AI For Business Ualbany

AI For Business Ualbany — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Bitstrips

    Bitstrips

    Bitstrips, Inc. was a Canadian media and technology company based in Toronto, founded in 2007 by Jacob Blackstock, David Kennedy, Shahan Panth, Dorian Baldwin, and Jesse Brown. The company created and offered a web application, Bitstrips.com, which allowed users to create comic strips using personalized avatars, and preset templates and poses. Brown and Blackstock explained that the service was meant to enable self-expression without the need to have artistic skills. Bitstrips was first presented in 2008 at South by Southwest in Austin, Texas, and the service later piloted and launched a version designed for use as educational software. The service achieved increasing prominence following the launch of versions for Facebook and mobile platforms. In 2014, Bitstrips launched a spin-off app known as Bitmoji, which allows users to create personalized stickers for use in instant messaging. In July 2016, Snapchat Inc. announced that it had acquired the company; the Bitstrips comic service was shut down, but Bitmoji remains operational, and has subsequently been given greater prominence within Snapchat's overall platform. == History == Bitstrips was co-developed by Toronto-based comic artist Jacob Blackstock and his high school friend, journalist Jesse Brown. The service was originally envisioned as a means to allow anyone to create their own comic strip without needing artistic skills. Brown explained that "it's so difficult and time-consuming to tell a story in comic book form, drawing the same characters again and again in these tiny little panels, and just the amount of craftsmanship required. And even if you can do it well, which I never could, it takes years to make a story." Brown stated that the service would be "groundwork for a whole new way to communicate", and went as far as describing the service as being a "YouTube for comics". Blackstock explained that the concept of Bitstrips was influenced by his own use of comics as a form of socialization; a student, Blackstock and his friends drew comics featuring each other and shared them during classes. He felt that Bitstrips was a "medium for self-expression", stating that "It's not just about you making the comics, but since you and your friends star in these comics, it's like you're the medium. The visual nature of comics just speaks so much louder than text." The service was publicly unveiled at South by Southwest in 2008. In 2009, the service introduced a version oriented towards the educational market, Bitstrips for Schools, which was initially piloted at a number of schools in Ontario. The service was praised by educators for being engaging to students, especially within language classes. Brown noted that students were using the service to create comics outside of class as well, stating that it was "so gratifying and shocking what people do with your tool to make their own stories in ways that you never would have anticipated. Some of them are just brilliant." In December 2012, Bitstrips launched a version for Facebook; by July 2013, Bitstrips had 10 million unique users on Facebook, having created over 50 million comics. In October 2013, Bitstrips launched a mobile app; in two months, Bitstrips became a top-downloaded app in 40 countries, and over 30 million avatars had been created with it. In November 2013, Bitstrips secured a round of funding from Horizons Ventures and Li Ka-shing. In October 2014, Bitstrips launched Bitmoji, a spin-off app that allows users to create stickers featuring Bitstrips characters in various templates. In July 2016, following unconfirmed reports earlier in the year, Snapchat Inc. announced that it had acquired Bitstrips. The company's staff continue to operate out of Toronto, but the original Bitstrips comic service was shut down in favour of focusing exclusively on Bitmoji, leaving many Bitstrips users to call for a reboot of the comic service.

    Read more →
  • Commercial skipping

    Commercial skipping

    Commercial skipping is a feature of some digital video recorders that makes it possible to automatically skip commercials in recorded programs. This feature created controversy, with major television networks and movie studios claiming it violates copyright and should be banned. == History == After the video cassette recorder (VCR) became popular in the 1980s, the television industry began studying the impact of users fast forwarding through commercials. Advertising agencies fought the trend by making them more entertaining. For many years, video recorders manufactured for the Japanese market have been able to skip advertisements automatically, which is done by detecting when foreign language audio overdub tracks provided for many programmes go silent, as advertisements were broadcast with a single language only. The first digital video recorder (DVR) with a built-in commercial skipping feature was ReplayTV with its "4000 Series" and "5000 Series" units. In 2002, the main television networks and movie studios sued ReplayTV, claiming that skipping advertisements during replay violates copyright. Later, five owners of ReplayTV represented by Electronic Frontier Foundation and attorneys Ira Rothken and Richard Wiebe countersued, asking the federal judge to uphold consumers' rights to record TV shows and skip commercials, claiming that features like commercial skipping help parents protect their kids from excessive consumerism. ReplayTV ended up filing for bankruptcy in 2003 after fighting a copyright infringement suit over the ReplayTV's ability to skip commercials. === Commercial skipping software === In addition to the DVR devices which existed in the private market since the late 1990s, towards the mid-2000s, due to the significant advances in home computers, Home theater PCs started gaining popularity in the private market and many users began using their Home theater PCs in their living room for entertainment purposes. Following this, many DVR programs were developed, including popular programs such as Windows Media Center, which contained all of the features of the DVR devices in addition to advanced features such as HDTV and the use of Multiple TV Tuner Cards. Some independent developers began developing independent software capable of skipping the commercial segments when playing recorded videos, and permanently removing the commercial segments from recorded video files. By 2014, many DVR programs such as Windows Media Center, SageTV and MythTV had the capability to skip commercials segments in recorded TV broadcasts after installing third-party add-ons such as DVRMSToolbox, Comskip and ShowAnalyzer, which use various advanced techniques to locate the commercial segments in the video files and save their locations to text files. The text files can also be fed into programs such as MEncoder or DVRMSToolboxGUI which can delete the commercial segments from the recorded video files. A few third-party tools such as MCEBuddy automate detection and removal/marking of commercials. One of the weaknesses of commercial skippers is that, operating automatically, they may misidentify program material as a commercial. Some programs like MCEBuddy provide the ability to fine-tune commercial detection for groups of files (e.g. by channel or country) and provide tools to manually fine-tune commercial segments for individual files. In May 2012, the US Dish Network began offering a DVR with what it calls AutoHop. The device would automatically skip commercials when displaying programming that the viewer had previously recorded with the PrimeTime Anytime feature. It does not skip ads on any live programs. US broadcasters were angered at the news, and FOX embarked on legal action. Most, but not all, of Fox's claims were dismissed; ultimately an agreement was reached whereby AutoHop would only become available for Fox stations seven days after a program is transmitted; terms of the settlement were not disclosed. == The future of TV advertisements == The introduction of digital video recorders and services with skipping and fast-forward capabilities enables viewers to avoid viewing interruptive advertisements in recorded programs, either manually or automatically. While advertising separate to television shows can be skipped, advertising in TV shows themselves ("product placement") cannot be skipped. Streaming services such as Hulu show shorter advertisements with a countdown timer and tailored to the viewers interests, asking interactive questions like "Is this ad relevant to you?".

    Read more →
  • Locative media

    Locative media

    Locative media or location-based media (LBM) is a virtual medium of communication functionally bound to a location. The physical implementation of locative media, however, is not bound to the same location to which the content refers. Location-based media delivers multimedia and other content directly to the user of a mobile device dependent upon their location. Location information determined by means such as mobile phone tracking and other emerging real-time locating system technologies like Wi-Fi or RFID can be used to customize media content presented on the device. Locative media are digital media applied to real places and thus triggering real social interactions. While mobile technologies such as the Global Positioning System (GPS), laptop computers and mobile phones enable locative media, they are not the goal for the development of projects in this field. == Description == Media content is managed and organized externally of the device on a standard desktop, laptop, server, or cloud computing system. The device then downloads this formatted content with GPS or other RTLS coordinate-based triggers applied to each media sequence. As the location-aware device enters the selected area, centralized services trigger the assigned media, designed to be of optimal relevance to the user and their surroundings. Use of locative technologies "includes a range of experimental uses of geo-technologies including location-based games, artistic critique of surveillance technologies, experiential mapping, and spatial annotation." Location based media allows for the enhancement of any given environment offering explanation, analysis and detailed commentary on what the user is looking at through a combination of video, audio, images and text. The location-aware device can deliver interpretation of cities, parklands, heritage sites, sporting events or any other environment where location based media is required. The content production and pre-production are integral to the overall experience that is created and must have been performed with ultimate consideration of the location and the users position within that location. The media offers a depth to the environment beyond that which is immediately apparent, allowing revelations about background, history and current topical feeds. == Locative, ubiquitous and pervasive computing == The term 'locative media' was coined by Karlis Kalnins. Locative media is closely related to augmented reality (reality overlaid with virtual reality) and pervasive computing (computers everywhere, as in ubiquitous computing). Whereas augmented reality strives for technical solutions, and pervasive computing is interested in embedded computers, locative media concentrates on social interaction with a place and with technology. Many locative media projects have a social, critical or personal (memory) background. While strictly spoken, any kind of link to additional information set up in space (together with the information that a specific place supplies) would make up location-dependent media, the term locative media is strictly bound to technical projects. Locative media works on locations and yet many of its applications are still location-independent in a technical sense. As in the case of digital media, where the medium itself is not digital but the content is digital, in locative media the medium itself might not be location-oriented, whereas the content is location-oriented. Japanese mobile phone culture embraces location-dependent information and context-awareness. It is projected that in the near future locative media will develop to a significant factor in everyday life. == Enabling technologies == Locative media projects use technology such as Global Positioning System (GPS), laptop computers, the mobile phone, Geographic Information System (GIS), and web map services such as Mapbox, OpenStreetMap, and Google Maps among others. Whereas GPS allows for the accurate detection of a specific location, mobile computers allow interactive media to be linked to this place. The GIS supplies arbitrary information about the geological, strategic or economic situation of a location. Web maps like Google Maps give a visual representation of a specific place. Another important new technology that links digital data to a specific place is radio-frequency identification (RFID), a successor to barcodes like Semacode. Research that contributes to the field of locative media happens in fields such as pervasive computing, context awareness and mobile technology. The technological background of locative media is sometimes referred to as "location-aware computing". == Creative representation == Place is often seen as central to creativity; in fact, "for some—regional artists, citizen journalists and environmental organizations for example—a sense of place is a particularly important aspect of representation, and the starting point of conversations." Locative media can propel such conversations in its function as a "poetic form of data visualization," as its output often traces how people move in, and by proxy, make sense of, urban environments. Given the dynamism and hybridity of cities and the networks which comprise them, locative media extends the internet landscape to physical environments where people forge social relations and actions which can be "mobile, plural, differentiated, adventurous, innovative, but also estranged, alienated, impersonalized." Moreover, in using locative technologies, users can expand how they communicate and assert themselves in their environment and, in doing so, explore this continuum of urban interactions. Furthermore, users can assume a more active role in constructing the environments they are situated in accordingly. In turn, artists have been intrigued with locative media as a means of "user-led mapping, social networking and artistic interventions in which the fabric of the urban environment and the contours of the earth become a 'canvas.'" Such projects demystify how resident behaviors in a given city contribute to the culture and sense of personality that cities are often perceived to take on. Design scholars Anne Galloway and Matthew Ward state that "various online lists of pervasive computing and locative media projects draw out the breadth of current classification schema: everything from mobile games, place-based storytelling, spatial annotation and networked performances to device-specific applications." A prominent use of locative media is in locative art. A sub-category of interactive art or new media art, locative art explores the relationships between the real world and the virtual or between people, places or objects in the real world. == Examples == Notable locative media projects include Bio Mapping by Christian Nold in 2004, locative art projects such as the SpacePlace ZKM/ZKMax bluecasting and participatory urban media access in Munich in 2005 and Britglyph by Alfie Dennen in 2009, and location-based games such as AR Quake by the Wearable Computer Lab at the University of South Australia and Can You See Me Now? in 2001 by Blast Theory in collaboration with the Mixed Reality Lab at the University of Nottingham. In 2005, the Silicon Valley–based collaborators of C5 first exhibited the C5 Landscape Initiative, a suite of four GPS inspired projects that investigate perception of landscape in light of locative media. In William Gibson's 2007 novel Spook Country, locative art is one of the main themes and set pieces in the story. Narrative projects which engage with locative media are sometimes referred to as Location-Aware Fiction, as explored in "Data and Narrative: Location Aware Fiction" a 2003 essay by Kate Armstrong. This location-aware fiction is also known as locative literature, where locative stories and poems can be experienced via digital portals, apps, QR codes and e-books, as well as via analogue forms such as labelling tape, Scrabble tiles, fridge magnets or Post-It notes, and these are forms often used by the writer and artist Matt Blackwood. The Transborder Immigrant Tool by the Electronic Disturbance Theater is a locative media project aimed at providing life saving directions to water for people trying to cross the US / Mexico border. The project attracted global media attention in 2009 and 2010. Articles included a Los Angeles Times cover story focusing on Ricardo Dominguez and an AP story interviewing Micha Cárdenas and Brett Stalbaum. The articles focused on concerns over the legality of the project and the ensuing investigations of the group, which are still underway. The Transborder Immigrant Tool has recently been included in a number of major exhibitions including Here, Not There at the Museum of Contemporary Art San Diego and the 2010 California Biennial at the Orange County Museum of Art. Invisible Threads by Stephanie Rothenberg and Jeff Crouse is a locative media project aimed at creating embodied awareness of sweatshops and just-in-time production t

    Read more →
  • IP Multimedia Subsystem

    IP Multimedia Subsystem

    The IP Multimedia Subsystem or IP Multimedia Core Network Subsystem (IMS) is a standardized architectural framework for delivering IP-based multimedia services. Historically, mobile phones have provided voice call services over a circuit-switched network, rather than over an IP-based packet-switched network. Various VoIP technologies are available on smartphones; IMS offers a standardized protocol across different vendors. IMS was originally designed by the wireless standards body 3rd Generation Partnership Project (3GPP), as a part of the vision for evolving mobile networks beyond GSM. Its original formulation (3GPP Rel-5) represented an approach for delivering Internet services over GPRS. This vision was later updated by 3GPP, 3GPP2 and ETSI TISPAN by requiring support of networks other than GPRS, such as Wireless LAN, CDMA2000 and fixed lines. IMS uses IETF protocols wherever possible, e.g., the Session Initiation Protocol (SIP). According to the 3GPP, IMS is not intended to standardize applications, but rather to aid the access of multimedia and voice applications from wireless and wireline terminals, i.e., to create a form of fixed-mobile convergence (FMC). This is done by having a horizontal control layer that isolates the access network from the service layer. From a logical architecture perspective, services need not have their own control functions, as the control layer is a common horizontal layer. However, in implementation this does not necessarily map into greater reduced cost and complexity. Alternative and overlapping technologies for access and provisioning of services across wired and wireless networks include combinations of Generic Access Network, softswitches and "naked" SIP. Since it is becoming increasingly easier to access content and contacts using mechanisms outside the control of traditional wireless/fixed operators, the interest of IMS is being challenged. Examples of global standards based on IMS are MMTel which is the basis for Voice over LTE (VoLTE), Wi-Fi Calling (VoWIFI), Video over LTE (ViLTE), SMS/MMS over WiFi and LTE, Unstructured Supplementary Service Data (USSD) over LTE, and Rich Communication Services (RCS), which is also known as joyn or Advanced Messaging, and now RCS is operator's implementation. RCS also further added Presence/EAB (enhanced address book) functionality. == History == IMS was defined by an industry forum called 3G.IP, formed in 1999. 3G.IP developed the initial IMS architecture, which was brought to the 3rd Generation Partnership Project (3GPP), as part of their standardization work for 3G mobile phone systems in UMTS networks. It first appeared in Release 5 (evolution from 2G to 3G networks), when SIP-based multimedia was added. Support for the older GSM and GPRS networks was also provided. 3GPP2 (a different organization from 3GPP) based their CDMA2000 Multimedia Domain (MMD) on 3GPP IMS, adding support for CDMA2000. 3GPP release 6 added interworking with WLAN, inter-operability between IMS using different IP-connectivity networks, routing group identities, multiple registration and forking, presence, speech recognition and speech-enabled services (Push to talk). 3GPP release 7 added support for fixed networks by working together with TISPAN release R1.1, the function of AGCF (access gateway control function) and PES (PSTN emulation service) are introduced to the wire-line network for the sake of inheritance of services which can be provided in PSTN network. AGCF works as a bridge interconnecting the IMS networks and the Megaco/H.248 networks. Megaco/H.248 networks offers the possibility to connect terminals of the old legacy networks to the new generation of networks based on IP networks. AGCF acts a SIP User agent towards the IMS and performs the role of P-CSCF. SIP User Agent functionality is included in the AGCF, and not on the customer device but in the network itself. Also added voice call continuity between circuit switching and packet switching domain (VCC), fixed broadband connection to the IMS, interworking with non-IMS networks, policy and charging control (PCC), emergency sessions. It also added SMS over IP. 3GPP release 8 added support for LTE / SAE, multimedia session continuity, enhanced emergency sessions, SMS over SGs and IMS centralized services. 3GPP release 9 added support for IMS emergency calls over GPRS and EPS, enhancements to multimedia telephony, IMS media plane security, enhancements to services centralization and continuity. 3GPP release 10 added support for inter device transfer, enhancements to the single radio voice call continuity (SRVCC), enhancements to IMS emergency sessions. 3GPP release 11 added USSD simulation service, network-provided location information for IMS, SMS submit and delivery without MSISDN in IMS, and overload control. Some operators opposed IMS because it was seen as complex and expensive. In response, a cut-down version of IMS—enough of IMS to support voice and SMS over the LTE network—was defined and standardized in 2010 as Voice over LTE (VoLTE). == Architecture == Each of the functions in the diagram is explained below. The IP multimedia core network subsystem is a collection of different functions, linked by standardized interfaces, which grouped form one IMS administrative network. A function is not a node (hardware box): An implementer is free to combine two functions in one node, or to split a single function into two or more nodes. Each node can also be present multiple times in a single network, for dimensioning, load balancing or organizational issues. === Access network === The user can connect to IMS in various ways, most of which use the standard IP. IMS terminals (such as mobile phones, personal digital assistants (PDAs) and computers) can register directly on IMS, even when they are roaming in another network or country (the visited network). The only requirement is that they can use IP and run SIP user agents. Fixed access (e.g., digital subscriber line (DSL), cable modems, Ethernet, FTTx), mobile access (e.g. 5G NR, LTE, W-CDMA, CDMA2000, GSM, GPRS) and wireless access (e.g., WLAN, WiMAX) are all supported. Other phone systems like plain old telephone service (POTS—the old analogue telephones), H.323 and non IMS-compatible systems, are supported through gateways. === Core network === HSS – Home subscriber server: The home subscriber server (HSS), or user profile server function (UPSF), is a master user database that supports the IMS network entities that actually handle calls. It contains the subscription-related information (subscriber profiles), performs authentication and authorization of the user, and can provide information about the subscriber's location and IP information. It is similar to the GSM home location register (HLR) and Authentication centre (AuC). A subscriber location function (SLF) is needed to map user addresses when multiple HSSs are used. User identities: Various identities may be associated with IMS: IP multimedia private identity (IMPI), IP multimedia public identity (IMPU), globally routable user agent URI (GRUU), wildcarded public user identity. Both IMPI and IMPU are not phone numbers or other series of digits, but uniform resource identifier (URIs), that can be digits (a Tel URI, such as tel:+1-555-123-4567) or alphanumeric identifiers (a SIP URI, such as sip:[email protected] ). IP Multimedia Private Identity: The IP Multimedia Private Identity (IMPI) is a unique permanently allocated global identity assigned by the home network operator. It has the form of a Network Access Identifier(NAI) i.e. user.name@domain, and is used, for example, for Registration, Authorization, Administration, and Accounting purposes. Every IMS user shall have one IMPI. IP Multimedia Public Identity: The IP Multimedia Public Identity (IMPU) is used by any user for requesting communications to other users (e.g. this might be included on a business card). Also known as Address of Record (AOR). There can be multiple IMPU per IMPI. The IMPU can also be shared with another phone, so that both can be reached with the same identity (for example, a single phone-number for an entire family). Globally Routable User Agent URI: Globally Routable User Agent URI (GRUU) is an identity that identifies a unique combination of IMPU and UE instance. There are two types of GRUU: Public-GRUU (P-GRUU) and Temporary GRUU (T-GRUU). P-GRUU reveal the IMPU and are very long lived. T-GRUU do not reveal the IMPU and are valid until the contact is explicitly de-registered or the current registration expires Wildcarded Public User Identity: A wildcarded Public User Identity expresses a set of IMPU grouped together. The HSS subscriber database contains the IMPU, IMPI, IMSI, MSISDN, subscriber service profiles, service triggers, and other information. ==== Call Session Control Function (CSCF) ==== Several roles of SIP servers or proxies, collectively called Call Session Control Function (CSCF), are used to process SIP sign

    Read more →
  • PhotoWorks (ray tracing software)

    PhotoWorks (ray tracing software)

    PhotoWorks is a raytrace rendering program created by Dassault Systèmes SolidWorks Corporation, formerly supplied as a photorealistic rendering add-in for SolidWorks. The program is based on the Mental Ray rendering engine. It has a library of scenes and materials that can be used with user-created SolidWorks files to create still frame images within the SolidWorks GUI. Since the 2011 release of SolidWorks, PhotoWorks has been replaced by the PhotoView 360 rendering utility. A 2010 review comparing PhotoWorks with three other rendering programs for SolidWorks (including PhotoView 360) gave the program high marks for render speed and built-in materials, but low marks for realism and user interface. Appearance File Type: .p2m

    Read more →
  • CSS box model

    CSS box model

    In web development, the CSS box model refers to how HTML elements are modeled in browser engines and how the dimensions of those HTML elements are derived from CSS properties. It is a fundamental concept for the composition of HTML webpages. The guidelines of the box model are described by web standards World Wide Web Consortium (W3C) specifically the CSS Working Group. For much of the late-1990s and early 2000s there had been non-standard compliant implementations of the box model in mainstream browsers. With the advent of CSS2 in 1998, which introduced the box-sizing property, the problem had mostly been resolved. == Specifics == The Cascading Style Sheets (CSS) specification describes how elements of web pages are displayed by graphical browsers. Section 4 of the CSS1 specification defines a "formatting model" that gives block-level elements—such as p and blockquote—a width and height, and three levels of boxes surrounding it: padding, borders, and margins. While the specification never uses the term "box model" explicitly, the term has become widely used by web developers and web browser vendors. All HTML elements can be considered "boxes", this includes div tag, p tag, or a tag. Each of those boxes has five modifiable dimensions: the height and width describe dimensions of the actual content of the box (text, images, ...) the padding describes the space between this content and the border of the box the border is any kind of line (solid, dotted, dashed...) surrounding the box, if present the margin is the space around the border According to the CSS1 specification, released by W3C in 1996 and revised in 1999, when a width or height is explicitly specified for any block-level element, it should determine only the width or height of the visible element, with the padding, borders, and margins applied afterward. Before CSS3, this box model was known as W3C box model, in CSS3, it is known as the content-box. The total width of a box is therefore margin-left + border-left + padding-left + width + padding-right + border-right + margin-right. Similarly, the total height of a box equals margin-top + border-top + padding-top + height + padding-bottom + border-bottom + margin-bottom. For example, the following CSS code would specify the box dimensions of each block belonging to 'my-class'. Moreover, each such box will have total height 140px and width 240px. CSS3 introduced the Internet Explorer box model to the standard, known referred to as border-box. == History == Before HTML 4 and CSS, very few HTML elements supported both border and padding, so the definition of the width and height of an element was not very contentious. However, it varied depending on the element. The HTML width attribute of a table defined the width of the table including its border. On the other hand, the HTML width attribute of an image defined the width of the image itself (inside any border). The only element to support padding in those early days was the table cell. Width for the cell was defined as "the suggested width for a cell content in pixels excluding the cell padding." In 1996, CSS introduced margin, border and padding for many more elements. It adopted a definition width in relation to content, border, margin and padding similar to that for a table cell. This has since become known as the W3C box model. At the time, very few browser vendors implemented the W3C box model to the letter. The two major browsers at the time, Netscape 4.0 and Internet Explorer 4.0 both defined width and height as the distance from border to border. This has been referred to as the traditional or the Internet Explorer box model. Internet Explorer in "quirks mode" includes the content, padding and borders within a specified width or height; this results in a narrower or shorter rendering of a box than would result following the standard behavior. The Internet Explorer box model behavior was often considered a bug, because of the way in which earlier versions of Internet Explorer handle the box model or sizing of elements in a web page, which differs from the standard way recommended by the W3C for the Cascading Style Sheets language. As of Internet Explorer 6, the browser supports an alternative rendering mode (called the "standards-compliant mode") which solves this discrepancy. However, for backward compatibility reasons, all versions still behave in the usual, non-standard way by default (see quirks mode). Internet Explorer for Mac is not affected by this non-standard behavior. === Workarounds === Internet Explorer versions 6 and onward are not affected by the bug if the page contains certain HTML document type declarations. These versions maintain the buggy behavior when in quirks mode for reasons of backward compatibility. For example, quirks mode is triggered: When the document type declaration is absent or incomplete; When an HTML 3 or earlier document is encountered; When an HTML 4.0 Transitional or Frameset document type declaration is used and a system identifier (URI) is not present; When an SGML comment or other unrecognized content appears before the document type declaration Internet Explorer 6 also uses quirks mode if there is an XML declaration prior to the document type declaration. Various workarounds have been devised to force Internet Explorer versions 5 and earlier to display Web pages using the W3C box model. These workarounds generally exploit unrelated bugs in Internet Explorer's CSS selector processing in order to hide certain rules from the browser. The best known of these workarounds is the "box model hack" developed by Tantek Çelik, a former Microsoft employee who developed this idea while working on Internet Explorer for the Macintosh. It involves specifying a width declaration for Internet Explorer for Windows, and then overriding it with another width declaration for CSS-compliant browsers. This second declaration is hidden from Internet Explorer for Windows by exploiting other bugs in the way that it parses CSS rules. The implementation of these CSS “hacks” has been further complicated by the public release of Internet Explorer 7, which has had some issues fixed, but not others, causing undesired results in pages using these hacks. Box model hacks have proven unreliable because they rely on bugs in browsers' CSS support that may be fixed in later versions. For this reason, some Web developers have instead recommended either avoiding specifying both width and padding for the same element or using conditional comment and/or CSS filters to work around the box model bug in older versions of Internet Explorer. == Support for Internet Explorer's box model == Web designer Doug Bowman has said that the original Internet Explorer box model represents a better, more logical approach. Peter-Paul Koch gives the example of a physical box, whose dimensions always refer to the box itself, including potential padding, but never its content. He says that this box model is more useful for graphic designers, who create designs based on the visible width of boxes rather than the width of their content. Bernie Zimmermann says that the Internet Explorer box model is closer to the definition of cell dimensions and padding used in the HTML table model. The W3C has included a "box-sizing" property in CSS3. When box-sizing: border-box; is specified for an element, any padding or border of the element is drawn inside the specified width and height, "as commonly implemented by legacy HTML user agents". Internet Explorer 8, WebKit browsers such as Apple Safari 5.1+ and Google Chrome, Gecko-based browsers such as Mozilla Firefox 29.0 and later, Opera 7.0 and later, and Konqueror 3.3.2 and later support the CSS3 box-sizing property. Gecko browsers previous than 29.0 support the same functionality using the browser-specific -moz-box-sizing property. border-box is the default box model used in Bootstrap framework.

    Read more →
  • Computer aided transceiver

    Computer aided transceiver

    Computer aided transceiver (CAT) is a non-generic serial protocol used by radio amateurs for (remotely) controlling a transceiver radio receiver equipment using a computer. Conventional transmitters are manually controlled and used to transmit voice using buttons, dials, etc. However, advances in electronics have come to market devices that can be controlled by a computer and allow digital modes such as packet radio and also the use of satellite tracking, because it can continuously change the device's frequency according to the Doppler effect. This is done by connecting a Radio receiver and a PC using a CAT interface and a CAT Program Additionally, CAT interfaces can also be used to position tracking antennas, in controllers. As a satellite moves overhead. A CAT interface is a piece of hardware that connects the PC and radio that provides a connection to allows the radio and the PC to communicate with each other. The CAT interface provides the signals to and fro via correct voltage levels and in the case of a Universal Serial Bus (USB) CAT interface it requires a "protocol" for communication but communication itself is down to the radio and the software on the PC. Software that may be called a CAT program allows a radio to be controlled through the PC. Changes made on the radio through user interactions on the CAT Program are (generally) shown on the PC's screen. The functionality of CAT equipment (software & interface) depends on the radio and what features the software writers included in the CAT software. Modern radio systems do have more CAT functionality If you run a logging program that supports CAT, then that software may take advantage of the CAT system by retrieving information from the radio to help fill in log details, such as the frequency that the contact was made. CAT is also useful on many radios where there are many sub-menus in the radios menu system, and many of the sub-menu items can be easily changed via the PC. On many HF radios, the CAT system is also used to program the memories on the radio, but you would need to use appropriate programming software. A CAT interface does not receive or transmit any DATA mode, that is the purpose of a DATA interface. Although, both may be used at the same time with the correct CAT Equipment. DATA modes, and getting audio to and from the PC is the function of a DATA interface. A completely different thing but it is easier and more useful when CAT and DATA are used at the same time. Wouldn't it be nice to have an interface that could operate Frequency-shift keying (FSK), Audio FSK (AFSK), (real) Morse Code (CW), with a CAT interface and its own sound card..... (eg. The DigiMaster Pro3).

    Read more →
  • 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

    Read more →
  • Supersampling

    Supersampling

    Supersampling or supersampling anti-aliasing (SSAA) is a spatial anti-aliasing method, i.e. a method used to remove aliasing (jagged and pixelated edges, colloquially known as "jaggies") from images rendered in computer games or other computer programs that generate imagery. Aliasing occurs because unlike real-world objects, which have continuous smooth curves and lines, a computer screen shows the viewer a large number of small squares. These pixels all have the same size, and each one has a single color. A line can only be shown as a collection of pixels, and therefore appears jagged unless it is perfectly horizontal or vertical. The aim of supersampling is to reduce this effect. Color samples are taken at several instances inside the pixel (not just at the center as normal)—hence the term "supersampling"—and an average color value is calculated. This can for example be achieved by rendering the image at a much higher resolution than the one being displayed, then shrinking it to the desired size, using the extra pixels for calculation, with the result being a downsampled image with smoother transitions from one line of pixels to another along the edges of objects, but each pixel could also be supersampled using other strategies (see the Supersampling patterns section). The number of samples determines the quality of the output. == Motivation == Aliasing is manifested in the case of 2D images as moiré pattern and pixelated edges, colloquially known as "jaggies". Common signal processing and image processing knowledge suggests that to achieve perfect elimination of aliasing, proper spatial sampling at the Nyquist rate (or higher) after applying a 2D Anti-aliasing filter is required. As this approach would require a forward and inverse fourier transformation, computationally less demanding approximations like supersampling were developed to avoid domain switches by staying in the spatial domain ("image domain"). == Method == === Computational cost and adaptive supersampling === Supersampling is computationally expensive because it requires much greater video card memory and memory bandwidth, since the amount of buffer used is several times larger. A way around this problem is to use a technique known as adaptive supersampling, where only pixels at the edges of objects are supersampled. Initially only a few samples are taken within each pixel. If these values are very similar, only these samples are used to determine the color. If not, more are used. The result of this method is that a higher number of samples are calculated only where necessary, thus improving performance. === Supersampling patterns === When taking samples within a pixel, the sample positions have to be determined in some way. Although the number of ways in which this can be done is infinite, there are a few ways which are commonly used. ==== Grid ==== The simplest algorithm. The pixel is split into several sub-pixels, and a sample is taken from the center of each. It is fast and easy to implement. Although, due to the regular nature of sampling, aliasing can still occur if a low number of sub-pixels is used. ==== Random ==== Also known as stochastic sampling, it avoids the regularity of grid supersampling. However, due to the irregularity of the pattern, samples end up being unnecessary in some areas of the pixel and lacking in others. ==== Poisson disk ==== The Poisson disk sampling algorithm places the samples randomly, but then checks that any two are not too close. The end result is an even but random distribution of samples. The naive "dart throwing" algorithm is extremely slow for large data sets, which once limited its applications for real-time rendering. However, many fast algorithms now exist to generate Poisson disk noise, even those with variable density. The Delone set provides a mathematical description of such sampling. ==== Jittered ==== A modification of the grid algorithm to approximate the Poisson disk. A pixel is split into several sub-pixels, but a sample is not taken from the center of each, but from a random point within the sub-pixel. Congregation can still occur, but to a lesser degree. ==== Rotated grid ==== A 2×2 grid layout is used but the sample pattern is rotated to avoid samples aligning on the horizontal or vertical axis, greatly improving antialiasing quality for the most commonly encountered cases. For an optimal pattern, the rotation angle is arctan (⁠1/2⁠) (about 26.6°) and the square is stretched by a factor of ⁠√5/2⁠, making it also a 4-queens solution.

    Read more →
  • Browser sniffing

    Browser sniffing

    Browser sniffing (also known as User agent sniffing and browser detection) is a set of techniques used in websites and web applications in order to determine the web browser a visitor is using, and to serve browser-appropriate content to the visitor. It is also used to detect mobile browsers and send them mobile-optimized websites. This practice is sometimes used to circumvent incompatibilities between browsers due to misinterpretation of HTML, Cascading Style Sheets (CSS), or the Document Object Model (DOM). While the World Wide Web Consortium maintains up-to-date central versions of some of the most important Web standards in the form of recommendations, in practice no software developer has designed a browser which adheres exactly to these standards; implementation of other standards and protocols, such as SVG and XMLHttpRequest, varies as well. As a result, different browsers display the same page differently, and so browser sniffing was developed to detect the web browser in order to help ensure consistent display of content. == Sniffer methods == === Client-side sniffing === Web pages can use programming languages such as JavaScript which are interpreted by the user agent, with results sent to the web server. For example: This code is run by the client computer, and the results are used by other code to make necessary adjustments on client-side. In this example, the client computer is asked to determine whether the browser can use a feature called ActiveX. Since this feature was proprietary to Microsoft, a positive result will indicate that the client may be running Microsoft's Internet Explorer. This is no longer a reliable indicator since Microsoft's open-source release of the ActiveX code, however, meaning that it can be used by any browser. === Standard Browser detection method === The web server communicates with the client using a communication protocol known as HTTP, or Hypertext Transfer Protocol, which specifies that the client send the server information about the browser being used to view the website in a User-Agent header. === Server-side sniffing === Extensive browser techniques enable persistent user tracking even if users try to stay anonymous. See device fingerprint for more details on browser fingerprinting. == Issues and standards == Many websites use browser sniffing to determine whether a visitor's browser is unable to use certain features (such as JavaScript, DHTML, ActiveX, or cascading style sheets), and display an error page if a certain browser is not used. However, it is virtually impossible to account for the tremendous variety of browsers available to users. Generally, a web designer using browser sniffing to determine what kind of page to present will test for the three or four most popular browsers, and provide content tailored to each of these. If a user is employing a user agent not tested for, there is no guarantee that a usable page will be served; thus, the user may be forced either to change browsers or to avoid the page. The World Wide Web Consortium, which sets standards for the construction of web pages, recommends that web sites be designed in accordance with its standards, and be arranged to "fail gracefully" when presented to a browser which cannot deal with a particular standard. Browser sniffing increases maintenance needed. Websites treating some browsers differently should provide an alternative version for other browsers. Use of user agent strings are error-prone because the developer must check for the appropriate part, such as "Gecko" instead of "Firefox". They must also ensure that future versions are supported. Furthermore, some browsers allow changing the user agent string, making the technique useless.

    Read more →
  • BitClout

    BitClout

    BitClout was an open source blockchain-based social media platform. On the platform, users could post short-form writings and photos, award money to posts they particularly like by clicking a diamond icon, as well as buy and sell "creator coins" (personalized tokens whose value depends on people's reputations). BitClout ran on a custom proof of work blockchain, and was a prototype of what can be built on DeSo (short for "Decentralized Social"). BitClout's founder and primary leader is Nader al-Naji, known pseudonymously as "Diamondhands". Under development since 2019, BitClout's blockchain created its first block in January 2021, and BitClout itself launched publicly in March 2021. The platform launched with 15,000 "reserved" accounts — a move intended to prevent impersonation, but which backfired as some people with reserved accounts tried to actively distance themselves. Later, in September 2021, BitClout was revealed to be the flagship product of the DeSo blockchain. == History == === Origins (2019 - March 2021) === In early 2019, Nader al-Naji became interested in "mixing investing and social media". He started creating a custom blockchain in May 2019, but didn't tell anyone else until November 2020. However, in the fall of 2020, al-Naji pitched BitClout's own investors under his real name and began posting job listings for a "new operation". Although BitClout was not originally intended to launch until mid-2021, its development was sped up due to "zeitgeist about decentralized social media" in January 2021. BitClout's first block was mined on 18 January 2021. Its next block was mined on 1 March 2021. === As BitClout (March - September 2021) === In early March 2021, about fifty investors received links to a password-protected website with the BitClout white paper. They were encouraged to explore the site and send the same link to "two or three other 'trusted contacts'". Within weeks users were spending millions of dollars per day on the platform. The platform's founders said they were "completely unprepared", having planned to have a "soft-launch". The leader went by the name "diamondhands" on the platform. On 24 March 2021, BitClout launched out of private beta. Investors include Sequoia Capital, Andreessen Horowitz, the venture capital firm Social Capital, Coinbase Ventures, Winklevoss Capital Management, Alexis Ohanian, Polychain, Pantera, and Digital Currency Group (CoinDesk's parent company). During its initial launch, BitClout's currency could be bought with bitcoin, but not sold except on Discord servers or Twitter threads. A single bitcoin wallet related to BitClout received more than $165M worth of deposits. In March 2021, law firm Anderson Kill P.C. sent Nader al-Naji, the presumed leader of the BitClout platform, a cease-and-desist letter, demanding the removal of Brandon Curtis's account and alleging that BitClout violated sections 1798 and 3344 of the California Civil Code by using Curtis's name and likeness without his consent. Curtis also tweeted, "Adopting Bitcoin's aesthetic to raise VC funding to carry out unethical and blatantly illegal schemes like BitClout: not cool". (However, Curtis's coin, despite not being listed on the official website, can still be bought by users searching for the original username.) Additionally, in April 2021, Lee Hsien Loong asked for his name and photograph to be removed from the site, stating that he has "nothing to do with the platform" and that "it is misleading and done without [his] permission". On 18 May 2021, diamondhands announced that 100% of the BitClout code went public. On 12 June 2021, the supply of BitClout was capped at around 11 million coins. On 18 July 2021, BitClout added the ability for users to mint and purchase NFTs within the platform. === As part of DeSo (September 2021 - July 2024) === On 21 September 2021, it was revealed that BitClout was a prototype built on DeSo, short for "Decentralized Social". As a part of this revelation, diamondhands confirmed his identity as Nader al-Naji. (As early as April 2021, it had been believed that diamondhands indeed was that person.)The Bitclout project raised $200M in funding, which went to setting up the DeSo Foundation. === End and aftermath (July 2024 - present) === In July 2024, al-Naji was arrested by the FBI and charged with wire fraud involving BitClout. He also faced civil charges of securities fraud and unregistered offers and sales of securities from the Securities and Exchange Commission. In response, the official "deso" account posted that al-Naji was "safe and at home" and "that this experience has only reinforced [his] commitment to DeSo". In February 2025, the Justice Department dropped its case against al-Naji. In March 2026, the SEC voluntarily dismissed the enforcement case with prejudice. == Design == BitClout is a social media platform. Its users can post short-form writings and photos (similarly to Twitter). They can award money to posts they particularly like by clicking a diamond icon (similarly to Twitch Bits). The prices of each account's "creator coin" goes up and down with the popularity of the celebrity behind it. For example, if someone says something negative, the value of their corresponding account may go down. This price is computed automatically according to the formula p r i c e _ i n _ b i t c l o u t = .003 ∗ c r e a t o r _ c o i n s _ i n _ c i r c u l a t i o n 2 {\displaystyle price\_in\_bitclout=.003creator\_coins\_in\_circulation^{2}} . At launch time, BitClout scraped 15,000 profiles of celebrities from Twitter to create "reserved" accounts in their names. To claim a reserved account, the account holder would need to tweet about it (which also serves as a marketing strategy). At least 80 such reserved profiles have been claimed. Proof of stake was introduced in March 2024.

    Read more →
  • Directed-energy weapon wildfire conspiracy theories

    Directed-energy weapon wildfire conspiracy theories

    The directed-energy weapon wildfire conspiracy theories are claims circulating on social media and in fringe commentary that 2020s wildfires in places such as California, Hawaii and Texas were started or steered by directed-energy weapons or other lasers or directed-energy systems rather than by the documented ignition sources identified by investigators. Fact-checking organisations and newsrooms have repeatedly shown that widely shared images and clips said to depict “beams from the sky” are unrelated, miscaptioned or fabricated, and that official inquiries point to causes such as damaged or re-energised power lines, vegetation and extreme wind conditions. Coverage of the January 2025 Los Angeles fires described a resurgence of familiar hoaxes while local and federal agencies coordinated public rebuttals. == Background == Rumours linking directed-energy weapons to wildfire outbreaks appeared during earlier disaster seasons, then re-emerged at scale during the 2018 Camp Fire and again with the 2023 Maui wildfires and the 2025 Los Angeles fires. Journalists documented how large disasters reliably attract miscaptioned imagery and speculative narratives that portray official explanations as cover stories, while researchers and emergency managers noted that such claims tend to flourish during the information vacuum that accompanies fast-moving events. == Narratives and debunks == Recurring claims include assertions that videos show lasers igniting neighbourhoods, that “green” or “blue” items or roofs were spared because lasers cannot burn those colours, that trees remaining upright indicate precision targeting of houses, and that beams recorded over Hawaii or Texas came from secret platforms. Investigations show that a purported laser-strike video was actually an explosion at a Russian gas station recorded years earlier, that a photograph said to capture an “attack” was an Ohio gas flare from 2018, and that a separate video of green lights over Hawaii was captured months before the Maui fires by an astronomical camera and is unrelated. Fact-checks addressing colour myths have further explained that images of intact blue roofs were either misinterpreted or in at least one widely shared instance artificially generated, and that laser interaction with materials is not governed by such simplistic rules. == Investigations and identified causes == Authorities who examined specific incidents have published findings that contradict DEW narratives. A multi-agency investigation into the Maui disaster concluded that downed and later re-energised lines ignited an initial morning fire that re-kindled under extreme winds in the afternoon, with reports detailing the timeline and infrastructure context; summaries by national outlets echoed those conclusions. Investigators of the February 2024 Smokehouse Creek Fire in the Texas Panhandle reported that power lines ignited both the state’s largest wildfire and another major blaze, and the regional utility acknowledged its facilities appeared to have been involved; subsequent media coverage outlined the findings and regulatory follow-up. For the 2018 Camp Fire in Northern California, public reports from Butte County and subsequent proceedings identified PG&E transmission equipment as the source of ignition, with documentation of maintenance issues on the Caribou–Palermo line preceding the event. == Platform and agency responses == As major fires burned in and around Los Angeles in January 2025, officials from city agencies and national partners pursued a coordinated strategy to counter falsehoods by issuing timely updates, flagging fake imagery and directing residents to verified resources. Reporters described how federal emergency managers and local departments used social channels and briefings to rebut specific rumours, including claims about lasers and targeted ignition, and to clarify that early imagery often misleads during fast-moving disasters.

    Read more →
  • MetaMask

    MetaMask

    MetaMask is a software cryptocurrency wallet developed by ConsenSys for interacting with the Ethereum blockchain and other EVM-compatible networks. It enables users to manage Ethereum accounts and connect to decentralized applications (dApps) via a browser extension or mobile app. As of early 2026, MetaMask reports over 100 million users worldwide. == Overview == MetaMask allows users to store and manage private keys, send and receive Ethereum-based cryptocurrencies and tokens (including ERC-20 and ERC-721 standards), broadcast transactions, and interact with dApps. dApps connect to the wallet via JavaScript interfaces, prompting users to approve signatures or transactions. The wallet features MetaMask Swaps, an in-app token swap aggregator sourcing liquidity from multiple decentralized exchanges (DEXs), with a service fee of 0.875%. In 2025, MetaMask introduced the MetaMask Rewards program (initially mobile-only), where users earn points for activities such as swaps, bridging, and referrals. Season 1 (October 2025 – January 2026) distributed over $30 million in Linea tokens and other perks to participants. == History == MetaMask launched in 2016 as open-source software under the MIT license. It initially supported browser extensions for Chrome and Firefox. Mobile versions were in closed beta from 2019 and publicly released for iOS and Android in September 2020. In August 2020, the license changed to a custom proprietary one. MetaMask Swaps launched on desktop in October 2020 and on mobile in March 2021. The Rewards program launched in late 2025 with Linea integration. == Criticism == MetaMask has faced criticism over privacy, including default analytics settings that share some user data (which can be disabled). Its reliance on Infura (acquired by ConsenSys in 2019) has raised concerns about centralization in Ethereum infrastructure. The wallet regularly issues warnings about phishing scams and fake airdrops impersonating MetaMask.

    Read more →
  • 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.

    Read more →
  • Digital media in education

    Digital media in education

    Digital media in education refers to the use of digital technologies to support and enhance teaching and learning processes. This includes the application of multiple digital software applications, devices, and online platforms as tools for learning. Learners interact with these technologies to access, analyze, evaluate, and create media content and communication in various forms. The integration of digital media in education has dramatically increased over time, significantly transforming traditional educational practices. When viewed through a global and inclusive lens, digital education should be guided by principles of equity, inclusion, and public infrastructure to ensure meaningful participation of all learners. == History == === 20th century === Technological advances in the 20th century, particularly the invention of the Internet, laid the foundation for incorporating technology into education. In the early 1900s, the overhead projector and instructional radio broadcasts were among the first technologies used for educational purposes. The introduction of computers in classrooms occurred in 1950, when a flight simulation program was developed to train pilots at the Massachusetts Institute of Technology. However, access to computers remained extremely limited for several decades. In 1964, John Kemeny and Thomas Kurtz developed the BASIC programming language, which simplified computer interaction and introduced time-sharing, enabling multiple users to work on the same system simultaneously. This innovation made computing increasingly accessible for educational settings. By the 1980s, schools began to show more interest in computers as companies released mass-market devices to the public. Networking further enabled the interconnection of computers into unified communication systems, which proved more efficient and cost-effective than previous stand-alone machines. This development prompted wider adoption of computing in educational institutions. The invention of the World Wide Web in 1992 further simplified internet navigation and sparked further interest in educational settings. Initially, computers were integrated into school curricula for tasks such as word processing, spreadsheet creation, and data organization. By the late 1990s, the Internet became a research tool, functioning as a vast library. By 1999, 99% of public school teachers in the United States reported having access to at least one computer in their schools, and 84% had a computer available in their classrooms. The emergence of World Wide Web also contributed to the development of learning management systems (LMS), which allowed educators to create online teaching environments for content storage, student activities, discussions, and assignments. Advances in digital compression and high-speed Internet made video creation and distribution more affordable, fostering the use of the systems designed for recording lectures. These tools were often incorporated into learning management platforms, supporting the expansion of fully online courses. === 21st century === By 2002, the Massachusetts Institute of Technology began offering recorded lectures to the public, marking a significant milestone in the movement toward accessible online education. The launch of YouTube in 2005 further transformed educational content distribution. Educators increasingly uploaded lectures and instructional videos on platforms with initiatives like Khan Academy, which was active in 2006, contributing to You Tube's role as a prominent educational resource. In 2007, Apple launched iTunesU, another platform for sharing educational resources and videos. Meanwhile, learning management systems gained popularity, with Blackboard and Canvas becoming two of the most widely used platforms with Canvas's release in 2008. That same year also marked the introduction of the first Massive Open Online Course (MOOC), which provided open access to webinars and expert-led instructions for global learners. As technology evolved, traditional projectors were gradually replaced by interactive whiteboards, which enabled educators to integrate digital tools more effectively in their classrooms. By 2009, 97% of classrooms in the United States had at least one computer, and 93% had Internet access. The COVID-19 pandemic, which forced schools across the world to close, significantly impacted education with schools shifting to distance education. Students attended classes remotely using devices such as laptops, phones, and tablets, supported by digital platforms that facilitated at-home learning environments. However, adapting assessment methods to the new learning environment posed certain challenges. A study conducted by Eddie M. Mulenga and José M. Marbán on Zambian students during the pandemic revealed difficulties in adapting to digital learning, particularly in subjects like mathematics. Similar issues were reported among students in Romania, where the transition to virtual learning presented significant obstacles in engagement and adaptability. === Post-pandemic developments === In the period following the onset of COVID-19, education systems worldwide rapidly adopted digital solutions to maintain continuity of learning and teaching. By the end of March 2020, all 46 OECD and partners countries closed some or all of their schools nationwide. By June 2020, the length of school closures in these countries ranged from 7 to over 18 weeks. These disruptions in formal education prompted governments and educators to quickly adopt digital learning. This global shift to online education highlighted considerable inequalities in digital access, although many systems struggled with inequitable access, especially in regions lacking devices, stable internet connections, or conducive home learning environments. Stimultaneously, commercial educational technology (ed-tech) companies introduced rapid digital solutions to the disruption caused by the pandemic. This led to what has been described as a "seller's market," where the urgency of implementation may cause the prioritization of availability and scale over pedagogical and equity considerations. In the post-pandemic era, digital media in education continues to evolve. It increasingly intersects with artificial intelligence (AI) technologies such as adaptive learning platforms, AI-enabled content generation, and personalized learning environments. These tools enhance global engagement and access but also raise concerns about infrastructure, inclusivity, ethical implementation as well as critical pedagogies. Scholars recommend that educators and policymakers adopt inclusive practices, prioritize equitable infrastructure, and develop critical digital literacy. Facer and Selwyn also emphasize the need for public digital infrastructure and sustainable and justice-oriented policies that empower all learners. Overall, these perspectives reflect a growing consensus that digital media in education should be implemented critically to promote inclusive, multimodal, and future-oriented learning environments.

    Read more →