AI Coding Vscode Extension

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

  • AdTruth

    AdTruth

    AdTruth is a software product and the digital media division of 41st Parameter, a company headquartered in Scottsdale, Arizona, with regional offices in San Jose, California; London, England; and Munich, Germany. AdTruth allows marketers to recognize and reach target audiences across online devices. AdTruth software identifies users for targeting, tracking, performance tracking across digital media, including mobile and desktop, by analysing patterns in large numbers of advertisements served over the internet, rather than through the use of cookies. == History == AdTruth was founded in 2011 by Ori Eisen of 41st Parameter, to repurpose the company's fraud detection and prevention technology, for use within the advertising industry to accurately target intended audiences, particularly in mobile. Eisen was joined by James Lamberti in the role of vice president and general manager. In 2012 41st Parameter raised $13 million in Series D financing from Norwest Venture Partners, Kleiner Perkins Caufield & Byers, Jafco Ventures and Georgian Partners, bringing total funding to about $35 million. In May 2012, AdTruth hosted a meeting of digital media executives to discuss Apple’s UDID deprecation, with the intent of developing a device-neutral replacement standard. AdTruth joined the World Wide Web Consortium's Tracking Protection Working Group, which provides guidance for implementing and adhering to Do Not Track policies. AdTruth also worked with privacy firm Truste to create a privacy compliant Do Not Track-style mechanism for mobile. In 2013, the company Experian purchased 41st Parameter, acquiring AdTruth as part of the deal. == Product == AdTruth software helps marketers track, target and retarget consumers using more than 100 parameters, including milliseconds in differences in the internal clock setting, to recognize a particular device anonymously. AdTruth's technology uses non-UDID information to identify a wide range of devices for cookieless ad targeting. Its technology currently has about a 90 percent accuracy rate on iOS, higher on Android and desktop. AdTruth also has mobile web to app bridging capabilities as well as DeviceInsight technology, enabling marketers to identify users across mobile web and app content. 41st Parameter's patented AdTruth technology is being used by MdotM, in response to the deprecation of the UDID that included tracking and targeting capabilities. == Competitors == AdTruth's main competitor is BlueCava, which deploys a similar device-fingerprinting technology.

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  • Nanonetwork

    Nanonetwork

    A nanonetwork or nanoscale network is a set of interconnected nanomachines (devices a few hundred nanometers or a few micrometers at most in size) which are able to perform only very simple tasks such as computing, data storing, sensing and actuation. Nanonetworks are expected to expand the capabilities of single nanomachines both in terms of complexity and range of operation by allowing them to coordinate, share and fuse information. Nanonetworks enable new applications of nanotechnology in the biomedical field, environmental research, military technology and industrial and consumer goods applications. Nanoscale communication is defined in IEEE P1906.1. == Communication approaches == Classical communication paradigms need to be revised for the nanoscale. The two main alternatives for communication in the nanoscale are based either on electromagnetic communication or on molecular communication. === Electromagnetic === This is defined as the transmission and reception of electromagnetic radiation from components based on novel nanomaterials. Recent advancements in carbon and molecular electronics have opened the door to a new generation of electronic nanoscale components such as nanobatteries, nanoscale energy harvesting systems, nano-memories, logical circuitry in the nanoscale and even nano-antennas. From a communication perspective, the unique properties observed in nanomaterials will decide on the specific bandwidths for emission of electromagnetic radiation, the time lag of the emission, or the magnitude of the emitted power for a given input energy, amongst others. For the time being, two main alternatives for electromagnetic communication in the nanoscale have been envisioned. First, it has been experimentally demonstrated that is possible to receive and demodulate an electromagnetic wave by means of a nanoradio, i.e., an electromechanically resonating carbon nanotube which is able to decode an amplitude or frequency modulated wave. Second, graphene-based nano-antennas have been analyzed as potential electromagnetic radiators in the terahertz band. === Molecular === Molecular communication is defined as the transmission and reception of information by means of molecules. The different molecular communication techniques can be classified according to the type of molecule propagation in walkaway-based, flow-based or diffusion-based communication. In walkway-based molecular communication, the molecules propagate through pre-defined pathways by using carrier substances, such as molecular motors. This type of molecular communication can also be achieved by using E. coli bacteria as chemotaxis. In flow-based molecular communication, the molecules propagate through diffusion in a fluidic medium whose flow and turbulence are guided and predictable. The hormonal communication through blood streams inside the human body is an example of this type of propagation. The flow-based propagation can also be realized by using carrier entities whose motion can be constrained on the average along specific paths, despite showing a random component. A good example of this case is given by pheromonal long range molecular communications. In diffusion-based molecular communication, the molecules propagate through spontaneous diffusion in a fluidic medium. In this case, the molecules can be subject solely to the laws of diffusion or can also be affected by non-predictable turbulence present in the fluidic medium. Pheromonal communication, when pheromones are released into a fluidic medium, such as air or water, is an example of diffusion-based architecture. Other examples of this kind of transport include calcium signaling among cells, as well as quorum sensing among bacteria. Based on the macroscopic theory of ideal (free) diffusion the impulse response of a unicast molecular communication channel was reported in a paper that identified that the impulse response of the ideal diffusion based molecular communication channel experiences temporal spreading. Such temporal spreading has a deep impact in the performance of the system, for example in creating the intersymbol interference (ISI) at the receiving nanomachine. In order to detect the concentration-encoded molecular signal two detection methods named sampling-based detection (SD) and energy-based detection (ED) have been proposed. While the SD approach is based on the concentration amplitude of only one sample taken at a suitable time instant during the symbol duration, the ED approach is based on the total accumulated number of molecules received during the entire symbol duration. In order to reduce the impact of ISI a controlled pulse-width based molecular communication scheme has been analysed. The work presented in showed that it is possible to realize multilevel amplitude modulation based on ideal diffusion. A comprehensive study of pulse-based binary and sinus-based, concentration-encoded molecular communication system have also been investigated.

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  • Grid network

    Grid network

    A grid network is a computer network consisting of a number of computer systems connected in a grid topology. In a regular grid topology, each node in the network is connected with two neighbors along one or more dimensions. If the network is one-dimensional, and the chain of nodes is connected to form a circular loop, the resulting topology is known as a ring. Network systems such as FDDI use two counter-rotating token-passing rings to achieve high reliability and performance. In general, when an n-dimensional grid network is connected circularly in more than one dimension, the resulting network topology is a torus, and the network is called "toroidal". When the number of nodes along each dimension of a toroidal network is 2, the resulting network is called a hypercube. A parallel computing cluster or multi-core processor is often connected in regular interconnection network such as a de Bruijn graph, a hypercube graph, a hypertree network, a fat tree network, a torus, or cube-connected cycles. A grid network is not the same as a grid computer or a computational grid, although the nodes in a grid network are usually computers, and grid computing requires some kind of computer network or "universal coding" to interconnect the computers.

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  • Web testing

    Web testing

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

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  • LumenVox

    LumenVox

    LumenVox is a privately held speech recognition software company based in San Diego, California. LumenVox has been described as one of the market leaders in the speech recognition software industry. == History == LumenVox was founded in 2001 as subsidiary of Progressive Computing. According to LumenVox CEO Edward Miller, when Progressive had initially looked to add speech recognition to its own phone system, it found the existing offerings too expensive and recognized a niche in the market for a more affordable speech recognition product. This led to the development of LumenVox with an aim to bring speech recognition to small-to-midsized businesses. LumenVox is one of the major providers of automatic speech recognition for telephone systems, and as of 2006, became the second largest provider of speech recognition software. == Products == The primary LumenVox product is the LumenVox Speech Engine. It is a speaker-independent automatic speech recognizer that uses the Speech Recognition Grammar Specification for building and defining grammars. It has been integrated with several of the major voice platforms, including Avaya Voice Portal/Interactive Response, Aculab, and BroadSoft's BroadWorks. The Speech Engine was originally derived from CMU Sphinx, but LumenVox has added considerable development effort to make it a commercial-ready product. LumenVox also offers a product called the Speech Tuner, which provides a graphical means of testing and troubleshooting speech recognition applications. == Open source support == LumenVox was recognized as one of the top VoIP companies in 2008 for its work in providing its offerings to the open source community, an effort by the company that began in 2006 when it partnered with Digium. At that time, Digium, maintainer of the open source Asterisk PBX, integrated the LumenVox Speech Engine into Asterisk. This made LumenVox the first commercially available speech recognition engine for Asterisk. As one of the earlier commercial software integrations with Asterisk, the LumenVox integration has been described as one of the applications that helped to mainstream Asterisk. In 2009, LumenVox also began offering access to the Speech Engine as a monthly subscription, bringing the cost of entry down even lower for open source users. LumenVox is also integrated with the open source UniMRCP project, which provides open source client and server libraries for the Media Resource Control Protocol.

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  • Usage share of operating systems

    Usage share of operating systems

    The usage share of an operating system is the percentage of computers running that operating system (OS). These statistics are estimates as wide scale OS usage data is difficult to obtain and measure. Reliable primary sources are limited and data collection methodology is not formally agreed. Currently devices connected to the internet allow for web data collection to approximately measure OS usage. As of December 2025, Android, which uses the Linux kernel, is the world's most popular operating system with 38.94% of the global market, followed by Windows with 29.99%, iOS with 15.66%, macOS with 2.14%, and other operating systems with 10.78%. This is for all device types excluding embedded devices. For smartphones and other mobile devices, Android has 72% market share, and Apple's iOS has 28%. For desktop computers and laptops, Microsoft Windows has 60.8%, followed by unknown operating systems at 19.7%, Mac OS at 14.4%, desktop Linux at 3.2%, then Google's ChromeOS at 1.6%, as of March 2026. For tablets, Apple's iPadOS (a variant of iOS) has 52% share and Android has 48% worldwide. For the top 500 most powerful supercomputers, Linux distributions have had 100% of the market share since 2017. The global server operating system market share has Linux leading with a 63.1% marketshare, followed by Windows, Unix and other operating systems. Linux is also most used for web servers, and the most common Linux distribution is Ubuntu, followed by Debian. Linux has almost caught up with the second-most popular (desktop) OS, macOS, in some regions, such as in South America, and in Asia it's at 6.4% (7% with ChromeOS) vs 9.7% for macOS. In the US, ChromeOS is third at 5.5%, followed by (desktop) Linux at 4.3%. The most numerous type of device with an operating system are embedded systems. Not all embedded systems have operating systems, instead running their application code on the "bare metal"; of those that do have operating systems, a high percentage are standalone or do not have a web browser, which makes their usage share difficult to measure. Some operating systems used in embedded systems are more widely used than some of those mentioned above; for example, modern Intel microprocessors contain an embedded management processor running a version of the Minix operating system. == Worldwide device shipments == Shipments (to stores) do not necessarily translate to sales to consumers, therefore suggesting the numbers indicate popularity and/or usage could be misleading. Not only do smartphones sell in higher numbers than PCs, but also a lot more by dollar value, with the gap only projected to widen, to well over double. According to Gartner, the following is the worldwide device shipments (referring to wholesale) by operating system from 2012 to 2016, which includes smartphones, tablets, laptops and PCs together. On 27 January 2016, Paul Thurrott summarized the operating system market, the day after Apple announced "one billion devices": Apple's "active installed base" is now one billion devices. [..] Granted, some of those Apple devices were probably sold into the marketplace years ago. But that 1 billion figure can and should be compared to the numbers Microsoft touts for Windows 10 (200 million, most recently) or Windows more generally (1.5 billion active users, a number that hasn’t moved, magically, in years), and that Google touts for Android (over 1.4 billion, as of September). My understanding of iOS is that the user base was previously thought to be around 800 million strong, and when you factor out Macs and other non-iOS Apple devices, that's probably about right. But as you can see, there are three big personal computing platforms. And only one of them is actually declining. We’ll see how Windows 10 fares over the long term, but even if Microsoft hits the 1 billion figure in 1-2 years as promised, it will by then still be the smallest of those three platforms. In 2018, Apple stopped revealing unit sales in its reports. Since 2018, the company have been publishing only revenues per device models which, nonetheless, allowed the analysers to extrapolate the unit sales from the model revenues by applying the wholesale device prices. Other hardware manufacturers usually do not report unit sales. === PC shipments === For 2015 (and earlier), Gartner reports for "the year, worldwide PC shipments declined for the fourth consecutive year, which started in 2012 with the launch of tablets" with an 8% decline in PC sales for 2015 (not including cumulative decline in sales over the previous years). Microsoft backed away from their goal of one billion Windows 10 devices in three years (or "by the middle of 2018") and reported on 26 September 2016 that Windows 10 was running on over 400 million devices, and in March 2019, on more than 800 million. In May 2020, Gartner predicted further decline in all market segments for 2020 due to COVID-19, predicting a decline of 13.6% for all devices. while the "Work from Home Trend Saved PC Market from Collapse", with only a decline of 10.5% predicted for PCs. However, in the end, according to Gartner, PC shipments grew 10.7% in the fourth quarter of 2020 and reached 275 million units in 2020, a 4.8% increase from 2019 and the highest growth in ten years." Apple in 4th place for PCs had the largest growth in shipments for a company in Q4 of 31.3%, while "the fourth quarter of 2020 was another remarkable period of growth for Chromebooks, with shipments increasing around 200% year over year to reach 11.7 million units. In 2020, Chromebook shipments increased over 80% to total nearly 30 million units, largely due to demand from the North American education market." Chromebooks sold more (30 million) than Apple's Macs worldwide (22.5 million) in pandemic year 2020. According to the Catalyst group, the year 2021 had record high PC shipments with total shipments of 341 million units (including Chromebooks), 15% higher than 2020 and 27% higher than 2019, while being the largest shipment total since 2012. According to Gartner, worldwide PC shipments declined by 16.2% in 2022, the largest annual decrease since the mid-1990s, due to geopolitical, economic, and supply chain challenges. In 2024 and 2025, due to lower adoption of Windows 11 and Microsoft ending its support to Windows 10, the number of PCs shipped with pre-installed Windows OS dropped. Pundits attribute the low Windows 11 acceptance to its steep hardware requirements and especially the TPM 2.0 ready chipset requirement and the 2024 CrowdStrike-related IT outages. Meanwhile, the macOS device market share in PC device shipments increased to new heights, with improved numbers seen for Linux devices too. In Q3 2025, the macOS pre-installed device shipments increased by 14.9% year-over-year (YoY), while the overall PC-shipments increased only by 8.1%, in Q2 2025, it grew 21.4% YoY while the global PC-shipments increased only by 6.5%, and in Q1 2025, it grew 7% YoY while the global PC-shipments increased by 4.8%. === Tablet computers shipments === In 2015, eMarketer estimated at the beginning of the year that the tablet installed base would hit one billion for the first time (with China's use at 328 million, which Google Play doesn't serve or track, and the United States's use second at 156 million). At the end of the year, because of cheap tablets – not counted by all analysts – that goal was met (even excluding cumulative sales of previous years) as: Sales quintupled to an expected 1 billion units worldwide this year, from 216 million units in 2014, according to projections from the Envisioneering Group. While that number is far higher than the 200-plus million units globally projected by research firms IDC, Gartner and Forrester, Envisioneering analyst Richard Doherty says the rival estimates miss all the cheap Asian knockoff tablets that have been churning off assembly lines.[..] Forrester says its definition of tablets "is relatively narrow" while IDC says it includes some tablets by Amazon — but not all.[..] The top tech purchase of the year continued to be the smartphone, with an expected 1.5 billion sold worldwide, according to projections from researcher IDC. Last year saw some 1.2 billion sold.[..] Computers didn’t fare as well, despite the introduction of Microsoft's latest software upgrade, Windows 10, and the expected but not realized bump it would provide for consumers looking to skip the upgrade and just get a new computer instead. Some 281 million PCs were expected to be sold, according to IDC, down from 308 million in 2014. Folks tend to be happy with the older computers and keep them for longer, as more of our daily computing activities have moved to the smartphone.[..] While Windows 10 got good reviews from tech critics, only 11% of the 1-billion-plus Windows user base opted to do the upgrade, according to Microsoft. This suggests Microsoft has a ways to go before the software gets "hit" status. Apple's new operating system El Capitan has been

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  • Web content development

    Web content development

    Web content development is the process of researching, writing, gathering, organizing, and editing information for publication on websites. Website content may consist of prose, graphics, pictures, recordings, movies, or other digital assets that could be distributed by a hypertext transfer protocol server, and viewed by a web browser. == Web developers and content developers == When the World Wide Web began, web developers either developed online content themselves, or modified existing documents and coded them into hypertext markup language (HTML). In time, the field of website development came to encompass many technologies, so it became difficult for website developers to maintain so many different skills. Content developers are specialized website developers who have content generation skills such as graphic design, multimedia development, professional writing, and documentation. They can integrate content into new or existing websites without using information technology skills such as script language programming and database programming. Content developers or technical content developers can also be technical writers who produce technical documentation that helps people understand and use a product or service. This documentation includes online help, manuals, white papers, design specifications, developer guides, deployment guides, release notes, etc. == Search engine optimization == Content developers may also be search engine optimization specialists, or internet marketing professionals. High quality, unique content is what search engines are looking for. Content development specialists, therefore, have a very important role to play in the search engine optimization process. One issue currently plaguing the world of web content development is keyword-stuffed content which are prepared solely for the purpose of manipulating search engine rankings. The effect is that content is written to appeal to search engine (algorithms) rather than human readers. Search engine optimization specialists commonly submit content to article directories to build their website's authority on any given topic. Most article directories allow visitors to republish submitted content with the agreement that all links are maintained. This has become a method of search engine optimization for many websites today. If written according to SEO copywriting rules, the submitted content will bring benefits to the publisher (free SEO-friendly content for a webpage) as well as to the author (a hyperlink pointing to his/her website, placed on an SEO-friendly webpage). == New content types == Web content is no longer restricted to text. Search engines now index audio/visual media, including video, images, PDFs, and other elements of a web page. Website owners sometimes use content protection networks to scan for plagiarized content.

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  • Artificial Intelligence for Digital Response

    Artificial Intelligence for Digital Response

    Artificial Intelligence for Digital Response (AIDR) is a free and open source platform to filter and classify social media messages related to emergencies, disasters, and humanitarian crises. It has been developed by the Qatar Computing Research Institute and awarded the Grand Prize for the 2015 Open Source Software World Challenge. Muhammad Imran stated that he and his team "have developed novel computational techniques and technologies, which can help gain insightful and actionable information from online sources to enable rapid decision-making" - according to him the system "combines human intelligence with machine learning techniques, to solve many real-world challenges during mass emergencies and health issues". == How to use == It can be used by logging in with ones Twitter credentials and by collecting tweets by specifying keywords or hashtags, like #ChileEarthquake, and possibly a geographical region as well. == Use == It has been deployed in conjunction with UNICEF in Zambia to classify short messages related to AIDS/HIV received through the U-Report platform. AIDR was used for the first time during the 2010 Pakistan floods. The first real test of AIDR took place during the 2014 Iquique earthquake in Chile. == Related talks and events == Muhammad Imran delivered a keynote talk on the science behind the AIDR system at the International Conference on Information Systems for Crisis Response And Management (ISCRAM). Abdelkader Lattab and Ji Lucas also presented the system at the 2016 QCRI-IBM Data Science Connect event.

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  • Yahoo Mail

    Yahoo Mail

    Yahoo! Mail (also written as Yahoo Mail) is a mailbox provider by Yahoo. It is one of the largest email services worldwide, with 225 million users. It is accessible via a web browser (webmail), mobile app, or through third-party email clients via the POP, SMTP, and IMAP protocols. Users can also connect non-Yahoo e-mail accounts to their Yahoo Mail inbox. The service was launched on October 8, 1997. The service is free for personal use, with an optional monthly fee for additional features. It is also available in several languages other than English. == History == === 1997–2002 === On October 8, 1997, Yahoo announced its acquisition of online communications company Four11 for $92 million in stock. As part of the purchase, Yahoo received Four11's RocketMail webmail service. Yahoo Mail, based on the RocketMail technology, launched at the same time. Yahoo! chose acquisition rather than internal platform development, because, as Healy said, "Hotmail was growing at thousands and thousands users per week. We did an analysis. For us to build, it would have taken four to six months, and by then, so many users would have taken an email account. The speed of the market was critical." On March 21, 2002, Yahoo! eliminated free software client access and introduced the $29.99 per year Mail Forwarding Service. Mary Osako, a Yahoo! Spokeswoman, told CNET, "For-pay services on Yahoo!, originally launched in February 1999, have experienced great acceptance from our base of active registered users, and we expect this adoption to continue to grow." === 2002–2010 === During 2002, the Yahoo network was gradually redesigned, including the company website, Yahoo Mail and other services. Along with the new design, new features were implemented, including drop-down menus in DHTML and keyboard shortcuts. On July 9, 2004, Yahoo! acquired Oddpost, a webmail service which simulated a desktop email client. Oddpost had features such as drag-and-drop support, right-click menus, RSS feeds, a preview pane, and increased speed using email caching to shorten response time. Many of the features were incorporated into an updated Yahoo! Mail service. ==== Competition ==== On April 1, 2004, Google announced its Gmail service with 1 GB of storage, although Gmail's invitation-only accounts kept the other webmail services at the forefront. Most major webmail providers, including Yahoo! Mail, increased their mailbox storage in response. Yahoo! first announced 100 MB of storage for basic accounts and 2 GB of storage for premium users. However, soon Yahoo Mail increased its free storage quota to 1 GB, before eventually allowing unlimited storage from March 27, 2007, until October 8, 2013. === 2011–2021 === In May 2011, Yahoo Mail rolled out a new interface. It included updated design, enhanced performance, and improved Facebook integration. In 2013, Yahoo! redesigned the site and removed several features, such as simultaneously opening multiple emails in tabs, sorting by sender name, and dragging mails to folders. The new email interface was geared to give an improved user-experience for mobile devices, but was criticized for having an inferior desktop interface. Many users objected to the unannounced nature of the changes through an online post asking Yahoo! to bring back mail tabs with one hundred thousand voting and nearly ten thousand commenting. The redesign produced a problem that caused an unknown number of users to lose access to their accounts for several weeks. In December 2013, Yahoo! Mail suffered a major outage where approximately one million users, one percent of the site's total users, could not access their emails for several days. Yahoo!'s then-CEO Marissa Mayer publicly apologized to the site's users. China Yahoo Mail announced in April 2013 that it would shut down that August as part of Yahoo ceasing services in China since acquiring a stake in Alibaba in 2005. Users with email address suffixes @yahoo.com.cn and @yahoo.cn could transfer their accounts to AliCloud to continue receiving messages through the end of 2014. In January 2014, an undisclosed number of usernames and passwords were released to hackers, following a security breach that Yahoo! believed had occurred through a third-party website. Yahoo! contacted affected users and requested that passwords be changed. In October 2015, Yahoo! updated the mail service with a "more subtle" redesign, as well as improved mobile features. The same release introduced the Yahoo! Account Key, a smartphone-based replacement for password logins. The app also added support for third-party mail accounts. In 2017, Yahoo! again redesigned the web interface with a "more minimal" look, and introduced the option to customize it with different color themes and layouts. In 2019, Yahoo released a redesigned Yahoo Mail app to organize user inboxes, introducing features including a one-tap unsubscribe tool, package tracking, and travel updates. In 2020, Yahoo Mail users were able to fill Walmart shopping carts directly from their inboxes, an industry first. Yahoo! also added a feature to view NFL matches. === 2022–present === In 2022, updates to the Yahoo Mail mobile app added tools to help manage receipts, gift cards, and subscriptions. AI-based additions in 2023 included a feature that automates tracking coupon codes and credits for online shopping, as well as updates to search suggestions, message summaries and AI writing assistance. In 2024, updates to the desktop interface added more AI-based features, including a "priority inbox" tab with automatically generated summaries of important messages and automated suggestions of next actions based on message contents. In February 2025, Yahoo aired its first Super Bowl ad since 2002, in which Bill Murray invited viewers to contact him at his Yahoo Mail email address ([email protected]). The address received nearly 150,000 emails in the first two hours after broadcast. In June 2025, Yahoo Mail introduced a "Catch Up" feature that provides AI-generated summaries and email previews and prompts users to choose to delete or retain each one. As part of the feature's launch, Yahoo Mail collaborated with streetwear brand Anti Social Social Club on an apparel release. == User interface == As many as three web interfaces were available at any given time. The traditional "Yahoo! Mail Classic" preserved the availability of their original 1997 interface until July 2013 in North America. A 2005 version included a new Ajax interface, drag-and-drop, improved search, keyboard shortcuts, address auto-completion, and tabs. However, other features were removed, such as column widths and one click delete-move-to-next. In October 2010, Yahoo! released a beta version of Yahoo! Mail, which included improvements to performance, search, and Facebook integration. In May 2011, this became the default interface. Their current Webmail interface was introduced in 2017. == Spam policy == Yahoo! Mail is often used by spammers to provide a "remove me" email address. Often, these addresses are used to verify the recipient's address, thus opening the door for more spam. Yahoo! does not tolerate this practice and terminates accounts connected with spam-related activities without warning, causing spammers to lose access to any other Yahoo! services connected with their ID under the Terms of Service. Additionally, Yahoo! stresses that its servers are based in California and any spam-related activity which uses its servers could potentially violate that state's anti-spam laws. In February 2006, Yahoo! announced its decision (along with AOL) to give some organizations the option to "certify" mail by paying up to one cent for each outgoing message, allowing the mail in question to bypass inbound spam filters. Few mailers used it and, Goodmail, the company running the certification process, shut down in 2011. === Filters === In order to prevent abuse, in 2002 Yahoo! Mail activated filters which changed certain words (that could trigger unwanted JavaScript events) and word fragments into other words. "mocha" was changed to "espresso", "expression" became "statement", and "eval" (short for "evaluation") became "review". This resulted in many unintended corrections, such as "prevent" (prevalent), "revalidation" (evaluation) and "media review" (medieval). When asked about these changes, Yahoo! explained that the changed words were common terms used in their privacy dashboard and were blacklisted to prevent hackers from sending damaging commands via the program's HTML function. Starting before February 7, 2006, Yahoo! Mail ended the practice, and began to add an underscore as a prefix to certain suspicious words and word fragments. === Greylisting === Incoming mail to Yahoo! addresses can be subjected to deferred delivery as part of Yahoo's incoming spam controls. This can delay delivery of mail sent to Yahoo! addresses without the sender or recipients being aware of it. The deferral is typically of short duration, but

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  • Battleboarding

    Battleboarding

    Battleboarding, also known as versus debating and "who would win" debating, is an activity that involves discussing and debating around hypothetical fights between individuals; most popularly, fictional characters. These debates are often held in forums, blogs, sites and wikis, known as versus sites or battle boards. Netizens who engage in battleboarding online are often called "battleboarders". The earliest iterations of battleboarding first appeared in various online boards and forums, though its origins can be traced back to magazines, television shows, and comic book letter columns. Eventually, the online activity grew, becoming one of the most popular internet activities today, and spawning many online communities dedicated solely for battleboarding. It soon evolved into its own subculture, and even went on to inspire other media. == History == === Origins === Before the advent of the internet, articles about hypothetical fights were published in magazines. These articles range from topics like sports, comics and anime, such as Black Belt Magazine issue May 1997 which discussed about a hypothetical match between Muhammad Ali and Bruce Lee, and Wizard Magazine #133 which discussed about various hypothetical fights between American comic characters against Japanese anime characters. During that time, many comic book publishers also conceptualized and published "versus" storylines like Batman Versus Predator and Justice League/Avengers. Many films also capitalized on the concept of characters from different franchises fighting each other, such as Frankenstein Meets the Wolf Man (1934), King Kong vs. Godzilla (1962), Freddy vs Jason (2003), and Alien vs. Predator (2004). Another inspiration behind battleboarding were television shows and documentaries whose premise involved hypothetical fights concerning a variety of subjects like zoology, paleontology, and military history. These include shows such as Animal Face-Off (which pitted animals against each other), Deadliest Warrior (which pitted historical warriors, oftentimes from different time periods, against each other), and Jurassic Fight Club (which was about analyzing cases where different types of dinosaurs fought one another). Death Battle, a web series about pitting characters against each other that began in 2010, is a similar show that soon inspired many battleboarding communities and fandoms. Death Battle, as with many other battleboarding series and websites before it, utilised "calcs", which are mathematical equations that try to calculate how strong a character or weapon is. Other popular web series about the subject include Super Power Beat Down and Grudge Match. === Forums and sites === Many internet forums about movies, comics, anime, and video games often held discussions about hypothetical fights between characters from these media. These discussions would be the first iteration of online battleboarding. A notable early battleboarding website was stardestroyer.net (founded 1998), created by Michael Wong. The website focuses in large part on match-ups between the Star Wars and Star Trek franchises, and also includes a forum covering this as well as other more general battleboarding topics, usually related to science fiction and space opera. In addition to the forums, several webpages written by the administrators and contributors were embedded on the site. These attempted to mathematically quantify the capabilities of Star Wars technology and prove their superiority to their Star Trek equivalents, such as Wong's "Star Wars vs Star Trek: Technology Overview" and Brian Young's "Turbolaser Commentaries." stardestroyer.net had a notable impact on early battleboarding culture and also influenced official products. Curtis Saxton, author of several officially-licensed Star Wars technical reference books, thanked Wong, Young, and several other stardestroyer.net contributors by name in the acknowledgements section of Star Wars: Attack of the Clones Incredible Cross-Sections (2002), referring to them as "prominent among the hundreds of people contributing to constructive debates about Star Wars technicalities over the years, resulting in the consensus of conceptual and physical foundations applied in these pages." Saxton's books in the Incredible Cross-Sections series contain specific numbers about the capabilities of Star Wars ships original to these publications and not used in any other official sources. In an interview conducted by TheForce.Net, Saxton claimed to have been offered the job of writing reference books by a DK employee familiar with his "Star Wars Technical Commentaries" webpage (1995–2001), where Saxton attempted to calculate the firepower, speed, and durability of Star Wars spaceships using his background as an astrophysics student. One of the oldest and longest-running battleboarding forum is Comic Vine's "battle forum", whose first post was in 2007. Comic Vine also has one of the largest impacts on battleboarding, creating many common rules and terminologies such as "bloodlusted", "morals are off", "speed equalized", and many others. Another long-running battle forum is a subreddit called r/whowouldwin, where redditors can post and debate fights about real or fictional individuals. Verdicts of these match-ups are often chosen by using evidences of a character's power, weakness, or feat, such as movie clips, comic book panel scans, and excerpts from related literature; all of which are posted and categorized in a separate subreddit called r/respectthreads. Other influential battle forums include Fanverse, where users can post their own calcs about a character's power level. The popularity of battle forums inspired the creation of websites dedicated only for battleboarding. These include The Outskirts Battle Dome, a website that popularized the use of "power levels" in battleboarding; the aforementioned stardestroyer.net; and Space Battles, a website whose forums and threads are filled with posts about hypothetical fights between characters as well as other related topics. Another influential battleboarding site is the now defunct Fact Pile, and its sister site, FactPileTopia. Fact Pile is one of the first battleboarding site that actually listed down and documented winners of their match-ups. The site closed down in 2016 along with its forum, wikia, and YouTube channel. Besides these, blogs about battleboarding were also created, such as dreager1.com. === Wikis === Nowadays, the most popular battleboarding communities can be seen in Fandom, with two of the oldest and most popular being Deadliest Fiction and VS Battles Wiki. Deadliest Fiction is a Deadliest Warrior-inspired fanon created in July 2010 by a group of historians, academics, and pop culture enthusiasts. Being one of the most influential and accurate battleboarding sites around, Deadliest Fiction allows users to create hypothetical match-ups in the form of blogs, where other users can vote and debate around who will win in the comment section. Once a verdict is reached, the site allows the user to create a simulated fanfiction of how the fight would happen. The same year in October, a similar battleboarding site named VS Battles Wiki was created. In the VS Battles Wiki, users can create profiles and power levels of characters, post match-ups in its threads and forums, and list down the winners and losers of these threads in said character profiles. The wiki is considered the most active wiki battleboarding site today, with over 1 million visitors per month. However, throughout the years, the VS Battles Wiki has had its share of controversies, such as alleged inaccuracies in its profiles. There have also been websites and fanfiction wikis inspired by the battleboarding internet show Death Battle. These include the long-running G1 Death Battle Fan Blog, r/deathbattlematchups, and the popular Death Battle Fanon Wiki and DBX Fanon Wiki. Death Battle also released its own dice and card game, complete with rules and effects taken from battleboarding. == Subculture == In its rise in popularity, battleboarding has given birth to a unique online subculture with its own rules, activities, and terminologies. Several of these influences have become present in other online communities and popular media. Some of the common slang and terminologies used in battleboarding subculture includes: Battle Field Removal: Often abbreviated to "BFR", this is a rule that a fight can end if one character is taken out of a battlefield. This rule is used for characters who have the powers to teleport or transport enemies without actually killing them. Battle Royale: A term originating from Comic Vine in which multiple characters are pitted against each other. The name is probably derived from the film Battle Royale or the video game genre of the same name. Bloodlusted: A hypothetical situation wherein the characters are pitted against each other while in a furious, berserker-like state. Calc: These are calculations battl

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  • Data communication

    Data communication

    Data communication is the transfer of data over a point-to-point or point-to-multipoint communication channel. Data communication comprises data transmission and data reception and can be classified as analog transmission and digital communications. Analog data communication conveys voice, data, image, signal or video information using a continuous signal, which varies in amplitude, phase, or some other property. In baseband analog transmission, messages are represented by a sequence of pulses by means of a line code; in passband analog transmission, they are communicated by a limited set of continuously varying waveforms, using a digital modulation method. Passband modulation and demodulation are carried out by modem equipment. Digital transmission and digital reception are the transfer of either a digitized analog signal or a born-digital bitstream. Baseband digital transmission is regarded as comprising part of a digital signal, whereas passband transmission of digital data may also or alternatively be considered a form of digital-to-analog conversion. Data communication channels include copper wires, optical fibers, wireless communication using radio spectrum, storage media and computer buses. The data are represented as an electromagnetic signal, such as an electrical voltage, radiowave, microwave, or infrared signal. == Distinction between related subjects == Digital transmission or data transmission traditionally belongs to telecommunications and electrical engineering. Basic principles of data transmission may also be covered within the computer science or computer engineering topic of data communications, which also includes computer networking applications and communication protocols, for example, routing, switching and inter-process communication. Although the Transmission Control Protocol (TCP) involves transmission, TCP and other transport layer protocols are covered in computer networking but not discussed in a textbook or course about data transmission. In most textbooks, the term analog transmission only refers to the transmission of an analog message signal (without digitization) by means of an analog signal, either as a non-modulated baseband signal or as a passband signal using an analog modulation method such as AM or FM. It may also include analog-over-analog pulse modulated baseband signals such as pulse-width modulation. In a few books within the computer networking tradition, analog transmission also refers to passband transmission of bit-streams using digital modulation methods such as FSK, PSK and ASK. The theoretical aspects of data transmission are covered by information theory and coding theory. == Protocol layers and sub-topics == Courses and textbooks in the field of data transmission typically deal with the following OSI model protocol layers and topics: Layer 1, the physical layer: Channel coding including Digital modulation schemes Line coding schemes Forward error correction (FEC) codes Bit synchronization Multiplexing Equalization Channel models Layer 2, the data link layer: Channel access schemes, media access control (MAC) Packet mode communication and Frame synchronization Error detection and automatic repeat request (ARQ) Flow control Layer 6, the presentation layer: Source coding (digitization and data compression), and information theory. Cryptography (may occur at any layer) It is also common to deal with the cross-layer design of those three layers. == Applications and history == Data (mainly but not exclusively informational) has been sent via non-electronic (e.g. optical, acoustic, mechanical) means since the advent of communication. Analog signal data has been sent electronically since the advent of the telephone. However, the first data electromagnetic transmission applications in modern time were electrical telegraphy (1809) and teletypewriters (1906), which are both digital signals. The fundamental theoretical work in data transmission and information theory by Harry Nyquist, Ralph Hartley, Claude Shannon and others during the early 20th century, was done with these applications in mind. In the early 1960s, Paul Baran invented distributed adaptive message block switching for digital communication of voice messages using switches that were low-cost electronics. Donald Davies invented and implemented modern data communication during 1965–7, including packet switching, high-speed routers, communication protocols, hierarchical computer networks and the essence of the end-to-end principle. Baran's work did not include routers with software switches and communication protocols, nor the idea that users, rather than the network itself, would provide the reliability. Both were seminal contributions that influenced the development of computer networks. Data transmission is utilized in computers in computer buses and for communication with peripheral equipment via parallel ports and serial ports such as RS-232 (1969), FireWire (1995) and USB (1996). The principles of data transmission are also utilized in storage media for error detection and correction since 1951. The first practical method to overcome the problem of receiving data accurately by the receiver using digital code was the Barker code invented by Ronald Hugh Barker in 1952 and published in 1953. Data transmission is utilized in computer networking equipment such as modems (1940), local area network (LAN) adapters (1964), repeaters, repeater hubs, microwave links, wireless network access points (1997), etc. In telephone networks, digital communication is utilized for transferring many phone calls over the same copper cable or fiber cable by means of pulse-code modulation (PCM) in combination with time-division multiplexing (TDM) (1962). Telephone exchanges have become digital and software controlled, facilitating many value-added services. For example, the first AXE telephone exchange was presented in 1976. Digital communication to the end user using Integrated Services Digital Network (ISDN) services became available in the late 1980s. Since the end of the 1990s, broadband access techniques such as ADSL, Cable modems, fiber-to-the-building (FTTB) and fiber-to-the-home (FTTH) have become widespread to small offices and homes. The current tendency is to replace traditional telecommunication services with packet mode communication such as IP telephony and IPTV. Transmitting analog signals digitally allows for greater signal processing capability. The ability to process a communications signal means that errors caused by random processes can be detected and corrected. Digital signals can also be sampled instead of continuously monitored. The multiplexing of multiple digital signals is much simpler compared to the multiplexing of analog signals. Because of all these advantages, because of the vast demand to transmit computer data and the ability of digital communications to do so and because recent advances in wideband communication channels and solid-state electronics have allowed engineers to realize these advantages fully, digital communications have grown quickly. The digital revolution has also resulted in many digital telecommunication applications where the principles of data transmission are applied. Examples include second-generation (1991) and later cellular telephony, video conferencing, digital TV (1998), digital radio (1999), and telemetry. Data transmission, digital transmission or digital communications is the transfer of data over a point-to-point or point-to-multipoint communication channel. Examples of such channels include copper wires, optical fibers, wireless communication channels, storage media and computer buses. The data are represented as an electromagnetic signal, such as an electrical voltage, radio wave, microwave, or infrared light. While analog transmission is the transfer of a continuously varying analog signal over an analog channel, digital communication is the transfer of discrete messages over a digital or an analog channel. The messages are either represented by a sequence of pulses by means of a line code (baseband transmission) or by a limited set of continuously varying waveforms (passband transmission), using a digital modulation method. The passband modulation and corresponding demodulation (also known as detection) are carried out by modem equipment. According to the most common definition of a digital signal, both baseband and passband signals representing bit-streams are considered as digital transmission, while an alternative definition only considers the baseband signal as digital, and passband transmission of digital data as a form of digital-to-analog conversion. Data transmitted may be digital messages originating from a data source, for example, a computer or a keyboard. It may also be an analog signal, such as a phone call or a video signal, digitized into a bit-stream, for example,e using pulse-code modulation (PCM) or more advanced source coding (analog-to-digital conversion and

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  • Death and the Internet

    Death and the Internet

    A recent extension to the cultural relationship with death is the increasing number of people who die having created a large amount of digital content, such as social media profiles, that will remain after death. This may result in concern and confusion, because of automated features of dormant accounts (e.g. birthday reminders), uncertainty of the deceased's preferences that profiles be deleted or left as a memorial, and whether information that may violate the deceased's privacy (such as email or browser history) should be made accessible to family. Issues with how this information is sensitively dealt with are further complicated as it may belong to the service provider (not the deceased) and many do not have clear policies on what happens to the accounts of deceased users. While some sites, including Facebook and X (formerly Twitter), have policies related to death, others remain dormant until if applicable, deleted due to inactivity or transferred to family or friends. The FADA (Fiduciary Access to Digital Assets Act) was set in place to make it possible to transfer digital possessions legally. More broadly, the heavy increase in social media use is affecting cultural practices surrounding death. "Virtual funerals" and other forms of previously physical memorabilia are being introduced into the digital world, complete with public details of a person's life and death. == E-mail == Gmail and Hotmail allow the email accounts of the deceased to be accessed provided certain requirements are met. Yahoo! Mail will not provide access, citing the No Right of Survivorship and Non-Transferability clause in the Yahoo! terms of service. In 2005, Yahoo! was ordered by the Probate Court of Oakland County, Michigan, to release emails of deceased US Marine Justin Ellsworth to his father, John Ellsworth. == By website == === Facebook === ==== Policies ==== In its early days, Facebook used to delete profiles of dead people, but does not anymore. In October 2009, the company introduced "memorial pages" in response to multiple user requests related to the 2007 Virginia Tech shooting. After receiving a proof of death via a special form, the profile would be converted into a tribute page with minimal personal details, where friends and family members could share their grief. In February 2015, Facebook allowed users to appoint a friend or family member as a "legacy contact" with the rights to manage their page after death. It also gave Facebook users an option to have their account permanently deleted when they die. As of January 2019, all 3 options were active. ==== Controversies ==== In 2013, BuzzFeed criticized Facebook for the lack of control over memorialization that resulted in a "Facebook death" prank aimed at locking users out of their own accounts. In 2017, Reuters reported that a German court rejected a mother's demand to access her deceased daughter's memorialized account stating that the right to private telecommunications outweighed the right to inheritance. In July 2018, Dubai's DIFC Courts ruling clarified that Facebook, Twitter and other social media accounts should be bequeathed in legally binding will. Social media networks have also been criticized for not responding to relatives' requests to alter information on memorialized accounts. Another criticism is that Facebook users often are unaware that their content is ultimately owned not by them, but by Facebook. === Dropbox === ==== Policies ==== Dropbox determines inactive accounts by looking at sign-ins, file shares, and file activity over the previous 12 months. Once an account is determined inactive, Dropbox deletes the files on the account. To request access to the account of a deceased person, heirs are required to send appropriate documents by physical mail. === Google === ==== Policies ==== In April 2013, Google announced the creation of the 'Inactive Account Manager', which allows users of Google services to set up a process in which ownership and control of inactive accounts is transferred to a delegated user. Google also allows users to submit a range of requests regarding accounts belonging to deceased users. Google works with immediate family members and representatives to close online accounts in some cases once a user is known to be deceased, and in certain circumstances may also provide content from a deceased user's account. === X (formerly Twitter) === ==== Policies ==== Until 2010, Twitter (launched in July 2006) did not have a policy on handling deceased user accounts, and simply deleted timelines of deceased users. In August 2010, Twitter allowed memorialization of accounts upon request from family members, and also provided them with an option of either deleting the account or obtaining a permanent backup of the deceased user's public tweets. In 2014, Twitter updated its policy to include an option to delete deceased user photographs. This policy was implemented after multiple Twitter trolls sent Zelda Williams, daughter of Robin Williams, photoshopped images of her father. As of January 2019, the only option that Twitter offered for the accounts of dead people was account deactivation. Previously published content is not removed. To deactivate an account Twitter requires an immediate family member to present a copy of their ID and a death certificate of the deceased. Twitter specified that it does not provide account access to anyone, but does allow people having account login information to continue posting. A prominent example is Roger Ebert's account maintained by his wife Chaz. ==== Controversies ==== In 2012, The Next Web columnist Martin Bryant noticed that since Twitter, unlike Facebook, did not have a "one account per real person" emphasis, memorializing accounts presented a difficulty to the service. He also criticized the service for the lack of control over hacking of such accounts and disapproved the practice of passing dead people's usernames to new owners after a certain period of inactivity. In 2013, Variety ran a feature about Cory Monteith's Twitter account that had 1.5 million followers at the moment on his death and gained almost 1 million new followers afterwards. Monteith's fans also launched #DontDeleteCorysTwitter campaign. As of February 2019, the celebrity's account had 1.63 million followers. Various media reported awkward incidents related to automatic posting and account hacking. === iTunes === ==== Policies ==== iCloud and iTunes accounts are "non transferable" since the content is not owned — users only have a licence to access it. === Wikipedia === Users who have made at least several hundred edits or are otherwise known for substantial contributions to Wikipedia can be noted at a central memorial page. Wikipedia user pages are ordinarily fully edit-protected after the user has died, to prevent vandalism. === YouTube === YouTube grants access to accounts of deceased persons under certain conditions. It is one of the data options that one can select to give access to a trusted contact with Google's Inactive Account Manager. === Instagram === ==== Policies ==== As of the COVID-19 pandemic, Instagram has notified its users of a delay in time of reviewing reports of deceased users due to the limited staff the pandemic has caused. Users that submit a report on a deceased user on Instagram can either memorialize the account or remove it from Instagram's platform. Through memorializing the account, Instagram secures and protects a platform of a deceased user, but per their policy, they do not supply any of the login credentials to the account. For both memorializing or removing a deceased users account, a verified user needs to submit a tangible document that shows proof of death of the user. However, to fully remove an account, the user must be a close or direct family member to the deceased person, and show proof of credibility as well. === Microsoft === ==== Policies ==== Per Microsoft's policies, they do not supply any of the login credentials to a deceased user's Microsoft account. A user does not have to contact or notify Microsoft of the deceased user, as the related user is able to close the account themselves. At default, Microsoft removes accounts after 2 years of inactivity. If the user does not have access to the deceased user's account, Microsoft recommends that the user deletes all bank accounts linked to that of the deceased to ensure no subscriptions are still going through. If the user wants to request to gain access to the deceased user's account, a court order or a subpoena has to be provided to Microsoft, but does not guarantee access to the deceased user's account. For users that live in Germany, more documentation is needed to gain access of a deceased user's account, including the deceased user's death certificate, a form of ID, and a documentation of consent from the deceased. The requesting user needs to provide a form of ID as well. == Digital inheritance == Digital inheritance is the process of handing over

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  • Fluency Voice Technology

    Fluency Voice Technology

    Fluency Voice Technology was a company that developed and sold packaged speech recognition solutions for use in call centers. Fluency's Speech Recognition solutions are used by call centers worldwide to improve customer service and significantly reduce costs and are available on-premises and hosted. == History == 1998 – Fluency was created as a spin-off from the Voice Research & Development team of a company called netdecisions. This R&D operation was established in Cambridge UK. The focus of the development was speech recognition systems based on the VXML standard. 2001 – Fluency became a separate entity in May 2001. Fluency began the creation of a software development platform specifically aimed at automating call center activities. This platform became Fluency's VoiceRunner. 2002 to 2004 – Fluency establishes accomplishes many successful deployments in customer sites such as National Express and Barclaycard. 2003 – Fluency expanded into the USA. Fluency also acquires Vocalis of Cambridge, UK in August 2003. 2004 – Fluency receives £6 million investment from leading European Venture Capitalists and establishes a global OEM partnership with Avaya, and the acquisition of SRC Telecom. 2008 – Fluency is acquired by Syntellect Ltd == Customers == Call Centers around the world use Fluency to improve service and reduce costs. They include Travelodge, Standard Life Bank, Sutton and East Surrey Water, Pizza Hut, CWT, Barclays, Powergen, First Choice, OutRight, J D Williams, Capital Blue Cross, Chelsea Building Society, EDF, bss, TV Licensing and Capita Software Services.

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  • Digital redlining

    Digital redlining

    Digital redlining is the practice of creating and perpetuating inequities between already marginalized groups specifically through the use of digital technologies, digital content, and the internet. The concept of digital redlining is an extension of the practice of redlining in housing discrimination, a historical legal practice in the United States and Canada dating back to the 1930s where red lines were drawn on maps to indicate poor and primarily black neighborhoods that were deemed unsuitable for loans or further development, which created great economic disparities between neighborhoods. The term was popularized by Dr. Chris Gilliard, a privacy scholar, who defines digital redlining as "the creation and maintenance of tech practices, policies, pedagogies, and investment decisions that enforce class boundaries and discriminate against specific groups". Though digital redlining is related to the digital divide and techniques such as weblining and personalization, it is distinct from these concepts as part of larger complex systemic issues. It can refer to practices that create inequities of access to technology services in geographical areas, such as when internet service providers decide to not service specific geographic areas because they are perceived to be not as profitable and thus reduce access to crucial services and civic participation. It can also be used to refer to inequities caused by the policies and practices of digital technologies. For instance, with these methods inequities are accomplished through divisions that are created via algorithms which are hidden from the technology user; the use of big data and analytics allow for a much more nuanced form of discrimination that can target specific vulnerable populations. These algorithmic means are enabled through the use of unregulated data technologies that apply a score to individuals that statistically categorize personality traits or tendencies which are similar to a credit score but are proprietary to the technology companies and not under outside oversight. == Digital redlining and geography == While the roots of redlining lie in excluding populations based on geography, digital redlining occurs in both geographical and non-geographical contexts. An example of both contexts can be found in the charges brought against Facebook on March 28 of 2019, by the United States Department of Housing and Urban Development (HUD). HUD charged Facebook with violating the Fair Housing Act of 1968 by "encouraging, enabling, and causing housing discrimination through the company's advertising platform." HUD stated that Facebook allowed advertisers to “exclude people who live in a specified area from seeing an ad by drawing a red line around that area.” The discrimination called out by HUD included those that were racist, homophobic, ableist, and classist. Besides this example of geographically based digital redlining, HUD also charged that Facebook used profile information and designations to exclude classes of people. The charges stated: "Facebook enabled advertisers to exclude people whom Facebook classified as parents; non-American-born; non-Christian; interested in accessibility; interested in Hispanic culture; or a wide variety of other interests that closely align with the Fair Housing Act’s protected classes" Several media outlets pointed out HUDs own history of housing discrimination through redlining, the establishment of the Fair Housing Act to combat redlining, and how the digital platform was recreating this discriminatory practice. === Digital redlining within a geographical context === Although digital redlining refers to a complex and varied set of practices, it has been most commonly applied to practices with a geographical dimension. Common examples include when an internet service providers decide to not service specific geographic areas because those areas are seen to be not as profitable, resulting in discrimination against low-income communities, with resulting impacts on access to crucial services and civic participation. AT&T has faced specific scrutiny for this form of digital redlining, it has been reported that AT&T has been classist in its offerings of broadband internet service in areas that are more impoverished. Geographically based digital redlining can also apply to digital content or the distribution of goods sold online. Geographically based games such as Pokémon Go have been shown to offer more virtual stops and rewards in geographic areas that are less ethnically and racially diverse. In 2016, Amazon was rebuked for not offering their Prime same-day delivery service to many communities that were largely African American and had incomes that were beneath the national average. Even services such as email can be impacted, with many email administrators creating filters for flagging particular email messages as spam based on the geographical origin of the message. === Digital redlining based on personal identity === Although often aligned with discrimination that falls into a geographically based context digital redlining also refers to when vulnerable populations are targeted for or excluded from specific content or access to the internet in a way that harms them based on some aspect of their identity. Trade schools and community colleges, which typically have a more working class student body, have been found to block public internet content from their students where elite research institutions do not. The use of big data and analytics allow for a much more nuanced form of discrimination that can target specific vulnerable populations. For example, Facebook has been criticized for providing tools that allow advertisers to target ads by ethnic affinity and gender, effectively blocking minorities from seeing specific ads for housing and employment. In October 2019, a major class action lawsuit was filed against Facebook alleging gender and age discrimination in financial advertising. A broad array of consumers can be particularly vulnerable to digital redlining when it is used outside of a geographical context. Besides targeting vulnerable populations based on traditional and legally recognized classifications such as race, gender, age, etc., it has been shown that personal data mined and then resold by brokers can be used to target those who have been identified as suffering from Alzheimer's or dementia, or simply identified as impulse buyers or gullible. == Term distinctions == === Distinctions between weblining and digital redlining === Earlier distinctions have been made between weblining—the process of charging customers different prices based on profile information --- and internet or digital redlining, with digital redlining being focused not on pricing but access. As early as 2002 the Gale Encyclopedia of E-Commerce puts forth the distinction more in use today: weblining is the pervasive and generally accepted (or at least tolerated) practice of personalizing access to products and services in ways invisible to the user; digital redlining is when such personalized, data-driven schemes perpetuate traditional advantages of privileged demographics. As weblining has become more ubiquitous, the term has fallen out of use in favor of the more general term personalization. === Distinctions between the digital divide and digital redlining === Scholars have often drawn connections between the digital divide and digital redlining. In practice, the digital divide is seen as one of a number of impacts of digital redlining, and digital redlining is one of a number of ways in which the divide is maintained or extended. == Criticisms == A 2001 report looked to find if the reason for a gap in access to broadband internet by low-income and minority populations was due to a lack of availability or due to other factors. The report found that there was "little evidence of digital redlining based on income or black or Hispanic concentrations" but that there was mixed evidence of redlining based on areas in which Native American or Asian populations were larger.

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  • COVFEFE Act

    COVFEFE Act

    The Communications Over Various Feeds Electronically for Engagement Act (COVFEFE Act), House Bill H.R. 2884, was introduced in the United States House of Representatives on June 12, 2017, during the 115th United States Congress. The bill was intended to amend the Presidential Records Act to preserve Twitter posts and other social media interactions of the President of the United States and require the National Archives to store such items. H.R. 2884 was assigned to the House Oversight and Reform Committee for consideration. While in committee, there were no roll call votes related to the bill. The bill died in committee. U.S. Representative Mike Quigley, Democrat of Illinois, introduced the legislation due to Donald Trump's routine use of Twitter, stating "In order to maintain public trust in government, elected officials must answer for what they do and say; this includes 140-character tweets. If the president is going to take to social media to make sudden public policy proclamations, we must ensure that these statements are documented and preserved for future reference". If enacted, the bill "would bar the prolifically tweeting president from deleting his posts, as he has sometimes done". The COVFEFE Act would have also treated a president's personal social media accounts (e.g., Trump's "@realDonaldTrump" Twitter account) the same as official social media accounts (e.g., the "@POTUS" Twitter account). == Background == The bill title refers to "covfefe", a word in a May 31, 2017 tweet that Trump sent at 12:06 AM EDT, reading "Despite the constant negative press covfefe". This incomplete tweet was liked and retweeted hundreds of thousands of times, making it one of the most popular tweets of 2017, as people speculated on its meaning. The tweet was deleted at 5:48 AM EDT. At 6:09 AM EDT, Trump's account tweeted "Who can figure out the true meaning of 'covfefe' ??? Enjoy!" During the May 31 White House press briefing, Hunter Walker of Yahoo! News asked White House press secretary Sean Spicer about the tweet and if there was any concern about the president sending out incoherent tweets that stay up for hours. Spicer responded, "I think the president and a small group of people know exactly what he meant" and offered no other explanation. This unexpected response spawned additional media attention and criticism for its cryptic meaning, with commentators unsure whether or not Spicer was joking. Callum Borchers of The Washington Post's The Fix noted that the Trump administration deliberately responded in a way that encouraged the media and the public to focus on covfefe instead of other controversies like the Russia investigation, resignation of White House communications director Michael Dubke, or U.S.-Germany relations. == Legal significance of Trump's tweeting == Trump's tweets have been legally significant in the past. White House Press Secretary Sean Spicer stated that Trump's tweets are "considered official statements by the President of the United States". Some of his tweets have contradicted his agenda by undercutting or contradicting statements of public officials as well as the arguments of U.S. Department of Justice attorneys seeking to defend Trump's decisions in court. A federal appellate court cited one of Trump's tweets in upholding a lower court's order blocking Trump's Executive Order 13780 from going into effect in 2017. Courts have been clear that Twitter statements can be used as evidence of intent. Before Trump's "@realDonaldTrump" Twitter account was suspended, he blocked a number of users, preventing them from viewing his tweets or posting public replies. A group associated with Columbia University filed a lawsuit on behalf of blocked users, called Knight First Amendment Institute v. Trump. Plaintiffs successfully argued that @realDonaldTrump reply threads constituted a "designated public forum" akin to a public meeting, and therefore blocking users based on their political viewpoints violated their constitutional right to freedom of speech. The Second Circuit upheld this ruling on July 9, 2019. Regardless of the failure of the bill, Trump's tweets have been archived in accordance with the Presidential and Federal Records Act Amendments of 2014.

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