AI Generator Job Application

AI Generator Job Application — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Kinematic chain

    Kinematic chain

    In mechanical engineering, a kinematic chain is an assembly of rigid bodies connected by joints to provide constrained motion that is the mathematical model for a mechanical system. As the word chain suggests, the rigid bodies, or links, are constrained by their connections to other links. An example is the simple open chain formed by links connected in series, like the usual chain, which is the kinematic model for a typical robot manipulator. Mathematical models of the connections, or joints, between two links are termed kinematic pairs. Kinematic pairs model the hinged and sliding joints fundamental to robotics, often called lower pairs and the surface contact joints critical to cams and gearing, called higher pairs. These joints are generally modeled as holonomic constraints. A kinematic diagram is a schematic of the mechanical system that shows the kinematic chain. The modern use of kinematic chains includes analysis of Linkages (mechanical), compliance that arises from flexure joints in precision mechanisms, link compliance in compliant mechanisms and micro-electro-mechanical systems, and cable compliance in cable robotic and tensegrity systems. == Mobility formula == The degrees of freedom, or mobility, of a kinematic chain is the number of parameters that define the configuration of the chain. A system of n rigid bodies moving in space has 6n degrees of freedom measured relative to a fixed frame. This frame is included in the count of bodies, so that mobility does not depend on link that forms the fixed frame. This means the degree-of-freedom of this system is M = 6(N − 1), where N = n + 1 is the number of moving bodies plus the fixed body. Joints that connect bodies impose constraints. Specifically, hinges and sliders each impose five constraints and therefore remove five degrees of freedom. It is convenient to define the number of constraints c that a joint imposes in terms of the joint's freedom f, where c = 6 − f. In the case of a hinge or slider, which are one-degree-of-freedom joints, have f = 1 and therefore c = 6 − 1 = 5. The result in general where d {\displaystyle d} is the degrees of freedom for the mobility of a kinematic chain formed from n moving links and j joints each with freedom fi, i = 1, 2, …, j, is given by M = d n − ∑ i = 1 j ( d − f i ) = d ( N − 1 − j ) + ∑ i = 1 j f i {\displaystyle M=dn-\sum _{i=1}^{j}(d-f_{i})=d(N-1-j)+\sum _{i=1}^{j}f_{i}} Where N is the total number of links and includes the fixed link. Spacial linkages used d = 6 {\displaystyle d=6} and planar linkages use d = 3 {\displaystyle d=3} . This result is known as the Chebychev–Grübler–Kutzbach criterion. == Analysis of kinematic chains == The constraint equations of a kinematic chain couple the range of movement allowed at each joint to the dimensions of the links in the chain, and form algebraic equations that are solved to determine the configuration of the chain associated with specific values of input parameters, called degrees of freedom. The constraint equations for a kinematic chain are obtained using rigid transformations [Z] to characterize the relative movement allowed at each joint and separate rigid transformations [X] to define the dimensions of each link. In the case of a serial open chain, the result is a sequence of rigid transformations alternating joint and link transformations from the base of the chain to its end link, which is equated to the specified position for the end link. A chain of n links connected in series has the kinematic equations, [ T ] = [ Z 1 ] [ X 1 ] [ Z 2 ] [ X 2 ] ⋯ [ X n − 1 ] [ Z n ] , {\displaystyle [T]=[Z_{1}][X_{1}][Z_{2}][X_{2}]\cdots [X_{n-1}][Z_{n}],\!} where [T] is the transformation locating the end-link—notice that the chain includes a "zeroth" link consisting of the ground frame to which it is attached. These equations are called the forward kinematics equations of the serial chain. Kinematic chains of a wide range of complexity are analyzed by equating the kinematics equations of serial chains that form loops within the kinematic chain. These equations are often called loop equations. The complexity (in terms of calculating the forward and inverse kinematics) of the chain is determined by the following factors: Its topology: a serial chain, a parallel manipulator, a tree structure, or a graph. Its geometrical form: how are neighbouring joints spatially connected to each other? Explanation Two or more rigid bodies in space are collectively called a rigid body system. We can hinder the motion of these independent rigid bodies with kinematic constraints. Kinematic constraints are constraints between rigid bodies that result in the decrease of the degrees of freedom of rigid body system. == Synthesis of kinematic chains == The constraint equations of a kinematic chain can be used in reverse to determine the dimensions of the links from a specification of the desired movement of the system. This is termed kinematic synthesis. Perhaps the most developed formulation of kinematic synthesis is for four-bar linkages, which is known as Burmester theory. Ferdinand Freudenstein is often called the father of modern kinematics for his contributions to the kinematic synthesis of linkages beginning in the 1950s. His use of the newly developed computer to solve Freudenstein's equation became the prototype of computer-aided design systems. This work has been generalized to the synthesis of spherical and spatial mechanisms.

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  • HTTP compression

    HTTP compression

    HTTP compression is a capability that can be built into web servers and web clients to improve transfer speed and bandwidth utilization. HTTP data is compressed before it is sent from the server: compliant browsers will announce what methods are supported to the server before downloading the correct format; browsers that do not support compliant compression method will download uncompressed data. The most common compression schemes include gzip and Brotli; a full list of available schemes is maintained by the IANA. There are two different ways compression can be done in HTTP. At a lower level, a Transfer-Encoding header field may indicate the payload of an HTTP message is compressed. At a higher level, a Content-Encoding header field may indicate that a resource being transferred, cached, or otherwise referenced is compressed. Compression using Content-Encoding is more widely supported than Transfer-Encoding, and some browsers do not advertise support for Transfer-Encoding compression to avoid triggering bugs in servers. == Compression scheme negotiation == The negotiation is done in two steps, described in RFC 2616 and RFC 9110: 1. The web client advertises which compression schemes it supports by including a list of tokens in the HTTP request. For Content-Encoding, the list is in a field called Accept-Encoding; for Transfer-Encoding, the field is called TE. 2. If the server supports one or more compression schemes, the outgoing data may be compressed by one or more methods supported by both parties. If this is the case, the server will add a Content-Encoding or Transfer-Encoding field in the HTTP response with the used schemes, separated by commas. The web server is by no means obligated to use any compression method – this depends on the internal settings of the web server and also may depend on the internal architecture of the website in question. == Content-Encoding tokens == The official list of tokens available to servers and client is maintained by IANA, and it includes: br – Brotli, a compression algorithm specifically designed for HTTP content encoding, defined in RFC 7932 and implemented in all modern major browsers. compress – UNIX "compress" program method (historic; deprecated in most applications and replaced by gzip or deflate) deflate – compression based on the deflate algorithm (described in RFC 1951), a combination of the LZ77 algorithm and Huffman coding, wrapped inside the zlib data format (RFC 1950); exi – W3C Efficient XML Interchange gzip – GNU zip format (described in RFC 1952). Uses the deflate algorithm for compression, but the data format and the checksum algorithm differ from the "deflate" content-encoding. This method is the most broadly supported as of March 2011. identity – No transformation is used. This is the default value for content coding. pack200-gzip – Network Transfer Format for Java Archives zstd – Zstandard compression, defined in RFC 8478 In addition to these, a number of unofficial or non-standardized tokens are used in the wild by either servers or clients: bzip2 – compression based on the free bzip2 format, supported by lighttpd lzip – compression based on the free lzip format, supported by wget and Links lzma – compression based on (raw) LZMA is available in Opera 20, and in elinks via a compile-time option peerdist – Microsoft Peer Content Caching and Retrieval rsync – delta encoding in HTTP, implemented by a pair of rproxy proxies. xpress – Microsoft compression protocol used by Windows 8 and later for Windows Store application updates. LZ77-based compression optionally using a Huffman encoding. xz – LZMA2-based content compression, supported by a non-official Firefox patch; and fully implemented in mget since 2013-12-31. == Servers that support HTTP compression == SAP NetWeaver Microsoft IIS: built-in or using third-party module Apache HTTP Server, via mod_deflate (despite its name, only supporting gzip), and mod_brotli Hiawatha HTTP server: serves pre-compressed files Cherokee HTTP server, On the fly gzip and deflate compressions Oracle iPlanet Web Server Zeus Web Server lighttpd nginx – built-in Applications based on Tornado, if "compress_response" is set to True in the application settings (for versions prior to 4.0, set "gzip" to True) Jetty Server – built-into default static content serving and available via servlet filter configurations GeoServer Apache Tomcat IBM Websphere AOLserver Ruby Rack, via the Rack::Deflater middleware HAProxy Varnish – built-in. Works also with ESI Armeria – Serving pre-compressed files NaviServer – built-in, dynamic and static compression Caddy – built-in via encode Many content delivery networks also implement HTTP compression to improve speedy delivery of resources to end users. The compression in HTTP can also be achieved by using the functionality of server-side scripting languages like PHP, or programming languages like Java. Various online tools exist to verify a working implementation of HTTP compression. These online tools usually request multiple variants of a URL, each with different request headers (with varying Accept-Encoding content). HTTP compression is considered to be implemented correctly when the server returns a document in a compressed format. By comparing the sizes of the returned documents, the effective compression ratio can be calculated (even between different compression algorithms). == Problems preventing the use of HTTP compression == A 2009 article by Google engineers Arvind Jain and Jason Glasgow states that more than 99 person-years are wasted daily due to increase in page load time when users do not receive compressed content. This occurs when anti-virus software interferes with connections to force them to be uncompressed, where proxies are used (with overcautious web browsers), where servers are misconfigured, and where browser bugs stop compression being used. Internet Explorer 6, which drops to HTTP 1.0 (without features like compression or pipelining) when behind a proxy – a common configuration in corporate environments – was the mainstream browser most prone to failing back to uncompressed HTTP. Another problem found while deploying HTTP compression on large scale is due to the deflate encoding definition: while HTTP 1.1 defines the deflate encoding as data compressed with deflate (RFC 1951) inside a zlib formatted stream (RFC 1950), Microsoft server and client products historically implemented it as a "raw" deflated stream, making its deployment unreliable. For this reason, some software, including the Apache HTTP Server, only implements gzip encoding. == Security implications == Compression allows a form of chosen plaintext attack to be performed: if an attacker can inject any chosen content into the page, they can know whether the page contains their given content by observing the size increase of the encrypted stream. If the increase is smaller than expected for random injections, it means that the compressor has found a repeat in the text, i.e. the injected content overlaps the secret information. This is the idea behind CRIME. In 2012, a general attack against the use of data compression, called CRIME, was announced. While the CRIME attack could work effectively against a large number of protocols, including but not limited to TLS, and application-layer protocols such as SPDY or HTTP, only exploits against TLS and SPDY were demonstrated and largely mitigated in browsers and servers. The CRIME exploit against HTTP compression has not been mitigated at all, even though the authors of CRIME have warned that this vulnerability might be even more widespread than SPDY and TLS compression combined. In 2013, a new instance of the CRIME attack against HTTP compression, dubbed BREACH, was published. A BREACH attack can extract login tokens, email addresses or other sensitive information from TLS encrypted web traffic in as little as 30 seconds (depending on the number of bytes to be extracted), provided the attacker tricks the victim into visiting a malicious web link. All versions of TLS and SSL are at risk from BREACH regardless of the encryption algorithm or cipher used. Unlike previous instances of CRIME, which can be successfully defended against by turning off TLS compression or SPDY header compression, BREACH exploits HTTP compression which cannot realistically be turned off, as virtually all web servers rely upon it to improve data transmission speeds for users. As of 2016, the TIME attack and the HEIST attack are now public knowledge.

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  • Facebook Platform

    Facebook Platform

    The Facebook Platform is the set of services, tools, and products provided by the social networking service Facebook for third-party developers to create their own applications and services that access data in Facebook. The current Facebook Platform was launched in 2010. The platform offers a set of programming interfaces and tools which enable developers to integrate with the open "social graph" of personal relations and other things like songs, places, and Facebook pages. Applications on facebook.com, external websites, and devices are all allowed to access the graph. == History == Facebook launched the Facebook Platform on May 24, 2007, providing a framework for software developers to create applications that interact with core Facebook features. A markup language called Facebook Markup Language was introduced simultaneously; it is used to customize the "look and feel" of applications that developers create. Prior to the Facebook platform, Facebook had built many applications themselves within the Facebook website, including Gifts, allowing users to send virtual gifts to each other, Marketplace, allowing users to post free classified ads, Facebook events, giving users a method of informing their friends about upcoming events, Video, letting users share homemade videos with one another, and social network game, where users can use their connections to friends to help them advance in games they are playing. The Facebook Platform made it possible for outside partners to build similar applications. Many of the popular early social network games would combine capabilities. For instance, one of the early games to reach the top application spot, (Lil) Green Patch, combined virtual Gifts with Event notifications to friends and contributions to charities through Causes. Third-party companies provide application metrics, and several blogs arose in response to the clamor for Facebook applications. On July 4, 2007, Altura Ventures announced the "Altura 1 Facebook Investment Fund," becoming the world's first Facebook-only venture capital firm. On August 29, 2007, Facebook changed the way in which the popularity of applications is measured, to give attention to the more engaging applications, following criticism that ranking applications only by the number of people who had installed the application was giving an advantage to the highly viral, yet useless applications. Tech blog Valleywag has criticized Facebook Applications, labeling them a "cornucopia of uselessness." Others have called for limiting third-party applications so the Facebook user experience is not degraded. Applications that have been created on the Platform include chess, which both allow users to play games with their friends. In such games, a user's moves are saved on the website, allowing the next move to be made at any time rather than immediately after the previous move. By November 3, 2007, seven thousand applications had been developed on the Facebook Platform, with another hundred created every day. By the second annual f8 developers conference on July 23, 2008, the number of applications had grown to 33,000, and the number of registered developers had exceeded 400,000. Within a few months of launching the Facebook Platform, issues arose regarding "application spam", which involves Facebook applications "spamming" users to request it be installed. Facebook integration was announced for the Xbox 360 and Nintendo DSi on June 1, 2009 at E3. On November 18, 2009, Sony announced an integration with Facebook to deliver the first phase of a variety of new features to further connect and enhance the online social experiences of PlayStation 3. On February 2, 2010, Facebook announced the release of HipHop for PHP as an opensource project. Mark Zuckerberg said that his team from Facebook is developing a Facebook search engine. “Facebook is pretty well placed to respond to people’s questions. At some point, we will. We have a team that is working on it", said Mark Zuckerberg. For him, the traditional search engines return too many results that do not necessarily respond to questions. “The search engines really need to evolve a set of answers: 'I have a specific question, answer this question for me.'" On June 10, 2014, Facebook announced Haxl, a Haskell library that simplified the access to remote data, such as databases or web-based services. === Partnerships with device manufacturers === Starting in 2007, Facebook formed data sharing partnerships with at least 60 handset manufacturers, including Apple, Amazon, BlackBerry, Microsoft and Samsung. Those manufacturers were provided with Facebook user data without the users' consent. Most of the partnerships remained in place as of 2018, when the partnerships were first publicly reported. == High-level Platform components == === Graph API === The Graph API is the core of Facebook Platform, enabling developers to read from and write data into Facebook. The Graph API presents a simple, consistent view of the Facebook social graph, uniformly representing objects in the graph (e.g., people, photos, events, and pages) and the connections between them (e.g., friend relationships, shared content, and photo tags). On April 30, 2015, Facebook shut down friends' data API prior to the v2.0 release. === Authentication === Facebook authentication enables developers’ applications to interact with the Graph API on behalf of Facebook users, and it provides a single-sign on mechanism across web, mobile, and desktop apps. ==== Facebook Connect ==== Facebook Connect, also called Log in with Facebook, like OpenID, is a set of authentication APIs from Facebook that developers can use to help their users connect and share with such users' Facebook friends (on and off Facebook) and increase engagement for their website or application. When so used, Facebook members can log on to third-party websites, applications, mobile devices and gaming systems with their Facebook identity and, while logged in, can connect with friends via these media and post information and updates to their Facebook profile. Originally unveiled during Facebook's developer conference, F8, in July 2008, Log in with Facebook became generally available in December 2008. According to an article from The New York Times, "Some say the services are representative of surprising new thinking in Silicon Valley. Instead of trying to hoard information about their users, the Internet companies (including Facebook, Google, MySpace and Twitter) all share at least some of that data so people do not have to enter the same identifying information again and again on different sites." Log in with Facebook cannot be used by users in locations that cannot access Facebook, even if the third-party site is otherwise accessible from that location. According to Facebook, users who logged into The Huffington Post with Facebook spent more time on the site than the average user. === Social plugins === Social plugins – including the Like Button, Recommendations, and Activity Feed – enable developers to provide social experiences to their users with just a few lines of HTML. All social plugins are extensions of Facebook and are designed so that no user data is shared with the sites on which they appear. On the other hand, the social plugins let Facebook track its users’ browsing habits through any sites that feature the plugins. === Open Graph protocol === The Open Graph protocol enables developers to integrate their pages into Facebook's global mapping/tracking tool Social Graph. These pages gain the functionality of other graph objects including profile links and stream updates for connected users. OpenGraph tags in HTML5 might look like this: === iframes === Facebook uses iframes to allow third-party developers to create applications that are hosted separately from Facebook, but operate within a Facebook session and are accessed through a user's profile. Since iframes essentially nest independent websites within a Facebook session, their content is distinct from Facebook formatting. Facebook originally used 'Facebook Markup Language (FBML)' to allow Facebook Application developers to customize the "look and feel" of their applications, to a limited extent. FBML is a specification of how to encode content so that Facebook's servers can read and publish it, which is needed in the Facebook-specific feed so that Facebook's system can properly parse content and publish it as specified. FBML set by any application is cached by Facebook until a subsequent API call replaces it. Facebook also offers a specialized Facebook JavaScript (FBJS) library. Facebook stopped accepting new FBML applications on March 18, 2011, but continued to support existing FBML tabs and applications. Since January 1, 2012 FBML was no longer supported, and FBML no longer functioned as of June 1, 2012. === Microformats === In February 2011, Facebook began to use the hCalendar microformat to mark up events, and the hCard for the events' venues,

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  • Asynchronous module definition

    Asynchronous module definition

    Asynchronous module definition (AMD) is a specification for the programming language JavaScript. It defines an application programming interface (API) that defines code modules and their dependencies, and loads them asynchronously if desired. Implementations of AMD provide the following benefits: Website performance improvements. AMD implementations load smaller JavaScript files, and then only when they are needed. Fewer page errors. AMD implementations allow developers to define dependencies that must load before a module is executed, so the module does not try to use outside code that is not available yet.... In addition to loading multiple JavaScript files at runtime, AMD implementations allow developers to encapsulate code in smaller, more logically-organized files, in a way similar to other programming languages such as Java. For production and deployment, developers can concatenate and minify JavaScript modules based on an AMD API into one file, the same as traditional JavaScript. AMD provides some CommonJS interoperability. It allows for using a similar exports and require() interface in the code, although its own define() interface is more basal and preferred. The AMD specification is implemented by Dojo Toolkit, RequireJS, and other libraries.

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  • DBGallery

    DBGallery

    DBGallery, short for Database Gallery, is a cloud-based Software as a Service (SaaS) and on-prem webserver for teams of various sizes. DBGallery enables users to centrally store, manage, catalog, archive, and securely share image, video, and document files. It facilitates version control, detects duplicates, and offers an intuitive and advanced search functionality, making assets easily accessible to all users. It takes advantage of current AI technologies to automatically add significant metadata to images, facilitates custom-trained AI models, and offers bespoke AI features. Additionally, DBGallery provides team management tools, workflow management, an activity audit trail, and other collaborative features that foster a productive environment for both internal and external stakeholders. == History == DBGallery's first public release was December 2007. Since then each year has seen continuous enhancements. 2013 added support for additional non-English languages in its meta-data. 2014 added support for creating custom data fields for tagging and search. In 2015 included the ability to auto-tag images using Reverse Geocoding. 2018 added artificial intelligence (AI) image recognition as a further addition to auto-tagging. March 2020 added complete image collection management via the web (e.g. file and folder drag and drop), a new collection dashboard, custom data layouts, and an improved audit trail. 2021 saw user experience improvements provided by improved styling and performance enhancements. Version 12 was released in October 2021. It added the ability to upload unlimited file sizes and made significant performance improvements for very large collections. June 2022 saw the release of a global duplicate images search. In late 2022, DBGallery began offering significantly reduced cloud storage cost, at a third of its previous prices, which played into its recent high-volume/high-capacity capabilities and its clients' subsequent demand for additional storage. 2023 saw improvements in user and role management, introduced it's mobile app (PWA), and improved custom-trained object detection. Release 14.0 in the spring of 2024 had large sharing improvements and a new find related images feature. Winter 2025's v15 release introduced AI-generated image descriptions, image-to-text, and facial recognition.

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  • Bainu (website)

    Bainu (website)

    Bainu ("how are you?") is a Chinese social networking website written in the Mongolian language. As of 2020 it had about 400,000 users, concentrated in Inner Mongolia. == Core features and positioning == Language and Cultural Characteristics Bainu is based on Traditional Mongolian Script and supports social interactions in the Mongolian language, including various message formats such as text, voice, images, and video. This design aims to preserve and promote Mongolian language and culture, particularly appealing to users in Inner Mongolia and other Mongolian-populated areas. Social Features Instant Messaging: Supports one-on-one private chats and group chats. Users can create interest-based groups or join local communities. Life Sharing: Through the "Chomorlig" feature (similar to Moments or a dynamic feed), users can share daily highlights to enhance community interaction. Location-Based Socializing: Recommends nearby users based on location, making it easier to connect with Mongolian friends in the same city or neighboring regions. Multilingual Support The app interface is available in English, Mongolian, and Simplified Chinese. == Technical Features and User Experience == Cross-Platform Compatibility Supports iPhone, iPad, Mac (with M1 chip or above), and Apple Vision Pro devices, covering users across the Apple ecosystem. Pricing Model Free download and basic features are available. Premium services (e.g., ad-free experience, extended social functions) require a subscription, with pricing options including $0.99/month, $2.99/quarter, and $6.99/year. User Feedback Positive Reviews: Some users praise it as the "best Mongolian-language chat app," recognizing its cultural value and social convenience. Negative Feedback: Reports of app crashes and technical issues, with some users calling for improved stability (e.g., frequent crashes in the iOS version). == Privacy and Data Policy == Bainu collects user data such as location, contact information, and device identifiers, which are linked to user identities. Additionally, user behavior may be tracked through third-party services, raising some privacy concerns. == Current Development and Challenges == User Base As of 2020, Bainu had approximately 400,000 users, primarily concentrated in Inner Mongolia. Policy Impact It was reported by Voice of America (VOA) that the Chinese authorities blocked Bainu on 23 August 2020 in order to prohibit Mongolians from discussing the issue of the authorities’ implementation of "bilingual education" in elementary schools. But now, in 2025, this software is completely available for download and use. see:https://bainu.com/

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  • Digital divide

    Digital divide

    Digital divide is inequitable access to and use of digital technology, encompassing four interrelated dimensions: motivational, material, skills, and usage access. The digital divide worsens inequality in access to information and resources. According to 2026 data from the U.S. Census Bureau, a significant 'digital divide' persists, with over 15.7 million Americans lacking access to high-speed broadband. Students from low-income households often face limited access to reliable internet and digital devices, which negatively affects their educational opportunities. In the Information Age, people without access to the Internet and other technology are at a disadvantage, for they are less able to connect with others, find and apply for jobs, shop, and learn. People living in poverty, in insecure housing or who are homeless, elderly people, and those living in rural communities may have limited access to the Internet; in contrast, urban middle class people have easy access to the Internet. Another divide is between producers and consumers of Internet content, which could be a result of educational disparities. While social media use varies across age groups, a US 2010 study reported no racial divide. == History == The historical roots of the digital divide in the United States refer to the increasing gap that occurred during the early modern period between those who could and could not access the real time forms of calculation, decision-making, and visualization offered via written and printed media. "Over time, focus has shifted from binary access to differentiated use, where quality and purpose of engagement vary across socio-economic groups." Within this context, ethical discussions regarding the relationship between education and the free distribution of information were raised by thinkers such as Immanuel Kant, Jean Jacques Rousseau, and Mary Wollstonecraft (1712–1778). The latter advocated that governments should intervene to ensure that any society's economic benefits should be fairly and meaningfully distributed. Amid the Industrial Revolution in Great Britain, Rousseau's idea helped to justify poor laws that created a safety net for those who were harmed by new forms of production. Later, when telegraph and postal systems evolved, many used Rousseau's ideas to argue for full access to those services, even if it meant subsidizing hard-to-serve citizens. Thus, "universal services" referred to innovations in regulation and taxation that would allow phone services such as AT&T in the United States to serve hard-to-serve rural users. In 1996, as telecommunications companies merged with Internet companies, the Federal Communications Commission adopted Telecommunications Act of 1996 to consider regulatory strategies and taxation policies to close the digital divide. Though the term "digital divide" was coined among consumer groups that sought to tax and regulate information and communications technology (ICeT) companies to close the digital divide, the topic soon moved onto a global stage. The focus was the World Trade Organization which passed the Telecommunications Services Act, which resisted regulation of ICT companies so that they would be required to serve hard-to-serve individuals and communities. In 1999, to assuage anti-globalization forces, the WTO hosted the "Financial Solutions to Digital Divide" in Seattle, US, co-organized by Craig Warren Smith of Digital Divide Institute and Bill Gates Sr. the chairman of the Bill and Melinda Gates Foundation. It catalyzed a full-scale global movement to close the digital divide, which quickly spread to all sectors of the global economy. In 2000, US president Bill Clinton mentioned the term in the State of the Union Address. Since the early 2000s, the international community has transitioned from a focus on domestic infrastructure to a global, multi-dimensional framework for digital equity. This shift was formalized through the World Summit on the Information Society (WSIS) in Geneva (2003) and Tunis (2005), where the International Telecommunication Union (ITU) established a roadmap for bridging the Global North-South disparity as part of the Sustainable Development Goals. Academic and policy discourse has since evolved to distinguish between the first-level divide (physical access), the second-level divide (digital literacy), and the third-level divide (the ability to translate technology use into socio-economic capital). By the 2020s, critical reflections on national development emphasized that the divide is fundamentally a socio-institutional gap. Research by Tiwari, Kostenko, and Yekhanurov (2025) identifies four pillars for achieving national digital maturity which are digital governance capacity, institutional design to prevent adverse digital incorporation, infrastructure resilience, and citizen capability. This modern era is characterized by the pursuit of meaningful connectivity, a standard that requires internet access to be not only available but affordable, high-speed, and supportive of active content creation. === During the COVID-19 pandemic === At the outset of the COVID-19 pandemic, governments worldwide issued stay-at-home orders that imposed lockdowns, quarantines, restrictions, and closures. The resulting interruptions to schooling, public services, and business operations drove nearly half of the world's population into seeking alternative methods to live while in isolation. These methods included telemedicine, virtual classrooms, online shopping, technology-based social interactions and working remotely, all of which require access to high-speed or broadband internet access and digital technologies. A Pew Research Centre study reports that 90% of Americans describe the use of the Internet as "essential" during the pandemic. The accelerated use of digital technologies created a landscape where the ability, or lack thereof, to access digital spaces became a crucial factor in everyday life. According to the Pew Research Center, 59% of children from lower-income families were likely to face digital obstacles in completing school assignments. These obstacles included the use of a cellphone to complete homework, having to use public Wi-Fi because of unreliable internet service in the home and lack of access to a computer in the home. This difficulty, titled the homework gap, affects more than 30% of K-12 students living below the poverty threshold, and disproportionally affects American Indian/Alaska Native, Black, and Hispanic students. These types of interruptions or privilege gaps in education exemplify problems in the systemic marginalization of historically oppressed individuals in primary education. The pandemic exposed inequity causing discrepancies in learning. "Large-scale events such as COVID-19 intensify both access and skills gaps, underlining the need for resilient digital inclusion policies. Studies during COVID-19 reveal first-level (access) and second-level (skills) divides, with underserved students struggling with reliable internet, devices, and platform navigation ” A lack of "tech readiness", that is, confident and independent use of devices, was reported among the US elderly population; with more than 50% reporting an inadequate knowledge of devices and more than one-third reporting a lack of confidence. "Older adults often face skills and confidence barriers, illustrating later-stage divides in van Dijk’s model." Moreover, according to a UN research paper, similar results can be found across various Asian countries, with those aged over 74, reporting less confident or inconsistent use of digital devices. This aspect of the digital divide and the elderly occurred during the pandemic as healthcare providers increasingly relied upon telemedicine to manage chronic and acute health conditions. == Aspects == There are various definitions of the digital divide, all with slightly different emphasis, which is evidenced by related concepts like digital inclusion, digital participation, digital skills, media literacy, and digital accessibility.“Van Dijk’s model identifies sequential barriers—motivational, material, skills, and usage—that must be addressed to bridge the divide.” === Infrastructure === The infrastructure by which individuals, households, businesses, and communities connect to the Internet addresses the physical mediums that people use to connect to the Internet such as desktop computers, laptops, basic mobile phones or smartphones, MP3 players, gaming consoles, electronic book readers, and tablets. Traditionally, the nature of the divide has been measured in terms of the existing numbers of subscriptions and digital devices. Given the increasing number of such devices, some have concluded that the digital divide among individuals has increasingly been closing as the result of a natural and almost automatic process. Others point to persistent lower levels of connectivity among women, racial and ethnic minorities, people with lower incomes, rura

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  • Mashup (web application hybrid)

    Mashup (web application hybrid)

    A mashup (computer industry jargon), in web development, is a web page or web application that uses content from more than one source to create a single new service displayed in a single graphical interface. For example, a user could combine the addresses and photographs of their library branches with a Google map to create a map mashup. The term implies easy, fast integration, frequently using open application programming interfaces (open API) and data sources to produce enriched results that were not necessarily the original reason for producing the raw source data. The term mashup originally comes from creating something by combining elements from two or more sources. The main characteristics of a mashup are combination, visualization, and aggregation. It is important to make existing data more useful, for personal and professional use. To be able to permanently access the data of other services, mashups are generally client applications or hosted online. In the past years, more and more Web applications have published APIs that enable software developers to easily integrate data and functions the SOA way, instead of building them by themselves. Mashups can be considered to have an active role in the evolution of social software and Web 2.0. Mashup composition tools are usually simple enough to be used by end-users. They generally do not require programming skills and rather support visual wiring of GUI widgets, services and components together. Therefore, these tools contribute to a new vision of the Web, where users are able to contribute. The term "mashup" is not formally defined by any standard-setting body. == History == The broader context of the history of the Web provides a background for the development of mashups. Under the Web 1.0 model, organizations stored consumer data on portals and updated them regularly. They controlled all the consumer data, and the consumer had to use their products and services to get the information. The advent of Web 2.0 introduced Web standards that were commonly and widely adopted across traditional competitors and which unlocked the consumer data. At the same time, mashups emerged, allowing mixing and matching competitors' APIs to develop new services. The first mashups used mapping services or photo services to combine these services with data of any kind and therefore to produce visualizations of data. In the beginning, most mashups were consumer-based, but recently the mashup is to be seen as an interesting concept useful also to enterprises. Business mashups can combine existing internal data with external services to generate new views on the data. There was also the free Yahoo! Pipes to build mashups for free using the Yahoo! Query Language. == Types of mashup == There are many types of mashup, such as business mashups, consumer mashups, and data mashups. The most common type of mashup is the consumer mashup, aimed at the general public. Business (or enterprise) mashups define applications that combine their own resources, application and data, with other external Web services. They focus data into a single presentation and allow for collaborative action among businesses and developers. This works well for an agile development project, which requires collaboration between the developers and customer (or customer proxy, typically a product manager) for defining and implementing the business requirements. Enterprise mashups are secure, visually rich Web applications that expose actionable information from diverse internal and external information sources. Consumer mashups combine data from multiple public sources in the browser and organize it through a simple browser user interface. (e.g.: Wikipediavision combines Google Map and a Wikipedia API) Data mashups, opposite to the consumer mashups, combine similar types of media and information from multiple sources into a single representation. The combination of all these resources create a new and distinct Web service that was not originally provided by either source. === By API type === Mashups can also be categorized by the basic API type they use but any of these can be combined with each other or embedded into other applications. ==== Data types ==== Indexed data (documents, weblogs, images, videos, shopping articles, jobs ...) used by metasearch engines Cartographic and geographic data: geolocation software, geovisualization Feeds, podcasts: news aggregators ==== Functions ==== Data converters: language translators, speech processing, URL shorteners... Communication: email, instant messaging, notification... Visual data rendering: information visualization, diagrams Security related: electronic payment systems, ID identification... Editors == Mashup enabler == In technology, a mashup enabler is a tool for transforming incompatible IT resources into a form that allows them to be easily combined, in order to create a mashup. Mashup enablers allow powerful techniques and tools (such as mashup platforms) for combining data and services to be applied to new kinds of resources. An example of a mashup enabler is a tool for creating an RSS feed from a spreadsheet (which cannot easily be used to create a mashup). Many mashup editors include mashup enablers, for example, Presto Mashup Connectors, Convertigo Web Integrator or Caspio Bridge. Mashup enablers have also been described as "the service and tool providers, [sic] that make mashups possible". === History === Early mashups were developed manually by enthusiastic programmers. However, as mashups became more popular, companies began creating platforms for building mashups, which allow designers to visually construct mashups by connecting together mashup components. Mashup editors have greatly simplified the creation of mashups, significantly increasing the productivity of mashup developers and even opening mashup development to end-users and non-IT experts. Standard components and connectors enable designers to combine mashup resources in all sorts of complex ways with ease. Mashup platforms, however, have done little to broaden the scope of resources accessible by mashups and have not freed mashups from their reliance on well-structured data and open libraries (RSS feeds and public APIs). Mashup enablers evolved to address this problem, providing the ability to convert other kinds of data and services into mashable resources. === Web resources === Of course, not all valuable data is located within organizations. In fact, the most valuable information for business intelligence and decision support is often external to the organization. With the emergence of rich web applications and online Web portals, a wide range of business-critical processes (such as ordering) are becoming available online. Unfortunately, very few of these data sources syndicate content in RSS format and very few of these services provide publicly accessible APIs. Mashup editors therefore solve this problem by providing enablers or connectors. == Mashups versus portals == Mashups and portals are both content aggregation technologies. Portals are an older technology designed as an extension to traditional dynamic Web applications, in which the process of converting data content into marked-up Web pages is split into two phases: generation of markup "fragments" and aggregation of the fragments into pages. Each markup fragment is generated by a "portlet", and the portal combines them into a single Web page. Portlets may be hosted locally on the portal server or remotely on a separate server. Portal technology defines a complete event model covering reads and updates. A request for an aggregate page on a portal is translated into individual read operations on all the portlets that form the page ("render" operations on local, JSR 168 portlets or "getMarkup" operations on remote, WSRP portlets). If a submit button is pressed on any portlet on a portal page, it is translated into an update operation on that portlet alone (processAction on a local portlet or performBlockingInteraction on a remote, WSRP portlet). The update is then immediately followed by a read on all portlets on the page. Portal technology is about server-side, presentation-tier aggregation. It cannot be used to drive more robust forms of application integration such as two-phase commit. Mashups differ from portals in the following respects: The portal model has been around longer and has had greater investment and product research. Portal technology is therefore more standardized and mature. Over time, increasing maturity and standardization of mashup technology will likely make it more popular than portal technology because it is more closely associated with Web 2.0 and lately Service-oriented Architectures (SOA). New versions of portal products are expected to eventually add mashup support while still supporting legacy portlet applications. Mashup technologies, in contrast, are not expected to provide support for portal standards. == Business mashups

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  • Passenger drone

    Passenger drone

    A passenger drone is an autonomous aircraft that is designed to carry a small number of passengers to a destination. In 2021, Ehang, a technology company based in Guangzhou, China, developed the Ehang 184, the world's first passenger drone. == History == Unmanned aerial vehicles were first introduced in World War 1, when Britain first developed the Aerial Target, an aircraft controlled remotely through radio signals. A year later in the United States, testing of Kettering Bug, a 12-foot long biplane attached with a bomb and that launched via a “slingshot-like rail”, was also under progress. Both of their unreliable test results and their possibility of endangering friendly troops in deployment caused neither aircraft to be used during the war. Production of UAVs continued after World War I and into World War II and the Vietnam War, where they would be invaluable in assisting with training as well as reconnaissance. Late 20th century also saw the proposition and development of unique methods of travel, including personal jetpacks and even flying cars. While the previously mentioned are not drones, they serve as a precursor and foundation for the passenger drones of today. The first passenger drone was unveiled on January 6 of 2016 at the international Consumer Electronics Show (CES) in Las Vegas. Produced by Ehang, a Chinese company based in Guangzhou, the 184 was a one passenger drone equipped with four propellers that could fly for approximately 23 minutes at a top speed of 63 mph. Since then, many new companies have entered the market, but none yet have been accessible by the public. == Technological development == Since 2013, improvements in designs to wing structures have contributed to the economic feasibility of passenger drones. New structural advancements, such as the flapping-wing propulsion system based on the mechanisms of birds’ wings, are more available as they have proven their capabilities in laboratory testing. As of September 29th, 2015, most market-ready drones are delivery drones with a carrying capacity limited to small packages - with a typical max capacity of under 5 pounds. However, while the technology exists for drones with larger carrying capacities, specifically those capable of carrying multiple humans, the execution of this technology is not yet market accessible. This capacity limit must be addressed for passenger drones; given current designs strive to carry a maximum of 5 people. However, some estimates believe that passengers drones could become a reality, specifically for paid transportation and emergency purposes, as early as 2026. With implementation of this technology, there could be significant effects on ground traffic including reducing gridlock in heavily congested areas and conserving up to 15% of the fuel currently used in heavy traffic patterns. However, extensive growth of the passenger drone market also risks clouding the low-altitude airspace and causing new safety risks. However, this concern is being addressed by recent advancements in the Internet of Drones (IoD) which links drones together to ensure appropriate pathing and reduce mid-air collisions. While this brings additional security issues, including maintaining reliable communication channels in the case of technological failure, researchers hope that this will help reduce crashes that can result in damage to passengers, buildings, and people in and around the airspace. == Notable companies == Ehang is a Chinese company that has developed numerous drones including passenger plane Ehang 184. EHang 184 was their first model, developed as an eight dual rotor wing blade drone that can carry two passengers. The model was retired in 2020 and is replaced by the Ehang 216. Ehang also released a one passenger drone, Ehang 116. Ehang in 2021 unveiled the model VT-30. VT-30 is designed to have eight dual rotor wing blades to complement its fixed wing platform. Flyastro, a Texas-based drone company, developed the Astro ALTA, with two and four person passenger models. The company is known for being the first to develop a solar-powered airplane. The development team initially began with the model, Elroy. It was a two passenger drone with similar design to the ALTA. Once flight was achieved, the model Astro ALTA began development. Joby Aviation is a California based company that has developed a five passenger drone, with one seat for the pilot. The company expects to complete its FAA certification process 2022. Joby in 2020 acquired a 75 million dollar investment from service provider Uber Technologies Inc., leading to Uber Elevate and Expands partnership. Archer Aviation is a California-based company that has developed a two passenger model called Maker. It has fixed wings with twelve rotor wings. Archer is developing five person model. United Airlines has partnered with Archer for commercial sale of the model, Maker. Maker is expected to be released within Los Angeles and Miami by 2024. CityAirbus is a drone project developed by Airbus, a European multinational aerospace company, based in the Netherlands. CityAirbus has developed a four- person passenger drone with fixed wings that include rotor wing blades. Its expected certification for public flight is in 2025. Boeing, an American multinational aviation corporation is developing a passenger drone model called the Passenger Air Vehicle (PAV). The model is a fixed wing with eight rotor blade wings attached onto a platform underneath the base structure. This model can hold two passengers and still is in development. Volocopter is a German aircraft manufacturer that is developing a passenger drone called Volocity. The model consist of eighteen rotor wings above the cockpit on a circular ring. Japan Airlines, an investor of Volocopter plans to have public test in Japan as early as 2023. == Future use == === Potential benefits === Passenger drones can greatly reduce the time for travel. As passenger drones flight paths are not restricted by conventional roads, the travel distance is shortened. Current ventures such as Joby Aviation, after acquiring Uber Air, plan to take advantage of this technology in the form of air taxis. Other potential benefits include the use of passenger drones by emergency services such as search and rescue missions and the delivery of life saving goods. Companies like Ehang have already begun using passenger drones as emergency vehicles as a response to the potential river collapses during the flood season in China. === Concerns === Passenger and air traffic safety remains at the forefront of concerns. Regulations for air traffic centered around passenger drones are still underway and would continue to develop with increasing use cases for passenger drones. Remote security threats on commercial drones such as Man-In-The-Middle (MITM) attack have also exposed the vulnerabilities in current drone systems. Among American adults, 54 percent say that they would feel unsafe flying inside a passenger drone. Passenger drones can be very noisy; a single passenger drone such as Joby Aviation’s all-electric vertical take-off and landing (“eVTOL”) aircraft has an estimated noise production of 70 decibels (dB), a noise level equating to “loud traffic”.

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  • Digital first

    Digital first

    Digital first is a communication theory that publishers should release content into new media channels in preference to old media. The premise behind the theory is that after the advent of Internet, most established media organizations continued to give priority to traditional media. Over time, those organizations faced a choice to either publish first in digital media or traditional media. A "digital first" decision occurs when a publisher chooses to distribute information online in preference to or at the expense of traditional media like print publishing. Many employers and employees find it challenging to imagine using digital first practices. Distributing content digital first introduces new practices, including a need to manage the data which tracks readership. Many paper print publishers feel intimidated by the idea of publishing content online before publishing it in paper media. Comedian John Oliver in the show Last Week Tonight criticized digital first practices as a cause of lower standards in journalism. == Digital-First Transformation in Business and Education == The classical perspective of an information system is that it represents and reflects physical reality. However, it is increasingly evident that digital technologies not only represent reality but also actively shape it, as, in many instances, the digital version is created first, and the physical version follows. Gradually, digital infrastructures are integrated in people's work and life, shaping a digital environment through technologies such as 5G, sensors, and blockchain. The Digital First Framework, developed by Professor Youngjin Yoo, is a conceptual approach that helps the physical companies in the integration of digital technologies into the core of product and service design. The shift from traditional cars, where the physical vehicle precedes its digital representation on Google maps, to autonomous vehicles, where the digital representation (the blue dot) is created first, emphasizes the digital-first mindset in the design and operation of systems. In today's business environment, it's critical for organizations to embrace a digital-first strategy. Companies built on digital platforms will significantly diverge from traditional, hierarchical business structures that typically focus on a single product or market. These digitally-centered enterprises will offer products and services that are tailored to individual requirements, utilizing algorithms to assess needs based on specific situations, and relying on external partners to provide these solutions. This highlights the need to transform traditional R&D practices. It's essential for R&D teams to move beyond their laboratories and immerse themselves in the environments of their users. Understanding the context of use is fundamental to creating a relevant platform. As an illustration, the concept of Digital-first, as defined by Rohm et al. (2019), involves the integration of digital projects within educational courses, exemplified by institutions like M-School. The program adopts a programmatic approach, where successive courses progressively build upon one another, adopting an all-encompassing perspective that regards all aspects of marketing as inherently digital. Students actively participate in real-world projects, including campaigns for community improvement, and are tasked with generating content for diverse platforms. Through hands-on collaboration with live clients and the utilization of tools such as Google AdWords and Facebook Advertising, students acquire practical experience in the realms of digital marketing and analytics. == vBook == A vBook is an eBook that is digital first media with embedded video, images, graphs, tables, text, and other media.

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  • Solid-state electronics

    Solid-state electronics

    Solid-state electronics are semiconductor electronics: electronic equipment that use semiconductor devices such as transistors, diodes and integrated circuits (ICs). The term is also used as an adjective for devices in which semiconductor electronics that have no moving parts replace devices with moving parts, such as the solid-state relay, in which transistor switches are used in place of a moving-arm electromechanical relay, or the solid-state drive (SSD), a type of semiconductor memory used in computers to replace hard disk drives, which store data on rotating disks. == History == The term solid-state became popular at the beginning of the semiconductor era in the 1960s to distinguish this new technology. A semiconductor device works by controlling an electric current consisting of electrons or holes moving within a solid crystalline piece of semiconducting material such as silicon, while the thermionic vacuum tubes it replaced worked by controlling a current of electrons or ions in a vacuum within a sealed tube. Although the first solid-state electronic device was the cat's whisker detector, a crude semiconductor diode invented around 1904, solid-state electronics started with the invention of the transistor in 1947. Before that, all electronic equipment used vacuum tubes, because vacuum tubes were the only electronic components that could amplify—an essential capability in all electronics. The transistor, which was invented by John Bardeen and Walter Houser Brattain while working under William Shockley at Bell Laboratories in 1947, could also amplify, and replaced vacuum tubes. The first transistor hi-fi system was developed by engineers at GE and demonstrated at the University of Philadelphia in 1955. In terms of commercial production, The Fisher TR-1 was the first "all transistor" preamplifier, which became available mid-1956. In 1961, a company named Transis-tronics released a solid-state amplifier, the TEC S-15. The replacement of bulky, fragile, energy-hungry vacuum tubes by transistors in the 1960s and 1970s created a revolution not just in technology but in people's habits, making possible the first truly portable consumer electronics such as the transistor radio, cassette tape player, walkie-talkie and quartz watch, as well as the first practical computers and mobile phones. Other examples of solid state electronic devices are the microprocessor chip, LED lamp, solar cell, charge coupled device (CCD) image sensor used in cameras, and semiconductor laser. Also during the 1960s and 1970s, television set manufacturers switched from vacuum tubes to semiconductors, and advertised sets as "100% solid state" even though the cathode-ray tube (CRT) was still a vacuum tube. It meant only the chassis was 100% solid-state, not including the CRT. Early advertisements spelled out this distinction, but later advertisements assumed the audience had already been educated about it and shortened it to just "100% solid state". LED displays can be said to be truly 100% solid-state.

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  • Digital video recorder

    Digital video recorder

    A digital video recorder (DVR), also referred to as a personal video recorder (PVR) particularly in Canadian and British English, is an electronic device that records video in a digital format to a disk drive, USB flash drive, SD memory card, SSD or other local or networked mass storage device. The term includes set-top boxes (STB) with direct to disk recording, portable media players and TV gateways with recording capability, and digital camcorders. Personal computers can be connected to video capture devices and used as DVRs; in such cases the application software used to record video is an integral part of the DVR. Many DVRs are classified as consumer electronic devices. Similar small devices with built-in (~5 inch diagonal) displays and SSD support may be used for professional film or video production, as these recorders often do not have the limitations that built-in recorders in cameras have, offering wider codec support, the removal of recording time limitations and higher bitrates. == History == In the 1980s, prototype high-definition (HD) digital video recorders were developed by Fujitsu, Hitachi, Sanyo and Canon Inc. In 1985, Hitachi demonstrated a prototype digital video tape recorder (VTR) that used digital recording video tape as storage media to record digital HD video content. In 1987, the first commercial digital video recorder was the Sony DVR-1000, a digital video cassette recorder (VCR) that recorded digital video content on D-1 (Sony) digital video cassettes. === Hard-disk-based DVR === In early 1995, Tektronix introduced the "Profile" series PDR100 Video Disk Recorder, which recorded and played back video stored on hard disk as motion JPEG. In 1996, Sweden's TV4 used the PDR100 extensively in building a new facility in Stockholm, and NBC used PDR100s at the Olympic games in Atlanta Georgia. The Tektronix Profile disk recorder won an Engineering, Science & Technology Emmy Award for "Outstanding Achievement in Engineering Development" at the 1996 Primetime Emmy Awards. In 1997 the U.S. Patent Office granted Tektronix patent 5,642,497 for two claims key to Profile. In 1998, Tektronix introduced two Profile models which were combined VDRs and file servers: the PDR200 and PDR300. The PDR300 stored its compressed video as MPEG-2 (ISO/IEC 13818-2) A working disk-based DVR prototype was developed in 1998 at Stanford University Computer Science department. The DVR design was a chapter of Edward Y. Chang's PhD dissertation, supervised by Professors Hector Garcia-Molina and Jennifer Widom. Two design papers were published at the 1998 VLDB conference, and the 1999 ICDE conference. The prototype was developed in 1998 at Pat Hanrahan's CS488 class: Experiments in Digital Television, and the prototype was demoed to industrial partners including Sony, Intel, and Apple. Consumer digital video recorders ReplayTV and TiVo were launched at the 1999 Consumer Electronics Show in Las Vegas, Nevada. Microsoft also demonstrated a unit with DVR capability, but this did not become available until the end of 1999 for full DVR features in Dish Network's DISHplayer receivers. TiVo shipped their first units on March 31, 1999. ReplayTV won the "Best of Show" award in the video category with Netscape co-founder Marc Andreessen as an early investor and board member, but TiVo was more successful commercially. Ad Age cited Forrester Research as saying that market penetration by the end of 1999 was "less than 100,000". In 2001, Toshiba introduced a combination DVR that allows video recording on both DVD recordable and hard disk drive. Legal action by media companies forced ReplayTV to remove many features such as automatic commercial skip and the sharing of recordings over the Internet, but newer devices have steadily regained these functions while adding complementary abilities, such as recording onto DVDs and programming and remote control facilities using PDAs, networked PCs, and Web browsers. In contrast to VCRs, hard-disk based digital video recorders make "time shifting" more convenient and also allow for functions such as pausing live TV, instant replay, chasing playback (viewing a recording before it has been completed) and skipping over advertising during playback. Many DVRs use the MPEG format for compressing the digital video. Video recording capabilities have become an essential part of the modern set-top box, as TV viewers have wanted to take control of their viewing experiences. As consumers have been able to converge increasing amounts of video content on their set-tops, delivered by traditional 'broadcast' cable, satellite and terrestrial as well as IP networks, the ability to capture programming and view it whenever they want has become a must-have function for many consumers. === DVR tied to video service === At the 1999 CES, Dish Network demonstrated the hardware that would later have DVR capability with the assistance of Microsoft software, which also included access to the WebTV service. By the end of 1999 the Dishplayer had full DVR capabilities and within a year, over 200,000 units were sold. In the UK, digital video recorders are often referred to as "plus boxes" (such as BSKYB's Sky+ and Virgin Media's V+ which integrates an HD capability, and the subscription free Freesat+ and Freeview+). Freeview+ have been around in the UK since the late 2000s, although the platform's first DVR, the Pace Twin, dates to 2002. British Sky Broadcasting marketed a popular combined receiver and DVR as Sky+, now replaced by the Sky Q box. TiVo launched a UK model in 2000, and is no longer supported, except for third party services, and the continuation of TiVo through Virgin Media in 2010. South African based Africa Satellite TV beamer Multichoice recently launched their DVR which is available on their DStv platform. In addition to ReplayTV and TiVo, there are a number of other suppliers of digital terrestrial (DTT) DVRs, including Technicolor SA, Topfield, Fusion, Commscope, Humax, VBox Communications, AC Ryan Playon and Advanced Digital Broadcast (ADB). Many satellite, cable and IPTV companies are incorporating digital video recording functions into their set-top box, such as with DirecTiVo, DISHPlayer/DishDVR, Scientific Atlanta Explorer 8xxx from Time Warner, Total Home DVR from AT&T U-verse, Motorola DCT6412 from Comcast and others, Moxi Media Center by Digeo (available through Charter, Adelphia, Sunflower, Bend Broadband, and soon Comcast and other cable companies), or Sky+. Astro introduced their DVR system, called Astro MAX, which was the first PVR in Malaysia but was phased out two years after its introduction. In the case of digital television, there is no encoding necessary in the DVR since the signal is already a digitally encoded MPEG stream. The digital video recorder simply stores the digital stream directly to disk. Having the broadcaster involved with, and sometimes subsidizing, the design of the DVR can lead to features such as the ability to use interactive TV on recorded shows, pre-loading of programs, or directly recording encrypted digital streams. It can, however, also force the manufacturer to implement non-skippable advertisements and automatically expiring recordings. In the United States, the FCC has ruled that starting on July 1, 2007, consumers will be able to purchase a set-top box from a third-party company, rather than being forced to purchase or rent the set-top box from their cable company. This ruling only applies to "navigation devices", otherwise known as a cable television set-top box, and not to the security functions that control the user's access to the content of the cable operator. The overall net effect on digital video recorders and related technology is unlikely to be substantial as standalone DVRs are currently readily available on the open market. In Europe Free-To-Air and Pay TV TV gateways with multiple tuners have whole house recording capabilities allowing recording of TV programs to Network Attached Storage or attached USB storage, recorded programs are then shared across the home network to tablet, smartphone, PC, Mac, Smart TV. === Introduction of dual tuners === In 2003 many Satellite and Cable providers introduced dual-tuner digital video recorders. In the UK, BSkyB introduced their first PVR Sky+ with dual tuner support in 2001. These machines have two independent tuners within the same receiver. The main use for this feature is the capability to record a live program while watching another live program simultaneously or to record two programs at the same time, possibly while watching a previously recorded one. Kogan.com introduced a dual-tuner PVR in the Australian market allowing free-to-air television to be recorded on a removable hard drive. Some dual-tuner DVRs also have the ability to output to two separate television sets at the same time. The PVR manufactured by UEC (Durban, South Africa) and used by Multichoice and Scientific Atlanta 8300DVB PVR have the ability to view two

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  • NCover

    NCover

    NCover is a .NET code coverage tool. There are two non-related NCover products that do .NET code coverage. There is an open source NCover that can be found on SourceForge and there is a company called NCover, LLC. There has been additional development on both products since this 2004 reference. The company NCover, LLC began when the founder, Peter Waldschmidt, decided to commercialize the open source tool he created. The commercial versions were launched in 2007, but the last supported free version 1.5.8 is still available on the company site.

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  • Key & See

    Key & See

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

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  • Web content development

    Web content development

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

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