AI Generator Quizlet

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

  • Superintelligence ban

    Superintelligence ban

    Superintelligence ban refers to proposed legal, ethical, or policy measures intended to restrict or prohibit the development of artificial superintelligence, AI systems that would surpass human cognitive abilities in nearly all domains. The idea arises from concerns that such systems could become uncontrollable, potentially posing existential threats to humanity or causing severe social and economic disruption. == Background == The concept of limiting or banning superintelligence research has roots in early 21st-century debates on artificial general intelligence (AGI) safety. Thinkers such as Nick Bostrom and Eliezer Yudkowsky warned that self-improving AI could rapidly exceed human oversight. As advanced models like large-scale language models and autonomous agents began demonstrating complex reasoning abilities, policymakers and ethicists increasingly discussed the need for legal constraints on the creation of systems capable of recursive self-improvement. In October 2025, the Future of Life Institute published a statement calling for "a prohibition on the development of superintelligence, not lifted before there is broad scientific consensus that it will be done safely and controllably, and strong public buy-in." This statement was signed by various public personalities, such as Richard Branson and Steve Wozniak, and AI experts, such as Yoshua Bengio and Geoffrey Hinton. == Rationale == Supporters of a superintelligence ban argue that once AI systems surpass human intelligence, traditional containment, alignment, and control methods may fail. They contend that even limited experimentation with such systems could lead to irreversible outcomes, including loss of human decision-making power or unintended global harm. Some propose international treaties modeled after the nuclear non-proliferation framework to prevent a competitive AI arms race. Opponents argue that a ban would be difficult to define and enforce, given the lack of a precise threshold distinguishing advanced AGI from superintelligence. They also warn that excessive restriction could slow scientific progress, hinder beneficial automation, and encourage unregulated underground research. == Global discussion == Although no government has enacted an explicit superintelligence ban, the idea has been debated within the European Union, United Nations, and several independent AI safety organizations. The Future of Life Institute, Center for AI Safety, and other organizations have called for international cooperation to manage risks associated with the pursuit of superintelligent systems. In 2024 and 2025, proposals for a temporary moratorium on frontier AI research were circulated among major technology firms and research institutes, reflecting growing public concern over the trajectory of AI capabilities.

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  • Watch Duty

    Watch Duty

    Watch Duty is real-time wildfire tracking and alert platform. It utilizes a combination of official data sources and human monitoring by experienced volunteers, including active and retired firefighters, dispatchers, and first responders. The service is operated by Sherwood Forestry Service, a 501(c)(3) non-profit organization. In 2025, Watch Duty had 48 full-time employees and approximately 250 volunteers who reported on over 13,000 wildfires. == History == Watch Duty was launched in August 2021 by John Mills, who experienced a wildfire shortly after he moved to Sonoma County, California. The California Department of Forestry and Fire Protection (CAL FIRE) was unable to provide updates more than once a day due to time constraints, and residents of the area were unable to monitor the progression of the wildfire. Mills discovered that updates were being shared on social media by volunteers following radio scanners, and developed the Watch Duty app to make the information more readily available. It launched with a volunteer staff of "citizen information officers," initially serving Sonoma County before expanding to all of California in June 2022. As of December 2024, the service covered 22 states west of the Mississippi River. During the January 2025 Southern California wildfires, Watch Duty was downloaded millions of times, ranking among the most popular free downloads on the iOS App Store. On December 1st, 2025, Watch Duty announced an expansion to all 50 U.S. states. == App == The application is centered around an interactive map based on OpenStreetMap data with a variety of overlays visualizing fire risk, active fires and evacuation zones, weather conditions, and air quality observations. Watch Duty sources wildfire information from radio scanner transmissions, firefighters, sheriffs, and CAL FIRE publications. It has policies against the publication of personally identifiable information, such as the names of fire victims. Watch Duty is free to use, doesn't require users to sign up, and doesn't display ads.

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  • TimeTiger

    TimeTiger

    TimeTiger is a time and project tracking app developed by Indigo Technologies Ltd. in Toronto, Ontario, Canada. Indigo was founded in 1997 and initially released TimeTiger in 1998. == Company == The company was incorporated in 1997 and began operations as a custom software developer. TimeTiger (internally called TaskMaster) was developed as a tool to help with Indigo's own project planning and estimating. After releasing TimeTiger as a commercial product in 1998, Indigo shifted its focus to time and project management solutions. TimeTiger first introduced support for web-based time logging in 2000, to appeal to workers who were not already tracking their time for billing reasons. Subsequent development emphasized project analysis tools. == Features == Web-based electronic time log "To Do" list to monitor project and non-project activities Pivot table report designer Role-based access control == Software integration == Reports can be exported to Microsoft Excel or saved as Excel-compatible HTML files. Microsoft Project files can be imported and exported. A Software Development Kit is available.

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  • CloudMinds

    CloudMinds

    CloudMinds is an operator of cloud-based systems for cognitive robotics. == History == CloudMinds was founded in 2015 and is backed by SoftBank, Foxconn, Walden Venture Investments, and Keytone Ventures. CloudMinds has developed research in smart devices, robot control, high-speed security networks, and cloud intelligence integration. CloudMinds developed the Mobile Intranet Cloud Services (MCS) based on these technologies in order to increase the information security of the cloud robot remote control. The technology has been applied in the fields of finance, medicine, the military, public safety, and large-scale manufacturing. == U.S. sanctions == In May 2020, CloudMinds was added to the Bureau of Industry and Security's Entity List due to U.S. national security concerns.

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  • Embodied cognitive science

    Embodied cognitive science

    Embodied cognitive science is an interdisciplinary field of research, the aim of which is to explain the mechanisms underlying intelligent behavior. It comprises three main methodologies: the modeling of psychological and biological systems in a holistic manner that considers the mind and body as a single entity; the formation of a common set of general principles of intelligent behavior; and the experimental use of robotic agents in controlled environments. == Contributors == Embodied cognitive science borrows heavily from embodied philosophy and the related research fields of cognitive science, psychology, neuroscience and artificial intelligence. Contributors to the field include: From the perspective of neuroscience, Gerald Edelman of the Neurosciences Institute at La Jolla, Francisco Varela of CNRS in France, and J. A. Scott Kelso of Florida Atlantic University From the perspective of psychology, Lawrence Barsalou, Michael Turvey, Vittorio Guidano and Eleanor Rosch From the perspective of linguistics, Gilles Fauconnier, George Lakoff, Mark Johnson, Leonard Talmy and Mark Turner From the perspective of language acquisition, Eric Lenneberg and Philip Rubin at Haskins Laboratories From the perspective of anthropology, Edwin Hutchins, Bradd Shore, James Wertsch and Merlin Donald. From the perspective of autonomous agent design, early work is sometimes attributed to Rodney Brooks or Valentino Braitenberg From the perspective of artificial intelligence, Understanding Intelligence by Rolf Pfeifer and Christian Scheier or How the Body Shapes the Way We Think, by Rolf Pfeifer and Josh C. Bongard From the perspective of philosophy, Andy Clark, Dan Zahavi, Shaun Gallagher, and Evan Thompson In 1950, Alan Turing proposed that a machine may need a human-like body to think and speak: It can also be maintained that it is best to provide the machine with the best sense organs that money can buy, and then teach it to understand and speak English. That process could follow the normal teaching of a child. Things would be pointed out and named, etc. Again, I do not know what the right answer is, but I think both approaches should be tried. == Traditional cognitive theory == Embodied cognitive science is an alternative theory to cognition in which it minimizes appeals to computational theory of mind in favor of greater emphasis on how an organism's body determines how and what it thinks. Traditional cognitive theory is based mainly around symbol manipulation, in which certain inputs are fed into a processing unit that produces an output. These inputs follow certain rules of syntax, from which the processing unit finds semantic meaning. Thus, an appropriate output is produced. For example, a human's sensory organs are its input devices, and the stimuli obtained from the external environment are fed into the nervous system which serves as the processing unit. From here, the nervous system is able to read the sensory information because it follows a syntactic structure, thus an output is created. This output then creates bodily motions and brings forth behavior and cognition. Of particular note is that cognition is sealed away in the brain, meaning that mental cognition is cut off from the external world and is only possible by the input of sensory information. == The embodied cognitive approach == Embodied cognitive science differs from the traditionalist approach in that it denies the input-output system. This is chiefly due to the problems presented by the Homunculus argument, which concluded that semantic meaning could not be derived from symbols without some kind of inner interpretation. If some little man in a person's head interpreted incoming symbols, then who would interpret the little man's inputs? Because of the specter of an infinite regress, the traditionalist model began to seem less plausible. Thus, embodied cognitive science aims to avoid this problem by defining cognition in three ways. === Physical attributes of the body === The first aspect of embodied cognition examines the role of the physical body, particularly how its properties affect its ability to think. This part attempts to overcome the symbol manipulation component that is a feature of the traditionalist model. Depth perception, for instance, can be better explained under the embodied approach due to the sheer complexity of the action. Depth perception requires that the brain detect the disparate retinal images obtained by the distance of the two eyes. In addition, body and head cues complicate this further. When the head is turned in a given direction, objects in the foreground will appear to move against objects in the background. From this, it is said that some kind of visual processing is occurring without the need of any kind of symbol manipulation. This is because the objects appearing to move the foreground are simply appearing to move. This observation concludes then that depth can be perceived with no intermediate symbol manipulation necessary. A more poignant example exists through examining auditory perception. Generally speaking the greater the distance between the ears, the greater the possible auditory acuity. Also relevant is the amount of density in between the ears, for the strength of the frequency wave alters as it passes through a given medium. The brain's auditory system takes these factors into account as it process information, but again without any need for a symbolic manipulation system. This is because the distance between the ears for example does not need symbols to represent it. The distance itself creates the necessary opportunity for greater auditory acuity. The amount of density between the ears is similar, in that it is the actual amount itself that simply forms the opportunity for frequency alteration. Thus under consideration of the physical properties of the body, a symbolic system is unnecessary and an unhelpful metaphor. === The body's role in the cognitive process === The second aspect draws heavily from George Lakoff's and Mark Johnson's work on concepts. They argued that humans use metaphors whenever possible to better explain their external world. Humans also have a basic stock of concepts in which other concepts can be derived from. These basic concepts include spatial orientations such as up, down, front, and back. Humans can understand what these concepts mean because they can directly experience them from their own bodies. For example, because human movement revolves around standing erect and moving the body in an up-down motion, humans innately have these concepts of up and down. Lakoff and Johnson contend this is similar with other spatial orientations such as front and back too. As mentioned earlier, these basic stocks of spatial concepts are the basis in which other concepts are constructed. Happy and sad for instance are seen now as being up or down respectively. When someone says they are feeling down, what they are really saying is that they feel sad for example. Thus the point here is that true understanding of these concepts is contingent on whether one can have an understanding of the human body. So the argument goes that if one lacked a human body, they could not possibly know what up or down could mean, or how it could relate to emotional states. [I]magine a spherical being living outside of any gravitational field, with no knowledge or imagination of any other kind of experience. What could UP possibly mean to such a being? While this does not mean that such beings would be incapable of expressing emotions in other words, it does mean that they would express emotions differently from humans. Human concepts of happiness and sadness would be different because human would have different bodies. So then an organism's body directly affects how it can think, because it uses metaphors related to its body as the basis of concepts. === Interaction of local environment === A third component of the embodied approach looks at how agents use their immediate environment in cognitive processing. Meaning, the local environment is seen as an actual extension of the body's cognitive process. The example of a personal digital assistant (PDA) is used to better imagine this. Echoing functionalism (philosophy of mind), this point claims that mental states are individuated by their role in a much larger system. So under this premise, the information on a PDA is similar to the information stored in the brain. So then if one thinks information in the brain constitutes mental states, then it must follow that information in the PDA is a cognitive state too. Consider also the role of pen and paper in a complex multiplication problem. The pen and paper are so involved in the cognitive process of solving the problem that it seems ridiculous to say they are somehow different from the process, in very much the same way the PDA is used for information like the brain. Another example examines how humans control and manipulate their environment

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  • Containerization (computing)

    Containerization (computing)

    In software engineering, containerization is operating-system-level virtualization or application-level virtualization over multiple resources so that software applications can run in isolated user spaces called containers in any cloud or non-cloud environment, regardless of type or vendor. The term "container" has different meanings in different contexts, and it is important to ensure that the intended definition aligns with the audience's understanding. == Usage == Each container is basically a fully functional and portable cloud or non-cloud computing environment surrounding the application and keeping it independent of other environments running in parallel. Individually, each container simulates a different software application and runs isolated processes by bundling related configuration files, libraries and dependencies. But, collectively, multiple containers share a common operating system kernel (OS). In recent times, containerization technology has been widely adopted by cloud computing platforms like Amazon Web Services, Microsoft Azure, Google Cloud Platform, and IBM Cloud. Containerization has also been pursued by the U.S. Department of Defense as a way of more rapidly developing and fielding software updates, with first application in its F-22 air superiority fighter. == History == The concept of containerization in computing originated from early operating system–level isolation mechanisms. One of the earliest implementations was the chroot system call introduced in Version 7 Unix in 1979, which changed the apparent root directory for a process and its children, providing a basic form of filesystem isolation. In the early 2000s, more advanced forms of operating system–level virtualization were developed. FreeBSD introduced "jails" in 2000, which extended isolation by restricting processes to a subset of system resources. Around the same time, Solaris introduced "zones" (also known as Solaris Containers), providing similar capabilities with resource management and isolation features. Linux later incorporated comparable functionality through kernel features such as namespaces and control groups (cgroups), which enabled isolation of process IDs, network stacks, filesystems, and resource allocation. These features formed the foundation for Linux Containers (LXC), which provided a userspace interface for managing containers. The widespread adoption of containerization accelerated with the release of Docker in 2013, which introduced a standardized format for packaging applications and their dependencies, along with tooling for image distribution and container management. == Types of containers == OS containers Application containers == Security issues == Because of the shared OS, security threats can affect the whole containerized system. In containerized environments, security scanners generally protect the OS, but not the application containers, which adds unwanted vulnerability. == Container management, orchestration, clustering == Container orchestration or container management is mostly used in the context of application containers. Implementations providing such orchestration include Kubernetes and Docker swarm. == Container cluster management == Container clusters need to be managed. This includes functionality to create a cluster, to upgrade the software or repair it, balance the load between existing instances, scale by starting or stopping instances to adapt to the number of users, to log activities and monitor produced logs or the application itself by querying sensors. Open-source implementations of such software include OKD and Rancher. Quite a number of companies provide container cluster management as a managed service, like Alibaba, Amazon, Google, and Microsoft.

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  • DocuWare

    DocuWare

    DocuWare is cloud-based Software as a Service (SaaS) provider. DocuWare software provides document management, repository, and workflow automation functions (also referred to as enterprise content management (ECM) or content services). The company is headquartered in Germany and the United States. DocuWare is also the name of the flagship product offered by the company. == Company history == On October 27, 1988, DOCUNET GmbH was founded in Germering, Germany (near Munich) by President Jürgen Biffar. Since 1990, Biffar has been managing the company with his colleague, Thomas Schneck. DOCUNET AG has since been renamed and is now known as DocuWare. Since 1999, DocuWare has outsourced parts of its development to Sofia, Bulgaria. As of 2016, Nemetschek OOD had 42 employees working on the DocuWare product. DocuWare GmbH holds a 20 percent stake in Nemetschek OOD. In April 2012, an investment agreement was signed between the company and Morgan Stanley Expansion Capital LP, a Morgan Stanley Investment Management private equity fund. Its aim was promoting and accelerating the global growth of DocuWare. The legal form, AG (Public Holding Company) changed to GmbH (limited liability corporation). The company acquired U.S.-based Westbrook Technologies Inc., developer of Fortis ECM software in August 2013. In 2014, Westbrook Technologies Inc. was merged into DocuWare Corporation. At the beginning of 2016, DocuWare appointed Dr. Michael Berger as its Chief Technology Officer (CTO). Dr. Berger joined the company in 2008 as Vice President Research & Development. On January 1, 2019, Jürgen Biffar and Thomas Schneck stepped back from their operational roles after 30 years, and Dr. Michael Berger and Max Ertl started their new roles as co-presidents. On August 6, 2019, DocuWare was acquired by Ricoh. DocuWare continues to operate as a standalone subsidiary of Ricoh. In 2020, the company received approval to move its U.S. headquarters from New Windsor to Beacon, New York. === Subsidiaries === DocuWare Corporation (Beacon, NY), founded January 1, 2001 DocuWare Ltd (Nottinghamshire), founded April 1, 2005 DocuWare SARL (Paris), founded September 1, 2008 DocuWare S.L. (Barcelona), founded July 1, 2009

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  • ShareMethods

    ShareMethods

    ShareMethods is a Web 2.0 document management and collaboration service with a focus on sales, marketing, and the extended selling network. It offers a software as a service (SaaS) subscription to companies and is available as a stand-alone application or as an integrated program with CRM tools such as Oracle CRM On Demand or salesforce.com. == History == ShareMethods was launched in 2004 to provide collaboration and communication services for sales and marketing teams, business partners, and customers. The founders have a background of building software-as-a-service applications and creating digital media applications. In September 2005, ShareMethods launched "ShareNow" as one of the first applications on the salesforce.com AppExchange. In September 2006, ShareMethods moved its operations into a SAS 70 Type II data center owned by SunGard. In March 2009, ShareMethods launched "ShareSpaces" to provide on-demand portals or workspaces. In 2013, ShareMethods announced that its platform is available in a private cloud (on-premises) version. == Products == ShareMethods: Combines document management, collaboration, analytics, and CRM integration into a single solution. Key content can be centrally managed and delivered to sales channels, while providing feedback to marketing. ShareMethods is often used as a sales portal for internal sales and a partner portal for external partners. ShareNow: Integrates ShareMethods with salesforce.com providing Single Sign On for salesforce.com users and access to files related to accounts opportunities, etc. including custom objects. Also facilitates collaboration between salesforce.com users and non-users. ShareMethods for Oracle CRM On Demand: Integrates ShareMethods with Oracle CRM On Demand providing Single Sign On for Oracle users and easy access to files related to accounts opportunities, etc. ShareOffice: An on-demand intranet/extranet solution. Features include full-text search, version history, server sync-up, email updates, audit trail/analytics, check-in/check-out, multilingual user interface. ShareSpaces: Independent workspaces or portals where users can collaborate with business partners, teammates, or individuals to work together on content and documents. == Integration and interoperability == ShareMethods is available on Salesforce.com's AppExchange platform. ShareMethods also integrates with Oracle CRM On Demand to provide document management within the CRM application. Customers also can integrate proprietary systems via single-sign-on and self-registration. In addition, developers can make use of the ShareMethods API based on WebDAV to integrate document management functionality.

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  • JasPer

    JasPer

    JasPer is a computer software project to create a reference implementation of the codec specified in the JPEG-2000 Part-1 standard (i.e. ISO/IEC 15444-1) - started in 1997 at Image Power Inc. and at the University of British Columbia. It consists of a C library and some sample applications useful for testing the codec. The copyright owner began licensing the code to the public under an MIT License-style license in 2004 in response to requests from the open-source community. As of 2011 JasPer operated as a component of many software projects, both free and proprietary, including (but not limited to) netpbm (as of release 10.12), ImageMagick and KDE (as of version 3.2). As of 22 June 2010 the GEGL graphics library supported JasPer in its latest Git versions. In a series of objective JPEG-2000-compression quality tests conducted in 2004, "JasPer was the best codec, closely followed by IrfanView and Kakadu". However, Jasper remains one of the slowest implementations of the JPEG-2000 codec, as it was designed for reference, not performance. == Etymology == The name "JasPer" has simultaneous connotations with Canada's Jasper National Park, with the semi-precious gemstone, jasper, and with "JP" as an abbreviation of the JPEG-2000 standard.

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  • InciWeb

    InciWeb

    InciWeb is an interagency all-risk incident web information management system provided by the United States Forest Service released in 2004. It was originally developed for wildland fire emergencies, but can be also used for other emergency incidents (natural disasters, such as earthquakes, floods, hurricanes, and tornadoes). == Introduction == It was developed with two primary missions: 1. Provide the public a single source of incident related information 2. Provide a standardized reporting tool for the Public Affairs community Official announcements include evacuations, road closures, news releases, maps, photographs, and basic info and current situation about the incident. Incident information can be accessed by: web browser at https://inciweb.wildfire.gov/ Twitter RSS web feed == Technical == The original application was hosted at the United States Forest Service - Wildland Fire Training and Conference Center, at McClellan Airfield, California, comprising three servers: Database server Administrative server Load balancer for the public content which routes traffic to a pool of eight servers. Web traffic averages 2 million plus hits daily during the fire season with the ability to handle 3.5 million hits. The servers were moved to the National information Technology Center (NITC), Kansas City, Missouri on July 16, 2008, along with the release of version 2.0; the current version is 2.2. == Availability issues == InciWeb was having technical difficulties due to the high volume of Internet users trying to access the site during the September–October 2006 Day Fire and the Summer 2008 California wildfires. == Participating agencies == United States Forest Service Bureau of Land Management Bureau of Indian Affairs Fish and Wildlife Service National Park Service National Oceanic & Atmospheric Administration Department of the Interior Office of Aircraft Services National Association of State Foresters United States Fire Administration These same agencies are also in the National Interagency Fire Center.

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  • ActivityPub

    ActivityPub

    ActivityPub is a protocol and open standard for decentralized social networking. It provides a client-to-server (C2S) API for creating and modifying content, as well as a federated server-to-server (S2S) protocol for delivering notifications and content to other servers. ActivityPub is the defining standard of the Fediverse, a decentralised social network of various social interaction models, and content types, which consists of independently managed instances of software such as Mastodon, Pixelfed and PeerTube, among others. ActivityPub is considered to be an update to the ActivityPump protocol used in pump.io, and the official W3C repository for ActivityPub is identified as a fork of ActivityPump. The creation of a new standard for decentralized social networking was prompted by the complexity of OStatus, the most commonly used protocol at the time. OStatus was built using a multitude of technologies (such as Atom, Salmon, WebSub and WebFinger), a product of the infrastructure used in GNU social (the originator and largest user of the OStatus protocol), which made it difficult to implement the protocol into new software. OStatus was also only designed to work with microblogging services, with little flexibility to the types of data that it could hold. The standard was first published by the World Wide Web Consortium (W3C) as a W3C Recommendation in January 2018 by the Social Web Working Group (SocialWG), a working group chartered to build the protocols and vocabularies needed to create a standard for social functionality. Shortly after, further development was moved to the Social Web Community Group (SocialCG), the successor to the SocialWG. == Design == ActivityPub uses the ActivityStreams 2.0 format for building its content, which itself uses JSON-LD. The three main data types used in ActivityPub are Objects, Activities and Actors. Objects are the most common data type, and can be images, videos, or more abstract items such as locations or events. Activities are actions that create and modify objects, for example a Create activity creates an object. Actors are representative of an individual, a group, an application or a service, and are the owners of objects. Every actor type contains an inbox and outbox stream, which sends and receives activities for a user. In order to publish data (for example liking an article), a user creates an activity that declares that they liked an Article object and publishes it to their outbox, where it is then delivered by the ActivityPub server via a POST request to the inboxes listed in the activity's to, bto, cc and bcc fields. The receiving servers then account for the newly received activity and update the article by adding the like action to it. === Example data === An example actor object that represents a user account: An example activity that likes an article object: An example article object: == Project status == The SocialCG previously organized a yearly free conference called ActivityPub Conf about the future of ActivityPub. Triages are held regularly to review issues pertaining to the ActivityPub and ActivityStreams 2.0 specifications as part of the SocialCG. In 2023, Germany's Sovereign Tech Fund donated €152,000 to socialweb.coop with the goal of building a new suite for testing various ActivityPub implementations and their compliance with the specification. === Adoption === The initial wave of adoption for ActivityPub (circa 2016–2018) came from software that was already using OStatus as their federation protocol, such as Mastodon, GNU social and Pleroma. Following the acquisition of Twitter by Elon Musk in 2022, many groups of users that were critical of the acquisition migrated to Mastodon, bringing new attention to the ActivityPub protocol with it. Various major social media platforms and corporations have since pledged to implement ActivityPub support, including Tumblr, Flipboard and Meta Platforms' Threads. Threads introduced crossposting to ActivityPub in 2024 for users outside of the European Economic Area, however full 2-way compatibility remains incomplete as of 2025. == Criticism == === Accidental denial-of-service attacks === Poorly optimized ActivityPub implementations can cause unintentional distributed denial-of-service (DDOS) attacks on other websites and servers, due to the decentralized nature of the network. An example would be Mastodon's implementation of OpenGraph link previews, wherein every instance that receives a post that contains a link with OpenGraph metadata will download the associated data, such as a thumbnail, in a very short timeframe, which can slow down or crash servers as a result of the sudden burst of requests. === Account migration === ActivityPub has been criticized for not natively supporting moving accounts from one server to another, forcing implementations to build their own solutions. While there has been work on building a standardized system for migrating accounts using the Move activity via the Fediverse Enhancement Proposal organization, the current proposal only allows for basic follower migration, with all other data remaining linked to the original account. === Missing content and data === ActivityPub implementations have been criticized for missing replies and parts of reply threads from remote posts, and presenting outdated statistics (e.g. likes and reposts) about remote posts. However, this isn't a problem with the ActivityPub protocol itself, but with implementations not refreshing their content for updated data when needed. == Software using ActivityPub == === Future implementations === Flarum, an internet forum software Forgejo, a Git forge and development platform === Uncertain future implementations === GitLab, a Git forge and development platform which had previously had an open issue discussing the topic, but was later closed due to the development team moving focus to other areas. Tumblr, a microblogging platform. Despite previous statements from Automattic CEO Matt Mullenweg, ActivityPub integration has been delayed indefinitely. The integration would have been implemented with its WordPress migration, as the first-party plugin for interoperability would have been used for federation. Flickr, an image and video hosting site.

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  • Social software engineering

    Social software engineering

    Social software engineering (SSE) is a branch of software engineering that is concerned with the social aspects of software development and the developed software. SSE focuses on the socialness of both software engineering and developed software. On the one hand, the consideration of social factors in software engineering activities, processes and CASE tools is deemed to be useful to improve the quality of both development process and produced software. Examples include the role of situational awareness and multi-cultural factors in collaborative software development. On the other hand, the dynamicity of the social contexts in which software could operate (e.g., in a cloud environment) calls for engineering social adaptability as a runtime iterative activity. Examples include approaches which enable software to gather users' quality feedback and use it to adapt autonomously or semi-autonomously. SSE studies and builds socially-oriented tools to support collaboration and knowledge sharing in software engineering. SSE also investigates the adaptability of software to the dynamic social contexts in which it could operate and the involvement of clients and end-users in shaping software adaptation decisions at runtime. Social context includes norms, culture, roles and responsibilities, stakeholder's goals and interdependencies, end-users perception of the quality and appropriateness of each software behaviour, etc. The participants of the 1st International Workshop on Social Software Engineering and Applications (SoSEA 2008) proposed the following characterization: Community-centered: Software is produced and consumed by and/or for a community rather than focusing on individuals Collaboration/collectiveness: Exploiting the collaborative and collective capacity of human beings Companionship/relationship: Making explicit the various associations among people Human/social activities: Software is designed consciously to support human activities and to address social problems Social inclusion: Software should enable social inclusion enforcing links and trust in communities Thus, SSE can be defined as "the application of processes, methods, and tools to enable community-driven creation, management, deployment, and use of software in online environments". One of the main observations in the field of SSE is that the concepts, principles, and technologies made for social software applications are applicable to software development itself as software engineering is inherently a social activity. SSE is not limited to specific activities of software development. Accordingly, tools have been proposed supporting different parts of SSE, for instance, social system design or social requirements engineering. Consequently vertical market software, such as software development tools, engineering tools, marketing tools or software that helps users in a decision-making process can profit from social components. Such vertical social software differentiates strongly in its user-base from traditional social software such as Yammer.

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  • Augment (app)

    Augment (app)

    Augment is an augmented reality SaaS platform that allows users to visualize their products in 3D in real environment and in real-time through tablets or smartphones. The software can be used for retail, e-commerce, architecture, and other purposes. Augment created a mobile app of the same name, used to visualize 3D models in augmented reality and a web application called Augment Manager for 3D content management. The company is based in Paris, France, and was founded in October 2011 by Jean-François Chianetta, Cyril Champier, and Mickaël Jordan. In March 2016, Augment announced €3 million in its series-A round from Salesforce Ventures, which bringing the total funding since launch to $4.7 million. Augment lets businesses and 3D professionals visualize projects in their actual size and environment, on iPhone, iPad, and Android, using the power of augmented reality. Users can print the Augment tracker or create their own tracker to place the 3D models in space and at scale in real time. Common uses of the technology include product presentations, interactive print campaigns and e-Commerce product visualization. Augment has just released its augmented reality SDK solutions for retail and augmented commerce. The SDK solutions, available for both native mobile app and web integrations, allow companies to embed augmented reality product visualization in their existing eCommerce platforms. == Technology == Augment uses the following 3D technologies: Vuforia Augmented Reality SDK OpenGL == Customer cases == Companies such as Coca-Cola, Siemens, Nokia, Nestle, and Boeing are using Augment's solutions. == History == Augment was first created by Jean-François Chianetta in October 2011. Chianetta later teamed up with Cyril Champier and Mickaël Jordan for further development. The co-founding team was among the 12 startups of Season 3 of French accelerator Le Camping. The team raised one million euros (US$1,300,000) in April 2013 and moved its office to Paris. In March 2016, Augment raised US$3M Series A funding from Salesforce and other investors. In 2013, Augment's first service, Boost Business Catalog, was made available to help businesses catalogue and display their product models. Customers can rotate the images in 3D and view augmented content before deciding what to buy. == Awards == "Best Innovation" at Ecommerce Mag Trophy 2013

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  • Viaweb

    Viaweb

    Viaweb was a web-based application that allowed users to build and host their own online stores with little technical expertise using a web browser. The company was started in July 1995 by Paul Graham, Robert Morris (using the pseudonym "John McArtyem"), and Trevor Blackwell. Graham claims Viaweb was the first application service provider. Viaweb was also unusual for being partially written in the Lisp programming language. The software was originally called Webgen, but another company was using the same name, so the company renamed it to Viaweb, "because it worked via the Web". In 1998, Yahoo! Inc. bought Viaweb for 455,000 shares of Yahoo! capital stock, valued at about $49 million, and renamed it Yahoo! Store. Viaweb's example has been influential in Silicon Valley's entrepreneurial culture, largely due to Graham's widely read essays and his subsequent career as a successful venture capitalist.

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  • GNU Binutils

    GNU Binutils

    The GNU Binary Utilities, or binutils, is a collection of programming tools maintained by the GNU Project for working with executable code including assembly, linking and many other development operations. The tools are originally from Cygnus Solutions. The tools are typically used along with other GNU tools such as GNU Compiler Collection, and the GNU Debugger. == Tools == The tools include: == elfutils == Ulrich Drepper wrote elfutils, to partially replace GNU Binutils, purely for Linux and with support only for ELF and DWARF. It distributes three libraries with it for programmatic access.

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