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  • Scientific Working Group – Imaging Technology

    Scientific Working Group – Imaging Technology

    The Scientific Working Group on Imaging Technology was convened by the Federal Bureau of Investigation in 1997 to provide guidance to law enforcement agencies and others in the criminal justice system regarding the best practices for photography, videography, and video and image analysis. This group was terminated in 2015. == History == As technology has advanced through the years, law enforcement has needed to stay abreast of emerging technological advances and use these in the investigation of crime. A factor that is considered when new technology is used in these investigations is the determination of whether the use of that new technology will be admissible in court. The judicial system in the United States currently has two standards used in the determination of admissibility of testimony regarding scientific evidence; the Daubert Standard and the Frye Standard. These standards guide the courts in the admissibility of testimony derived from the use of new technologies and scientific techniques. The Federal Bureau of Investigation (FBI), seeking to address possible admissibility issues with such testimony, established Scientific Working Groups starting with the Scientific Working Group on DNA Analysis and Methods (SWGDAM) in 1988. The goal of these groups is to open lines of communication between law enforcement agencies and forensic laboratories around the world while providing guidance on the use of new and innovative technologies and techniques. This guidance can lead to admissibility of evidence and/or testimony, provided proper methods in the collection of evidence and its analysis are employed. In 2009, the National Academy of Sciences released a report entitled, "Strengthening Forensic Science in the United States: A Path Forward." This report addresses many topics including challenges and disparities facing the forensic science community, standardization, certification of practitioners and accreditation of their respective entities, problems related to the interpretation of forensic evidence, the need for research, and the admission of forensic science evidence in litigation. This report mentions the Scientific Working Groups and their role in forensic science. The history of imaging technology (photography) can be said to extend back to the times of Chinese philosopher Mo-Ti (470-390 B.C.) who described the principles behind the precursor to the camera obscura. Since that time, advances in imaging technology include the discovery of chemical photographic processes in the 19th century and the use of electronic imaging technology that includes analog video cameras and digital video and still cameras. By the mid 1990s, it was apparent that technologically advanced camera systems such as these were being adopted for use in the criminal justice system. This led the FBI to convene a meeting of individuals working in the field of forensic imaging from federal, state, local, and foreign law enforcement, and the U.S. military, during the summer of 1997. As a result of this meeting, the Technical Working Group on Imaging Technology was formed from a core group of the meeting’s participants. This group later became the Scientific Working Group on Imaging Technology (SWGIT). Prior to the inception of SWGIT, some law enforcement agencies began adopting digital imaging technology. Due to the lack of guidelines or standards, some of these agencies attempted to replace all their film cameras with substandard digital cameras, only to find that the equipment they had purchased was not capable of accomplishing the mission for which they were intended. At that time only low resolution digital cameras were deemed affordable by some law enforcement agencies. Some of these agencies were forced to rethink their photography procedures and reverted to the use of film cameras or replaced their low-resolution digital cameras with higher quality, more expensive equipment. Also lacking at this early stage was guidance on how to store and archive digital image files. When SWGIT was formed, it was tasked with providing guidance to law enforcement and others in the criminal justice system by releasing documents that describe the best practices and guidelines for the use of imaging technology, to include these concerns and many others. This group was terminated in 2015. == SWGIT Function == During its existence, SWGIT provided information on the appropriate use of various imaging technologies including both established and new. This was accomplished through the release of documents such as the SWGIT Best Practices documents. As changes in technology occurred, these documents were updated. Over the course of its existence, SWGIT collaborated with other Scientific Working Groups to address imaging concerns within their respective disciplines. SWGIT published over 20 documents that dealt specifically with imaging technology. SWGIT also co-published documents with the Scientific Working Group on Digital Evidence (SWGDE) that had a component or components dealing with imaging technology. SWGIT also provided imaging technology guidance and input for documents from the Scientific Working Group on Friction Ridge Analysis, Study and Technology (SWGFAST), the Scientific Working Group for Forensic Document Examination (SWGDOC), and the Scientific Working Group on Shoeprint and Tire Tread Evidence (SWGTREAD). SWGIT assisted the American Society of Crime Lab Directors/Laboratory Accreditation Board (ASCLD/LAB) in the writing of definitions and standards for the accreditation of Digital and Multimedia Evidence sections of crime laboratories. In addition to releasing documents, SWGIT members disseminated best practices for law enforcement professionals where imaging technology was concerned. This was carried out by attending and lecturing at meetings and conferences of various forensic organizations that included: The American Academy of Forensic Sciences (AAFS) The International Association for Identification (IAI) The Law Enforcement and Emergency Services Video Association (LEVA) The American Society of Crime Lab Directors (ASCLD) The SWGIT membership consisted of approximately fifty scientists, photographers, instructors, and managers from more than two dozen federal, state, and local law enforcement agencies, as well as from the academic and research communities. The membership elected its officers from within. SWGIT was composed of the Executive Committee, four standing subcommittees, and ad hoc subcommittees appointed on an as-needed basis. The standing subcommittees were: Image Analysis, Forensic Photography, Video, and Outreach. This group was terminated in 2015. == Legal Proceedings == The following court cases have conducted Daubert v. Merrell Dow Pharm., Inc., 509 U.S. 579 (1993) hearings in which SWGIT best practice documents have been cited as accepted protocol, methodology, and as generally accepted techniques in the forensic community: U. S. v. Rudy Frabizio, U.S. District Court, Boston, MA, 2008 (Image Authentication) U.S. v. Nobumochi Furukawa, U.S. District Court, Minnesota, 2007 (Video Authentication) U.S. v. John Stroman, U.S. District Court, South Carolina, 2007 (Facial Comparison Analysis) State of Texas v. Daniel Day, Tarrant County Texas, 2005 (Camera Identification to Images) U.S. v. Marc Watzman, U.S. District Court, Northern Illinois, 2004 (Video Authentication) U.S. v. McKreith, U.S. District Court, Fort Lauderdale, FL, 2002 (Photo comparison of shirt) == Termination == This group was unfunded by the FBI in 2015.

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  • Temporal resolution

    Temporal resolution

    Temporal resolution (TR) refers to the discrete resolution of a measurement with respect to time. It is defined as the amount of time needed to revisit and acquire data for the same location. When applied to remote sensing, this amount of time is influenced by the sensor platform's orbital characteristics and the features of the sensor itself. The temporal resolution is low when the revisiting delay is high and vice versa. Temporal resolution is typically expressed in days. == Physics == Often there is a trade-off between the temporal resolution of a measurement and its spatial resolution, due to Heisenberg's uncertainty principle. In some contexts, such as particle physics, this trade-off can be attributed to the finite speed of light and the fact that it takes a certain period of time for the photons carrying information to reach the observer. In this time, the system might have undergone changes itself. Thus, the longer the light has to travel, the lower the temporal resolution. == Technology == === Computing === In another context, there is often a tradeoff between temporal resolution and computer storage. A transducer may be able to record data every millisecond, but available storage may not allow this, and in the case of 4D PET imaging the resolution may be limited to several minutes. === Electronic displays === In some applications, temporal resolution may instead be equated to the sampling period, or its inverse, the refresh rate, or update frequency in Hertz, of a TV, for example. The temporal resolution is distinct from temporal uncertainty. This would be analogous to conflating image resolution with optical resolution. One is discrete, the other, continuous. The temporal resolution is a resolution somewhat the 'time' dual to the 'space' resolution of an image. In a similar way, the sample rate is equivalent to the pixel pitch on a display screen, whereas the optical resolution of a display screen is equivalent to temporal uncertainty. Note that both this form of image space and time resolutions are orthogonal to measurement resolution, even though space and time are also orthogonal to each other. Both an image or an oscilloscope capture can have a signal-to-noise ratio, since both also have measurement resolution. === Oscilloscopy === An oscilloscope is the temporal equivalent of a microscope, and it is limited by temporal uncertainty the same way a microscope is limited by optical resolution. A digital sampling oscilloscope has also a limitation analogous to image resolution, which is the sample rate. A non-digital non-sampling oscilloscope is still limited by temporal uncertainty. The temporal uncertainty can be related to the maximum frequency of continuous signal the oscilloscope could respond to, called the bandwidth and given in Hertz. But for oscilloscopes, this figure is not the temporal resolution. To reduce confusion, oscilloscope manufacturers use 'Sa/s' instead of 'Hz' to specify the temporal resolution. Two cases for oscilloscopes exist: either the probe settling time is much shorter than the real time sampling rate, or it is much larger. The case where the settling time is the same as the sampling time is usually undesirable in an oscilloscope. It is more typical to prefer a larger ratio either way, or if not, to be somewhat longer than two sample periods. In the case where it is much longer, the most typical case, it dominates the temporal resolution. The shape of the response during the settling time also has as strong effect on the temporal resolution. For this reason probe leads usually offer an arrangement to 'compensate' the leads to alter the trade off between minimal settling time, and minimal overshoot. If it is much shorter, the oscilloscope may be prone to aliasing from radio frequency interference, but this can be removed by repeatedly sampling a repetitive signal and averaging the results together. If the relationship between the 'trigger' time and the sample clock can be controlled with greater accuracy than the sampling time, then it is possible to make a measurement of a repetitive waveform with much higher temporal resolution than the sample period by upsampling each record before averaging. In this case the temporal uncertainty may be limited by clock jitter.

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  • Digital media service

    Digital media service

    A digital media service (DMS) is an online service provider that sells access to digital library of content such as films, software, games, images, literature, etc. While no transfer of property is made, a nearly perfect duplicate of the data (song movie, etc.) is made on a customer's computer. Content is either primarily hosted on a dedicated server, which is owned by the service provider, or it is hosted primarily on the hard drives of its customers using a P2P protocol with, perhaps, a dedicated server to supplement. == History == One example of the older business model is the iTunes Store, which still markets and prices data as individual retail products. There are no examples of the latter business model in operation yet, but one is currently in development by Global Gaming Factory X and expected to begin operation some time after they acquire The Pirate Bay domain on August 27, 2009. A key difference between the two models is that the model which relies on its customer base for offering their bandwidth for other customers to access customer hosted data can operate at significantly lower costs than a company that seeks to limit data access to a per-download fee in order to supplement the cost of using its own hosting and bandwidth. The P2P model holds the potential for companies to offer unlimited access to the largest data library in the history of the internet to its customers for a reasonably low membership rate that is relevant to the cost of operation. While the market is virtually untouched, the P2P supplemented model will need entrepreneurs who are able to overcome a series of challenges in order to compete with the older business model as well as that which is offered for free (and often against the wishes of copyright holders) by hundreds of P2P communities on the internet. These challenges include, but are not limited to: Offering better data quality, speed, convenience and ease of use, protocol, sense of security, indexing and search organization, site up time, data library size, customer support, advertising, artist/copyright holder incentives and compensation, incentives and compensation for customers hosting data and providing bandwidth, guaranteed seeding (available access to indexed data at all times), than competitors.

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  • Digital anthropology

    Digital anthropology

    Digital anthropology is the anthropological study of the relationship between humans and digital-era technology. The field is new, and thus has a variety of names with a variety of emphases. These include techno-anthropology, digital ethnography, cyberanthropology, and virtual anthropology. == Definition and scope == Most anthropologists who use the phrase "digital anthropology" are specifically referring to online and Internet technology. The study of humans' relationship to a broader range of technology may fall under other subfields of anthropological study, such as cyborg anthropology. The Digital Anthropology Group (DANG) is classified as an interest group in the American Anthropological Association. DANG's mission includes promoting the use of digital technology as a tool of anthropological research, encouraging anthropologists to share research using digital platforms, and outlining ways for anthropologists to study digital communities. Cyberspace or the "virtual world" itself can serve as a "field" site for anthropologists, allowing the observation, analysis, and interpretation of the sociocultural phenomena springing up and taking place in any interactive space. National and transnational communities, enabled by digital technology, establish a set of social norms, practices, traditions, storied history and associated collective memory, migration periods, internal and external conflicts, potentially subconscious language features and memetic dialects comparable to those of traditional, geographically confined communities. This includes the various communities built around free and open-source software, online platforms such as Facebook, Twitter/X, Instagram, 4chan and Reddit and their respective sub-sites, and politically motivated groups like Anonymous, WikiLeaks, or the Occupy movement. A number of academic anthropologists have conducted traditional ethnographies of virtual worlds, such as Bonnie Nardi's study of World of Warcraft or Tom Boellstorff's study of Second Life. Academic Gabriella Coleman has done ethnographic work on the Debian software community and the Anonymous hacktivist network. Theorist Nancy Mauro-Flude conducts ethnographic field work on computing arts and computer subcultures such as systerserver.net a part of the communities of feminist web servers and the Feminist Internet network. Eitan Y. Wilf examines the intersection of artists' creativity and digital technology and artificial intelligence. Yongming Zhou studied how in China the internet is used to participate in politics. Eve M. Zucker and colleagues study the shift to digital memorialization of mass atrocities and the emergent role of artificial intelligence in these processes. Victoria Bernal conducted ethnographic research on the themes of nationalism and citizenship among Eritreans participating in online political engagement with their homeland. Anthropological research can help designers adapt and improve technology. Australian anthropologist Genevieve Bell did extensive user experience research at Intel that informed the company's approach to its technology, users, and market. == Methodology == === Digital fieldwork === Many digital anthropologists who study online communities use traditional methods of anthropological research. They participate in online communities in order to learn about their customs and worldviews, and back their observations with private interviews, historical research, and quantitative data. Their product is an ethnography, a qualitative description of their experience and analyses. Other anthropologists and social scientists have conducted research that emphasizes data gathered by websites and servers. However, academics often have trouble accessing user data on the same scale as social media corporations like Facebook and data mining companies like Acxiom. In terms of method, there is a disagreement in whether it is possible to conduct research exclusively online or if research will only be complete when the subjects are studied holistically, both online and offline. Tom Boellstorff, who conducted a three-year research as an avatar in the virtual world Second Life, defends the first approach, stating that it is not just possible, but necessary to engage with subjects “in their own terms”. Others, such as Daniel Miller, have argued that an ethnographic research should not exclude learning about the subject's life outside the internet. === Digital technology as a tool of anthropology === The American Anthropological Association offers an online guide for students using digital technology to store and share data. Data can be uploaded to digital databases to be stored, shared, and interpreted. Text and numerical analysis software can help produce metadata, while a codebook may help organize data. == Ethics == Online fieldwork offers new ethical challenges. According to the American Anthropological Association's ethics guidelines, anthropologists researching a community must make sure that all members of that community know they are being studied and have access to data the anthropologist produces. However, many online communities' interactions are publicly available for anyone to read, and may be preserved online for years. Digital anthropologists debate the extent to which lurking in online communities and sifting through public archives is ethical. The Association also asserts that anthropologists' ability to collect and store data at all is "a privilege", and researchers have an ethical duty to store digital data responsibly. This means protecting the identity of participants, sharing data with other anthropologists, and making backup copies of all data. == Prominent figures == Genevieve Bell is an Australian cultural anthropologist credited for pioneering the User Experience field. During her time working for Intel Corporation, Bell studied how various cultures from around the world interacted with and experienced technology. Researching and improving user experience allows companies and designers to gather data regarding how users utilize their digital products and what requires improvement or expansion. Tom Boellstorff is an anthropologist known for Coming of Age in Second Life: An Anthropologist Explores the Virtually Human where he conducted research on how engaging in virtual worlds affects the player’s sense of self. Gabriella Coleman is an American anthropologist concerned with the politics, ethics, and culture of hacking and online activism. Coleman’s most notable ethnography features the hacktivist collective Anonymous, where she argues that various genres of hacking exist according to the social conditions at play. Coleman is dedicated to making her ethnography accessible to a diverse audience, including academics and non-academics. Diana E. Forsythe was an American anthropologist of science and technology and the author of the essays featured in Studying Those Who Study Us: An Anthropologist in the World of Artificial Intelligence. She asked relevant questions such as how should humans interact with computers and how gender roles are maintained in technology-oriented occupations. Heather Horst is a sociocultural anthropologist interested in the relationship between digital social relations and material culture. Nancy Mauro-Flude is a design anthropologist whose work explores the tacit relations between embodied cognition, computational materiality, maker culture, self-hosted webserver cooperatives, creative practice, and artistic research in digital infrastructure and Internet publishing. Mizuko Ito is a Japanese cultural anthropologist specializing in technology use and the intersection between computers and the social sciences. Her primary interest is in how young people utilize media technology and how it can be used to engage students in education. Daniel Miller is an anthropologist with a concentration in digital anthropology. His research includes the smartphone and perpetual opportunism, the intent and consequences of posting on social media in various geographical locations, and how hospice patients use media to socialize in the last stage of their lives. Mike Wesch is a cultural anthropologist interested in how people share their lives, cultures, and beliefs through digital media.

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  • Zeuthen strategy

    Zeuthen strategy

    The Zeuthen strategy in cognitive science is a negotiation strategy used by some artificial agents. Its purpose is to measure the willingness to risk conflict. An agent will be more willing to risk conflict if it does not have much to lose in case that the negotiation fails. In contrast, an agent is less willing to risk conflict when it has more to lose. The value of a deal is expressed in its utility. An agent has much to lose when the difference between the utility of its current proposal and the conflict deal is high. When both agents use the monotonic concession protocol, the Zeuthen strategy leads them to agree upon a deal in the negotiation set. This set consists of all conflict free deals, which are individually rational and Pareto optimal, and the conflict deal, which maximizes the Nash product. The strategy was introduced in 1930 by the Danish economist Frederik Zeuthen. == Three key questions == The Zeuthen strategy answers three open questions that arise when using the monotonic concession protocol, namely: Which deal should be proposed at first? On any given round, who should concede? In case of a concession, how much should the agent concede? The answer to the first question is that any agent should start with its most preferred deal, because that deal has the highest utility for that agent. The second answer is that the agent with the smallest value of Risk(i,t) concedes, because the agent with the lowest utility for the conflict deal profits most from avoiding conflict. To the third question, the Zeuthen strategy suggests that the conceding agent should concede just enough raise its value of Risk(i,t) just above that of the other agent. This prevents the conceding agent to have to concede again in the next round. == Risk == Risk ( i , t ) = { 1 U i ( δ ( i , t ) ) = 0 U i ( δ ( i , t ) ) − U i ( δ ( j , t ) ) U i ( δ ( i , t ) ) otherwise {\displaystyle {\text{Risk}}(i,t)={\begin{cases}1&U_{i}(\delta (i,t))=0\\{\frac {U_{i}(\delta (i,t))-U_{i}(\delta (j,t))}{U_{i}(\delta (i,t))}}&{\text{otherwise}}\end{cases}}} Risk(i,t) is a measurement of agent i's willingness to risk conflict. The risk function formalizes the notion that an agent's willingness to risk conflict is the ratio of the utility that agent would lose by accepting the other agent's proposal to the utility that agent would lose by causing a conflict. Agent i is said to be using a rational negotiation strategy if at any step t + 1 that agent i sticks to his last proposal, Risk(i,t) > Risk(j,t). == Sufficient concession == If agent i makes a sufficient concession in the next step, then, assuming that agent j is using a rational negotiation strategy, if agent j does not concede in the next step, he must do so in the step after that. The set of all sufficient concessions of agent i at step t is denoted SC(i, t). == Minimal sufficient concession == δ ′ = arg ⁡ max δ ∈ S C ( A , t ) { U A ( δ ) } {\displaystyle \delta '=\arg \max _{\delta \in {SC(A,t)}}\{U_{A}(\delta )\}} is the minimal sufficient concession of agent A in step t. Agent A begins the negotiation by proposing δ ( A , 0 ) = arg ⁡ max δ ∈ N S U A ( δ ) {\displaystyle \delta (A,0)=\arg \max _{\delta \in {NS}}U_{A}(\delta )} and will make the minimal sufficient concession in step t + 1 if and only if Risk(A,t) ≤ Risk(B,t). Theorem If both agents are using Zeuthen strategies, then they will agree on δ = arg ⁡ max δ ′ ∈ N S { π ( δ ′ ) } , {\displaystyle \delta =\arg \max _{\delta '\in {NS}}\{\pi (\delta ')\},} that is, the deal which maximizes the Nash product. Proof Let δA = δ(A,t). Let δB = δ(B,t). According to the Zeuthen strategy, agent A will concede at step t {\displaystyle t} if and only if R i s k ( A , t ) ≤ R i s k ( B , t ) . {\displaystyle Risk(A,t)\leq Risk(B,t).} That is, if and only if U A ( δ A ) − U A ( δ B ) U A ( δ A ) ≤ U B ( δ B ) − U B ( δ A ) U B ( δ B ) {\displaystyle {\frac {U_{A}(\delta _{A})-U_{A}(\delta _{B})}{U_{A}(\delta _{A})}}\leq {\frac {U_{B}(\delta _{B})-U_{B}(\delta _{A})}{U_{B}(\delta _{B})}}} U B ( δ B ) ( U A ( δ A ) − U A ( δ B ) ) ≤ U A ( δ A ) ( U B ( δ B ) − U B ( δ A ) ) {\displaystyle U_{B}(\delta _{B})(U_{A}(\delta _{A})-U_{A}(\delta _{B}))\leq U_{A}(\delta _{A})(U_{B}(\delta _{B})-U_{B}(\delta _{A}))} U A ( δ A ) U B ( δ B ) − U A ( δ B ) U B ( δ B ) ≤ U A ( δ A ) U B ( δ B ) − U A ( δ A ) U B ( δ A ) {\displaystyle U_{A}(\delta _{A})U_{B}(\delta _{B})-U_{A}(\delta _{B})U_{B}(\delta _{B})\leq U_{A}(\delta _{A})U_{B}(\delta _{B})-U_{A}(\delta _{A})U_{B}(\delta _{A})} − U A ( δ B ) U B ( δ B ) ≤ − U A ( δ A ) U B ( δ A ) {\displaystyle -U_{A}(\delta _{B})U_{B}(\delta _{B})\leq -U_{A}(\delta _{A})U_{B}(\delta _{A})} U A ( δ A ) U B ( δ A ) ≤ U A ( δ B ) U B ( δ B ) {\displaystyle U_{A}(\delta _{A})U_{B}(\delta _{A})\leq U_{A}(\delta _{B})U_{B}(\delta _{B})} π ( δ A ) ≤ π ( δ B ) {\displaystyle \pi (\delta _{A})\leq \pi (\delta _{B})} Thus, Agent A will concede if and only if δ A {\displaystyle \delta _{A}} does not yield the larger product of utilities. Therefore, the Zeuthen strategy guarantees a final agreement that maximizes the Nash Product.

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  • Virtual Print Fee

    Virtual Print Fee

    Virtual Print Fee (VPF) is a subsidy paid by a film distributor towards the purchase of digital cinema projection equipment for use by a film exhibitor in the presentation of first release motion pictures. The subsidy is paid in the form of a fee per booking of a movie, intended to match the savings that occurs by not shipping a film print. The model is designed to help redistribute the savings realized by studios when using digital distribution instead of film print distribution and is intended to vanish when the transition phase is over when the vast majority of cinemas screens are equipped. == History == The first public demonstration of digital projection for cinema took place at ShoWest in 1999, and it was readily apparent that the technology was further ahead than the business model. Early technology presentations attempted to claim that the technology would pay for itself through new revenues generated by new forms of content. But exhibitors knew their audience, and could see that digital projection was only a replacement technology, creating new financial liabilities, and not new revenue. It wasn’t until the rollout of digital 3-D years later in 2005 that digital projection demonstrated that it could be used to generate additional revenue. The economics were challenging. Film projectors and platters cost in the neighborhood of US$30,000, while early digital projectors cost up to US$150,000. Further, film projectors had a lifetime of 30 years with relatively small annual expenditures in maintenance and replacement parts. On the other hand, exhibitors felt they would be lucky to get 10 years of service from a digital projector, after which there would have to be a refresh in capital expenditure. Meanwhile, distributors would realize significant savings by eliminating the high cost of film prints with corresponding shipping costs, and instead distributing digital files either by satellite or hard drive. The Virtual Print Fee was designed to better balance savings and expenditures for both exhibitors and distributors. It is intended to primarily assist in the replacement of film projectors, and not assist in the purchase of new projection equipment for new construction. To give confidence to financial institutions that digital cinema technology was stable and worthy of investment, Digital Cinema Initiatives was created in 2002, resulting in the release of the first version of the DCI Digital Cinema System Specification in 2005. The DCI Specification continues to be the core specification for digital cinema, establishing the baseline technology and system requirements for which studios will release digital movies. The first set of VPF agreements executed with four major studios were announced by Christie/AIX in November 2005. Christie/AIX at that time was a subsidiary of Access Integrated Technology, now renamed Cinedigm Digital Cinema Corp. The agreements were for the rollout of digital cinema technology to 4000 screens. Since that time, numerous other Digital Cinema Deployment Agreements have been executed around the world, allowing exhibitors in nearly every territory to benefit from VPF subsidies in the conversion from film projection to digital projection.

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  • Digital Cinema Package

    Digital Cinema Package

    A Digital Cinema Package (DCP) is a collection of digital files used to store and convey digital cinema (DC) audio, image, and data streams. The term was popularized by Digital Cinema Initiatives, LLC in its original recommendation for packaging DC contents. However, the industry tends to apply the term to the structure more formally known as the composition. A DCP is a container format for compositions, a hierarchical file structure that represents a title version. The DCP may carry a partial composition (e.g. not a complete set of files), a single complete composition, or multiple and complete compositions. The composition consists of a Composition Playlist (in XML format) that defines the playback sequence of a set of Track Files. Track Files carry the essence (audio, image, subtitles), which is wrapped using Material eXchange Format (MXF). Track Files must contain only one essence type. Two track files at a minimum must be present in every composition (see SMPTE ST429-2 D-Cinema Packaging – DCP Constraints, or Cinepedia): a track file carrying picture essence, and a track file carrying audio essence. The composition, consisting of a Composition Playlist (CPL) and associated track files, are distributed as a Digital Cinema Package (DCP). A composition is a complete representation of a title version, while the DCP need not carry a full composition. However, as already noted, it is commonplace in the industry to discuss the title in terms of a DCP, as that is the deliverable to the cinema. The Picture Track File essence is compressed using JPEG 2000 and the Audio Track File carries a 24-bit linear PCM uncompressed multichannel WAV file. Encryption may optionally be applied to the essence of a track file to protect it from unauthorized use. The encryption used is AES 128-bit in CBC mode. In practice, there are two versions of composition in use. The original version is called Interop DCP. In 2009, a specification was published by SMPTE (SMPTE ST 429-2 Digital Cinema Packaging – DCP Constraints) for what is commonly referred to as SMPTE DCP. SMPTE DCP is similar but not backwards compatible with Interop DCP, resulting in an uphill effort to transition the industry from Interop DCP to SMPTE DCP. SMPTE DCP requires significant constraints to ensure success in the field, as shown by ISDCF. While legacy support for Interop DCP is necessary for commercial products, new productions are encouraged to be distributed in SMPTE DCP. == Technical specifications == The DCP root folder (in the storage medium) contains a number of files, some used to store the image and audio contents, and some other used to organize and manage the whole playlist. === Picture MXF files === Picture contents may be stored in one or more reels corresponding to one or more MXF files. Each reel contains pictures as MPEG-2 or JPEG 2000 essence, depending on the adopted codec. MPEG-2 is no longer compliant with the DCI specification. JPEG 2000 is the only accepted compression format. Supported frame rates are: SMPTE (JPEG 2000) 24, 25, 30, 48, 50, and 60 fps @ 2K 24, 25, and 30 fps @ 4K 24 and 48 fps @ 2K stereoscopic MXF Interop (JPEG 2000) – Deprecated 24 and 48 fps @ 2K (MXF Interop can be encoded at 25 frame/s but support is not guaranteed) 24 fps @ 4K 24 fps @ 2K stereoscopic MXF Interop (MPEG-2) – Deprecated 23.976 and 24 fps @ 1920 × 1080 Maximum frame sizes are 2048 × 1080 for 2K DC, and 4096 × 2160 for 4K DC. Common formats are: SMPTE (JPEG 2000) Flat (1998 × 1080 or 3996 × 2160), = 1.85:1 aspect ratio Scope (2048 × 858 or 4096 × 1716), ~2.39:1 aspect ratio HDTV (1920 × 1080 or 3840 × 2160), 16:9 aspect ratio (~1.78:1) (although not specifically defined in the DCI specification, this resolution is DCI compliant per section 8.4.3.2). Full (2048 × 1080 or 4096 × 2160) (~1.9:1 aspect ratio, official name by DCI is Full Container. Not widely accepted in cinemas.) MXF Interop (MPEG-2) – Deprecated Full Frame (1920 × 1080) 12 bits per component precision (36 bits total per pixel) XYZ' colorspace; the prime mark indicates gamma encoding (gamma=2.6) Maximum bit rate is 250 Mbit/s (1.3 MBytes per frame at 24 frame per second) === Sound MXF files === Sound contents are also stored in reels corresponding to picture reels in number and duration. In case of multilingual features, separate reels are required to convey different languages. Each file contains linear PCM essence. Sampling rate is 48,000 or 96,000 samples per second Sample precision of 24 bits Linear mapping (no companding) Up to 16 independent channels === Asset map file === List of all files included in the DCP, in XML format. === Composition playlist file === Defines the playback order during presentation. The order is saved in XML format in this file; each picture and sound reel is identified by its UUID. In the following example, a reel is composed by picture and sound: === Packing list file or package key list (PKL) === All files in the composition are hashed and their hash is stored here, in XML format. This file is generally used during ingestion in a digital cinema server to verify if data have been corrupted or tampered with in some way. For example, an MXF picture reel is identified by the following element: The hash value is the Base64 encoding of the SHA-1 checksum. It can be calculated with the command: openssl sha1 -binary "FILE_NAME" | openssl base64 === Volume index file === A single DCP may be stored in more than one medium (e.g., multiple hard disks). The XML file VOLINDEX is used to identify the volume order in the series. == 3D DCP == The DCP format is also used to store stereoscopic (3D) contents for 3D films. In this case, 48 frames exist for every second – 24 frames for the left eye, 24 frames for the right. Depending on the projection system used, the left eye and right eye pictures are either shown alternately (double or triple flash systems) at 48 fps or, on 4k systems, both left and right eye pictures are shown simultaneously, one above the other, at 24 fps. In triple flash systems, active shutter glasses are required whereas optical filtering such as circular polarisation is used in conjunction with passive glasses on polarized systems. Since the maximum bit rate is always 250 Mbit/s, this results in a net 125 Mbit/s for single frame, but the visual quality decrease is generally unnoticeable. == D-Box == D-Box codes for motion controlled seating (labelled as "Motion Data" in the DCP specification), if present, are stored as a monoaural WAV file on Sound Track channel 13. Motion Data tracks are unencrypted and not watermarked. == Creation == Most film producers and distributors rely on digital cinema encoding facilities to produce and quality control check a digital cinema package before release. Facilities follow strict guidelines set out in the DCI recommendations to ensure compatibility with all digital cinema equipment. For bigger studio release films, the facility will usually create a Digital Cinema Distribution Master (DCDM). A DCDM is the post-production step prior to a DCP. The frames are in XYZ TIFF format and both sound and picture are not yet wrapped into MXF files. A DCP can be encoded directly from a DCDM. A DCDM is useful for archiving purposes and also facilities can share them for international re-versioning purposes. They can easily be turned into alternative version DCPs for foreign territories. For smaller release films, the facility will usually skip the creation of a DCDM and instead encode directly from the Digital Source Master (DSM) the original film supplied to the encoding facility. A DSM can be supplied in a multitude of formats and color spaces. For this reason, the encoding facility needs to have extensive knowledge in color space handling including, on occasion, the use of 3D LUTs to carefully match the look of the finished DCP to a celluloid film print. This can be a highly involved process in which the DCP and the film print are "butterflied" (shown side by side) in a highly calibrated cinema. Less demanding DCPs are encoded from tape formats such as HDCAM SR. Quality control checks are always performed in calibrated cinemas and carefully checked for errors. QC checks are often attended by colorists, directors, sound mixers and other personnel to check for correct picture and sound reproduction in the finished DCP. == Accessibility == === Hearing impaired audio === A Hearing Impaired (HI) audio track is designed for people who are hearing-impaired to better hear dialog. Moviegoers can wear headphones which play this audio track synchronized with the film. Hearing Impaired audio is stored in the DCP on Sound Track channel 7. === Audio description === Audio description is narration for people who are blind or visually impaired. Audio description is stored in the DCP as "Visually Impaired-Native" (VI-N) audio on Sound Track channel 8. === Sign Language Video === A Sign Language Video track can be included in a DCP to allow for display of sign la

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  • Amplified conference

    Amplified conference

    An amplified conference is a conference or similar event in which the talks and discussions at the conference are 'amplified' through use of networked technologies in order to extend the reach of the conference deliberations. The term was originally coined by Lorcan Dempsey in a blog post. The term is now widely used within the academic and research community with Wankel proposing the following definition: The extension of a physical event (or a series of events) through the use of social media tools for expanding access to (aspects of) the event beyond physical and temporal bounds. Such amplification takes place in the context of intent to make the most of the intellectual content, discussion, networking, and discovery initiated by the event through the process of sharing with co-attendees, colleagues, friends and wider informed publics. A paper by Haider and others illustrates how amplified conferences are becoming mainstream in a discussion on "how social media have been employed as part of the project, particularly around event amplification". As described by Guy in the Ariadne ejournal the term is not a prescriptive one, but rather describes a pattern of behaviors which initially took place at IT and Web-oriented conferences once WiFi networks started to become available at conference venues and delegates started to bring with them networked devices such as laptops and, more recently, PDAs and mobile phones. == Different Approaches to 'Amplification' of Conferences == There are a number of ways in which conferences can be amplified through use of networked technologies: Amplification of the audiences' voice: Prior to the availability of real time chat technologies at events (whether use of IRC, Twitter, instant messaging clients, etc.) it was only feasible to discuss talks with immediate neighbours, and even then this may be considered rude. Amplification of the speaker's talk: The availability of video and audio-conferencing technologies make it possible for a speaker to be heard by an audience which isn't physically present at the conference. Although use of video technologies has been available to support conferences for some time, this has normally been expensive and require use of dedicated video-conferencing technologies. However the availability of lightweight desktop tools make it much easier to deploy such technologies, without even, requiring the involvement of conference organisers. Amplification across time: Video and audio technologies can also be used to allow a speaker's talk to be made available after the event, with use of podcasting or videocasting technologies allowing the talks to be easily syndicated to mobile devices as well as accessed on desktop computers. Amplification of the speaker's slides: The popularity of global repository services for slides, such as SlideShare, enable the slides used by a speaker to be more easily found, embedded on other Web sites and commented upon, in ways that were not possible when the slides, if made available at all, were only available on a conference Web site. Amplification of feedback to the speaker: Micro-blogging technologies, such as Twitter, are being used not only as a discussion channel for conference participants but also as a way of providing real-time feedback to a speaker during a talk. We are also now seeing dedicated microblogging technologies, such as Coveritlive and Scribblelive, being developed which aim to provide more sophisticated 'back channels' for use at conferences. Amplification of a conference's collective memory: The popularity of digital cameras and the photographic capabilities of many mobile phones is leading to many photographs being taken at conferences. With such photographs often being uploaded to popular photographic sharing services, such as Flickr, and such collections being made more easy to discover through agreed use of tags, we are seeing amplification of the memories of an event though the sharing of such resources. The ability of such photographic resources to be 'mashed up' with, say, accompanying music, can similarly help to enrich such collective experiences. Amplification of the learning: The ability to be able to follow links to resources and discuss the points made by a speaker during a talk can enrich the learning which takes place at an event, as described by Shabajee's article on "'Hot' or Not? Welcome to real-time peer review" published in the Times Higher Education Supplement in May 2003. Long term amplification of conference outputs: The availability in a digital format of conference resources, including 'official' resources such as slides, video and audio recordings, etc. which have been made by the conference organisers with the approval of speakers, together with more nebulous resources such as archives of conference back channels, and photographs and unofficial recordings taken at the event may help to provide a more authentic record of an event, which could potentially provide a valuable historical record. The amplification of conferences can be viewed as an example of how new technologies are altering standard practice. By using these techniques a different type of interaction is created at the conference itself, but also the boundaries around the conference can be seen as permeable, with remote participants engaging in discussion. An amplified conference also provides a considerably altered archive compared with a 'traditional' one. For the latter, the printed proceedings will be the main record, but for an amplified event this record is distributed across many media and takes in a wider range of content types, including the papers, videos of the presentations (for example on YouTube), the slides (e.g. on Slideshare), photos of the event (Flickr), interaction between participants (Twitter), reflections and comments (blogs), etc. The amplified conference represents an example of changing practice in digital scholarship.

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  • ActivTrak

    ActivTrak

    ActivTrak is an American company that produces workforce analytics and productivity software. The company was founded in 2009 by Birch Grove Software and is headquartered in Austin, Texas. The company has raised US$77.5 million in funding and is backed by Sapphire Ventures and Elsewhere Partners. == History == ActivTrak was founded in 2009 by Herb Axilrod and Anton Seidler in Dallas, Texas. ActivTrak's first on-demand software product launched in 2012, and the workforce analytics platform launched in 2015. It uses data sourced from more than 9,500 customers and 900,000 users. In 2019, ActivTrak raised $20 million in a Series A round of funding with Elsewhere Partners, a growth-stage venture capital firm that principally invests in B2B startups. Rita Selvaggi assumed the role of CEO. In 2020, ActivTrak raised $50M in a Series B round of funding with Sapphire Ventures and Elsewhere Partners. The company also introduced the ActivTrak Productivity Lab, an online resource about workforce productivity research, industry benchmark data, and best practices. == Product == ActivTrak is a workforce analytics and productivity platform that uses reports, dashboards, and data analysis. The platform uses machine learning (AI) to collect and analyze user activity data and produce reports about workforce productivity. The software runs on Microsoft Windows, Mac, Chrome, Terminal Services, and VDI. It includes the ActivTrak Agent, which runs in the background and collects data. It responds to user activity, sensing mouse and keyboard movement in the active window(s) of the user's device. This data is collected and stored in a database that aggregates the data based on the user's request. ActivTrak does not utilize keystroke logging, content scraping, camera access, video recording or mobile device monitoring. The database leverages data analytics to generate account and team benchmarks, and identify productivity patterns and outliers. == Awards == Built In, 100 Best Midsize Places to Work in Austin, 2025 G2, Winter: Best Estimated ROI, High Performer, Best Relationship, Best Support, Users Most Likely to Recommend, Easiest Setup, Easiest Admin, Best Meets Requirements, Users Love Us, 2025 TrustRadius, Buyer’s Choice, 2025 Deloitte Technology Fast 500, No. 468 Fastest-Growing Company, 2024 Product Marketing Alliance, AI Marketing Innovation, 2024 Fortune Best Workplaces in Technology™, 2024 Inc. 5000, No. 2335 of America’s Fastest-Growing Private Companies, 2024 Fortune Best Workplaces in Texas™, 2024 Reworked IMPACT Gold Award: Most Innovative Workplace Productivity Solution, 2024 TrustRadius, Most Loved, 2024 Great Place To Work-Certified™, 2024 Inc. 5000 Regionals: Southwest, 2024 Brandon Hall Group, Best Advance in HR Predictive Analytics Technology, 2024

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  • SPACEMAP

    SPACEMAP

    SPACEMAP (Korean: 스페이스맵) is a South Korean satellite orbit optimization and satellite communications company headquartered in Seoul, South Korea. The company was founded in 2021 by CEO, Douglas Deok-Soo Kim, as an offshoot of Hanyang University. It was funded by the Leader Research grant from the National Research Foundation of Korea with the goal of capitalizing on the growing space industry. == History == Kim initially began research into Voronoi diagrams at the University of Michigan. He met with Dr. Misoon Ma, former director of the Asia Division of the U.S. Air Force Office of Scientific Research (AFOSR) and was recruited to work with the U.S. Air force, using Voronoi diagrams for a satellite collision prevention program. After his work with the U.S. Air Force, Kim founded SPACEMAP Inc in September 2021. In 2023, the company was selected by Korea's Tech Incubator Program for Startups (TIPS) to be funded up to 17 billion KRW (approx. US$13 million) in 3 years. == Technology == The services provided by SPACEMAP are based on using dynamic Voronoi diagrams to predict satellite orbits with the aim of enhancing space mission safety and efficiency. For complex problems involving many moving points, Voronoi diagrams maintain a near-constant computation time regardless of the number of points involved. By utilizing Voronoi diagrams and artificial intelligence, the software can easily determine the number of neighboring satellites surrounding a specific satellite and calculate the distances between them, thereby predicting the probability of a collision. SPACEMAP claims their method to be superior in computational time and memory efficiency, compared to the previously established three-filter method. == Products == SPACEMAP offers satellite products and services including the following: AstroOne, a conjunction assessment, and optimal collision avoidance service for all space vehicles in both orbital and non-orbital motions. AstroOrca, providing data transmission for satellites in multiple orbits, launch optimization, shuttle logistics for space gas stations, and Active Debris Removal (ADR) itinerary. AstroLibrary, a library of RESTful APIs to access the C++ implementation of SPACEMAP's Voronoi diagram algorithms wrapped in a Python interface. It also provides real-time tracking of the North Korean reconnaissance satellite, Malligyong-1.

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  • Web performance

    Web performance

    Web performance refers to the speed in which web pages are downloaded and displayed on the user's web browser. Web performance optimization (WPO), or website optimization is the field of knowledge about increasing web performance. Faster website download speeds have been shown to increase visitor retention and loyalty and user satisfaction, especially for users with slow internet connections and those on mobile devices. Web performance also leads to less data travelling across the web, which in turn lowers a website's power consumption and environmental impact. Some aspects which can affect the speed of page load include browser/server cache, image optimization, and encryption (for example SSL), which can affect the time it takes for pages to render. The performance of the web page can be improved through techniques such as multi-layered cache, light weight design of presentation layer components and asynchronous communication with server side components. == History == In the first decade or so of the web's existence, web performance improvement was focused mainly on optimizing website code and pushing hardware limitations. According to the 2002 book Web Performance Tuning by Patrick Killelea, some of the early techniques used were to use simple servlets or CGI, increase server memory, and look for packet loss and retransmission. Although these principles now comprise much of the optimized foundation of internet applications, they differ from current optimization theory in that there was much less of an attempt to improve the browser display speed. Steve Souders coined the term "web performance optimization" in 2004. At that time Souders made several predictions regarding the impact that WPO as an "emerging industry" would bring to the web, such as websites being fast by default, consolidation, web standards for performance, environmental impacts of optimization, and speed as a differentiator. One major point that Souders made in 2007 is that at least 80% of the time that it takes to download and view a website is controlled by the front-end structure. This lag time can be decreased through awareness of typical browser behavior, as well as of how HTTP works. == Optimization techniques == Web performance optimization improves user experience (UX) when visiting a website and therefore is highly desired by web designers and web developers. They employ several techniques that streamline web optimization tasks to decrease web page load times. This process is known as front end optimization (FEO) or content optimization. FEO concentrates on reducing file sizes and "minimizing the number of requests needed for a given page to load." In addition to the techniques listed below, the use of a content delivery network—a group of proxy servers spread across various locations around the globe—is an efficient delivery system that chooses a server for a specific user based on network proximity. Typically the server with the quickest response time is selected. The following techniques are commonly used web optimization tasks and are widely used by web developers: Web browsers open separate Transmission Control Protocol (TCP) connections for each Hypertext Transfer Protocol (HTTP) request submitted when downloading a web page. These requests total the number of page elements required for download. However, a browser is limited to opening only a certain number of simultaneous connections to a single host. To prevent bottlenecks, the number of individual page elements are reduced using resource consolidation whereby smaller files (such as images) are bundled together into one file. This reduces HTTP requests and the number of "round trips" required to load a web page. Web pages are constructed from code files such JavaScript and Hypertext Markup Language (HTML). As web pages grow in complexity, so do their code files and subsequently their load times. File compression can reduce code files by about 40 percent, thereby improving site responsiveness. Web Caching Optimization reduces server load, bandwidth usage and latency. CDNs use dedicated web caching software to store copies of documents passing through their system. Many website platforms, such as SiteGround, IONOS, Wix, and Hostinger, rely on global CDNs and caching technologies to deliver faster page loads across different geographical regions. Subsequent requests from the cache may be fulfilled should certain conditions apply. Web caches are located on either the client side (forward position) or web-server side (reverse position) of a CDN. Web browsers are also able to store content for re-use through the HTTP cache or web cache. Requests web browsers make are typically routed to the HTTP cache to validate if a cached response may be used to fulfill a request. If such a match is made, the response is fulfilled from the cache. This can be helpful for reducing network latency and costs associated with data-transfer. The HTTP cache is configured using request and response headers. Code minification distinguishes discrepancies between codes written by web developers and how network elements interpret code. Minification removes comments and extra spaces as well as crunch variable names in order to minimize code, decreasing files sizes by as much as 60%. In addition to caching and compression, lossy compression techniques (similar to those used with audio files) remove non-essential header information and lower original image quality on many high resolution images. These changes, such as pixel complexity or color gradations, are transparent to the end-user and do not noticeably affect perception of the image. Another technique is the replacement of raster graphics with resolution-independent vector graphics. Vector substitution is best suited for simple geometric images. Lazy loading of images and video reduces initial page load time, initial page weight, and system resource usage, all of which have positive impacts on website performance. It is used to defer initialization of an object right until the point at which it is needed. The browser loads the images in a page or post when they are needed such as when the user scrolls down the page and not all images at once, which is the default behavior, and naturally, takes more time. == HTTP/1.x and HTTP/2 == Since web browsers use multiple TCP connections for parallel user requests, congestion and browser monopolization of network resources may occur. Because HTTP/1 requests come with associated overhead, web performance is impacted by limited bandwidth and increased usage. Compared to HTTP/1, HTTP/2 is binary instead of textual is fully multiplexed instead of ordered and blocked can therefore use one connection for parallelism uses header compression to reduce overhead allows servers to "push" responses proactively into client caches Instead of a website's hosting server, CDNs are used in tandem with HTTP/2 in order to better serve the end-user with web resources such as images, JavaScript files and Cascading Style Sheet (CSS) files since a CDN's location is usually in closer proximity to the end-user. == Metrics == In recent years, several metrics have been introduced that help developers measure various aspects of the performance of their websites. In 2019, Google introduced metrics such as Time to First Byte (TTFB), First Contentful Paint (FCP), First Paint (FP), First Input Delay (FID), Cumulative Layout Shift (CLS) and Largest Contentful Paint (LCP) allow for website owner to gain insights into issues that might hurt the performance of their websites making it seem sluggish or slow to the user. Other metrics including Request Count (number of requests required to load a page), DOMContentLoaded (time when HTML document is completely loaded and parsed excluding CSS style sheets, images, etc.), Above The Fold Time (content that is visible without scrolling), Round Trip Time, number of Render Blocking Resources (such as scripts, stylesheets), Onload Time, Connection Time, Total Page Size help provide an accurate picture of latencies and slowdowns occurring at the networking level which might slow down a site. Modules to measure metrics such as TTFB, FCP, LCP, FP etc are provided with major frontend JavaScript libraries such as React, NuxtJS and Vue. Google publishes a library, the core-web-vitals library that allows for easy measurement of these metrics in frontend applications. In addition to this, Google also provides the Lighthouse, a Chrome dev-tools component and PageSpeed Insight a site that allows developers to measure and compare the performance of their website with Google's recommended minimums and maximums. In addition to this, tools such as the Network Monitor by Mozilla Firefox help provide insight into network-level slowdowns that might occur during transmission of data.

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  • Blocking of Twitter in Nigeria

    Blocking of Twitter in Nigeria

    Twitter was blocked in Nigeria from 5 June 2021 to 13 January 2022. The government imposed a ban on the social network after it deleted tweets made by, and temporarily suspended, the Nigerian president Muhammadu Buhari, warning the southeastern people of Nigeria, predominantly Igbo people, of a potential repeat of the 1967 Nigerian Civil War due to the ongoing insurgency in Southeastern Nigeria. The Nigerian government claimed that the deletion of the president's tweets factored into their decision, but it was ultimately based on "a litany of problems with the social media platform in Nigeria, where misinformation and fake news spread through it have had real world violent consequences", citing the persistent use of the platform for activities that are capable of undermining Nigeria's corporate existence. In January 2022, Nigeria lifted its blocking of Twitter after the platform agreed to establish a legal entity within the country sometime in the first quarter of 2022. == Background == On 1 June 2021, Nigerian President Muhammadu Buhari posted a tweet threatening a crackdown on regional separatists "in the language they understand". The next day, Twitter deleted the tweet, claiming it was in violation of Twitter rules, but gave no further details. Nigeria's Information Minister Lai Mohammed said that Twitter's actions were part of an unfair double standard, as Twitter had not banned incitement tweets from other groups. During the Nigerian Civil War a majority of deaths resulted from the blockade of Biafra which caused the deaths of millions of civilians from starvation, a fact that was not alluded to in the tweet. The Nigerian government has long held concerns over the use of Twitter in the country. The ongoing local End SARS protest began on Twitter and got amplified in 2020 when it had 48 million tweets in ten days. Buhari's government floated the idea of social media regulation on different occasions prior to banning Twitter. Attempts to pass an anti-social media bill in the past have failed majorly due to massive outcry on Twitter. Days before the ban, the country's minister of information called Twitter's activities in Nigeria suspicious, citing its influence on the End SARS protests. == Aftermath == Three days after Twitter was suspended, it was reported that the move had cost the country over 6 billion naira and would also contribute to the worsening unemployment in the country. ExpressVPN reported an over 200 percent increase in web traffic and searches for VPN spiked across the country. In response, Nigeria's Minister of Justice and Attorney General of the Federation Abubakar Malami at first openly threatened to prosecute citizens who bypass the ban using a VPN but then denied saying so after a screenshot of a Twitter deactivation notification he shared on Facebook showed a VPN logo. Nigeria's cultural minister Lai Mohammed stated the ban would be lifted once Twitter submitted to locally licensing, registration and conditions. "It will be licensed by the broadcasting commission, and must agree not to allow its platform to be used by those who are promoting activities that are inimical to the corporate existence of Nigeria." In late June 2021, Twitter announced it would enter talks with the Nigerian government over the platform's suspension. The talks began in July 2021. On 15 September 2021, Mohammed said the Nigerian government will lift the ban on Twitter in a "few days." The Minister said Twitter gave a progress report of their talks with them, adding that it has been productive and quite respectful. On 1 October 2021, President Muhammadu Buhari in his Independence Day broadcast said Twitter must meet the Nigerian government's five conditions before the suspension of the social media platform will be lifted. The conditions are: Respect for national security and cohesion; registration, physical presence and representation in Nigeria; fair taxation; dispute resolution; local content. == Reactions == The ban was condemned by Amnesty International, the British, Canadian and Swedish diplomatic missions to Nigeria, as well as the United States and the European Union in a joint statement. Two domestic organizations, the Socio-Economic Rights and Accountability Project (SERAP) and the Nigerian Bar Association, indicated intent to challenge the ban in court. Twitter itself called the ban "deeply concerning". Former U.S. President Donald Trump, who was permanently suspended from Twitter following the United States Capitol attack in January, praised the ban, stating "Congratulations to the country of Nigeria, who just banned Twitter because they banned their President", and also called on other countries to ban Twitter and Facebook due to "not allowing free and open speech." == Lifting of the ban == On 12 January 2022, the Nigerian Government lifted the ban after Twitter agreed to pay an "applicable tax" and establish "a legal entity in Nigeria during the first quarter of 2022".

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  • Computational semantics

    Computational semantics

    Computational semantics is a subfield of computational linguistics. Its goal is to elucidate the cognitive mechanisms supporting the generation and interpretation of meaning in humans. It usually involves the creation of computational models that simulate particular semantic phenomena, and the evaluation of those models against data from human participants. While computational semantics is a scientific field, it has many applications in real-world settings and substantially overlaps with Artificial Intelligence. Broadly speaking, the discipline can be subdivided into areas that mirror the internal organization of linguistics. For example, lexical semantics and frame semantics have active research communities within computational linguistics. Some popular methodologies are also strongly inspired by traditional linguistics. Most prominently, the area of distributional semantics, which underpins investigations into embeddings and the internals of Large Language Models, has roots in the work of Zellig Harris. Some traditional topics of interest in computational semantics are: construction of meaning representations, semantic underspecification, anaphora resolution, presupposition projection, and quantifier scope resolution. Methods employed usually draw from formal semantics or statistical semantics. Computational semantics has points of contact with the areas of lexical semantics (word-sense disambiguation and semantic role labeling), discourse semantics, knowledge representation and automated reasoning (in particular, automated theorem proving). Since 1999 there has been an ACL special interest group on computational semantics, SIGSEM.

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  • Flapit

    Flapit

    Flapit is a split-flap display that reveals real-time social media statistics such as Twitter followers or Yelp ratings. The product is designed to show off a bricks-and-mortar company's online community and increase its online presence by letting offline customers interact with the connected counter. The idea came from a product launched by the retailer C&A called the Fashion Like. The device can be customised via a web app and API to display any promotional messages, internal stats or discounts. It has 7 digits including numbers, letters and currency symbols Special messages such as Thank You or Like Us can be displayed on the first flap and are translated into Italian, German, French, Chinese, Japanese, Russian, Portuguese, Spanish and English. The Flapit counter was officially presented to the press at the CES Las Vegas 2015 and received favorable reviews from major specialised press

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  • Digital artifactual value

    Digital artifactual value

    Digital artifactual value, a preservation term, is the intrinsic value of a digital object, rather than the informational content of the object. Though standards are lacking, born-digital objects and digital representations of physical objects may have a value attributed to them as artifacts. == Intrinsic value in analog materials == With respect to analog or non-digital materials, artifacts are determined to have singular research or archival value if they possess qualities and characteristics that make them the only acceptable form for long-term preservation. These qualities and characteristics are commonly referred to as the item's intrinsic value and form the basis upon which digital artifactual value is currently evaluated. Artifactual value based on this idea is predicated upon the artifact's originality, faithfulness, fixity, and stability. The intrinsic value of a particular object, as interpreted by archival professionals, largely determines the selection process for archives. The National Archives and Records Administration Committee on Intrinsic Value in "Intrinsic Value in Archival Material" classified an analog object as having intrinsic value if it possessed one or more of the follow qualities: Physical form that may be the subject for study if the records provide meaningful documentation or significant examples of the form. Aesthetic or artistic quality. Unique or curious physical features. Age that provides a quality of uniqueness. Value for use in exhibits. Questionable authenticity, date, author, or other characteristic that is significant and ascertainable by physical examination. General and substantial public interest because of direct association with famous or historically significant people, places, things, issues or events. Significance as documentation of the establishment or continuing legal basis of an agency or institution. Significance as documentation of the formulation of policy at the highest executive levels when the policy has significance and broad effect throughout or beyond the agency or institution. Other archival professionals such as Lynn Westney have written that the characteristics of materials exhibiting intrinsic value include age, content, usage, particularities of creation, signatures, and attached seals. Westney and others have stated that paper-based artifacts can be thought to have evidentiary value, or significant contextual markings, insofar that the original manifestation of the artifact can attest to the originality, faithfulness or authenticity, fixity, and stability of the content. For other analog materials, properly articulating intrinsic value remains essential for determining artifactual value. Similar to paper-based objects in many respects, artifactual value for images typically takes into account artistic value, age, authorial prestige, significant provenance, and institutional priorities. Analog audio preservation is based upon similar factors, including the cultural value of the item, its historical uniqueness, the estimated longevity of the medium, the current condition of the item, and the state of playback equipment, among other things. == Analog conventions in a digital realm == The standard definition of artifactual value, as it has applied to analog or non-digital materials in the twentieth century, is based upon a set of conventions which do not ordinarily apply to digital objects in toto. The Council on Library and Information Resources (CLIR) has stated that printed texts and other paper-based manuscripts, when considered as objects, are imbued with meaning distilled from a general set of understandings inherent to these conventions: The object is of a fixed and stable composition/form. Authorship and intellectual property are a recognizable concept. Duplication is possible. Fungibility of informational content (or, in other words, the ability to be replaced by another identical object). These conventions are important to consider because they help to describe the physical and even metaphysical relationship between a document's content and its physical manifestation. The underpinnings of this relationship are not identical and do not apply with the same degree of clarity to an immaterial digital realm. The idea of fixity with regard to printed materials, for example, is largely predicated on the notion that an object has been recorded on a relatively stable medium. The physical presence of a print text serves as proof of its authenticity as an object or artifact, as well as its scarcity and uniqueness in relation to other print materials. Variations in the chemical properties and storage conditions of print-based materials, as well as other cultural variables, certainly impact the fixity or stability of print materials, but there is little controversy about determining its fundamental existence or originality. However, uniqueness in the physical, paper-based sense does not translate to a digital realm in which immaterial objects are subject to theoretically infinite levels of reproduction and dissemination. Born-digital and digital surrogates may or may not look any different from each other on a server, and alterations can be made without explicit notice to the user. These alterations are normally called migration events, or actions taken on the digital object that change the original object's composition. They can enact subtle but fundamental alterations to the original document, thereby compromising its existence as an original object. Furthermore, because the tools used to generate and access digital objects have historically evolved quite rapidly, issues of playback obsolescence, incapability, data loss, and broken pathways to information have changed traditional ideas of fixity and stability. Therefore, artifactual value in a digital realm requires a modified set of generalized standards for determining artifactual originality. Michael J. Giarlo and Ronald Jantz, only two of many, have posited a list of methods for establishing digital intrinsic value by way of careful metadata generation and records maintenance. In their report, a digital original possesses three key characteristics that distinguishes it from identical copies. These include continuous verification and re-verification of the document's digital signature starting from the date of creation; retaining versions and recordings of all changes to the object in an audit trail; and having the archival master contain the creation date of the digital object. They also reported that originality in digital sources could be verified or produced by the following techniques: Digital object is given a date-time stamp that's automatically inserted into the METS-XML header upon creation. Date-time is inserted into archival metadata. Encapsulation. Digital signatures. == The role of digital surrogates == Digital surrogates are considered a utility for aiding in the preservation and increased access of certain artifacts. However, digital surrogates can have different utilities for objects depending on the nature of the original artifact and the condition the artifact is in. In 2001 the Council on Library and Information Resources (CLIR) published a report on the artifact in library collections. The CLIR states that the utility of the digital surrogate can be determined by dividing the original material (artifact) into two different categories, artifacts that are rare and those that are not. These two categories can be further divided by two categories, artifacts that are frequently used and those that are not. === Materials that are frequently used and not rare === According to the CLIR "it is not obvious that digital surrogates provide all the functionality, all the information, or all the aesthetic value of originals. Therefore, while it may be sensible to recommend that digital surrogates be used to reduce the cost and increase the availability of library holdings that circulate frequently, the decision to deaccession a physical object in library collections and replace it with a digital surrogate should be based on a careful assessment of the way in which library patrons use the original object or objects of its kind." === Materials that are infrequently used and not rare === Keeping the original is always the best solution for libraries and especially archives but in the case of libraries where an artifact is not rare or used infrequently there must be a barometer that is developed to help "balance functionality with actual use in order to help decide when digital surrogates that provide most of the functionality of originals are acceptable." === Materials that are rare and frequently used === A professional in the field of Library and Information Science (LIS) would almost certainly not argue that a digital surrogate could replace a rare object. However, in the case of a rare object that is falling into poor shape due to heavy use a digital surrogate could be extremely useful in reducing the wear a

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