AI Headshot Business

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

  • Colloquis

    Colloquis

    Colloquis, previously known as ActiveBuddy and Conversagent, was a company that created conversation-based interactive agents originally distributed via instant messaging platforms. The company had offices in New York, New York, and Sunnyvale, California. == History == Founded in 2000, the company was the brainchild of Robert Hoffer, Timothy Kay, and Peter Levitan. The idea for interactive agents (also known as Internet bots) came from the team's vision to add functionality to increasingly popular instant messaging services. The original implementation took shape as a word-based adventure game but quickly grew to include a wide range of database applications, including access to news, weather, stock information, movie times, Yellow Pages listings, and detailed sports data, as well as a variety of tools (calculators, translator, etc.). These various applications were bundled into one entity and launched as SmarterChild in 2001. SmarterChild acted as a showcase for the quick data access and possibilities for fun conversation that the company planned to turn into customized, niche-specific products. The rapid success of SmarterChild led to targeted promotional products for Radiohead, Austin Powers, The Sporting News, and others. ActiveBuddy sought to strengthen its hold on the interactive agent market for the future by filing for, and receiving, a controversial patent on their creation in 2002. The company also released the BuddyScript SDK, a free developer kit that allow programmers to design and launch their own interactive agents using ActiveBuddy's proprietary scripting language, in 2002. Ultimately, however, the decline in ad spending in 2001 and 2002 led to a shift in corporate strategy towards business focused Automated Service Agents, building products for clients including Cingular, Comcast and Cox Communications. The company subsequently changed its name from ActiveBuddy to Conversagent in 2003, and then again to Colloquis in 2006. Colloquis was purchased by Microsoft in October 2006.

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  • Trust federation

    Trust federation

    A trust federation is part of the evolving Identity Metasystem that will bring a new layer of persistent identity and trusted data sharing to the Internet. Although the concept of trust federations is technology neutral, several protocols like SAML, OpenID, Information Card, XDI can handle the challenges of technical interoperability. The challenge of business and social interoperability requires a new type of cooperative association similar to a credit card association. Instead of banks, however, a trust federation is an alliance of i-brokers and their customers who agree to abide by a common set of agreements in the care and handling of customer data. A model for trust federations is offered by Open Identity Exchange and Kantara Initiative, which is applied in the U.S. Government ICAM Trust Framework. Some operational trust federations are: InCommon (academic, USA) REFEDs (Research and Education Federations, Europe) IGTF Interoperable Global Trust Federation Portalverbund Government Portal Federation, Austria Trust federations are not limited to the social web use case, but apply to all federations where trust in identity and compliance to other objectives of information security such as confidentiality, integrity and privacy is brokered.

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  • Out-of-band control

    Out-of-band control

    Out-of-band control is a method used by network protocols for sending control information (commands, logins, or session signals) separately from the main data, improving reliability and preventing interference. File Transfer Protocol (FTP) employs an out-of-band approach, using one connection for control commands, like logging in or requesting files, and a separate connection for transferring the files themselves.

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  • TRAME

    TRAME

    TRAME (TRAnsmission of MEssages) was the name of the second computer network in the world similar to the internet to be used in an electric utility. Like the internet, the base technology was packet switching; it was developed by the electric utility ENHER in Barcelona. It was deployed by the same utility, first in Catalonia and Aragón, Spain, and later in other places. Its development started in 1974 and the first routers, called nodes at that time, were deployed by 1978. The network was in operation until 2016 (38 years) with successive technological software and hardware updates. == Beginnings == In 1974, packet switching was a technology known only in research circles. The concept began in 1968 in association with the United States' Advanced Research Projects Agency (ARPA) research project ARPANET. The idea of applying the packet switching concept to electric utilities control communication networks first appeared in 1974 when the Swedish power utility Vattenfall started to create its TIDAS packet-switching network and was followed by the Spanish electric utility ENHER, which aimed to telecontrol and automate its high-voltage power grid. For this purpose, ENHER created a specific team of people to develop both the packet-switching network and the supervisory control and data acquisition (SCADA) system, also called the telecontrol system. By 1978 the first four TRAME routers were available and by 1980, eight of them were deployed and operating. The printed circuit boards (PCBs) controlling the communication lines were connected to a shared memory PCB allowing them to exchange data and messages. The project was developed together with its main initial application, the Telecontrol or SCADA system SICL (Sistema Integral de Control Local) with which initially they shared a very similar hardware. The maximum link capacity was 9600 bit/s, which in 1980 was the maximum possible on a 4 kHz wide voice channel at the time. These channels were the basic unit of the then-analog communication systems in use. By that time power utilities used either telephone calls or low speed (below 1200bit/s) dedicated links for telecontrol, typically shared among ten high-voltage electrical substations. == Services == The basic service provided by the TRAME network was SCADA or Telecontrol to automate the high-voltage power grid, thus improving operational efficiency, which was until then operated manually with telephone communication between human operators. Each TRAME router was associated with one or more remote terminal units (RTUs) of the SICL telecontrol system. It also had connected screens, and later PCs, located in electrical substations to interchange messages between them and with the Control Center located in the well-known Casa Fuster in Barcelona. It was a kind of predecessor to today's e-mail. Later, in the 1990s, other protocols (X.25, IP) were developed to include corporate information technology (IT) terminals, company physical surveillance systems and other services. Additionally, applications and terminals were developed for the transmission of voice and video over the TRAME network. == Protocols == The TRAME routing system, like that of the original ARPANET, was based on the Bellman-Ford algorithm but with "split-horizon" as in the Swedish TIDAS network, but with an original improvement. This protocol allows optimal paths to be found in meshed networks for each packet to be transmitted, allowing the shared use of the same network by multiple services. In contrast, traditional circuit-switched technology used to establish dedicated circuits for each service or communication. The addressing of routers and terminals used a proprietary system with a 16-bit address; it would be the equivalent of the well-known IP (Internet Protocol) version 4 (IPv4), still in use on the internet today, which uses 32-bit addresses. It is necessary to take into account that in 1978, the IPv4 protocol did not yet exist since the IPv4 version used on the internet did not appear until 1981, and in fact, did not reach the general public until much later. The line protocols were also proprietary and were called UCL (Unidad de Control de Línea, 'line control unit'), which linked the routers together, and UTR (Unión TRAME-Remotas), the access protocol. They were designed to offer the highest quality of service required by the telecontrol/SCADA function in terms of data integrity and availability set by the International Electrotechnical Commission (IEC) IEC-870-5-1 and ANSI C37.1. standards, and because the protocol used at the time in corporate computer networks, HDLC (high-level data link control), did not offer enough quality for critical industrial applications. Later on, other protocols like X.25 and IP were also made compatible with the aforementioned TRAME protocols. In 2000, the UTR protocol was replaced by the international standard IEC 60870- 5-101/104. Initially network flow control was based on the management of eight data priorities in head-of-the-line (HOL) waiting queues. Later and after some experimentation, a flow control method based on a bit indicating route congestion and management of the gap between packets when accessing the network was adopted. This required measuring the capacity of the route bottleneck. An end-to-end protocol was also added for some flows requiring order preservation like X.25. == Evolution == To last for 38 years, the technology had to endure intense evolution. There were essentially four TRAME generations which are summarized in the table. A description of the four generations of TRAME is provided below. === TRAME 1 === The project began in 1974 and in 1978 a first network with four routers was already installed and in operation at the electric utility ENHER. In 1980, the network had eight nodes in operation (see Figure I). The hardware was based on the Zilog Z80 processor and had a multiprocessor structure with 16 processors sharing a common memory. The software was developed at ENHER's headquarters located in the well-known Casa Fuster, Passeig de Gràcia, 132, Barcelona, using the Z80 assembly language. Beyond 1980 the software began to be written in C programming language and an HP64000 Logic Development System emulator was used for the purpose. The hardware was produced by ISEL, an INI (Instituto Nacional de Indústria) company. The routing system was a variant of Bellman-Ford with split-horizon. It was an improvement of the original ARPA network routing system consisting of an original update procedure which allowed for a faster reaction to changes. The distance function was the number of packets in the output waiting queues plus one. The line protocols (UCL for internal lines linking routers and UTR for accessing the network) were designed to meet the stringent requirements set for telecontrol (SCADA) of high-voltage power networks (IEC-870-5-1 and ANSI C37.1 standards). At the OSI transport layer, windows with a width of 1 to 8, depending on the required service, residing in the terminals were used. Initially, addresses were only 14 bits long to address both the routers (called nodes by then) and the devices connected to them. They were made up of two fields, an 8-bit field to address the router and a 6-bit sub-address to address the terminals connected to it. The node address was assigned to the nodes and not to the ends of the links as in the internet. The basic advantages of TRAME over other technologies used in electric utilities at the time were in part due to the packet technology itself: ability to manage any network topology, automatic adaptability to topological and traffic changes, integration of different link technologies (digital or analog) and capacities in a single network, open and decentralized intercommunicability between users and devices, simultaneous communication with several users and locations from a single physical connection, and integrated network supervision. In fact, the network was provided from its inception with a supervision center consisting of a computer and a synoptic board located at the company's headquarters (see Figure II). But other advantages were due to the specific design of TRAME: high data integrity, priority support for packets, and ease of including special protocols such as the many SCADA protocols in use at that time. All of the above resulted in improved quality of service, especially with respect to data availability and data integrity, and in the integration of services in a single network. Part of the evolution of its deployment can be seen in Figures II to IV. === TRAME 2 === In 1990, TRAME 2 was fully deployed and TRAME 1 was replaced. The processor of the new hardware was Intel 80286 and the hardware structure and external appearance of the routers was very similar to that of TRAME 1. The software was written in C and the above-mentioned emulator continued to be used. Improvements over TRAME 1 were the introduction of the standardized X.25 access protocol

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  • AirDine

    AirDine

    AirDine was a mobile app within the platform economy where individuals acted as both supplier and customer for a supper club. AirDine discontinued their service after 31 October 2017. == Operations == AirDine was an online marketplace for home dining that connected users that liked to cook with users looking for a dining experience. Users were categorized as "Hosts" and "Guests," both of whom needed to register with AirDine. AirDine acted as a two-sided market for home dining that allowed hosts and guests, and did not act as a restaurant or host any dinners itself. AirDine charged a service fee. Security and safety of the host were not vetted by AirDine and were completely left to users based on published reviews. Profiles included user reviews and shared social connections to build trust among users. AirDine also included a private messaging system.

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  • Content-oriented workflow models

    Content-oriented workflow models

    In data management, a content-oriented workflow model seeks to articulate workflow progression by the presence of content units (like data-records/objects/documents). Most content-oriented workflow approaches provide a life-cycle model for content units, such that workflow progression can be qualified by conditions on the state of the units. Most approaches are research and work in progress and the content models and life-cycle models are more or less formalized. The term content-oriented workflows is an umbrella term for several scientific workflow approaches, namely "data-driven", "resource-driven", "artifact-centric", "object-aware", and "document-oriented". Thus, the meaning of "content" ranges from simple data attributes to self-contained documents; the term "content-oriented workflows" appeared at first in as an umbrella term. Such a general term, independent from a specific approach, is necessary to contrast the content-oriented modelling principle with traditional activity-oriented workflow models (like Petri nets or BPMN) where a workflow is driven by a control flow and where the content production perspective is neglected or even missing. The term "content" was chosen to subsume the different levels in granularity of the content units in the respective workflow models; it was also chosen to make associations with content management. Both terms "artifact-centric" and "data-driven" would also be good candidates for an umbrella term, but each is closely related to a specific approach of a single working group. The "artifact-centric" group itself (i.e. IBM Research) has generalized the characteristics of their approach and has used "information-centric" as an umbrella term in. Yet, the term information is too unspecific in the context of computer science, thus, "content-orientated workflows" is considered as good compromise. == Workflow Model Approaches == === Data-driven === The data-driven process structures provides a sophisticated workflow model being specialized on hierarchical write-and-review-processes. The approach provides interleaved synchronization of sub-processes and extends activity diagrams. Unfortunately, the COREPRO prototype implementation is not publicly available. Research on the project had been ceased. The general idea has been continued by Reichert in form of the #Object-aware approach. Synonyms data-driven process structures / data-driven modeling and coordination Protagonists Dr. Dominic Müller (University of Twente), Joachim Herbst (DaimlerChrysler Research), and Manfred Reichert (at this time Assoc. Prof. at Univ. of Twente, currently Prof. at Ulm Univ.) Organization(s) University of Twente, DaimlerChrysler Period 2005 - 2007 Selected publications Implementation COREPRO === Resource-driven === The resource-driven workflow system is an early approach that considered workflows from a content-oriented perspective and emphasizes on the missing support for plain document-driven processes by traditional activity-oriented workflow engines. The resource-driven approach demonstrated the application of database triggers for handling workflow events. Still the system implementation is centralized and the workflow schema is statically defined. The project appeared in 2005 but many aspects are considered future work by the authors. Research did not continue on the project. Wang completed his PhD thesis in 2009, yet, his thesis does not mention the resource-driven approach to workflow modelling but is about discrete event simulation. Synonyms Resource-based Workflows / Document-Driven Workflow Systems Protagonists Jianrui Wang and Prof. Akhil Kumar Organization Pennsylvania State University Period 2005 - today Selected publications Implementation N/A === Artifact-centric === The artifact-centric approach provides a framework for content-oriented workflows. In this model, the enterprise application landscape includes distributed business services, while the workflow engine is centralized. Process enactment is integrated with database management system infrastructure, and the project is funded by IBM. Synonyms artifact-centric business process models / artifact-based business process (ACP) / artifact-centric workflows Protagonists Richard Hull and Dr. Kamal Bhattacharya as well as Cagdas E. Gerede and Jianwen Su Organization IBM (T.J. Watson Research Center, NY) Period 2007 - today Selected publications Implementation ArtiFact === Object-aware === The object-aware approach manages a set of object types and generates forms for creating object instances. The form completion flow is controlled by transitions between object configurations each describing a progressing set of mandatory attributes. Each object configuration is named by an object state. The data production flow is user-shifting and it is discrete by defining a sequence of object states. The discussion is currently limited to a centralized system, without any workflows across different organizations. However, the approach is of great relevance to many domains like concurrent engineering. Finally, the object-aware approach and its PHILharmonicFlows system are going to provide general-purpose workflow systems for generic enactment of data production processes. Synonyms object-aware process management / datenorientiertes Prozess-Management-System Protagonists Vera Künzle and Prof. Manfred Reichert Organization Ulm University Period 2009 - today Selected publications Implementation PHILharmonicFlows === Distributed Document-oriented === Distributed document-oriented process management (dDPM) enables distributed case handling in heterogeneous system environments and it is based on document-oriented integration. The workflow model reflects the paper-based working practice in inter-institutional healthcare scenarios. It targets distributed knowledge-driven ad hoc workflows, wherein distributed information systems are required to coordinate work with initially unknown sets of actors and activities. The distributed workflow engine supports process planning & process history as well as participant management and process template creation with import/export. The workflow engine embeds a functional fusion of 1) group-based instant messaging 2) with a shared work list editor 3) with version control. The software implementation of dDPM is α-Flow which is available as open source. dDPM and α-Flow provide a content-oriented approach to schema-less workflows. The complete distributed case handling application is provided in form of a single active Document ("α-Doc"). The α-Doc is a case file (as information carrier) with an embedded workflow engine (in form of active properties). Inviting process participants is equivalent to providing them with a copy of an α-Doc, copying it like an ordinary desktop file. All α-Docs that belong to the same case can synchronize each other, based on the participant management, electronic postboxes, store-and-forward messaging, and an offline-capable synchronization protocol. Synonyms distributed document-oriented process management (dDPM), distributed case handling via active documents Protagonists Christoph P. Neumann and Prof. Richard Lenz Organization Friedrich-Alexander-Universität Erlangen-Nürnberg Period 2009 - 2012 Selected Publications and a PhD thesis Implementation α-Flow (open source) == Related Concepts == === Content Management === The bandwidth of Content management systems (CMS) reaches from Web content management systems (WCMS) and Document management system (DMS) to Enterprise Content Management (ECM). Mature DMS products support document production workflows in a basic form, primarily focusing on review cycle workflows concerning a single document. === Groupware and Computer-Supported Cooperative Work === Groupware focuses on messaging (like E-Mail, Chat, and Instant Messaging), shared calendars (e.g. Lotus Notes, Microsoft Outlook with Exchange Server), and conferencing (e.g. Skype). Groupware overlaps with Computer-supported cooperative work (CSCW), that originated from shared multimedia editors (for live drawing/sketching) and synchronous multi-user applications like desktop sharing. The extensive conceptual claim of CSWC must be put into perspective by its actual solution scope, that is available as the CSCW Matrix. === Case Handling === The case handling paradigm stems from Prof. van der Aalst and gained momentum in 2005. The core features are: (a) provide all information available, i.e. present the case as a whole rather than showing bits and pieces, (b) decide about activities on the basis of the information available rather than the activities already executed, (c) separate work distribution from authorization and allow for additional types of roles, not just the execute role, and (d) allow workers to view and add/modify data before or after the corresponding activities have been executed. In healthcare, the flow of a patient between healthcare professionals is considered as a workflow - with activities that inc

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  • IBM remote batch terminals

    IBM remote batch terminals

    The IBM 2780 and the IBM 3780 are devices developed by IBM for performing remote job entry (RJE) and other batch functions over telephone lines; they communicate with the mainframe via Binary Synchronous Communications (BSC or Bisync) and replaced older terminals using synchronous transmit-receive (STR). In addition, IBM has developed workstation programs for the 1130, 360/20, 2922, System/360 other than 360/20, System/370 and System/3. == 2780 Data Transmission Terminal == The 2780 Data Transmission Terminal first shipped in 1967. It consists of: A line printer similar to the IBM 1443 that can print up to 240 lines per minute (lpm), or 300 lpm using an extremely restricted character set. A card reader/punch unit, similar to an IBM 1442, that can read up to 400 cards per minute (cpm) and can punch up to 355 cpm. A line buffer that stores data received or to be transmitted over the communications line. A binary synchronous adapter which controls the flow of data over the communications line. The 2780 is capable of local (offline) card to print operation. It comes in four models: Model 1: Can read punched cards and transmit the data to a remote host computer, and can receive and print data sent by the host. Model 2: Same as Model 1 but adds the ability to punch card data received from the host. Model 3: Can only print data received from the host, but not send data to it. Model 4: Can read and punch card data, but has no printing capabilities. The 2780 uses a dedicated communication line at speeds of 1200, 2000, 2400 or 4800 bits per second. It is a half duplex device, although full duplex lines can be used with some increase in throughput. It can communicate in Transcode (a 6-bit code), 8-bit EBCDIC, or 7-bit ASCII. == 2770 Data Communication System == The 2770, announced in 1969, "was said to surpass all other IBM terminals in the variety of available input-output devices." The 2770 was developed by the IBM General Products Division (GPD) in Rochester, MN. It comes standard with a desktop terminal with keyboard. The printer and other devices (any two in any combination) can be attached to the 2772 Multi-Purpose Control unit. Possible devices include: 50 Magnetic Data Inscriber 545 Card Punch Model 3 (non-printing) or Model 4 (printing) 1017 Paper Tape Reader 1018 Paper Tape Punch 1053 Printer Model 1 1255 Magnetic Character Reader Models 1, 2 or 3 2203 Printer Model A1 or A2 2213 Printer Model 1 or 2 2265 Display Station Model 2 2502 Card Reader Model A1 or A2 5496 Data Recorder == 3780 Data Communications Terminal == In May 1972, IBM announced the IBM 3780, an enhanced version of the 2780. The 3780 was developed by IBM's Data Processing Division (DPD). There is one model, with an optional card punch. The 3780 drops Transcode support and incorporates several performance enhancements. It supports compression of blank fields in data using run-length encoding. It provides the ability to interleave data between devices, introduces double buffering, and adds support for the Wait-before-transmit ACKnowledgement (WACK) and Temporary Text Delay (TTD) Binary Synchronous control characters. The integrated punched card unit can read cards at 600 cards per minute. The integrated printer is rated at 300, 350 or 425 lines per minute based on characters set (63, 52 or 39 characters). The 3781 Card Punch is an optional feature. It punches 160 columns per second, or 91 cards per minute if all 80 columns are punched. The IBM 2780 and 3780 were later emulated on various types of equipment, including eventually the personal computer. A notable early emulation was the DN60, by Digital Equipment Corporation in the late 1970s. == 3770 Data Communications System == In 1974 IBM Data Processing Division (DPD) offered a successor to the 3780, called the 3770 Data Communications System, supporting SDLC, BSC, BSC Multi-leaving and SNA, depending on the configuration. The 3770 is a family of desk console style terminals that offers a variety of keyboard and printer combinations as well as I/O equipment attachment and communications features. The terminals come built into a desk and include the following models: 3771 Communication Terminal (optional card reader, optional card punch, wire matrix printer) Models 1 (40 cps printer), 2 (80 cps printer), and 3 (120 cps printer). 3773 Communication Terminal (diskette, wire matrix printer) Models 1 (40 cps printer), 2 (80 cps printer), and 3 (120 cps printer). Each model has a P version which adds some programming features. 3774 Communication Terminal (optional card reader, optional card punch, optional belt printer, wire matrix printer) Models 1 (80 cps printer), and 2 (120 cps printer). Each model has a P version which adds some programming features, a 480-character display and a non-removable diskette. 3775 Communication Terminal (optional card reader, optional card punch, optional diskette, belt printer) Model 1 (120 lpm printer). The model P1 adds some programming features, a 480-character display and a non-removable diskette. 3776 Communication Terminal (optional card reader, optional card punch, optional diskette, belt printer) Models 1 (300 lpm printer) and 2 (400 lpm printer). Models 3 and 4 are similar to models 1 and 2. 3777 Communication Terminal (optional card reader, optional diskette, train printer) Model 1 (up to 1000 lpm printer depending on character set). Model 2 adds an optional card punch, model 3 adds an optional magnetic tape drive and model 4 replaces the train printer with a slower model called the IBM 3262. The model 4 also allows a second, optional, 3262. The following I/O devices can be attached to a 3770 terminal: IBM 2502 Card Reader: Models A1 (up to 150 card per minute), A2 (up to 300 cards per minute) or A3 (up to 400 cards per minute) IBM 3203 Printer Model 3: 1000 LPM using 48 character set IBM 3501 Card Reader: Up to 50 cards per minute desktop unit IBM 3521 Card Punch: Up to 50 cards per minute IBM 3782 Card Attachment unit, which allows the 2502 or 3521 to be attached to any terminal except the 3777 IBM 3784 Line Printer, can be attached to a 3774 as a second printer. Up to 155 LPM with 48 characters set print belt. == Workstation programs == IBM distributes workstation programs with systems software including OS/360 Attached Support Processor (ASP) Houston Automatic Spooling Priority (HASP and HASP II) Operating System/Virtual Storage 1 (OS/VS1) Operating System/Virtual Storage 2 (OS/VS2 MVS) Release 2 through 3.8 MVS versions from MVS/SP Version 1 through z/OS Priority Output Writers, Execution processors and input Readers (POWER) Remote Spooling Communications Subsystem (RSCS) Except for the RJE workstation programs in OS/360, these programs use a variation of BSC known as Multi-leaving. In addition, IBM provides separately ordered workstation programs using BSC. Systems Network Architecture (SNA) and TCP/IP. Workstation programs are available from IBM and third-party vendors to support all of these protocols: 2770/3770 2780/3780 Multileaving Network Job Entry (NJE) OS/360 RJE SNA TCP/IP

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  • Kaeli McEwen

    Kaeli McEwen

    Kaeli Mae McEwen (born May 10, 2000), known professionally as Kaeli Mae, is an American content creator and social media influencer from Seattle, Washington, known for her TikTok videos about cleaning and organizing and contributing to the "Clean Girl" Internet aesthetic. She has Type 1 diabetes. Her fame was attributed to an increase in use of the name Kaeli for newborn girls in the United States in 2023.

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  • Nvidia Omniverse

    Nvidia Omniverse

    Omniverse is a real-time 3D graphics collaboration platform created by Nvidia. It has been used for applications in the visual effects and "digital twin" industrial simulation industries. Omniverse makes extensive use of the Universal Scene Description (USD) format. == Third-party Integrations == Omniverse supports integration with external computer-aided design tools through third-party connectors. For example, academic work has demonstrated a connector linking Omniverse with the open-source CAD system FreeCAD, enabling collaborative access to CAD geometry via the Omniverse Nucleus server and extending Omniverse usage beyond media and entertainment workflows.

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  • Simply Local

    Simply Local

    Simply Local is a decentralized community social networking and neighborhood broadcasting service developed by Simply Local, based in New Delhi. The app is used as a tool by residents to bridge the information gap and know what is happening in the locality. Simply Local creates private geo-fenced networks for people living in an area and provides social and community related services within that network. The user doesn’t post to a single person but broadcasts to a chosen community. One of its primary purposes is also to connect citizens to their elected representatives. Each community is independent of the other and information shared remains telescoped to that particular community. The app has been designed to maintain privacy and security of users and provides decentralized social networking in the sense that it forms an owner-independent, micro community, which is not connected with the world outside. Simply Local is available on Android Play and iOS App Store. It is available in two languages - English and Hindi. Simply Local’s founder and CEO is Nikhil Bapna. == History == 2020 May: Included as a Top 5 Useful App by Zee News. 2020: Used to connect candidates with local residents during the Delhi assembly elections. 2019: Renamed from Gadfly to its current name. 2018: Used for Karnataka State Elections to get detailed information on candidates. 2017: Launched under the name Gadfly as a tool to connect citizens with their elected representatives.

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  • Viral marketing

    Viral marketing

    Viral marketing is a business strategy that uses existing social networks to promote a product or service on social media platforms. Its name refers to how consumers spread information about a product with other people, much in the same way that a virus spreads from one person to another. It can be delivered by word of mouth, or enhanced by the network effects of the Internet and mobile networks. The concept is often misused or misunderstood, as people apply it to any successful enough story without taking into account the word "viral". Viral advertising is personal and, while coming from an identified sponsor, it does not mean businesses pay for its distribution. Most of the well-known viral ads circulating online are ads paid by a sponsor company, launched either on their own platform (company web page or social media profile) or on social media websites such as YouTube. Consumers receive the page link from a social media network or copy the entire ad from a website and pass it along through e-mail or posting it on a blog, web page or social media profile. Viral marketing may take the form of video clips, advergames, ebooks, brandable software, images, text messages, email messages, or web pages. The most commonly utilized transmission vehicles for viral messages include pass-along based, incentive based, trendy based, and undercover based. However, the creative nature of viral marketing enables an "endless amount of potential forms and vehicles the messages can utilize for transmission", including mobile devices. The ultimate goal of marketers interested in creating successful viral marketing programs is to create viral messages that appeal to individuals with high social networking potential (SNP) and that have a high probability of being presented and spread by these individuals and their competitors in their communications with others in a short period. The term "viral marketing" has also been used pejoratively to refer to stealth marketing campaigns—marketing strategies that advertise a product to people without them knowing they are being marketed to. == History == The emergence of "viral marketing", as an approach to advertisement, has been tied to the popularization of the notion that ideas spread like viruses. The field that developed around this notion, memetics, peaked in popularity in the 1990s. As this then began to influence marketing gurus, it took on a life of its own in that new context. The brief career of Australian pop singer Marcus Montana is largely remembered as an early example of viral marketing. In early 1989, thousands of posters declaring "Marcus is Coming" were placed around Sydney, generating discussion and interest within the media and the community about the meaning of the mysterious advertisements. The campaign successfully made Montana's musical debut a talking point, but his subsequent music career was a failure. The term is found in PC User magazine in 1989 with a somewhat differing meaning. It was later used by Jeffrey Rayport in the 1996 Fast Company article "The Virus of Marketing", and Tim Draper and Steve Jurvetson of the venture capital firm Draper Fisher Jurvetson in 1997 to describe Hotmail's practice of appending advertising to outgoing mail from their users. Doug Rushkoff, a media critic, wrote about viral marketing on the Internet in 1996. Bob Gerstley wrote about algorithms designed to identify people with high "social networking potential." Gerstley employed SNP algorithms in quantitative marketing research. In 2004, the concept of the alpha user was coined to indicate that it had now become possible to identify the focal members of any viral campaign, the "hubs" who were most influential. Alpha users could be targeted for advertising purposes most accurately in mobile phone networks, due to their personal nature. In early 2013, the first ever Viral Summit was held in Las Vegas. == Factors == Marketer Jonah Berger defines six key factors that drive virality, organized in an acronym called STEPPS: Social currency – the better something makes people look, the more likely they will be to share it Triggers – things that are "top of mind" are more likely to be "tip of the tongue" Emotion – when people care, they share Public – the easier something is to see, the more likely people are to imitate it Practical value – people share useful information to help others Stories – like a Trojan Horse, stories carry messages and ideas along for the ride. Another important factor that drives virality is the propagativity of the content, referring to the ease with which consumers can redistribute it. == Psychology == To form deeper connections with viewers and increase the chances of virality, many marketers use psychological principles. They argue that this approach is scientific and can foster an environment where the odds of gaining traction are much higher. People find psychological safety and can develop a sense of trust when more people interact with online content. For this reason, marketers work to develop media that resonates with viewers on a deeper, emotional level as this approach frequently results in higher engagement. This level of interaction serves as a sign of approval, reducing the personal risk that is subconsciously linked to associating oneself with a company or brand’s content. Professor Jonah Berger at the University of Pennsylvania's Wharton School of Business affirms that marketing campaigns that trigger psychological responses linked to strong emotions tend to perform better. In particular, Berger found that positive emotions like happiness, joy, and excitement have more successful share rates than their negative counterparts. This outcome results from the human instinct to respond more positively to content with activating emotions, increasing the desire to share content, which contributes to its virality. Viral marketing utilizes the primitive feeling of frisson to increase their view and share counts. This feeling of excitement is considered powerful because of its ability to cause a physical response. From increased heart rates to full body chills, Professor Brent Coker at the University of Melbourne describes that this approach to marketing triggers a primitive response that immerses the viewer in the content on a deeper level. Researchers Juliana Fernandes from the University of Florida and Sigal Segev from the Florida International University also found that people are more inclined to share emotional campaigns over those that are heavily informational. They claim that consumers do not often care to learn about a product’s actual features and benefits. Instead, people prefer to be immersed in experience-based content that creates an emotional impact. Companies and brands can benefit from treating their content in this manner and go viral more frequently than those who do not. Social proof is another psychological phenomenon that impacts viral content. Experts in this field argue that it is a natural instinct to want to behave similarly to others because it results in positive validation. This phenomenon explains the human need to conform, so marketers focus on creating engaging content that encourages interactions and causes a snowball effect. This subconsciously influences people to like, comment, and share if they already see others doing the same. Social proof goes further by providing people with a form of social currency. When individuals interact with and share content, they become associated with the topics at hand. People naturally tend to perceive one another, and this pattern carries over to the digital world. As a result, many people tend to be vigilant about the viral marketing they engage with, since they want to be perceived positively. Companies and brands have the opportunity to develop social currency themselves by aligning with their target audiences and creating marketing campaigns that fit their interests or match their values. == Methods and metrics == According to marketing professors Andreas Kaplan and Michael Haenlein, to make viral marketing work, three basic criteria must be met, i.e., giving the right message to the right messengers in the right environment: Messenger: Three specific types of messengers are required to ensure the transformation of an ordinary message into a viral one: market mavens, social hubs, and salespeople. Market mavens are individuals who are continuously 'on the pulse' of things (information specialists); they are usually among the first to get exposed to the message and who transmit it to their immediate social network. Social hubs are people with an exceptionally large number of social connections; they often know hundreds of different people and have the ability to serve as connectors or bridges between different subcultures. Salespeople might be needed who receive the message from the market maven, amplify it by making it more relevant and persuasive, and then transmit it to the social hub for further distr

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  • Data analysis

    Data analysis

    Data analysis is the process of inspecting, cleansing, transforming, and modeling data with the goal of discovering useful information, informing conclusions, and supporting decision-making. Data analysis has multiple facets and approaches, encompassing diverse techniques under a variety of names, and is used in different business, science, and social science domains. In today's business world, data analysis plays an important role in making decisions more scientific and helping businesses operate more effectively. It is widely used in fields such as business analytics, healthcare, and artificial intelligence to extract meaningful insights from data. Data mining is a particular data analysis technique that focuses on statistical modeling and knowledge discovery for predictive rather than purely descriptive purposes, while business intelligence covers data analysis that relies heavily on aggregation, focusing mainly on business information. In statistical applications, data analysis can be divided into descriptive statistics, exploratory data analysis (EDA), and confirmatory data analysis (CDA). EDA focuses on discovering new features in the data, while CDA focuses on confirming or falsifying existing hypotheses. Predictive analytics focuses on the application of statistical models for predictive forecasting or classification, while text analytics applies statistical, linguistic, and structural techniques to extract and classify information from textual sources, a variety of unstructured data. All of the above are varieties of data analysis. == Data analysis process == Data analysis is a process for obtaining raw data, and subsequently converting it into information useful for decision-making by users. Statistician John Tukey, defined data analysis in 1961, as:"Procedures for analyzing data, techniques for interpreting the results of such procedures, ways of planning the gathering of data to make its analysis easier, more precise or more accurate, and all the machinery and results of (mathematical) statistics which apply to analyzing data." There are several phases, and they are iterative, in that feedback from later phases may result in additional work in earlier phases. === Data requirements === The data is necessary as inputs to the analysis, which is specified based upon the requirements of those directing the analytics (or customers, who will use the finished product of the analysis). The general type of entity upon which the data will be collected is referred to as an experimental unit (e.g., a person or population of people). Specific variables regarding a population (e.g., age and income) may be specified and obtained. Data may be numerical or categorical (i.e., a text label for numbers). === Data collection === Data may be collected from a variety of sources. A list of data sources are available for study & research. The requirements may be communicated by analysts to custodians of the data; such as, Information Technology personnel within an organization. Data collection or data gathering is the process of gathering and measuring information on targeted variables in an established system, which then enables one to answer relevant questions and evaluate outcomes. The data may also be collected from sensors in the environment, including traffic cameras, satellites, recording devices, etc. It may also be obtained through interviews, downloads from online sources, or reading documentation. === Data processing === Data integration is a precursor to data analysis: Data, when initially obtained, must be processed or organized for analysis. For instance, this may involve placing data into rows and columns in a table format (known as structured data) for further analysis, often through the use of spreadsheet (e.g. Excel) or statistical software. === Data cleaning === Once processed and organized, the data may be incomplete, contain duplicates, or contain errors. The need for data cleaning will arise from problems in the way that the data is entered and stored. Data cleaning is the process of preventing and correcting these errors. Common tasks include record matching, identifying inaccuracy of data, overall quality of existing data, deduplication, and column segmentation. Such data problems can also be identified through a variety of analytical techniques. For example; with financial information, the totals for particular variables may be compared against separately published numbers that are believed to be reliable. Unusual amounts, above or below predetermined thresholds, may also be reviewed. There are several types of data cleaning that are dependent upon the type of data in the set; this could be phone numbers, email addresses, employers, or other values. Quantitative data methods for outlier detection can be used to get rid of data that appears to have a higher likelihood of being input incorrectly. Text data spell checkers can be used to lessen the amount of mistyped words. However, it is harder to tell if the words are contextually (i.e., semantically and idiomatically) correct. === Exploratory data analysis === Once the datasets are cleaned, they can then begin to be analyzed using exploratory data analysis. The process of data exploration may result in additional data cleaning or additional requests for data; thus, the initialization of the iterative phases mentioned above. Descriptive statistics, such as the average, median, and standard deviation, are often used to broadly characterize the data. Data visualization is also used, in which the analyst is able to examine the data in a graphical format in order to obtain additional insights about messages within the data. === Modeling and algorithms === Mathematical formulas or mathematical models (supported by algorithms) may be applied to the data in order to identify relationships among the variables; for example, checking for correlation and by determining whether or not there is the presence of causality. In general terms, models may be developed to evaluate a specific variable based on other variable(s) contained within the dataset, with some residual error depending on the implemented model's accuracy (e.g., Data = Model + Error). Inferential statistics utilizes techniques that measure the relationships between particular variables. For example, regression analysis may be used to model whether a change in advertising (independent variable X), provides an explanation for the variation in sales (dependent variable Y), i.e. is Y a function of X? This can be described as (Y = aX + b + error), where the model is designed such that (a) and (b) minimize the error when the model predicts Y for a given range of values of X. === Data product === A data product is a computer application that takes data inputs and generates outputs, feeding them back into the environment. It may be based on a model or algorithm. For instance, an application that analyzes data about customer purchase history, and uses the results to recommend other purchases the customer might enjoy. === Communication === Once data is analyzed, it may be presented in many formats to the users of the analysis to support their requirements. The users may have feedback, which results in additional analysis. When determining how to communicate the results, the analyst may consider implementing a variety of data visualization techniques to help communicate the message more clearly and efficiently to the audience. Data visualization uses information displays (graphics such as, tables and charts) to help communicate key messages contained in the data. Tables are a valuable tool by enabling the ability of a user to query and focus on specific numbers; while charts (e.g., bar charts or line charts), may help explain the quantitative messages contained in the data. == Quantitative messages == Stephen Few described eight types of quantitative messages that users may attempt to communicate from a set of data, including the associated graphs. Time-series: A single variable is captured over a period of time, such as the unemployment rate over a 10-year period. A line chart may be used to demonstrate the trend. Ranking: Categorical subdivisions are ranked in ascending or descending order, such as a ranking of sales performance (the measure) by salespersons (the category, with each salesperson a categorical subdivision) during a single period. A bar chart may be used to show the comparison across the salespersons. Part-to-whole: Categorical subdivisions are measured as a ratio to the whole (i.e., a percentage out of 100%). A pie chart or bar chart can show the comparison of ratios, such as the market share represented by competitors in a market. Deviation: Categorical subdivisions are compared against a reference, such as a comparison of actual vs. budget expenses for several departments of a business for a given time period. A bar chart can show the comparison of the actual versus the reference amount. Frequency distribution:

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  • Smart data capture

    Smart data capture

    Smart data capture (SDC), also known as 'intelligent data capture' or 'automated data capture', describes the branch of technology concerned with using computer vision techniques like optical character recognition (OCR), barcode scanning, object recognition and other similar technologies to extract and process information from semi-structured and unstructured data sources. IDC characterize smart data capture as an integrated hardware, software, and connectivity strategy to help organizations enable the capture of data in an efficient, repeatable, scalable, and future-proof way. Data is captured visually from barcodes, text, IDs and other objects - often from many sources simultaneously - before being converted and prepared for digital use, typically by artificial intelligence-powered software. An important feature of SDC is that it focuses not just on capturing data more efficiently but serving up easy-to-access, actionable insights at the instant of data collection to both frontline and desk-based workers, aiding decision-making and making it a two-way process. Smart data capture automates and accelerates capture, applying insights in real time and automating processes based on extracted input. Smart data capture is designed to be repeatable and scalable to reduce low-level manual tasks and eliminate human error. To achieve this goal, smart data capture solutions are often made available using specialist software installed on commodity hardware such as smartphones. However, some solutions may rely on specialized hardware such as dedicated scanning devices, wearables or shop floor robots. == Differences from OCR == Optical character recognition applications are typically concerned with the actual data capture process; they are intended to faithfully reproduce text, words, letters and symbols from a printed document. Smart data capture is multimodal, capable of extracting data from a wider range of semi-structured and unstructured sources, going beyond basic text recognition to offer a wider scope of applications. By extending functionality to provide actionable insights at the point of capture, SDC is also a two-way process (capture-display), while OCR is more commonly one-way (capture only), primarily used for data input. Smart data capture solutions typically have two parts: Data capture (which includes OCR, barcode scanning, object recognition) Functionality that then uses this data to provide actionable insights at the point of capture. == Applications == Smart data capture can be applied to almost any industry and application that requires visual information capture and interpretation. This may include: Retail Warehouse inventory control Logistics, handling and shipping Manufacturing Field service Healthcare Transport and travel Fraud detection

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  • Social media use by businesses

    Social media use by businesses

    Social media use by businesses includes a range of applications. Although social media accessed via desktop computers offer an online shopping variety of opportunities for companies in a wide range of business sectors, mobile social media, which users can access when they are "on the go" via tablet computers or smartphones, benefit companies because of the location- and time-sensitive awareness of their users. Mobile social media tools can be used for marketing research, communication, sales promotions/discounts, informal employee learning/organizational development, relationship development/loyalty programs, and e-commerce. Marketing research: Mobile social media applications provide companies data about offline consumer movements at a level of detail that was previously accessible to online companies only. These applications allow any business to know the exact time a customer who uses social media entered one of its locations, as well as know the social media comments made during the visit. Communication: Mobile social media communication takes two forms: company-to-consumer (in which a company may establish a connection to a consumer based on its location and provide reviews about locations nearby) and user-generated content. For example, McDonald's offered $5 and $10 gift-cards to 100 users randomly selected among those checking in at one of its restaurants. This promotion increased check-ins by 33% (from 2,146 to 2,865), resulted in over 50 articles and blog posts, and prompted several hundred thousand news feeds and Twitter messages. Sales promotions and discounts: Although customers have had to use printed coupons in the past, mobile social media allows companies to tailor promotions to specific users at specific times. For example, when launching its California-Cancun service, Virgin America offered users who checked in through Loopt at one of three designated taco trucks in San Francisco or Los Angeles between 11 a.m. and 3 p.m. on 31 August 2010, two tacos for $1 and two flights to Cancun or Cabo for the price of one. This special promotion was only available to people who were at a certain location at a certain time. Relationship development and loyalty programs: In order to increase long-term relationships with customers, companies can develop loyalty programs that allow customers who check-in via social media regularly at a location to earn discounts or perks. For example, American Eagle Outfitters remunerates such customers with a tiered 10%, 15%, or 20% discount on their total purchase. Informal employee learning/organizational development is facilitated by social media. Technologies such as blogs, wiki pages, web forums, social networks and other social media act as technology enhanced learning (TEL) tools, and their users perceive change in organizational structure, culture and knowledge management. The prerequisite for the successful use of social media are motivated employees who want to use the new technologies. It is central for companies to understand the factors that determine the willingness to use social media. Customer service and support: A company can gain cost savings and increase revenue and customer satisfaction by using social media platforms in customer service and support. By using social media tools, company's have easy and widescale contact to its customers and simultaneously increase their brand knowledge. E-commerce: Social media sites are increasingly implementing marketing-friendly strategies, creating platforms that are mutually beneficial for users, businesses, and the networks themselves in the popularity and accessibility of e-commerce, or online purchases. The user who posts their comments about a company's product or service benefits because they are able to share their views with their online friends and acquaintances. The company benefits because it obtains insight (positive or negative) about how their product or service is viewed by consumers. Mobile social media applications such as Amazon.com and Pinterest have started to influence an upward trend in the popularity and accessibility of e-commerce. E-commerce businesses may refer to social media as consumer-generated media (CGM). A common thread running through all definitions of social media is a blending of technology and social interaction for the co-creation of value for the business or organization that is using it. People obtain valuable information, education, news, and other data from electronic and print media. Social media are distinct from industrial and traditional media such as newspapers, magazines, television, and film as they are comparatively inexpensive marketing tools and are highly accessible. They enable anyone, including private individuals, to publish or access information easily. Industrial media generally require significant resources to publish information, and in most cases the articles go through many revisions before being published. This process adds to the cost and the resulting market price. Originally social media was only used by individuals, but now it is used by both businesses and nonprofit organizations and also in government and politics. One characteristic shared by both social and industrial media is the capability to reach small or large audiences; for example, either a blog post or a television show may reach no people or millions of people. Some of the properties that help describe the differences between social and industrial media are: Quality: In industrial (traditional) publishing—mediated by a publisher—the typical range of quality is substantially narrower (skewing to the high quality side) than in niche, unmediated markets like user-generated social media posts. The main challenge posed by the content in social media sites is the fact that the distribution of quality has high variance: from very high-quality items to low-quality, sometimes even abusive or inappropriate content. Reach: Both industrial and social media technologies provide scale and are capable of reaching a global audience. Industrial media, however, typically use a centralized framework for organization, production, and dissemination, whereas social media are by their very nature more decentralized, less hierarchical, and distinguished by multiple points of production and utility. Frequency: The number of times users access a type of media per day. Heavy social media users, such as young people, check their social media account numerous times throughout the day. Accessibility: The means of production for industrial media are typically government or corporate (privately owned); social media tools are generally available to the public at little or no cost, or they are supported by advertising revenue. While social media tools are available to anyone with access to Internet and a computer or mobile device, due to the digital divide, the poorest segment of the population lacks access to the Internet and computer. Low-income people may have more access to traditional media (TV, radio, etc.), as an inexpensive TV and aerial or radio costs much less than an inexpensive computer or mobile device. Moreover, in many regions, TV or radio owners can tune into free over the air programming; computer or mobile device owners need Internet access to go to social media sites. Usability: Industrial media production typically requires specialized skills and training. For example, in the 1970s, to record a pop song, an aspiring singer would have to rent time in an expensive professional recording studio and hire an audio engineer. Conversely, most social media activities, such as posting a video of oneself singing a song require only modest reinterpretation of existing skills (assuming a person understands Web 2.0 technologies); in theory, anyone with access to the Internet can operate the means of social media production, and post digital pictures, videos or text online. Immediacy: The time lag between communications produced by industrial media can be long (days, weeks, or even months, by the time the content has been reviewed by various editors and fact checkers) compared to social media (which can be capable of virtually instantaneous responses). The immediacy of social media can be seen as a strength, in that it enables regular people to instantly communicate their opinions and information. At the same time, the immediacy of social media can also be seen as a weakness, as the lack of fact checking and editorial "gatekeepers" facilitates the circulation of hoaxes and fake news. Permanence: Industrial media, once created, cannot be altered (e.g., once a magazine article or paper book is printed and distributed, changes cannot be made to that same article in that print run) whereas social media posts can be altered almost instantaneously, when the user decides to edit their post or due to comments from other readers. Community media constitute a hybrid of industrial and social media. Though community-owned, some community radio,

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  • Social Media (Age-Restricted Users) Bill

    Social Media (Age-Restricted Users) Bill

    The Social Media (Age-Restricted Users) Bill is a member's bill by National Party Member of Parliament Catherine Wedd that seeks to ban children under the age of 16 years from accessing social media by forcing social media companies to implement age verification measures. It is modelled after the Australian government's Online Safety Amendment. In mid October 2025, the New Zealand Parliament confirmed plans to introduce the social media age restriction bill. == Background == In late November 2024, the Albanese government of Australia, with support from the opposition Coalition parties, passed the Online Safety Amendment creating a world-first age verification regime targeting social media platforms operating in the country. The ban targets several social media platforms including Facebook, Instagram, Kick, Reddit, Snapchat, Threads, TikTok, Twitch, X (formerly Twitter) and YouTube. These platforms were required to implement age verification systems and to remove under-age users by 10 December 2025, when the law change came into effect. == Draft provisions == The draft Social Media (Age-Restricted Users) Bill defines social media platforms as electronic platforms that enable social media interactions between two or more end-users, facilitates communication between multiple end-users and allows users to post content on the platform. The proposed bill requires social media companies to take action to prevent users under the age of 16 from creating accounts on their platforms. It also creates a framework for courts to impose fines on platforms that fail to take reasonable steps to prevent underaged users from accessing the platform. == Legislative history == === Draft legislation === On 6 May 2025, Wedd announced a private member's bill called the "Social Media (Age-Restricted Users) Bill" that would bar access to social media platforms for people under the age of 16 years. She said that she was motivated as the mother of four children to support families, parents and teachers' efforts to manage their children's online exposure and the passage of the Australian Online Safety Amendment legislation in December 2024. Since National's coalition partner ACT New Zealand had refused to support the bill, the Sixth National Government announce it as a member's bill rather than a government bill. Prime Minister Christopher Luxon has confirmed that National would seek cross-party support for the legislation. ACT MP and the Minister of Internal Affairs Brooke van Velden said that the Government would watch the implementation of the Australian social media age restriction policy. In October 2025, Wedd's bill was drawn from the parliamentary ballot. In addition, Labour Reuben Davidson drafted a similar member's bill that would hold social media providers responsible for restricting "harmful content" and imposed NZ$50,000 fines for non-compliance. In November 2025, Luxon reiterated his support for social media age restriction legislation and said the New Zealand government would introduce a bill in 2026 before the 2026 New Zealand general election. He also confirmed that Education Minister Erica Stanford was leading an investigation into what lessons could be learnt from the Australian legislation. At the request of ACT MP Parmjeet Parmar, Parliament's Education and Workforce Committee held an inquiry into a proposed social media ban in early October 2025. The committee was led by National MP Carl Bates and received 430 submissions from 400 groups and individuals. The committee also heard from 87 in-person submissions. On 10 December 2025, the committee made 12 recommendations including restricting social media access to persons under the age of 16, re-evaluating existing legislation such as the Films, Videos, and Publications Classification Act and the Harmful Digital Communications Act 2015, and regulating online platforms and Internet service providers. The ACT party released a dissenting view disagreeing with the need for a law restricting social media access to under-16 year olds. In mid-May 2026, the Government confirmed that work on the proposed bill to ban under-16 year olds from social media had been paused. The New Zealand Parliament held a debate on the proposed bill on 13 May following a select committee inquiry into the harms caused by social media platforms. While the opposition Labour Party has agreed to support the member's bill, the ACT and Green parties opposed the proposed bill on the grounds that the rules were easy to circumvent, that at-risk groups could become more isolated, and that social media also harmed other age groups. == Responses == === Academia and civil society === In late July 2025, the New Zealand Council for Civil Liberties (NZCCL) expressed concern that the proposed social media age restriction could infringe upon the New Zealand Bill of Rights Act 1990, the Privacy Act 2020 and the United Nations' Convention on the Rights of the Child. The NZCCL also questioned the practicality of age verification software, a social media age limit and whether it would fulfil its stated goal of combating online harm. In August 2025, University of Auckland criminologist and senior lecturer Claire Meehan expressed concern that the social media age restriction legislation would cut children from their friendship and support networks. She also said that children and young people were digital natives who could use VPNs to circumvent the ban. Similar sentiments were echoed by Victoria University of Wellington media and communications lecturer Alex Beattie and "Ocean Today" Instagram social media influencer "Charlie." In October 2025, New Zealand Initiative representative Dr Eric Crampton expressed concern that a social media age restriction would involve the introduction of digital IDs. He argued that a new law was unnecessary and said that parents could limit their children's exposure to social media via Google's Family Link and Apple's equivalent. Similarly, Institute of Economic Affairs public policy fellow Matthew Lesh and the British Free Speech Union expressed concerns that young people could use VPNs to circumvent a social media ban, citing the spike in VPN usage in the United Kingdom following the passage of the Online Safety Act 2023. The advocacy group B416's co-chair Anna Curzon advocated for a social media ban on underage users, stating that social media apps "are made to be addictive" and made it difficult for parents to relate with their children. In late November 2025, B416's co-founder Anna Mowbray expressed support for the Government's social media age restriction bill but expressed disappointment that Luxon had not timed his announcement with the launch of the group's campaign. Generation-Z Aotearoa co-founder Lola Fisher has called on the New Zealand Government to consult with young people on the development of the legislation. === Government agencies and departments === In early October 2025, Privacy Commissioner Michael Webster expressed concern that social media platforms requiring users to prove their age via digital IDs could raise privacy concerns. Webster suggested that age verification systems could relay on various documents including passports. He said that age estimation technologies had high error rates and that age inference technologies relied on data mining. === Political parties === In early May 2025, the National Party government expressed support for a social media age restriction legislation. By contrast, its coalition partner ACT has opposed such legislation. ACT leader David Seymour described the ban as hasty and unworkable since it did not involve parents. Meanwhile, New Zealand First leader Winston Peters expressed support for a social media age restriction but said the bill should be subject to a select committee inquiry. The opposition Labour Party leader Chris Hipkins has expressed interest in a social media age restriction legislation but emphasised the need for consensus. Meanwhile, Green Party co-leader Chlöe Swarbrick said she wanted to learn more about the bill but described it as simplistic. Fellow Greens co-leader Marama Davidson said that the proposed bill would punish children and young people for the harm caused by big tech platforms. === Tech companies === In early October 2025, representatives of TikTok and Meta Platforms cautioned against proposed social media ban on under-16 years olds. During a one-day parliamentary inquiry, Ella Woods-Joyce, TikTok's public policy lead for Australia and New Zealand, and Mia Garlick, Meta's regional director of policy, expressed concern that the social media age restriction could send children and young people to less regulated online spaces. Woods-Joyce highlighted TikTok's policy of closing down accounts belonging to users under the age of 13 years while Garlick highlighted Meta's policy of placing users under the age of 16 in private accounts by default. In early February 2026 Meta's vice president and global head of safety, Antigone Da

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