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  • MinID

    MinID

    MinID is an electronic login system used to secure a range of internet services in the Norwegian public sector. The communication done with MinID is encrypted to secure information from unauthorized usage. Everyone registered in the Norwegian Population Register over the age of 13 years can create a public ID with MinID. As of April 2010, more than 2 million people living in Norway had created user accounts with MinID. To create a public ID, PIN-codes from the Norwegian Tax Administration are needed. == Purpose == The purpose of MinID is to communicate an electronic identity, so that users are authorized to use electronic services, in a secure way. MinID has a user database where social security numbers and PIN-codes are saved. MinID can be used to access more than 50 online services from various Norwegian public agencies, including the Norwegian Labour and Welfare Administration, the Directorate of Taxes and the State Educational Loan. == Controller == The Norwegian Digitalisation Agency (Digdir) is the controller of the personal data handled by MinID. The Norwegian Digitalisation Agency (Norwegian: Digitaliseringsdirektoratet) or Digdir is a government agency subordinate to the Ministry of Digitalisation and Public Governance. It is responsible for help the public sector achieve quality, efficiency, user friendliness, openness and participation, as well as helping the public sector be organized and led in a good way with good intersectoral cooperation. == User profile == Users of MinID have a user profile that contains their mobile phone number and/or e-mail address. This data is used to administrate MinID use. The e-mail address is needed in order to send the user a temporary password if he or she forgets the password. The phone number is needed in order to send an SMS-code at log in or a temporary password if the user forgets the password. == Transparency, correction and deletion == According to the law users can claim full access of the handling of their own personal data. Users also have the right to information about how this data are handled and saved, and how they can correct or delete inaccurate data. Users can at any time choose to delete themselves as a user of MinID. The user profile will then be deleted from the MinID user database. == Extradition to others == MinID passes on the user's social security number and chosen language to the public services he or she logs on to, so that the user can go to other public services without a new login.

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  • Universal Data Element Framework

    Universal Data Element Framework

    The Universal Data Element Framework (UDEF) was a controlled vocabulary developed by The Open Group. It provided a framework for categorizing, naming, and indexing data. It assigned to every item of data a structured alphanumeric tag plus a controlled vocabulary name that describes the meaning of the data. This allowed relating data elements to similar elements defined by other organizations. UDEF defined a Dewey-decimal like code for each concept. For example, an "employee number" is often used in human resource management. It has a UDEF tag a.5_12.35.8 and a controlled vocabulary description "Employee.PERSON_Employer.Assigned.IDENTIFIER". UDEF has been superseded by the Open Data Element Framework (ODEF). == Examples == In an application used by a hospital, the last name and first name of several people could include the following example concepts: Patient Person Family Name – find the word “Patient” under the UDEF object “Person” and find the word “Family” under the UDEF property “Name” Patient Person Given Name – find the word “Patient” under the UDEF object “Person” and find the word “Given” under the UDEF property “Name” Doctor Person Family Name – find the word “Doctor” under the UDEF object “Person” and find the word “Family” under the UDEF property “Name” Doctor Person Given Name – find the word “Doctor” under the UDEF object “Person” and find the word “Given” under the UDEF property “Name” For the examples above, the following UDEF IDs are available: “Patient Person Family Name” the UDEF ID is “au.5_11.10” “Patient Person Given Name” the UDEF ID is “au.5_12.10” “Doctor Person Family Name” the UDEF ID is “aq.5_11.10” “Doctor Person Given Name” the UDEF ID is “aq.5_12.10”

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  • Ontology merging

    Ontology merging

    Ontology merging defines the act of bringing together two conceptually divergent ontologies or the instance data associated to two ontologies. This is similar to work in database merging (schema matching). This merging process can be performed in a number of ways, manually, semi automatically, or automatically. Manual ontology merging although ideal is extremely labour-intensive and current research attempts to find semi or entirely automated techniques to merge ontologies. These techniques are statistically driven often taking into account similarity of concepts and raw similarity of instances through textual string metrics and semantic knowledge. These techniques are similar to those used in information integration employing string metrics from open source similarity libraries.

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  • Encyclopaedistics

    Encyclopaedistics

    Encyclopaedistics or encyclopaedics as a discipline, is the academic scholarship of encyclopedias as sources of encyclopedic knowledge and cultural objects as well; in this sense, this discipline is also known as "encyclopaedia studies" and can be termed as "theoretical encyclopaediography" by analogy with theoretical lexicography. Encyclopaedistics as a practical activity (profession or business) also called "encyclopaedic practice" or "encyclopedism" is the process of assembling encyclopaedias available to the public for sale or for free (encyclopaedia publishing or practical encyclopediography). In this sense, it is the art or craft of writing, compiling, and editing the paper or online encyclopedias. As a practical activity, encyclopaedistics originated in the Middle Ages in connection with the development of compendiums based on alphabetical structuring (e.g. first edition of Polyanthea by Dominicus Nanus Mirabellius). Encyclopaedistics is often defined as "the art and science of selecting and disseminating the information most significant to mankind". == Field of study == Encyclopaedistics is a specialized aspect of information science and communication science. At the same time, encyclopaedistics is also considered as one of scholarly disciplines which are seen as auxiliary for historical research (auxiliary sciences of history) . Third, encyclopaedics is a domain of philosophy (Romanticism). This term associated with German philosophers of the 18th century, such as Novalis, Friedrich Schlegel, who sought to create a "Scientific Bible" - both real and ideal book as the quintessence of human education (enlightenment). In any case, the most popular topics in encyclopaedia studies refferd the history of organization of encyclopaedic knowledge, encyclopaedic knowledge determination and selection, glossary composition, current state of development of encyclopaedic activity, features of making encyclopaedias and encyclopaedic articles, usage, role and significance of encyclopaedias, typology of encyclopaedic literature, encyclopaedists and encyclopaedic schools, opposition of classical encyclopaedias and Wikipedia as well as paper encyclopaedias and online encyclopaedias, case experience in building encyclopedias etc. In general, scholarly studies contribute to appearance of successful well-crafted encyclopaedias with high-quality articles. == Contemporary encyclopaedic practice == Today, academic institutions, universities, and publishing companies worldwide are engaged in encyclopaedic activity building national, multinational (universal), regional and subject-specific encyclopaedias, or doing studies related encyclopaedias. The development of national encyclopaedias is one of the prerogatives of the European Parliament in the policy of protection of accurate and verified information and in the fight against mis- and disinformation as well as in the policy of protecting, promoting and projecting Europe's values and interests in the world.

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  • ActivityPub

    ActivityPub

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

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  • Algorithmic game theory

    Algorithmic game theory

    Algorithmic game theory (AGT) is an interdisciplinary field at the intersection of game theory and computer science, focused on understanding and designing algorithms for environments where multiple strategic agents interact. This research area combines computational thinking with economic principles to address challenges that emerge when algorithmic inputs come from self-interested participants. In traditional algorithm design, inputs are assumed to be fixed and reliable. However, in many real-world applications—such as online auctions, internet routing, digital advertising, and resource allocation systems—inputs are provided by multiple independent agents who may strategically misreport information to manipulate outcomes in their favor. AGT provides frameworks to analyze and design systems that remain effective despite such strategic behavior. The field can be approached from two complementary perspectives: Analysis: Evaluating existing algorithms and systems through game-theoretic tools to understand their strategic properties. This includes calculating and proving properties of Nash equilibria (stable states where no participant can benefit by changing only their own strategy), measuring price of anarchy (efficiency loss due to selfish behavior), and analyzing best-response dynamics (how systems evolve when players sequentially optimize their strategies). Design: Creating mechanisms and algorithms with both desirable computational properties and game-theoretic robustness. This sub-field, known as algorithmic mechanism design, develops systems that incentivize truthful behavior while maintaining computational efficiency. Algorithm designers in this domain must satisfy traditional algorithmic requirements (such as polynomial-time running time and good approximation ratio) while simultaneously addressing incentive constraints that ensure participants act according to the system's intended design. == History == === Nisan-Ronen: a new framework for studying algorithms === In 1999, the seminal paper of Noam Nisan and Amir Ronen drew the attention of the Theoretical Computer Science community to designing algorithms for selfish (strategic) users. As they claim in the abstract: We consider algorithmic problems in a distributed setting where the participants cannot be assumed to follow the algorithm but rather their own self-interest. As such participants, termed agents, are capable of manipulating the algorithm, the algorithm designer should ensure in advance that the agents’ interests are best served by behaving correctly. Following notions from the field of mechanism design, we suggest a framework for studying such algorithms. In this model the algorithmic solution is adorned with payments to the participants and is termed a mechanism. The payments should be carefully chosen as to motivate all participants to act as the algorithm designer wishes. We apply the standard tools of mechanism design to algorithmic problems and in particular to the shortest path problem. This paper coined the term algorithmic mechanism design and was recognized by the 2012 Gödel Prize committee as one of "three papers laying foundation of growth in Algorithmic Game Theory". === Price of Anarchy === The other two papers cited in the 2012 Gödel Prize for fundamental contributions to Algorithmic Game Theory introduced and developed the concept of "Price of Anarchy". In their 1999 paper "Worst-case Equilibria", Koutsoupias and Papadimitriou proposed a new measure of the degradation of system efficiency due to the selfish behavior of its agents: the ratio of between system efficiency at an optimal configuration, and its efficiency at the worst Nash equilibrium. (The term "Price of Anarchy" only appeared a couple of years later.) === The Internet as a catalyst === The Internet created a new economy—both as a foundation for exchange and commerce, and in its own right. The computational nature of the Internet allowed for the use of computational tools in this new emerging economy. On the other hand, the Internet itself is the outcome of actions of many. This was new to the classic, ‘top-down’ approach to computation that held till then. Thus, game theory is a natural way to view the Internet and interactions within it, both human and mechanical. Game theory studies equilibria (such as the Nash equilibrium). An equilibrium is generally defined as a state in which no player has an incentive to change their strategy. Equilibria are found in several fields related to the Internet, for instance financial interactions and communication load-balancing. Game theory provides tools to analyze equilibria, and a common approach is then to ‘find the game’—that is, to formalize specific Internet interactions as a game, and to derive the associated equilibria. Rephrasing problems in terms of games allows the analysis of Internet-based interactions and the construction of mechanisms to meet specified demands. If equilibria can be shown to exist, a further question must be answered: can an equilibrium be found, and in reasonable time? This leads to the analysis of algorithms for finding equilibria. Of special importance is the complexity class PPAD, which includes many problems in algorithmic game theory. == Areas of research == === Algorithmic mechanism design === Mechanism design is the subarea of economics that deals with optimization under incentive constraints. Algorithmic mechanism design considers the optimization of economic systems under computational efficiency requirements. Typical objectives studied include revenue maximization and social welfare maximization. === Inefficiency of equilibria === The concepts of price of anarchy and price of stability were introduced to capture the loss in performance of a system due to the selfish behavior of its participants. The price of anarchy captures the worst-case performance of the system at equilibrium relative to the optimal performance possible. The price of stability, on the other hand, captures the relative performance of the best equilibrium of the system. These concepts are counterparts to the notion of approximation ratio in algorithm design. === Complexity of finding equilibria === The existence of an equilibrium in a game is typically established using non-constructive fixed point theorems. There are no efficient algorithms known for computing Nash equilibria. The problem is complete for the complexity class PPAD even in 2-player games. In contrast, correlated equilibria can be computed efficiently using linear programming, as well as learned via no-regret strategies. === Computational social choice === Computational social choice studies computational aspects of social choice, the aggregation of individual agents' preferences. Examples include algorithms and computational complexity of voting rules and coalition formation. Other topics include: Algorithms for computing Market equilibria Fair division Multi-agent systems And the area counts with diverse practical applications: Sponsored search auctions Spectrum auctions Cryptocurrencies Prediction markets Reputation systems Sharing economy Matching markets such as kidney exchange and school choice Crowdsourcing and peer grading Economics of the cloud == Journals and newsletters == ACM Transactions on Economics and Computation (TEAC) SIGEcom Exchanges Algorithmic Game Theory papers are often also published in Game Theory journals such as GEB, Economics journals such as Econometrica, and Computer Science journals such as SICOMP.

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  • Subject (documents)

    Subject (documents)

    In library and information science documents (such as books, articles and pictures) are classified and searched by subject – as well as by other attributes such as author, genre and document type. This makes "subject" a fundamental term in this field. Library and information specialists assign subject labels to documents to make them findable. There are many ways to do this and in general there is not always consensus about which subject should be assigned to a given document. To optimize subject indexing and searching, we need to have a deeper understanding of what a subject is. The question: "what is to be understood by the statement 'document A belongs to subject category X'?" has been debated in the field for more than 100 years (see below) == Theoretical view == === Charles Ammi Cutter (1837–1903) === For Cutter the stability of subjects depends on a social process in which their meaning is stabilized in a name or a designation. A subject "referred [...] to those intellections [...] that had received a name that itself represented a distinct consensus in usage" (Miksa, 1983a, p. 60) and: the "systematic structure of established subjects" is "resident in the public realm" (Miksa, 1983a, p. 69); "[s]ubjects are by their very nature locations in a classificatory structure of publicly accumulated knowledge (Miksa, 1983a, p. 61). Bernd Frohmann adds: "The stability of the public realm in turn relies upon natural and objective mental structures which, with proper education, govern a natural progression from particular to general concepts. Since for Cutter, mind, society, and SKO [Systems of Knowledge Organization] stand one behind the other, each supporting each, all manifesting the same structure, his discursive construction of subjects invites connections with discourses of mind, education, and society. The Dewey Decimal Classification (DDC), by contrast, severs those connections. Melvil Dewey emphasized more than once that his system maps no structure beyond its own; there is neither a "transcendental deduction" of its categories nor any reference to Cutter's objective structure of social consensus. It is content-free: Dewey disdained any philosophical excogitation of the meaning of his class symbols, leaving the job of finding verbal equivalents to others. His innovation and the essence of the system lay in the notation. The DDC is a poorly semiotic system of expanding nests of ten digits, lacking any referent beyond itself. In it, a subject is wholly constituted in terms of its position in the system. The essential characteristic of a subject is a class symbol which refers only to other symbols. Its verbal equivalent is accidental, a merely pragmatic characteristic... .... The conflict of interpretations over "subjects" became explicit in the battles between "bibliography" (an approach to subjects having much in common with Cutter's) and Dewey's "close classification". William Fletcher spoke for the scholarly bibliographer.... Fletcher's "subjects", like Cutter's, referred to the categories of a fantasized, stable social order, whereas Dewey's subjects were elements of a semiological system of standardized, techno-bureaucratic administrative software for the library in its corporate, rather than high culture, incarnation". (Frohmann, 1994, 112–113). Cutter's early view on what a subject is, is probably wiser than most understandings that dominated the 20th century – and also the understanding reflected in the ISO-standard quoted below. The early statements quoted by Frohmann indicate that subjects are somehow shaped in social processes. When that is said, it should be added that they are not particularly detailed or clear. We only get a vague idea of the social nature of subjects. === S. R. Ranganathan (1892–1972) === A classification system with an explicit theoretical foundation is Ranganathan's Colon Classification. Ranganathan provided an explicit definition of the concept of "subject": Subject – an organized body of ideas, whose extension and intension are likely to fall coherently within the field of interests and comfortably within the intellectual competence and the field of inevitable specialization of a normal person. A related definition is given by one of Ranganathan's students: A subject is an organized and systematized body of ideas. It may consist of one idea or a combination of several... Ranganathan's definition of "subject" is strongly influenced by his Colon Classification system. The colon system is based on the combination of single elements from facets to subject designation. This is the reason why the combined nature of subjects are emphasized so strongly. It leads, however, to absurdities such as the claim that gold cannot be a subject (but is alternatively termed "an isolate"). This aspect of the theory has been criticized by Metcalfe (1973, p. 318). Metcalfe's skepticism regarding Ranganathan's theory is formulated in hard words (op. cit., p. 317): "This pseudo-science imposed itself on British disciples from about 1950 on...". It seems unacceptable that Ranganathan defines the word subject in a way that favors his own system. A scientific concept like "subject" should make it possible to compare different ways of establishing access to information. Whether or not subjects are combined or not should be examined once their definition has been given, it should not determined a priori, in the definition. Besides the emphasis on the combined, organizing and systematizing nature of subjects contains Ranganathan's definition of subject the pragmatic demand, that a subject should be determined in a way that suits a normal person's competency or specialization. Again we see a strange kind of wishful thinking mixing a general understanding of a concept with demands put by his own specific system. One thing is what the word subject means, quite another issue is how to provide subject descriptions that fulfill demands such as the specificity of a given information retrieval language which fulfill demands put on the system, such as precision and recall. If researchers too often define terms in ways that favor specific kinds of systems, that are such definitions not useful to provide more general theories about subjects, subject analysis and IR. Among other things are comparative studies of different kinds of systems made difficult. Based on these arguments, as well as additional arguments which have been used in the literature, we may conclude that Ranganathan's definition of the concept "subject" is not suited for scientific use. Like the definition of "subject" given by the ISO-standard for topic maps, may Ranganathan's definition be useful within his own closed system. The purpose of a scientific and scholarly field is, however, to examine the relative fruitfulness of systems such as topic maps and Colon Classification. For such purpose is another understanding of "subject" necessary. === Patrick Wilson (1927–2003) === In his book Wilson (1968) examined – in particular by thought experiments – the suitability of different methods of examining the subject of a document. The methods were: identifying the author's purpose for writing the document, weighing the relative dominance and subordination of different elements in the picture, which the reading imposes on the reader, grouping or count the document's use of concepts and references, construing a set of rules for selecting elements deemed necessary (as opposed to unnecessary) for the work as a whole. Patrick Wilson shows convincingly that each of these methods are insufficient to determine the subject of a document and is led to conclude ( p. 89): "The notion of the subject of a writing is indeterminate..." or, on p. 92 (about what users may expect to find using a particular position in a library classification system): "For nothing definite can be expected of the things found at any given position". In connection to the last quote has Wilson an interesting footnote in which he writes that authors of documents often use terms in ambiguous ways ("hostility" is used as an example). Even if the librarian could personally develop a very precise understanding of a concept, he would be unable to use it in his classification, because none of the documents use the term in the same precise way. Based on this argumentation is Wilson led to conclude: "If people write on what are for them ill-defined phenomena, a correct description of their subjects must reflect the ill-definedness". Wilson's concept of subject was discussed by Hjørland (1992) who found that it is problematic to give up the precise understanding of such a basic term in LIS. Wilson's arguments led him to an agnostic position which Hjørland found unacceptable and unnecessary. Concerning the authors' use of ambiguous terms, the role of the subject analysis is to determine which documents would be fruitful for users to identify whether or not the documents use one or another term or whether a given term i

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  • Navigational database

    Navigational database

    A navigational database is a type of database in which records or objects are found primarily by following references from other objects. The term was popularized by the title of Charles Bachman's 1973 Turing Award paper, The Programmer as Navigator. This paper emphasized the fact that the new disk-based database systems allowed the programmer to choose arbitrary navigational routes following relationships from record to record, contrasting this with the constraints of earlier magnetic-tape and punched card systems where data access was strictly sequential. One of the earliest navigational databases was Integrated Data Store (IDS), which was developed by Bachman for General Electric in the 1960s. IDS became the basis for the CODASYL database model in 1969. Although Bachman described the concept of navigation in abstract terms, the idea of navigational access came to be associated strongly with the procedural design of the CODASYL Data Manipulation Language. Writing in 1982, for example, Tsichritzis and Lochovsky state that "The notion of currency is central to the concept of navigation." By the notion of currency, they refer to the idea that a program maintains (explicitly or implicitly) a current position in any sequence of records that it is processing, and that operations such as GET NEXT and GET PRIOR retrieve records relative to this current position, while also changing the current position to the record that is retrieved. Navigational database programming thus came to be seen as intrinsically procedural; and moreover to depend on the maintenance of an implicit set of global variables (currency indicators) holding the current state. As such, the approach was seen as diametrically opposed to the declarative programming style used by the relational model. The declarative nature of relational languages such as SQL offered better programmer productivity and a higher level of data independence (that is, the ability of programs to continue working as the database structure evolves.) Navigational interfaces, as a result, were gradually eclipsed during the 1980s by declarative query languages. During the 1990s it started becoming clear that for certain applications handling complex data (for example, spatial databases and engineering databases), the relational calculus had limitations. At that time, a reappraisal of the entire database market began, with several companies describing the new systems using the marketing term NoSQL. Many of these systems introduced data manipulation languages which, while far removed from the CODASYL DML with its currency indicators, could be understood as implementing Bachman's "navigational" vision. Some of these languages are procedural; others (such as XPath) are entirely declarative. Offshoots of the navigational concept, such as the graph database, found new uses in modern transaction processing workloads. == Description == Navigational access is traditionally associated with the network model and hierarchical model of database, and conventionally describes data manipulation APIs in which records (or objects) are processed one at a time, iteratively. The essential characteristic as described by Bachman, however, is finding records by virtue of their relationship to other records: so an interface can still be navigational if it has set-oriented features. From this viewpoint, the key difference between navigational data manipulation languages and relational languages is the use of explicit named relationships rather than value-based joins: for department with name="Sales", find all employees in set department-employees versus find employees, departments where employee.department-code = department.code and department.name="Sales". In practice, however, most navigational APIs have been procedural: the above query would be executed using procedural logic along the lines of the following pseudo-code: On this viewpoint, the key difference between navigational APIs and the relational model (implemented in relational databases) is that relational APIs use "declarative" or logic programming techniques that ask the system what to fetch, while navigational APIs instruct the system in a sequence of steps how to reach the required records. Most criticisms of navigational APIs fall into one of two categories: Usability: application code quickly becomes unreadable and difficult to debug Data independence: application code needs to change whenever the data structure changes For many years the primary defence of navigational APIs was performance. Database systems that support navigational APIs often use internal storage structures that contain physical links or pointers from one record to another. While such structures may allow very efficient navigation, they have disadvantages because it becomes difficult to reorganize the physical placement of data. It is quite possible to implement navigational APIs without low-level pointer chasing (Bachman's paper envisaged logical relationships being implemented just as in relational systems, using primary keys and foreign keys), so the two ideas should not be conflated. But without the performance benefits of low-level pointers, navigational APIs become harder to justify. Hierarchical models often construct primary keys for records by concatenating the keys that appear at each level in the hierarchy. Such composite identifiers are found in computer file names (/usr/david/docs/index.txt), in URIs, in the Dewey decimal system, and for that matter in postal addresses. Such a composite key can be considered as representing a navigational path to a record; but equally, it can be considered as a simple primary key allowing associative access. As relational systems came to prominence in the 1980s, navigational APIs (and in particular, procedural APIs) were criticized and fell out of favour. The 1990s, however, brought a new wave of object-oriented databases that often provided both declarative and procedural interfaces. One explanation for this is that they were often used to represent graph-structured information (for example spatial data and engineering data) where access is inherently recursive: the mathematics originally underpinning SQL (specifically, first-order predicate calculus) does not have sufficient power to support recursive queries, even those as simple as a transitive closure. More recent SQL implementations do support hierarchical and recursive queries. A current example of a popular navigational API can be found in the Document Object Model (DOM) often used in web browsers and closely associated with JavaScript. The DOM is essentially an in-memory hierarchical database with an API that is both procedural and navigational. By contrast, the same data (XML or HTML) can be accessed using XPath, which can be categorized as declarative and navigational: data is accessed by following relationships, but the calling program does not issue a sequence of instructions to be followed in order. Languages such as SPARQL used to retrieve Linked Data from the Semantic Web are also simultaneously declarative and navigational. == Examples == IBM Information Management System IDMS

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  • Mobile cloud computing

    Mobile cloud computing

    Mobile Cloud Computing (MCC) is the combination of cloud computing and mobile computing to bring rich computational resources to mobile users, network operators, as well as cloud computing providers. The ultimate goal of MCC is to enable execution of rich mobile applications on a plethora of mobile devices, with a rich user experience. MCC provides business opportunities for mobile network operators as well as cloud providers. More comprehensively, MCC can be defined as "a rich mobile computing technology that leverages unified elastic resources of varied clouds and network technologies toward unrestricted functionality, storage, and mobility to serve a multitude of mobile devices anywhere, anytime through the channel of Ethernet or Internet regardless of heterogeneous environments and platforms based on the pay-as-you-use principle." == Architecture == MCC uses computational augmentation approaches (computations are executed remotely instead of on the device) by which resource-constraint mobile devices can utilize computational resources of varied cloud-based resources. In MCC, there are four types of cloud-based resources, namely distant immobile clouds, proximate immobile computing entities, proximate mobile computing entities, and hybrid (combination of the other three model). Giant clouds such as Amazon EC2 are in the distant immobile groups whereas cloudlet or surrogates are member of proximate immobile computing entities. Smartphones, tablets, handheld devices, and wearable computing devices are part of the third group of cloud-based resources which is proximate mobile computing entities. Vodafone, Orange and Verizon have started to offer cloud computing services for companies. == Challenges == In the MCC landscape, an amalgam of mobile computing, cloud computing, and communication networks (to augment smartphones) creates several complex challenges such as Mobile Computation Offloading, Seamless Connectivity, Long WAN Latency, Mobility Management, Context-Processing, Energy Constraint, Vendor/data Lock-in, Security and Privacy, Elasticity that hinder MCC success and adoption. === Open research issues === Although significant research and development in MCC is available in the literature, efforts in the following domains is still lacking: Architectural issues: A reference architecture for heterogeneous MCC environment is a crucial requirement for unleashing the power of mobile computing towards unrestricted ubiquitous computing. Energy-efficient transmission: MCC requires frequent transmissions between cloud platform and mobile devices, due to the stochastic nature of wireless networks, the transmission protocol should be carefully designed. Context-awareness issues: Context-aware and socially-aware computing are inseparable traits of contemporary handheld computers. To achieve the vision of mobile computing among heterogeneous converged networks and computing devices, designing resource-efficient environment-aware applications is an essential need. Live VM migration issues: Executing resource-intensive mobile application via Virtual Machine (VM) migration-based application offloading involves encapsulation of application in VM instance and migrating it to the cloud, which is a challenging task due to additional overhead of deploying and managing VM on mobile devices. Mobile communication congestion issues: Mobile data traffic is tremendously hiking by ever increasing mobile user demands for exploiting cloud resources which impact on mobile network operators and demand future efforts to enable smooth communication between mobile and cloud endpoints. Trust, security, and privacy issues: Trust is an essential factor for the success of the burgeoning MCC paradigm. It is because the data along with code/component/application/complete VM is offloaded to the cloud for execution. Moreover, just like software and mobile application piracy, the MCC application development models are also affected by the piracy issue. Pirax is known to be the first specialized framework for controlling application piracy in MCC requirements == MCC research groups and activities == Several academic and industrial research groups in MCC have been emerging since last few years. Some of the MCC research groups in academia with large number of researchers and publications include: MDC, Mobile and Distributed Computing research group is at Faculty of Computer and Information Science, King Saud University. MDC research group focuses on architectures, platforms, and protocols for mobile and distributed computing. The group has developed algorithms, tools, and technologies which offer energy efficient, fault tolerant, scalable, secure, and high performance computing on mobile devices. MobCC lab, Faculty of Computer Science and Information Technology, University Malaya. The lab was established in 2010 under the High Impact Research Grant, Ministry of Higher Education, Malaysia. It has 17 researchers and has track of 22 published articles in international conference and peer-reviewed CS journals. ICCLAB, Zürich University of Applied Sciences has a segment working on MCC. The InIT Cloud Computing Lab is a research lab within the Institute of Applied Information Technology (InIT) of Zürich University of Applied Sciences (ZHAW). It covers topic areas across the entire cloud computing technology stack. Mobile & Cloud Lab, Institute of Computer Science, University of Tartu. Mobile & Cloud Lab conducts research and teaching in the mobile computing and cloud computing domains. The research topics of the group include cloud computing, mobile application development, mobile cloud, mobile web services and migrating scientific computing and enterprise applications to the cloud. SmartLab, Data Management Systems Laboratory, Department of Computer Science, University of Cyprus. SmartLab is a first-of-a-kind open cloud of smartphones that enables a new line of systems-oriented mobile computing research. Mobile Cloud Networking: Mobile Cloud Networking (MCN) was an EU FP7 Large-scale Integrating Project (IP, 15m Euro) funded by the European Commission. The MCN project was launched in November 2012 for the period of 36 month. The project was coordinated by SAP Research and the ICCLab at the Zurich University of Applied Science. In total 19 partners from industry and academia established the first vision of Mobile Cloud Computing. The project was primarily motivated by an ongoing transformation that drives the convergence between the Mobile Communications and Cloud Computing industry enabled by the Internet and is considered the first pioneer in the area of Network Function Virtualization.

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  • Information and media literacy

    Information and media literacy

    Information and media literacy (IML) is a combination of information literacy and media literacy. It enables people to show and make informed judgments as users of information and media, as well as to become skillful creators and producers of information and media messages. The transformative nature of IML includes creative works and creating new knowledge; to publish and collaborate responsibly requires ethical, cultural and social understanding. IML is also known as media and information literacy (MIL). UNESCO first adopted the term MIL in 2008 as a "composite concept" combining the competencies of information literacy and media literacy. UNESCO emphasizes the importance of global education in media and information literacy, and in 2013 defined Media and Information Literacy (MIL) as the ability to access, evaluate, use, and create information and media content in critical and ethical ways. Prior to the 1990s, the primary focus of information literacy was research skills. Media literacy, a study that emerged around the 1970s, traditionally focuses on the analysis and the delivery of information through various forms of media. Information literacy, as a skill proposed as early as 1974, centers on an individual's ability to recognize information needs and effectively locate, evaluate, and use information. These days, the study of information literacy has been extended to include the study of media literacy in many countries like the UK, Australia and New Zealand. It is also referred to as information and communication technologies (ICT) in the United States. Educators such as Gregory Ulmer have also defined the field as electracy.Media literacy is the ability to actively inquire into and think critically about information. It includes the ability to understand, evaluate, and create media content, and is an essential skill in today's information society. Livingstone, Van Couvering, and Thumim (2008) described the distinction between media literacy and information literacy: "Media literacy views media as lenses or windows for observing the world and expressing the self, whereas information literacy sees information as a tool for taking action in the world." == Integration of media and information literacy == Historically, the fields of information and media literacy have been separate, but over the course of the 21st century there have been calls to integrate both fields. Most definitions of information and media literacy include not only the abilities to locate, access, and analyze information but also the ability to create information. Only by integrating media literacy with information literacy can students better understand the sources of information and how it is used. Media education has primarily taken place in educational institutions, while information education has primarily occurred in libraries. Discussions surrounding the overlap of information literacy and media literacy came to fruition in the mid-to-late 2000s and 2010s as noted by Marcus Leaning. == In the digital age == The definition of literacy is "the ability to read and write". In practice many more skills are needed to locate, critically assess and make effective use of information. By extension, literacy now also includes the ability to manage and interact with digital information and media, in personal, shared and public domains. Historically, "information literacy" has largely been seen from the relatively top-down, organisational viewpoint of library and information sciences. However the same term is also used to describe a generic "information literacy" skill. The modern digital age has led to the proliferation of information spread across the Internet. Individuals must be able to recognize whether information is true or false and better yet know how to locate, evaluate, use, and communicate information in various formats; this is called information literacy. Towards the end of the 20th century, literacy was redefined to include "new literacies" relating to the new skills needed in everyday experience. "Multiliteracies" recognised the multiplicity of literacies, which were often used in combination. "21st century skills" frameworks link new literacies to wider life skills such as creativity, critical thinking, accountability. What these approaches have in common is a focus on the multiple skills needed by individuals to navigate changing personal, professional and public "information landscapes". As the conventional definition of literacy itself continues to evolve among practitioners, so too has the definition of information literacies. Noteworthy definitions include: Zurkowski defined information literacy as "the ability to find known or knowable content on any subject." CILIP, the Chartered Institute of Library and Information Practitioners, defines information literacy as "the ability to think critically and make balanced judgements about any information we find and use". In the United States, the definition proposed by the Association of College and Research Libraries (ACRL) is the most widely recognized. It defines information literacy as "a set of abilities requiring individuals to recognize when information is needed and to locate, evaluate, and use the needed information effectively." JISC, the Joint Information Systems Committee, refers to information literacy as one of six "digital capabilities", seen as an interconnected group of elements centered on "ICT literacy". Mozilla groups digital and other literacies as "21st century skills", a "broad set of knowledge, skills, habits and traits that are important to succeed in today's world". UNESCO, the United Nations Educational, Scientific and Cultural Organization, recognizing the necessity of teaching and learning both traditional and new types of information, the global importance of education was emphasized in 2008 through the "Teacher Media and Information Literacy (MIL) Curriculum". It defines MIL as a set of competencies that enable citizens to access, retrieve, understand, evaluate, use, create, and share information and media content in all formats through various tools in a critical, ethical, and effective manner, so as to participate in and carry out personal, professional, and social activities. Besides this, UNESCO also asserts information literacy as a "universal human right". == 21st-century students == In modern society, although the overall level of education has improved, the channels for knowledge production and dissemination have become increasingly diverse and commercialized, and traditional authoritative institutions no longer hold a monopoly over knowledge validation. While digital platforms have broadened access to information, they have also weakened trust mechanisms and evaluation standards, making epistemological skepticism a norm. Moreover, with the rise and spread of social media, misinformation and disinformation can be just as easily accessed in both densely and sparsely populated areas. These factors further underscore the importance of information literacy education. The IML learning capacities prepare students to be 21st century literate. According to Jeff Wilhelm (2000), "technology has everything to do with literacy. And being able to use the latest electronic technologies has everything to do with being literate." He supports his argument with J. David Bolter's statement that "if our students are not reading and composing with various electronic technologies, then they are illiterate. They are not just unprepared for the future; they are illiterate right now, in our current time and context". In a broader sense, developing this advanced competency of media and information literacy is essential, as it is crucial for students to exercise their freedom of expression in the 21st century. Wilhelm's statement is supported by the 2005 Wired World Phase II (YCWW II) survey conducted by the Media Awareness Network of Canada on 5000 Grade 4 – 11 students. The key findings of the survey were: 62% of Grade 4 students prefer the Internet. 38% of Grade 4 students prefer the library. 91% of Grade 11 students prefer the Internet. 9% of Grade 11 students prefer the library. Marc Prensky (2001) uses the term "digital native" to describe people who have been brought up in a digital world. The Internet has been a pervasive element of young people's home lives. 94% of kids reported that they had Internet access at home, and a significant majority (61%) had a high-speed connection. By the time kids reach Grade 11, half of them (51 percent) have their own Internet-connected computer, separate and apart from the family computer. The survey also showed that young Canadians are now among the most wired in the world. Contrary to the earlier stereotype of the isolated and awkward computer nerd, today's wired kid is a social kid. In general, many students are better networked through the use of technology than most teachers and parents, who may not understand the abilities of technology.

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  • Maritime Informatics

    Maritime Informatics

    Maritime Informatics is a thematic topic within the broader discipline of informatics. It can be considered as both a field of study and domain of application. As an application domain, it is the outlet of innovations originating from data science and artificial intelligence; as a field of study, it is positioned between computer science and marine engineering. == Beginnings of maritime informatics == As a result of the increasing levels of digitalisation occurring in the maritime sector starting around 2010 and stimulated by the EU-endorsed MonaLisa project for sea traffic management (STM), a number of academics and shipping industry leaders recognised that the maritime transportation sector would benefit from a specific field of study and application to be known as Maritime Informatics - the use of information systems, data sharing and data analytics in the business and operations of maritime transportation. They considered that it would lead to improvements in efficiency, safety, resilience, and ecological sustainability - all of which are currently lacking for many aspects of sea transport. One of the first public airings of the concept of Maritime Informatics was a presentation delivered on 11 September 2014 in Gothenburg, Sweden. A proposal for an inaugural minitrack on Maritime Informatics was accepted for the 2015 Americas Conference on Information Systems in Puerto Rico where three papers were presented. Since then numerous publications has been brought forward captured at www.maritimeinformatics.org and in late 2020 the first reference book on Maritime Informatics was co-written by 81 expert contributors (47 practitioners and 34 researchers) from 20 countries. Most impactful authors and journals in the domain have been documented in a review paper. Dimitrios Zissis, Luca Cazzanti and Leonardo M. Millefiori are the top three authors; top journals and conferences include Ocean Engineering, Proceedings of the 12th ACM International Conference on Distributed and Event-based Systems, Sensors, the international Conference On Engineering, Technology And Innovation, Expert Systems With Applications, IEEE Access, and Journal of Navigation. == Background == The shipping industry has several particular organisational aspects that are recognised and taken into account in maritime informatics: It is predominantly a self-organising ecosystem Many activities are undertaken as part of episodic tight coupling There is a so-called maritime stack There is increasing pressure to balance capital productivity and energy efficiency There is the potential virtuous interplay between different types of systems == Data sharing == Digital data sharing is key to the all-important, arguably fundamental, data analytics aspects of maritime informatics because it opens the way for better access to relevant and reliable data. As in land-based commerce, digital data sharing is a growing phenomenon in maritime operations - though there is a way to go. It is enabling greater transparency for all those involved in the transportation of goods and passengers, not least being the end-customer. This leads to better and more informed decision-making and planning by all those involved. The push for digitalisation and data sharing is being pursued both by governments and the commercial sector. For example, the Member States of the IMO agreed a mandatory requirement for their governments to introduce electronic information exchange between ships and ports as from 8 April 2019. Meanwhile, commercial operators, particularly in the container lines are putting systems in place for sharing data for mutual benefit in their operations. Data sharing is an important aspect of the Port Collaborative Decision Making (PortCDM) and Port Call Optimization initiatives, both of which seek to improve the coordination, synchronization and efficiency of the port call process by enabling a common and shared situational awareness among all those involved. == Standardisation == The availability and sharing of relevant digital data underpins maritime informatics and is key to more effective and efficient coordination and synchronisation in the predominantly self-organising ecosystem that is maritime transportation. For this to occur, a high priority underpinning maritime informatics is the encouragement of standardised digital data exchange and data sharing, leading, in turn, to improvements in shipping analytics. Improved availability of data will support better historical analysis, now-casting and forecasting. The International Maritime Organization (IMO) FAL Committee is taking the lead in ensuring that the common terms used in the various standards being developed or in use in the maritime sector are compatible and therefore interoperable as far as is practicable, by creating and maintaining The IMO Compendium on Facilitation and Electronic Business. The IMO Compendium consists of an IMO Data Set and IMO Reference Data Model agreed by the main organisations involved in the development of standards for the electronic exchange of information related to the FAL Convention: the World Customs Organization (WCO), the United Nations Economic Commission for Europe (UNECE) and the International Organization for Standardization (ISO). There are several other prominent international governmental and non-governmental organisations actively contributing to the ongoing standardisation and harmonisation process including the UN Electronic Data Interchange for Administration, Commerce and Transport (UN EDIFACT), the Digital Container Shipping Association (DCSA), the International Harbour Masters Association (IHMA) and BIMCO - the world's largest direct-membership organisation for shipowners, charterers, shipbrokers and agents.

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  • Information literacy

    Information literacy

    The Association of College and Research Libraries defines information literacy as a "set of integrated abilities encompassing the reflective discovery of information, the understanding of how information is produced and valued and the use of information in creating new knowledge and participating ethically in communities of learning". In the United Kingdom, the Chartered Institute of Library and Information Professionals' definition also makes reference to knowing both "when" and "why" information is needed. The 1989 American Library Association (ALA) Presidential Committee on Information Literacy formally defined information literacy (IL) as attributes of an individual, stating that "to be information literate, a person must be able to recognize when information is needed and have the ability to locate, evaluate and use effectively the needed information". In 1990, academic Lori Arp published a paper asking, "Are information literacy instruction and bibliographic instruction the same?" Arp argued that neither term was particularly well defined by theoreticians or practitioners in the field. Further studies were needed to lessen the confusion and continue to articulate the parameters of the question. The Alexandria Proclamation of 2005 defined the term as a human rights issue: "Information literacy empowers people in all walks of life to seek, evaluate, use and create information effectively to achieve their personal, social, occupational and educational goals. It is a basic human right in a digital world and promotes social inclusion in all nations." The United States National Forum on Information Literacy defined information literacy as "the ability to know when there is a need for information, to be able to identify, locate, evaluate, and effectively use that information for the issue or problem at hand." Meanwhile, in the UK, the library professional body CILIP, define information literacy as "the ability to think critically and make balanced judgements about any information we find and use. It empowers us as citizens to develop informed views and to engage fully with society." A number of other efforts have been made to better define the concept and its relationship to other skills and forms of literacy. Other pedagogical outcomes related to information literacy include traditional literacy, computer literacy, research skills and critical thinking skills. Information literacy as a sub-discipline is an emerging topic of interest and counter measure among educators and librarians with the prevalence of misinformation, fake news, and disinformation. Scholars have argued that in order to maximize people's contributions to a democratic and pluralistic society, educators should be challenging governments and the business sector to support and fund educational initiatives in information literacy. == History == The phrase "information literacy" first appeared in print in a 1974 report written on behalf of the National Commission on Libraries and Information Science by Paul G. Zurkowski, who was at the time president of the Information Industry Association (now the Software and Information Industry Association). Zurkowski used the phrase to describe the "techniques and skills" learned by the information literate "for utilizing the wide range of information tools as well as primary sources in molding information solutions to their problems" and drew a relatively firm line between the "literates" and "information illiterates." The concept of information literacy appeared again in a 1976 paper by Lee Burchina presented at the Texas A&M University library's symposium. Burchina identified a set of skills needed to locate and use information for problem solving and decision making. In another 1976 article in Library Journal, M.R. Owens applied the concept to political information literacy and civic responsibility, stating, "All [people] are created equal but voters with information resources are in a position to make more intelligent decisions than citizens who are information illiterates. The application of information resources to the process of decision-making to fulfill civic responsibilities is a vital necessity." In a literature review published in an academic journal in 2020, Oral Roberts University professor Angela Sample cites several conceptual waves of information literacy definitions as defining information as a way of thinking, a set of skills, and a social practice. The introduction of these concepts led to the adoption of a mechanism called metaliteracy and the creation of threshold concepts and knowledge dispositions, which led to the creation of the ALA's Information Literacy Framework. The American Library Association's Presidential Committee on Information Literacy released a report on January 10, 1989. Titled as the Presidential Committee on Information Literacy: Final Report, the article outlines the importance of information literacy, opportunities to develop it, and the idea of an Information Age School. The recommendations of the Committee led to establishment of the National Forum on Information Literacy, a coalition of more than 90 national and international organizations. In 1998, the American Association of School Librarians and the Association for Educational Communications and Technology published Information Power: Building Partnerships for Learning, which further established specific goals for information literacy education, defining some nine standards in the categories of "information literacy," "independent learning," and "social responsibility." Also in 1998, the Presidential Committee on Information Literacy updated its final report. The report outlined six recommendations from the original report, and examined areas of challenge and progress. In 1999, the Society of College, National and University Libraries (SCONUL) in the UK published The Seven Pillars of Information Literacy to model the relationship between information skills and IT skills, and the idea of the progression of information literacy into the curriculum of higher education. In 2003, the National Forum on Information Literacy, along with UNESCO and the National Commission on Libraries and Information Science, sponsored an international conference in Prague. Representatives from twenty-three countries gathered to discuss the importance of information literacy in a global context. The resulting Prague Declaration described information literacy as a "key to social, cultural, and economic development of nations and communities, institutions and individuals in the 21st century" and declared its acquisition as "part of the basic human right of lifelong learning". In the United States specifically, information literacy was prioritized in 2009 during President Barack Obama's first term. In effort to stress the value information literacy has on everyday communication, he designated October as National Information Literacy Awareness Month in his released proclamation. In 2015, the Association of College and Research Libraries (ACRL) adopted the Framework for Information Literacy for Higher Education, which defines information literacy as "the set of integrated abilities encompassing the reflective discovery of information, the understanding of how information is produced and valued, and the use of information in creating new knowledge and participating ethically in communities of learning".Association of College and Research Libraries (2015-02-09). "Framework for Information Literacy for Higher Education". Association of College and Research Libraries. American Library Association. Retrieved 2026-02-17. == Presidential Committee on Information Literacy == The American Library Association's Presidential Committee on Information Literacy defined information literacy as the ability "to recognize when information is needed and have the ability to locate, evaluate, and use effectively the needed information" and highlighted information literacy as a skill essential for lifelong learning and the production of an informed and prosperous citizenry. The committee outlined six principal recommendations. Included were recommendations like "Reconsider the ways we have organized information institutionally, structured information access, and defined information's role in our lives at home in the community, and in the work place"; to promote "public awareness of the problems created by information illiteracy"; to develop a national research agenda related to information and its use; to ensure the existence of "a climate conducive to students' becoming information literate"; to include information literacy concerns in teacher education democracy. In the updated report, the committee ended with an invitation, asking the National Forum and regular citizens to recognize that "the result of these combined efforts will be a citizenry which is made up of effective lifelong learners who can always find the information needed for the issue or decision at hand. This new

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  • Qlone

    Qlone

    Qlone is a 3D scanning app based on photogrammetry for creation of 3D models on mobile devices. The resultant 3D models can be exported for external use. Qlone was featured at the Apple Worldwide Developers Conference in 2021. It was also featured on BBC Click. == Qlone features == === 3D scanning === 3D scanning with Qlone requires the use of an included mat design. The user prints the mat onto a sheet of paper, then places the object to be scanned in the centre of the mat. An augmented reality dome within the Qlone app guides the user through the subsequent scanning process. The iOS version of Qlone allows scanning without the mat. === 3D editing === Qlone's editing features allow users to adjust 3D scanned models using texture mapping, polygon mesh size simplification, digital sculpting, cleaning and smoothing, and artistic effects. === File export === Qlone exports directly to multiple 3D platforms including SketchFab, i.materialise, Lens Studio for Snapchat, Shapeways and CGTrader. Models can also be exported in different 3D formats for use in other 3D tools – OBJ, STL, FBX, USDZ, GLB (Binary gLTF), PLY, and X3D. == Use in Science, Education and Academia == Due to its inexpensive, simple and accessible nature for creating 3D models, Qlone was used in many academically educational and scientific research projects. The European Space Agency used Qlone to scan rocks in a Tele-Robotic rock collection experiment. Neurosurgeons from the University of Southern California and surgeons from Tulane University School of Medicine used Qlone to create 3D models of cadaveric specimens and anatomical models with the aim of increasing access to such components for enhancing anatomy training and allowing realistic surgical simulations for neurosurgeons and practitioners worldwide. Archaeologists from Texas A&M University used Qlone to create 3D replicas of artifacts and models and students from Vancouver iTech Preparatory Middle School used Qlone to create 3D scans of more than 100 artifacts from Fort Vancouver National Historic Site.

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  • Secure Electronic Delivery

    Secure Electronic Delivery

    Secure Electronic Delivery (SED) is a service created in 2003 and provided by the British Library Document Supply Service (BLDSS). Its purpose is to enable faster delivery of digital materials as encrypted, copyright-compliant PDF Documents, to a personal e-mail address. These documents are supplied from the British Library via its On Demand service. When the British Library supplies articles electronically, it sends them securely in order to ensure its usage is permitted (research purposes) and copyright law is observed. == Methods == As the publishing industry, authors and creators become highly protective of their assets and intellectual property, they impose strict rules on delivery methods to prevent copyright infringement. Nowadays, DRM-enabled secure delivery appears to be the most widely used solution to address issues faced by libraries in supplying ebooks and digital materials to their users. SED, one of these solutions, is using Adobe LiveCycle Digital Rights Management (LCDRM) as an encryption method to deliver documents. == Advantages == SED offers convenience, quality and speed as documents are delivered upon request at any location and on any device. Requested articles are scanned for high quality reproduction, opened anywhere on any machine, including mobile devices. == Restrictions == The following are restrictions hold in a SED service implementation: The digital material is accessible only for 14 days via a link sent to a personal message. Due to copyright reasons, the material can be opened only once, saved for 14 days and does not allow a copy-paste action. Upon display, the material must be printed from the same device and reprinted only once. The On Demand encryption technology works best on the default Safari browser although other browsers may accommodate it.

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  • Gutmann method

    Gutmann method

    The Gutmann method is an algorithm for securely erasing the contents of computer hard disk drives, such as files. Devised by Peter Gutmann and Colin Plumb and presented in the paper Secure Deletion of Data from Magnetic and Solid-State Memory in July 1996, it involved writing a series of 35 patterns over the region to be erased. The selection of patterns assumes that the user does not know the encoding mechanism used by the drive, so it includes patterns designed specifically for three types of drives. A user who knows which type of encoding the drive uses can choose only those patterns intended for their drive. A drive with a different encoding mechanism would need different patterns. Most of the patterns in the Gutmann method were designed for older MFM/RLL-encoded disks. Gutmann himself has noted that more modern drives no longer use these older encoding techniques, making parts of the method irrelevant. He said "In the time since this paper was published, some people have treated the 35-pass overwrite technique described in it more as a kind of voodoo incantation to banish evil spirits than the result of a technical analysis of drive encoding techniques". Since about 2001, some ATA IDE and SATA hard drive manufacturer designs include support for the ATA Secure Erase standard, obviating the need to apply the Gutmann method when erasing an entire drive. The Gutmann method does not apply to USB sticks: a 2011 study reports that 71.7% of data remained available. On solid state drives it resulted in 0.8–4.3% recovery. == Background == The delete function in most operating systems simply marks the space occupied by the file as reusable (removes the pointer to the file) without immediately removing any of its contents. At this point the file can be fairly easily recovered by numerous recovery applications. However, once the space is overwritten with other data, there is no known way to use software to recover it. It cannot be done with software alone since the storage device only returns its current contents via its normal interface. Gutmann claims that intelligence agencies have sophisticated tools, including magnetic force microscopes, which together with image analysis, can detect the previous values of bits on the affected area of the media (for example hard disk). This claim however seems to be invalid based on the thesis "Data Reconstruction from a Hard Disk Drive using Magnetic Force Microscopy". == Method == An overwrite session consists of a lead-in of four random write patterns, followed by patterns 5 to 31 (see rows of table below), executed in a random order, and a lead-out of four more random patterns. Each of patterns 5 to 31 was designed with a specific magnetic media encoding scheme in mind, which each pattern targets. The drive is written to for all the passes even though the table below only shows the bit patterns for the passes that are specifically targeted at each encoding scheme. The result should obscure any data on the drive so that only the most advanced physical scanning (e.g., using a magnetic force microscope) of the drive is likely to be able to recover any data. The series of patterns is as follows: Encoded bits shown in bold are what should be present in the ideal pattern, although due to the encoding the complementary bit is actually present at the start of the track. == Criticism == Daniel Feenberg of the National Bureau of Economic Research, an American private nonprofit research organization, criticized Gutmann's claim that intelligence agencies are likely to be able to read overwritten data, citing a lack of evidence for such claims. He finds that Gutmann cites one non-existent source and sources that do not actually demonstrate recovery, only partially-successful observations. The definition of "random" is also quite different from the usual one used: Gutmann expects the use of pseudorandom data with sequences known to the recovering side, not an unpredictable one such as a cryptographically secure pseudorandom number generator. Nevertheless, some published government security procedures consider an overwritten disk to still be sensitive. Human factors and potential limitations in the overwriting software create a residual risk that is not considered acceptable at the highest security levels. Gutmann himself has responded to some of these criticisms and also criticized how his algorithm has been abused in an epilogue to his original paper, in which he states: In the time since this paper was published, some people have treated the 35-pass overwrite technique described in it more as a kind of voodoo incantation to banish evil spirits than the result of a technical analysis of drive encoding techniques. As a result, they advocate applying the voodoo to PRML and EPRML drives even though it will have no more effect than a simple scrubbing with random data. In fact performing the full 35-pass overwrite is pointless for any drive since it targets a blend of scenarios involving all types of (normally-used) encoding technology, which covers everything back to 30+-year-old MFM methods (if you don't understand that statement, re-read the paper). If you're using a drive which uses encoding technology X, you only need to perform the passes specific to X, and you never need to perform all 35 passes. For any modern PRML/EPRML drive, a few passes of random scrubbing is the best you can do. As the paper says, "A good scrubbing with random data will do about as well as can be expected". This was true in 1996, and is still true now. Gutmann's statement has been criticized for not recognizing that PRML/EPRML does not replace RLL, with critics claiming PRML/EPRML to be a signal detection method rather than a data encoding method. Polish data recovery service Kaleron has also claimed that Gutmann's publication contains further factual errors and assumptions that do not apply to actual disks.

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