AI Grammar Paraphrase Generator

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

  • Spike (application)

    Spike (application)

    Spike is a cross-platform email client and AI-powered communication app, available on Windows, MacOS, iOS, Android and the web. It has a chat-like, conversational view for emails with AI-powered inbox management and integrated collaboration features. Depending on the selected plan, it can be used solely as an email application or as a full suite of business communication tools. == History == Founded in 2013 by Erez Pilosof and Dvir Ben-Aroya, Spike is a software application that puts existing e-mails into a multimedia messaging, chat-like interface enhanced with video and voice calls. The application was initially named Hop. In 2019, the developers completed a $5 million funding round including investment from Wix.com and NFX Capital. In 2020, Spike raised $8m in a Series A funding round led by Insight Partners with the participation from previous rounds' investors. In 2021 Spike announced a collaboration with Meta to launch on the Oculus Store and would become one of the first productivity apps to launch in Meta's new virtual world, known as the Metaverse. In June 2023, the company introduced its corporate offering — Teamspace, a corporate communication platform for teams with features such as company-wide channels for broad conversations, private groups for specific topics or projects, direct one-on-one conversations, video meetings, file collaboration, AI-powered email messaging, and custom email domain. It supports file management, search capabilities, and project management. Built on open-protocol technology, Spike Teamspace enables users to send and receive messages from all email providers. Regardless of whether the other party is using Spike. == Company operations == Spike is developed and operated by SpikeNow LTD. Dvir Ben Aroya serves as Spike’s CEO and Erez Pilosof is the CTO. The company is headquartered in Tel Aviv, Israel. == Mode of use == The app enables users to organize email into three types of "conversations,"a traditional inbox/sent format, by subject, or by people. Spike users can also make audio and video calls to each other, and other features include a calendar, contact list, and Groups. Spike is available for Microsoft Windows, MacOS, iOS and Android, and as a web version, and works with Gmail, Outlook, Exchange, iCloud, Yahoo! Mail and IMAP email providers. == Features == Since 2023, the platform features an AI-driven assistant, Magic AI, for customized email creation, document summarization, research, content generation, advanced note-taking, project management, and real-time translation. Since 2023, Spike offers custom email domain management. It supports team collaboration through Channels, uniting members globally with access to historical messages, and combines email with real-time messaging via Conversational Email. The Shared Inbox allows team collaboration on emails, while Groups support private conversations and invitations. It also features integrated video meetings, real-time collaboration on documents and notes, and email hosting with custom domains. Super Search enables retrieval of various content, and the Priority Inbox organizes emails by priority. Collaborative Tasks offer real-time updates and tracking. The platform allows voice message sending from mobile devices and integrates multiple calendar platforms into a unified schedule. File Management optimizes attachment handling, and the Unified Inbox consolidates emails from multiple accounts. Spike ensures data security with AES-256 encryption and private keys. The platform features AI-powered inbox management and communication tools. In May 2025, Spike launched its AI Feed feature, which automatically summarizes unread messages in a unified stream and enables bulk email actions. Additional AI capabilities include email composition assistance, document summarization, content generation, note-taking enhancement, and real-time translation.

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  • Physical access

    Physical access

    Physical access is a term in computer security that refers to the ability of people to physically gain access to a computer system. According to Gregory White, "Given physical access to an office, the knowledgeable attacker will quickly be able to find the information needed to gain access to the organization's computer systems and network." == Attacks and countermeasures == === Attacks === Physical access opens up a variety of avenues for hacking. Michael Meyers notes that "the best network software security measures can be rendered useless if you fail to physically protect your systems," since an intruder could simply walk off with a server and crack the password at his leisure. Physical access also allows hardware keyloggers to be installed. An intruder may be able to boot from a CD or other external media and then read unencrypted data on the hard drive. They may also exploit a lack of access control in the boot loader; for instance, pressing F8 while certain versions of Microsoft Windows are booting, specifying 'init=/bin/sh' as a boot parameter to Linux (usually done by editing the command line in GRUB), etc. One could also use a rogue device to access a poorly secured wireless network; if the signal were sufficiently strong, one might not even need to breach the perimeter. === Countermeasures === IT security standards in the United States typically call for physical access to be limited by locked server rooms, sign-in sheets, etc. Physical access systems and IT security systems have historically been administered by separate departments of organizations, but are increasingly being seen as having interdependent functions needing a single, converged security policy. An IT department could, for instance, check security log entries for suspicious logons occurring after business hours, and then use keycard swipe records from a building access control system to narrow down the list of suspects to those who were in the building at that time. Surveillance cameras might also be used to deter or detect unauthorized access.

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  • VieON

    VieON

    VieON is an mobile application for television and video on demand provided by VieON Joint Stock Company (formerly Dzones), a subsidiary of DatVietVAC Media and Entertainment Group in Vietnam. The app was launched in 2020, featuring over 140 domestic and international television channels, original series, popular entertainment programs known nationwide, top-tier sports events and live streaming of major events. Additionally, VieON provides animated films, television series and television programs from various countries such as South Korea and China. == History == The application was planned for development in 2016, with the cooperation of strategic consulting partner BCG Digital Ventures from the United States. Prior to 2020, VieON was a rebranded version of VTVcab ON, a product managed by Vietnam Cable Television Corporation (VTVCab) and DatVietVAC. On June 15, 2020, after four years of research and testing, the new version of VieON was officially released by DatVietVAC Group, with Vie Channel Joint Stock Company as the business entity and service provider. This is considered the official launch date of the application. On July 21, 2023, VieON transitioned its business operations and service provision to VieON Joint Stock Company. In January 2024, VieON officially launched its global version, VieON Global, targeting Vietnamese users living abroad. == Background == According to Kantar Media Vietnam, up to 84% of Vietnamese people aged 15–54 use social media daily, and in a similar survey by Nielsen, 90% of respondents said they watch live TV weekly. Additionally, according to research organization Muvi, Southeast Asia's OTT market revenue could reach $650 million annually starting next year. Understanding this, DatVietVAC Group has planned to research and develop an OTT application, even though the Vietnamese market already has some major players such as FPT Play and the international giant Netflix. Additionally, DatVietVAC does not hide its ambition to make this application the number one entertainment channel for Vietnamese people.

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  • RFPolicy

    RFPolicy

    The RFPolicy outlines a method for contacting vendors about security vulnerabilities found in their products. It was initially written in 2000 by hacker and security consultant Rain Forest Puppy. It was perhaps the second disclosure policy, following Simple Nomad's. The policy gives the vendor five working days to respond to the reporter of the bug. If the vendor fails to contact the reporter within those five days, the issue is recommended to be disclosed to the general community. The reporter should help the vendor reproduce the bug and work out a fix. The reporter should delay notifying the general community about the bug if the vendor provides feasible reasons for requiring so. If the vendor fails to respond or shuts down communication with the reporter of the problem within five working days, the reporter should disclose the issue to the general community. When issuing an alert or fix, the vendor should give the reporter proper credit for reporting the bug. Context for the history of vulnerability disclosure is available in a history article.

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  • Security.txt

    Security.txt

    security.txt is an accepted standard for website security information that allows security researchers to report security vulnerabilities easily. The standard prescribes a text file named security.txt in the well known location, similar in syntax to robots.txt but intended to be machine and human readable, for those wishing to contact a website's owner about security issues. security.txt files have been adopted by Google, GitHub, LinkedIn, and Facebook. == History == The Internet Draft was first submitted by Edwin Foudil in September 2017. At that time it covered four directives, "Contact", "Encryption", "Disclosure" and "Acknowledgement". Foudil expected to add further directives based on feedback. In addition, web security expert Scott Helme said he had seen positive feedback from the security community while use among the top 1 million websites was "as low as expected right now". In 2019, the Cybersecurity and Infrastructure Security Agency (CISA) published a draft binding operational directive that requires all US federal agencies to publish a security.txt file within 180 days. The Internet Engineering Steering Group (IESG) issued a Last Call for security.txt in December 2019 which ended on January 6, 2020. A study in 2021 found that over ten percent of top-100 websites published a security.txt file, with the percentage of sites publishing the file decreasing as more websites were considered. The study also noted a number of discrepancies between the standard and the content of the file. In April 2022 the security.txt file has been accepted by Internet Engineering Task Force (IETF) as RFC 9116. == File format == security.txt files can be served under the /.well-known/ directory (i.e. /.well-known/security.txt) or the top-level directory (i.e. /security.txt) of a website. The file must be served over HTTPS and in plaintext format.

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  • VOCEDplus

    VOCEDplus

    VOCEDplus is a free international research database about tertiary education, maintained and developed by staff at the c (NCVER) in Adelaide, South Australia. The focus of the database content is the relation of post-compulsory education and training to workforce needs, skills development, and social inclusion. == Structure == The content of the VOCEDplus database encompasses vocational education and training (VET), higher education, lifelong learning, informal learning, VET in schools, adult and community education, apprenticeships/traineeships, international education, providers of education and training, and workforce development. It is international in scope and contains over 84,000 English language records, many with links to full text documents. VOCEDplus contains extensive Australian materials and includes a wide range of international information, covering outcomes of tertiary education in the shape of published research, practice, policy, and statistics. Entries are included for the following types of publications: reports; annual reports; papers; discussion papers; occasional papers; working papers; books; book chapters; conference papers; conference proceedings; journals; journal articles; policy documents; published statistics; theses; podcasts; and teaching and training materials. Each database entry contains standard bibliographic information and an abstract. Many entries include full text access via the publisher's website or a digitised copy. == History == === 1989-1997 === In the early years VOCEDplus was known as VOCED. The original database was produced by a network of clearinghouses across Australia with the aim of sharing activities in the technical and further education (TAFE) sector. VOCED was produced in hardcopy and an electronic version was distributed on diskette. === 1997-2001 === 1997 - the first web version of VOCED was made available from the National Centre for Vocational Education Research (NCVER) organisational website 1998 - a major project to upgrade the database and expand its international coverage commenced 2001 - creation of VOCED's own website 2001 - VOCED endorsed as the UNESCO international database for technical and vocational education and training (TVET) research information === 2001-2009 === Many changes to the database and website occurred during this period with a focus on continuous improvement to meet the needs of users and utilise emerging technologies. 2006 - materials produced for two adult literacy and learning programs funded by the Australian Department of Education, Employment and Workplace Relations (DEEWR) - the Workplace English Language and Learning (WELL) Programme and the Adult Literacy National Project (ALNP) included in VOCED 2007 - the Australian clearinghouse network transferred most of the hardcopy collections to NCVER, to form a centralised repository of resources 2009 - materials produced by Reframing the Future (RTF) a vocational education and training workforce development initiative of the Australian, State and Territory Governments included in VOCED === 2009-2014 === A major rebuild of the database and website was undertaken during this period to take advantage of the potential of new technologies to provide improved services and incorporate Web 2.0 technologies (RSS feeds, and share and bookmark tools). 2009 - scope expanded to more fully encompass the higher education sector 2011 - launch of VOCEDplus with the name change representing the enhanced features and extended focus 2012 - a major retrospective digitisation project commenced and by the end of the 2012-2013 financial year a total of 9,328 publications (593,534 pages/microfiche frames) had been digitised, ensuring these publications are available electronically for free === 2014-2019 === A number of significant curated content products were released during this period. 2015 - release of a refreshed look to adopt the new NCVER branding plus a number of search enhancements (Guided search, Expert search, and Glossary search) were added 2015 - first in the series of 'Focus on...' pages released 2016 - launch of the 'Pod Network', a convenient and efficient platform that allows instant access to research and a multitude of resources on a range of subjects 2017 - completion of the 'Pod Network', consisting of 20 Pods (on broad subjects including Apprenticeships and traineeships, Foundation skills, Teaching and learning, Career development, and Students) and 74 Podlets (on narrow topics including Online learning, Social media, VET in schools, STEM skills, and Adult literacy) 2018 - launch of the 'Timeline of Australian VET Policy Initiatives' and the 'VET Knowledge Bank' which contains a suite of products capturing Australia's diverse, complex and ever-changing VET system 2019 - after an internal review, a refreshed, streamlined version of the 'Pod Network' was released, consisting of 13 Pods and 20 Podlets 2019 - launch of the 'VET Practitioner Resource' which contains a range of information to support VET practitioners in their work and is organised into three sections: (1) Teaching, training and assessment: standards, guidance, research and good practice resources to inform daily work; (2) Practitioners as researchers: information for undertaking practitioner-led research; and (3) The VET workforce: information about VET teachers and trainers, and the professional development needs of the VET workforce 2019 - VOCEDplus celebrated 30 years of providing information to the tertiary education sector and the homepage was refreshed to make it more modern and easier to use === 2020- === VOCEDplus continued to be accessible throughout the COVID-19 pandemic. 2020-2021 - the VET Knowledge Bank added a dedicated page, 'COVID-19 announcements', that showcases the measures introduced by the Australian, state and territory governments to mitigate the impact of the pandemic and promote economic recovery 2020-2024 - published research about the effects of the pandemic on education and training, providers, students, labour markets, employment and employees was collected and made permanently available in the database 2024 - VOCEDplus celebrated 35 years of providing information to the tertiary education sector. The homepage was refreshed and a number of enhancements and new features were implemented including a new My Profile feature, improvements to My Selection, accessible search history and saved searches, enhanced search functionality, and improved navigation.

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  • Generatrix

    Generatrix

    In geometry, a generatrix () or describent is a point, curve or surface that, when moved along a given path, generates a new shape. The path directing the motion of the generatrix motion is called a directrix or dirigent. == Examples == A cone can be generated by moving a line (the generatrix) fixed at the future apex of the cone along a closed curve (the directrix); if that directrix is a circle perpendicular to the line connecting its center to the apex, the motion is rotation around a fixed axis and the resulting shape is a circular cone. The generatrix of a cylinder, a limiting case of a cone, is a line that is kept parallel to some axis.

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  • Play Integrity API

    Play Integrity API

    Play Integrity API (formerly known as SafetyNet) consists of several application programming interfaces (APIs) offered by the Google Play Services to support security sensitive applications and enforce DRM. Currently, these APIs include device integrity verification, app verification, recaptcha and web address verification. It uses an environment called DroidGuard to perform the attestation. == Attestation == The SafetyNet Attestation API, one of the APIs under the SafetyNet umbrella, provides verification that the integrity of the device is not compromised. In practice, non-official ROMs such as LineageOS fail the hardware attestation and thus prevent the user from using a non-compliant ROM with third-party apps (mainly banking) that require the API. Due to this, some consider this a monopolistic practice deterring the entrance of competing mobile operating systems in the market. It requires a network connection to Google servers and validates the hardware signatures. Amongst the checks, the API looks for bootloader unlock status, ROM signatures, kernel strings, it also uses AVB2.0 and dm-verity attestations. Upon successful checks, Google Play will mark the device as Certified. The attestation runs in an environment called DroidGuard (com.google.android.gms.unstable). The SafetyNet Attestation API (one of the four APIs under the SafetyNet umbrella) has been deprecated. As of 6 October 2023, Google planned to replace it with the Play Integrity API by the end of January 2025. The transition ended on 20 May 2025, breaking applications which hadn't been updated. These attestations are offered by Google Play Services and thus are not available on free Android environments, like AOSP. Therefore, developers can require the API to be available and may refuse to execute on AOSP builds. == Google Play Protect == Under the same umbrella, Play Protect is a mechanism to find and remove "vulnerable" apps from one's Android device as well as store apps. Although it's meant to scan for malware-containing apps, it also looks for non-DRM compliant apps. == Criticism == Multiple groups have criticised SafetyNet and the Play Integrity API. Criticisms include that it offers weaker protection compared to alternatives such as Android's hardware attestation API, which provides a stronger form of verification while having the ability to remain compatible with more secure Android operating systems like GrapheneOS. Critics argued it undermines competition by effectively requiring developers to rely on Google's proprietary services, strengthening its monopoly over the Android ecosystem and disadvantaging alternative, privacy-focused operating systems. Users have also developed tools, such as the Play Integrity Fix module for Magisk/KernelSU/APatch, which tricks the attestation using leaked fingerprints of vulnerable devices. Furthermore, some have questioned the effectiveness of the attestation, claiming it does not deliver the level of security promised by Google and instead serves more as a form of vendor lock-in than a meaningful security measure. Activists have also raised concerns that it may violate antitrust and competition laws, like the Digital Markets Act.

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  • Sprite (computer graphics)

    Sprite (computer graphics)

    In computer graphics, a sprite is a two-dimensional bitmap that is integrated into a larger scene, most often in a 2D video game. Originally, the term sprite referred to fixed-sized objects composited together, by hardware, with a background. Use of the term has since become more general. Systems with hardware sprites include arcade video games of the 1970s and 1980s; game consoles including as the Atari VCS (1977), ColecoVision (1982), Famicom (1983), Genesis/Mega Drive (1988); and home computers such as the TI-99/4 (1979), Atari 8-bit computers (1979), Commodore 64 (1982), MSX (1983), Amiga (1985), and X68000 (1987). Hardware varies in the number of sprites supported, the size and colors of each sprite, and special effects such as scaling or reporting pixel-precise overlap. Hardware composition of sprites occurs as each scan line is prepared for the video output device, such as a cathode-ray tube, without involvement of the main CPU and without the need for a full-screen frame buffer. Sprites can be positioned or altered by setting attributes used during the hardware composition process. The number of sprites which can be displayed per scan line is often lower than the total number of sprites a system supports. For example, the Texas Instruments TMS9918 chip supports 32 sprites, but only four can appear on the same scan line. The CPUs in modern computers, video game consoles, and mobile devices are fast enough that bitmaps can be drawn into a frame buffer without special hardware assistance. Beyond that, GPUs can render vast numbers of scaled, rotated, anti-aliased, partially translucent, very high resolution images in parallel with the CPU. == Etymology == According to Karl Guttag, one of two engineers for the 1979 Texas Instruments TMS9918 video display processor, this use of the word sprite came from David Ackley, a manager at TI. It was also used by Danny Hillis at Texas Instruments in the late 1970s. The term was derived from the fact that sprites "float" on top of the background image without overwriting it, much like a ghost or mythological sprite. Some hardware manufacturers used different terms, especially before sprite became common: Player/Missile Graphics was a term used by Atari, Inc. for hardware sprites in the Atari 8-bit computers (1979) and Atari 5200 console (1982). The term reflects the use for both characters ("players") and smaller associated objects ("missiles") that share the same color. The earlier Atari Video Computer System and some Atari arcade games used player, missile, and ball. Stamp was used in some arcade hardware in the early 1980s, including Ms. Pac-Man. Movable Object Block, or MOB, was used in MOS Technology's graphics chip literature. Commodore, the main user of MOS chips and the owner of MOS for most of the chip maker's lifetime, instead used the term sprite for the Commodore 64. OBJs (short for objects) is used in the developer manuals for the NES, Super NES, and Game Boy. The region of video RAM used to store sprite attributes and coordinates is called OAM (Object Attribute Memory). This also applies to the Game Boy Advance and Nintendo DS. == History == === Arcade video games === The use of sprites originated with arcade video games. Nolan Bushnell came up with the original concept when he developed the first arcade video game, Computer Space (1971). Technical limitations made it difficult to adapt the early mainframe game Spacewar! (1962), which performed an entire screen refresh for every little movement, so he came up with a solution to the problem: controlling each individual game element with a dedicated transistor. The rockets were essentially hardwired bitmaps that moved around the screen independently of the background, an important innovation for producing screen images more efficiently and providing the basis for sprite graphics. The earliest video games to represent player characters as human player sprites were arcade sports video games, beginning with Taito's TV Basketball, released in April 1974 and licensed to Midway Manufacturing for release in North America. Designed by Tomohiro Nishikado, he wanted to move beyond simple Pong-style rectangles to character graphics, by rearranging the rectangle shapes into objects that look like basketball players and basketball hoops. Ramtek released another sports video game in October 1974, Baseball, which similarly displayed human-like characters. The Namco Galaxian arcade system board, for the 1979 arcade game Galaxian, displays animated, multi-colored sprites over a scrolling background. It became the basis for Nintendo's Radar Scope and Donkey Kong arcade hardware and home consoles such as the Nintendo Entertainment System. According to Steve Golson from General Computer Corporation, the term "stamp" was used instead of "sprite" at the time. === Home systems === Signetics devised the first chips capable of generating sprite graphics (referred to as objects by Signetics) for home systems. The Signetics 2636 video processors were first used in the 1978 1292 Advanced Programmable Video System and later in the 1979 Elektor TV Games Computer. The Atari VCS, released in 1977, has a hardware sprite implementation where five graphical objects can be moved independently of the game playfield. The term sprite was not in use at the time. The VCS's sprites are called movable objects in the programming manual, further identified as two players, two missiles, and one ball. These each consist of a single row of pixels that are displayed on a scan line. To produce a two-dimensional shape, the sprite's single-row bitmap is altered by software from one scan line to the next. The 1979 Atari 400 and 800 home computers have similar, but more elaborate, circuitry capable of moving eight single-color objects per scan line: four 8-bit wide players and four 2-bit wide missiles. Each is the full height of the display—a long, thin strip. DMA from a table in memory automatically sets the graphics pattern registers for each scan line. Hardware registers control the horizontal position of each player and missile. Vertical motion is achieved by moving the bitmap data within a player or missile's strip. The feature was called player/missile graphics by Atari. Texas Instruments developed the TMS9918 chip with sprite support for its 1979 TI-99/4 home computer. An updated version is used in the 1981 TI-99/4A. === In 2.5D and 3D games === Sprites remained popular with the rise of 2.5D games (those which recreate a 3D game space from a 2D map) in the late 1980s and early 1990s. A technique called billboarding allows 2.5D games to keep onscreen sprites rotated toward the player view at all times. Some 2.5D games, such as 1993's Doom, allow the same entity to be represented by different sprites depending on its rotation relative to the viewer, furthering the illusion of 3D. Fully 3D games usually present world objects as 3D models, but sprites are supported in some 3D game engines, such as GoldSrc and Unreal, and may be billboarded or locked to fixed orientations. Sprites remain useful for small details, particle effects, and other applications where the lack of a third dimension is not a major detriment. == Systems with hardware sprites == These are base hardware specs and do not include additional programming techniques, such as using raster interrupts to repurpose sprites mid-frame.

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  • Groover

    Groover

    Groover is an online platform, record label and distributor, connecting artists and musicians with music professionals and media outlets. The service was founded in 2018 in France and operates from offices in Paris and New York. The platform has over 3,000 active contacts, including SPIN Magazine and Sofar Sounds. Groover uses a micro-payment model. Among the platform's over 500,000 regular users are record labels such as Ninja Tune, Ba Da Bing Records, Dance To The Radio, Roche Musique, Wagram Music, Secret City Records, and artists including Bonobo, Michael Bolton, Aloe Blacc, Haddaway, Passenger, La Femme and Chinese Man. == History == Groover was launched at the MaMA Music Convention in October 2018. It was co-founded by Dorian Perron, Romain Palmieri, and Rafaël Cohen while they were students at UC Berkeley. Initially growing in France, the company has expanded to the United States, Canada, the United Kingdom, Brazil, Italy, and elsewhere in Europe. In March 2019, Groover was part of the Business France delegation at the South by Southwest (SXSW) festival. In June 2019, Groover raised €1.3 million from various angel investors. In April 2021, Groover acquired the platform Soonvibes, which had 70,000 users at the time, in order to strengthen its community in the electronic music space. In November 2021, Groover announced a €6 million funding round from Bpifrance Creative Industries and Partech. Between 2023 and 2025, Groover entered strategic partnerships with major artist service providers, including CD Baby, TuneCore, SoundCloud, UnitedMasters, Symphonic Distribution, Audiomack and SACEM. In February 2024, Groover announced a Series A funding round of $8 million from OneRagTime, Trind, Techmind, and Mozza Angels. == Function == Using a micro-payment system, professionals listen to tracks and provide written feedback. These professionals retain full editorial independence and are under no obligation to share the track or contact the artist. == Awards == 2nd Prize for Music Innovation 2023 from the Centre national de la musique (France) "Future Creator" Award at the Petit Poucet Competition 2019 Jury's Special Mention at the MaMA Invent 2019 competition 1st Prize for Digital Initiative in Culture, Communication & Media 2019 awarded by Audiens "Start-up of the Year" at the Social Music Awards 2020 French American Entrepreneurship Award 2022 at the French Consulate in New York

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  • Joox

    Joox

    Joox (stylised in all caps) is a music streaming service owned by Tencent, launched in January 2015. Joox is the biggest music streaming app in Asian markets such as Hong Kong, Macau, Indonesia, Malaysia, Myanmar, Thailand and also in South Africa before it was shut down in early 2022. Joox is a freemium service, providing most of its songs free, while some songs are only available for premium users, offered via paid subscriptions or by doing different tasks offered. In 2017, Joox launched their service in their first non-Asian market, South Africa, which for an unknown reason shut down five years later. The service now accounts for more than 50% of all music streaming app downloads in their Asian markets. The number of music-streaming users in Hong Kong, Macau, Malaysia, Thailand, Myanmar and Indonesia was expected to reach 87 million by 2020. == Background == Before the emergence of Joox, Tencent owned QQ Music, one of the largest music streaming and download service in China. In 2015, they introduced Joox as their expansion of music services to overseas market instead of mainland China, starting first in Hong Kong. Instead of providing free services by playing audio ads to users like Spotify, another major music service, Joox focused on banner ads, splash ads and other advertising methods such as category playlists and in-app skins. They claimed it as a success. Joox offered their premium VIP access to DStv subscribers free of charge. DStv is the sister company to Tencent and is the primary pay-TV provider in South Africa. In November 2021, it was announced that Joox will stop streaming in South Africa in March 2022.

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  • Film recorder

    Film recorder

    A film recorder is a graphical output device for transferring images to photographic film from a digital source. In a typical film recorder, an image is passed from a host computer to a mechanism to expose film through a variety of methods, historically by direct photography of a high-resolution cathode-ray tube (CRT) display. The exposed film can then be developed using conventional developing techniques, and displayed with a slide or motion picture projector. The use of film recorders predates the current use of digital projectors, which eliminate the time and cost involved in the intermediate step of transferring computer images to film stock, instead directly displaying the image signal from a computer. Motion picture film scanners are the opposite of film recorders, copying content from film stock to a computer system. Film recorders can be thought of as modern versions of kinescopes. == Design == === Operation === All film recorders typically work in the same manner. The image is fed from a host computer as a raster stream over a digital interface. A film recorder exposes film through various mechanisms; flying spot (early recorders); photographing a high resolution video monitor; electron beam recorder (Sony HDVS); a CRT scanning dot (Celco); focused beam of light from a light valve technology (LVT) recorder; a scanning laser beam (Arrilaser); or recently, full-frame LCD array chips. For color image recording on a CRT film recorder, the red, green, and blue channels are sequentially displayed on a single gray scale CRT, and exposed to the same piece of film as a multiple exposure through a filter of the appropriate color. This approach yields better resolution and color quality than possible with a tri-phosphor color CRT. The three filters are usually mounted on a motor-driven wheel. The filter wheel, as well as the camera's shutter, aperture, and film motion mechanism are usually controlled by the recorder's electronics and/or the driving software. CRT film recorders are further divided into analog and digital types. The analog film recorder uses the native video signal from the computer, while the digital type uses a separate display board in the computer to produce a digital signal for a display in the recorder. Digital CRT recorders provide a higher resolution at a higher cost compared to analog recorders due to the additional specialized hardware. Typical resolutions for digital recorders were quoted as 2K and 4K, referring to 2048×1366 and 4096×2732 pixels, respectively, while analog recorders provided a resolution of 640×428 pixels in comparison. Higher-quality LVT film recorders use a focused beam of light to write the image directly onto a film loaded spinning drum, one pixel at a time. In one example, the light valve was a liquid-crystal shutter, the light beam was steered with a lens, and text was printed using a pre-cut optical mask. The LVT will record pixel beyond grain. Some machines can burn 120-res or 120 lines per millimeter. The LVT is basically a reverse drum scanner. The exposed film is developed and printed by regular photographic chemical processing. === Formats === Film recorders are available for a variety of film types and formats. The 35 mm negative film and transparencies are popular because they can be processed by any photo shop. Single-image 4×5 film and 8×10 are often used for high-quality, large format printing. Some models have detachable film holders to handle multiple formats with the same camera or with Polaroid backs to provide on-site review of output before exposing film. == Uses == Film recorders are used in digital printing to generate master negatives for offset and other bulk printing processes. For preview, archiving, and small-volume reproduction, film recorders have been rendered obsolete by modern printers that produce photographic-quality hardcopies directly on plain paper. They are also used to produce the master copies of movies that use computer animation or other special effects based on digital image processing. However, most cinemas nowadays use Digital Cinema Packages on hard drives instead of film stock. === Computer graphics === Film recorders were among the earliest computer graphics output devices; for example, the IBM 740 CRT Recorder was announced in 1954. Film recorders were also commonly used to produce slides for slide projectors; but this need is now largely met by video projectors that project images directly from a computer to a screen. The terms "slide" and "slide deck" are still commonly used in presentation programs. === Current uses === Currently, film recorders are primarily used in the motion picture film-out process for the ever increasing amount of digital intermediate work being done. Although significant advances in large venue video projection alleviates the need to output to film, there remains a deadlock between the motion picture studios and theater owners over who should pay for the cost of these very costly projection systems. This, combined with the increase in international and independent film production, will keep the demand for film recording steady for at least a decade. == Key manufacturers == Traditional film recorder manufacturers have all but vanished from the scene or have evolved their product lines to cater to the motion picture industry. Dicomed was one such early provider of digital color film recorders. Polaroid, Management Graphics, Inc, MacDonald-Detwiler, Information International, Inc., and Agfa were other producers of film recorders. Arri is the only current major manufacturer of film recorders. Kodak Lightning I film recorder. One of the first laser recorders. Needed an engineering staff to set up. Kodak Lightning II film recorder used both gas and diode laser to record on to film. The last LVT machines produced by Kodak / Durst-Dice stopped production in 2002. There are no LVT film recorders currently being produced. LVT Saturn 1010 uses a LED exposure (RGB) to 8"x10" film at 1000-3000ppi. LUX Laser Cinema Recorder from Autologic/Information International in Thousand Oaks, California. Sales end in March 2000. Used on the 1997 film “Titanic”. Arri produces the Arrilaser line of laser-based motion picture film recorders. MGI produced the Solitaire line of CRT-based motion picture film recorders. Matrix, originally ImaPRO, a branch of Agfa Division, produced the QCR line of CRT-based motion picture film recorders. CCG, formerly Agfa film recorders, has been a steady manufacturer of film recorders based in Germany. In 2004 CCG introduced Definity, a motion picture film recorder utilizing LCD technology. In 2010 CCG introduced the first full LED LCD film recorder as a new step in film recording. Cinevator was made by Cinevation AS, in Drammen, Norway. The Cinevator was a real-time digital film recorder. It could record IN, IP and prints with and without sound Oxberry produced the Model 3100 film recorder camera system, with interchangeable pin-registered movements (shuttles) for 35 mm (full frame/Silent, 1.33:1) and 16 mm (regular 16, "2R"), and others have adapted the Oxberry movements for CinemaScope, 1.85:1, 1.75:1, 1.66:1, as well as Academy/Sound (1.37:1) in 35 mm and Super-16 in 16 mm ("1R"). For instance, the "Solitaire" and numerous others employed the Oxberry 3100 camera system. == History == Before video tape recorders or VTRs were invented, TV shows were either broadcast live or recorded to film for later showing, using the kinescope process. In 1967, CBS Laboratories introduced the Electronic Video Recording format, which used video and telecined-to-video film sources, which were then recorded with an electron-beam recorder at CBS' EVR mastering plant at the time to 35mm film stock in a rank of 4 strips on the film, which was then slit down to 4 8.75 mm (0.344 in) film copies, for playback in an EVR player. All types of CRT recorders were (and still are) used for film recording. Some early examples used for computer-output recording were the 1954 IBM 740 CRT Recorder, and the 1962 Stromberg-Carlson SC-4020, the latter using a Charactron CRT for text and vector graphic output to either 16 mm motion picture film, 16 mm microfilm, or hard-copy paper output. Later 1970 and 80s-era recording to B&W (and color, with 3 separate exposures for red, green, and blue)) 16 mm film was done with an EBR (Electron Beam Recorder), the most prominent examples made by 3M), for both video and COM (Computer Output Microfilm) applications. Image Transform in Universal City, California used specially modified 3M EBR film recorders that could perform color film-out recording on 16 mm by exposing three 16 mm frames in a row (one red, one green and one blue). The film was then printed to color 16 mm or 35 mm film. The video fed to the recorder could either be NTSC, PAL or SECAM. Later, Image Transform used specially modified VTRs to record 24 frame for their "Image Vision" system. The modified 1 inch type B videotape VTRs would record

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  • Human image synthesis

    Human image synthesis

    Human image synthesis is technology that can be applied to make believable and even photorealistic renditions of human-likenesses, moving or still. It has effectively existed since the early 2000s. Many films using computer generated imagery have featured synthetic images of human-like characters digitally composited onto the real or other simulated film material. Towards the end of the 2010s deep learning artificial intelligence has been applied to synthesize images and video that look like humans, without need for human assistance, once the training phase has been completed, whereas the old school 7D-route required massive amounts of human work. == Timeline of human image synthesis == In 1971 Henri Gouraud made the first CG geometry capture and representation of a human face. Modeling was his wife Sylvie Gouraud. The 3D model was a simple wire-frame model and he applied the Gouraud shader he is most known for to produce the first known representation of human-likeness on computer. The 1972 short film A Computer Animated Hand by Edwin Catmull and Fred Parke was the first time that computer-generated imagery was used in film to simulate moving human appearance. The film featured a computer simulated hand and face (watch film here). The 1976 film Futureworld reused parts of A Computer Animated Hand on the big screen. The 1983 music video for song Musique Non-Stop by German band Kraftwerk aired in 1986. Created by the artist Rebecca Allen, it features non-realistic looking, but clearly recognizable computer simulations of the band members. The 1994 film The Crow was the first film production to make use of digital compositing of a computer simulated representation of a face onto scenes filmed using a body double. Necessity was the muse as the actor Brandon Lee portraying the protagonist was tragically killed accidentally on-stage. In 1999 Paul Debevec et al. of USC captured the reflectance field of a human face with their first version of a light stage. They presented their method at the SIGGRAPH 2000 In 2003 audience debut of photo realistic human-likenesses in the 2003 films The Matrix Reloaded in the burly brawl sequence where up-to-100 Agent Smiths fight Neo and in The Matrix Revolutions where at the start of the end showdown Agent Smith's cheekbone gets punched in by Neo leaving the digital look-alike unnaturally unhurt. The Matrix Revolutions bonus DVD documents and depicts the process in some detail and the techniques used, including facial motion capture and limbal motion capture, and projection onto models. In 2003 The Animatrix: Final Flight of the Osiris a state-of-the-art want-to-be human likenesses not quite fooling the watcher made by Square Pictures. In 2003 digital likeness of Tobey Maguire was made for movies Spider-man 2 and Spider-man 3 by Sony Pictures Imageworks. In 2005 the Face of the Future project was an established. by the University of St Andrews and Perception Lab, funded by the EPSRC. The website contains a "Face Transformer", which enables users to transform their face into any ethnicity and age as well as the ability to transform their face into a painting (in the style of either Sandro Botticelli or Amedeo Modigliani). This process is achieved by combining the user's photograph with an average face. In 2009 Debevec et al. presented new digital likenesses, made by Image Metrics, this time of actress Emily O'Brien whose reflectance was captured with the USC light stage 5 Motion looks fairly convincing contrasted to the clunky run in the Animatrix: Final Flight of the Osiris which was state-of-the-art in 2003 if photorealism was the intention of the animators. In 2009 a digital look-alike of a younger Arnold Schwarzenegger was made for the movie Terminator Salvation though the end result was critiqued as unconvincing. Facial geometry was acquired from a 1984 mold of Schwarzenegger. In 2010 Walt Disney Pictures released a sci-fi sequel entitled Tron: Legacy with a digitally rejuvenated digital look-alike of actor Jeff Bridges playing the antagonist CLU. In SIGGGRAPH 2013 Activision and USC presented a real-time "Digital Ira" a digital face look-alike of Ari Shapiro, an ICT USC research scientist, utilizing the USC light stage X by Ghosh et al. for both reflectance field and motion capture. The end result both precomputed and real-time rendering with the modernest game GPU shown here and looks fairly realistic. In 2014 The Presidential Portrait by USC Institute for Creative Technologies in conjunction with the Smithsonian Institution was made using the latest USC mobile light stage wherein President Barack Obama had his geometry, textures and reflectance captured. In 2014 Ian Goodfellow et al. presented the principles of a generative adversarial network. GANs made the headlines in early 2018 with the deepfakes controversies. For the 2015 film Furious 7 a digital look-alike of actor Paul Walker who died in an accident during the filming was done by Weta Digital to enable the completion of the film. In 2016 techniques which allow near real-time counterfeiting of facial expressions in existing 2D video have been believably demonstrated. In 2016 a digital look-alike of Peter Cushing was made for the Rogue One film where its appearance would appear to be of same age as the actor was during the filming of the original 1977 Star Wars film. In SIGGRAPH 2017 an audio driven digital look-alike of upper torso of Barack Obama was presented by researchers from University of Washington. It was driven only by a voice track as source data for the animation after the training phase to acquire lip sync and wider facial information from training material consisting 2D videos with audio had been completed. Late 2017 and early 2018 saw the surfacing of the deepfakes controversy where porn videos were doctored using deep machine learning so that the face of the actress was replaced by the software's opinion of what another persons face would look like in the same pose and lighting. In 2018 Game Developers Conference Epic Games and Tencent Games demonstrated "Siren", a digital look-alike of the actress Bingjie Jiang. It was made possible with the following technologies: CubicMotion's computer vision system, 3Lateral's facial rigging system and Vicon's motion capture system. The demonstration ran in near real time at 60 frames per second in the Unreal Engine 4. In 2018 at the World Internet Conference in Wuzhen the Xinhua News Agency presented two digital look-alikes made to the resemblance of its real news anchors Qiu Hao (Chinese language) and Zhang Zhao (English language). The digital look-alikes were made in conjunction with Sogou. Neither the speech synthesis used nor the gesturing of the digital look-alike anchors were good enough to deceive the watcher to mistake them for real humans imaged with a TV camera. In September 2018 Google added "involuntary synthetic pornographic imagery" to its ban list, allowing anyone to request the search engine block results that falsely depict them as "nude or in a sexually explicit situation." In February 2019 Nvidia open sources StyleGAN, a novel generative adversarial network. Right after this Phillip Wang made the website ThisPersonDoesNotExist.com with StyleGAN to demonstrate that unlimited amounts of often photo-realistic looking facial portraits of no-one can be made automatically using a GAN. Nvidia's StyleGAN was presented in a not yet peer reviewed paper in late 2018. At the June 2019 CVPR the MIT CSAIL presented a system titled "Speech2Face: Learning the Face Behind a Voice" that synthesizes likely faces based on just a recording of a voice. It was trained with massive amounts of video of people speaking. Since 1 July 2019 Virginia has criminalized the sale and dissemination of unauthorized synthetic pornography, but not the manufacture., as § 18.2–386.2 titled 'Unlawful dissemination or sale of images of another; penalty.' became part of the Code of Virginia. The law text states: "Any person who, with the intent to coerce, harass, or intimidate, maliciously disseminates or sells any videographic or still image created by any means whatsoever that depicts another person who is totally nude, or in a state of undress so as to expose the genitals, pubic area, buttocks, or female breast, where such person knows or has reason to know that he is not licensed or authorized to disseminate or sell such videographic or still image is guilty of a Class 1 misdemeanor.". The identical bills were House Bill 2678 presented by Delegate Marcus Simon to the Virginia House of Delegates on 14 January 2019 and three-day later an identical Senate bill 1736 was introduced to the Senate of Virginia by Senator Adam Ebbin. Since 1 September 2019 Texas senate bill SB 751 amendments to the election code came into effect, giving candidates in elections a 30-day protection period to the elections during which making and distributing digital look-alikes or synthetic fakes of the candidates is an offense. Th

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  • Cyber and Information Domain Service

    Cyber and Information Domain Service

    The Cyber and Information Domain Service (CIDS; German: Cyber- und Informationsraum, lit. 'Cyber and Information space', pronounced [ˈsaɪbɐ ʔʊnt ʔɪnfɔʁmaˈtsi̯oːnsʁaʊm] ; CIR) is the youngest branch of the German Armed Forces, the Bundeswehr. The decision to form an organizational unit was presented by Defense Minister Ursula von der Leyen on 26 April 2016, becoming operational on 1 April 2017. It is headquartered in Bonn. == History == In November 2015, the German Ministry of Defense activated a Staff Group within the ministry tasked with developing plans for a reorganization of the Cyber, IT, military intelligence, geo-information, and operative communication units of the Bundeswehr. On 26 April 2016, Defense Minister Ursula von der Leyen presented the plans for the new military branch to the public and on 5 October 2016 the command's staff became operational as a department within the ministry of defense. On 1 April 2017, the Cyber and Information Domain Service (CIDS) was activated as a "military organizational unit" (Organisationsbereich), indicating its status below a full service branch. The CIDS Headquarters took command of all existing electronic warfare, signals, IT, military intelligence, geoinformation, and psychological operations units. As part of a wider restructuring of higher command in the Bundeswehr in 2024, it was decided to upgrade it from a military organizational unit to the fourth full military service branch, alongside Heer (army), Luftwaffe (air force) and Deutsche Marine (navy). == Organisation == The CIDS is commanded by the Chief of the Cyber and Information Domain Service (Inspekteur des Cyber- und Informationsraum InspCIR), a three-star general position, based in Bonn. As of April 2023, it is structured as follows: Cyber and Information Domain Service Command (Kommando Cyber- und Informationsraum KdoCIR), in Bonn Reconnaissance and Effects Command (Kommando Aufklärung und Wirkung KdoAufkl/Wirk), in Gelsdorf 911th Electronic Warfare Battalion 912th Electronic Warfare Battalion, mans the Oste-class SIGINT/ELINT and reconnaissance ships 931st Electronic Warfare Battalion 932nd Electronic Warfare Battalion, provides airborne troops for operations in enemy territory Cyber-Operations Centre (Zentrum Cyber-Operationen ZSO) Central Imaging Reconnaissance (Zentrale Abbildende Aufklärung ZAbbAufkl), operating the SAR-Lupe satellites Central Bundeswehr Investigation Authority for Technical Reconnaissance (Zentrale Untersuchungsstelle der Bundeswehr für Technische Aufklärung ZU-StelleBwTAufkl) Signals Reconnaissance Centre North (Fernmeldeaufklärungszentrale Nord FmAufklZentr NORD) Signals Reconnaissance Centre South (Fernmeldeaufklärungszentrale Süd FmAufklZentr SÜD) Information Technology Services Command (Kommando Informationstechnik-Services der Bundeswehr KdoIT-SBw), in Bonn 281st Information Technology Battalion 282nd Information Technology Battalion 292nd Information Technology Battalion 293rd Information Technology Battalion 381st Information Technology Battalion 383rd Information Technology Battalion Bundeswehr Geoinformation Centre (Zentrum für Geoinformationswesen der Bundeswehr), in Euskirchen Bundeswehr Cyber-Security Centre (Zentrum für Cyber-Sicherheit der Bundeswehr ZCSBw) Bundeswehr Software Digitalisation Centre (Zentrum Digitalisierung der Bundeswehr und Fähigkeitsentwicklung Cyber- und Informationsraum ZDigBw) Bundeswehr Operational Communications Centre (Zentrum Operative Kommunikation der Bundeswehr ZOpKomBw) Training Centre CIDS (Ausbildungszentrum CIR AusbZ CIR)

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  • Supervisor Mode Access Prevention

    Supervisor Mode Access Prevention

    Supervisor Mode Access Prevention (SMAP) is a feature of some CPU implementations such as the Intel Broadwell microarchitecture that allows supervisor mode programs to optionally set user-space memory mappings so that access to those mappings from supervisor mode will cause a trap. This makes it harder for malicious programs to "trick" the kernel into using instructions or data from a user-space program. == History == Supervisor Mode Access Prevention is designed to complement Supervisor Mode Execution Prevention (SMEP), which was introduced earlier. SMEP can be used to prevent supervisor mode from unintentionally executing user-space code. SMAP extends this protection to reads and writes. == Benefits == Without Supervisor Mode Access Prevention, supervisor code usually has full read and write access to user-space memory mappings (or has the ability to obtain full access). This has led to the development of several security exploits, including privilege escalation exploits, which operate by causing the kernel to access user-space memory when it did not intend to. Operating systems can block these exploits by using SMAP to force unintended user-space memory accesses to trigger page faults. Additionally, SMAP can expose flawed kernel code which does not follow the intended procedures for accessing user-space memory. However, the use of SMAP in an operating system may lead to a larger kernel size and slower user-space memory accesses from supervisor code, because SMAP must be temporarily disabled any time supervisor code intends to access user-space memory. == Technical details == Processors indicate support for Supervisor Mode Access Prevention through the Extended Features CPUID leaf. SMAP is enabled when memory paging is active and the SMAP bit in the CR4 control register is set. SMAP can be temporarily disabled for explicit memory accesses by setting the EFLAGS.AC (Alignment Check) flag. The stac (Set AC Flag) and clac (Clear AC Flag) instructions can be used to easily set or clear the flag. When the SMAP bit in CR4 is set, explicit memory reads and writes to user-mode pages performed by code running with a privilege level less than 3 will always result in a page fault if the EFLAGS.AC flag is not set. Implicit reads and writes (such as those made to descriptor tables) to user-mode pages will always trigger a page fault if SMAP is enabled, regardless of the value of EFLAGS.AC. == Operating system support == Linux kernel support for Supervisor Mode Access Prevention was implemented by H. Peter Anvin. It was merged into the mainline Linux 3.7 kernel (released December 2012) and it is enabled by default for processors which support the feature. FreeBSD has supported Supervisor Mode Execution Prevention since 2012 and Supervisor Mode Access Prevention since 2018. OpenBSD has supported Supervisor Mode Access Prevention and the related Supervisor Mode Execution Prevention since 2012, with OpenBSD 5.3 being the first release with support for the feature enabled. NetBSD support for Supervisor Mode Execution Prevention (SMEP) was implemented by Maxime Villard in December 2015. Support for Supervisor Mode Access Prevention (SMAP) was also implemented by Maxime Villard, in August 2017. NetBSD 8.0 was the first release with both features supported and enabled. Haiku support for Supervisor Mode Execution Prevention (SMEP) was implemented by Jérôme Duval in January 2018. macOS has support for SMAP at least since macOS 10.13 released 2017.

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