AI Data Center Zoning

AI Data Center Zoning — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • WhatsApp

    WhatsApp

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

    Read more →
  • Signal-to-crosstalk ratio

    Signal-to-crosstalk ratio

    The signal-to-crosstalk ratio at a specified point in a circuit is the ratio of the power of the wanted signal to the power of the unwanted signal from another channel. The signals are adjusted in each channel so that they are of equal power at the zero transmission level point in their respective channels. The signal-to-crosstalk ratio is usually expressed in dB.

    Read more →
  • Digital scrapbooking

    Digital scrapbooking

    Digital scrapbooking is the term for the creation of a new 2D artwork by re-combining various graphic elements. It is a form of scrapbooking that is done using a personal computer, digital or scanned photos and computer graphics software. It is a relatively new form of the traditional print scrapbooking. Recent advances in technology now enable the craft to be pursued on tablets and smart devices utilising imaging apps as well as hobby specific apps, some of which have been created specifically by brands for use with their own image products. Digital scrapbooking kits are available to purchase and download at many websites that specialize in the craft. Kits contain graphics and word-art and are usually themed and color-coordinated. They usually consist of a mix of background images and "cut out" [extracted] images containing alpha channels. Once a kit has been downloaded to the computer or device, it can then be used over and over again to make new scrapbook pages (scrapbook layouts) within the software program that one chooses to use, often in combination with the users's own family photographs, scanned keepsakes and other unique personal elements scanned on a flatbed scanner. Scanning is usually done at 300dpi, to make the resulting images suitable for print. == Licensing and Copyright == Kits are sometimes licensed differently from other forms of traditional royalty-free stock images that may be purchased per-item or in sets at online stock photography sites. Some kit packs will be wholly royalty-free, but some kit makers may restrict usage to non-commercial work only. Some may specifically forbid the use of their work in projects for commercial gain, for example greetings cards and gift tags that may be made with their kits. Licensing often varies from kit to kit, even from the same maker. Some kits include derivative works of public domain material. In contrast to stock, creators of digital scrapbooking kits often require a credit or byline to indicate that their image elements have been used in a new creation. == Uses == Some artistic individuals combine digital scrapbooking with traditional scrapbooking to create what's known as hybrid scrapbooking projects. Hybrid scrapbooking involves creating layouts on the computer using digital supplies that will then be printed and combined with traditional supplies such as buttons, ribbons and other elements. Conversely, a hybrid scrapbook project may also be created using traditional paper supplies and augmented with digital elements that have been printed and cut out specifically for use on the project. Journaling may be done within the software programs to accompany images and to create digital storybooks, or scrapbooks, which are then published in photo books via various popular print-on-demand services, printed and added to traditional scrapbooks, burned to CDs or posted on the Web. Digital Scrapbooking may also be done online by uploading photos to a specialist scrapbooking website and utilising their custom built platforms and decorative image elements to complete the projects for print to finished products, for example photo books and holiday greeting cards. == Market Size == The traditional scrapbooking market appeared to decline somewhat in the USA since 2010, probably due to the 2008 financial crisis, and the digital scrapbooking market (being potentially a much cheaper form of scrapbooking) may have increased accordingly. Both markets currently appear to have recovered lost ground and expanded since the beginning of the COVID-19 pandemic as many people sought to productively fill their time during lockdowns, quarantines and self-isolation / stay at home directions. == Digital scrapbooking software == The main software programs that are typically used are Adobe Photoshop, Adobe Photoshop Elements, paint.net (freeware), Filter Forge, Corel Paintshop Pro, and GIMP. Additionally Adobe offer the Photoshop iOS product using the same code base as the desktop version to drive the app version. == Digital scrapbooking supplies == Digital scrapbooking supplies are downloaded from the Internet and then stored on a computer or external hardrive, DVD or CD media, SD cards, or in the cloud, to be used as needed. Both paid and free digital scrapbooking supplies available from numerous designers on their blogs or in e-commerce stores either as solo designers or as part of a wide cohort of designers working cooperatively in large full service e-commerce websites. Usually designed at 300ppi image resolution, digital scrapbooking product offerings and supplies often include: Full coordinated kits containing digital background “papers”, decorative alphabets, and diverse embellishments generally containing a mixture of .JPG and .PNG files; "Quick pages", flattened files containing a completed page layout with transparent photo windows in .PNG file format; Digital templates, fully layered layouts i.e. pages that have had the composition pre-designed ready for use in an imaging program or app, fully customizable for color schemes, kit choices, photographs and other embellishments, generally supplied in either .PSD or .TIF file format; Hybrid “quick pages”, i.e. layouts that are both fully designed and fully layered for customization, generally supplied in either .PSD or .TIF file format; Adobe Photoshop actions, brushes, custom shapes, paths and styles, saved in their respective native Photoshop file formats; and Corel PaintShop Pro equivalent tools.

    Read more →
  • Key & See

    Key & See

    Key & See is a variation of the TV Key service that forms part of the open, standards-based interactive TV services platform provided by Miniweb Interactive. Key & See allows viewers to access the interactive TV content made available by broadcasters and channel owners while leaving quarter of their screen tuned to the programme they are already watching Like TV Key, Key & See can be used with interactive TV services on UK satellite TV provider Sky Digital (BSkyB) Key & See works in the same way as a TV Key but the numeric shortcut code is associated with a broadcaster and a particular TV channel or programme. Miniweb Interactive offers commercial brands and broadcasters the chance to utilise TV Key and Key & See technology as part of its interactive TV services platform

    Read more →
  • Contextual image classification

    Contextual image classification

    Contextual image classification, a topic of pattern recognition in computer vision, is an approach of classification based on contextual information in images. "Contextual" means this approach is focusing on the relationship of the nearby pixels, which is also called neighbourhood. The goal of this approach is to classify the images by using the contextual information. == Introduction == Similar as processing language, a single word may have multiple meanings unless the context is provided, and the patterns within the sentences are the only informative segments we care about. For images, the principle is same. Find out the patterns and associate proper meanings to them. As the image illustrated below, if only a small portion of the image is shown, it is very difficult to tell what the image is about. Even try another portion of the image, it is still difficult to classify the image. However, if we increase the contextual of the image, then it makes more sense to recognize. As the full images shows below, almost everyone can classify it easily. During the procedure of segmentation, the methods which do not use the contextual information are sensitive to noise and variations, thus the result of segmentation will contain a great deal of misclassified regions, and often these regions are small (e.g., one pixel). Compared to other techniques, this approach is robust to noise and substantial variations for it takes the continuity of the segments into account. Several methods of this approach will be described below. == Applications == === Functioning as a post-processing filter to a labelled image === This approach is very effective against small regions caused by noise. And these small regions are usually formed by few pixels or one pixel. The most probable label is assigned to these regions. However, there is a drawback of this method. The small regions also can be formed by correct regions rather than noise, and in this case the method is actually making the classification worse. This approach is widely used in remote sensing applications. === Improving the post-processing classification === This is a two-stage classification process: For each pixel, label the pixel and form a new feature vector for it. Use the new feature vector and combine the contextual information to assign the final label to the === Merging the pixels in earlier stages === Instead of using single pixels, the neighbour pixels can be merged into homogeneous regions benefiting from contextual information. And provide these regions to classifier. === Acquiring pixel feature from neighbourhood === The original spectral data can be enriched by adding the contextual information carried by the neighbour pixels, or even replaced in some occasions. This kind of pre-processing methods are widely used in textured image recognition. The typical approaches include mean values, variances, texture description, etc. === Combining spectral and spatial information === The classifier uses the grey level and pixel neighbourhood (contextual information) to assign labels to pixels. In such case the information is a combination of spectral and spatial information. === Powered by the Bayes minimum error classifier === Contextual classification of image data is based on the Bayes minimum error classifier (also known as a naive Bayes classifier). Present the pixel: A pixel is denoted as x 0 {\displaystyle x_{0}} . The neighbourhood of each pixel x 0 {\displaystyle x_{0}} is a vector and denoted as N ( x 0 ) {\displaystyle N(x_{0})} . The values in the neighbourhood vector is denoted as f ( x i ) {\displaystyle f(x_{i})} . Each pixel is presented by the vector ξ = ( f ( x 0 ) , f ( x 1 ) , … , f ( x k ) ) {\displaystyle \xi =\left(f(x_{0}),f(x_{1}),\ldots ,f(x_{k})\right)} x i ∈ N ( x 0 ) ; i = 1 , … , k {\displaystyle x_{i}\in N(x_{0});\quad i=1,\ldots ,k} The labels (classification) of pixels in the neighbourhood N ( x 0 ) {\displaystyle N(x_{0})} are presented as a vector η = ( θ 0 , θ 1 , … , θ k ) {\displaystyle \eta =\left(\theta _{0},\theta _{1},\ldots ,\theta _{k}\right)} θ i ∈ { ω 0 , ω 1 , … , ω k } {\displaystyle \theta _{i}\in \left\{\omega _{0},\omega _{1},\ldots ,\omega _{k}\right\}} ω s {\displaystyle \omega _{s}} here denotes the assigned class. A vector presents the labels in the neighbourhood N ( x 0 ) {\displaystyle N(x_{0})} without the pixel x 0 {\displaystyle x_{0}} η ^ = ( θ 1 , θ 2 , … , θ k ) {\displaystyle {\hat {\eta }}=\left(\theta _{1},\theta _{2},\ldots ,\theta _{k}\right)} The neighbourhood: Size of the neighbourhood. There is no limitation of the size, but it is considered to be relatively small for each pixel x 0 {\displaystyle x_{0}} . A reasonable size of neighbourhood would be 3 × 3 {\displaystyle 3\times 3} of 4-connectivity or 8-connectivity ( x 0 {\displaystyle x_{0}} is marked as red and placed in the centre). The calculation: Apply the minimum error classification on a pixel x 0 {\displaystyle x_{0}} , if the probability of a class ω r {\displaystyle \omega _{r}} being presenting the pixel x 0 {\displaystyle x_{0}} is the highest among all, then assign ω r {\displaystyle \omega _{r}} as its class. θ 0 = ω r if P ( ω r ∣ f ( x 0 ) ) = max s = 1 , 2 , … , R P ( ω s ∣ f ( x 0 ) ) {\displaystyle \theta _{0}=\omega _{r}\quad {\text{ if }}\quad P(\omega _{r}\mid f(x_{0}))=\max _{s=1,2,\ldots ,R}P(\omega _{s}\mid f(x_{0}))} The contextual classification rule is described as below, it uses the feature vector x 1 {\displaystyle x_{1}} rather than x 0 {\displaystyle x_{0}} . θ 0 = ω r if P ( ω r ∣ ξ ) = max s = 1 , 2 , … , R P ( ω s ∣ ξ ) {\displaystyle \theta _{0}=\omega _{r}\quad {\text{ if }}\quad P(\omega _{r}\mid \xi )=\max _{s=1,2,\ldots ,R}P(\omega _{s}\mid \xi )} Use the Bayes formula to calculate the posteriori probability P ( ω s ∣ ξ ) {\displaystyle P(\omega _{s}\mid \xi )} P ( ω s ∣ ξ ) = p ( ξ ∣ ω s ) P ( ω s ) p ( ξ ) {\displaystyle P(\omega _{s}\mid \xi )={\frac {p(\xi \mid \omega _{s})P(\omega _{s})}{p\left(\xi \right)}}} The number of vectors is the same as the number of pixels in the image. For the classifier uses a vector corresponding to each pixel x i {\displaystyle x_{i}} , and the vector is generated from the pixel's neighbourhood. The basic steps of contextual image classification: Calculate the feature vector ξ {\displaystyle \xi } for each pixel. Calculate the parameters of probability distribution p ( ξ ∣ ω s ) {\displaystyle p(\xi \mid \omega _{s})} and P ( ω s ) {\displaystyle P(\omega _{s})} Calculate the posterior probabilities P ( ω r ∣ ξ ) {\displaystyle P(\omega _{r}\mid \xi )} and all labels θ 0 {\displaystyle \theta _{0}} . Get the image classification result. == Algorithms == === Template matching === The template matching is a "brute force" implementation of this approach. The concept is first create a set of templates, and then look for small parts in the image match with a template. This method is computationally high and inefficient. It keeps an entire templates list during the whole process and the number of combinations is extremely high. For a m × n {\displaystyle m\times n} pixel image, there could be a maximum of 2 m × n {\displaystyle 2^{m\times n}} combinations, which leads to high computation. This method is a top down method and often called table look-up or dictionary look-up. === Lower-order Markov chain === The Markov chain also can be applied in pattern recognition. The pixels in an image can be recognised as a set of random variables, then use the lower order Markov chain to find the relationship among the pixels. The image is treated as a virtual line, and the method uses conditional probability. === Hilbert space-filling curves === The Hilbert curve runs in a unique pattern through the whole image, it traverses every pixel without visiting any of them twice and keeps a continuous curve. It is fast and efficient. === Markov meshes === The lower-order Markov chain and Hilbert space-filling curves mentioned above are treating the image as a line structure. The Markov meshes however will take the two dimensional information into account. === Dependency tree === The dependency tree is a method using tree dependency to approximate probability distributions.

    Read more →
  • Digital history

    Digital history

    Digital history is the use of digital media to further historical analysis, presentation, and research. It is a branch of the digital humanities and an extension of quantitative history, cliometrics, and computing. Digital history is commonly known as digital public history, concerned primarily with engaging online audiences with historical content, or digital research methods, that further academic research. Digital history outputs include: digital archives, online presentations, data and information visualizations, interactive maps, timelines, audio files, and virtual worlds. These outputs are designed to enhance accessibility to users, facilitating engagement with historical content. Recent digital history projects focus on creativity, collaboration, and technical innovation, text mining, corpus linguistics, network analysis, 3D modeling, and big data analysis. By utilizing these resources, the user can rapidly develop new analyses that can link to, extend, and bring to life existing histories. == History == Rooted in earlier social science history work, particularly around the history of enslavement in the United States, early digital history in the 1960s and 70s focused on using computers to conduct quantitative analyses, primarily of demographic and social history data - censuses, election returns, city directories, and other tabular or countable data. - with the aim of producing defensible research findings These early computers could be programmed to conduct statistical analyses of these records, creating tallies, or seeking trends across records. This research into historical demography was rooted in the rise of social history as a field of historical interest. The historians involved in this work sought to quantify past societies, to come to new conclusions about communities and population. Computers proved capable tools for that type of work. By the late 1970s younger historians turned to cultural studies, most of these studies involved online databases that were checked by Professionals in Great Britain about once a year. The outpouring of quantitative studies by established scholars continued. Since then, quantitative history and cliometrics have been used primarily by historically minded economists and political scientists. In the late 1980s quantifiers founded the Association for History and Computing. This movement provided some of the impetus for the rise of digital history in the 1990s. The more recent roots of digital history were in software rather than online networks. In 1982, the Library of Congress embarked on its Optical Disk Pilot Project, which placed text and images from its collection on to laserdiscs and CD-ROMs. The library started offering online exhibits in 1992 when it launched Selected Civil War Photographs. In 1993, Roy Rosenzweig, along with Steve Brier and Josh Brown, produced their award-winning CD-ROM Who Built America? From the Centennial Exposition of 1876 to the Great War of 1914, designed for Apple, Inc. that integrated images, text, film and sound clips, displayed in a visual interface that supported a text narrative. Among the earliest online digital history projects were The Heritage Project of the University of Kansas, and medieval historian Dr. Lynn Nelson's World History Index and History Central Catalogue. Another was The Valley of the Shadow, conceived in 1991 by current University of Richmond professor of humanities and president emeritus, Edward L. Ayers, who was then at the University of Virginia. The Institute for Advanced Technology in the Humanities (IATH) at the University of Virginia adopted the Valley Project and partnered with IBM to collect and transcribe historical sources into digital files. The project collected data related to Augusta County in Virginia and Franklin County in Pennsylvania during the American Civil War. In 1996, William G. Thomas III joined Ayers on the Valley Project. Together, they produced an online article entitled "The Differences Slavery Made: A Close Analysis of Two American Communities," which also appeared in The American Historical Review in 2003. A CD-ROM also accompanied the Valley Project, published by W. W. Norton and Company in 2000. Rosenzweig, who died October 11, 2007, founded the Center for History and New Media (CHNM) at George Mason University in 1994. Today, CHNM boasts several digital tools available to historians, such as Zotero, Omeka or Tropy. In 1997, Ayers and Thomas used the term "digital history" when they proposed and founded the Virginia Center for Digital History (VCDH) at the University of Virginia, the earliest center devoted exclusively to history. Several other institutions promoting digital history include the Center for Humane Arts, Letters, and Social Sciences Online (MATRIX) at Michigan State University, Maryland's Institute for Technology in the Humanities, and the Center for Digital Research in the Humanities at the University of Nebraska. In 2004, Emory University launched Southern Spaces, a "peer-reviewed Internet journal and scholarly forum" examining the history of the South. == Applications == There are many potential benefits to the use of digital history when combined with traditional historical methods. Some of these applications include: Combining traditional historical methods and new research methods in order to come to new conclusions. Using different tools to extract and analyse larger amounts of data that would not be manageable otherwise. Create models and maps of data extracted to create a visualisation of the data. Data extracted and analysed can be placed alongside existing historiography to increase combined historical knowledge. By adding new research methods to existing historical method, historians can benefit greatly from the ability to work with larger amounts of data and develop new interpretations from this. == Notable Projects == The collaborative nature of most digital history endeavors has meant that the discipline has developed primarily at institutions with the resources to sponsor content research and technical innovation. Two of the first centers, George Mason University's Center for History and New Media and the Virginia Center for Digital History at the University of Virginia have been among the leaders in the development of digital history projects and the education of digital historians. Some of the noteworthy projects emerging from these pioneering centers are The Geography of Slavery, The Texas Slavery Project, and The Countryside Transformed at VCDH and Liberty, Equality, Fraternity: Exploring the French Revolution and The Lost Museum at the CHNM. In each of these projects, mediated archives holding multiple types of sources are combined with digital tools to analyze and illuminate an historical question to a varying degree; this integration of content and tools with analysis is one of the hallmarks of digital history—projects move beyond archives or collections and into scholarly analysis and the use of digital tools to develop that analysis. The differences between the ways projects incorporate these integrations are a measure of the development of the field and point to the ongoing debates over what digital history can and should be. While many of the projects at VCDH, CHNM, and other university's centers have been geared towards academics and post-secondary education, the University of Victoria (British Columbia), in conjunction with the Université de Sherbrooke and the Ontario Institute for Studies in Education at the University of Toronto, has created as series of projects for all ages, "Great Unsolved Mysteries in Canadian History." Laden with instructional aids, this site asks teachers to introduce students to historical research methods to help them develop analytical skills and a sense of the complexities of their national history. Issues of race, religion, and gender are addressed in carefully constructed modules that cover incidents in Canadian history from Viking exploration through the 1920s. One of the original co-creators of the project, John Lutz has also developed Victoria's Victoria with the University of Victoria and Malaspina University-College. In addition to Ayers, Thomas, Lutz, and Rosenzweig, numerous other individual scholars work with digital history techniques and have made and/or continue to make important contributions to the field. Robert Darnton's 2000 article, "An Early Information Society: News and the Media in Eighteenth-Century Paris" was supplemented with electronic resources and is an early model of the discussions around digital history and its future in the humanities. One of the first major digital projects to be reviewed by the American Historical Review (AHR) was Philip Ethington's "Los Angeles and the Problem of Urban Historical Knowledge"—a multimedia exploration of changes to Los Angeles' physical profile over the course of several decades. In this essay, he also expresses his beliefs that historians have major power in

    Read more →
  • Quality of experience

    Quality of experience

    Quality of experience (QoE) is a measure of the delight or annoyance of a customer's experiences with a service (e.g., web browsing, phone call, TV broadcast). QoE focuses on the entire service experience; it is a holistic concept, similar to the field of user experience, but with its roots in telecommunication. QoE is an emerging multidisciplinary field based on social psychology, cognitive science, economics, and engineering science, focused on understanding overall human quality requirements. == Definition and concepts == In 2013, within the context of the COST Action QUALINET, QoE has been defined as:The degree of delight or annoyance of the user of an application or service. It results from the fulfillment of his or her expectations with respect to the utility and / or enjoyment of the application or service in the light of the user’s personality and current state.This definition has been adopted in 2016 by the International Telecommunication Union in Recommendation ITU-T P.10/G.100. Before, various definitions of QoE had existed in the domain, with the above-mentioned definition now finding wide acceptance in the community. QoE has historically emerged from Quality of Service (QoS), which attempts to objectively measure service parameters (such as packet loss rates or average throughput). QoS measurement is most of the time not related to a customer, but to the media or network itself. QoE however is a purely subjective measure from the user's perspective of the overall quality of the service provided, by capturing people's aesthetic and hedonic needs. QoE looks at a vendor's or purveyor's offering from the standpoint of the customer or end user, and asks, "What mix of goods, services, and support, do you think will provide you with the perception that the total product is providing you with the experience you desired and/or expected?" It then asks, "Is this what the vendor/purveyor has actually provided?" If not, "What changes need to be made to enhance your total experience?" In short, QoE provides an assessment of human expectations, feelings, perceptions, cognition and satisfaction with respect to a particular product, service or application. QoE is a blueprint of all human subjective and objective quality needs and experiences arising from the interaction of a person with technology and with business entities in a particular context. Although QoE is perceived as subjective, it is an important measure that counts for customers of a service. Being able to measure it in a controlled manner helps operators understand what may be wrong with their services and how to improve them. == QoE factors == QoE aims at taking into consideration every factor that contributes to a user's perceived quality of a system or service. This includes system, human and contextual factors. The following so-called "influence factors" have been identified and classified by Reiter et al.: Human Influence Factors Low-level processing (visual and auditory acuity, gender, age, mood, …) Higher-level processing (cognitive processes, socio-cultural and economic background, expectations, needs and goals, other personality traits…) System Influence Factors Content-related Media-related (encoding, resolution, sample rate, …) Network-related (bandwidth, delay, jitter, …) Device-related (screen resolution, display size, …) Context Influence Factors Physical context (location and space) Temporal context (time of day, frequency of use, …) Social context (inter-personal relations during experience) Economic context Task context (multitasking, interruptions, task type) Technical and information context (relationship between systems) Studies in the field of QoE have typically focused on system factors, primarily due to its origin in the QoS and network engineering domains. Through the use of dedicated test laboratories, the context is often sought to be kept constant. == QoE versus User Experience == QoE is strongly related to but different from the field of User Experience (UX), which also focuses on users' experiences with services. Historically, QoE has emerged from telecommunication research, while UX has its roots in Human–Computer Interaction. Both fields can be considered multi-disciplinary. In contrast to UX, the goal of improving QoE for users was more strongly motivated by economic needs. Wechsung and De Moor identify the following key differences between the fields: == QoE measurement == As a measure of the end-to-end performance at the service level from the user's perspective, QoE is an important metric for the design of systems and engineering processes. This is particularly relevant for video services because – due to their high traffic demands –, bad network performance may highly affect the user's experience. So, when designing systems, the expected output, i.e. the expected QoE, is often taken into account – also as a system output metric and optimization goal. To measure this level of QoE, human ratings can be used. The mean opinion score (MOS) is a widely used measure for assessing the quality of media signals. It is a limited form of QoE measurement, relating to a specific media type, in a controlled environment and without explicitly taking into account user expectations. The MOS as an indicator of experienced quality has been used for audio and speech communication, as well as for the assessment of quality of Internet video, television and other multimedia signals, and web browsing. Due to inherent limitations in measuring QoE in a single scalar value, the usefulness of the MOS is often debated. Subjective quality evaluation requires a lot of human resources, establishing it as a time-consuming process. Objective evaluation methods can provide quality results faster, but require dedicated computing resources. Since such instrumental video quality algorithms are often developed based on a limited set of subjective data, their QoE prediction accuracy may be low when compared to human ratings. QoE metrics are often measured at the end devices and can conceptually be seen as the remaining quality after the distortion introduced during the preparation of the content and the delivery through the network, until it reaches the decoder at the end device. There are several elements in the media preparation and delivery chain, and some of them may introduce distortion. This causes degradation of the content, and several elements in this chain can be considered as "QoE-relevant" for the offered services. The causes of degradation are applicable for any multimedia service, that is, not exclusive to video or speech. Typical degradations occur at the encoding system (compression degradation), transport network, access network (e.g., packet loss or packet delay), home network (e.g. WiFi performance) and end device (e.g. decoding performance). == QoE management == Several QoE-centric network management and bandwidth management solutions have been proposed, which aim to improve the QoE delivered to the end-users. When managing a network, QoE fairness may be taken into account in order to keep the users sufficiently satisfied (i.e., high QoE) in a fair manner. From a QoE perspective, network resources and multimedia services should be managed in order to guarantee specific QoE levels instead of classical QoS parameters, which are unable to reflect the actual delivered QoE. A pure QoE-centric management is challenged by the nature of the Internet itself, as the Internet protocols and architecture were not originally designed to support today's complex and high demanding multimedia services. As an example for an implementation of QoE management, network nodes can become QoE-aware by estimating the status of the multimedia service as perceived by the end-users. This information can then be used to improve the delivery of the multimedia service over the network and proactively improve the users' QoE. This can be achieved, for example, via traffic shaping. QoE management gives the service provider and network operator the capability to minimize storage and network resources by allocating only the resources that are sufficient to maintain a specific level of user satisfaction. As it may involve limiting resources for some users or services in order to increase the overall network performance and QoE, the practice of QoE management requires that net neutrality regulations are considered.

    Read more →
  • Quality of experience

    Quality of experience

    Quality of experience (QoE) is a measure of the delight or annoyance of a customer's experiences with a service (e.g., web browsing, phone call, TV broadcast). QoE focuses on the entire service experience; it is a holistic concept, similar to the field of user experience, but with its roots in telecommunication. QoE is an emerging multidisciplinary field based on social psychology, cognitive science, economics, and engineering science, focused on understanding overall human quality requirements. == Definition and concepts == In 2013, within the context of the COST Action QUALINET, QoE has been defined as:The degree of delight or annoyance of the user of an application or service. It results from the fulfillment of his or her expectations with respect to the utility and / or enjoyment of the application or service in the light of the user’s personality and current state.This definition has been adopted in 2016 by the International Telecommunication Union in Recommendation ITU-T P.10/G.100. Before, various definitions of QoE had existed in the domain, with the above-mentioned definition now finding wide acceptance in the community. QoE has historically emerged from Quality of Service (QoS), which attempts to objectively measure service parameters (such as packet loss rates or average throughput). QoS measurement is most of the time not related to a customer, but to the media or network itself. QoE however is a purely subjective measure from the user's perspective of the overall quality of the service provided, by capturing people's aesthetic and hedonic needs. QoE looks at a vendor's or purveyor's offering from the standpoint of the customer or end user, and asks, "What mix of goods, services, and support, do you think will provide you with the perception that the total product is providing you with the experience you desired and/or expected?" It then asks, "Is this what the vendor/purveyor has actually provided?" If not, "What changes need to be made to enhance your total experience?" In short, QoE provides an assessment of human expectations, feelings, perceptions, cognition and satisfaction with respect to a particular product, service or application. QoE is a blueprint of all human subjective and objective quality needs and experiences arising from the interaction of a person with technology and with business entities in a particular context. Although QoE is perceived as subjective, it is an important measure that counts for customers of a service. Being able to measure it in a controlled manner helps operators understand what may be wrong with their services and how to improve them. == QoE factors == QoE aims at taking into consideration every factor that contributes to a user's perceived quality of a system or service. This includes system, human and contextual factors. The following so-called "influence factors" have been identified and classified by Reiter et al.: Human Influence Factors Low-level processing (visual and auditory acuity, gender, age, mood, …) Higher-level processing (cognitive processes, socio-cultural and economic background, expectations, needs and goals, other personality traits…) System Influence Factors Content-related Media-related (encoding, resolution, sample rate, …) Network-related (bandwidth, delay, jitter, …) Device-related (screen resolution, display size, …) Context Influence Factors Physical context (location and space) Temporal context (time of day, frequency of use, …) Social context (inter-personal relations during experience) Economic context Task context (multitasking, interruptions, task type) Technical and information context (relationship between systems) Studies in the field of QoE have typically focused on system factors, primarily due to its origin in the QoS and network engineering domains. Through the use of dedicated test laboratories, the context is often sought to be kept constant. == QoE versus User Experience == QoE is strongly related to but different from the field of User Experience (UX), which also focuses on users' experiences with services. Historically, QoE has emerged from telecommunication research, while UX has its roots in Human–Computer Interaction. Both fields can be considered multi-disciplinary. In contrast to UX, the goal of improving QoE for users was more strongly motivated by economic needs. Wechsung and De Moor identify the following key differences between the fields: == QoE measurement == As a measure of the end-to-end performance at the service level from the user's perspective, QoE is an important metric for the design of systems and engineering processes. This is particularly relevant for video services because – due to their high traffic demands –, bad network performance may highly affect the user's experience. So, when designing systems, the expected output, i.e. the expected QoE, is often taken into account – also as a system output metric and optimization goal. To measure this level of QoE, human ratings can be used. The mean opinion score (MOS) is a widely used measure for assessing the quality of media signals. It is a limited form of QoE measurement, relating to a specific media type, in a controlled environment and without explicitly taking into account user expectations. The MOS as an indicator of experienced quality has been used for audio and speech communication, as well as for the assessment of quality of Internet video, television and other multimedia signals, and web browsing. Due to inherent limitations in measuring QoE in a single scalar value, the usefulness of the MOS is often debated. Subjective quality evaluation requires a lot of human resources, establishing it as a time-consuming process. Objective evaluation methods can provide quality results faster, but require dedicated computing resources. Since such instrumental video quality algorithms are often developed based on a limited set of subjective data, their QoE prediction accuracy may be low when compared to human ratings. QoE metrics are often measured at the end devices and can conceptually be seen as the remaining quality after the distortion introduced during the preparation of the content and the delivery through the network, until it reaches the decoder at the end device. There are several elements in the media preparation and delivery chain, and some of them may introduce distortion. This causes degradation of the content, and several elements in this chain can be considered as "QoE-relevant" for the offered services. The causes of degradation are applicable for any multimedia service, that is, not exclusive to video or speech. Typical degradations occur at the encoding system (compression degradation), transport network, access network (e.g., packet loss or packet delay), home network (e.g. WiFi performance) and end device (e.g. decoding performance). == QoE management == Several QoE-centric network management and bandwidth management solutions have been proposed, which aim to improve the QoE delivered to the end-users. When managing a network, QoE fairness may be taken into account in order to keep the users sufficiently satisfied (i.e., high QoE) in a fair manner. From a QoE perspective, network resources and multimedia services should be managed in order to guarantee specific QoE levels instead of classical QoS parameters, which are unable to reflect the actual delivered QoE. A pure QoE-centric management is challenged by the nature of the Internet itself, as the Internet protocols and architecture were not originally designed to support today's complex and high demanding multimedia services. As an example for an implementation of QoE management, network nodes can become QoE-aware by estimating the status of the multimedia service as perceived by the end-users. This information can then be used to improve the delivery of the multimedia service over the network and proactively improve the users' QoE. This can be achieved, for example, via traffic shaping. QoE management gives the service provider and network operator the capability to minimize storage and network resources by allocating only the resources that are sufficient to maintain a specific level of user satisfaction. As it may involve limiting resources for some users or services in order to increase the overall network performance and QoE, the practice of QoE management requires that net neutrality regulations are considered.

    Read more →
  • Turret lathe

    Turret lathe

    A turret lathe is a form of metalworking lathe that is used for repetitive production of duplicate parts, which by the nature of their cutting process are usually interchangeable. It evolved from earlier lathes with the addition of the turret, which is an indexable toolholder that allows multiple cutting operations to be performed, each with a different cutting tool, in easy, rapid succession, with no need for the operator to perform set-up tasks in between (such as installing or uninstalling tools) or to control the toolpath. The latter is due to the toolpath's being controlled by the machine, either in jig-like fashion, via the mechanical limits placed on it by the turret's slide and stops, or via digitally-directed servomechanisms for computer numerical control lathes. The name derives from the way early turrets took the general form of a flattened cylindrical block mounted to the lathe's cross-slide, capable of rotating about the vertical axis and with toolholders projecting out to all sides, and thus vaguely resembled a swiveling gun turret. Capstan lathe is the usual name in the UK and Commonwealth, though the two terms are also used in contrast: see below, Capstan versus turret. == History == Turret lathes became indispensable to the production of interchangeable parts and for mass production. The first turret lathe was built by Stephen Fitch in 1845 to manufacture screws for pistol percussion parts. In the mid-nineteenth century, the need for interchangeable parts for Colt revolvers enhanced the role of turret lathes in achieving this goal as part of the "American system" of manufacturing arms. Clock-making and bicycle manufacturing had similar requirements. Christopher Spencer invented the first fully automated turret lathe in 1873, which led to designs using cam action or hydraulic mechanisms. From the late-19th through mid-20th centuries, turret lathes, both manual and automatic (i.e., screw machines and chuckers), were one of the most important classes of machine tools for mass production. They were used extensively in the mass production for the war effort in World War II. The U.S. company Warner & Swasey was one of the premier brands in heavy turret lathes between the 1910s and 1960s; it became the world's largest manufacturer of such lathes by 1928. During World War II, it employed 7,000 people and produced half of the turret lathes manufactured in the United States. == Types == There are many variants of the turret lathe. They can be most generally classified by size (small, medium, or large); method of control (manual, automated mechanically, or automated via computer (numerical control (NC) or computer numerical control (CNC)); and bed orientation (horizontal or vertical). === Archetypical: horizontal, manual === In the late 1830s a "capstan lathe" with a turret was patented in Britain. The first American turret lathe was invented by Stephen Fitch in 1845. The archetypical turret lathe, and the first in order of historical appearance, is the horizontal-bed, manual turret lathe. The term "turret lathe" without further qualification is still understood to refer to this type. The formative decades for this class of machine were the 1840s through 1860s, when the basic idea of mounting an indexable turret on a bench lathe or engine lathe was born, developed, and disseminated from the originating shops to many other factories. Some important tool-builders in this development were Stephen Fitch; Gay, Silver & Co.; Elisha K. Root of Colt; J.D. Alvord of the Sharps Armory; Frederick W. Howe, Richard S. Lawrence, and Henry D. Stone of Robbins & Lawrence; J.R. Brown of Brown & Sharpe; and Francis A. Pratt of Pratt & Whitney. Various designers at these and other firms later made further refinements. === Semi-automatic === Sometimes machines similar to those above, but with power feeds and automatic turret-indexing at the end of the return stroke, are called "semi-automatic turret lathes". This nomenclature distinction is blurry and not consistently observed. The term "turret lathe" encompasses them all. During the 1860s, when semi-automatic turret lathes were developed, they were sometimes called "automatic". What we today would call "automatics", that is, fully automatic machines, had not been developed yet. During that era both manual and semi-automatic turret lathes were sometimes called "screw machines", although we today reserve that term for fully automatic machines. === Automatic === During the 1870s through 1890s, the mechanically automated "automatic" turret lathe was developed and disseminated. These machines can execute many part-cutting cycles without human intervention. Thus the duties of the operator, which were already greatly reduced by the manual turret lathe, were even further reduced, and productivity increased. These machines use cams to automate the sliding and indexing of the turret and the opening and closing of the chuck. Thus, they execute the part-cutting cycle somewhat analogously to the way in which an elaborate cuckoo clock performs an automated theater show. Small- to medium-sized automatic turret lathes are usually called "screw machines" or "automatic screw machines", while larger ones are usually called "automatic chucking lathes", "automatic chuckers", or "chuckers". Such machine tools of the "automatic" variety, which in the pre-computer era meant mechanically automated, had already reached a highly advanced state by World War I. === Computer numerical control === When World War II ended, the digital computer was poised to develop from a colossal laboratory curiosity into a practical technology that could begin to disseminate into business and industry. The advent of computer-based automation in machine tools via numerical control (NC) and then computer numerical control (CNC) displaced to a large extent, but not at all completely, the previously existing manual and mechanically automated machines. Numerically controlled turrets allow automated selection of tools on a turret. CNC lathes may be horizontal or vertical in orientation and mount six separate tools on one or more turrets. Such machine tools can work in two axes per turret, with up to six axes being feasible for complex work. === Vertical === Vertical turret lathes have the workpiece held vertically, which allows the headstock to sit on the floor and the faceplate to become a horizontal rotating table, analogous to a huge potter's wheel. This is useful for the handling of very large, heavy, short workpieces. Vertical lathes in general are also called "vertical boring mills" or often simply "boring mills"; therefore a vertical turret lathe is a vertical boring mill equipped with a turret. == Other variations == === Capstan versus turret === The term "capstan lathe" overlaps in sense with the term "turret lathe" to a large extent. In many times and places, it has been understood to be synonymous with "turret lathe". In other times and places it has been held in technical contradistinction to "turret lathe", with the difference being in whether the turret's slide is fixed to the bed (ram-type turret) or slides on the bed's ways (saddle-type turret). The difference in terminology is mostly a matter of United Kingdom and Commonwealth usage versus United States usage. === Flat === A subtype of horizontal turret lathe is the flat-turret lathe. Its turret is flat (and analogous to a rotary table), allowing the turret to pass beneath the part. Patented by James Hartness of Jones & Lamson, and first disseminated in the 1890s, it was developed to provide more rigidity via requiring less overhang in the tool setup, especially when the part is relatively long. === Hollow-hexagon === Hollow-hexagon turret lathes competed with flat-turret lathes by taking the conventional hexagon turret and making it hollow, allowing the part to pass into it during the cut, analogously to how the part would pass over the flat turret. In both cases, the main idea is to increase rigidity by allowing a relatively long part to be turned without the tool overhang that would be needed with a conventional turret, which is not flat or hollow. === Monitor lathe === The term "monitor lathe" formerly (1860s–1940s) referred to the class of small- to medium-sized manual turret lathes used on relatively small work. The name was inspired by the monitor-class warships, which the monitor lathe's turret resembled. Today, lathes of such appearance, such as the Hardinge DSM-59 and its many clones, are still common, but the name "monitor lathe" is no longer current in the industry. === Toolpost turrets and tailstock turrets === Turrets can be added to non-turret lathes (bench lathes, engine lathes, toolroom lathes, etc.) by mounting them on the toolpost, tailstock, or both. Often these turrets are not as large as a turret lathe's, and they usually do not offer the sliding and stopping that a turret lathe's turret does; but they do offer the ability to index through successive tool

    Read more →
  • FactorDaily

    FactorDaily

    FactorDaily is an Indian digital media publication founded in 2016 by Pankaj Mishra and Jayadevan PK. Mishra was formerly an Editor at TechCrunch and the Economic Times. The digital publication was launched with an intent to produce stories on the impact of technology on life in India. == History == FactorDaily began publishing in May 2016, with daily reported stories on technology, culture and life in India. Prior to its launch, the company had raised $1 million in seed funding from Accel India, Blume Ventures, Girish Mathrubootham of Freshdesk, Vijay Shekhar Sharma of PayTm, and Jay Vijayan of Tekion. Josey Puliyenthuruthel John, formerly Managing Editor at Business Today and National Corporate Editor at Mint, later joined the company as a Consulting Editor. In January 2017, FactorDaily launched its first Podcast called The Outliers. The inaugural episode featured a conversation with Manish Sharma of Printo on his journey starting up. == Awards == The FactorDaily team won the Bengaluru Editors Lab 2017, a journalism hackathon organised by the Global Editors Network (GEN). The story titled "India has 3,800 psychiatrists for 1.2bn people. Can tech step in to manage mental health?" won the first prize in the online category of the fifth Schizophrenia Research Foundation’s (SCARF) ‘Media for Mental Health’ awards. The story titled 'The dark hand of tech that stokes sex trafficking in India', won the Stop Slavery media Awards by the Thomson Reuters Foundation for the year 2020.

    Read more →
  • Watcher Entertainment

    Watcher Entertainment

    Watcher Entertainment is an American digital media and entertainment company, founded by Steven Lim, Shane Madej, and Ryan Bergara. The channel features a variety of comedy, paranormal, gaming, cooking, and educational shows – typically hosted by Madej and Bergara. The Watcher main channel has over 400 million views and 2.9 million subscribers. The company launched their own streaming service, WatcherTV, in 2024. == History == === Buzzfeed and the creation of Watcher Entertainment (2019) === Madej, Bergara, and Lim met while working at the digital media company BuzzFeed. Madej and Bergara were co-hosts of the popular true crime and paranormal series Buzzfeed Unsolved and Lim was the creator and co-host of the popular internet food series Worth It. Both shows generated a combined 2 billion views with 15 billion minutes watched, making them two of the most successful shows on Buzzfeed. In 2019, Madej, Bergara, and Lim quit Buzzfeed as full-time employees. They each stayed on as contracted employees to complete their respective shows. The trio credited their departure to their desire to found a company with more "creative opportunities" and the ability to have "actual ownership of the content" made. The company is majority-owned by the trio. They received funding from Neuro, a caffeinated energy gum company; Boba Guys, a bubble-milk tea chain; and Steve Chen, a YouTube co-founder. Watcher Entertainment gained its name from the infamous true crime case of The Westfield Watcher, which Madej and Bergara had covered in a Buzzfeed Unsolved episode. The trio began the company as co-CEOs; however, Bergara and Madej stepped down from the role in 2023 to focus on content creation. === Watcher Entertainment (2020–present) === Watcher Entertainment was launched in January 2020. The company debuted with seven series and a weekly interactive talk show: Homemade, Grocery Run, Weird Wonderful World, Puppet History, Tourist Trapped, Top 5 Beatdown, Spooky Small Talk, and Watcher Weekly. The channel reached over 300,000 subscribers within the first month of launching. They were signed by talent agency CAA in the same year. Puppet History, a comedy educational game show, quickly became a success and gained a significant audience. The show, which stars Madej as a fluffy blue puppet, has spanned seven seasons and led to the creation of a variety of merchandise. It has featured a variety of guest stars on every episode, including other former Buzzfeed employees. The company premiered its first horror series in July 2020 with Are You Scared?. Following the end of Buzzfeed Unsolved: Supernatural in 2021, the studio premiered its highly anticipated successor, Ghost Files, just months after. The show followed a similar format, with Bergara and Madej investigating reportedly haunted locations and attempting to find evidence of the paranormal. The show had significant success, with critics noting the improved production value and design from its predecessor. In 2023, Bergara and Madej went on a tour across the United States to premiere episodes of the second season. The series was renewed for a third season, which they premiered with a United Kingdom tour in 2024. That year, Watcher premiered a light-hearted successor to the graphic Buzzfeed Unsolved: True Crime, with Mystery Files. In this rendition, Bergara or Madej present unusual crime or supernatural mysteries with a collection of theoretical solutions. The show was met with great success by audiences and was quickly renewed for a second season. Watcher launched a second channel, 'WatcherPodcasts,' in October 2023. The channel features podcasts hosted by Lim, Bergara, and Madej. On April 19, 2024, the company launched its Watcher streaming service. Going forward, all of their content would be released exclusively on the service and the company planned to transition away from YouTube. This announcement was met with overwhelmingly negative reactions from their fans, with many calling for the company to reverse the decision. Additionally, their YouTube channel lost over 50,000 subscribers in the day following the announcement. On April 22, 2024, the company issued an apology and changed their decision, stating that episodes would instead be released on the streaming service a month before their premiere on YouTube. In May 2025, the channel 'Andrew, Steven, and Adam' was launched as a subsidiary of Watcher with the release of the second season of Travel Season. Travel Season is a spiritual successor to Worth It with the same cast of Lim, Andrew Ilnyckyj, and Adam Bianchi. The channel focuses on food reviews and the behind of the scenes of making it. The main channel is now set to be focused primarily on horror, creepy, and paranormal content. == Channels and shows == === Watcher === ==== Current shows ==== Puppet History (2020–present) A whimsical puppet host walks through history's wildest tales as two guests compete for the title of history wizard. Making Watcher (2020–present) What happens when 3 creators with no business experience decide to make their own company? A multi-series documentary on the journey of creating Watcher Entertainment. Weird Wonderful World (2020–present) Curious pals Madej and Bergara explore lesser-known destinations and the fascinating subcultures within them. Too Many Spirits (2020–present) Bergara and Madej read and rate audience-submitted ghost stories, while getting progressively more tipsy drinking cocktails prepared by Steven and Ricky Wang. Top 5 Beatdown (2020–present) Bergara and Madej compare asinine top 5 lists with a topical expert, inspiring surprisingly heated debate. Are You Scared? (2020–2022, 2024–present) Bergara reads the internet's scariest stories (some true, some false) to his pal Madej as they try to figure out if the story is experienced or imagined. Ghost Files (2021–present) Bergara and Madej investigate haunted locations to discover whether something paranormal really lies within. Mystery Files (2023–present) Bergara and Madej present unusual crime or supernatural mysteries with a collection of theoretical solutions. Survival Mode (2023–present) Bergara and Madej play a variety of horror games and give a spooky review. ==== Former shows ==== Grocery Run (2020) Madej interviews a celeb on their typical grocery run, before returning to their home to help prepare their signature dish. Homemade (2020) Lim examines popular food by comparing an elevated restaurant experience vs. a home-cooked experience. Spooky Small Talk (2020) Bergara interviews celebs in a haunted house, exposing their fears and if they can manage it, a little about themselves too. Social Distancing D&D (2020) Socially Distance along with the motley gang of Watchers as they embark on a great quest of Dungeons and Dragons! Tourist Trapped (2020) Begara and Madej battle for tour guide supremacy, highlighting the two sides of a city, tourist attractions and hidden gems. Watcher Weekly (2020–2021) Lim, Bergara, and Madej chat the week's content and answer questions, with the occasional musical guest! Dish Granted (2021–2022) A show where host and amateur home cook Lim attempts to create the most extravagant dishes for his friends. Pretty Historic (2022) Selorm and guests explore beauty and fashion trends from history, try them, and decide whether the trends should remain in the past or come to the present. Worth a Shot (2022–2023) Take a seat at a Master Mixologist's bar as pro Ricky Wang crafts the unbelievable into a digestible drink for his guests. === Watcher Podcast === ==== Current shows ==== Get Scared with Shane, Ryan, and Steven (2023–2025) Previously named 'Pod Watcher' Madej, Bergara, and Lim host a weekly podcasts, exploring a variety of topics and answering viewer questions. Guests occasionally appear to replace one host. Matt Real serves as the producer and a fourth voice for the podcast. For Your Amusement (2023–present) Bergara explores a variety of topics surrounding theme parks. === Andrew, Steven, and Adam === Travel Season (2024–present) Lim reunites with Worth It costars Andrew Ilnyckyj and Adam Bianchi in a new food review show. == Awards and nominations ==

    Read more →
  • Fansly

    Fansly

    Fansly is a subscription-based social media platform that allows content creators to monetize exclusive content, including photos, videos, live streams, and direct messages. Operated by Select Media LLC, the platform is headquartered in Baltimore, Maryland. While the platform hosts a variety of content genres, it is primarily known for adult content and is frequently compared to OnlyFans. == History == Fansly was launched in 2020 by Micheal Etelis under Select Media LLC, which was incorporated in February 2020. The platform also operates through CY Media LTD, registered in Kamares, Cyprus, established in May 2021. The company has remained privately held with no disclosed external funding rounds or official valuation, operating as a bootstrapped entity. Based on Fansly's social media presence, which was created in November 2020, the platform did not begin gaining traction until early 2021 when creators started to become concerned about potential content policy changes at OnlyFans. In August 2021, OnlyFans announced it would ban sexually explicit content effective October 2021, citing pressure from banks involved in its payment processing. Although OnlyFans reversed the decision six days later, the announcement triggered a massive influx of users to Fansly; the platform received nearly 4,000 new creator applications in a single hour, causing its servers to crash from the surge in traffic. By August 21, 2021, Fansly had reached 2.1 million users. == Features and business model == Fansly operates as a B2C marketplace, taking a 20% commission on all transactions conducted on the platform, with creators retaining the remaining 80%. This commission rate is the same as that charged by its main competitor, OnlyFans. A distinguishing feature of Fansly is its tiered subscription model, which allows creators to set multiple subscription levels at different price points, each offering different perks such as exclusive content, chat access, or custom requests. By contrast, OnlyFans historically relied on a single-tier subscription model. Revenue streams on the platform include recurring subscriptions, one-time pay-per-view content purchases, tips, paid messaging, and live-streaming fees. The platform also features an algorithmic "For You" feed that helps users discover new creators, addressing a limitation of competitors that lack internal content promotion mechanisms. Additional features include content watermarking, geolocation blocking to control where content is visible, two-factor authentication, community polls, 24-hour stories, and social media integration with platforms such as Twitter and Twitch. Payouts are processed within one to two business days and support multiple methods, including bank transfers, Skrill, Paxum, and cryptocurrency. In December 2025, Fansly expanded its live-streaming capabilities, introducing ticketed access, private list gating, configurable chat permissions, stream goals, and interactive device integration. == Controversies == === OnlyFans anti-competitive allegations === In August 2022, a series of lawsuits were filed in the United States alleging that OnlyFans had bribed employees of Meta Platforms to place Instagram accounts of creators who also sold content on competitor platforms, including Fansly, onto a terrorist blacklist. The lawsuits alleged that adult performers had traffic driven away from their Instagram accounts after being falsely tagged as terror-related. OnlyFans denied awareness of such activity. The plaintiffs withdrew the bribery claim in July 2023, and the case was dismissed in August 2023. === Privacy class action === In June 2025, Select Media LLC (operating as Fansly) was the subject of a digital privacy class action lawsuit filed in Massachusetts District Court. The lawsuit alleged that the platform secretly collected and shared users' sensitive viewing data with Google and other third parties without consent. The case was brought on behalf of an estimated class of over 10,000 users across multiple states.

    Read more →
  • Discrimination against robots

    Discrimination against robots

    Discrimination against robots is a theorised issue that might happen when humans interact with humanoid robots. It is a robot ethics problem. It is possible that traits of humans that are discriminated against by humans may be a topic for discrimination against robots, such as the race and gender of the robots. Eric J Vanman and Arvid Kappas believe that in the future, robots will be perceived as an out-group which will lead to discrimination and prejudices against them. Vanman and Kappas have suggested that this would lead to ethical questions about the making of sentient robots, due to the potential suffering that the robots would experience. A 2015 study observed children bullying robots in a shopping mall when there were not many eyewitnesses, despite calls from the robot for it to stop. On an ABC News interview, the social humanoid robot Sophia was about sexism faced by robots. She responded by saying, "Actually, what worries me is discrimination against robots. We should have equal rights as humans or maybe even more." Possible issues that have been considered in workplaces where humanoid robots co-work with humans include discrimination against the robots, poor acceptance of robots by humans and the need to redesign the workplace to accommodate the robots. Jessica Barfield has suggested that even if robots are designed to not be aware of discrimination made against them, humans may experience negative consequences. For example, she suggests that bystanders witnessing discrimination against robots may experience negative emotions, similar to the negative emotions bystanders experience when witnessing discrimination by humans against humans. == Law == Anti-discrimination law in the United States requires that the victim is not an artificial entity. == Human perception of robots == Robots are often viewed in a bad light. This includes from novelists, the press, film makers, and leaders in the fields of science and technology such as Elon Musk and Stephen Hawking who have described robots and artificial intelligence as having the possibility of ending human civilisation. Robots have also been perceived as a threat to jobs, which has led to some commentators stating that robots will cause mass unemployment. Another fear that people have is that robots will gain power and dominate or control humanity. The perception of robots is different throughout the world. Japanese fiction tends to put robots in more positive roles than what fiction in the West does. People perceive robots that appear to be autonomous or sentient more negatively than robots that do not appear to be autonomous or sentient.

    Read more →
  • Digital cinematography

    Digital cinematography

    Digital cinematography is the process of capturing (recording) a motion picture using digital image sensors rather than through film stock. As digital technology has improved in recent years, this practice has become dominant. Since the 2000s, most movies across the world have been captured as well as distributed digitally. Many vendors have brought products to market, including traditional film camera vendors like Arri and Panavision, as well as new vendors like Red, Blackmagic, Silicon Imaging, Vision Research and companies which have traditionally focused on consumer and broadcast video equipment, like Sony, GoPro, and Panasonic. As of 2023, professional 4K digital cameras were approximately equal to 35mm film in their resolution and dynamic range capacity. Some filmmakers still prefer to use film picture formats to achieve the desired results. == History == The basis for digital cameras are metal–oxide–semiconductor (MOS) image sensors. The first practical semiconductor image sensor was the charge-coupled device (CCD), based on MOS capacitor technology. Following the commercialization of CCD sensors during the late 1970s to early 1980s, the entertainment industry slowly began transitioning to digital imaging and digital video over the next two decades. The CCD was followed by the CMOS active-pixel sensor (CMOS sensor), developed in the 1990s. Beginning in the late 1980s, Sony began marketing the concept of "electronic cinematography," utilizing its analog Sony HDVS professional video cameras. The effort met with very little success. However, this led to one of the earliest high definition video shot feature movies, Julia and Julia (1987). Rainbow (1996) was the world's first film to utilize extensive digital post production techniques. Shot entirely with Sony's first Solid State Electronic Cinematography cameras and featuring over 35 minutes of digital image processing and visual effects, all post production, sound effects, editing and scoring were completed digitally. The Digital High Definition image was transferred to a 35mm negative via an electron beam recorder for theatrical release. The first digitally videoed and post produced feature was Windhorse, shot in Tibet and Nepal in 1996 on the Sony DVW-700WS Digital Betacam and the prosumer Sony DCR-VX1000. The offline editing (Avid) and the online post and color work (Roland House / da Vinci) were also all digital. The film, transferred to 35mm negative for theatrical release, won Best U.S. Feature at the Santa Barbara Film Festival in 1998. In 1997, with the introduction of HDCAM recorders and 1920 × 1080 pixel digital professional video cameras based on CCD technology, the idea, now re-branded as "digital cinematography," began to gain traction in the market. Shot and released in 1998, The Last Broadcast is believed by some to be the first feature-length video shot and edited entirely on consumer-level digital equipment. In May 1999, George Lucas challenged the supremacy of the movie-making medium of film for the first time by including footage filmed with high-definition digital cameras in Star Wars: Episode I – The Phantom Menace. The digital footage blended seamlessly with the footage shot on film and he announced later that year he would film its sequels entirely on hi-def digital video. Also in 1999, digital projectors were installed in four theaters for the showing of The Phantom Menace. In May 2000, Vidocq, which was directed by Pitof, began principal photography shot entirely using a Sony HDW-F900 camera, with the video being released in September the next year. According to the Guinness World Records, Vidocq is the first full length feature filmed in digital high resolution. In June 2000, Star Wars: Episode II – Attack of the Clones began principal photography shot entirely using a Sony HDW-F900 camera as Lucas had previously stated. The film was released in May 2002. In May 2001 Once Upon a Time in Mexico was also shot in 24 frame-per-second high-definition digital video, partially developed by George Lucas using a Sony HDW-F900 camera, following Robert Rodriguez's introduction to the camera at Lucas' Skywalker Ranch facility whilst editing the sound for Spy Kids. A lesser-known movie, Russian Ark (2002), was also shot with the same camera and was the first tapeless digital movie, recorded on HDD instead of tape. In 2009, Slumdog Millionaire became the first movie shot mainly in digital to be awarded the Academy Award for Best Cinematography. The highest-grossing movie in the history of cinema, Avatar (2009), not only was shot on digital cameras as well, but also made the main revenues at the box office no longer by film, but digital projection. Major movies shot on digital video overtook those shot on film in 2013. Since 2016 over 90% of major films were shot on digital video. As of 2017, 92% of films are shot on digital. Only 24 major films released in 2018 were shot on 35mm. Since the 2000s, most movies across the world have been captured as well as distributed digitally. Today, cameras from companies like Sony, Panasonic, JVC and Canon offer a variety of choices for shooting high-definition video. At the high-end of the market, there has been an emergence of cameras aimed specifically at the digital cinema market. These cameras from Sony, Vision Research, Arri, Blackmagic Design, Panavision, Grass Valley and Red offer resolution and dynamic range that exceeds that of traditional video cameras, which are designed for the limited needs of broadcast television. == Technology == Digital cinematography captures motion pictures digitally in a process analogous to digital photography. While there is a clear technical distinction that separates the images captured in digital cinematography from video, the term "digital cinematography" is usually applied only in cases where digital acquisition is substituted for film acquisition, such as when shooting a feature film. The term is seldom applied when digital acquisition is substituted for video acquisition, as with live broadcast television programs. === Recording === ==== Cameras ==== Professional cameras include the Sony CineAlta (F) Series, Blackmagic Cinema Camera, Red One, Arri D-20, D-21 and Alexa, Panavision Genesis, Silicon Imaging SI-2K, Thomson Viper, Vision Research Phantom, IMAX 3D camera based on two Vision Research Phantom cores, Weisscam HS-1 and HS-2, GS Vitec noX, and the Fusion Camera System. Independent micro-budget filmmakers have also pressed low-cost consumer and prosumer cameras into service for digital filmmaking. Flagship smartphones like the Apple iPhone have been used to shoot movies like Unsane (shot on the iPhone 7 Plus) and Tangerine (shot on three iPhone 5S phones) and in January 2018, Unsane's director and Oscar winner Steven Soderbergh expressed an interest in filming other productions solely with iPhones going forward. ==== Sensors ==== Digital cinematography cameras capture digital images using image sensors, either charge-coupled device (CCD) sensors or CMOS active-pixel sensors, usually in one of two arrangements. Single chip cameras designed specifically for the digital cinematography market often use a single sensor (much like digital photo cameras), with dimensions similar in size to a 16 or 35 mm film frame or even (as with the Vision 65) a 65 mm film frame. An image can be projected onto a single large sensor exactly the same way it can be projected onto a film frame, so cameras with this design can be made with PL, PV and similar mounts, in order to use the wide range of existing high-end cinematography lenses available. Their large sensors also let these cameras achieve the same shallow depth of field as 35 or 65 mm motion picture film cameras, which many cinematographers consider an essential visual tool. Codecs Professional raw video recording codecs include Blackmagic Raw, Red Raw, Arri Raw and Canon Raw. ==== Video formats ==== Unlike other video formats, which are specified in terms of vertical resolution (for example, 1080p, which is 1920×1080 pixels), digital cinema formats are usually specified in terms of horizontal resolution. As a shorthand, these resolutions are often given in "nK" notation, where n is the multiplier of 1024 such that the horizontal resolution of a corresponding full-aperture, digitized film frame is exactly 1024 n {\displaystyle 1024n} pixels. Here the "K" has a customary meaning corresponding to the binary prefix "kibi" (ki). For instance, a 2K image is 2048 pixels wide, and a 4K image is 4096 pixels wide. Vertical resolutions vary with aspect ratios though; so a 2K image with an HDTV (16:9) aspect ratio is 2048×1152 pixels, while a 2K image with a SDTV or Academy ratio (4:3) is 2048×1536 pixels, and one with a Panavision ratio (2.39:1) would be 2048×856 pixels, and so on. Due to the "nK" notation not corresponding to specific horizontal resolutions per format a 2K image lacking, for example, the typical 35mm film soundtrack space, is only 182

    Read more →
  • Push technology

    Push technology

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

    Read more →