AI Coding Models

AI Coding Models — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Plug computer

    Plug computer

    A plug computer is a small-form-factor computer whose chassis contains the AC power plug, and thus plugs directly into the wall. Alternatively, the computer may resemble an AC adapter or a similarly small device. Plug computers are often configured for use in the home or office as compact computer. == Description == Plug computers consist of a high-performance, low-power system-on-a-chip processor, with several I/O hardware ports (USB ports, Ethernet connectors, etc.). Most versions do not have provisions for connecting a display and are best suited to running media servers, back-up services, or file sharing and remote access functions; thus acting as a bridge between in-home protocols (such as Digital Living Network Alliance (DLNA) and Server Message Block (SMB)) and cloud-based services. There are, however, plug computer offerings that have analog VGA monitor and/or HDMI connectors, which, along with multiple USB ports, permit the use of a display, keyboard, and mouse, thus making them full-fledged, low-power alternatives to desktop and laptop computers. They typically run any of a number of Linux distributions. Plug computers typically consume little power and are inexpensive. == History == A number of other devices of this type began to appear at the 2009 Consumer Electronics Show. On January 6, 2009 CTERA Networks launched a device called CloudPlug that provides online backup at local disk speeds and overlays a file sharing service. The device also transforms any external USB hard drive into a network-attached storage device. On January 7, 2009, Cloud Engines unveiled the Pogoplug network access server. On January 8, 2009, Axentra announced availability of their HipServ platform. On February 23, 2009, Marvell Technology Group announced its plans to build a mini-industry around plug computers. On August 19, 2009, CodeLathe announced availability of their TonidoPlug network access server. On November 13, 2009 QuadAxis launched its plug computing device product line and development platform, featuring the QuadPlug and QuadPC and running QuadMix, a modified Linux. On January 5, 2010, Iomega announced their iConnect network access server. On January 7, 2010 Pbxnsip launched its plug computing device the sipJack running pbxnsip: an IP Communications platform.

    Read more →
  • Bare machine

    Bare machine

    In information technology, a bare machine (or bare-metal computer) is a computer which has no operating system. The software executed by a bare machine, commonly called a bare metal program or bare metal application, is designed to interact directly with hardware. Bare machines are widely used in embedded systems, particularly in cases where resources are limited or high performance is required. == Bare machine computing == Bare Machine Computing is a computing paradigm in which application software runs directly on a bare machine as a single, stand-alone executable, without an operating system or device drivers. The application software has direct access to hardware resources, and there is typically no distinction between user and kernel mode. It is self-managed software that boots, loads and runs without using any other software components. Bare metal programs are typically written in a close-to-hardware language such as C or assembly language. == Advantages == Typically, a bare-metal application will run faster, use less memory and be more power efficient than an equivalent program that relies on an operating system, due to the inherent overhead imposed by system calls. For example, hardware inputs and outputs are directly accessible to bare metal software, whereas they must usually be accessed through system calls when using an OS. It has no OS and therefore has no OS-related vulnerabilities. == Disadvantages == Bare metal applications typically require more effort to develop because operating system services such as memory management and task scheduling are not available. Debugging a bare-metal program may be complicated by factors such as: Lack of a standard output. The target machine may differ from the hardware used for program development (e.g., emulator, simulator). This forces setting up a way to load the bare-metal program onto the target (flashing), start the program execution and access the target resources. == Examples == === Early computers === Early computers, such as the PDP-11, allowed programmers to load a program, supplied in machine code, to RAM. The resulting operation of the program could be monitored by lights, and output derived from magnetic tape, print devices, or storage. Amdahl UTS's performance improves by 25% when run on bare metal without VM, the company said in 1986. === Embedded systems === Bare machine programming is a common practice in embedded systems, in which microcontrollers or microprocessors boot directly into monolithic, single-purpose software without loading an operating system. Such embedded software can vary in structure. For example, one such program paradigm, known as foreground-background or superloop architecture, consists of an infinite main loop in which each task is executed sequentially and must voluntarily return control back to the loop. The loop runs these cooperative background processes that are not time-critical, while interrupt service routines momentarily interrupt the loop to handle time-critical foreground tasks.

    Read more →
  • Digital Cinema Initiatives

    Digital Cinema Initiatives

    Digital Cinema Initiatives, LLC (DCI) is a consortium of major motion picture studios, formed to establish specifications for a common systems architecture for digital cinema systems. The organization was formed in March 2002 by Metro-Goldwyn-Mayer, Paramount Pictures, Sony Pictures, 20th Century Studios, Universal Studios, Walt Disney Studios and Warner Bros. Entertainment The primary purpose of DCI is to establish and document specifications for an open architecture for digital cinema that ensures a uniform and high level of technical performance, reliability and quality. By establishing a common set of content requirements, distributors, studios, exhibitors, d-cinema manufacturers and vendors can be assured of interoperability and compatibility. Because of the relationship of DCI to many of Hollywood's key studios, conformance to DCI's specifications is considered a requirement by software developers or equipment manufacturers targeting the digital cinema market. == Specification == On July 20, 2005, DCI released Version 1.0 of its "Digital Cinema System Specification", commonly referred to as the "DCI Specification". The document describes overall system requirements and specifications for digital cinema. Between March 28, 2006, and March 21, 2007, DCI issued 148 errata to Version 1.0. DCI released Version 1.1 of the DCI Specification on April 12, 2007, incorporating the previous 148 errata into the DCI Specification. On April 15, 2007, at the annual NAB Digital Cinema Summit, DCI announced the new version, as well as some future plans. They released the "Stereoscopic Digital Cinema Addendum" to begin to establish 3-D technical specifications in response to the popularity of 3-D stereoscopic films. It was also announced "which studios would take over the leadership roles in DCI after the current leadership term expires at the end of September." Subsequently, between August 27, 2007, and February 1, 2008, DCI issued 100 errata to Version 1.1. So, DCI released Version 1.2 of the DCI Specification on March 7, 2008, again incorporating the previous 100 errata into the specification document. An additional 96 errata were issued by August 30, 2012, so a revised Version 1.2 incorporating those additional errata was approved on October 10, 2012. DCI approved DCI Specification Version 1.3 on June 27, 2018, integrating the 45 errata issued to the previous version into a new document. On July 20, 2020, fifteen years to the day after Version 1.0, DCI issued a new DCI Specification Version 1.4 that assimilated 29 errata issued since Version 1.3. On October 13, 2021, DCI approved a new DCI Specification Version 1.4.1 that integrated the 23 errata that had been issued to DCI Specification Version 1.4. For the convenience of users, DCI also created an online HTML version of DCI Specification, Version 1.4.1. Due to the HTML conversion process, the footnotes in the DCSS now appear as endnotes. The PDF version contains pagination and page numbers whereas the HTML version does not. DCI Specification Version 1.4.2, dated June 15, 2022, includes revisions and refinements respecting Object-Based Audio Essence (OBAE), also known as Immersive Audio Bitstream (IAB). Version 1.4.2 also implements post-show log record collection utilizing SMPTE 430-17 SMS-OMB Communications Protocol Specification. Additionally, Version 1.4.2 incorporated two prior addenda: the Digital Cinema Object-Based Audio Addendum, dated October 1, 2018 and the Stereoscopic Digital Cinema Addendum, Version 1.0, dated July 11, 2007. Users using Version 1.4.2 no longer need to refer to the separate addenda. Previous DCSS versions are archived on the DCI web site. Based on many SMPTE and ISO standards, such as JPEG 2000-compressed image and "broadcast wave" PCM/WAV sound, the DCI Specification explains the route to create an entire Digital Cinema Package (DCP) from a raw collection of files known as the Digital Cinema Distribution Master (DCDM), as well as the specifics of its content protection, encryption, and forensic marking. The DCI Specification also establishes standards for the decoder requirements and the presentation environment itself, such as ambient light levels, pixel aspect and shape, image luminance, white point chromaticity, and those tolerances to be kept. Even though it specifies what kind of information is required, the DCI Specification does not include specific information about how data within a distribution package is to be formatted. Formatting of this information is defined by the Society of Motion Picture and Television Engineers (SMPTE) digital cinema standards and related documents. == Image and audio capability overview == === 2D image === 2048×1080 (2K) at 24 frame/s or 48 frame/s, or 4096×2160 (4K) at 24 frame/s In 2K, for Scope (2.39:1) presentation 2048×858 pixels of the imager is used In 2K, for Flat (1.85:1) presentation 1998×1080 pixels of the imager is used In 4K, for Scope (2.39:1) presentation 4096×1716 pixels of the imager is used In 4K, for Flat (1.85:1) presentation 3996×2160 pixels of the imager is used 12 bits per color component (36 bits per pixel) via dual HD-SDI (encrypted) 10 bits only permitted for 2K at 48 frame/s CIE XYZ color space, gamma-corrected TIFF 6.0 container format (one file per frame) JPEG 2000 compression From 0 to 5 or from 1 to 6 wavelet decomposition levels for 2K or 4K resolutions, respectively Compression rate of 4.71 bits/pixel (2K @ 24 frame/s), 2.35 bits/pixel (2K @ 48 frame/s), 1.17 bits/pixel (4K @ 24 frame/s) 250 Mbit/s maximum image bit rate === Stereoscopic 3D image === 2048×1080 (2K) at 48 frame/s - 24 frame/s per eye (4096×2160 4K not supported) In 2K, for Scope (2.39:1) presentation 2048×858 pixels of the imager is used In 2K, for Flat (1.85:1) presentation 1998×1080 pixels of the imager is used Optionally, in the HD-SDI link only: 12 bit color, YCxCz 4:2:2 (i.e. chroma subsampling in XYZ space), each eye in separate stream === Audio === 24 bits per sample, 48 kHz or 96 kHz Up to 16 channels WAV container, uncompressed PCM DCI has additionally published a document outlining recommended practice for High Frame Rate digital cinema. This document discloses the following proposed frame rates: 60, 96, and 120 frames per second for 2D at 2K resolution; 48 and 60 for stereoscopic 3D at 2K resolution; 48 and 60 for 2D at 4K resolution. The maximum compressed bit rate for support of all proposed frame rates should be 500 Mbit/s. == Related information == The idea for DCI was originally mooted in late 1999 by Tom McGrath, then COO of Paramount Pictures, who applied to the U.S. Department of Justice for anti-trust waivers to allow the joint cooperation of all seven major motion picture studios. Universal Pictures made one of the first feature-length DCPs created to DCI specifications, using their film Serenity. Although it was not distributed theatrically, it had one public screening on November 7, 2005, at the USC Entertainment Technology Center's Digital Cinema Laboratory in the Pacific Theatre, Hollywood. Inside Man (2006) was Universal's first DCP commercial release, and, in addition to 35mm film distribution, was delivered via hard drive to 20 theatres in the United States along with two trailers. The Academy Film Archive houses the Digital Cinema Initiatives, LLC Collection, which includes film and digital elements from DCI's Standard Evaluation Material (StEM), a 12-minute production shot on 35mm and 65mm film, created for vendors and standards organizations to test and evaluate image compression and digital projection technologies.

    Read more →
  • Hoopla (digital media service)

    Hoopla (digital media service)

    Hoopla Digital is a web and mobile streaming platform launched in 2013 that provides access to a wide range of digital media, including audiobooks, eBooks, comics, manga, music, movies, and TV shows. The service is available to users through participating public libraries, allowing library cardholders to borrow and stream digital media. Hoopla is a division of Midwest Tape. == History == Hoopla was launched in 2013. Its goal was for libraries to provide patrons with access to digital content such as audiobooks, music, movies, and TV shows, without the need for holds or waiting lists. Hoopla's model is a pay-per-use system, which means patrons can borrow items instantly. Since its inception, the service has expanded its offerings to include eBooks and comics. The app was built exclusively for public libraries and their patrons. Hoopla Digital is the only platform that combines all formats and all license models into one convenient app with no platform fees. In 2017, Hoopla became available on Apple TV, Amazon Fire TV, Android TV, and Roku, allowing users to stream content on larger screens. In 2020, Hoopla Flex and Bonus Borrows programs are introduced, enabling libraries to move their one copy/one user titles. At that time, there were 6.5 million library card holders and 2,700+ library partners. In 2021, the BingePass was introduced, offering patrons seven days to access entire collections with just one borrow. In 2022, Apple CarPlay and Android Auto become available, giving users safe and easy access while driving. In 2023, manga joins Hoopla's comic collection, adding 1.5 million titles to Hoopla's offerings. In January 2025, Hoopla introduced a new streaming feature called SeasonPass. Building on the existing BingePass model, SeasonPass allows users to borrow an entire season of a television series with a single borrow. == Business model == Hoopla is free-of-charge for patrons of participating libraries. The content is paid for by library systems, using a "per circulation transaction model". == Content == Hoopla claims to have over 500,000 content titles across six formats, including over 25,000 comic books. As of November 2016, Hoopla's content comprised 35% audiobooks (for which Hoopla has contracts with publishers such as Blackstone Audio, HarperCollins, Simon & Schuster Audio, Tantor Audio, and others), followed by 22% movies (for which Hoopla has motion picture contracts with publishers such as Disney, Lionsgate, Starz, Warner Bros., and others), 19% music, 12% ebooks, 6% comics, and 6% television. One drawback is that Hoopla has few new bestsellers. In February 2025, 404 Media reported that Hoopla's collection includes books created by generative AI with fictional authors and dubious quality. Often not labeled as AI-produced or fact-checked, this AI slop can cost libraries money when checked out by unsuspecting patrons. Libraries like Sacramento Public library have questioned the sustainability of Hoopla's pay-per-use model and have considered transitioning to other digital platforms. === Areas served === Hoopla expanded to serve Australia and New Zealand in June 2021. == Technology == Hoopla content can be borrowed and consumed on the web, or via the native Android or iOS apps. Hoopla broadcasts only in Standard definition unlike most of its competitors such as Kanopy. == Parent company == John Eldred and Jeff Jankowski founded Hoopla's parent company, Midwest Tape, in 1989. Midwest Tape is a library vendor of physical media such as audiobooks, CDs, and DVD/Blu-ray. == Controversy == Hoopla and Midwest Tapes were censured by the Library Freedom Project and Library Futures in a joint statement for hosting what it described as "fascist propaganda", including a recent English translation of A New Nobility of Blood and Soil by Richard Walther Darré of the SS and books related to Holocaust denial, in public library collections without the input from the staff. Criticism was also directed at the inclusion of books on homosexuality, abortion, and vaccines claimed by the Library Freedom Project and Library Futures to be misinformation. On February 17, 2022, Hoopla removed a number of titles after public outcry about Holocaust denial books available on the app under non-fiction. The advocacy groups expressed appreciation for the response, however state that it is "insufficient," as they maintain concerns about the company's practices in selecting materials and lack of transparency.

    Read more →
  • Kindara

    Kindara

    Kindara is a femtech company headquartered in Colorado that develops apps that help women identify their fertile window. The products are used for women trying to get pregnant, or women who want to track their menstrual cycle for overall health. Their latest product, Priya Fertility and Ovulation Monitor, maximizes a woman's chance of getting pregnancy by identifying her most fertile days. == Overview == Kindara was founded in 2011 by husband-and-wife team Will Sacks and Kati Bicknell. The company launched its free mobile application in 2012. Kindara's mobile application allows women to track signs of fertility, such as basal body temperature, cervical fluid, and the position of the cervix to determine when ovulation is occurring. Kindara also sells a thermometer, Wink, which records basal body temperature and syncs automatically to the Kindara fertility application. In 2018, Kindara was acquired by the company Prima-Temp.

    Read more →
  • Digital heritage

    Digital heritage

    The Charter on the Preservation of Digital Heritage of UNESCO defines digital heritage as embracing "cultural, educational, scientific and administrative resources, as well as technical, legal, medical and other kinds of information created digitally, or converted into digital form from existing analogue resources". Digital heritage also includes the use of digital media in the service of understanding and preserving cultural or natural heritage. The digitization of both cultural heritage and Natural heritage serves to enable the permanent access of current and future generations to culturally important objects ranging from literature and paintings to flora, fauna, or habitats. It is also used in the preservation and access of objects with enduring or significant historical, scientific, or cultural value including buildings, archeological sites, and natural phenomena. The main idea is the transformation of a material object into a virtual copy. It should not be confused with digital humanities, which uses digitizing technology to specifically help with research. There have been several debates concerning the efficiency of the process of digitizing heritage. Some of the drawbacks refer to the deterioration and technological obsolescence due to the lack of funding for archival materials and underdeveloped policies that would regulate such a process. Another main social debate has taken place around the restricted accessibility due to the digital divide that exists around the world. Nevertheless, new technologies enable easy, instant and cross boarder access to the digitized work. Many of these technologies include spatial and surveying technology to gain aerial or 3D images. Digital heritage is also used to monitor cultural heritage sites over years to help with preservation, maintenance, and sustainable tourism. It aims to observe any changes, diseases, or deterioration that may occur on objects. == Cultural and natural heritage == Digital Heritage that is not born-digital can be divided into two separate groups—digital cultural heritage and digital natural heritage. Digital cultural heritage is the maintenance or preservation of cultural objects through digitization. These are objects, in some cases entire cities, that are considered of cultural importance. These objects are sometimes able to be digitized or physically represented in minute detail. Digital cultural heritage also includes intangible heritage. These are things such as "oral traditions, customs, value systems, skills, traditional dances, diets, performances" and other unique features of a culture. Intangible heritage is particularly vulnerable to destruction due to urbanization. There are several projects and programs which concentrate on digital cultural heritage. One such project is Mapping Gothic France, which aims to document and preserve cathedrals across France using images, VR tours, laser scans, and panoramas. This allows for scientific and historical study and preservation of the cathedrals and also provides detailed access to the sites for anyone in the world. The aim of projects like these is to help with the preservation and restoration of cultural objects. After the fire at Notre-Dame de Paris in 2019, digital scans are a major component in the ongoing restoration. Digital natural heritage pertains to objects of natural heritage that are considered of cultural, scientific, or aesthetic importance. Digital heritage in this instance is used not only to grant access to these objects, but to monitor any changes over time, such as with plant or animal habitats. Geographic information systems are a form of technology that is used primarily in the study of natural heritage. Western Australia has one such digital heritage project where they have created a digital repository of native plants important to both the region and the Aboriginal people. This is in order to protect and preserve the important biological heritage of Western Australia. == Educational impact == The digitization of these heritage objects has impacts around the world and across many disciplines. The increase of digital items means that people, especially the youth, are able to learn about new objects and cultures online through various media. They provide viewers with a more in-depth experience with an item or place, instead of just an image. The media is also able to be curated to age- or educational-level appropriateness, making learning easier. Some of the technology used in education, especially in museums, includes mobile apps, virtual reality, social media, and video games. Cultural heritage institutions are using this technology to try to expand access, increase appreciation for these items, and to gain new viewpoints on their collections. Digital heritage also helps scientists, archeologists, or other historians and specialists collect data on these objects, providing more information on the objects and the past. Digital Heritage is still currently being studied and improved by several sectors invested in cultural and intellectual preservation. It is particularly of interest to museums, governments, and academic institutions. Research by these groups are creating new concepts, methodologies, and techniques for the implementation of digital heritage to protect this type of cultural and natural heritage. As new technologies are created, museums and other heritage institutions are provided with more ways of disseminating their information and engaging with the public. A lack of resources within certain groups may still hinder everyone from accessing digital heritage. == Technologies used == The digitization of cultural heritage is attained through several means. Some of the main technology used is spatial and surveying technology. Space archaeological technology - Observations from space satellites are non-intrusive and can be integrated with other technologies on the ground. It is used to photograph vast areas of earth and help with research. Remnants of ancient civilizations or other human objects are also able to be spotted via satellite imaging. Unmanned aerial vehicles - UAV, such as drones, are commonly used in digitization of cultural heritage objects. The Great Wall of China is one such site that has been digitized and analyzed through unmanned aerial vehicle investigation. The resulting images, 3-D scans, maps, and other data are used to evaluate and maintain the Great Wall. Laser Scanning - Laser scanning is used to scan an area and recreate spatially accurate depictions, such as a 3D model. Virtual and Augmented Reality - VR is used primarily for education but does have uses for reconstruction and research. It is used to provide users with an immersive experience, as though they are actually at the site. Geographic Information systems - GIS are used primarily to study objects and sites over time. It is also important in studying the socioeconomic status of the past. 3D Modeling - 3D modeling has become more widely used due to an increase in technology that works specifically with heritage sites. It is often used in tandem with GIS to reconstruct objects for restoration, documentation, preservation, and educational purposes. Data is collected using satellite or other aerial imaging and ground-based imaging. There is some concern about the accuracy and authenticity of these types of digital reconstructions and their effects on the sites themselves. A major barrier to digital heritage is the amount of resources it takes to undertake such projects, such as money, time, and technology. Money and the lack of qualified personnel are two that are considered the most obstructive. This is especially an issue in less developed areas or within underfunded groups such as minorities. == Virtual heritage == A particular branch of digital heritage, known as "virtual heritage", is formed by the use of information technology with the aim of recreating the experience of existing cultural heritage, as in (approximations of) virtual reality. It is hard to differentiate this branch from the core contribution of digital heritage which is storing the heritage data digitally. Parsinejad et al. developed two techniques for Digital Twinning of the architectural assets and representation of the physical assets virtually in the museum context. Two techniques are hand recording and digital recording and both have challenges in adoption and implementation of Digital Twin as a revolutionary concept. == Digital heritage stewardship == Digital heritage stewardship is a form of digital curation which is modeled after collaborative curation. Digital heritage stewardship means stepping away from typical curatorial practices (e.g. discovering, arranging, and sharing information, material, and/or content) in favor of practices which allow its stakeholders the opportunity to contribute historical, political, and social context and culture. The collaborative practice encourages the creation, engagement, and maintena

    Read more →
  • Virtual advertising

    Virtual advertising

    Virtual advertising is the use of digital technology to insert virtual advertisements into a live or pre-recorded television show, often in sports events. This technique is often used to allow broadcasters to overlay existing physical advertising panels inside the sports venue with virtual content on the screen when broadcasting the same event in multiple regions; a Spanish football game can be broadcast in Mexico with Mexican advertisements. Similarly, virtual content can be inserted onto empty space within the sports venue such as the pitch, where physical advertising cannot be placed due to regulatory or safety reasons. Virtual advertising content is intended to be photorealistic, so that the viewer has the impression they are seeing the real in-stadium advertising. == History == Throughout the 1980s, 1990s, and 2000s, advertising on television and in newspapers was a popular method of spreading information. The marketer Jeremiah Lynwood stated that "Thirty years ago, [U.S.] consumers viewed an average of 560 ads per day", mostly from newspapers, television shows, gasoline pumps, and so on. Lynwood also stated that, at the time, "American consumers may be exposed to 3,000 commercial messages every day". Within that time frame, the exposure of daily ads have supported many local and big businesses. With the arrival of the 2000s and 2010s, technological advances have created new opportunities for many businesses to grow. In the 21st century, virtual advertising has been used to create virtual product placements in television shows hours, days, or years after they have been produced. Advertisements can be targeted to regional markets and updated over time to ensure maximum efficiency of advertising money. A good example of how virtual advertising is used in everyday life is in sports. Virtual advertising uses the latest technology to place an ad in position to the field of play, regardless of camera motion, and the players' movement over the logos. Recently, the NHL have virtually inserted sponsors on the glass above the physical boards in NHL stadiums. Big brands will not spend their time or money on hitting a certain region when their main goal is to build global brand awareness. Digital signage opportunities allow these larger brands to purchase signage in a stadium during games that are instead nationally televised. This gets even more expansive thanks to social media outlets like Twitter, Facebook, and Amazon. On the other hand, local businesses sign when there are smaller games going on. The signage is much more affordable and still reaches a vast number of people. Virtual advertising may even make live attendance more attractive to sport fans because the technology allows the playing field and surrounding areas to be cleared of advertisements while television viewers at home are exposed to commercials. For the most part, virtual advertising makes a live attendance more attractive to sports fans, because instead of being at home watching commercials, live fans are able to be clear of advertisements and enjoy the game without pop-up ads. == Technology == The technology used in virtual insertions often uses automated processes such as: automatic detection of playfield limits, automatic detection of cuts, recognition of playfield surface, recognition of existing logos for logo replacements, etc. An operator is usually dedicated to the visual control of the effect but new systems allow to use the instant replay operator. == Examples == === Live events === Virtual advertisements can be effectively integrated into live television in real-time. For example, Fox Sports Net places a virtual advertisement on the glass behind the goaltender that can only be seen on television. The advertising in the playfields is property of the club, except in some professional sports where the league or federation owns the advertising rights. However, the advertising rights broadcast on the screen are property of the broadcasters or the TV channel. This means that second right holders can benefit from selling this virtual advertising. The number of TV viewers is also higher than the people in the stadium, generating more visibility to the advertised marks and more income to the broadcasters. Virtual advertising was first introduced in football during the 2015 Audi Cup at the Allianz Arena in Munich. AIM Sport implemented the technology to digitally overlay advertisements on the stadium's perimeter boards, allowing different sponsors to be displayed to viewers in different broadcast regions. In Formula One, virtual ads are placed on the grass or as virtual billboards. In baseball, Major League Baseball places virtual advertisements on a back-board behind the batter which can be targeted differently in local markets or countries. During the World Series, MLB international broadcasts of the World Series feature different advertisements on a per market basis, showing a different ad in the US, Canadian, Latin American and Japanese markets. In tennis, e.g. during the 2019 ATP Finals in London's O2 Arena certain logos in the background were replaced for various country feeds. In table tennis e.g. during the ITTF World Tour Australian Open 2019 virtual advertising overlays were used by uniqFEED AG in Switzerland. Since the 2022–23 season, the National Hockey League (NHL) has used digitally enhanced dasherboards (DED) to erase and replace ads on each arena's boards with up to 120 thirty-second segments on all or part of the rink. Each broadcaster can use a different set of ads. DED were first used at the 2016 World Cup of Hockey, which was organized by the NHL. At UEFA Euro 2024, AIM Sport provided virtual advertising for all matches, marking one of the largest implementations of the technology in an international tournament. In addition to the tournament itself, virtual advertising was also used in the participating teams' domestic matches, extending region-specific advertising beyond the competition itself.

    Read more →
  • The Holocaust and social media

    The Holocaust and social media

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

    Read more →
  • ISSCO Graphics

    ISSCO Graphics

    Integrated Software Systems Corporation (ISSCO), doing business as ISSCO Graphics, was an American software developer and publisher based in San Diego, California, and active from 1970 to 1986. They were best known for their enterprise graphics software packages, including Tellagraf, CueChart and Disspla. == History == ISSCO Graphics had considered acquiring Breakthrough Software, whose software focus involved PC DOS, as a means of getting into the PC arena, but backed off when Computer Associates made an offer to acquire ISSCO. By early 1987 it was reported that "Issco users breathe sigh of relief" that all was well. The ISSCO User's Group was founded in 1976. ISSCO, which was founded in 1970 by Peter Preuss, was acquired by Computer Associates in 1986. == Notable products == === Tellagraf === ISSCO's Tellagraf is an early software package designed to allow end-users to "turn out full color, professional quality charts" with initial results displayed on a screen, modified as needed, and then "a final 'hard-copy' can be made .. or made into 35mm color transparencies for projection onto a screen." Users of Tellagraf often had access to CueChart and Disspla software. Often computer sites having one had all three. Terminals with varying degrees of graphics, such as the DEC's VT100 and Tektronix's Tektronix 4xxx family of text and graphics terminals. were supported, and the software ran on popular computing platforms. Four years are important to Tellagraf's early history: 1978: ease of use 1980: graphic-artist quality 1982: introduction of CueChart, and recognition by IEEE. 1983: "quality graphics enters the mainstream of data processing with ..." Tellegraf was eventually acquired by Computer Associates and renamed CA-Tellegraf. SAS users found it helpful. Universities, research institutes and financial services firms were among early users. === Disspla === Disspla is a package of data plotting subroutines that can be used from high level languages. It was also acquired by Computer Associates. === Tellaplan === In 1983 ISSCO introduced Tellaplan, "a project planning, report and schedule charting system for Tell-A- Graf users in IBM MVS or CMS or Digital Equipment Corp. VAX computers" atop which they built "two visual project management software packages" three years later.

    Read more →
  • Terrorism and social media

    Terrorism and social media

    Terrorism, fear, and media are interconnected. Terrorists use the media to advertise their attacks and or messages, and the media uses terrorism events to further aid their ratings. Both promote unwarranted propaganda that instills mass amounts of public fear. The leader of al-Qaeda, Osama bin Laden, discussed the weaponization of media in a letter written after his organization committed the terrorist attacks on September 11, 2001. In that letter, bin Laden stated that fear was the deadliest weapon. He noted that the Western civilization has become obsessed with mass media, quickly consuming what will bring them fear. He further stated that societies are bringing this problem on their own people by giving media coverage an inherent power. In relation to one's need for media coverage, al-Qaeda and other militant Jihadi terrorist organizations can be classified as a far-right radical offshoot of mainstream mass media. The Jihad needs to conceptualize their martyrdom by leaving behind manifestos and live videos of their attacks; it is crucially important to them that their ill deeds are being covered by news media. The components the media looks for to deem the news "worthy" enough to publicize are categorized into ten qualities; terrorists usually exceed half in their attacks. These include: Immediacy, Conflict, Negativity, Human Interest, Photographability, Simple Story Lines, Topicality, Exclusivity, Reliability, and Local Interest. Historically, morality and profitability are two motivations which are not easily weighed when delivering news; recent news coverage has become far more motivated in making money for their parent corporation than serving as a defender of truth, doing true journalistic fact-finding, and shielding the public from news which is sensational, outright untrue, or politically-motivated propaganda. A study concerning the disparity in coverage of terrorist events took attacks from the ten‑year span of 2005–2015 and found that 136 episodes of terrorism occurred in the United States. LexisNexis Academic and CNN were the platforms used to measure the media coverage. It was found that out of other terrorist attacks showed on the news, one's with Muslim perpetrators received more than 357% coverage. In addition to this disparity, attacks also received more coverage when they were targeted at the government, had high fatality rates, and showed arrests being made. These findings were aligned with America's tendency to categorize Muslim people as a threat to national security. Thus, mass media coverage on terrorism is creating fake narratives and an absence of related coverage. For instance, the American public believes that crime rates have been on the rise which in fact they have been on an all-time low. Given that the media often covers crime almost immediately and frequently, suggests that people infer it happening all the time. In reference to the disparity in terror attacks, three attacks were seen to have the least media coverage of all the 136. The Sikh Temple massacre in Wisconsin which had 2.6% coverage, the Kansas synagogue killings which had 2.2%, and the Charleston Church deaths which only resulted in 5.1% coverage. The three events had commonalities worth mentioning in that they all had white perpetrators and were not directed at government intuitions (in fact all targeted minorities). The media's obsession with terror is making people fearful of the wrong things and not attentive enough to the issues that are radically unseen. Not only are minorities usually not the perpetrators of domestic terrorism, but they are common victims in mass casualties or proximal witnesses to the attacks. In an early 2000s study, 72 Israeli adults were measured pre and posttest for increased anxiety after being exposed to news broadcasts of terrorism attacks. The study found that the group exposed to the broadcasts without any treatment (preparation intervention) had heightened levels of anxiety compared to the group that received the treatment along with viewing the broadcast. Since preparatory intervention is not yet normalized, people in proximity to ongoing coverage of terror events are suffering from the lasting impacts of fear and anxiety. Preparatory Intervention, in this case, was conducted by a group facilitator who introduced a topic concerning terrorism in which participants were instructed to write down feelings to share with the group and later learn to cope with. A discourse of fear created by mass media presence, but false information is leading people to prepare for the wrong situations. In the early 2000s, police units circulated public schools flooding the idea of Stranger Danger into the minds of adolescents. Children and their parents cautiously separated from strangers while perpetrators in those families' social circles continued to offend under the radar. For myths are becoming common, precedent and real danger is buried beneath the surface. It is these implementations of fear that are falsifying the true narrative which for terrorism is a huge social problem but one that is not resolved through entertainment and mass media production. Mass media like news outlets and even social media platforms are contributing to the growing discourse of fear surrounding terrorism. Terrorism and social media refers to the use of social media platforms to radicalize and recruit violent and non-violent extremists. According to some researchers the convenience, affordability, and broad reach of social media platforms such as YouTube, Facebook and Twitter, terrorist groups and individuals have increasingly used social media to further their goals, recruit members, and spread their message. Attempts have been made by various governments and agencies to thwart the use of social media by terrorist organizations.Terror groups take to social media because it's cheap, accessible, and facilitates quick access to a lot of people. Social media allow them to engage with their networks. In the past, it wasn't so easy for these groups to engage with the people they wanted to whereas social media allows terrorists to release their messages right to their intended audience and interact with them in real time. "Spend some time following the account, and you realize that you're dealing with a real human being with real ideas- albeit boastful, hypocritical, violent ideas". Al- Qaeda has been noted as being as being one of the terror groups that uses social media the most extensively. "While almost all terrorist groups have websites, al qaeda [sic] is the first to fully exploit the internet. This reflects al-Qaeda's unique characteristics." Despite the risks of making statements, such as enabling governments to locate terror group leaders, terror leaders communicate regularly with video and audio messages which are posted on the website and disseminated on the internet. ISIS uses social media to their advantage when releasing threatening videos of beheadings. ISIS uses this tactic to scare normal people on social media. Similarly, Western domestic terrorists also use social media and technology to spread their ideas. == Traditional media == Many authors have proposed that media attention increases perceptions of risk of fear of terrorism and crime and relates to how much attention the person pays to the news. The relationship between terrorism and the media has long been noted. Terrorist organizations depend on the open media systems of democratic countries to further their goals and spread their messages. To garner publicity for their cause, terrorist organizations resort to acts of violence and aggression that deliberately target civilians. This method has proven to be effective in gathering attention: It cannot be denied that although terrorism has proved remarkably ineffective as the major weapon for taking down governments and capturing political power, it has been a remarkably successful means of publicizing a political cause and relaying the terrorist threat to a wider audience, particularly in the open and pluralistic countries of the West. When one says 'terrorism' in a democratic society, one also says 'media'. While a media organization may not support the goals of terrorist organizations, it is their job to report current events and issues. In the fiercely competitive media environment, when a terrorist attack occurs, media outlets scramble to cover the event. In doing so, the media help to further the message of terrorist organizations: To summarise briefly on the symbiotic nature of the relationship between terrorists and the media, the recent history of terrorism in many democratic countries vividly demonstrates that terrorists do thrive on the oxygen of publicity, and it is foolish to deny this. This does not mean that the established democratic media share the values of the terrorists. It does demonstrate, however, that the free media in an open society are particularly vulnerable to exploitation and manipulation by ru

    Read more →
  • Bioelectronics

    Bioelectronics

    Bioelectronics is a field of research in the convergence of biology and electronics. == Definitions == At the first C.E.C. Workshop, in Brussels in November 1991, bioelectronics was defined as 'the use of biological materials and biological architectures for information processing systems and new devices'. Bioelectronics, specifically bio-molecular electronics, were described as 'the research and development of bio-inspired (i.e. self-assembly) inorganic and organic materials and of bio-inspired (i.e. massive parallelism) hardware architectures for the implementation of new information processing systems, sensors and actuators, and for molecular manufacturing down to the atomic scale'. The National Institute of Standards and Technology (NIST), an agency of the United States Department of Commerce, defined bioelectronics in a 2009 report as "the discipline resulting from the convergence of biology and electronics". Sources for information about the field include the Institute of Electrical and Electronics Engineers (IEEE) with its Elsevier journal Biosensors and Bioelectronics published since 1990. The journal describes the scope of bioelectronics as seeking to : "... exploit biology in conjunction with electronics in a wider context encompassing, for example, biological fuel cells, bionics and biomaterials for information processing, information storage, electronic components and actuators. A key aspect is the interface between biological materials and micro and nano-electronics." == History == The first known study of bioelectronics took place in the 18th century when Italian physician-scientist Luigi Galvani applied a voltage to a pair of detached frog legs. The legs moved, sparking the genesis of bioelectronics. Electronics technology has been applied to biology and medicine since the pacemaker was invented and with the medical imaging industry. In 2009, a survey of publications using the term in title or abstract suggested that the center of activity was in Europe (43 percent), followed by Asia (23 percent) and the United States (20 percent). == Materials == Organic bioelectronics is the application of organic electronic material to the field of bioelectronics. Organic materials (i.e. containing carbon) show great promise when it comes to interfacing with biological systems. Current applications focus around neuroscience and infection. Conducting polymer coatings, an organic electronic material, shows massive improvement in the technology of materials. It was the most sophisticated form of electrical stimulation. It improved the impedance of electrodes in electrical stimulation, resulting in better recordings and reducing "harmful electrochemical side reactions." Organic Electrochemical Transistors (OECT) were invented in 1984 by Mark Wrighton and colleagues, which had the ability to transport ions. This improved signal-to-noise ratio and gives for low measured impedance. The Organic Electronic Ion Pump (OEIP), a device that could be used to target specific body parts and organs to adhere medicine, was created by Magnuss Berggren. As one of the few materials well established in CMOS technology, titanium nitride (TiN) turned out as exceptionally stable and well suited for electrode applications in medical implants. == Significant applications == Bioelectronics is used to help improve the lives of people with disabilities and diseases. For example, the glucose monitor is a portable device that allows diabetic patients to control and measure their blood sugar levels. Electrical stimulation used to treat patients with epilepsy, chronic pain, Parkinson's, deafness, Essential Tremor and blindness. Magnuss Berggren and colleagues created a variation of his OEIP, the first bioelectronic implant device that was used in a living, free animal for therapeutic reasons. It transmitted electric currents into GABA, an acid. A lack of GABA in the body is a factor in chronic pain. GABA would then be dispersed properly to the damaged nerves, acting as a painkiller. Vagus Nerve Stimulation (VNS) is used to activate the Cholinergic Anti-inflammatory Pathway (CAP) in the vagus nerve, ending in reduced inflammation in patients with diseases like arthritis. Since patients with depression and epilepsy are more vulnerable to having a closed CAP, VNS can aid them as well. At the same time, not all the systems that have electronics used to help improving the lives of people are necessarily bioelectronic devices, but only those which involve an intimate and directly interface of electronics and biological systems. Bioelectronics could be used to develop new label-free methods for monitoring cancer cell invasion and drug resistance. For example, the electrical resistance of cancer cells could be used to predict the effectiveness of cancer drugs and to identify drugs that are most likely to be effective against a particular type of cancer. === Human tissue regeneration === Human tissue, like most tissue in multicellular life, is known to be capable of regeneration. While tissue such as skin and even large organs such as the liver have been shown significant capacity for regeneration much of the adult body is thought to possess limited natural regenerative ability. Research in the field of regenerative medicine has identified that developmental bioelectricity can be used to stimulate and modify tissue growth beyond what naturally occurs with efforts to demonstrate its feasibility in mammals underway. Some researchers believe that future advancements could allow for the regeneration of organs or even entire limbs using bioelectronic devices providing the correct signals. == Future == The improvement of standards and tools to monitor the state of cells at subcellular resolutions is lacking funding and employment. This is a problem because advances in other fields of science are beginning to analyze large cell populations, increasing the need for a device that can monitor cells at such a level of sight. Cells cannot be used in many ways other than their main purpose, like detecting harmful substances. Merging this science with forms of nanotechnology could result in incredibly accurate detection methods. The preserving of human lives like protecting against bioterrorism is the biggest area of work being done in bioelectronics. Governments are starting to demand devices and materials that detect chemical and biological threats. The more the size of the devices decrease, there will be an increase in performance and capabilities.

    Read more →
  • Hoopla (digital media service)

    Hoopla (digital media service)

    Hoopla Digital is a web and mobile streaming platform launched in 2013 that provides access to a wide range of digital media, including audiobooks, eBooks, comics, manga, music, movies, and TV shows. The service is available to users through participating public libraries, allowing library cardholders to borrow and stream digital media. Hoopla is a division of Midwest Tape. == History == Hoopla was launched in 2013. Its goal was for libraries to provide patrons with access to digital content such as audiobooks, music, movies, and TV shows, without the need for holds or waiting lists. Hoopla's model is a pay-per-use system, which means patrons can borrow items instantly. Since its inception, the service has expanded its offerings to include eBooks and comics. The app was built exclusively for public libraries and their patrons. Hoopla Digital is the only platform that combines all formats and all license models into one convenient app with no platform fees. In 2017, Hoopla became available on Apple TV, Amazon Fire TV, Android TV, and Roku, allowing users to stream content on larger screens. In 2020, Hoopla Flex and Bonus Borrows programs are introduced, enabling libraries to move their one copy/one user titles. At that time, there were 6.5 million library card holders and 2,700+ library partners. In 2021, the BingePass was introduced, offering patrons seven days to access entire collections with just one borrow. In 2022, Apple CarPlay and Android Auto become available, giving users safe and easy access while driving. In 2023, manga joins Hoopla's comic collection, adding 1.5 million titles to Hoopla's offerings. In January 2025, Hoopla introduced a new streaming feature called SeasonPass. Building on the existing BingePass model, SeasonPass allows users to borrow an entire season of a television series with a single borrow. == Business model == Hoopla is free-of-charge for patrons of participating libraries. The content is paid for by library systems, using a "per circulation transaction model". == Content == Hoopla claims to have over 500,000 content titles across six formats, including over 25,000 comic books. As of November 2016, Hoopla's content comprised 35% audiobooks (for which Hoopla has contracts with publishers such as Blackstone Audio, HarperCollins, Simon & Schuster Audio, Tantor Audio, and others), followed by 22% movies (for which Hoopla has motion picture contracts with publishers such as Disney, Lionsgate, Starz, Warner Bros., and others), 19% music, 12% ebooks, 6% comics, and 6% television. One drawback is that Hoopla has few new bestsellers. In February 2025, 404 Media reported that Hoopla's collection includes books created by generative AI with fictional authors and dubious quality. Often not labeled as AI-produced or fact-checked, this AI slop can cost libraries money when checked out by unsuspecting patrons. Libraries like Sacramento Public library have questioned the sustainability of Hoopla's pay-per-use model and have considered transitioning to other digital platforms. === Areas served === Hoopla expanded to serve Australia and New Zealand in June 2021. == Technology == Hoopla content can be borrowed and consumed on the web, or via the native Android or iOS apps. Hoopla broadcasts only in Standard definition unlike most of its competitors such as Kanopy. == Parent company == John Eldred and Jeff Jankowski founded Hoopla's parent company, Midwest Tape, in 1989. Midwest Tape is a library vendor of physical media such as audiobooks, CDs, and DVD/Blu-ray. == Controversy == Hoopla and Midwest Tapes were censured by the Library Freedom Project and Library Futures in a joint statement for hosting what it described as "fascist propaganda", including a recent English translation of A New Nobility of Blood and Soil by Richard Walther Darré of the SS and books related to Holocaust denial, in public library collections without the input from the staff. Criticism was also directed at the inclusion of books on homosexuality, abortion, and vaccines claimed by the Library Freedom Project and Library Futures to be misinformation. On February 17, 2022, Hoopla removed a number of titles after public outcry about Holocaust denial books available on the app under non-fiction. The advocacy groups expressed appreciation for the response, however state that it is "insufficient," as they maintain concerns about the company's practices in selecting materials and lack of transparency.

    Read more →
  • 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.

    Read more →
  • Attention inequality

    Attention inequality

    Attention inequality is the inequality of distribution of attention across users on social networks, people in general, and for scientific papers. Yun Family Foundation introduced "Attention Inequality Coefficient" as a measure of inequality in attention and arguments it by the close interconnection with wealth inequality. == Relationship to economic inequality == Attention inequality is related to economic inequality since attention is an economically scarce good. The same measures and concepts as in classical economy can be applied for attention economy. The relationship develops also beyond the conceptual level—considering the AIDA process, attention is the prerequisite for real monetary income on the Internet. On data of 2018, a significant relationship between likes and comments on Facebook to donations is proven for non-profit organizations. == Attention economy == The attention economy refers to the practice of maximizing the attention users give to a product for advertising-related reasons. Attention economy remains one of the most common forms of advertising, and has been steadily increasing thanks to new technologies such as television, internet and social media. It is one of the most widely-used approaches to economy for its effectiveness for maximising the noticeability of a certain product. == Attention inequality in social media == In social media, attention inequality refers to the unequal distribution of users' attention on social media platforms. This means that instead of an equal distribution of attention, fewer sources receive a disproportionate share of attention, leaving many unnoticed. This phenomenon is possibly the result of social media algorithms, which are commonly designed to drive maximum engagement. This phenomenon is a large factor in the polarization and creation of echo-chambers. Social media algorithms tend to note content that is already performing well and display it to more users, while content that is equally engaging or well-made is not recommended to users. Posts that trigger strong emotions usually out-perform more "uncontroversial" content. When many users interact with the post, it signals the algorithm that the specific post drives engagement. The algorithm then tends to recommend that type of content to an exponential number of people, potentially outperforming "un-emotional" content. These factors, when combined, tend to create an unequal social media environment. == Attention inequality in science == According to a recent 2025 study about research inequality among scientists published in Information Processing and Management, scientific discourse is restricted to a small group of connected scientists, and is frequently not an accurate representation of the whole scientific community. Using citation-network analysis in the fields of nanoscience and chemical physics, the study claims that a group of connected scientists has a significant notability in the scientific community. The calculated connection strength between these scientists is estimated to be about 4.5, the study also says that these authors cite each other four times more often than would be predicted in a random network, whereas ordinary scientists that exist outside of this group only reach an estimated connection strength of 0.9. The study findings suggest that that scientific attention is not distributed by merit, but rather by the connectedness of the scientists involved in the research. == Extent == As data of 2008 shows, 50% of the attention is concentrated on approximately 0.2% of all hostnames, and 80% on 5% of hostnames. The Gini coefficient of attention distribution lay in 2008 at over 0.921 for such commercial domains names as ac.jp and at 0.985 for .org-domains. The Gini coefficient was measured on Twitter in 2016 for the number of followers as 0.9412, for the number of mentions as 0.9133, and for the number of retweets as 0.9034. For comparison, the world's income Gini coefficient was 0.68 in 2005 and 0.904 in 2018. More than 96% of all followers, 93% of the retweets, and 93% of all mentions are owned by 20% of Twitter. == Causes == At least for scientific papers, today's consensus states that inequality is unexplainable by variations of quality and individual talent. The Matthew effect plays a significant role in the emergence of attention inequality—those who already enjoy large amounts of attention get even more attention, and those who do not lose even more. Ranking algorithms based on relevance to the user have been found to alleviate the inequality of the number of posts across topics.

    Read more →
  • Blend4Web

    Blend4Web

    Blend4Web is a free and open source framework for creating and displaying interactive 3D computer graphics in web browsers. == Overview == The Blend4Web framework leverages Blender to edit 3D scenes. Content rendering relies on WebGL, Web Audio, WebVR, and other web standards, without the use of plug-ins. It is dual-licensed. The framework is distributed under the free and open source GPLv3 and, a non-free license - with the source code being hosted on GitHub. A 3D scene can be prepared in Blender and then exported as a pair of JSON and binary files to load in a web application. It can also be exported as a single, self-contained HTML file, in which exported data, the web player GUI, and the engine itself are packed. The HTML option is considered to be the simplest way. The resulting file, which has a minimum size of 1 MB, can be embedded in a web page using a standard iframe HTML element. Blend4Web-powered web applications can be deployed on social networking websites such as Facebook. The Blend4Web toolchain consists of JavaScript libraries, the Blender add-on, and a set of tools for tweaking 3D scene parameters, debugging, and optimization. Developed by Moscow-based company Triumph in 2010, Blend4Web was publicly released on March 28, 2014. At the end of 2017, the project founders Yuri and Alex Kovelenov quit Triumph to start the development of a new WebGL framework Verge3D. In October 2019, an "Absolutely new Blend4Web" was announced, planned to make developing 3D apps easier and to add a new marketplace where people can offer their 3D models. == Features == The framework has a number of components typically found in game engines, including a positional audio system, physics engine (a fork of Bullet ported to JavaScript), animation system, and an abstraction layer for game logic programming. Up to 8 different types of animations can be assigned to a single object, including skeletal and per-vertex animation. The speed and the direction of animation (forward/backward play), as well as particle system parameters (size, initial velocity, and count), can be changed through the API. Among other supported features are: scene data dynamic loading and unloading, subsurface scattering simulation, and image-based lighting. Some out-of-box options exist for rendering extended outdoor environments, including foliage-wind interaction, water, atmosphere, and sunlight simulation. One example demonstrating these effects is "The Farm" tech demo, which also features multiple animated NPCs and the ability to walk, interact with objects and drive a vehicle in first-person mode. Being based on the cross-browser WebGL API, Blend4Web runs in the majority of web browsers, including mobile ones. There are some caveats for browsers with experimental WebGL support, such as Internet Explorer. There are also applications developed to run on Tizen-powered devices such as the Samsung Gear S2 smartwatch. Other features include: draw call batching, hidden surface determination, threaded physics simulation and ocean simulation. In version 14.09, Blend4Web introduced the possibility of adding interactivity to 3D scenes using a visual programming tool. The tool is reminiscent of the BGE's logic editor as it uses logic blocks that are placed inside Blender. It plays back animation tracks authored by an artist when the user interacts with predefined 3D objects. Since version 15.03, Blend4Web has supported attaching HTML elements (such as information windows) to 3D objects ("annotations") and copying objects in run time ("instancing"). The following post-processing effects are supported: glow, bloom, depth of field, crepuscular rays, motion blur, and screen space ambient occlusion. == Virtual reality and augmented reality == Virtual reality devices have been supported since the end of 2015. Specifically, Oculus Rift head-mounted display works over experimental WebVR API. The software also now includes preliminary support for gamepads, based on the Gamepad API. In 2017, the option to author augmented reality content was added. The system is based on the open-source tracking library ARToolKit and uses the WebRTC protocols. Starting from version 17.08, finger tracking is supported through the Leap Motion device. == Blender integration == The Blender add-on is written in Python and C and can be compiled for the Linux x86/x64, OS X x64, and MS Windows x86/x64 platforms. A Blend4Web-specific profile can be activated in the add-on settings. When switching to this profile, the Blender interface changes so that it only reveals settings relevant to Blend4Web. Blend4Web supports a set of Blender-specific features such as the node material editor (a tool for visual shader programming) and the particle system. There is basic support for Blender's non-linear animation (NLA) editor for creating simple scenarios. Blend4Web is based on Blender's real-time GLSL rendering engine, which users are recommended to use in order to enable WYSIWYG editing. == Notable uses == NASA developed an interactive web application called Experience Curiosity to celebrate the 3rd anniversary of the Curiosity rover landing on Mars. This Blend4Web-based app makes it possible to operate the rover, control its cameras and the robotic arm, and reproduce some of the prominent events of the Mars Science Laboratory mission. The application got presented at the beginning of the WebGL section at SIGGRAPH 2015. Experience Curiosity was ported to Verge3D for Blender in 2018 with several performance improvements and bug fixes. A General Motors authorized dealer in the United Arab Emirates has placed a functional Chevrolet Camaro 3D configurator on its website. Greenpeace created interactive 3D infographics to back Greenpeace's Detox campaign in Russia. Tallink featured an interactive 3D presentation of its MS Megastar vessel to allow visitors to browse details of the ship.

    Read more →