social collaboration will be the driving force in societal change as more and more people work together to get their vision across to governments and governing agencies. An example of this is Change.org, an online petition tool where users can help bring their government's attention to pressing social issues that need to be addressed.

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  • Stairstep interpolation

    Stairstep interpolation

    In the field of image processing, stairstep interpolation is a widely employed method technique for interpolating pixels after enlarging an image. The fundamental concept is to interpolate multiple times, in small increments, using any interpolation algorithm that is better than nearest-neighbor interpolation such as; bilinear interpolation, and bicubic interpolation. A common scenario is to interpolate an image by using a bicubic interpolation which increases the image size by no more than 10% (110% of the original size) at a time until the desired size is reached. Fred Miranda, a developer, popularized this method by creating and developing several Photoshop plug-ins that incorporate this technique. == Example ==

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  • Branch number

    Branch number

    In cryptography, the branch number is a numerical value that characterizes the amount of diffusion introduced by a vectorial Boolean function F that maps an input vector a to output vector F ( a ) {\displaystyle F(a)} . For the (usual) case of a linear F the value of the differential branch number is produced by: applying nonzero values of a (i.e., values that have at least one non-zero component of the vector) to the input of F; calculating for each input value a the Hamming weight W {\displaystyle W} (number of nonzero components), and adding weights W ( a ) {\displaystyle W(a)} and W ( F ( a ) ) {\displaystyle W(F(a))} together; selecting the smallest combined weight across for all nonzero input values: B d ( F ) = min a ≠ 0 ( W ( a ) + W ( F ( a ) ) ) {\displaystyle B_{d}(F)={\underset {a\neq 0}{\min }}(W(a)+W(F(a)))} . If both a and F ( a ) {\displaystyle F(a)} have s components, the result is obviously limited on the high side by the value s + 1 {\displaystyle s+1} (this "perfect" result is achieved when any single nonzero component in a makes all components of F ( a ) {\displaystyle F(a)} to be non-zero). A high branch number suggests higher resistance to the differential cryptanalysis: the small variations of input will produce large changes on the output and in order to obtain small variations of the output, large changes of the input value will be required. The term was introduced by Daemen and Rijmen in early 2000s and quickly became a typical tool to assess the diffusion properties of the transformations. == Mathematics == The branch number concept is not limited to the linear transformations, Daemen and Rijmen provided two general metrics: differential branch number, where the minimum is obtained over inputs of F that are constructed by independently sweeping all the values of two nonzero and unequal vectors a, b ( ⊕ {\displaystyle \oplus } is a component-by-component exclusive-or): B d ( F ) = min a ≠ b ( W ( a ⊕ b ) + W ( F ( a ) ⊕ F ( b ) ) {\displaystyle B_{d}(F)={\underset {a\neq b}{\min }}(W(a\oplus b)+W(F(a)\oplus F(b))} ; for linear branch number, the independent candidates α {\displaystyle \alpha } and β {\displaystyle \beta } are independently swept; they should be nonzero and correlated with respect to F (the L A T ( α , β ) {\displaystyle LAT(\alpha ,\beta )} coefficient of the linear approximation table of F should be nonzero): B l ( F ) = min α ≠ 0 , β , L A T ( α , β ) ≠ 0 ( W ( α ) + W ( β ) ) {\displaystyle B_{l}(F)={\underset {\alpha \neq 0,\beta ,LAT(\alpha ,\beta )\neq 0}{\min }}(W(\alpha )+W(\beta ))} .

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  • Social commerce

    Social commerce

    Social commerce is a subset of electronic commerce that involves social media and online media that supports social interaction, and user contributions to assist online buying and selling of products and services. More succinctly, social commerce is the use of social network(s), and user-generated content in the context of e-commerce transactions. The term social commerce was introduced by Yahoo! in November 2005 which describes a set of online collaborative shopping tools such as shared pick lists, user ratings and other user-generated content of online product information and advice. The concept of social commerce was developed by David Beisel to denote user-generated advertorial content on e-commerce sites, and by Steve Rubel to include collaborative e-commerce tools that enable shoppers "to get advice from trusted individuals, find goods and services and then purchase them". The social networks that spread this advice have been found to increase the customer's trust in one retailer over another. Social commerce may assist companies in achieving the following purposes: Firstly, social commerce helps companies engage customers with their brands according to the customers' social behaviors. Secondly, it provides an incentive for customers to return to their website. Thirdly, it provides customers with a platform to talk about their brand on their website. Fourthly, it provides all the information customers need to research, compare, and ultimately choose you over your competitor, thus purchasing from you and not others. In these days, the range of social commerce has been expanded to include social media tools and content used in the context of e-commerce, especially in the fashion industry. Examples of social commerce include customer ratings and reviews, user recommendations and referrals, social shopping tools (sharing the act of shopping online), forums and communities, social media optimization, social applications and social advertising. Technologies such as augmented reality have also been integrated with social commerce, allowing shoppers to visualize apparel items on themselves and solicit feedback through social media tools. Some academics have sought to distinguish "social commerce" from "social shopping", with the former being referred to as collaborative networks of online vendors; the latter, the collaborative activity of online shoppers. == Timeline == 2005: The term "social commerce" was first introduced on Yahoo! in 2005. 2021: The Global Web Index associated one's use of social media to his/her eagerness to buy. Social media with its entertaining and inspirational content can increase a product's profitability. This explains why Instagram expanded its Checkout feature to similar content like IG Stories, IGTV, and Reels. == Elements == The attraction and effectiveness of Social Commerce can be understood in terms of Robert Cialdini's Principles of InfluenceInfluence: Science and Practice": Reciprocity – When a company gives a person something for free, that person will feel the need to return the favor, whether by buying again or giving good recommendations for the company. Community – When people find an individual or a group that shares the same values, likes, beliefs, etc., they find community. People are more committed to a community that they feel accepted within. When this commitment happens, they tend to follow the same trends as a group and when one member introduces a new idea or product, it is accepted more readily based on the previous trust that has been established. It would be beneficial for companies to develop partnerships with social media sites to engage social communities with their products. Social proof – To receive positive feedback, a company needs to be willing to accept social feedback and to show proof that other people are buying, and like, the same things that I like. This can be seen in a lot of online companies such as eBay and Amazon, that allow public feedback of products and when a purchase is made, they immediately generate a list showing purchases that other people have made in relation to my recent purchase. It is beneficial to encourage open recommendation and feedback. This creates trust for you as a seller. 55% of buyers turn to social media when they're looking for information. Authority – Many people need proof that a product is of good quality. This proof can be based on the recommendations of others who have bought the same product. If there are many user reviews about a product, then a consumer will be more willing to trust their own decision to buy this item. Liking – People trust based on the recommendations of others. If there are a lot of "likes" of a particular product, then the consumer will feel more confident and justified in making this purchase. Scarcity – As part of supply and demand, a greater value is assigned to products that are regarded as either being in high demand or are seen as being in a shortage. Therefore, if a person is convinced that they are purchasing something that is unique, special, or not easy to acquire, they will have more of a willingness to make a purchase. If there is trust established from the seller, they will want to buy these items immediately. This can be seen in the cases of Zara and Apple Inc. who create demand for their products by convincing the public that there is a possibility of missing out on being able to purchase them. == Types == === Onsite === Onsite social commerce refers to retailers including social sharing and other social functionality on their website. Some notable examples include Zazzle which enables users to share their purchases, Macy's which allows users to create a poll to find the right product, and Fab.com which shows a live feed of what other shoppers are buying. Onsite user reviews are also considered a part of social commerce. This approach has been successful in improving customer engagement, conversion and word-of-mouth branding according to several industry sources. === Offsite === Offsite social commerce includes activities that happen outside of the retailers' website. This may include posting products on social networks such as Facebook, X, and TikTok. It may also include advertising on shopping forums such as SlickDeals, Red Flag Deals, and LatestDeals.co.uk. == Measurements == Social commerce can be measured by any of the principle ways to measure social media. Return on Investment: measures the effect or action of social media on sales. Reputation: indices measure the influence of social media investment in terms of changes to online reputation – made up of the volume and valence of social media mentions. Reach: metrics use traditional media advertising metrics to measure the exposure rates and levels of an audience with social media. == Business applications == This category is based on individuals' shopping, selling, recommending behaviors. Social network-driven sales (Soldsie) – Facebook commerce and Twitter commerce belong to this part. Sales take place on established social network sites. Peer-to-peer sales platforms (eBay, Etsy, Amazon) – In these websites, users can directly communicate and sell products to other users. Group buying (Groupon, LivingSocial) – Users can buy products or services at a lower price when enough users agree to make this purchase. Peer recommendations and reviews (Amazon, Yelp, Bazaarvoice) – Users can see recommendations and reviews from other users. User-curated shopping (The Fancy, Lyst) – Users create and share lists of products and services for others to shop from. Participatory commerce (Betabrand, Threadless, Kickstarter) – Users can get involved in the production process. Social shopping (Squadded) – Allowing e-commerce to provide their users live chat sessions and shared shopping lists so they can communicate with their friends or other shoppers for advice. == Business examples == Here are some notable business examples of Social Commerce: Betabrand: an online brand using participatory design to release new, community-created ideas every week. Cafepress: an online retailer of stock and user-customized on demand products. Etsy: an e-commerce website focused on handmade or vintage items and supplies, as well as unique factory-manufactured items under Etsy's new guidelines. Eventbrite: an online ticketing service that allows event organizers to plan, set up ticket sales and promote events (event management) and publish them across Facebook, Twitter and other social-networking tools directly from the site's interface. Groupon: a deal-of-the-day website that features discounted gift certificates usable at local or national companies. Houzz: a web site and online community about architecture, interior design and decorating, landscape design and home improvement. LivingSocial: an online marketplace that allows clients to buy and share things to do in their city. Lockerz: an international social commerce website based in Seattle, Washington. OpenSky: is a r

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