AI Face Swap Gif

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  • Jive (software)

    Jive (software)

    Jive (formerly known as Clearspace, then Jive SBS, then Jive Engage) is a commercial Java EE-based Enterprise 2.0 collaboration and knowledge management tool produced by Jive Software. It was first released as "Clearspace" in 2006, then renamed SBS (for "Social Business Software") in March 2009, then renamed "Jive Engage" in 2011, and renamed simply to "Jive" in 2012. Jive integrates the functionality of online communities, microblogging, social networking, discussion forums, blogs, wikis, and IM under one unified user interface. Content placed into any of the systems (blog, wiki, documentation, etc.) can be found through a common search interface. Other features include RSS capability, email integration, a reputation and reward system for participation, personal user profiles, JAX-WS web service interoperability, and integration with the Spring Framework. The product is a pure-Java server-side web application and will run on any platform where Java (JDK 1.5 or higher) is installed. It does not require a dedicated server - users have reported successful deployment in both shared environments and multiple machine clusters. As of Jive 8, released March 30, 2015, there is a Jive-n version which is for internal use (hosted by the consumer or hosted by Jive as a service) and a Jive-x version which is an external version hosted as a service. Jive no longer supports wiki markup language. == Server requirements for Jive 8-n == The following are the server requirements for Jive 8-n Operating systems: RHEL version 6 or 7 for x86_64, CentOS version 6 or 7 for x86_64 or SuSE Enterprise Linux Server (SLES) 11 and 12 for x86_64 Application Servers: Jive ships with its own embedded Apache HTTPD and Tomcat servers as part of the install package. It is not possible to deploy the application onto other appservers. Databases: MySQL (5.1, 5.5, 5.6) Oracle (11gR2, 12c) Postgres (9.0, 9.1, 9.2, 9.3, 9.4 - 9.2 or higher recommended) Microsoft SQL Server (2008R2, 2012, 2014) Environment: Jive recommends a server with at least 4GB of RAM and a dual-core 2 GHz processor with x86_64 architecture The product integrates with an LDAP repository or Active Directory For optimal deployment with a large community Jive Software recommends: using dedicated cache and document-conversion servers hosting the application and database servers separately == Releases == Jive 8, released on March 30, 2015 Jive 7, released in October 2013 Jive 9.0.x, released in November 2016 Jive 9, released in November 2016, supported now

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  • ProjectExplorer

    ProjectExplorer

    ProjectExplorer is a documentary short film series. The films, directed and produced by ProjectExplorer's Founder, Jenny M Buccos, focus on histories and cultures of foreign places and people using interviews with subject experts, artists, and public figures including Archbishop Desmond Tutu, Dr. John Kani, Greg Marinovich, and Sipho “Hotstix” Mabuse. Produced for a child and young adult audience, segments in each series depict everyday life and the challenges and concerns of those living in the locations and regions featured. Each film is 2–4 minutes in length, with each series containing approximately 40 films. The ProjectExplorer series is distributed internationally without charge via the web by ProjectExplorer, LTD. an American not-for-profit organization. Three series have been produced and distributed. In fall 2009, ProjectExplorer's third series, Jordan, received a GOLD level Parents' Choice Award for excellence in web programming. == Film series == === Shakespeare's England (2006) === The first series was filmed in London, Stratford-upon-Avon, and New York City. The series includes more than 30 film segments. United Kingdom locations and individuals include: The London Eye The Tower of London The Whitechapel Bell Foundry, which demonstrates the process of making a bell Simon Hughes, Member of Parliament and President of the Liberal Democrats The Old Vic The Royal Shakespeare Company The National Archives (UK) Segments filmed in New York City include: Michael Cumpsty discusses and performs monologues from Hamlet (while starring in the Classic Stage Company production) Michael Stuhlbarg discusses and performs a monologue from Macbeth === South Africa (2007) === Filmed in Johannesburg, Cape Town, and KwaZulu Natal, the series contains over 40 film segments including: Ntate Thabong Phosa, a lesiba player from Lesotho. Due to the rarity of lesiba players globally, this is one of the only publicly available examples of the lesiba played on film. A Robben Island piece, filmed at the cell in which Nelson Mandela was held for 18 of his 27-year imprisonment. JSE Securities Exchange with Leigh Roberts, correspondent for CNBC Africa. A 3-part series on HIV/AIDS with amfAR Director of Research, Dr. Rowena Johnson. Dr. Johnson discusses high cost of anti-retroviral drugs and testing in South Africa. The June 16, 1976 Soweto Uprising, with archival film footage and photography from SABC and The Sowetan newspaper. Prominent South Africans featured in the series: Dr. John Kani, Chairperson of the Apartheid Museum and TONY Award Winning Actor Musician Sipho “Hotstix” Mabuse Former U.N. Ambassador Dave A. Steward, Executive Director of the FW de Klerk Foundation Director and producer, Duma Ndlovu Malcolm Purkey, Artistic Director of the Market Theatre === South Africa, Part II (2008) === Filmed in Johannesburg, Cape Town, and New York City, the series contains over 10 film segments. Prominent South Africans featured in the series: Archbishop Desmond Tutu, Nobel Peace Prize laureate Photojournalist Greg Marinovich, Pulitzer Prize winner and co-author of The Bang-Bang Club Vusi Mahlasela, musician Author, Max du Preez === Jordan (2008) === Filmed in Amman, Petra, Umm Qais, Jerash, Madaba, Bethany, the Dead Sea, and New York City, the series contains more than 45 film segments. Jordan series segments include: A tour of the throne room of King Abdullah II, at Raghadan Palace Sharing mansaf with a Bedouin family in the Wadi Rum desert The UNRWA Jabal Hussein refugee camp The Siq, Treasury, and Monastery at Petra The ruins of Gadara at Umm Qais Jerash, the capital and largest city of Jordan's Jerash Governorate Madaba, home of the Madaba Map and the mosaic capital of Jordan The archaeological site at Bethany Traditional clothing from Salt and Ma'an The reintroduction into the wild of the endangered Arabian Oryx The Desert Castles The science of the Dead Sea Her Royal Highness Princess Basma bint Ali and her Royal Botanic Garden

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  • Fifth Estate

    Fifth Estate

    The Fifth Estate is a socio-cultural reference to groupings of outlier viewpoints in contemporary society, and is most associated with bloggers, journalists publishing in non-mainstream media outlets, and online social networks. The "Fifth" Estate extends the sequence of the three classical estates (clergy (first), nobility (second), commoners (third)) and the preceding Fourth Estate, essentially the common press. The use of "fifth estate" dates to the 1960s counterculture, and in particular the influential Fifth Estate, an underground newspaper first published in Detroit in 1965. Web-based technologies have enhanced the scope and power of the Fifth Estate far beyond the modest and boutique conditions of its beginnings. Nimmo and Combs asserted in 1992 that political pundits constitute a Fifth Estate. Media researcher Stephen D. Cooper argued in 2006 that bloggers are the Fifth Estate. In 2009, William Dutton argued that the Fifth Estate is not just the blogging community, nor an extension of the media, but "networked individuals" enabled by the Internet, e.g. social media, in ways that can hold the other estates accountable.

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  • Digital heritage

    Digital heritage

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

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  • Cheekd

    Cheekd

    Cheekd is a dating app based in New York City. It was founded in 2010 by Lori Cheek. == History == The service debuted with the name "Cheek'd". Founder Lori Cheek appeared on the television program, Shark Tank in February 2014, but did not succeed in obtaining funding from any of the five judges. She said Cheek’d only had 1000 subscribers at that time. === Business card model === Cheek'd offered two plans, paid and free. For $25, subscribers got a set of 50 business cards that could be given out once someone caught their eye. Each card had a phrase, an online code, and a URL to the subscriber's account. Recipients could look up the giver's profile. In addition to purchasing cards, there was a $9.95 monthly membership fee. === Smartphone app === In 2015, the service's name changed from "Cheek'd" to "Cheekd". The new app used Bluetooth technology to alert users whenever a compatible user was within a 30-foot radius, instead of using cards. == Patent lawsuit == The original business card-based model for Cheekd had been claimed as a patented process by Lori Cheek, as U.S. patent 8,543,465. In September 2017, a complaint was filed, alleging that the idea was not original to Lori Cheek. Cheek responded, stating that the complaint was baseless, and a complete fabrication. The lawsuit Pirri v. Cheek was dismissed in a pre-trial conference in New York's Federal Court on April 5, 2018.

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  • Video game

    Video game

    A video game, computer game, or simply game is an electronic game that involves interaction with a user interface or input device (such as a joystick, controller, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with audio complement delivered through speakers or headphones, and sometimes also with other types of sensory feedback (e.g., haptic technology that provides tactile sensations). Some video games also allow microphone and webcam inputs for in-game chatting and livestreaming. Video games are typically categorized according to their hardware platform, which traditionally includes arcade video games, console games, and computer games (which includes LAN games, online games, and browser games). More recently, the video game industry has expanded onto mobile gaming through mobile devices (such as smartphones and tablet computers), virtual and augmented reality systems, and remote cloud gaming. Video games are also classified into a wide range of genres based on their style of gameplay and target audience. The first video game prototypes in the 1950s and 1960s were simple extensions of electronic games using video-like output from large, room-sized mainframe computers. The first consumer video game was the arcade video game Computer Space in 1971, which took inspiration from the earlier 1962 computer game Spacewar!. In 1972 came the now-iconic video game Pong and the first home console, the Magnavox Odyssey. The industry grew quickly during the "golden age" of arcade video games from the late 1970s to early 1980s but suffered from the crash of the North American video game market in 1983 due to loss of publishing control and saturation of the market. Following the crash, the industry matured, was dominated by Japanese companies such as Nintendo, Sega, and Sony, and established practices and methods around the development and distribution of video games to prevent a similar crash in the future, many of which continue to be followed. In the 2000s, the core industry centered on "AAA" games, leaving little room for riskier experimental games. Coupled with the availability of the Internet and digital distribution, this gave room for independent video game development (or "indie games") to gain prominence into the 2010s. Since then, the commercial importance of the video game industry has been increasing. The emerging Asian markets and proliferation of smartphone games in particular are altering player demographics towards casual and cozy gaming, and increasing monetization by incorporating games as a service. Today, video game development requires numerous skills, vision, teamwork, and liaisons between different parties, including developers, publishers, distributors, retailers, hardware manufacturers, and other marketers, to successfully bring a game to its consumers. As of 2020, the global video game market had estimated annual revenues of US$159 billion across hardware, software, and services, which is three times the size of the global music industry and four times that of the film industry in 2019, making it a formidable heavyweight across the modern entertainment industry. The video game market is also a major influence behind the electronics industry, where personal computer component, console, and peripheral sales, as well as consumer demands for better game performance, have been powerful driving factors for hardware design and innovation. == Origins == Early video games used interactive electronic devices with various display formats. The earliest example dates to 1947—a "cathode-ray tube amusement device" was filed for a patent on 25 January 1947, by Thomas T. Goldsmith Jr. and Estle Ray Mann, and issued on 14 December 1948, as U.S. Patent 2455992. Inspired by radar display technology, it consisted of an analog device allowing a user to control the parabolic arc of a dot on the screen to simulate a missile being fired at targets, which were paper drawings fixed to the screen. Other early examples include the Nimrod computer at the 1951 Festival of Britain; Christopher Strachey's Checkers, possibly the first game to display visuals on an electronic screen in 1952; OXO, a tic-tac-toe computer game by Alexander S. Douglas for the EDSAC in 1952; Tennis for Two, an electronic interactive game engineered by William Higinbotham in 1958; and Spacewar!, written by Massachusetts Institute of Technology students Martin Graetz, Steve Russell, and Wayne Wiitanen's on a DEC PDP-1 computer in 1962. Each game had different means of display: NIMROD had a panel of lights to play the game of Nim, OXO had a graphical display to play tic-tac-toe, Tennis for Two had an oscilloscope to display a side view of a tennis court, and Spacewar! had the DEC PDP-1's vector display to have two spaceships battle each other. These inventions laid the foundation for modern video games. In 1966, while working at Sanders Associates, Ralph H. Baer devised a system to play a basic table tennis game on a television screen. With the company's approval, Baer created the prototype known as the "Brown Box". Sanders patented Baer's innovations and licensed them to Magnavox, which commercialized the technology as the first home video game console, the Magnavox Odyssey, released in 1972. Separately, Nolan Bushnell and Ted Dabney, inspired by seeing Spacewar! running at Stanford University, devised a similar version running in a smaller coin-operated arcade cabinet using a less expensive computer. This was released as Computer Space, the first arcade video game, in 1971. Bushnell and Dabney went on to form Atari, Inc., and with Allan Alcorn, created their second arcade game in 1972, the hit ping pong-style Pong, which was directly inspired by the table tennis game on the Odyssey. Atari made a home version of Pong, which was released by Christmas 1975. The success of the Odyssey and Pong, both as an arcade game and home machine, launched the video game industry. Both Baer and Bushnell have been titled "Father of Video Games" for their contributions. == Terminology == The term "video game" was developed to describe electronic games played on a video display rather than on a teletype printer, audio speaker, or similar device. This also distinguished from handheld electronic games such as Merlin, which commonly used LED lights for indicators not in combination for imaging purposes. "Computer game" may also be used as a descriptor, as all these types of games essentially require the use of a computer processor; in some cases, it is used interchangeably with "video game". Particularly in the United Kingdom and Western Europe, this is common due to the historic relevance of domestically produced microcomputers. Other terms used include digital game, for example, by the Australian Bureau of Statistics. The term "computer game" can also refer to PC games, which are played primarily on personal computers or other flexible hardware systems, to distinguish them from console games, arcade games, or mobile games. Other terms, such as "television game", "telegame", or "TV game", had been used in the 1970s and early 1980s, particularly for home gaming consoles that rely on connection to a television set. However, these terms were also used interchangeably with "video game" in the 1970s, primarily due to "video" and "television" being synonymous. In Japan, where consoles like the Odyssey were first imported and then made within the country by the large television manufacturers such as Toshiba and Sharp Corporation, such games are known as "TV games", "TV geemu", or "terebi geemu". The term "TV game" is still commonly used into the 21st century. "Electronic game" may also be used to refer to video games, but this also incorporates devices like early handheld electronic games that lack any video output. The first appearance of the term "video game" emerged around 1973. The Oxford English Dictionary cited a 10 November 1973 BusinessWeek article as the first printed use of the term. Though Bushnell believed the term came from a vending magazine review of Computer Space in 1971, a review of the major vending magazines Vending Times and Cashbox showed that the term may have come even earlier, appearing first in a letter dated July 10, 1972. In the letter, Bushnell uses the term "video game" twice. Per video game historian Keith Smith, the sudden appearance suggested that the term had been proposed and readily adopted by those in the field. Around March 1973, Ed Adlum, who ran Cashbox's coin-operated section until 1972 and then later founded RePlay Magazine, covering the coin-op amusement field, in 1975, used the term in an article in March 1973. In a September 1982 issue of RePlay, Adlum is credited with first naming these games as "video games": "RePlay

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  • InteLex Past Masters

    InteLex Past Masters

    InteLex Past Masters is a collection of full-text web-based scholarly editions of classic works in the humanities. InteLex Corporation was founded in 1989 by its current chief executive officer, Mark Rooks, to produce electronic versions of the works of the great philosophers, based on existing scholarly editions. The company is located in Charlottesville, Virginia. Its databases are marketed to academic institutions, with pricing based on the individual collections purchased. Content is provided in XML and searchable image format and is accessed through the InteLex Corporation website. In addition to philosophy, subject coverage includes religious studies, English literature, women's writing, social science, and history of science. InteLex databases are found in institutions in over 65 countries around the world.

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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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  • 30 Boxes

    30 Boxes

    30 Boxes is a minimalist calendaring IOS application created by 83 Degrees. Originating as a web application in March 2006, 30 Boxes was founded by Webshots cofounder Narendra Rocherolle. The website shut down some time in 2020, but relaunched for the IOS in February 2021. The original website was tailored towards "social media junkies". == Reception == Barry Collins of The Sunday Times appreciated the website's plain-language event adding feature, but did not appreciate that he was unable to see more than one month of events at a time. Collins was also unhappy that the website was not capable of warning him when he had two events scheduled at the same time. In a list of the best web-based calendar software for small businesses, Forbes ranked 30 Boxes second, after Google Calendar. They described 30 Boxes like “buying a new car with manual transmission and lots of extras—you don't just want to drive it, you want to fool around with it to see what it can do”.

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  • Verge3D

    Verge3D

    Verge3D is a real-time renderer and a toolkit used for creating interactive 3D experiences running on websites. == Overview == Verge3D enables users to convert content from 3D modelling tools (Blender, 3ds Max, and Maya are currently supported) to view in a web browser. Verge3D was created by the same core group of software engineers that previously created the Blend4Web framework. == Features == Verge3D uses WebGL for rendering. It incorporates components of the Three.js library and exposes its API to application developers. Puzzles Application functionality can be added via JavaScript, either by writing code directly or by using Puzzles, Verge3D’s visual programming environment based on Google Blockly. Puzzles is aimed primarily at non-programmers allowing quick creation of interactive scenarios in a drag-and-drop fashion. App Manager and web publishing App Manager is a lightweight web-based tool for creating, managing and publishing Verge3D projects, running on top of the local development server. Verge3D Network service integrated in the App Manager allows for publishing Verge3D applications via Amazon S3 and EC2 cloud services. PBR For purposes of authoring materials, a glTF 2.0-compliant physically based rendering pipeline is offered alongside the standard shader-based approach. PBR textures can be authored using external texturing software such as Substance Painter for which Verge3D offers the corresponding export preset. Besides the glTF 2.0 model, Verge3D supports physical materials of 3ds Max and Maya (with Autodesk Arnold as reference), and Blender's real-time Eevee materials. glTF and DCC software integration Verge3D integrates directly with Blender, 3ds Max, and Maya, enabling users to create 3D geometry, materials, and animations inside the software, then export them in the JSON-based glTF format. The Sneak Peek feature allows for exporting and viewing scenes from the DCC tool environment. Facebook 3D posts For Facebook publishing, Verge3D offers a specific GLB export option. The exported GLB files are displayed and can be opened in the App Manager. Asset compression Exported files can optionally use LZMA compression, resulting in a reduction in file size of up to 6x. UI and website layouts Interface layouts, created using external WYSIWYG editors, can be linked with Puzzles to trigger changes to a 3D scene being rendered in the browser and vice versa. Animation Verge3D supports skeletal animation, including animation of bipeds and character rigs, and allows for animation of material parameters. Model parts can also be set up to be dragged by the user. Physics The physics module can be linked separately to enable collision detection, dynamically moving objects, support for characters and vehicles, springs, ropes and cloth simulation. As of version 2.11, simple physics simulations can be created and controlled without coding via Puzzles, the visual programming system used by Verge3D. AR/VR The 2.10 update added support for WebXR, an in-development open technology designed to enable virtual reality and augmented reality experiences to be displayed in web browsers. It works with both headsets with controllers, like the HTC Vive and Oculus Rift, and those without, like Google Cardboard. AR/VR experiences can enabled via Puzzles or JavaScript. == Workflow == Verge3D's workflow differs substantially from other mainstream WebGL frameworks. Development of a new Verge3D application is usually started from modeling, texturing and animating 3D objects. The models are assembled in the 3D authoring tool. The scene file is then used as a basis for a Verge3D project initialized from the App Manager. An interactive scenario is optionally added using the Puzzles editor. A Verge3D application can be previewed in the web browser at any development stage using the App Manager. The finished web application can be deployed on the Verge3D Network, on Facebook or on the user's website. == Notable uses == NASA's Jet Propulsion Laboratory used Verge3D to create an interactive 3D visualization of the Mars InSight lander. The web application allows for exploring and interacting with the real-time model of the spacecraft, with the possibility to move different parts and unfurl the solar panels. NASA's older interactive web application Experience Curiosity was ported to Verge3D from Blend4Web. The application makes it possible to operate the rover, control its cameras and the robotic arm and reproduces some of the prominent events of the Mars Science Laboratory mission. Route 66 Digital's Escape Room used Verge3D and Blender. This interactive short explores how users can navigate 3D spaces and interact with objects without the need for instruction.

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  • InteLex Past Masters

    InteLex Past Masters

    InteLex Past Masters is a collection of full-text web-based scholarly editions of classic works in the humanities. InteLex Corporation was founded in 1989 by its current chief executive officer, Mark Rooks, to produce electronic versions of the works of the great philosophers, based on existing scholarly editions. The company is located in Charlottesville, Virginia. Its databases are marketed to academic institutions, with pricing based on the individual collections purchased. Content is provided in XML and searchable image format and is accessed through the InteLex Corporation website. In addition to philosophy, subject coverage includes religious studies, English literature, women's writing, social science, and history of science. InteLex databases are found in institutions in over 65 countries around the world.

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  • Outline of telecommunication

    Outline of telecommunication

    The following outline is provided as an overview of and topical guide to telecommunication: Telecommunication – the transmission of signals over a distance for the purpose of communication. In modern times, this process almost always involves the use of electromagnetic waves by transmitters and receivers, but in earlier years it also involved the use of drums and visual signals such as smoke, fire, beacons, semaphore lines and other optical communications. == Modes of telecommunication == E-mail Fax Instant messaging Radio Satellite SMS Telegraphy Telephony Television Television broadcasting mobile telephony Videoconferencing VoIP Voicemail == Types of telecommunication networks == Telecommunications network Computer networks ARPANET Ethernet Internet Wireless networks Public switched telephone networks (PSTN) Packet switched networks Radio network Broadband Wireless Broadband == Aspects of telecommunication transmission == Telecommunication Analog Digital Functional profile Optics === Telecommunication technology === Modulation Amplitude modulation Frequency modulation Quadrature amplitude modulation Nyquist rate Nyquist ISI criterion Pulse shaping Intersymbol interference === Communications media types === Physical media for Telecommunication Twisted pair Coaxial cable Optical fiber Telecommunication through Free Space Broadcast radio frequency including television and radio Line-of-sight Communications satellite Terrestrial Microwave Wireless LAN === Relationship between media and transmitters === Physical access to media Simplex Duplex (telecommunications) Logical relationships Return channel Two-way alternating Two-way simultaneous === Multiple access to media === Multiplexing Analog Frequency division multiplexing Space division multiplexing Digital Time-division multiplexing Statistical multiplexing and Packet switching Media Access Control Contention Token-based Centralized token control Distributed token control == History of telecommunication == History of telecommunication History of telegraphy History of the telephone Invention of the telephone Timeline of the telephone History of radio History of television History of videophones History of mobile phones History of computing hardware History of the Internet == Major telecommunications equipment manufacturers == Alcatel-Lucent – French global telecommunications equipment company Aricent – Former company AT&T – American telecommunications company Avaya – American technology company Ciena – American telecommunications company Cisco Systems – American multinational technology companyPages displaying short descriptions of redirect targets Ericsson – Swedish multinational networking and telecommunications company Fujitsu – Japanese multinational technology company HCL Technologies – Indian multinational technology companyPages displaying short descriptions of redirect targets Huawei – Chinese multinational technology company NEC – Japanese technology corporation Nokia – Multinational data networking and telecommunications equipment company ShoreTel – US telecommunications company Verizon – American telecommunications company ZTE – Chinese telecommunications company == Major telecommunications service providers == List of mobile network operators List of telephone operating companies == Telecommunication organizations == Alliance for Telecommunications Industry Solutions Telecommunications Industry Association == Telecommunication publications == Magazines Billing and OSS World Cabling Installation & Maintenance Call Center Communications News Communications System Design Lightwave Mobile Radio Technology (MRT) New Telephony Phone+ RCR Wireless News Telecom Asia Telecommunications Magazine Telephony WhatSatphone Magazine Wireless Systems Design Wireless Week Xchange == Persons influential in telecommunication == Edwin Howard Armstrong – American radio-frequency engineer and inventor (1890–1954) John Logie Baird – Scottish inventor (1888–1946) Paul Baran – American-Jewish engineer (1926–2011) Alexander Graham Bell – Inventor of the telephone (1847–1922) Tim Berners-Lee – English computer scientist (born 1955) Jagadish Chandra Bose – Physicist, biologist and botanist (1857–1937) Vint Cerf – American computer scientist and Internet pioneer (born 1943) Claude Chappe – Late 18th-century French inventor Donald Davies – British computer scientist (1924–2000) Louis Pouzin – French computer scientist and Internet pioneer (born 1931) Lee de Forest – American inventor (1873–1961) Philo Farnsworth – American inventor (1906–1971) Reginald Fessenden – Canadian-American electrical engineer and inventor (1866–1932) Elisha Gray – American electrical engineer (1835–1901) Innocenzo Manzetti – Italian inventor (1826–1877) Guglielmo Marconi – Italian radio-frequency engineer and inventor (1874–1937) Antonio Meucci – Italian inventor (1808–1889) Alexander Stepanovich Popov – Russian physicist (1859–1906)Pages displaying short descriptions of redirect targets Johann Philipp Reis – German scientist and inventor Almon Brown Strowger – American inventor of the telephone exchange (1839–1902) Nikola Tesla – Serbian-American engineer and inventor (1856–1943) Camille Tissot – French physicist (1868–1917) Alfred Vail – 19th-century American machinist and inventor Charles Wheatstone – English physicist and inventor (1802–1875) Vladimir K. Zworykin – Russian-American engineer (1888–1982)

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  • Security type system

    Security type system

    In computer science, a type system can be described as a syntactic framework which contains a set of rules that are used to assign a type property (int, boolean, char etc.) to various components of a computer program, such as variables or functions. A security type system works in a similar way, only with a main focus on the security of the computer program, through information flow control. Thus, the various components of the program are assigned security types, or labels. The aim of a such system is to ultimately be able to verify that a given program conforms to the type system rules and satisfies non-interference. Security type systems is one of many security techniques used in the field of language-based security, and is tightly connected to information flow and information flow policies. In simple terms, a security type system can be used to detect if there exists any kind of violation of confidentiality or integrity in a program, i.e. the programmer wants to detect if the program is in line with the information flow policy or not. == A simple information flow policy == Suppose there are two users, A and B. In a program, the following security classes (SC) are introduced: SC = {∅, {A}, {B}, {A,B}}, where ∅ is the empty set. The information flow policy should define the direction that information is allowed to flow, which is dependent on whether the policy allows read or write operations. This example considers read operations (confidentiality). The following flows are allowed: → = {({A}, {A}), ({B}, {B}), ({A,B}, {A,B}), ({A,B}, {A}), ({A,B}, {B}), ({A}, ∅), ({B}, ∅), ({A,B}, ∅)} This can also be described as a superset (⊇). In words: information is allowed to flow towards stricter levels of confidentiality. The combination operator (⊕) can express how security classes can perform read operations with respect to other security classes. For example: {A} ⊕ {A,B} = {A} — the only security class that can read from both {A} and {A,B} is {A}. {A} ⊕ {B} = ∅ — neither {A} nor {B} are allowed to read from both {A} and {B}. This can also be described as an intersection (∩) between security classes. An information flow policy can be illustrated as a Hasse diagram. The policy should also be a lattice, that is, it has a greatest lower-bound and least upper-bound (there always exists a combination between security classes). In the case of integrity, information will flow in the opposite direction, thus the policy will be inverted. == Information flow policy in security type systems == Once the policy is in place, the software developer can apply the security classes to the program components. Use of a security type system is usually combined with a compiler that can perform the verification of the information flow according to the type system rules. For the sake of simplicity, a very simple computer program, together with the information flow policy as described in the previous section, can be used as a demonstration. The simple program is given in the following pseudocode: if y{A} = 1 then x{A,B} := 0 else x{A,B} := 1 Here, an equality check is made on a variable y that is assigned the security class {A}. A variable x with a lower security class ({A,B}) is influenced by this check. This means that information is leaking from class {A} to class {A,B}, which is a violation of the confidentiality policy. This leak should be detected by the security type system. === Example === Designing a security type system requires a function (also known as a security environment) that creates a mapping from variables to security types, or classes. This function can be called Γ, such that Γ(x) = τ, where x is a variable and τ is the security class, or type. Security classes are assigned (also called "judgement") to program components, using the following notation: Types are assigned to read operations by: Γ ⊢ e : τ. Types are assigned to write operations by: Γ ⊢ S : τ cmd. Constants can be assigned any type. The following bottom-up notation can be used to decompose the program: ⁠assumption1 ... assumptionn/conclusion⁠. Once the program is decomposed into trivial judgements, by which the type can easily be determined, the types for the less trivial parts of the program can be derived. Each "numerator" is considered in isolation, looking at the type of each statement to see if an allowed type can be derived for the "denominator", based on the defined type system "rules". ==== Rules ==== The main part of the security type system is the rules. They say how the program should be decomposed and how type verification should be performed. This toy program consists of a conditional test and two possible variable assignments. Rules for these two events are defined as follows: Applying this to the simple program introduced above yields: The type system detects the policy violation in line 2, where a read operation of security class {A} is performed, followed by two write operations of a less strict security class {A,B}. In more formalized terms, {A} ⋢ {A,B}, {A,B} (from the rule of the conditional test). Thus, the program is classified as "not typeable". === Soundness === The soundness of a security type system can be informally defined as: If program P is well typed, P satisfies non-interference. Volpano, Smith and Irvine were the first to prove soundness of a security type system for a deterministic imperative programming language with a standard (non-instrumented) semantics using the notion of non-interference.

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  • Texas House Bill 20

    Texas House Bill 20

    An Act Relating to censorship of or certain other interference with digital expression, including expression on social media platforms or through electronic mail messages, also known as Texas House Bill 20 (HB20), is a Texas anti-deplatforming law enacted on September 9, 2021. It prohibits large social media platforms from removing, moderating, or labeling posts made by users in the state of Texas based on their "viewpoints", unless considered illegal under federal law or otherwise falling into exempted categories. It also requires them to make various public disclosures relating to their business practices (including the impact of algorithmic and moderation decisions on the content that is delivered to users). The bill is part of a wider array of Republican-backed legislation seeking to prohibit the censorship of political speech, based on allegations that the moderation policies of large social media platforms are not politically neutral. It has been challenged in NetChoice, LLC v. Paxton, and is currently the subject of a circuit split between the Fifth Circuit, and a decision by the Eleventh Circuit that struck down a similar bill in the state of Florida. In September 2023, the U.S. Supreme Court agreed to hear NetChoice v. Paxton jointly with NetChoice v. Moody on questions of whether the Florida and Texas state laws are in compliance with the 1st Amendment. == Content == The law applies to "social media platforms" that serve users in the state of Texas, and have more than 50 million monthly active users in the United States. They are defined as any public internet website or application that allows users to "communicate with other users for the primary purpose of posting information, comments, messages, or images", excluding internet service providers, electronic mail, and services where communication features are "incidental to, directly related to, or dependent on" content that is pre-selected by the operator. In the bill, to "censor" is defined as to "block, ban, remove, deplatform, demonetize, de-boost, restrict, deny equal access or visibility to, or otherwise discriminate against" expression. The law prohibits social media platforms from "censoring on the basis of user viewpoint, user expression, or the ability of a user to receive the expression of others", or on the basis of a user's geographic location in Texas. This includes removal or labeling posts with warnings and disclaimers. Social media platforms may only censor content if it is unlawful, they are "specifically authorized" to do so by federal law, based on requests from "an organization with the purpose of preventing the sexual exploitation of children or protecting survivors of sexual abuse from ongoing harassment", or "directly incites" criminal activity or contains threats of violence against persons based on protected categories. It is disputed over whether this provision is actually enforceable, as it may be preempted by Section 230 of the Communications Decency Act (which states that the operators of interactive computer services are not responsible for the actions of their users). Social media platforms must make public disclosures regarding the algorithmic techniques and moderation polices that are used to determine the content provided to users, must publish a compliant acceptable use policy (AUP), and must publish a biannual transparency report containing specific details on all actions made by the service regarding the moderation of users and content. The law also prohibits email providers from "intentionally imped[ing] the transmission of another person's electronic mail message based on the content." == Legislative history == Texas Governor Greg Abbott signed the bill into law on September 9, 2021. Democrat-proposed amendments excluding Holocaust denial, terrorism content, and vaccine misinformation from the bill were rejected. Following a suit by the industry groups Computer & Communications Industry Association (CCIA) and NetChoice, NetChoice, LLC v. Paxton, the bill was blocked by U.S. District Judge Robert Pitman in December 2021, on First Amendment grounds. Texas appealed to the United States Court of Appeals for the Fifth Circuit. Judges Edith Jones, Andrew Oldham, and Leslie H. Southwick, lifted the injunction on May 11, 2022, but the decision was appealed to the Supreme Court which suspended the bill pending a full review in the Fifth Circuit. On September 16, 2022, the Fifth Circuit reversed the injunction, allowing the bill to take effect; Judge Oldham stated that the bill "chills censorship" and "does not chill speech", and accused the plaintiffs of "attempt[ing] to extract a freewheeling censorship right from the Constitution's free speech guarantee. The Platforms are not newspapers. Their censorship is not speech." Southwick dissented, stating that "we are in a new arena, a very extensive one, for speakers and for those who would moderate their speech. None of the precedents fit seamlessly." The CCIA and NetChoice requested a stay on the ruling and that the case be taken to the Supreme Court, arguing that the reversal conflicts with an Eleventh Circuit decision in NetChoice v. Moody which struck down a similar anti-moderation bill imposed by the state of Florida. On October 12, 2022, the Fifth Circuit granted the stay.

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  • Deplatforming

    Deplatforming

    Deplatforming, also known as no-platforming, is a boycott on an individual or group by removing the platforms used to share their information or ideas. The term is commonly associated with social media. == History == === Deplatforming of invited speakers === In the United States, the banning of speakers on university campuses dates back to the 1940s. This was carried out by the policies of the universities themselves. The University of California had a policy known as the Speaker Ban, codified in university regulations under President Robert Gordon Sproul, that mostly, but not exclusively, targeted communists. One rule stated that "the University assumed the right to prevent exploitation of its prestige by unqualified persons or by those who would use it as a platform for propaganda." This rule was used in 1951 to block Max Shachtman, a socialist, from speaking at the University of California at Berkeley. In 1947, former U.S. Vice President Henry A. Wallace was banned from speaking at UCLA because of his views on U.S. Cold War policy, and in 1961, Malcolm X was prohibited from speaking at Berkeley as a religious leader. Controversial speakers invited to appear on college campuses have faced deplatforming attempts to disinvite them or to otherwise prevent them from speaking. The British National Union of Students established its No Platform policy as early as 1973. In the mid-1980s, visits by South African ambassador Glenn Babb to Canadian college campuses faced opposition from students opposed to apartheid. In the United States, recent examples include the March 2017 disruption by protestors of a public speech at Middlebury College by political scientist Charles Murray. In February 2018, students at the University of Central Oklahoma rescinded a speaking invitation to creationist Ken Ham, after pressure from an LGBT student group. In March 2018, a "small group of protesters" at Lewis & Clark Law School attempted to stop a speech by visiting lecturer Christina Hoff Sommers. In the 2019 film No Safe Spaces, Adam Carolla and Dennis Prager documented their own disinvitation along with others. As of February 2020, the Foundation for Individual Rights in Education, a speech advocacy group, documented 469 disinvitation or disruption attempts at American campuses since 2000, including both "unsuccessful disinvitation attempts" and "successful disinvitations"; the group defines the latter category as including three subcategories: formal disinvitation by the sponsor of the speaking engagement; the speaker's withdrawal "in the face of disinvitation demands"; and "heckler's vetoes" (situations when "students or faculty persistently disrupt or entirely prevent the speakers' ability to speak"). === Deplatforming in social media === Beginning in 2015, Reddit banned several communities on the site ("subreddits") for violating the site's anti-harassment policy. A 2017 study published in the journal Proceedings of the ACM on Human-Computer Interaction, examining "the causal effects of the ban on both participating users and affected communities," found that "the ban served a number of useful purposes for Reddit" and that "Users participating in the banned subreddits either left the site or (for those who remained) dramatically reduced their hate speech usage. Communities that inherited the displaced activity of these users did not suffer from an increase in hate speech." In June 2020 and January 2021, Reddit also issued bans to pro-Trump communities over violations of the website's content and harassment policies. On May 2, 2019, Facebook and the Facebook-owned platform Instagram announced a ban of "dangerous individuals and organizations" including Nation of Islam leader Louis Farrakhan, Milo Yiannopoulos, Alex Jones and his organization InfoWars, Paul Joseph Watson, Laura Loomer, and Paul Nehlen. In the wake of the 2021 storming of the US Capitol, Twitter banned then-president Donald Trump, as well as 70,000 other accounts linked to the event and the far-right movement QAnon. Some studies have found that the deplatforming of extremists reduced their audience, although other research has found that some content creators became more toxic following deplatforming and migration to alt-tech platform. ==== Twitter ==== On November 18, 2022, Elon Musk, as newly appointed CEO of Twitter, reopened previously banned Twitter accounts of high-profile users, including Kathy Griffin, Jordan Peterson, and The Babylon Bee as part of the new Twitter policy. As Musk exclaimed, "New Twitter policy is freedom of speech, but not freedom of reach". ==== Alex Jones ==== On August 6, 2018, Facebook, Apple, YouTube and Spotify removed all content by Jones and InfoWars for policy violations. YouTube removed channels associated with InfoWars, including The Alex Jones Channel. On Facebook, four pages associated with InfoWars and Alex Jones were removed over repeated policy violations. Apple removed all podcasts associated with Jones from iTunes. On August 13, 2018, Vimeo removed all of Jones's videos because of "prohibitions on discriminatory and hateful content". Facebook cited instances of dehumanizing immigrants, Muslims and transgender people, as well as glorification of violence, as examples of hate speech. After InfoWars was banned from Facebook, Jones used another of his websites, NewsWars, to circumvent the ban. Jones's accounts were also removed from Pinterest, Mailchimp and LinkedIn. As of early August 2018, Jones retained active accounts on Instagram, Google+ and Twitter. In September, Jones was permanently banned from Twitter and Periscope after berating CNN reporter Oliver Darcy. On September 7, 2018, the InfoWars app was removed from the Apple App Store for "objectionable content". He was banned from using PayPal for business transactions, having violated the company's policies by expressing "hate or discriminatory intolerance against certain communities and religions." After Elon Musk's purchase of Twitter several previously banned accounts were reinstated including Donald Trump, Andrew Tate and Ye resulting in questioning if Alex Jones will be unbanned as well. However Musk denied that Alex Jones will be unbanned criticizing Jones as a person that "would use the deaths of children for gain, politics or fame". InfoWars remained available on Roku devices in January 2019, a year after the channel's removal from multiple streaming services. Roku indicated that they do not "curate or censor based on viewpoint," and that it had policies against content that is "unlawful, incited illegal activities, or violates third-party rights," but that InfoWars was not in violation of these policies. Following a social media backlash, Roku removed InfoWars and stated "After the InfoWars channel became available, we heard from concerned parties and have determined that the channel should be removed from our platform." In March 2019, YouTube terminated the Resistance News channel due to its reuploading of live streams from InfoWars. On May 1, 2019, Jones was barred from using both Facebook and Instagram. Jones briefly moved to Dlive, but was suspended in April 2019 for violating community guidelines. In March 2020, the InfoWars app was removed from the Google Play store due to claims of Jones disseminating COVID-19 misinformation. A Google spokesperson stated that "combating misinformation on the Play Store is a top priority for the team" and apps that violate Play policy by "distributing misleading or harmful information" are removed from the store. ==== Donald Trump ==== On January 6, 2021, in a joint session of the United States Congress, the counting of the votes of the Electoral College was interrupted by a breach of the United States Capitol chambers. The rioters were supporters of President Donald Trump who hoped to delay and overturn the President's loss in the 2020 election. The event resulted in five deaths and at least 400 people being charged with crimes. The certification of the electoral votes was only completed in the early morning hours of January 7, 2021. In the wake of several Tweets by President Trump on January 7, 2021 Facebook, Instagram, YouTube, Reddit, and Twitter all deplatformed Trump to some extent. Twitter deactivated his personal account, which the company said could possibly be used to promote further violence. Trump subsequently tweeted similar messages from the President's official US Government account @POTUS, which resulted in him being permanently banned on January 8. Twitter then announced that Trump's ban from their platform would be permanent. Trump planned to rejoin on social media through the use of a new platform by May or June 2021, according to Jason Miller on a Fox News broadcast. The same week Musk announced Twitter's new freedom of speech policy, he tweeted a poll to ask whether to bring back Trump into the platform. The poll ended with 51.8% in favor of unbanning Trump's account. Twitter has since reinstated Trump's Twitter accou

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