AI Headshot Generator

AI Headshot Generator — hands-on reviews, top picks, pricing, pros and cons and a practical how-to guide on Aizhi.

  • BeHafizh

    BeHafizh

    BeHafizh is a mobile application to assist in the effort to memorize Qur'anic verses. The software runs on the Android operating system. This application was made by a team from Gadjah Mada University (UGM) consisting of Farid Amin Ridwanto, Rian Adam Rajagede and Alfian Try Putranto in order to participate in the National Student Musabaqoh Tilawatil Quran (MTQ) held at University of Indonesia (UI) on 1- August 8, 2015. This application then won a gold medal in the branch of Computer Application Design in the competition. == Features == === Audio Player === Audio player, paragraph can be played repeatedly, with pause, and can be done on a certain range of Quranic verses. === Memorization Test === Memorization testing continues users to improve their memorization. Memorization Recorders improves user's ability to recite Quran. === Colour indicators === === Achievements === === Reminders ===

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  • Social network game

    Social network game

    A social network game (sometimes simply referred to as a social media game, social gaming, or online social game) is a type of online game that is played through social networks or social media. They typically feature gamification systems with multiplayer gameplay mechanics. Social network games were originally implemented as browser games. As mobile gaming took off, the games moved to mobile as well. While they share many aspects of traditional video games, social network games often employ additional ones that make them distinct. Traditionally they are oriented to be social games and casual games. The first cross-platform "Facebook-to-Mobile" social network game was developed in 2011 by a Finnish company Star Arcade. Social network games are amongst the most popular games played in the world, with several products with tens of millions of players. (Lil) Green Patch, Happy Farm, and Mob Wars were some of the first successful games of this genre. FarmVille, Mafia Wars, Kantai Collection, and The Sims Social are more recent examples of popular social network game. Major companies that made or published social network games include Zynga, Wooga and Bigpoint Games. == Demographics == As of 2010, it was reported that 55 percent of the social network gaming demographic in the United States consisted of women while in the United Kingdom, women made up nearly 60 percent of the demographic. In addition, most social gamers were around the 30 to 59 age range, with the average social gamer being 43 years old. Social gaming may appeal more to the older demographic because it is free, easier to advance through in a short period, does not involve as much violence as traditional video games, and is easier to grasp. Other games target certain demographics that use social media, such as Pot Farm creating a community by involving elements of cannabis subculture in its gameplay. == Technology and platforms == A social network video game is a client-server application. The client in the web era was implemented with a mix of web technologies like Flash, HTML5, PHP and JavaScript. When mobile games moved to mobile, social game front ends were developed using mobile platform technologies like Java, Objective-C, Swift and C++. The back end was a mix of programming languages and systems, including PHP, Ruby, C++ and go. Where social network video games diverged from traditional game development was the combination of real-time analytics to continuously optimize game mechanics to drive growth, revenue, and engagement. == Distinct features == The following table outlines common characteristics of social games, mentioned by Björk at the 2010 GCO Games Convention Online: A social network game may employ any of the following features: asynchronous gameplay, which allows rules to be resolved without needing players to play at the same time. gamification, which video game mechanics such as achievements and points are applied to those experienced when playing games in order to motivate and engage users. community, as one of the most distinct features of social video games is in leveraging the player's social network. Quests or game goals may only be possible if a player "shares" with friends connected by the social network hosting the game or gets them to play, as well as "neighbors" or "allies". a lack of victory conditions: there are generally no victory conditions since most developers count on users playing their games often. The game never ends and no one is ever declared winner. Instead, many casual games have "quests" or "missions" for players to complete. This is not true for board game-like social games, such as Scrabble. a virtual currency which players usually must purchase with real-world money. With the in-game currency, players can buy upgrades that would otherwise take much longer to earn through in-game achievements. In many cases, some upgrades are only available with the virtual currency. == Engagement strategies == Since social network games are often less challenging than console games and they have relatively shorter game play, they use different techniques to stretch game play and tools to retain users. Continuous goals: The games assign specific goals for users to achieve. As they advance in the game, the goals become more challenging and time-consuming. They also provide frequent feedback with their performance. Every action will translate towards a certain goal that will be used to attain higher gaming capitals. Gaming capitals: Players are encouraged to earn different badges, trophies, and accolades that indicate their progress and accomplishments. Some achievements are unlocked just by advancing in the game while others may significantly alter the rationale behind the game and require extensive investment from players. The ways of gaining gaming capital are not limited to playing games but the games-related productive activities that are appreciated in the player's social circle too. By accumulating gaming capitals, they provide an intrinsic benefit to gamers as there is an avenue to boost their accomplishment and showcase their expertise of the game. The achievements are visible to their network of friends. Gaming capitals are a way for developers to increase replay value provides extended play time, and players get more value from the game. Motivation for collecting gaming capitals: 1. Legitimization: refers to society's willingness to approve or condone certain behavior. Collecting is about channeling one's materialistic desires into more meaningful pursuits. Game achievements serve a similar purpose, allowing players to justify the hours spent playing the game. 2. Self-extension: Gathering and controlling meaningful objects or experiences can work to gain one an improved sense of self. The collector's goal to complete a collection is symbolically about completing the self too. Events timed to real world: Popular games such as Dragon City and Wild Ones require users to wait a certain time period before their "energy bars" replenish. Without energy, they are unable to conduct any form of action. Gamers are forced to wait and return after their energy replenishes to continue playing. == Monetization == Social network games frequently monetize based on virtual good transactions, but other games are emerging that utilize newer economic models. === Virtual goods === Gamers will be able to purchase in game items like power-ups, avatar accessories, or decorative items users purchase within the game itself. This is realized by monetize products that do not technically exist. Virtual goods account for over 90% of all revenue generated by the world's top social game developers. Designers optimize user experience through additional gameplay, missions, and quests, without having to worry about overhead or unused stock. == Advertising == The following are common ways of advertising in social network games: === Banner advertisements === As banner ads within social networks tend to be where ad response is low, they tend to be priced at bottom-of-the-barrel CPMs of around $2. However, because social games generate so many page views, they are the biggest part of advertising revenue for the social gaming industry. === Video ads === Videos are the ad format with the most revenue per view. They tend to be higher-priced, either by CPMs ($35+ CPM in social games) or cost-per-completed-view. According to studies, video ads result in highest brand recall thus a good return on investment for advertisers. Video ads are shown either in in-game interstitials (e.g. when the game is loading a new screen) or through incentive-based advertising, i.e. you will get either an in-game reward or Facebook credits for watching an advertisement. === Product placement === A brand or product will be injected in a game in some way. Due to the variety of ways in which product placement can be accomplished in any media, and because the category is nascent, this category is not standardized at all, but some examples include branded in-game goods or even in-game quests. For example, in a game where you run a restaurant, you might be asked to collect ingredients to make a Starbucks Frappuccino, and receive in-game rewards for doing so. As these product placement deals are non-standard, they are largely charged with a production fee, which can be $350,000 to $750,000 depending on the type of placement and the popularity of the game. === Lead generation offers === Another form of advertising that is prevalent in many social games are lead generation offers. In this form of advertising, companies, usually from different industries, aim to convince players to sign up for their goods or services and in exchange, players will receive virtual gifts or advance in the game as a reward. === Sponsorship === ==== White label games ==== Applications that are built once, then individualized and licensed again and again. Developer can create a quality app focused on fun while leaving the edge

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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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  • Caste census

    Caste census

    Caste census is a proposed census to be conducted in India by the Central Government of India. The proposed census was decided under the leadership of Prime Minister Narendra Modi by the cabinet committee of political affairs (CCPA) on 30 April 2025. It has been decided that a caste enumeration should be included with the forthcoming census. The exact time has not been declared yet. It is unclear that when the next census will be held. The decision of the cabinet was announced by the Central Railway Minister Ashwini Vaishnaw. It has been seen as a step that would help in drafting "equitable and targeted" policies by the present Central Government of India led by the Bhartiya Janta Party in India. The Central Home Minister Amit Shah has described the decision as a "historic decision". He has also described that the historic decision as “committed to social justice”. The leader of opposition Rahul Gandhi has welcomed the decision. He said "We have shown we can pressure govt" He has demanded a clear timeline for its completion. He has called it "The first step towards deep social reform". == Description == The caste census is a systematic recording of individuals’ caste identities during the nationwide census in the country. The Central minister Ashwini Vaishnaw expressed his view on the proposed census and said that it would "strengthen the social and economic structure of our society while the nation continues to progress”. The Caste census will happen for the first time in 100 years by the Central Government of India. It will be the part of the upcoming census in India. == History == According to Peabody, the first systematic caste-wise enumeration of households in the Indian subcontinent was conducted between 1658 and 1664 across seven districts of the then Marwar Kingdom, including Jodhpur city which was its capital. It was conducted by the then home minister Munhata Nainsi of the kingdom for the purpose of tax documentation. It was not to for classification of society or creation of social hierarchies but solving a tax related problem. During the period of the British rule in India, caste census was included in the decadal censuses to categorise the population by caste, religion and occupation. In 1871–72, the first detailed caste census was conducted by the government of British Raj in India. It was practiced between the period 1881 to 1931. The last caste census was conducted in the year 1931 in which 4,147 castes were recorded. The largest population in the whole of British India (including Pakistan and Bangladesh) was of Brahmins. The population of Brahmins was recorded more than 1.5 crores. After Brahmin community, the second place was of Jatav (Chamar)community. The population of Jatav was a little more than 1.23 crores. On the third place were Rajputs. The population of Rajputs was 81 lakhs. The Rajput caste was followed by the Kunbi caste of Maharashtra. The population of Kunbi caste was 64 lakhs and 34 thousands. The Kunbi caste was followed by Yadav (Ahir) caste. The population of Yadav (Ahir) community was 56 lakhs and 82 thousands. The Yadav (Ahir) caste was followed by Teli community. The population of Teli community was 42 lakhs and 58 thousands. The Teli community was followed by Gwala community. The population of the Gwala community was 40 lakhs. After the independence of India, the caste enumeration was stopped by the newly independent Government of India led by the prime minister Pandit Jawahar Lal Nehru in 1951. The caste enumeration was stopped to avoid reinforcing social divisions in the Indian society. But, there was an exception made for the enumeration of the Scheduled Castes (SCs) and Scheduled Tribes (STs) in the decadal censuses. Therefore, the enumeration of the Scheduled Castes and the Scheduled Tribes is being conducted in every census since 1951. In 1961, the Government of India permitted states for conducting their own surveys to compile OBC lists, but national caste census was not conducted.

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  • Multicloud

    Multicloud

    Multicloud (also written as multi-cloud or multi cloud) is a term with varying interpretations, generally referring to a system using multiple cloud computing providers. According to ISO/IEC 22123-1: "multi-cloud is a cloud deployment model in which a customer uses public cloud services provided by two or more cloud service providers". Multi-cloud can involve various deployment models, including public, private, and hybrid clouds, and multiple service models, such as Infrastructure as a Service (IaaS), Platform as a Service (PaaS), and Software as a Service (SaaS). Multicloud incorporates workload, data, traffic, and workflow portability options, which can result in varying implementation complexity. When effectively implemented, multicloud solutions can enhance architectural resilience, reduce dependence on a single vendor, and improve flexibility by leveraging services from different providers. However, multicloud strategies also present challenges, including increased operational complexity, security risks, higher costs, and integration difficulties. According to the 2024 State of the Cloud Report by Flexera, multi-cloud adoption has continued to rise in 2024. Enterprises increasingly silo applications into specific clouds and select best-fit services. Key use cases include data analysis in separate clouds and cross-cloud disaster recovery. == Advantages and challenges == There are several advantages to using a multicloud approach, including the ability to negotiate better pricing with cloud providers, the ability to quickly switch to another provider if needed, and the ability to avoid vendor lock-in. Multicloud can also be a good way to hedge against the risks of obsolescence, as it allows you to rely on multiple vendors and open standards, which can prolong the life of your systems. Additional benefits of the multicloud architecture include adherence to local policies that require certain data to be physically present within the area/country, geographical distribution of processing requests from physically closer cloud unit which in turn reduces latency and protect against disasters. Various issues and challenges also present themselves in a multicloud environment. Security and governance is more complicated, and more "moving parts" may create resiliency issues. == Difference between multicloud and hybrid cloud == Multicloud differs from hybrid cloud in that it refers to multiple cloud services from different vendors rather than multiple deployment modes (on-premises hardware, and public and private, cloud hosting). However, when considering a broad definition of multi-cloud, hybrid cloud can still be regarded as a special form of multi-cloud.

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  • Semiotics of social networking

    Semiotics of social networking

    The semiotics of social networking discusses the images, symbols and signs used in systems that allow users to communicate and share experiences with each other. Examples of social networking systems include Facebook, Twitter and Instagram. == Semiotics == Semiotics is a discipline that studies images, symbols, signs and other similarly related objects in an effort to understand their use and meaning. Semiotic structuralism seeks the meaning of these objects within a social context. Post-structuralist theories take tools from structuralist semiotics in combination with social interaction, creating social semiotics. Social semiotics is “a branch of the field of semiotics which investigates human signifying practices in specific social and cultural circumstances and which tries to explain meaning-making as a social practice.” “Social semiotics also examines semiotic practices, specific to a culture and community, for the making of various kinds of texts and meanings in various situational contexts and contexts of culturally meaningful activity”. Social semiotics is concerned with studying human interactions. == Social networking == Social networking is the communication among people within a virtual social space. This medium of communication allows insight into the significance of social semiotics. “Millions of people now interact through blogs, collaborate through wikis, play multiplayer games, publish podcasts and video, build relationships through social network sites and evaluate all the above forms of communication through feedback and ranking mechanisms”. Social semiotics “unlike speech, writing necessitates some sort of technology in the form of person device interaction”. Social semiotics functions through the triad of communication or Peircean semiotics in the form of sign, object, interpretant (Chart 1) and “Human, Machine, Tag (Information)” (Chart 2). In Peircean semiotics (Chart 1), "A sign…[in the form of representamen] is something which stands to somebody for something in some respect or capacity. It addresses somebody, that is, creates in the mind of that person an equivalent sign, or perhaps a more developed sign. That sign which it creates I call the interpretant of the first sign. The sign stands for an object, not in all respects, but in reference to a sort of idea which I have something called the ground of the representamen". This example of the triangle of Human, Machine, Tag is shown when looking at tagging photographs on Facebook (Chart 3). The Human takes the photo on a camera and puts the digital file (information) on the Machine, the Machine is then navigated to Facebook where the file is downloaded. The Human has the Machine Tag the photo with information (e. g., names, places, data) for other Humans to see. This process then can be continued (see Chart 2). “Collaborative tagging has been quickly gaining ground because of its ability to recruit the activity of web users into effectively organizing and sharing large amounts of information”.

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  • ACTS Gigabit Satellite Network

    ACTS Gigabit Satellite Network

    The ACTS Gigabit Satellite Network was a pioneering, high-speed communications satellite network in the years 1993-2004, created as a prototype system to explore high-speed networking of digital endpoints. The system was jointly sponsored by NASA and ARPA, implemented by BBN Technologies and Motorola, and was inducted into the Space Technology Hall of Fame in April 1997. The Advanced Communications Technology Satellite (ACTS) network was designed to provide fiber-compatible SONET service to remote nodes and networks through a wideband satellite system, and provided long-haul, point-to-point and point-to-multipoint full-duplex SONET services, at rates up to 622 Mbit/s, over NASA's Advanced Communication Technology Satellite (ACTS). The Advanced Communications Technology Satellite itself, built and operated by Lockheed Martin, was launched on STS-51 on September 12, 1993, by the Space Shuttle Discovery, and occupied a geostationary orbit at 100° west longitude. It was the first communication satellite to operate in the 20–30 GHz frequency band (Ka band), with 30 GHz uplink and 20 GHz downlink signals. The satellite incorporated advanced on-board switching and multiple dynamically-hopping spot-beam antennas for selected areas of the United States including Hawaii. Up to 3 uplink and 3 downlink antenna beams could be active simultaneously. The ACTS network ground terminals were transportable Gigabit Earth Stations (GES) with fiber-optic SONET interfaces (OC-3 and OC-12), which also supported the Asynchronous Transfer Mode (ATM) protocol suite. The network control and management functions are distributed in the various Gigabit Earth Stations, with the operator's interface being centralized in a Network Management Terminal (NMT), which could be collocated at a GES, or anywhere in the Internet. The system was operational and used for experiments for 127 months, instead of the originally planned 24–48 months. In all, 53 terminals were built and used by more than 100 experimenters to test ACTS abilities. In Nov. 1997 a record data rate of 520 Mbit/s TCP/IP throughput was achieved using ATM between several ground stations via ACTS. On May 31, 2000 the ACTS experiments program officially came to a close, but the system continued to support experiments until it was deactivated on April 28, 2004.

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  • Social media surgery

    Social media surgery

    A social media surgery is a gathering at which volunteer "surgeons" with expertise in using web tools, chiefly social media, offer free advice in using such tools, to representatives ("patients") of non-profit organisations, charities, community groups and activists, with "no boring speeches or jargon". The idea was conceived by Pete Ashton, with Nick Booth of Podnosh Ltd, who ran the first such surgery in Birmingham, England, on 15 October 2008. In July 2009, a spin-off surgery (dubbed the "Social media mob") started in Mosman, Australia, and in January 2010, the first spin-off surgery in Africa was held. On 16 February 2012, it was announced that the Social Media Surgery movement had won "the Prime Minister’s Big Society Award". Prime Minister David Cameron said: This is an excellent initiative - such a simple idea and yet so effective. The popularity of these surgeries and the fact that they have inspired so many others across the country to follow in their footsteps, is testament to its brilliance. Congratulations to Nick and all the volunteers who have shared their time and expertise to help so many local groups make the most of the internet to support their community. A great example of the Big Society in action. The scheme also won the 2013 Adult Learners' Week "BBC Learning Through Technology Award".

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  • Level set (data structures)

    Level set (data structures)

    In computer science, a level set is a data structure designed to represent discretely sampled dynamic level sets of functions. A common use of this form of data structure is in efficient image rendering. The underlying method constructs a signed distance field that extends from the boundary, and can be used to solve the motion of the boundary in this field. == Chronological developments == The powerful level-set method is due to Osher and Sethian 1988. However, the straightforward implementation via a dense d-dimensional array of values, results in both time and storage complexity of O ( n d ) {\displaystyle O(n^{d})} , where n {\displaystyle n} is the cross sectional resolution of the spatial extents of the domain and d {\displaystyle d} is the number of spatial dimensions of the domain. === Narrow band === The narrow band level set method, introduced in 1995 by Adalsteinsson and Sethian, restricted most computations to a thin band of active voxels immediately surrounding the interface, thus reducing the time complexity in three dimensions to O ( n 2 ) {\displaystyle O(n^{2})} for most operations. Periodic updates of the narrowband structure, to rebuild the list of active voxels, were required which entailed an O ( n 3 ) {\displaystyle O(n^{3})} operation in which voxels over the entire volume were accessed. The storage complexity for this narrowband scheme was still O ( n 3 ) . {\displaystyle O(n^{3}).} Differential constructions over the narrow band domain edge require careful interpolation and domain alteration schemes to stabilise the solution. === Sparse field === This O ( n 3 ) {\displaystyle O(n^{3})} time complexity was eliminated in the approximate "sparse field" level set method introduced by Whitaker in 1998. The sparse field level set method employs a set of linked lists to track the active voxels around the interface. This allows incremental extension of the active region as needed without incurring any significant overhead. While consistently O ( n 2 ) {\displaystyle O(n^{2})} efficient in time, O ( n 3 ) {\displaystyle O(n^{3})} storage space is still required by the sparse field level set method. See for implementation details. === Sparse block grid === The sparse block grid method, introduced by Bridson in 2003, divides the entire bounding volume of size n 3 {\displaystyle n^{3}} into small cubic blocks of m 3 {\displaystyle m^{3}} voxels each. A coarse grid of size ( n / m ) 3 {\displaystyle (n/m)^{3}} then stores pointers only to those blocks that intersect the narrow band of the level set. Block allocation and deallocation occur as the surface propagates to accommodate to the deformations. This method has a suboptimal storage complexity of O ( ( n m ) 3 + m 3 n 2 ) {\displaystyle O\left((nm)3+m^{3}n^{2}\right)} , but retains the constant time access inherent to dense grids. === Octree === The octree level set method, introduced by Strain in 1999 and refined by Losasso, Gibou and Fedkiw, and more recently by Min and Gibou uses a tree of nested cubes of which the leaf nodes contain signed distance values. Octree level sets currently require uniform refinement along the interface (i.e. the narrow band) in order to obtain sufficient precision. This representation is efficient in terms of storage, O ( n 2 ) , {\displaystyle O(n^{2}),} and relatively efficient in terms of access queries, O ( log n ) . {\displaystyle O(\log \,n).} An advantage of the level method on octree data structures is that one can solve the partial differential equations associated with typical free boundary problems that use the level set method. The CASL research group has developed this line of work in computational materials, computational fluid dynamics, electrokinetics, image-guided surgery and controls. === Run-length encoded === The run-length encoding (RLE) level set method, introduced in 2004, applies the RLE scheme to compress regions away from the narrow band to just their sign representation while storing with full precision the narrow band. The sequential traversal of the narrow band is optimal and storage efficiency is further improved over the octree level set. The addition of an acceleration lookup table allows for fast O ( log ⁡ r ) {\displaystyle O(\log r)} random access, where r is the number of runs per cross section. Additional efficiency is gained by applying the RLE scheme in a dimensional recursive fashion, a technique introduced by Nielsen & Museth's similar DT-Grid. === Hash Table Local Level Set === The Hash Table Local Level Set method was introduced in 2011 by Eyiyurekli and Breen and extended in 2012 by Brun, Guittet, and Gibou, only computes the level set data in a band around the interface, as in the Narrow Band Level-Set Method, but also only stores the data in that same band. A hash table data structure is used, which provides an O ( 1 ) {\displaystyle O(1)} access to the data. However, Brun et al. conclude that their method, while being easier to implement, performs worse than a quadtree implementation. They find that as it is, [...] a quadtree data structure seems more adapted than the hash table data structure for level-set algorithms. Three main reasons for worse efficiency are listed: to obtain accurate results, a rather large band is required close to the interface, which counterbalances the absence of grid nodes far from the interface; the performances are deteriorated by extrapolation procedures on the outer edges of the local grid and the width of the band restricts the time step and slows down the method. === Point-based === Corbett in 2005 introduced the point-based level set method. Instead of using a uniform sampling of the level set, the continuous level set function is reconstructed from a set of unorganized point samples via moving least squares.

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  • Hilscher netx network controller

    Hilscher netx network controller

    The netX network controller family (based on ASICs), developed by Hilscher Gesellschaft für Systemautomation mbH, is a solution for implementing all proven Fieldbus and Real-Time Ethernet systems. It was the first Multi-Protocol ASIC which combines Real-Time-Ethernet and Fieldbus System in one solution. The Multiprotocol functionality is done over a flexible cpu sub system called XC. Through exchanging some microcode the XC is able to realize beside others a PROFINET IRT Switch, EtherCAT Slave, Ethernet Powerlink HUB, PROFIBUS, CAN bus, CC-Link Industrial Networks Interface. == The Hilscher netX family == === Multiplex Matrix IOs (MMIO) === The Multiplex Matrix is a set of PINs which could be configured freely with peripheral functions. Options are CAN, UART, SPI, I2C, GPIOs, PIOs and SYNC Trigger. === GPIOs === The GPIOs from Hilscher are able to generate Interrupts, could count level or flags, or could be connected to a timer unit to auto generate a PWM. The Resolution of the PWM is normally 10ns. In some netX ASICS is a dedicated Motion unit with a resolution if 1ns is available.

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  • White-box cryptography

    White-box cryptography

    In cryptography, the white-box model refers to an extreme attack scenario, in which an adversary has full unrestricted access to a cryptographic implementation, most commonly of a block cipher such as the Advanced Encryption Standard (AES). A variety of security goals may be posed (see the section below), the most fundamental being "unbreakability", requiring that any (bounded) attacker should not be able to extract the secret key hardcoded in the implementation, while at the same time the implementation must be fully functional. In contrast, the black-box model only provides an oracle access to the analyzed cryptographic primitive (in the form of encryption and/or decryption queries). There is also a model in-between, the so-called gray-box model, which corresponds to additional information leakage from the implementation, more commonly referred to as side-channel leakage. White-box cryptography is a practice and study of techniques for designing and attacking white-box implementations. It has many applications, including digital rights management (DRM), pay television, protection of cryptographic keys in the presence of malware, mobile payments and cryptocurrency wallets. Examples of DRM systems employing white-box implementations include CSS and Widevine. White-box cryptography is closely related to the more general notions of obfuscation, in particular, to Black-box obfuscation, proven to be impossible, and to Indistinguishability obfuscation, constructed recently under well-founded assumptions but so far being infeasible to implement in practice. As of January 2023, there are no publicly known unbroken white-box designs of standard symmetric encryption schemes. On the other hand, there exist many unbroken white-box implementations of dedicated block ciphers designed specifically to achieve incompressibility (see § Security goals). == Security goals == Depending on the application, different security goals may be required from a white-box implementation. Specifically, for symmetric-key algorithms the following are distinguished: Unbreakability is the most fundamental goal requiring that a bounded attacker should not be able to recover the secret key embedded in the white-box implementation. Without this requirement, all other security goals are unreachable since a successful attacker can simply use a reference implementation of the encryption scheme together with the extracted key. One-wayness requires that a white-box implementation of an encryption scheme can not be used by a bounded attacker to decrypt ciphertexts. This requirement essentially turns a symmetric encryption scheme into a public-key encryption scheme, where the white-box implementation plays the role of the public key associated to the embedded secret key. This idea was proposed already in the famous work of Diffie and Hellman in 1976 as a potential public-key encryption candidate. Code lifting security is an informal requirement on the context, in which the white-box program is being executed. It demands that an attacker can not extract a functional copy of the program. This goal is particularly relevant in the DRM setting. Code obfuscation techniques are often used to achieve this goal. A commonly used technique is to compose the white-box implementation with so-called external encodings. These are lightweight secret encodings that modify the function computed by the white-box part of an application. It is required that their effect is canceled in other parts of the application in an obscure way, using code obfuscation techniques. Alternatively, the canceling counterparts can be applied on a remote server. Incompressibility requires that an attacker can not significantly compress a given white-box implementation. This can be seen as a way to achieve code lifting security (see above), since exfiltrating a large program from a constrained device (for example, an embedded or a mobile device) can be time-consuming and may be easy to detect by a firewall. Examples of incompressible designs include SPACE cipher, SPNbox, WhiteKey and WhiteBlock. These ciphers use large lookup tables that can be pseudorandomly generated from a secret master key. Although this makes the recovery of the master key hard, the lookup tables themselves play the role of an equivalent secret key. Thus, unbreakability is achieved only partially. Traceability (Traitor tracing) requires that each distributed white-box implementation contains a digital watermark allowing identification of the guilty user in case the white-box program is being leaked and distributed publicly. == History == The white-box model with initial attempts of white-box DES and AES implementations were first proposed by Chow, Eisen, Johnson and van Oorshot in 2003. The designs were based on representing the cipher as a network of lookup tables and obfuscating the tables by composing them with small (4- or 8-bit) random encodings. Such protection satisfied a property that each single obfuscated table individually does not contain any information about the secret key. Therefore, a potential attacker has to combine several tables in their analysis. The first two schemes were broken in 2004 by Billet, Gilbert, and Ech-Chatbi using structural cryptanalysis. The attack was subsequently called "the BGE attack". The numerous consequent design attempts (2005-2022) were quickly broken by practical dedicated attacks. In 2016, Bos, Hubain, Michiels and Teuwen showed that an adaptation of standard side-channel power analysis attacks can be used to efficiently and fully automatically break most existing white-box designs. This result created a new research direction about generic attacks (correlation-based, algebraic, fault injection) and protections against them. == Competitions == Four editions of the WhibOx contest were held in 2017, 2019, 2021 and 2024 respectively. These competitions invited white-box designers both from academia and industry to submit their implementation in the form of (possibly obfuscated) C code. At the same time, everyone could attempt to attack these programs and recover the embedded secret key. Each of these competitions lasted for about 4-5 months. WhibOx 2017 / CHES 2017 Capture the Flag Challenge targeted the standard AES block cipher. Among 94 submitted implementations, all were broken during the competition, with the strongest one staying unbroken for 28 days. WhibOx 2019 / CHES 2019 Capture the Flag Challenge again targeted the AES block cipher. Among 27 submitted implementations, 3 programs stayed unbroken throughout the competition, but were broken after 51 days since the publication. WhibOx 2021 / CHES 2021 Capture the Flag Challenge changed the target to ECDSA, a digital signature scheme based on elliptic curves. Among 97 submitted implementations, all were broken within at most 2 days. WhibOx 2024 / CHES 2024 Capture the Flag Challenge again targeted ECDSA. Among 47 submitted implementations, all were broken during the competition, with the strongest one staying unbroken for almost 5 days.

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  • Social media coverage of the Olympics

    Social media coverage of the Olympics

    Over the years, television broadcast rights have distinguished what Olympic-related content can be accessed by fans online. By doing so, mobile-friendly social platforms began to integrate into the Olympics. Athletes and fans use these platforms to share live updates, special moments, and behind-the-scenes specials. Various social media platforms have been used for Olympic content, including Twitter and Facebook. Some marketers credit social media for prompting the official U.S. broadcasters, NBC, to live stream events, including early rounds. == Background == The Olympics is able to advertise to its viewers and its host country with the use of data it collects through Social media marketing. Prominent social media platforms include: Twitter, Facebook, Instagram, Tumblr, YouTube, Google, MSN, Yahoo and many more. Campaign Initiatives and Artificial Intelligence technologies have been used to analyze the social media content of users. Information from consumers such as their preferences, demographics, age and locality are all analyzed to gain consumer insight. Campaign initiatives and AI technologies were used for such purposes in the 2010 Vancouver Winter Olympics and are in use currently. Social media marketing of the Olympics is a new phenomena, beginning prior to the 2008 Beijing Olympics == Variations == There are two classifications of social media marketing recognized by the IOC: Officially sanctioned content from rights holders and sponsors that maximizes the use of Olympic content (imagery, hashtag) Unofficial content that is generated by brands that leverage the excitement of the Olympics == 2008 Beijing Summer Olympics == Social media marketing emerged as a phenomenon during the 2008 Beijing Olympics, which progressed as a marketing and an advertising tactic ever since. The Beijing Olympics became the test subject for social media marketing initiatives started by advertising agencies. In 2008, social media marketing began the transition from one-sided communication to mass communication of the Olympic Games. Although social media marketing of the Olympic Games began in 2008, the audience to the Olympics was still primarily reached through television–reaching an audience of 4.3 billion viewers. At the time, the viewers of the Olympic Games through Internet website platforms made up an audience of approximately 390 million individuals. What was the beginning of Olympic social media marketing, was also the beginning of a more globalized experience of the Olympic Games via social media. Twitter, now a prominent social media platform, began in 2006 and grew to three million active users by the beginning of the 2008 Beijing Olympics. Members of Facebook, another prominent social media platform, tracking the Olympic Games grew from approximately one million during the Olympic Games of Athens 2004 to 90 million during the 2008 Beijing Olympics. Social media use, in general, increased by 24 percent between 2007 and 2008–from 63 percent of U.S. adults to 87 percent of U.S. adults. == 2010 Vancouver Winter Olympics == The International Olympic Committee (IOC) deemed The Vancouver Winter Olympics as "the first social media games” based on its fan base through social media platforms. The IOC launched their Facebook page a month before the games began, attracting 1.5 million fans. Shifting to online viewing attracted a younger audience than past Olympic games with over 60 percent of Facebook fans being under 24 years of age. Athletes like Lindsey Vonn and Shaun White reached fans on social media as the platform posted behind-the-scenes coverage on their experiences. The IOC used social media to create competitions between athletes and fans streamed online. Its YouTube channel hosted a “Best of Us” challenge in which the public could compete in games with their favorite athletes, acquiring three million viewers. Photos spread across social media platforms, such as Flickr, which had 11,000 photos posted by 600 photographers, bringing a new perspective to the games. Twitter contributed constant live updates of the competitions. The IOC's Twitter following doubled to 12,000 followers during the Vancouver Olympics, creating a larger viewer population for the games. The IOC created social media guidelines as more athletes and fans got online to interact with the Olympics. Social media was still relatively new as a marketing platform, so these guidelines confused many individuals. == 2012 London Summer Olympics == The London 2012 Olympic Games succeeded in broadcasting, participation and marketing. For the first time, the IOC broadcast the Olympic Games live and on-demand through YouTube, allowing fans to access the Games anytime, anywhere through live streaming. The combination of conventional broadcasting and mobile platforms reached a global audience of 4.8 billion people. Social media soared with Facebook, Twitter and Google+, attracting 4.7 million followers. Athletes shared photographs, interacted online with fans and updated daily, either in person or via an agent. Instagram was established by 2012, making itself a premier photo-sharing platform perfect for athletes to capture their emotions. Lewis Wiltshire, head of sport for Twitter UK said, "Never before have fans had such direct access to their sporting heroes." Social media created conversation on fan opinions regarding athletes, including 962,756 total mentions of Usain Bolt, “Fastest Man in History,” who defended the 100 meter and 200 meter gold medals. Michael Phelps followed with 828,081 total mentions. Olympic sponsors were active on social media; created several campaigns to promote their brands; and inspired viewers with mass participation and personalized events. The Adidas “Take the Stage” Campaign recognized talent around the world, installing a photo booth and inviting the 550 Olympics athletes to take the stage. (IOC Marketing Report 2012). David Beckham surprised fans at the photo booth in Westfield shopping centre, gaining popularity in UK media. Coca-Cola, Acer Inc., McDonald's, Visa Inc. and several others used similar tactics of participation to attract viewers. == 2014 Sochi Winter Olympics == === Channels === The 2014 Winter Olympic Games were held in Sochi, a city in Krasnodar Krai, Russia, establishing the first “social media Olympics” for Russia. The most popular Russian social media and networking service, VK, created an Olympic page, similar to Facebook's. The Olympic VK page has 2.8 million fans and—the most popular official community on the platform. Throughout the games, VK had 54 million Olympic mentions, an average of 1.5 million per day. Numbers grew on other social media pages: more than 2 million fans joined the Olympic Facebook page, 168,101 followed the Olympic Twitter, 150,000 followed the Olympic Instagram and three million visited the Olympic website in February 2014. There were 90,000 total updates on social media by Sochi 2014 Olympians and teams. The United States was the most active country during the games logging 22,598 posts across Facebook, Twitter, and Instagram. === Engagement === With social media there is also hashtags. The most popular hashtag was #sochi2014 with almost 11,000 uses. The next top five hashtags were #wearewinter, #teamusa, #olympics, #goaus and #wirfuerD. Another popular hashtag was #Sochiproblems, depicting local struggles. Photos of the poor state of Sochi on all platforms made the games the number one trending topic one week before the opening ceremony. #SochiFail and #SochiProblems gave multiple reports of the poor living arrangements, incomplete construction, broken elevators, and polluted waters. This was one way that social media provided awareness to its users. === Media Perceptions === Media perceptions varied during the games; the Olympics was viewed as a confrontation between Eastern and Western Civilizations. The LGBT community took a stand against the games. Sponsors for the games including Coca-Cola, Mcdonald's, and P&G protested against Russian authorities and Russian anti-LGBT laws. Many protests took a stand against Russian laws, which created a discussion between human rights advocates. Advocates believed organizations should not promote certain values in western markets while supporting an anti-human rights government in another market. == 2016 Rio Summer Olympics == Social media marketing was an influential tool in the promotion and analysis of the 2016 Rio Olympics. Thomas Bach, President of the International Olympic Committee said that the power of sport demonstrates that diversity and interconnectedness can enlighten us all. With over 25,000+ sources of accredited media covering the games, the 2016 games were the most consumed Olympic games to date. Marketing for the Rio Olympics began in 2013 and ultimately lasted 3 years. There were 26 million visits to Olympic.org, the official website of the Olympic games, and over 7 billion views of official Olympic content on social media. There were o

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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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  • Point-to-point encryption

    Point-to-point encryption

    Point-to-point encryption (P2PE) is a standard established by the PCI Security Standards Council. Payment solutions that offer similar encryption but do not meet the P2PE standard are referred to as end-to-end encryption (E2EE) solutions. The objective of P2PE and E2EE is to provide a payment security solution that instantaneously converts confidential payment card (credit and debit card) data and information into indecipherable code at the time the card is swiped, in order to prevent hacking and fraud. It is designed to maximize the security of payment card transactions in an increasingly complex regulatory environment. == The standard == The P2PE Standard defines the requirements that a "solution" must meet in order to be accepted as a PCI-validated P2PE solution. A "solution" is a complete set of hardware, software, gateway, decryption, device handling, etc. Only "solutions" can be validated; individual pieces of hardware such as card readers cannot be validated. It is also a common mistake to refer to P2PE validated solutions as "certified"; there is no such certification. The determination of whether or not a solution meets the P2PE standard is the responsibility of a P2PE Qualified Security Assessor (P2PE-QSA). P2PE-QSA companies are independent third-party companies who employ assessors that have met the PCI Security Standards Council's requirements for education and experience, and have passed the requisite exam. The PCI Security Standards Council does not validate solutions. == How it works == As a payment card is swiped through a card reading device, referred to as a point of interaction (POI) device, at the merchant location or point of sale, the device immediately encrypts the card information. A device that is part of a PCI-validated P2PE solution uses an algorithmic calculation to encrypt the confidential payment card data. From the POI, the encrypted, indecipherable codes are sent to the payment gateway or processor for decryption. The keys for encryption and decryption are never available to the merchant, making card data entirely invisible to the retailer. Once the encrypted codes are within the secure data zone of the payment processor, the codes are decrypted to the original card numbers and then passed to the issuing bank for authorization. The bank either approves or rejects the transaction, depending upon the card holder's payment account status. The merchant is then notified if the payment is accepted or rejected to complete the process along with a token that the merchant can store. This token is a unique number reference to the original transaction that the merchant can use should they ever be needed to perform research or refund the customer without ever knowing the customer's card information (tokenization). There are also Qualified Integrator and Reseller (QIR) Companies, which are businesses authorized to "implement, configure, and/or support validated" PA-DSS Payment Applications, and perform qualified installations. == Solution providers == According to the PCI Security Standards Council:The P2PE solution provider is a third-party entity (for example, a processor, acquirer, or payment gateway) that has overall responsibility for the design and implementation of a specific P2PE solution, and manages P2PE solutions for its merchant customers. The solution provider has overall responsibility for ensuring that all P2PE requirements are met, including any P2PE requirements performed by third-party organizations on behalf of the solution provider (for example, certification authorities and key-injection facilities). == Benefits == === Customer benefits === P2PE significantly reduces the risk of payment card fraud by instantaneously encrypting confidential cardholder data at the moment a payment card is swiped or "dipped" if it is a chip card at the card reading device (payment terminal) or POI. === Merchant benefits === P2PE significantly facilitates merchant responsibilities: With a P2PE validated solution, merchants save significant time and money as PCI requirements may be greatly reduced. Payment Card Industry Data Security Standard (PCI DSS). For organizations who use a P2PE validated solution provider, the PCI Self Assessment Questionnaire is reduced from 12 sections to 4 sections and the controls are reduced from 329 questions to just 35. In the event of fraud, the P2PE Solution Provider, not the merchant, is held accountable for data loss and resulting fines that may be assessed by the card brands (American Express, Visa, MasterCard, Discover, and JCB). The PCI Security Standards Council does not assess penalties on Solution Providers or Merchants. The payment process with P2PE is quicker than other transaction processes, thus creating simpler and faster customer–merchant transactions. == Point-to-point encryption versus end-to-end encryption == === Point-to-point === A point-to-point connection directly links system 1 (the point of payment card acceptance) to system 2 (the point of payment processing). A true P2PE solution is determined with three main factors: The solution uses a hardware-to-hardware encryption and decryption process along with a POI device that has SRED (Secure Reading and Exchange of Data) listed as a function. The solution has been validated to the PCI P2PE Standard which includes specific POI device requirements such as strict controls regarding shipping, receiving, tamper-evident packaging, and installation. A solution includes merchant education in the form of a P2PE Instruction Manual, which guides the merchant on POI device use, storage, return for repairs, and regular PCI reporting. === End-to-end === End-to-end encryption as the name suggests has the advantage over P2PE that card details are not unencrypted between the two endpoints. If the endpoints are a PCI PED validated PIN pad and a POS acquirer, there is no opportunity for the card details to be intercepted. It is obviously important that the endpoints (the PED and gateway) are provided by PCI accredited organisations. == PCI point-to-point encryption requirements == The requirements include: Secure encryption of payment card data at the point of interaction (POI), P2PE validated application(s) at the point of interaction, Secure management of encryption and decryption devices, Management of the decryption environment and all decrypted account data, Use of secure encryption methodologies and cryptographic key operations, including key generation, distribution, loading/injection, administration, and usage.

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  • Torus interconnect

    Torus interconnect

    A torus interconnect is a switch-less network topology for connecting processing nodes in a parallel computer system. == Introduction == In geometry, a torus is created by revolving a circle about an axis coplanar to the circle. While this is a general definition in geometry, the topological properties of this type of shape describes the network topology in its essence. === Geometry illustration === In the representations below, the first is a one dimension torus, a simple circle. The second is a two dimension torus, in the shape of a 'doughnut'. The animation illustrates how a two dimension torus is generated from a rectangle by connecting its two pairs of opposite edges. At one dimension, a torus topology is equivalent to a ring interconnect network, in the shape of a circle. At two dimensions, it becomes equivalent to a two dimension mesh, but with extra connection at the edge nodes. === Torus network topology === A torus interconnect is a switch-less topology that can be seen as a mesh interconnect with nodes arranged in a rectilinear array of N = 2, 3, or more dimensions, with processors connected to their nearest neighbors, and corresponding processors on opposite edges of the array connected.[1] In this lattice, each node has 2N connections. This topology is named for the lattice formed in this way, which is topologically homogeneous to an N-dimensional torus. == Visualization == The first 3 dimensions of torus network topology are easier to visualize and are described below: 1D Torus: one dimension, n nodes are connected in closed loop with each node connected to its two nearest neighbors. Communication can take place in two directions, +x and −x. A 1D Torus is the same as ring interconnection. 2D Torus: two dimensions with degree of four, the nodes are imagined laid out in a two-dimensional rectangular lattice of n rows and n columns, with each node connected to its four nearest neighbors, and corresponding nodes on opposite edges connected. Communication can take place in four directions, +x, −x, +y, and −y. The total nodes of a 2D Torus is n2. 3D Torus: three dimensions, the nodes are imagined in a three-dimensional lattice in the shape of a rectangular prism, with each node connected with its six neighbors, with corresponding nodes on opposing faces of the array connected. Each edge consists of n nodes. communication can take place in six directions, +x, −x, +y, −y, +z, −z. Each edge of a 3D Torus consist of n nodes. The total nodes of 3D Torus is n3. ND Torus: N dimensions, each node of an N dimension torus has 2N neighbors, Communication can take place in 2N directions. Each edge consists of n nodes. Total nodes of this torus is nN. The main motivation of having higher dimension of torus is to achieve higher bandwidth, lower latency, and higher scalability. Higher-dimensional arrays are difficult to visualize. The above ruleset shows that each higher dimension adds another pair of nearest neighbor connections to each node. == Performance == A number of supercomputers on the TOP500 list use three-dimensional torus networks, e.g. IBM's Blue Gene/L and Blue Gene/P, and the Cray XT3. IBM's Blue Gene/Q uses a five-dimensional torus network. Fujitsu's K computer and the PRIMEHPC FX10 use a proprietary three-dimensional torus 3D mesh interconnect called Tofu. === 3D Torus performance simulation === Sandeep Palur and Dr. Ioan Raicu from Illinois Institute of Technology conducted experiments to simulate 3D torus performance. Their experiments ran on a computer with 250GB RAM, 48 cores and x86_64 architecture. The simulator they used was ROSS (Rensselaer’s Optimistic Simulation System). They mainly focused on three aspects: Varying network size Varying number of servers Varying message size They concluded that throughput decreases with the increase of servers and network size. Otherwise, throughput increases with the increase of message size. === 6D Torus product performance === Fujitsu Limited developed a 6D torus computer model called "Tofu". In their model, a 6D torus can achieve 100 GB/s off-chip bandwidth, 12 times higher scalability than a 3D torus, and high fault tolerance. The model is used in the K computer and Fugaku. === Cost === While long wrap-around links may be the easiest way to visualize the connection topology, in practice, restrictions on cable lengths often make long wrap-around links impractical. Instead, directly connected nodes—including nodes that the above visualization places on opposite edges of a grid, connected by a long wrap-around link—are physically placed nearly adjacent to each other in a folded torus network. Every link in the folded torus network is very short—almost as short as the nearest-neighbor links in a simple grid interconnect—and therefore low-latency.

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