AI Chat Sites

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

  • The 2028 Global Intelligence Crisis

    The 2028 Global Intelligence Crisis

    The 2028 Global Intelligence Crisis is a report authored by James van Geelen and Alap Shah and published by Citrini Research in February 2026, on the impact of artificial intelligence on humanity's future. Written in the form of a scenario analysis, it was viewed millions of times online and reportedly caused a fall in the stock market prices of major tech and financial firms. It also received criticism among others, for its allegedly flawed economic logic. The 'thought exercise', as the authors called it, painted a gloomy picture for the near future, where outputs keep growing while consumer's ability to spend collapses. "...driven by ai agents that don’t sleep, take sick days or require health insurance”, "outputs that are shown in national accounts increases, "but never circulates through the real economy"(which the report calls 'Ghost GDP'), the authors argued. In other words, the authors predict a scenario where the owners of the AI firms will accumulate a vast fortune but there will be scant demand from consumers as AI would cause massive unemployment. The authors caution the reader that what they make is a scenario and not a prediction. In the scenario they visualise, any service whose value proposition is “I will navigate complexity that you find tedious” is getting disrupted. The reports argues that the unique ability of human beings to analyse, decide, create, persuade, and coordinate was “the thing that could not be replicated at scale,” and call the historical scarcity of this precious entity 'friction'. When this friction becomes zero, a gamut of changes occur which then triggers a cascading of changes across the economy. ”Travel booking platforms are an early casualty; Financial advice. tax prep., and routine legal work follow suit. National unemployment rate go as high 10.2% and the S&P 500 goes for a massive 38% peak-to-trough crash. In contrast to the previous technological revolutions the high-earning professionals suffers more and get forced to take up roles in the gig economy. Labour supply becomes abundant and this cuts wages all across the economy. The dent in income for the employees then affects other sectors of the economy such as the residential mortgage market. The losses for the software companies triggers loan defaults and heralds peril for the private credit sector.

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  • Data lake

    Data lake

    A data lake is a system or repository of data stored in its natural/raw format, usually object blobs or files. A data lake is usually a single store of data including raw copies of source system data, sensor data, social data etc., and transformed data used for tasks such as reporting, visualization, advanced analytics, and machine learning. A data lake can include structured data from relational databases (rows and columns), semi-structured data (CSV, logs, XML, JSON), unstructured data (emails, documents, PDFs), and binary data (images, audio, video). A data lake can be established on premises (within an organization's data centers) or in the cloud (using cloud services). == Background == James Dixon, then chief technology officer at Pentaho, coined the term by 2011 to contrast it with data mart, which is a smaller repository of interesting attributes derived from raw data. In promoting data lakes, he argued that data marts have several inherent problems, such as information siloing. PricewaterhouseCoopers (PwC) said that data lakes could "put an end to data silos". In their study on data lakes, they noted that enterprises were "starting to extract and place data for analytics into a single, Hadoop-based repository." == Examples == Many companies use cloud storage services such as Google Cloud Storage and Amazon S3 or a distributed file system such as Apache Hadoop distributed file system (HDFS). There is a gradual academic interest in the concept of data lakes. For example, Personal DataLake at Cardiff University is a new type of data lake which aims at managing big data of individual users by providing a single point of collecting, organizing, and sharing personal data. Early data lakes, such as Hadoop 1.0, had limited capabilities because it only supported batch-oriented processing (Map Reduce). Interacting with it required expertise in Java, map reduce and higher-level tools like Apache Pig, Apache Spark and Apache Hive (which were also originally batch-oriented). == Criticism == Poorly managed data lakes have been facetiously called data swamps. In June 2015, David Needle characterized "so-called data lakes" as "one of the more controversial ways to manage big data". PwC was also careful to note in their research that not all data lake initiatives are successful. They quote Sean Martin, CTO of Cambridge Semantics: We see customers creating big data graveyards, dumping everything into Hadoop distributed file system (HDFS) and hoping to do something with it down the road. But then they just lose track of what’s there. The main challenge is not creating a data lake, but taking advantage of the opportunities it presents. They describe companies that build successful data lakes as gradually maturing their lake as they figure out which data and metadata are important to the organization. Another criticism is that the term data lake is used with many different meanings. It may be used to refer to, for example: any tools or data management practices that are not data warehouses; a particular technology for implementation; a raw data reservoir; a hub for ETL offload; or a central hub for self-service analytics. While critiques of data lakes are warranted, in many cases they apply to other data projects as well. For example, the definition of data warehouse is also changeable, and not all data warehouse efforts have been successful. In response to various critiques, McKinsey noted that the data lake should be viewed as a service model for delivering business value within the enterprise, not a technology outcome. == Data lakehouses == Data lakehouses are a hybrid approach that can ingest a variety of raw data formats like a data lake, while also providing ACID transactions and enforced data quality like a data warehouse.

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  • Social media as a public utility

    Social media as a public utility

    Social media as a public utility is a theory postulating that social networking sites (such as Meta - ie:Facebook & Instagram or Alphabet - ie: YouTube & Google, but also independent sites such as Twitter, Tumblr, Snapchat etc.) are essential public services that should be regulated by the government, in a manner similar to how electric and phone utilities are typically government regulated. It is based on the notion that social media platforms have monopoly power and broad social influence. == Background == === Definitions === Social media is defined as "a group of Internet-based applications that build on the ideological and technological foundations of Web 2.0, and that allow the creation and exchange of User Generated Content." Furthermore, the New Zealand Government of Internal Affairs describes it as "a set of online technologies, sites, and practices which are used to share opinions, experiences and perspectives. Fundamentally it is about the conversation. In contrast with traditional media, the nature of social media is to be highly interactive." Moreover, the term social media is described as online tools that let people interact and communicate with each other. This has become a standard word for online cultural exchange and a dominant way for individuals to engage on the internet. By using social media individuals become more closely and strongly connected than ever before. The traditional definition of the term public utility is "an infrastructural necessity for the general public where the supply conditions are such that the public may not be provided with a reasonable service at reasonable prices because of monopoly in the area." Conventional public utilities include water, natural gas, and electricity. In order to secure the interests of the public, utilities are regulated. Public utilities can also be seen as natural monopolies implying that the highest degree of efficiency is accomplished under one operator in the marketplace. Public utility regulation for social media has been largely criticized because people believe it would produce undesirable and indirect effects. However, others say that truly effective government regulation would produce valuable results. Social media as a public utility is a crucial debate because utilities get regulated, so marking social media websites as utilities would require government regulation of various social media websites and platforms such as Facebook, Google, and Twitter. Applying the term public utility to social media implies that social media websites are public necessities, and, consequently, should be regulated by the government. While social media are not as essential for survival as traditional public utilities such as electricity, water, and natural gas, many people believe it has become vital for living in an interconnected world and without it, living a successful life would be difficult. Therefore, many people believe that social media has reached utility status and should be treated as a public utility. However, others believe that this is not true because social media are constantly revolutionizing and giving such platforms "utility status" would result in government regulation, which would consequently hinder innovation. Over the past decade many have debated and questioned whether or not "Internet service providers should be considered essential facilities or natural monopolies and regulated as public utilities." === Monopoly === A monopoly is defined as "a firm that is the only seller of a product or service having no close substitutes." A natural monopoly is when the entire demand within a relevant market can be satisfied at lowest cost by one firm rather than by two or more, and if such a market contains more than one firm then the firms will "quickly shake down to one through mergers or failures, or production will continue to consume more resources than necessary." In a monopoly competition is said to be short-lived, and in a natural monopoly it is said to produce inefficient results." Public utility companies can be regulated to prevent them from gaining monopolistic control. In November 2011 AT&T's proposal for merging with T-Mobile was rejected because it would have "diminished competition," and have led to the company having monopolistic power within the telephone industry. Such regulation is permitted because the telephone industry is a public utility. Similarly, Microsoft has also been prevented from taking various business actions that could result in the company gaining monopolistic power. If social media were a public utility then regulation of Google and Facebook would similarly dictate what they could and could not do. The possibility was raised in 2018 by U.S. Representative Steve King during a House Judiciary hearing on social media filtering practices. == Arguments == Advocates of this theory believe that social media websites already act like public utilities, and therefore regulation is needed. Additionally, advocates say that in the 21st century, using such websites are as necessary for communication as using traditional public utilities such as telephone, water, electricity, and natural gas are for other everyday uses. Specifically, advocates note that Google search should be treated as a public utility and needs to be regulated because it dominates the search engine market and no website can afford to ignore it. There is the position that a social media website such as Google "is a common carrier and should be regulated as such (Newman 2011)." These are reinforced by a perception that social media companies fail to properly maintain fair platforms for discourse. === Individual level === Advocates of regulating social media as a public utility believe that having an Internet presence using social media websites is imperative for individuals to adequately take part in the 21st century. Consequently, they argue that these sites are public utilities that need to be regulated to ensure that the constitutional rights of users are protected. For example, regulation may be needed to protect freedom of speech against risks such as Internet censorship and deplatforming. Social media affects people's behavior. For instance, it plays an important role in shaping its users' decisions and actions pertaining to health. This is demonstrated in a Pew Research Center research, which showed that 72 percent of American adults turned to social media for health information in 2011. Around 70 percent of people with chronic illnesses also use the platform to find cure, diagnoses, and other health answers. This development becomes a public issue as social media are likely to provide wrong medical information. Additionally, social media sites can also facilitate deleterious health behavior such as smoking, drug use, and harmful sexual behavior. === Business level === Advocates of social media as a public utility maintain that social media services dominate the Internet and are mainly owned by three or four companies that have unparalleled power to shape user interaction, and because of this power such businesses need to be regulated as public utilities. Zeynep Tufekci, University of North Carolina Chapel Hill, claims that services on the Internet such as Google, eBay, Facebook, Amazon.com, are all natural monopolies. She has stated that these services "benefit greatly from network externalities[,] which means that the more people on the service, the more useful it is for everyone," and thus it is difficult to replace the market leader. === Government level === Advocates of social media as a public utility believe that the government should impose restrictions on social media websites, such as Google, that are designed to benefit its rivals. Due to the recent substantial growth of social media websites such as Google, advocates claim that such a website "might need search neutrality regulation modeled after net neutrality regulation and that a Federal Search Commission might be needed to enforce such a regime." danah boyd expresses a future issue which the government may have to deal with in her research: Facebook is becoming an international social media website, specifically prevalent in Canada and Europe which are "two regions that love to regulate their utilities." Furthermore, recent books by New America Foundation Senior Fellow Rebecca MacKinnon and law professor Lori Andrews advise society to start considering Facebook and Google as nation-states or the "sovereigns of cyberspace." Overall, advocates of social media as a public utility believe that due to the immense popularity and necessity of social media websites, it is imperative that the Government imposes regulations in the same manner they do for electricity, water, and natural gas. == Counterarguments == Opponents of this theory say that social media websites should not be treated as public utilities because these platforms are changing every year, and because they are not essential services for s

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  • Hike Messenger

    Hike Messenger

    Hike Messenger, aka Hike Sticker Chat, is a multifunctional Indian social media and social networking service offering instant messaging (IM) and Voice over IP (VoIP) services that was launched on December 11, 2012, by Kavin Bharti Mittal. Hike functioned through SMS. The app registration used a s‍tandard, one-time password (OTP) based authentication process. It was estimated to be worth $1.4 billion and had more than 100 million registered users. It went defunct on January 6, 2021, as they were unable to compete with global messaging platforms. The app re-appeared on google play store and apple app store on 19 September 2025. == History == Hike Messenger was launched on December 12, 2012, by its founder, Kavin Bharti Mittal. The majority of users were from India, with 80% under the age of 25. The company purchased startups like TinyMogul and Hoppr in 2015. After buying US-based free voice calling company Zip Phones, Hike provided VoIP calling services. On March 5, 2015, Hike launched the 'Great Indian Sticker Challenge' to create more stickers. In February 2017, Hike acquired the social networking app Pulse. From version 5.0, it became the first social messaging app to start a mobile payment service in India. The timeline feature came back after multiple user requests and the introduction of a personalized digital envelope called Blue Packets for sending monetary gifts through a built-in wallet. In 2017, the acquisition of Bengaluru-based startup Creo was announced to enable third-party developers to build services on top of the Hike platform. In 2018, Hike provided 1 billion users with internet access by targeting smaller cities. In January 2019, the company discarded the previous super-app approach, and began launching specialized apps for specific use-cases. In May 2019, Hike announced a collaboration with Indraprastha Institute of Information Technology, Delhi (IIIT-D) to develop a variety of machine learning models. In April 2019, the company launched its first standalone app, Hike Sticker Chat. A separate content app Hike News & Content was also launched. In 2021, Hike shut down its messaging service and shifted focus to gaming and community platforms. It launched Rush, a real-money gaming app featuring casual titles like ludo and carrom, which scaled to over 10 million users and generated more than US$500 million in gross revenue over four years. The company also introduced Vibe, an approval-only community app, as part of its pivot away from the super-app and messaging model. In September 2025, following the passage of the Promotion and Regulation of Online Gaming Act, which banned real-money gaming in India, Hike announced its complete closure. Founder Kavin Bharti Mittal stated that while the company had begun international expansion, scaling globally under the new regulatory regime would require a full reset that was not a viable use of capital or resources. On 19 September 2025, hike was relaunched on play store and app store by the name hike messenger. == Application == === Timeline of Features === On 15 April 2014, Hike introduced unlimited free SMS via a service called Hike Offline, through credits earned by users from regular chatting, as connectivity is still a major issue in many parts of India. In an attempt to appeal to its younger users, Hike introduced features that find resonance with the local market, such as Last Seen Privacy and localized sticker packs. It also introduced a two-way chat theme, allowing users to change the chat background for themselves and for their friends simultaneously. The app also started showing live Cricket scores in collaboration with Cricbuzz, as well as news, casual games, and social media feeds. Hike also added a file transfer service, allowing files less than 100MB of all formats, with a view on further increasing the size limit to 1 GB. With the launch of version 2.9.2.0 in January 2015, Hike implemented support for sending uncompressed images and a "quick upload" feature optimized for 2G speed. Later that month, Hike introduced a voice calling feature for its users. In September 2015, Hike launched free group call support with up to 100 people in a simultaneous conference call environment. In November 2016, Hike announced the launch of a feature called Stories that allows people to share real-life moments using fun live filters which automatically get deleted after 48 hours, and a new camera design with localized filters. Hike 4.0 launched on 26 August 2015 with the tagline 'Got a Gang? Get on Hike'. Hike 4.0 was an optimization-focused update, increasing the performance of the app on poor networks. It supported photo filters, doodles, and bite-sized news updates in under 100 characters. Hike launched News Feed with Hindi language support on 29 September 2015 to cater for the needs of the non-English population. Hike launched version 3.5 as the biggest update for Windows Phone 8.1 during December 2015 which changed the user interface for more simpler navigation, supported sending unlimited non-media files and documents of any format and better group admin settings. It also included ten brand new chat themes. Hike launched a microapp feature which was live for two days on 8 May 2016, as a Mother's Day special in which users could add images, quotes or messages as a token of love with customized e-cards and stickers on their timeline not only on Hike, but also on other platforms. On 26 October 2016, Hike Messenger rolled out the beta version of a video calling feature ahead of WhatsApp starting with the Android users which also lets recipients preview a video call before deciding to take it and is optimized to even work under 2G conditions. On 24 December 2016, Hike rolled out a short 20-second Video Stories feature that can be directly shared with friends or posted on a public timeline with different filters in collaboration with content creators with the same 48-hour time limit before being automatically deleted. The Stories feature continues to receive constant future updates to include and enable content, public story option, private user messaging and geo-tagging. In September 2017, Hike launched personalized sticker packs with 20,000+ graphical stickers for over 500 colleges that covered around 1,000 colleges by December 2018 across India which can be used across different geographies, and are highly customized for users with availability in 40+ local languages that support automatic sticker suggestions where the application suggests the best reply for any sticker message and also allows users to "nudge", a feature used to ping the receiver. Hike started supporting user comments on friend's posts, added a specific message reply function, a redesigned camera interface to support front flash and user mentions with the help of the @ symbol. In December, 2017, Hike launched group voting, bill splitting, checklists and event reminders for group chat that supports up to 1,000 users both on iOS and Android platform. Hike launched another feature called Hike Land, which is a virtual world with beta trial to start from March 2020, that will use Hike Moji where online users with their digital avatar can hang out with other users and will be built inside the Hike Sticker Chat application. It is mainly targeted but not restricted towards 16 to 21 years age group of people. Without unveiling much about Hike Land, a separate website has been created with option to reserve spots by giving details like name, gender and phone number that will link the user profile from the Hike Sticker Chat account though it is not a necessity. ==== Hike Direct ==== The Hike Direct feature is based on the technology known as WiFi Direct, which initially was also called WiFi P2P and got introduced to users by October 2015, which enables sharing of files such as music, apps, videos without a live internet connection within a 100-meter radius by creating a wireless network between two or more devices with a transfer speed of 100MB per minute. For privacy and security reasons, Hike didn't show the recipient's location or proximity and works only when two users are connected in the same room by adding one another into the contact list. ==== Hike Wallet ==== In June 2017, Hike announced the launch of version 5.0 with multiple new features like User Chat Themes, Night Mode and Magic Selfie. along with a built-in Wallet partnered with Yes Bank. This feature was first rolled out to Android users followed by iOS users at a later stage. Hike collaborated with Airtel Payment Bank to power its digital payment wallet by November 2017 where Hike users have access to Airtel Payments Bank's merchant & utility payment services and know your customer (KYC) infrastructure with 5 million transactions happening from services like recharge and P2P. Hike formed a partnership with Ola Cabs to bring a taxi and auto-rickshaw booking facility from 14 February 2018. With Hike Wallet facility users could now book bus tickets with 3

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  • Calais (Reuters product)

    Calais (Reuters product)

    Calais is a service created by Thomson Reuters that automatically extracts semantic information from web pages in a format that can be used on the semantic web. Calais was launched in January 2008, and is free to use. The technology is now available via the website of Refinitiv, a provider of financial market data and infrastructure founded in 2018, that is a subsidiary of London Stock Exchange Group. The Calais Web service reads unstructured text and returns Resource Description Framework formatted results identifying entities, facts and events within the text. The service appears to be based on technology acquired when Reuters purchased ClearForest in 2007. The technology has also been used to automatically tag blog articles, and organize museum collections. Calais uses natural language processing technologies delivered via a web service interface.

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  • Air Force Network

    Air Force Network

    Air Force Network (AFNet) is an Indian Air Force (IAF) owned, operated and managed digital information grid. The AFNet replaces the Indian Air Force's (IAF) old communication network set-up using the tropo-scatter technology of the 1950s making it a true net-centric combat force. The IAF project is part of the overall mission to network all three services; The Indian Army, The Indian Navy and The Indian Air Force. The former Defence Minister AK Antony inaugurated the IAF's the AFNET on 14 September 2010 dedicating it to the people of India, for their direct or indirect participation in the communication revolution. == Background == Armed Forces in India has been using troposcatters as primary means of military communications since the 1950s, thereby occupying huge and expensive 2G and 3G spectrums which otherwise could have been used for expanding and de-clogging the civilian wireless communication network. The rapid expansion of civilian mobile telephony leading to need for larger bandwidth for wireless communication and commercial need to operate the 3G network necessitated the Government of India to have the Indian Armed Forces vacate the spectrum occupied by them. Thus the government of India through Department of Telecommunication (DoT) started a project called "Network for Spectrum" to set up a fiber optics network for the exclusive use of Indian Armed Forces in exchange for spectrum being released by the Defence Forces. The aim of 'Network for Spectrum' being twofold - to facilitate the growth of national tele-density on the one hand, and ensuring modernization of defence communications with the state-of-the-art communication infrastructure, and to support net-centric military operations. The Department of Telecom and the Ministry of Defence signed the memorandum of understanding for vacating the spectrum and setting up dedicated network for the use of defence forces. In this MoU, DoT agreed to laying of 40,000 route kilometres of optical fibre cable connecting 219 Army stations, 33 Navy stations and 162 points for the Air Force. It further agreed to setting up an exclusive defence band and Defence Interest Zone along 100 km of the international border, where spectrum will be reserved only for use by the Armed Forces. The total cost of implementing "Network for Spectrum" project is estimated to be ₹ 10,000 crores. AFNet is Indian Air Force component of Digital Information Grid under "Network for Spectrum" project and the AFNet has been extended and connected to the Digital Information Grid Project under implementation for the Indian Navy and the Indian Army on 2015. == Project Origin == The Air Force Network (AFNet) had been developed by the Indian Air Force at a cost of ₹1,077 crore (US$235.53 million) in collaboration with HCL Technologies and Bharat Sanchar Nigam Limited. It will replace the Air Force's more than half-a-century-old telecom network. This project is part of the defence ministry's initiative to digitize the communication systems of the three armed forces under "Network for Spectrum" initiative to improve coordination among themselves and other Military and Strategic Institution. IAF was the first to complete this gigabyte digital information grid implemented under the AFNet project. AFNet will be connected and extended to a Unified Digital Grid encompassing all the legs of Indian Armed Forces. The then defence minister, A. K. Antony, inaugurated the AFNet, IAF's gigabyte digital information grid. The grid is aimed at improving the network-centric warfare capability of the Air Force. The event also saw the presence of other personalities including the then Minister of Communication & IT, A. Raja; the Marshal of the Air Force, Arjan Singh; the Chief of the Air Staff, the Chief of the Army Staff and other officials from the three services and members of the Industry. The event also featured a practice interception of a simulated aerial target by a MiG-29 which took off from an airbase in the Punjab sector using the AFNet capabilities. Further capabilities in line with network centric warfare were also demonstrated. This included sharing information, videos and pictures by operational assets and platforms like UAVs and AWACS to decision-makers who are several hundred kilometres apart. == Technology, Design & Structure == AFNet incorporates the latest traffic transportation technology in form of Internet Protocol (IP) packets over the network using Multiprotocol Label Switching (MPLS). A large Voice over Internet Protocol (VoIP) layer with stringent quality of service enforcement will facilitate robust, high quality voice, video and conferencing solutions. AFNet will prove to be an effective force multiplier for intelligence analysis, mission planning and control, post-mission feedback and related activities like maintenance, logistics and administration. A comprehensive design with multi-layer security precautions for “Defence in Depth” have been planned by incorporating encryption technologies, Intrusion Prevention Systems to ensure the resistance of the IT system against information manipulation and eavesdropping. The network is secured with a host of advanced state-of-the-art encryption technologies. It is designed for high reliability with redundancy built into the network design itself. The AFNet is also capable of transmitting video from unmanned surveillance aircraft (UAV), pictures from airborne warning and control systems (AWACS) to decision makers on the ground and providing intelligence inputs from remote areas. The AFNet is also expected to facilitate accelerated economic growth by providing radio frequency spectrum for telecommunication purposes. AFNET will be the largest Multi-protocol Label Switching (MPLS) network in the defence segment. == Demonstration == At the AFNet launch, the IAF showcased a practice interception of simulated enemy targets by a pair of Mig-29 fighter aircraft airborne from an advanced airbase in the Punjab sector using the gigabyte digital information grid. During the AFNet-assisted operations, the Indian fighter jets neutralised intruding targets in the western sector, which was played out live on the giant screens at the Air Force auditorium offering a glimpse of the harnessed potential of the system. The final orders for engaging the enemy targets were issued live by Antony, whose queries about how the operation went were responded to by the pilot as "excellent". Various other functionalities contributing towards Network Centric Warfare were also showcased. These consisted of facilitating video from Unmanned Aerial Vehicle (UAV), pictures from an AWACS aircraft to the decision-makers on ground sitting hundreds of kilometres away, providing intelligence inputs from far-flung areas at central locations seamlessly. This was possible mainly because of the robust networking platform provided by AFNet. == Integrated Air Command and Control System == Integrated Air Command and Control System (IACCS) is an automated command and control system for air defence operated by the Indian Air Force. IACCS operations rides the AFNET backbone integrating all ground-based and airborne sensors, air defense weapon systems and command and control (C2) nodes. Subsequent integration with other services networks and civil radars will provide an integrated Air Situation Picture to operators to carry out AD role. The project was envisaged in 1995 following the Purulia arms drop case and was a part of IAF’s first Air Power Doctrinal manual issued in the 2000s, later revised in 2022. The first node in the western sectors had been operationalised by September 2010. The first five nodes located in the western and south western sectors were commissioned in 2011. The Air Force was preparing to seek clearance for five further nodes which would cover the rest of the nation including the island territories. Through the IACCS, IAF will connect all of its space, air and ground assets quickly, for total awareness of a region. This will offer connectivity for all the ground platforms and airborne platforms (including AEW&C), as a part of the network centricity of IAF. The IACCS also facilitates real-time transport of images, data and voice, amongst satellites, aircraft and ground stations. By 2018, five IACCS nodes had been established including Barnala (Punjab), Wadsar (Gujarat), Aya Nagar (Delhi), Jodhpur (Rajasthan) and Ambala (Haryana). Following this, under Phase-II, 4 additional nodes and 10 sub-nodes are to be set up. The major nodes will be established in the Eastern, Central, Southern and Andaman and Nicobar sectors. The second phase will cost ₹8,000 crore (equivalent to ₹110 billion or US$1.1 billion in 2023). IACCS successfully integrated all operating radars, including its own, the Army's, and civilian ones, in 2023. This enabled the autonomous firing response capability to take down incoming missiles, aircraft, and UAVs. The Akashteer system of the Indian Army is being integrated with the IACCS

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  • Social media coverage of the Olympics

    Social media coverage of the Olympics

    Over the years, television broadcast rights have distinguished what Olympic-related content can be accessed by fans online. By doing so, mobile-friendly social platforms began to integrate into the Olympics. Athletes and fans use these platforms to share live updates, special moments, and behind-the-scenes specials. Various social media platforms have been used for Olympic content, including Twitter and Facebook. Some marketers credit social media for prompting the official U.S. broadcasters, NBC, to live stream events, including early rounds. == Background == The Olympics is able to advertise to its viewers and its host country with the use of data it collects through Social media marketing. Prominent social media platforms include: Twitter, Facebook, Instagram, Tumblr, YouTube, Google, MSN, Yahoo and many more. Campaign Initiatives and Artificial Intelligence technologies have been used to analyze the social media content of users. Information from consumers such as their preferences, demographics, age and locality are all analyzed to gain consumer insight. Campaign initiatives and AI technologies were used for such purposes in the 2010 Vancouver Winter Olympics and are in use currently. Social media marketing of the Olympics is a new phenomena, beginning prior to the 2008 Beijing Olympics == Variations == There are two classifications of social media marketing recognized by the IOC: Officially sanctioned content from rights holders and sponsors that maximizes the use of Olympic content (imagery, hashtag) Unofficial content that is generated by brands that leverage the excitement of the Olympics == 2008 Beijing Summer Olympics == Social media marketing emerged as a phenomenon during the 2008 Beijing Olympics, which progressed as a marketing and an advertising tactic ever since. The Beijing Olympics became the test subject for social media marketing initiatives started by advertising agencies. In 2008, social media marketing began the transition from one-sided communication to mass communication of the Olympic Games. Although social media marketing of the Olympic Games began in 2008, the audience to the Olympics was still primarily reached through television–reaching an audience of 4.3 billion viewers. At the time, the viewers of the Olympic Games through Internet website platforms made up an audience of approximately 390 million individuals. What was the beginning of Olympic social media marketing, was also the beginning of a more globalized experience of the Olympic Games via social media. Twitter, now a prominent social media platform, began in 2006 and grew to three million active users by the beginning of the 2008 Beijing Olympics. Members of Facebook, another prominent social media platform, tracking the Olympic Games grew from approximately one million during the Olympic Games of Athens 2004 to 90 million during the 2008 Beijing Olympics. Social media use, in general, increased by 24 percent between 2007 and 2008–from 63 percent of U.S. adults to 87 percent of U.S. adults. == 2010 Vancouver Winter Olympics == The International Olympic Committee (IOC) deemed The Vancouver Winter Olympics as "the first social media games” based on its fan base through social media platforms. The IOC launched their Facebook page a month before the games began, attracting 1.5 million fans. Shifting to online viewing attracted a younger audience than past Olympic games with over 60 percent of Facebook fans being under 24 years of age. Athletes like Lindsey Vonn and Shaun White reached fans on social media as the platform posted behind-the-scenes coverage on their experiences. The IOC used social media to create competitions between athletes and fans streamed online. Its YouTube channel hosted a “Best of Us” challenge in which the public could compete in games with their favorite athletes, acquiring three million viewers. Photos spread across social media platforms, such as Flickr, which had 11,000 photos posted by 600 photographers, bringing a new perspective to the games. Twitter contributed constant live updates of the competitions. The IOC's Twitter following doubled to 12,000 followers during the Vancouver Olympics, creating a larger viewer population for the games. The IOC created social media guidelines as more athletes and fans got online to interact with the Olympics. Social media was still relatively new as a marketing platform, so these guidelines confused many individuals. == 2012 London Summer Olympics == The London 2012 Olympic Games succeeded in broadcasting, participation and marketing. For the first time, the IOC broadcast the Olympic Games live and on-demand through YouTube, allowing fans to access the Games anytime, anywhere through live streaming. The combination of conventional broadcasting and mobile platforms reached a global audience of 4.8 billion people. Social media soared with Facebook, Twitter and Google+, attracting 4.7 million followers. Athletes shared photographs, interacted online with fans and updated daily, either in person or via an agent. Instagram was established by 2012, making itself a premier photo-sharing platform perfect for athletes to capture their emotions. Lewis Wiltshire, head of sport for Twitter UK said, "Never before have fans had such direct access to their sporting heroes." Social media created conversation on fan opinions regarding athletes, including 962,756 total mentions of Usain Bolt, “Fastest Man in History,” who defended the 100 meter and 200 meter gold medals. Michael Phelps followed with 828,081 total mentions. Olympic sponsors were active on social media; created several campaigns to promote their brands; and inspired viewers with mass participation and personalized events. The Adidas “Take the Stage” Campaign recognized talent around the world, installing a photo booth and inviting the 550 Olympics athletes to take the stage. (IOC Marketing Report 2012). David Beckham surprised fans at the photo booth in Westfield shopping centre, gaining popularity in UK media. Coca-Cola, Acer Inc., McDonald's, Visa Inc. and several others used similar tactics of participation to attract viewers. == 2014 Sochi Winter Olympics == === Channels === The 2014 Winter Olympic Games were held in Sochi, a city in Krasnodar Krai, Russia, establishing the first “social media Olympics” for Russia. The most popular Russian social media and networking service, VK, created an Olympic page, similar to Facebook's. The Olympic VK page has 2.8 million fans and—the most popular official community on the platform. Throughout the games, VK had 54 million Olympic mentions, an average of 1.5 million per day. Numbers grew on other social media pages: more than 2 million fans joined the Olympic Facebook page, 168,101 followed the Olympic Twitter, 150,000 followed the Olympic Instagram and three million visited the Olympic website in February 2014. There were 90,000 total updates on social media by Sochi 2014 Olympians and teams. The United States was the most active country during the games logging 22,598 posts across Facebook, Twitter, and Instagram. === Engagement === With social media there is also hashtags. The most popular hashtag was #sochi2014 with almost 11,000 uses. The next top five hashtags were #wearewinter, #teamusa, #olympics, #goaus and #wirfuerD. Another popular hashtag was #Sochiproblems, depicting local struggles. Photos of the poor state of Sochi on all platforms made the games the number one trending topic one week before the opening ceremony. #SochiFail and #SochiProblems gave multiple reports of the poor living arrangements, incomplete construction, broken elevators, and polluted waters. This was one way that social media provided awareness to its users. === Media Perceptions === Media perceptions varied during the games; the Olympics was viewed as a confrontation between Eastern and Western Civilizations. The LGBT community took a stand against the games. Sponsors for the games including Coca-Cola, Mcdonald's, and P&G protested against Russian authorities and Russian anti-LGBT laws. Many protests took a stand against Russian laws, which created a discussion between human rights advocates. Advocates believed organizations should not promote certain values in western markets while supporting an anti-human rights government in another market. == 2016 Rio Summer Olympics == Social media marketing was an influential tool in the promotion and analysis of the 2016 Rio Olympics. Thomas Bach, President of the International Olympic Committee said that the power of sport demonstrates that diversity and interconnectedness can enlighten us all. With over 25,000+ sources of accredited media covering the games, the 2016 games were the most consumed Olympic games to date. Marketing for the Rio Olympics began in 2013 and ultimately lasted 3 years. There were 26 million visits to Olympic.org, the official website of the Olympic games, and over 7 billion views of official Olympic content on social media. There were o

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  • Data lake

    Data lake

    A data lake is a system or repository of data stored in its natural/raw format, usually object blobs or files. A data lake is usually a single store of data including raw copies of source system data, sensor data, social data etc., and transformed data used for tasks such as reporting, visualization, advanced analytics, and machine learning. A data lake can include structured data from relational databases (rows and columns), semi-structured data (CSV, logs, XML, JSON), unstructured data (emails, documents, PDFs), and binary data (images, audio, video). A data lake can be established on premises (within an organization's data centers) or in the cloud (using cloud services). == Background == James Dixon, then chief technology officer at Pentaho, coined the term by 2011 to contrast it with data mart, which is a smaller repository of interesting attributes derived from raw data. In promoting data lakes, he argued that data marts have several inherent problems, such as information siloing. PricewaterhouseCoopers (PwC) said that data lakes could "put an end to data silos". In their study on data lakes, they noted that enterprises were "starting to extract and place data for analytics into a single, Hadoop-based repository." == Examples == Many companies use cloud storage services such as Google Cloud Storage and Amazon S3 or a distributed file system such as Apache Hadoop distributed file system (HDFS). There is a gradual academic interest in the concept of data lakes. For example, Personal DataLake at Cardiff University is a new type of data lake which aims at managing big data of individual users by providing a single point of collecting, organizing, and sharing personal data. Early data lakes, such as Hadoop 1.0, had limited capabilities because it only supported batch-oriented processing (Map Reduce). Interacting with it required expertise in Java, map reduce and higher-level tools like Apache Pig, Apache Spark and Apache Hive (which were also originally batch-oriented). == Criticism == Poorly managed data lakes have been facetiously called data swamps. In June 2015, David Needle characterized "so-called data lakes" as "one of the more controversial ways to manage big data". PwC was also careful to note in their research that not all data lake initiatives are successful. They quote Sean Martin, CTO of Cambridge Semantics: We see customers creating big data graveyards, dumping everything into Hadoop distributed file system (HDFS) and hoping to do something with it down the road. But then they just lose track of what’s there. The main challenge is not creating a data lake, but taking advantage of the opportunities it presents. They describe companies that build successful data lakes as gradually maturing their lake as they figure out which data and metadata are important to the organization. Another criticism is that the term data lake is used with many different meanings. It may be used to refer to, for example: any tools or data management practices that are not data warehouses; a particular technology for implementation; a raw data reservoir; a hub for ETL offload; or a central hub for self-service analytics. While critiques of data lakes are warranted, in many cases they apply to other data projects as well. For example, the definition of data warehouse is also changeable, and not all data warehouse efforts have been successful. In response to various critiques, McKinsey noted that the data lake should be viewed as a service model for delivering business value within the enterprise, not a technology outcome. == Data lakehouses == Data lakehouses are a hybrid approach that can ingest a variety of raw data formats like a data lake, while also providing ACID transactions and enforced data quality like a data warehouse.

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  • T-pose

    T-pose

    In computer animation, a T-pose is a default posing for a humanoid 3D model's skeleton before it is animated. It is called so because of its shape: the straight legs and arms of a humanoid model combine to form a capital letter T. When the arms are angled downwards, the pose is sometimes referred to as an A-pose instead. Likewise, if the arms are angled upward, it is called a Y-pose. Generic terms encompassing all these (especially for non-humanoid models) include bind pose, blind pose, and reference pose. == Usage == The T-pose is primarily used as the default armature pose for skeletal animation in 3D software, which is then manipulated to create animation. The purpose of the T-pose relates to the important elements of the body being axis-aligned, thereby making it easier to rig the model for animation, physics, and other controls. Depending on the exact geometry of the model, other poses such as the A-pose may be more suitable for vertex deformation around areas such as the shoulders. Outside of being default poses in animation software, T-poses are typically used as placeholders for animation not yet completed, particularly in 3D animated video games. In some motion capture software, a T-pose must be assumed by the actor in the motion capture suit before motion capturing can begin. There are other poses used, but the T-pose is the most common one. == As an Internet meme == Starting in 2016 and resurfacing in 2017, the T-pose has become a widespread Internet meme due to its bizarre and somewhat comedic appearance, especially in video game glitches where a character's animation is unexpectedly supplanted by a T-pose. In a prerelease video of the game NBA Elite 11, the demo was filled with glitches, notably one unintentionally showing a T-pose in place of the proper animation for the model of player Andrew Bynum. The glitch later gained fame as the "Jesus Bynum glitch". Publisher EA eventually cancelled the game as they found it unsatisfactory. A similar occurrence happened with Cyberpunk 2077. In the 2023 Formula One season, driver George Russell performed a T-pose in the opening credits of the series' TV broadcasts. This quickly became a meme within the motorsports community. Russell repeated the pose after claiming pole position at the 2024 Canadian Grand Prix and winning the 2024 Austrian Grand Prix.

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  • Government Secure Intranet

    Government Secure Intranet

    Government Secure Intranet (GSi) was a United Kingdom government wide area network, whose main purpose was to enable connected organisations to communicate electronically and securely at low protective marking levels. It was known for the '.gsi.gov.uk' family of domains for government email. Migration away from these domains began in 2019 and was completed in 2023. == History == === Use === Many UK government organisations used the GSi to transfer files on a peer-to-peer (P2P) basis between similarly accredited networks. The network itself was open within the context of its accreditation – it imposed no restrictions on traffic types carried across the network, restrictions and policy control were left to the connecting departments. Email traffic in and out of the network was filtered by an external provider. === Origin === The concept of GSi was defined by the Cabinet Office, and was turned into practical reality by the Internet Special Products group of Cable & Wireless (then known as Mercury Communications) at their Brentford premises. GSi development started late 1996, and can be roughly dated by checking the registration date of its first domain name, 'gsi.net', registered 30 May 1997. The formal go-live date was several months later (according to the Central Computer and Telecommunications Agency (CCTA) this was February 1998). The main drivers behind the development of GSi was the plethora of inter-agency connections in UK government which made managing security and connectivity budgets problematic. GSi not only provided better oversight, it also normalised connectivity. GSi was designed as an accredited, dual link connected Internet Protocol backbone, it imposed no restrictions on what type of traffic it carried; any restrictions were considered a policy decision for each connecting department. The design of GSi partly supported the then developing eGIF interoperability standards. This was a direct consequence of the two key technical people driving the project, one from Cable & Wireless, one from the UK government in the form of the CCTA. GSi used SMTP as mail transport protocol, and the conversion from the then prevalent X.400 email facilities to SMTP proved for many departments an improvement in reliability and speed. In the case of X.400, this conversion also cut email costs substantially as X.400 message conversions were still chargeable even if the conversion failed due to message size. In some cases, the ROI of such an email conversion was as short as two months. The creation of GSi handed Cable & Wireless a monopoly on UK government data connectivity. GSi can be considered one of the more successful UK government IT projects from the point of view of take up - even when still in pilot phase, demand increased to a point where service windows had to be imposed to continue building the platform to full strength. The development of GSi was also the root of the creation of the CESG Listed Adviser Scheme (CLAS). During the build of GSi, the need for accredited advisers became clear as advice on connectivity invariably involved discussing government confidential matters. CESG eventually responded with the above CLAS scheme. === Operations contract === GSi was operated on a five-year renewable contract basis. Energis won this contract from Cable & Wireless in August 2003. Cable & Wireless then bought Energis in 2005, thus regaining control over the platform. Cable and Wireless Worldwide won the GSi Convergence Framework (GCF) contract in 2011. The GSi and Managed Telecommunications Service (MTS) framework agreements finished in August 2011 with contracts running on to 12 February 2012. GCF is intended to facilitate the migration to the Public Services Network. === Previous developments === Government Connect went live across local authorities in England and Wales. Government Connect is a pan-government programme providing an accredited and secure network between central government and every local authority in England and Wales and allows exchange of RESTRICTED information between authorities. The GCSX network is part of the wider GSi and provides connectivity to nearly all central departments. Scottish local authorities have already established a similar network known as the Government Secure Extranet (GSX). Local authorities with a GCSX connection can now use a GCSX email account to exchange sensitive data, including DWP benefits data, patient identifiable data, with health sector staff who have a NHS.net email address, e.g. PCT staff and GPs. As both GCSX and the Police National Network (PNN) are both connected to the wider Government Secure Intranet (GSi), data can be transferred securely between local authorities and the Police. GC Mail can be used now to replace the existing less efficient and less secure methods of exchanging data between local authorities and the Police. Local authorities that deliver Housing and Council Tax benefits are taking part in the e-Transfers programme, which is e-enabling the process for delivery of Local Authority Input Documents (LAIDs) and Local Authority Claim Information (LACIs). Version 4.1 of the Code of Connection for compliance was introduced in 2010. Compared with version 3.2 the main Code of Connection version 4.1 areas of are: Mobile working - full implementation of compliant service Firewall specification (EAL 4) Execution of unauthorised software Requirement for IT Healthchecks (CHECK / CREST / TigerScheme) Labelling e-mails with protective markings. == Public Services Network == The Public Services Network is a UK Government programme that unified the provision of network infrastructure across the United Kingdom public sector into an interconnected "network of networks". This included large elements of GSi. It is now a legacy network. Centrally procured public sector networks migrated across to the PSN framework as they reached the end of their contract terms, either through an interim framework or directly. The Government Secure Intranet (GSi) contracts expired in September 2011, running on to 12 February 2012 and were replaced by the transitional Government Secure Intranet Convergence Framework (GCF).

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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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  • Conditional disclosure of secrets

    Conditional disclosure of secrets

    Conditional disclosure of secrets (CDS) is a primitive, studied in information-theoretic cryptography, that allows distributed, non-communicating parties to coordinate the release of information to a third party. CDS was initially introduced for use in the context of private information retrieval, and has been related to communication complexity and non-local quantum computation. == Definition of conditional disclosure of secrets == The conditional disclosure of secrets setting involves three players; Alice, Bob and the referee. Alice receives an input x ∈ { 0 , 1 } n {\displaystyle x\in \{0,1\}^{n}} and a secret z ∈ { 0 , 1 } {\displaystyle z\in \{0,1\}} , and Bob receives a string y ∈ { 0 , 1 } n {\displaystyle y\in \{0,1\}^{n}} . A choice of Boolean function f : { 0 , 1 } 2 n → { 0 , 1 } {\displaystyle f:\{0,1\}^{2n}\rightarrow \{0,1\}} is fixed in advance and known to all players. Alice and Bob cannot communicate with one another, but share a string of random bits which we label r {\displaystyle r} . Alice and Bob compute messages m A = m A ( x , z , r ) {\displaystyle m_{A}=m_{A}(x,z,r)} and m B = m B ( y , r ) {\displaystyle m_{B}=m_{B}(y,r)} , which they send to the referee. The referee knows ( x , y ) {\displaystyle (x,y)} . A CDS protocol consists of the encoding maps applied by Alice and Bob. A protocol is said to be ϵ {\displaystyle \epsilon } -correct if, for all ( x , y ) ∈ f − 1 ( 1 ) {\displaystyle (x,y)\in f^{-1}(1)} , the referee can determine z {\displaystyle z} with probability 1 − ϵ {\displaystyle 1-\epsilon } . A protocol is said to be δ {\displaystyle \delta } -secure if, for all ( x , y ) ∈ f − 1 ( 0 ) {\displaystyle (x,y)\in f^{-1}(0)} the distribution of the messages is δ {\displaystyle \delta } close to a simulator distribution (in total variation distance), where the simulator distribution is independent of z {\displaystyle z} . The communication complexity of a CDS protocol P is the total number of bits of message sent by Alice and Bob. The CDS communication cost of a function, C D S ϵ , δ ( f ) {\displaystyle CDS_{\epsilon ,\delta }(f)} is the minimal communication cost of an ϵ {\displaystyle \epsilon } -correct, δ {\displaystyle \delta } secure protocol that implements f {\displaystyle f} . The randomness complexity and randomness cost of implementing a function in the CDS model are defined similarly, but consider the number of bits of shared random bits held by Alice and Bob. == Basic properties of the primitive == === Amplification === Supposing we have an ϵ {\displaystyle \epsilon } -correct and δ {\displaystyle \delta } -secure CDS protocol, it is known that we can find a new protocol which reduces the correctness and privacy errors at the expense of an increased communication and randomness cost. More specifically, the following theorem has been proven Theorem (Amplification). A CDS protocol for f which supports a single-bit secret with privacy and correctness error of 1/3 can be transformed into a new CDS protocol with privacy and correctness error of 2 − Ω ( k ) {\displaystyle 2^{-\Omega (k)}} and communication/randomness complexity which are larger than those of the original protocol by a multiplicative factor of O(k). In fact, somewhat more than the above theorem is true in that the size of the secret can also be made to be of length k {\displaystyle k} , while simultaneously reducing the correctness and privacy errors as above. The proof involves first encoding the secret z {\displaystyle z} into a secret sharing scheme, and then running the original CDS protocol on each share of the resulting scheme. === Closure === If a CDS protocol for a function f {\displaystyle f} is known, then certain simple modifications of f {\displaystyle f} have CDS protocols with similar efficiency. The simplest case is to consider a CDS protocol for function f {\displaystyle f} and ask for a similarly efficient protocol for the negation of f {\displaystyle f} , labelled ¬ f {\displaystyle \neg f} . This is addressed by the following theorem Theorem (CDS is closed under complement). Suppose that f has a CDS protocol with randomness cost of ρ {\displaystyle \rho } bits, communication complexity of t {\displaystyle t} bits, and privacy and correctness errors δ = ϵ = 2 − k {\displaystyle \delta =\epsilon =2^{-k}} . Then ¬ f {\displaystyle \neg f} has a CDS scheme with similar privacy and correctness errors, and randomness and communication complexity of O ( k 3 ρ 2 t + k 3 ρ 3 ) {\displaystyle O(k^{3}\rho ^{2}t+k^{3}\rho ^{3})} . The cost of a CDS protocol is also closed under formula's, in the following sense. Consider two functions f 1 {\displaystyle f_{1}} and f 2 {\displaystyle f_{2}} . Then, the communication and randomness costs of f 1 ∧ f 2 {\displaystyle f_{1}\wedge f_{2}} as well as f 1 ∨ f 2 {\displaystyle f_{1}\vee f_{2}} are not much larger than the sum of the costs for f 1 {\displaystyle f_{1}} and f 2 {\displaystyle f_{2}} . See Applebaum et al. for a precise statement. == Upper and lower bounds on communication cost == Given a function f {\displaystyle f} we would like to understand the communication and randomness costs to implement f {\displaystyle f} in the CDS setting. Towards understanding this, protocols for implementing CDS have been developed (which give an upper bound on the cost) and lower bound strategies have been developed. For most functions, there is a large gap between the known upper and lower bound, so understanding the cost of CDS remains largely an open problem. This section presents some of what is known so far about the cost of CDS. === Secret sharing based upper bound === A subject with a close relationship to CDS is secret sharing. Secret sharing constructions provide an upper bound on the cost of CDS protocols. A secret sharing scheme encodes a secret, s {\displaystyle s} into a set of shares S 1 , . . . , S n {\displaystyle S_{1},...,S_{n}} . Associated to any secret sharing scheme is an access structure, which consists of a set of authorized sets A = A 1 , . . . , A k {\displaystyle {\mathcal {A}}={A_{1},...,A_{k}}} with A i ⊆ { S 1 , . . . , S n } {\displaystyle A_{i}\subseteq \{S_{1},...,S_{n}\}} . The authorized sets are those subsets of the A i {\displaystyle A_{i}} from which it is possible to recover the secret recorded into the scheme. A succinct way to describe an access structure is in terms of a function f A : { 0 , 1 } n → { 0 , 1 } {\displaystyle f_{\mathcal {A}}:\{0,1\}^{n}\rightarrow \{0,1\}} . Each subset of the shares K [ x ] ⊂ { S 1 , . . . , S n } {\displaystyle K[x]\subset \{S_{1},...,S_{n}\}} is labelled by a string x ∈ { 0 , 1 } n {\displaystyle x\in \{0,1\}^{n}} such that x i = 1 {\displaystyle x_{i}=1} if and only if S i ∈ K {\displaystyle S_{i}\in K} . Then we define f A {\displaystyle f_{\mathcal {A}}} to be such that f A ( x ) = 1 {\displaystyle f_{\mathcal {A}}(x)=1} if and only if K [ x ] ∈ A {\displaystyle K[x]\in {\mathcal {A}}} . In words, the function f A {\displaystyle f_{\mathcal {A}}} is 1 when given an authorized subset as input, and 0 otherwise. A basic result in the theory of secret sharing is that an access structure A {\displaystyle {\mathcal {A}}} can be realized in a secret sharing scheme if and only if f A {\displaystyle f_{\mathcal {A}}} is monotone. The size of a secret sharing scheme is defined as the total number of bits in the shares S i {\displaystyle S_{i}} . For monotone functions, there is an upper bound on the communication cost in CDS for any monotone function f {\displaystyle f} in terms of the size of any secret sharing scheme with access structure given by f {\displaystyle f} , C D S ϵ = 0 , δ = 0 ( f ) ≤ S h a r i n g S i z e ( f ) {\displaystyle CDS_{\epsilon =0,\delta =0}(f)\leq SharingSize(f)} For some concrete classes of secret sharing schemes, this relationship can be extended to general (non-monotone) Boolean functions. This leads to an upper bound on CDS cost in terms of the size of any span program that computes f {\displaystyle f} , C D S ϵ = 0 , δ = 0 ( f ) ≤ S P k ( f ) {\displaystyle CDS_{\epsilon =0,\delta =0}(f)\leq SP_{k}(f)} The class of problems with efficient (polynomial size) span program is the complexity class M o d k L {\displaystyle Mod_{k}L} , so problems in this class have efficient CDS protocols. === Sub-exponential upper bounds for all functions === Using a matching vector family based construction, it has been proven that ∀ f , C D S ϵ = 0 , δ = 0 ( f ) ≤ 2 O ( n log ⁡ n ) {\displaystyle \forall f,\,\,\,\,\,\,CDS_{\epsilon =0,\delta =0}(f)\leq 2^{O({\sqrt {n\log n}})}} . The technique for this proof is similar to one used to prove upper bounds on private information retrieval. This upper bound on CDS also leads to sub-exponential upper bounds on the size of a large class of secret sharing schemes. === Lower bounds from communication complexity === In a CDS protocol, the referee is given the inputs ( x , y ) {\displaystyle (x,y)} . This means it is not clear if the messages sent by Alice a

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  • Biohybrid microswimmer

    Biohybrid microswimmer

    A biohybrid microswimmer also known as biohybrid nanorobot, can be defined as a microswimmer that consist of both biological and artificial constituents, for instance, one or several living microorganisms attached to one or various synthetic parts. In recent years nanoscopic and mesoscopic objects have been designed to collectively move through direct inspiration from nature or by harnessing its existing tools. Small mesoscopic to nanoscopic systems typically operate at low Reynolds numbers (Re ≪ 1), and understanding their motion becomes challenging. For locomotion to occur, the symmetry of the system must be broken. In addition, collective motion requires a coupling mechanism between the entities that make up the collective. To develop mesoscopic to nanoscopic entities capable of swarming behaviour, it has been hypothesised that the entities are characterised by broken symmetry with a well-defined morphology, and are powered with some material capable of harvesting energy. If the harvested energy results in a field surrounding the object, then this field can couple with the field of a neighbouring object and bring some coordination to the collective behaviour. Such robotic swarms have been categorised by an online expert panel as among the 10 great unresolved group challenges in the area of robotics. Although investigation of their underlying mechanism of action is still in its infancy, various systems have been developed that are capable of undergoing controlled and uncontrolled swarming motion by harvesting energy (e.g., light, thermal, etc.). Over the past decade, biohybrid microrobots, in which living mobile microorganisms are physically integrated with untethered artificial structures, have gained growing interest to enable the active locomotion and cargo delivery to a target destination. In addition to the motility, the intrinsic capabilities of sensing and eliciting an appropriate response to artificial and environmental changes make cell-based biohybrid microrobots appealing for transportation of cargo to the inaccessible cavities of the human body for local active delivery of diagnostic and therapeutic agents. == Background == Biohybrid microswimmers can be defined as microswimmers that consist of both biological and artificial constituents, for instance, one or several living microorganisms attached to one or various synthetic parts. The pioneers of this field, ahead of their time, were Montemagno and Bachand with a 1999 work regarding specific attachment strategies of biological molecules to nanofabricated substrates enabling the preparation of hybrid inorganic/organic nanoelectromechanical systems, so called NEMS. They described the production of large amounts of F1-ATPase from the thermophilic bacteria Bacillus PS3 for the preparation of F1-ATPase biomolecular motors immobilized on a nanoarray pattern of gold, copper or nickel produced by electron beam lithography. These proteins were attached to one micron microspheres tagged with a synthetic peptide. Consequently, they accomplished the preparation of a platform with chemically active sites and the development of biohybrid devices capable of converting energy of biomolecular motors into useful work. One of the most fundamental questions in science is what defines life. Collective motion is one of the hallmarks of life. This is commonly observed in nature at various dimensional levels as energized entities gather, in a concerted effort, into motile aggregated patterns. These motile aggregated events can be noticed, among many others, as dynamic swarms; e.g., unicellular organisms such as bacteria, locust swarms, or the flocking behaviour of birds. Ever since Newton established his equations of motion, the mystery of motion on the microscale has emerged frequently in scientific history, as famously demonstrated by a couple of articles that should be discussed briefly. First, an essential concept, popularized by Osborne Reynolds, is that the relative importance of inertia and viscosity for the motion of a fluid depends on certain details of the system under consideration. The Reynolds number Re, named in his honor, quantifies this comparison as a dimensionless ratio of characteristic inertial and viscous forces: R e = ρ u l μ {\displaystyle \mathrm {Re} ={\frac {\rho ul}{\mu }}} Here, ρ represents the density of the fluid; u is a characteristic velocity of the system (for instance, the velocity of a swimming particle); l is a characteristic length scale (e.g., the swimmer size); and μ is the viscosity of the fluid. Taking the suspending fluid to be water, and using experimentally observed values for u, one can determine that inertia is important for macroscopic swimmers like fish (Re = 100), while viscosity dominates the motion of microscale swimmers like bacteria (Re = 10−4). The overwhelming importance of viscosity for swimming at the micrometer scale has profound implications for swimming strategy. This has been discussed memorably by E. M. Purcell, who invited the reader into the world of microorganisms and theoretically studied the conditions of their motion. In the first place, propulsion strategies of large scale swimmers often involve imparting momentum to the surrounding fluid in periodic discrete events, such as vortex shedding, and coasting between these events through inertia. This cannot be effective for microscale swimmers like bacteria: due to the large viscous damping, the inertial coasting time of a micron-sized object is on the order of 1 μs. The coasting distance of a microorganism moving at a typical speed is about 0.1 angstroms (Å). Purcell concluded that only forces that are exerted in the present moment on a microscale body contribute to its propulsion, so a constant energy conversion method is essential. Microorganisms have optimized their metabolism for continuous energy production, while purely artificial microswimmers (microrobots) must obtain energy from the environment, since their on-board-storage-capacity is very limited. As a further consequence of the continuous dissipation of energy, biological and artificial microswimmers do not obey the laws of equilibrium statistical physics, and need to be described by non-equilibrium dynamics. Mathematically, Purcell explored the implications of low Reynolds number by taking the Navier-Stokes equation and eliminating the inertial terms: μ ∇ 2 u − ∇ p = 0 {\displaystyle {\begin{aligned}\mu \nabla ^{2}\mathbf {u} -{\boldsymbol {\nabla }}p&={\boldsymbol {0}}\\\end{aligned}}} where u {\displaystyle \mathbf {u} } is the velocity of the fluid and ∇ p {\displaystyle {\boldsymbol {\nabla }}p} is the gradient of the pressure. As Purcell noted, the resulting equation — the Stokes equation — contains no explicit time dependence. This has some important consequences for how a suspended body (e.g., a bacterium) can swim through periodic mechanical motions or deformations (e.g., of a flagellum). First, the rate of motion is practically irrelevant for the motion of the microswimmer and of the surrounding fluid: changing the rate of motion will change the scale of the velocities of the fluid and of the microswimmer, but it will not change the pattern of fluid flow. Secondly, reversing the direction of mechanical motion will simply reverse all velocities in the system. These properties of the Stokes equation severely restrict the range of feasible swimming strategies. Recent publications of biohybrid microswimmers include the use of sperm cells, contractive muscle cells, and bacteria as biological components, as they can efficiently convert chemical energy into movement, and additionally are capable of performing complicated motion depending on environmental conditions. In this sense, biohybrid microswimmer systems can be described as the combination of different functional components: cargo and carrier. The cargo is an element of interest to be moved (and possibly released) in a customized way. The carrier is the component responsible for the movement of the biohybrid, transporting the desired cargo, which is linked to its surface. The great majority of these systems rely on biological motile propulsion for the transportation of synthetic cargo for targeted drug delivery/ There are also examples of the opposite case: artificial microswimmers with biological cargo systems. Over the past decade, biohybrid microrobots, in which living mobile microorganisms are physically integrated with untethered artificial structures, have gained growing interest to enable the active locomotion and cargo delivery to a target destination. In addition to the motility, the intrinsic capabilities of sensing and eliciting an appropriate response to artificial and environmental changes make cell-based biohybrid microrobots appealing for transportation of cargo to the inaccessible cavities of the human body for local active delivery of diagnostic and therapeutic agents. Active locomotion, targeting and steering of concentrated therape

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  • Bus encryption

    Bus encryption

    Bus encryption is the use of encrypted program instructions on a data bus in a computer that includes a secure cryptoprocessor for executing the encrypted instructions. Bus encryption is used primarily in electronic systems that require high security, such as automated teller machines, TV set-top boxes, and secure data communication devices such as two-way digital radios. Bus encryption can also mean encrypted data transmission on a data bus from one processor to another processor. For example, from the CPU to a GPU which does not require input of encrypted instructions. Such bus encryption is used by Windows Vista and newer Microsoft operating systems to protect certificates, BIOS, passwords, and program authenticity. PVP-UAB (Protected Video Path) provides bus encryption of premium video content in PCs as it passes over the PCIe bus to graphics cards to enforce digital rights management. The need for bus encryption arises when multiple people have access to the internal circuitry of an electronic system, either because they service and repair such systems, stock spare components for the systems, own the system, steal the system, or find a lost or abandoned system. Bus encryption is necessary not only to prevent tampering of encrypted instructions that may be easily discovered on a data bus or during data transmission, but also to prevent discovery of decrypted instructions that may reveal security weaknesses that an intruder can exploit. In TV set-top boxes, it is necessary to download program instructions periodically to customer's units to provide new features and to fix bugs. These new instructions are encrypted before transmission, but must also remain secure on data buses and during execution to prevent the manufacture of unauthorized cable TV boxes. This can be accomplished by secure crypto-processors that read encrypted instructions on the data bus from external data memory, decrypt the instructions in the cryptoprocessor, and execute the instructions in the same cryptoprocessor.

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  • Upworthy

    Upworthy

    Upworthy is a media brand that focuses on positive storytelling. It was started in March 2012 by Eli Pariser, the former executive director of MoveOn, and Peter Koechley, the former managing editor of The Onion. One of Facebook's co-founders, Chris Hughes, was an early investor. At its peak between 2012 and 2014, it reached up to 100 million people a month. In 2017, the company was acquired by Good Worldwide. == History == Upworthy was launched in 2012 with a focus on aggregating positive content, which aligned with Facebook's algorithm. Originally, Upworthy curators searched the internet for existing content to feature on the site. Once selected as an option, curators brainstormed different headlines and shareable images for the content, and tested it with a small sample of Upworthy's visitors before sharing it on the site. The site popularized a clickbait style of two-phrase headlines. The company simplifies issues that are controversial by nature, which are presented from a politically liberal point of view and are heavily fact-checked for accuracy. In June 2013, an article in Fast Company called Upworthy "the fastest growing media site of all time". It had 8.7 million unique monthly visitors in the first six months, and in November 2013, had a high of 87 million unique visitors in a single month. In 2013, Facebook changed its algorithm, leading to a significant decline in readers from that platform. Upworthy fired one round of writers in 2015, and another in 2016, after an unionization effort by some of the staff. The union involved, the Writers Guild of America, East, has organized several online "viral" news publishers. In January 2017, Upworthy was acquired by media company GOOD Worldwide. The newsrooms of the two organizations would merge as part of the acquisition. About 20 staffers were laid off as part of the merger. In March 2020, Upworthy saw a 65% increase in Instagram followers and a 47% increased interest in positive content on-site page views as a result of increased interest in positive content during the COVID-19 pandemic. In January 2023, National Geographic Books bought Good People: Stories From the Best of Humanity from Upworthy, with a publication date of September 3, 2024. The book is described as "a heartwarming collection of first-person tales that will provide comfort and inspiration to anyone who could use a little dose of joy right now". It was created by two senior Upworthy team members, Gabriel Reilich and Lucia Knell, and features 101 stories from Upworthy's audience. The co-creators encouraged Upworthy followers to connect with the brand through questions on their posts, opening the door for organic and personal stories to be shared in the comment sections. The book debuted on The New York Times nonfiction bestseller list on September 22, 2024, and remained on the list for two weeks. The book is seen in the top 10 on Publishers Weekly Fall 2024 Adult Preview: Lifestyle and on The Washington Post's "5 feel-good books".

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