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  • Algorithmic probability

    Algorithmic probability

    In algorithmic information theory, algorithmic probability, also known as Solomonoff probability, is a mathematical method of assigning a prior probability to a given observation. It was invented by Ray Solomonoff in the 1960s. It is used in inductive inference theory and analyses of algorithms. In his general theory of inductive inference, Solomonoff uses the method together with Bayes' rule to obtain probabilities of prediction for an algorithm's future outputs. In the mathematical formalism used, the observations have the form of finite binary strings viewed as outputs of Turing machines, and the universal prior is a probability distribution over the set of finite binary strings calculated from a probability distribution over programs (that is, inputs to a universal Turing machine). The prior is universal in the Turing-computability sense, i.e. no string has zero probability. It is not computable, but it can be approximated. Formally, the probability P {\displaystyle P} is not a probability and it is not computable. It is only "lower semi-computable" and a "semi-measure". By "semi-measure", it means that 0 ≤ ∑ x P ( x ) < 1 {\displaystyle 0\leq \sum _{x}P(x)<1} . That is, the "probability" does not actually sum up to one, unlike actual probabilities. This is because some inputs to the Turing machine causes it to never halt, which means the probability mass allocated to those inputs is lost. By "lower semi-computable", it means there is a Turing machine that, given an input string x {\displaystyle x} , can print out a sequence y 1 < y 2 < ⋯ {\displaystyle y_{1} Read more →

  • Electronic kit

    Electronic kit

    An electronic kit is a package of electrical components used to build an electronic device. Generally, kits are composed of electronic components, a circuit diagram (schematic), assembly instructions, and often a printed circuit board (PCB) or another type of prototyping board. There are two types of kits. Some build a single device or system. Other types used for education demonstrate a range of circuits. These will include a solderless construction board of some type, such as: Components mounted in plastic blocks with side contacts, that are held together in a base, e.g. Denshi blocks Springs on a card board, the springs trap wire leads, or component leads, such as Philips EE electronic experiment kits. These are a cheap and flexible option Professional type prototyping boards, (breadboards) into which component leads are inserted, following documentation of the "kit". The first type of kit for constructing a single device normally uses a PCB on which components are soldered. They normally come with extended documentation describing which component goes where into the PCB. For advanced hobby projects, sometimes the kit may only consist of a printed circuit board and assembly instructions, and the purchaser may have to source all the parts independently; or, the vendor may provide hard-to-get or pre-programmed parts while expecting the purchaser to obtain the rest of the components. People primarily purchase electronic kits to have fun and learn how things work. They were once popular as a means to reduce the cost of buying goods, but there is usually no cost saving in buying a kit today. Some electronic kits were assembled to make complete complex devices such as color television sets, oscilloscopes, high-end audio amplifiers, amateur radio equipment, electric organs, and even computers such as the Heathkit H-8, and the LNW-80. Many of the early microprocessor computers were sold as either electronic kits or assembled and tested. Heathkit sold millions of electronic kits during its 45-year history. Home assembly of common consumer electronics items no longer provides a cost advantage over commercially manufactured and distributed devices. People still build kits for custom devices and special-purpose electronics for professional and educational use and as a hobby. Also emerging is a trend to simplify the complexity by providing preprogrammed or modular kits often provided by many suppliers online. The fun and thrill of making your own electronics have shifted, in many cases, from easy-to-comprehend applications and analog devices to more sophisticated digital devices. == Examples == The Altair 8800 (the first home computer) was also sold as a kit, as were the MK14, Sinclair ZX80, Sinclair ZX81 and Acorn Atom computers. Many S-100 bus system cards were sold only as kits. Building a Robot kit, most often with a micro controller inside, is now in fashion.

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  • Ethiopian feminists facing digital gender-based violence

    Ethiopian feminists facing digital gender-based violence

    Against a background of traditional views of women, rising internet use, a young population and an unsafe offline life, women and girls in Ethiopia are facing increasing amounts of digital violence. Some women, feeling endangered, have left the country as a result. Researchers, activists and lawyers have called for online content to be taken down and specific digital legislation to be drafted and enforced. == Online violence and its offline effects == Sexual violence against women and girls in Ethiopia is common. In 2023, in the Women, Peace and Security Index by Georgetown University, Ethiopia came 146 out of 177 countries. Over several years online harassment of and violence against women and girls in Ethiopia has increased. It can range from sexist remarks about appearance and women’s role in society, to revenge porn, threats of beating, acid attacks, abduction, rape or death. The real-life effect on women and girls of these attacks can include mental health problems, damaged reputations and a withdrawal from public and economic life. When the online attacks migrate to the real world, for example when online attackers find out where the targeted women and girls live, this can result in physical attacks, street harassment, threats to children and can cause victims to move house or job or even flee the country in fear of femicide. In a country that criminalises homosexuality, it can also lead to physical attacks on LGBTQI+ people in particular and indeed on anybody labelled as homosexual. == Research studies == The Centre for Information Resilience (CIR) conducted interviews with Ethiopian women holding public roles or being active online. The centre published a report on this in 2024 entitled ‘Silenced, Shamed and Threatened’. They found that technology-facilitated gender-based violence (TFGBV) had become “normalised to the point of invisibility.” In 2024, CER also published an analysis of gendered hate speech on social media in Ethiopia called ‘Normalised and invisible.’ It is thought that traditional views of women, the young population, the rise in internet use and the war in Tigray, when sexual violence was used as a weapon of war by Ethiopian and Eritrean soldiers, have all helped to create an online environment in which even femicide is considered unremarkable. AFP Fact Check collaborated with Deutsche Welle Akademie, to investigate the cyber harassment of women in Ethiopia, analysing misogynistic posts published on TikTok and Facebook. They discovered disparaging remarks about women’s physical appearance, threats of acid attacks and other physical violence, and the public sharing of women’s phone numbers. == Individuals affected == Women in particular jeopardy of digital gender-based violence are feminists, activists, politicians and those with a public profile. Some women are known to have fled Ethiopia fearing for their lives after online and offline threats. Yordanos Bezabih, an Ethiopian women’s rights activist, started a campaign with the hashtag #JusticeforHeaven to fight against gender-based cyberspace violence. As a result, she herself become a target. She experienced years of online threats of acid attacks, gang-rape and death. In 2025, subscribers to an online community organised a search for her address. Deepfake nude images of her were shared, she was filmed in real life, her house and online accounts were broken into, her private photos and messages posted on social media. When the attackers finally circulated her address, suggesting that she be executed, she left Ethiopia on a human rights defender scholarship. In 2023, Lella Misikir helped to start a campaign, called ‘My Whistle, My Voice’, that suggested women carry whistles and use them if they were harassed in the street. A TikTok video of the campaign became popular. Shortly after, videos of Misikir were circulated suggesting that she was gay. Her online attackers next searched for her address. In November 2024, Misikir left the country. == Legal issues == Ethiopia has some laws on online harassment and defamation, for example the Computer Crimes Proclamation. However, technology-facilitated, gender-based violence (TFGBV), such as deepfakes, non-consensual image sharing, and coordinated harassment, is not explicitly recognized as crime. In practice too, women are often not believed when reporting such violence and are not taken seriously. Police advice is often that women affected should simply leave the online space. Social media platforms can remove content when it is brought to their attention but the offenders are not banned. Users can only block them.

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  • Fear of missing out

    Fear of missing out

    Fear of missing out (FOMO) is the feeling of apprehension that one is either not in the know about or missing out on information, events, experiences, or life decisions that could make one's life better. FOMO is also associated with a fear of regret, which may lead to concerns that one might miss an opportunity for social interaction, a novel experience, a memorable event, profitable investment, or the comfort of loved ones. It is characterized by a desire to stay continually connected with what others are doing, and can be described as the fear that deciding not to participate is the wrong choice. FOMO could result from not knowing about a conversation, missing a TV show, not attending a wedding or party, or hearing that others have discovered a new restaurant. In recent years, FOMO has been attributed to a number of negative psychological and behavioral symptoms. FOMO has increased in recent times due to advancements in technology. Social networking sites create many opportunities for FOMO. While it provides opportunities for social engagement, it offers a view into an endless stream of activities in which a person is not involved. Further, a common tendency is to post about positive experiences (such as a great restaurant) rather than negative ones (such as a bad first date). Psychological dependence on social media can lead to FOMO or even pathological Internet use. FOMO is also present in video games, investing, and business marketing. The increasing popularity of the phrase has led to related linguistic and cultural variants. FOMO is associated with worsening depression and anxiety, and a lowered quality of life. FOMO can also affect businesses. Hype and trends can lead business leaders to invest based on perceptions of what others are doing, rather than their own business strategy. This is also the idea of the bandwagon effect, where one individual may see another person or people do something and they begin to think it must be important because everyone is doing it. They might not even understand the meaning behind it, and they may not totally agree with it. Nevertheless, they are still going to participate because they don't want to be left out. == History == Patrick J. McGinnis coined the term FOMO and popularized it in a 2004 op-ed titled "Social Theory at HBS: McGinnis' Two FOs" in The Harbus, the magazine of Harvard Business School, where he was then a student. The article also referred to another related condition, Fear of a Better Option (FOBO), and the role of these two fears in the school's social life. Currently the term has been used as a hashtag on social media and has been mentioned in hundreds of news articles, from online sources like Salon.com to print papers like The New York Times. === Earlier forms === The phrase "fear of missing out" is a common English phrase, especially in the form "fear of missing out on (something)". The term "fear of missing out" (but not the term FOMO) was used earlier in the academic business literature by marketing strategist Dan Herman, who used it in presentations in the late 1990s, and included the phrase in a 2000 paper about "short-term brands", where a motivation for trying these brands is "ambition to exhaust all possibilities and the fear of missing out on something". Herman also believes the concept has evolved to become more wide spread through mobile phone usage, texting, and social media and has helped flesh out the concept of the fear of missing out to the masses. Before the Internet, a related phenomenon, "keeping up with the Joneses", was widely experienced. FOMO generalized and intensified this experience because so much more of people's lives became publicly documented and easily accessed. == Symptoms == === Psychological === Fear of missing out has been associated with a deficit in psychological needs. Self-determination theory contends that an individual's psychological satisfaction in their competence, autonomy, and relatedness consists of three basic psychological needs for human beings. Test subjects with lower levels of basic psychological satisfaction reported a higher level of FOMO. FOMO has also been linked to negative psychological effects in overall mood and general life satisfaction. A study performed on college campuses found that experiencing FOMO on a certain day led to a higher fatigue on that day specifically. Experiencing FOMO continuously throughout the semester also can lead to higher stress levels among students. An individual with an expectation to experience the fear of missing out can also develop a lower level of self-esteem. A study by JWTIntelligence suggests that FOMO can influence the formation of long-term goals and self-perceptions. In this study, around half of the respondents stated that they are overwhelmed by the amount of information needed to stay up-to-date, and that it is impossible to not miss out on something. The process of relative deprivation creates FOMO and dissatisfaction. It reduces psychological well-being. FOMO led to negative social and emotional experiences, such as boredom and loneliness. A 2013 study found that it negatively impacts mood and life satisfaction, reduces self-esteem, and affects mindfulness. Four in ten young people reported FOMO sometimes or often. FOMO was found to be negatively correlated with age, and men were more likely than women to report it. People who experience higher levels of FOMO tend to have a stronger desire for high social status, are more competitive with others of the same gender, and are more interested in short-term relationships. Studies have found that experiencing fear of missing out has been linked to anxiety or depression. === Behavioral === The fear of missing out stems from a feeling of missing social connections or information. This absent feeling is then followed by a need or drive to interact socially to boost connections. The fear of missing out not only leads to negative psychological effects but also has been shown to increase negative behavioral patterns. In aims of maintaining social connections, negative habits are formed or heightened. A 2019 University of Glasgow study surveyed 467 adolescents, and found that the respondents felt societal pressure to always be available. According to John M. Grohol, founder and Editor-in-Chief of Psych Central, FOMO may lead to a constant search for new connections with others, abandoning current connections to do so. The fear of missing out derived from digital connection has been positively correlated with bad technology habits especially in youth. These negative habits included increased screen time, checking social media during school, or texting while driving. Social media use in the presence of others can be referred to as phubbing, the habit of snubbing a physically present person in favour of a mobile phone. Multiple studies have also identified a negative correlation between the hours of sleep and the scale at which individuals experience fear of missing out. A lack of sleep in college students experiencing FOMO can be attributed to the number of social interactions that occur late at night on campuses. == Settings == === Social media === Fear of missing out has a positive correlation with higher levels of social media usage. Social media connects individuals and showcases the lives of others at their peak. This gives people the fear of missing out when they feel like others on social media are taking part in positive life experiences that they personally are not also experiencing. This fear of missing out related to social media has symptoms including anxiety, loneliness, and a feeling of inadequacy compared to others. Self-esteem plays a key role in the levels a person feels when experiencing the fear of missing out, as their self worth is influenced by people they observe on social media. There are two types of anxiety; one related to genetics that is permanent, and one that is temporary. The temporary state of anxiety is the one that is more relevant to the fear of missing out, and is directly related to the individual looking at social media sites for a short period of time. This anxiety is caused by a loss of feeling of belonging through the concept of social exclusion. FOMO-sufferers may increasingly seek access to others' social lives, and consume an escalating amount of real-time information. A survey in 2012 indicated that 83% of respondents said that there is information overload in regards that there is too much to watch and read. Constant information that is available to people through social media causes the fear of missing out as people feel worse about themselves for not staying up to date with relevant information. Social media shows just exactly what people are missing out on in real time including events like parties, opportunities, and other events leading for people to fear missing out on other related future events. Another survey indicates that almost 40% of people from ages 12 through 67 i

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  • Sample complexity

    Sample complexity

    The sample complexity of a machine learning algorithm represents the number of training-samples that it needs in order to successfully learn a target function. More precisely, the sample complexity is the number of training-samples that we need to supply to the algorithm, so that the function returned by the algorithm is within an arbitrarily small error of the best possible function, with probability arbitrarily close to 1. There are two variants of sample complexity: The weak variant fixes a particular input-output distribution; The strong variant takes the worst-case sample complexity over all input-output distributions. The No free lunch theorem, discussed below, proves that, in general, the strong sample complexity is infinite, i.e. that there is no algorithm that can learn the globally-optimal target function using a finite number of training samples. However, if we are only interested in a particular class of target functions (e.g., only linear functions) then the sample complexity is finite, and it depends linearly on the VC dimension on the class of target functions. == Definition == Let X {\displaystyle X} be a space which we call the input space, and Y {\displaystyle Y} be a space which we call the output space, and let Z {\displaystyle Z} denote the product X × Y {\displaystyle X\times Y} . For example, in the setting of binary classification, X {\displaystyle X} is typically a finite-dimensional vector space and Y {\displaystyle Y} is the set { − 1 , 1 } {\displaystyle \{-1,1\}} . Fix a hypothesis space H {\displaystyle {\mathcal {H}}} of functions h : X → Y {\displaystyle h\colon X\to Y} . A learning algorithm over H {\displaystyle {\mathcal {H}}} is a computable map from Z {\displaystyle Z} to H {\displaystyle {\mathcal {H}}} . In other words, it is an algorithm that takes as input a finite sequence of training samples and outputs a function from X {\displaystyle X} to Y {\displaystyle Y} . Typical learning algorithms include empirical risk minimization, without or with Tikhonov regularization. Fix a loss function L : Y × Y → R ≥ 0 {\displaystyle {\mathcal {L}}\colon Y\times Y\to \mathbb {R} _{\geq 0}} , for example, the square loss L ( y , y ′ ) = ( y − y ′ ) 2 {\displaystyle {\mathcal {L}}(y,y')=(y-y')^{2}} , where h ( x ) = y ′ {\displaystyle h(x)=y'} . For a given distribution ρ {\displaystyle \rho } on X × Y {\displaystyle X\times Y} , the expected risk of a hypothesis (a function) h ∈ H {\displaystyle h\in {\mathcal {H}}} is E ( h ) := E ρ [ L ( h ( x ) , y ) ] = ∫ X × Y L ( h ( x ) , y ) d ρ ( x , y ) {\displaystyle {\mathcal {E}}(h):=\mathbb {E} _{\rho }[{\mathcal {L}}(h(x),y)]=\int _{X\times Y}{\mathcal {L}}(h(x),y)\,d\rho (x,y)} In our setting, we have h = A ( S n ) {\displaystyle h={\mathcal {A}}(S_{n})} , where A {\displaystyle {\mathcal {A}}} is a learning algorithm and S n = ( ( x 1 , y 1 ) , … , ( x n , y n ) ) ∼ ρ n {\displaystyle S_{n}=((x_{1},y_{1}),\ldots ,(x_{n},y_{n}))\sim \rho ^{n}} is a sequence of vectors which are all drawn independently from ρ {\displaystyle \rho } . Define the optimal risk E H ∗ = inf h ∈ H E ( h ) . {\displaystyle {\mathcal {E}}_{\mathcal {H}}^{}={\underset {h\in {\mathcal {H}}}{\inf }}{\mathcal {E}}(h).} Set h n = A ( S n ) {\displaystyle h_{n}={\mathcal {A}}(S_{n})} , for each sample size n {\displaystyle n} . h n {\displaystyle h_{n}} is a random variable and depends on the random variable S n {\displaystyle S_{n}} , which is drawn from the distribution ρ n {\displaystyle \rho ^{n}} . The algorithm A {\displaystyle {\mathcal {A}}} is called consistent if E ( h n ) {\displaystyle {\mathcal {E}}(h_{n})} probabilistically converges to E H ∗ {\displaystyle {\mathcal {E}}_{\mathcal {H}}^{}} . In other words, for all ϵ , δ > 0 {\displaystyle \epsilon ,\delta >0} , there exists a positive integer N {\displaystyle N} , such that, for all sample sizes n ≥ N {\displaystyle n\geq N} , we have Pr ρ n [ E ( h n ) − E H ∗ ≥ ε ] < δ . {\displaystyle \Pr _{\rho ^{n}}[{\mathcal {E}}(h_{n})-{\mathcal {E}}_{\mathcal {H}}^{}\geq \varepsilon ]<\delta .} The sample complexity of A {\displaystyle {\mathcal {A}}} is then the minimum N {\displaystyle N} for which this holds, as a function of ρ , ϵ {\displaystyle \rho ,\epsilon } , and δ {\displaystyle \delta } . We write the sample complexity as N ( ρ , ϵ , δ ) {\displaystyle N(\rho ,\epsilon ,\delta )} to emphasize that this value of N {\displaystyle N} depends on ρ , ϵ {\displaystyle \rho ,\epsilon } , and δ {\displaystyle \delta } . If A {\displaystyle {\mathcal {A}}} is not consistent, then we set N ( ρ , ϵ , δ ) = ∞ {\displaystyle N(\rho ,\epsilon ,\delta )=\infty } . If there exists an algorithm for which N ( ρ , ϵ , δ ) {\displaystyle N(\rho ,\epsilon ,\delta )} is finite, then we say that the hypothesis space H {\displaystyle {\mathcal {H}}} is learnable. In others words, the sample complexity N ( ρ , ϵ , δ ) {\displaystyle N(\rho ,\epsilon ,\delta )} defines the rate of consistency of the algorithm: given a desired accuracy ϵ {\displaystyle \epsilon } and confidence δ {\displaystyle \delta } , one needs to sample N ( ρ , ϵ , δ ) {\displaystyle N(\rho ,\epsilon ,\delta )} data points to guarantee that the risk of the output function is within ϵ {\displaystyle \epsilon } of the best possible, with probability at least 1 − δ {\displaystyle 1-\delta } . In probably approximately correct (PAC) learning, one is concerned with whether the sample complexity is polynomial, that is, whether N ( ρ , ϵ , δ ) {\displaystyle N(\rho ,\epsilon ,\delta )} is bounded by a polynomial in 1 / ϵ {\displaystyle 1/\epsilon } and 1 / δ {\displaystyle 1/\delta } . If N ( ρ , ϵ , δ ) {\displaystyle N(\rho ,\epsilon ,\delta )} is polynomial for some learning algorithm, then one says that the hypothesis space H {\displaystyle {\mathcal {H}}} is PAC-learnable. This is a stronger notion than being learnable. == Unrestricted hypothesis space: infinite sample complexity == One can ask whether there exists a learning algorithm so that the sample complexity is finite in the strong sense, that is, there is a bound on the number of samples needed so that the algorithm can learn any distribution over the input-output space with a specified target error. More formally, one asks whether there exists a learning algorithm A {\displaystyle {\mathcal {A}}} , such that, for all ϵ , δ > 0 {\displaystyle \epsilon ,\delta >0} , there exists a positive integer N {\displaystyle N} such that for all n ≥ N {\displaystyle n\geq N} , we have sup ρ ( Pr ρ n [ E ( h n ) − E H ∗ ≥ ε ] ) < δ , {\displaystyle \sup _{\rho }\left(\Pr _{\rho ^{n}}[{\mathcal {E}}(h_{n})-{\mathcal {E}}_{\mathcal {H}}^{}\geq \varepsilon ]\right)<\delta ,} where h n = A ( S n ) {\displaystyle h_{n}={\mathcal {A}}(S_{n})} , with S n = ( ( x 1 , y 1 ) , … , ( x n , y n ) ) ∼ ρ n {\displaystyle S_{n}=((x_{1},y_{1}),\ldots ,(x_{n},y_{n}))\sim \rho ^{n}} as above. The No Free Lunch Theorem says that without restrictions on the hypothesis space H {\displaystyle {\mathcal {H}}} , this is not the case, i.e., there always exist "bad" distributions for which the sample complexity is arbitrarily large. Thus, in order to make statements about the rate of convergence of the quantity sup ρ ( Pr ρ n [ E ( h n ) − E H ∗ ≥ ε ] ) , {\displaystyle \sup _{\rho }\left(\Pr _{\rho ^{n}}[{\mathcal {E}}(h_{n})-{\mathcal {E}}_{\mathcal {H}}^{}\geq \varepsilon ]\right),} one must either constrain the space of probability distributions ρ {\displaystyle \rho } , e.g. via a parametric approach, or constrain the space of hypotheses H {\displaystyle {\mathcal {H}}} , as in distribution-free approaches. == Restricted hypothesis space: finite sample-complexity == The latter approach leads to concepts such as VC dimension and Rademacher complexity which control the complexity of the space H {\displaystyle {\mathcal {H}}} . A smaller hypothesis space introduces more bias into the inference process, meaning that E H ∗ {\displaystyle {\mathcal {E}}_{\mathcal {H}}^{}} may be greater than the best possible risk in a larger space. However, by restricting the complexity of the hypothesis space it becomes possible for an algorithm to produce more uniformly consistent functions. This trade-off leads to the concept of regularization. It is a theorem from VC theory that the following three statements are equivalent for a hypothesis space H {\displaystyle {\mathcal {H}}} : H {\displaystyle {\mathcal {H}}} is PAC-learnable. The VC dimension of H {\displaystyle {\mathcal {H}}} is finite. H {\displaystyle {\mathcal {H}}} is a uniform Glivenko-Cantelli class. This gives a way to prove that certain hypothesis spaces are PAC learnable, and by extension, learnable. === An example of a PAC-learnable hypothesis space === X = R d , Y = { − 1 , 1 } {\displaystyle X=\mathbb {R} ^{d},Y=\{-1,1\}} , and let H {\displaystyle {\mathcal {H}}} be the space of affine functions on X {\displaystyle X} , that is, functions of the form x ↦ ⟨ w , x ⟩ + b {\displaystyle x\mapsto \langl

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  • Spintronics

    Spintronics

    Spintronics (a portmanteau of spin transport electronics), also known as spin electronics, is the study of the intrinsic spin of the electron and its associated magnetic moment, in addition to its fundamental electronic charge, in solid-state devices. The field of spintronics concerns spin-charge coupling in metallic systems. The analogous effects in insulators fall into the field of multiferroics. Spintronics fundamentally differs from traditional electronics in that, in addition to charge state, electron spins are used as a further degree of freedom, with implications in the efficiency of data storage and transfer. Spintronic systems are most often realised in dilute magnetic semiconductors (DMS) and Heusler alloys and are of particular interest in the field of quantum computing, such as atomtronics computation. == History == Spintronics emerged from discoveries in the 1980s concerning spin-dependent electron transport phenomena in solid-state devices. This includes the observation of spin-polarized electron injection from a ferromagnetic metal to a normal metal by Johnson and Silsbee (1985) and the discovery of giant magnetoresistance independently by Albert Fert et al. and Peter Grünberg et al. (1988). The origin of spintronics can be traced to the ferromagnet/superconductor tunneling experiments pioneered by Meservey and Tedrow and initial experiments on magnetic tunnel junctions by Julliere in the 1970s. The use of semiconductors for spintronics began with the theoretical proposal of a spin field-effect-transistor by Datta and Das in 1990 and of the electric dipole spin resonance by Rashba in 1960. In 2012, persistent spin helices of synchronized electrons were made to persist for more than a nanosecond, a 30-fold increase over earlier efforts, and longer than the duration of a modern processor clock cycle. In 2025, at 60 K (−213.2 °C; −351.7 °F) crystalline nickel(II) iodide (NiI2) was reported to exhibit p-wave magnetism, in which the spins of nickel atoms became arranged in a spiral pattern in two orientations. The orientations can be switched via a small electrical current. Applied in digital devices, this spintronics behavior requires far less current than the conventional charge-based electronics that powers devices such as computers and phones. == Theory == The spin of the electron is an intrinsic angular momentum that is separate from the angular momentum due to its orbital motion. The magnitude of the projection of the electron's spin along an arbitrary axis is 1 2 ℏ {\displaystyle {\tfrac {1}{2}}\hbar } , implying that the electron acts as a fermion by the spin-statistics theorem. Like orbital angular momentum, the spin has an associated magnetic moment, the magnitude of which is expressed as μ = 3 2 q m e ℏ {\displaystyle \mu ={\tfrac {\sqrt {3}}{2}}{\frac {q}{m_{e}}}\hbar } . In a solid, the spins of many electrons can act together to affect the magnetic and electronic properties of a material, for example endowing it with a permanent magnetic moment as in a ferromagnet. In many materials, electron spins are equally present in both the up and the down state, and no transport properties are dependent on spin. A spintronic device requires generation or manipulation of a spin-polarized population of electrons, resulting in an excess of spin up or spin down electrons. The polarization of any spin dependent property X can be written as P X = X ↑ − X ↓ X ↑ + X ↓ {\displaystyle P_{X}={\frac {X_{\uparrow }-X_{\downarrow }}{X_{\uparrow }+X_{\downarrow }}}} . A net spin polarization can be achieved either through creating an equilibrium energy split between spin up and spin down. Methods include putting a material in a large magnetic field (Zeeman effect), the exchange energy present in a ferromagnet or forcing the system out of equilibrium. The period of time that such a non-equilibrium population can be maintained is known as the spin lifetime, τ {\displaystyle \tau } . In a diffusive conductor, a spin diffusion length λ {\displaystyle \lambda } can be defined as the distance over which a non-equilibrium spin population can propagate. Spin lifetimes of conduction electrons in metals are relatively short (typically less than 1 nanosecond). An important research area is devoted to extending this lifetime to technologically relevant timescales. The mechanisms of decay for a spin polarized population can be broadly classified as spin-flip scattering and spin dephasing. Spin-flip scattering is a process inside a solid that does not conserve spin, and can therefore switch an incoming spin up state into an outgoing spin down state. Spin dephasing is the process wherein a population of electrons with a common spin state becomes less polarized over time due to different rates of electron spin precession. In confined structures, spin dephasing can be suppressed, leading to spin lifetimes of milliseconds in semiconductor quantum dots at low temperatures. Superconductors can enhance central effects in spintronics such as magnetoresistance effects, spin lifetimes and dissipationless spin-currents. The simplest method of generating a spin-polarised current in a metal is to pass the current through a ferromagnetic material. The most common applications of this effect involve giant magnetoresistance (GMR) devices. A typical GMR device consists of at least two layers of ferromagnetic materials separated by a spacer layer. When the two magnetization vectors of the ferromagnetic layers are aligned, the electrical resistance will be lower (so a higher current flows at constant voltage) than if the ferromagnetic layers are anti-aligned. This constitutes a magnetic field sensor. Two variants of GMR have been applied in devices: Current-in-plane (CIP), where the electric current flows parallel to the layers and, Current-perpendicular-to-plane (CPP), where the electric current flows in a direction perpendicular to the layers. Other metal-based spintronics devices: Tunnel magnetoresistance (TMR), where CPP transport is achieved by using quantum-mechanical tunneling of electrons through a thin insulator separating ferromagnetic layers. Spin-transfer torque, where a current of spin-polarized electrons is used to control the magnetization direction of ferromagnetic electrodes in the device. Spin-wave logic devices carry information in the phase. Interference and spin-wave scattering can perform logic operations. == Device types == === Spintronic-logic === Non-volatile spin-logic devices to enable scaling are being extensively studied. Spin-transfer, torque-based logic devices that use spins and magnets for information processing have been proposed. These devices are part of the ITRS exploratory road map. Logic-in memory applications are already in the development stage. A 2017 review article can be found in Materials Today. A generalized circuit theory for spintronic integrated circuits has been proposed so that the physics of spin transport can be utilized by SPICE developers and subsequently by circuit and system designers for the exploration of spintronics for "beyond CMOS computing". === Semiconductor === Doped semiconductor materials display dilute ferromagnetism. In recent years, dilute magnetic oxides (DMOs) including ZnO based DMOs and TiO2-based DMOs have been the subject of numerous experimental and computational investigations. N`0 sources (like manganese-doped gallium arsenide (Ga,Mn)As), increase the interface resistance with a tunnel barrier, or using hot-electron injection. Spin detection in semiconductors has been addressed with multiple techniques: Faraday/Kerr rotation of transmitted/reflected photons Circular polarization analysis of electroluminescence Nonlocal spin valve (adapted from Johnson and Silsbee's work with metals) Ballistic spin filtering The latter technique was used to overcome the lack of spin-orbit interaction and materials issues to achieve spin transport in silicon. Because external magnetic fields (and stray fields from magnetic contacts) can cause large Hall effects and magnetoresistance in semiconductors (which mimic spin-valve effects), the only conclusive evidence of spin transport in semiconductors is demonstration of spin precession and dephasing in a magnetic field non-collinear to the injected spin orientation, called the Hanle effect. === Storage media === Antiferromagnetic storage media have been studied as an alternative to ferromagnetism, especially since with antiferromagnetic material the bits can be stored as well as with ferromagnetic material. Instead of the usual definition 0 ↔ 'magnetisation upwards', 1 ↔ 'magnetisation downwards', the states can be, e.g., 0 ↔ 'vertically alternating spin configuration' and 1 ↔ 'horizontally-alternating spin configuration'.). The main advantages of antiferromagnetic material are: insensitivity to data-damaging perturbations by stray fields due to zero net external magnetization; no effect on near particles, implying that antiferromagnetic device elements wo

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  • Digital anthropology

    Digital anthropology

    Digital anthropology is the anthropological study of the relationship between humans and digital-era technology. The field is new, and thus has a variety of names with a variety of emphases. These include techno-anthropology, digital ethnography, cyberanthropology, and virtual anthropology. == Definition and scope == Most anthropologists who use the phrase "digital anthropology" are specifically referring to online and Internet technology. The study of humans' relationship to a broader range of technology may fall under other subfields of anthropological study, such as cyborg anthropology. The Digital Anthropology Group (DANG) is classified as an interest group in the American Anthropological Association. DANG's mission includes promoting the use of digital technology as a tool of anthropological research, encouraging anthropologists to share research using digital platforms, and outlining ways for anthropologists to study digital communities. Cyberspace or the "virtual world" itself can serve as a "field" site for anthropologists, allowing the observation, analysis, and interpretation of the sociocultural phenomena springing up and taking place in any interactive space. National and transnational communities, enabled by digital technology, establish a set of social norms, practices, traditions, storied history and associated collective memory, migration periods, internal and external conflicts, potentially subconscious language features and memetic dialects comparable to those of traditional, geographically confined communities. This includes the various communities built around free and open-source software, online platforms such as Facebook, Twitter/X, Instagram, 4chan and Reddit and their respective sub-sites, and politically motivated groups like Anonymous, WikiLeaks, or the Occupy movement. A number of academic anthropologists have conducted traditional ethnographies of virtual worlds, such as Bonnie Nardi's study of World of Warcraft or Tom Boellstorff's study of Second Life. Academic Gabriella Coleman has done ethnographic work on the Debian software community and the Anonymous hacktivist network. Theorist Nancy Mauro-Flude conducts ethnographic field work on computing arts and computer subcultures such as systerserver.net a part of the communities of feminist web servers and the Feminist Internet network. Eitan Y. Wilf examines the intersection of artists' creativity and digital technology and artificial intelligence. Yongming Zhou studied how in China the internet is used to participate in politics. Eve M. Zucker and colleagues study the shift to digital memorialization of mass atrocities and the emergent role of artificial intelligence in these processes. Victoria Bernal conducted ethnographic research on the themes of nationalism and citizenship among Eritreans participating in online political engagement with their homeland. Anthropological research can help designers adapt and improve technology. Australian anthropologist Genevieve Bell did extensive user experience research at Intel that informed the company's approach to its technology, users, and market. == Methodology == === Digital fieldwork === Many digital anthropologists who study online communities use traditional methods of anthropological research. They participate in online communities in order to learn about their customs and worldviews, and back their observations with private interviews, historical research, and quantitative data. Their product is an ethnography, a qualitative description of their experience and analyses. Other anthropologists and social scientists have conducted research that emphasizes data gathered by websites and servers. However, academics often have trouble accessing user data on the same scale as social media corporations like Facebook and data mining companies like Acxiom. In terms of method, there is a disagreement in whether it is possible to conduct research exclusively online or if research will only be complete when the subjects are studied holistically, both online and offline. Tom Boellstorff, who conducted a three-year research as an avatar in the virtual world Second Life, defends the first approach, stating that it is not just possible, but necessary to engage with subjects “in their own terms”. Others, such as Daniel Miller, have argued that an ethnographic research should not exclude learning about the subject's life outside the internet. === Digital technology as a tool of anthropology === The American Anthropological Association offers an online guide for students using digital technology to store and share data. Data can be uploaded to digital databases to be stored, shared, and interpreted. Text and numerical analysis software can help produce metadata, while a codebook may help organize data. == Ethics == Online fieldwork offers new ethical challenges. According to the American Anthropological Association's ethics guidelines, anthropologists researching a community must make sure that all members of that community know they are being studied and have access to data the anthropologist produces. However, many online communities' interactions are publicly available for anyone to read, and may be preserved online for years. Digital anthropologists debate the extent to which lurking in online communities and sifting through public archives is ethical. The Association also asserts that anthropologists' ability to collect and store data at all is "a privilege", and researchers have an ethical duty to store digital data responsibly. This means protecting the identity of participants, sharing data with other anthropologists, and making backup copies of all data. == Prominent figures == Genevieve Bell is an Australian cultural anthropologist credited for pioneering the User Experience field. During her time working for Intel Corporation, Bell studied how various cultures from around the world interacted with and experienced technology. Researching and improving user experience allows companies and designers to gather data regarding how users utilize their digital products and what requires improvement or expansion. Tom Boellstorff is an anthropologist known for Coming of Age in Second Life: An Anthropologist Explores the Virtually Human where he conducted research on how engaging in virtual worlds affects the player’s sense of self. Gabriella Coleman is an American anthropologist concerned with the politics, ethics, and culture of hacking and online activism. Coleman’s most notable ethnography features the hacktivist collective Anonymous, where she argues that various genres of hacking exist according to the social conditions at play. Coleman is dedicated to making her ethnography accessible to a diverse audience, including academics and non-academics. Diana E. Forsythe was an American anthropologist of science and technology and the author of the essays featured in Studying Those Who Study Us: An Anthropologist in the World of Artificial Intelligence. She asked relevant questions such as how should humans interact with computers and how gender roles are maintained in technology-oriented occupations. Heather Horst is a sociocultural anthropologist interested in the relationship between digital social relations and material culture. Nancy Mauro-Flude is a design anthropologist whose work explores the tacit relations between embodied cognition, computational materiality, maker culture, self-hosted webserver cooperatives, creative practice, and artistic research in digital infrastructure and Internet publishing. Mizuko Ito is a Japanese cultural anthropologist specializing in technology use and the intersection between computers and the social sciences. Her primary interest is in how young people utilize media technology and how it can be used to engage students in education. Daniel Miller is an anthropologist with a concentration in digital anthropology. His research includes the smartphone and perpetual opportunism, the intent and consequences of posting on social media in various geographical locations, and how hospice patients use media to socialize in the last stage of their lives. Mike Wesch is a cultural anthropologist interested in how people share their lives, cultures, and beliefs through digital media.

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  • Temporal resolution

    Temporal resolution

    Temporal resolution (TR) refers to the discrete resolution of a measurement with respect to time. It is defined as the amount of time needed to revisit and acquire data for the same location. When applied to remote sensing, this amount of time is influenced by the sensor platform's orbital characteristics and the features of the sensor itself. The temporal resolution is low when the revisiting delay is high and vice versa. Temporal resolution is typically expressed in days. == Physics == Often there is a trade-off between the temporal resolution of a measurement and its spatial resolution, due to Heisenberg's uncertainty principle. In some contexts, such as particle physics, this trade-off can be attributed to the finite speed of light and the fact that it takes a certain period of time for the photons carrying information to reach the observer. In this time, the system might have undergone changes itself. Thus, the longer the light has to travel, the lower the temporal resolution. == Technology == === Computing === In another context, there is often a tradeoff between temporal resolution and computer storage. A transducer may be able to record data every millisecond, but available storage may not allow this, and in the case of 4D PET imaging the resolution may be limited to several minutes. === Electronic displays === In some applications, temporal resolution may instead be equated to the sampling period, or its inverse, the refresh rate, or update frequency in Hertz, of a TV, for example. The temporal resolution is distinct from temporal uncertainty. This would be analogous to conflating image resolution with optical resolution. One is discrete, the other, continuous. The temporal resolution is a resolution somewhat the 'time' dual to the 'space' resolution of an image. In a similar way, the sample rate is equivalent to the pixel pitch on a display screen, whereas the optical resolution of a display screen is equivalent to temporal uncertainty. Note that both this form of image space and time resolutions are orthogonal to measurement resolution, even though space and time are also orthogonal to each other. Both an image or an oscilloscope capture can have a signal-to-noise ratio, since both also have measurement resolution. === Oscilloscopy === An oscilloscope is the temporal equivalent of a microscope, and it is limited by temporal uncertainty the same way a microscope is limited by optical resolution. A digital sampling oscilloscope has also a limitation analogous to image resolution, which is the sample rate. A non-digital non-sampling oscilloscope is still limited by temporal uncertainty. The temporal uncertainty can be related to the maximum frequency of continuous signal the oscilloscope could respond to, called the bandwidth and given in Hertz. But for oscilloscopes, this figure is not the temporal resolution. To reduce confusion, oscilloscope manufacturers use 'Sa/s' instead of 'Hz' to specify the temporal resolution. Two cases for oscilloscopes exist: either the probe settling time is much shorter than the real time sampling rate, or it is much larger. The case where the settling time is the same as the sampling time is usually undesirable in an oscilloscope. It is more typical to prefer a larger ratio either way, or if not, to be somewhat longer than two sample periods. In the case where it is much longer, the most typical case, it dominates the temporal resolution. The shape of the response during the settling time also has as strong effect on the temporal resolution. For this reason probe leads usually offer an arrangement to 'compensate' the leads to alter the trade off between minimal settling time, and minimal overshoot. If it is much shorter, the oscilloscope may be prone to aliasing from radio frequency interference, but this can be removed by repeatedly sampling a repetitive signal and averaging the results together. If the relationship between the 'trigger' time and the sample clock can be controlled with greater accuracy than the sampling time, then it is possible to make a measurement of a repetitive waveform with much higher temporal resolution than the sample period by upsampling each record before averaging. In this case the temporal uncertainty may be limited by clock jitter.

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  • Couch to 5K

    Couch to 5K

    Couch to 5K, abbreviated C25K, is an exercise plan that gradually progresses from beginner running toward a 5 kilometre (3.1 mile) run over nine weeks. == Operations == The Couch to 5K running plan, also known as C25K, created by Josh Clark in 1996, was developed with the expectation of creating a plan for new runners to start running. The plan is aimed to have users work out for 20 to 30 minutes, three days a week. Within the program, users can be expected to perform different tasks such as intervals of running with period of short walks in between to help build endurance in the weeks up to the final goal of a 5K run. During the nine weeks leading up to the race, the runner will learn to set their own pace and where their strengths and weaknesses are within running. Often, the daily workouts start with a five-minute warm-up walk and works up to running five kilometres without a walking break within nine weeks. Users are not expected to have any experience in running and can be some of the first running that they ever do. The main goal is to turn that unexperienced runner into someone who can run a 5K. Clark started the website Kick and featured C25K on the site. In 2001, Kick merged with Cool Running, a New England–based running site. Clark later sold his stake in Cool Running and the Couch to 5K program. Cool Running was absorbed into Active.com, operated by Active Network, LLC. Active Network provides mobile apps for Couch to 5K, as well as 5K to 10K, a follow-up program. The NHS in the UK provides downloadable podcasts and a smartphone app (Android and iOS) for the plan. A mobile app, created by Zen Labs, has training plans that are based on the Couch to 5K running plan from CoolRunning.com. It is one of the highest-rated health and fitness apps available on Android and iOS. As of 2016, the C25K app has been used by over 5 million people.

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  • Europa-Lehrmittel

    Europa-Lehrmittel

    The Verlag Europa-Lehrmittel Nourney, Vollmer GmbH & Co. KG (English: European educational media), based in Haan (district Gruiten) near Düsseldorf, Germany, develops educational media for vocational training and further education as used in vocational schools, universities, companies and further education institutions for industrial-technical, business, social, health as well as gastronomic professions. The contents are delivered in print as well as in digital formats, including offered as apps, simulations, software and through an exam preparation portal. The publisher has its own digital learning platform, the Europathek. General partner is Nourney, Vollmer & Co. GmbH, a school and specialist book publisher. == History == The publishing house was founded in Wuppertal in 1948, when the first books were published. In Eislingen/Fils a construction office was set up to create the technical drawings for the textbooks - today the drawing office of the publisher in Ostfildern. A little over 40 years later, in 1989, a new company building was built in Haan-Gruiten. In 1997, Europa-Lehrmittel acquired the Fachbuchverlag Pfanneberg with its program aimed at gastronomic professions. Further program expansions in vocational training were realized by adding titles of the publishing houses Lau, Gerber, Pluspunkt, parts of the Verlag Handwerk und Technik program and that of the Gildebuchverlag. In 2013, the scientific and technical university titles of Verlag Harri Deutsch were taken over, including the bestselling "Handbook of Mathematics" by Ilya Nikolaevich Bronstein and Konstantin Adolfovic Semendyayev. In addition, Europa-Lehrmittel's first exam apps appeared. In 2017, the publisher introduced its own digital learning platform named Europathek. The Prüfungsdoc (English: Examination Doc) platform, which enables targeted online preparation for exams, went online the same year. In 2018, the titles of the Düsseldorf publishing house SOL for self-organized learning were incorporated into Europa-Lehrmittel's program. == Program == The program meanwhile includes well over 2000 print and digital publications, including specialist titles on metal technology, automotive and electrical engineering (like "Tabellenbuch Metall" (English: Metal Book of Tables)), on business administration, as well as works for the gastronomic profession (e.g. "Der junge Koch" (English: The Young Cook)). Many titles also appear as licensed editions in over 20 different languages on all continents. All contents are presented in an annual catalog, on the website, in schools, in companies, and at trade fairs and congresses. The publisher is a member of the Deutscher Hauswirtschaftsrat. == Digital educational media == Europathek: In addition to digital books, Europathek also provides media packages, additional materials and e-learning contents. The online contents of the 'media shelf' can be used per web browser. There are also software versions and apps for offline use, with the help of which the obtained titles can be viewed after downloading. Prüfungsdoc (English: Examination Doc): Prüfungsdoc offers web-based learning, practice and repetition to prepare for the intermediate and final examinations. This includes simulations of the exams with direct evaluation of the results.

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  • Contact cleaner

    Contact cleaner

    Contact cleaner, also known as switch-cleaner, is any of various chemicals, or mixtures of chemicals, intended to remove or prevent the build-up of oxides or other unwanted substances on the conductive surfaces of connectors, switches, and other electronic components with moving surface-contacts, and thus reduce the contact resistance encountered. The use of contact cleaner can help to minimize the wetting current across a pair of contacts. An example of a simple contact cleaner is isopropyl alcohol Some contact cleaners are designed to evaporate completely and rapidly, leaving no residue. Others may contain lubricants. Lubricants themselves should not necessarily be used as contact cleaners, especially if they are designed to leave an unsuitable residue. However, appropriate lubricants may work well as contact cleaners.

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  • Watcher Entertainment

    Watcher Entertainment

    Watcher Entertainment is an American digital media and entertainment company, founded by Steven Lim, Shane Madej, and Ryan Bergara. The channel features a variety of comedy, paranormal, gaming, cooking, and educational shows – typically hosted by Madej and Bergara. The Watcher main channel has over 400 million views and 2.9 million subscribers. The company launched their own streaming service, WatcherTV, in 2024. == History == === Buzzfeed and the creation of Watcher Entertainment (2019) === Madej, Bergara, and Lim met while working at the digital media company BuzzFeed. Madej and Bergara were co-hosts of the popular true crime and paranormal series Buzzfeed Unsolved and Lim was the creator and co-host of the popular internet food series Worth It. Both shows generated a combined 2 billion views with 15 billion minutes watched, making them two of the most successful shows on Buzzfeed. In 2019, Madej, Bergara, and Lim quit Buzzfeed as full-time employees. They each stayed on as contracted employees to complete their respective shows. The trio credited their departure to their desire to found a company with more "creative opportunities" and the ability to have "actual ownership of the content" made. The company is majority-owned by the trio. They received funding from Neuro, a caffeinated energy gum company; Boba Guys, a bubble-milk tea chain; and Steve Chen, a YouTube co-founder. Watcher Entertainment gained its name from the infamous true crime case of The Westfield Watcher, which Madej and Bergara had covered in a Buzzfeed Unsolved episode. The trio began the company as co-CEOs; however, Bergara and Madej stepped down from the role in 2023 to focus on content creation. === Watcher Entertainment (2020–present) === Watcher Entertainment was launched in January 2020. The company debuted with seven series and a weekly interactive talk show: Homemade, Grocery Run, Weird Wonderful World, Puppet History, Tourist Trapped, Top 5 Beatdown, Spooky Small Talk, and Watcher Weekly. The channel reached over 300,000 subscribers within the first month of launching. They were signed by talent agency CAA in the same year. Puppet History, a comedy educational game show, quickly became a success and gained a significant audience. The show, which stars Madej as a fluffy blue puppet, has spanned seven seasons and led to the creation of a variety of merchandise. It has featured a variety of guest stars on every episode, including other former Buzzfeed employees. The company premiered its first horror series in July 2020 with Are You Scared?. Following the end of Buzzfeed Unsolved: Supernatural in 2021, the studio premiered its highly anticipated successor, Ghost Files, just months after. The show followed a similar format, with Bergara and Madej investigating reportedly haunted locations and attempting to find evidence of the paranormal. The show had significant success, with critics noting the improved production value and design from its predecessor. In 2023, Bergara and Madej went on a tour across the United States to premiere episodes of the second season. The series was renewed for a third season, which they premiered with a United Kingdom tour in 2024. That year, Watcher premiered a light-hearted successor to the graphic Buzzfeed Unsolved: True Crime, with Mystery Files. In this rendition, Bergara or Madej present unusual crime or supernatural mysteries with a collection of theoretical solutions. The show was met with great success by audiences and was quickly renewed for a second season. Watcher launched a second channel, 'WatcherPodcasts,' in October 2023. The channel features podcasts hosted by Lim, Bergara, and Madej. On April 19, 2024, the company launched its Watcher streaming service. Going forward, all of their content would be released exclusively on the service and the company planned to transition away from YouTube. This announcement was met with overwhelmingly negative reactions from their fans, with many calling for the company to reverse the decision. Additionally, their YouTube channel lost over 50,000 subscribers in the day following the announcement. On April 22, 2024, the company issued an apology and changed their decision, stating that episodes would instead be released on the streaming service a month before their premiere on YouTube. In May 2025, the channel 'Andrew, Steven, and Adam' was launched as a subsidiary of Watcher with the release of the second season of Travel Season. Travel Season is a spiritual successor to Worth It with the same cast of Lim, Andrew Ilnyckyj, and Adam Bianchi. The channel focuses on food reviews and the behind of the scenes of making it. The main channel is now set to be focused primarily on horror, creepy, and paranormal content. == Channels and shows == === Watcher === ==== Current shows ==== Puppet History (2020–present) A whimsical puppet host walks through history's wildest tales as two guests compete for the title of history wizard. Making Watcher (2020–present) What happens when 3 creators with no business experience decide to make their own company? A multi-series documentary on the journey of creating Watcher Entertainment. Weird Wonderful World (2020–present) Curious pals Madej and Bergara explore lesser-known destinations and the fascinating subcultures within them. Too Many Spirits (2020–present) Bergara and Madej read and rate audience-submitted ghost stories, while getting progressively more tipsy drinking cocktails prepared by Steven and Ricky Wang. Top 5 Beatdown (2020–present) Bergara and Madej compare asinine top 5 lists with a topical expert, inspiring surprisingly heated debate. Are You Scared? (2020–2022, 2024–present) Bergara reads the internet's scariest stories (some true, some false) to his pal Madej as they try to figure out if the story is experienced or imagined. Ghost Files (2021–present) Bergara and Madej investigate haunted locations to discover whether something paranormal really lies within. Mystery Files (2023–present) Bergara and Madej present unusual crime or supernatural mysteries with a collection of theoretical solutions. Survival Mode (2023–present) Bergara and Madej play a variety of horror games and give a spooky review. ==== Former shows ==== Grocery Run (2020) Madej interviews a celeb on their typical grocery run, before returning to their home to help prepare their signature dish. Homemade (2020) Lim examines popular food by comparing an elevated restaurant experience vs. a home-cooked experience. Spooky Small Talk (2020) Bergara interviews celebs in a haunted house, exposing their fears and if they can manage it, a little about themselves too. Social Distancing D&D (2020) Socially Distance along with the motley gang of Watchers as they embark on a great quest of Dungeons and Dragons! Tourist Trapped (2020) Begara and Madej battle for tour guide supremacy, highlighting the two sides of a city, tourist attractions and hidden gems. Watcher Weekly (2020–2021) Lim, Bergara, and Madej chat the week's content and answer questions, with the occasional musical guest! Dish Granted (2021–2022) A show where host and amateur home cook Lim attempts to create the most extravagant dishes for his friends. Pretty Historic (2022) Selorm and guests explore beauty and fashion trends from history, try them, and decide whether the trends should remain in the past or come to the present. Worth a Shot (2022–2023) Take a seat at a Master Mixologist's bar as pro Ricky Wang crafts the unbelievable into a digestible drink for his guests. === Watcher Podcast === ==== Current shows ==== Get Scared with Shane, Ryan, and Steven (2023–2025) Previously named 'Pod Watcher' Madej, Bergara, and Lim host a weekly podcasts, exploring a variety of topics and answering viewer questions. Guests occasionally appear to replace one host. Matt Real serves as the producer and a fourth voice for the podcast. For Your Amusement (2023–present) Bergara explores a variety of topics surrounding theme parks. === Andrew, Steven, and Adam === Travel Season (2024–present) Lim reunites with Worth It costars Andrew Ilnyckyj and Adam Bianchi in a new food review show. == Awards and nominations ==

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  • Aldus PhotoStyler

    Aldus PhotoStyler

    Aldus PhotoStyler was a graphics software program developed by the Taiwanese company Ulead. Released in June 1991 as the first 24 bit image editor for Windows, it was bought the same year by the Aldus Prepress group. Its main competition was Adobe Photoshop. Version 2.0 (late 1993) introduced a new user interface and improved color calibration. PhotoStyler SE - lacking some features of the version 2.0 - was bundled with scanners like HP ScanJet. The product disappeared from the Adobe product line after Adobe acquired Aldus in 1994.

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  • Hyperscale computing

    Hyperscale computing

    In computing, hyperscale is the ability of an architecture to scale appropriately as increased demand is added to the system. This typically involves the ability to seamlessly provide and add computing, memory, networking, and storage resources to a given node or set of nodes that make up a larger computing, distributed computing, or grid computing environment. Hyperscale computing is necessary in order to build a robust and scalable cloud, big data, map reduce, or distributed storage system and is often associated with the infrastructure required to run large distributed sites such as Google, Facebook, Twitter, Amazon, Microsoft, IBM Cloud, Oracle Cloud, or Cloudflare. Companies like Ericsson, AMD, and Intel provide hyperscale infrastructure kits for IT service providers. Companies like Scaleway, Switch, Alibaba, IBM, QTS, Neysa, Digital Realty Trust, Equinix, Oracle, Meta, Amazon Web Services, SAP, Microsoft, Google, and Cloudflare build data centers for hyperscale computing. Such companies are sometimes called "hyperscalers". They are recognized for their massive scale in cloud computing and data management, operating in environments that require extensive infrastructure to accommodate large-scale data processing and storage.

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  • Information Age

    Information Age

    The Information Age is a historical period that began in the mid-20th century. It is characterized by a rapid shift from traditional industries, as established during the Industrial Revolution, to an economy centered on information technology. The onset of the Information Age has been linked to the development of the transistor in 1947. Advances in computer miniaturization, internet communication, and semiconductor technology enabled the rapid expansion of digital systems and global information networks. The Information Age transformed industries such as education, healthcare, finance, entertainment, and communication through digital infrastructure and connected technologies. The rise of smartphones and cloud-based services further accelerated global internet accessibility and digital interaction. == Digital applications and mobile technology == The expansion of Android and iOS ecosystems during the 21st century contributed to the widespread use of utility applications and mobile productivity tools. Applications related to calculations, scheduling, digital organization, and educational support became increasingly common on smartphones and tablets. Mobile utility software demonstrates how modern digital platforms support accessibility and everyday online services. Independent developers have contributed to this technological ecosystem through lightweight applications focused on mobile usability and internet-based functionality. == Influence on modern society == The Information Age has reshaped the way individuals communicate, consume information, and interact with digital services. Social media platforms, artificial intelligence systems, cloud storage, and mobile computing continue to influence modern economies and online communities worldwide. Emerging technologies such as the Internet of things, machine learning, and advanced automation are often associated with the transition toward the Fourth Industrial Revolution. == History == The digital revolution converted technology from analog format to digital format. By doing this, it became possible to make copies that were identical to the original. In digital communications, for example, repeating hardware was able to amplify the digital signal and pass it on with no loss of information in the signal. Of equal importance to the revolution was the ability to easily move the digital information between media and to access or distribute it remotely. One turning point of the revolution was the change from analog to digitally recorded music. During the 1980s, the digital format of optical compact discs gradually replaced analog formats, such as vinyl records and cassette tapes, as the popular medium of choice. === Previous inventions === Humans have manufactured tools for counting and calculating since ancient times, such as the abacus, astrolabe, equatorium, and mechanical timekeeping devices. More complicated devices started appearing in the 1600s, including the slide rule and mechanical calculators. By the early 1800s, the Industrial Revolution had produced mass-market calculators like the arithmometer and the enabling technology of the punch card. Charles Babbage proposed a mechanical general-purpose computer called the Analytical Engine, but it was never successfully built, and was largely forgotten by the 20th century, and unknown to most of the inventors of modern computers. The Second Industrial Revolution, in the last quarter of the 19th century, developed useful electrical circuits and the telegraph. In the 1880s, Herman Hollerith developed electromechanical tabulating and calculating devices using punch cards and unit record equipment, which became widespread in business and government. Meanwhile, various analog computer systems used electrical, mechanical, or hydraulic systems to model problems and calculate answers. These included an 1872 tide-predicting machine, differential analysers, perpetual calendar machines, the Deltar for water management in the Netherlands, network analyzers for electrical systems, and various machines for aiming military guns and bombs. The construction of problem-specific analog computers continued in the late 1940s and beyond, with FERMIAC for neutron transport, Project Cyclone for various military applications, and the Phillips Machine for economic modeling. Building on the complexity of the Z1 and Z2, German inventor Konrad Zuse used electromechanical systems to complete in 1941 the Z3, the world's first working programmable, fully automatic digital computer. Also, during World War II, Allied engineers constructed electromechanical bombes to break the German Enigma machine encoding. The base-10 electromechanical Harvard Mark I was completed in 1944, and was to some degree improved with inspiration from Charles Babbage's designs. === 1947–1969: Origins === In 1947, the first working transistor, the germanium-based point-contact transistor, was invented by John Bardeen and Walter Houser Brattain while working under William Shockley at Bell Labs. This led the way to more advanced digital computers. From the late 1940s, universities, the military, and businesses developed computer systems to digitally replicate and automate previously manually performed mathematical calculations, with the LEO being the first commercially available general-purpose computer. Digital communication became economical for widespread adoption after the invention of the personal computer in the 1970s. Claude Shannon, a Bell Labs mathematician, is generally credited with laying the foundations of digitalization in his pioneering 1948 article, A Mathematical Theory of Communication. In 1948, Bardeen and Brattain patented an insulated-gate transistor (IGFET) with an inversion layer. Their concept forms the basis of CMOS and DRAM technology today. In 1957, at Bell Labs, Frosch and Derick were able to manufacture planar silicon dioxide transistors, later a team at Bell Labs demonstrated a working MOSFET. The first integrated circuit milestone was achieved by Jack Kilby in 1958. Other important technological developments included the invention of the monolithic integrated circuit chip by Robert Noyce at Fairchild Semiconductor in 1959, made possible by the planar process developed by Jean Hoerni. In 1963, complementary MOS (CMOS) was developed by Chih-Tang Sah and Frank Wanlass at Fairchild Semiconductor. The self-aligned gate transistor, which further facilitated mass production, was invented in 1966 by Robert Bower at Hughes Aircraft and independently by Robert Kerwin, Donald Klein, and John Sarace at Bell Labs. In 1962, AT&T deployed the T-carrier for long-haul pulse-code modulation (PCM) digital voice transmission. The T1 format carried 24 pulse-code modulated, time-division multiplexed speech signals, each encoded in 64 kbit/s streams, leaving 8 kbit/s of framing information, which facilitated the synchronization and demultiplexing at the receiver. Over the subsequent decades, the digitisation of voice became the norm for all but the last mile (where analogue continued to be the norm right into the late 1990s). Following the development of MOS integrated circuit chips in the early 1960s, MOS chips reached higher transistor density and lower manufacturing costs than bipolar integrated circuits by 1964. MOS chips further increased in complexity at a rate predicted by Moore's law, leading to large-scale integration (LSI) with hundreds of transistors on a single MOS chip by the late 1960s. The application of MOS LSI chips to computing was the basis for the first microprocessors, as engineers began recognizing that a complete computer processor could be contained on a single MOS LSI chip. In 1968, Fairchild engineer Federico Faggin improved MOS technology with his development of the silicon-gate MOS chip, which he later used to develop the Intel 4004, the first single-chip microprocessor. It was released by Intel in 1971 and laid the foundations for the microcomputer revolution that began in the 1970s. MOS technology also led to the development of semiconductor image sensors suitable for digital cameras. The first such image sensor was the charge-coupled device, developed by Willard S. Boyle and George E. Smith at Bell Labs in 1969, based on MOS capacitor technology. === 1969–1989: Invention of the internet, rise of home computers === The public was first introduced to the concepts that led to the Internet when a message was sent over the ARPANET in 1969. Packet switched networks such as ARPANET, Mark I, CYCLADES, Merit Network, Tymnet, and Telenet, were developed in the late 1960s and early 1970s using a variety of protocols. The ARPANET in particular led to the development of protocols for internetworking, in which multiple separate networks could be joined into a network of networks. The Whole Earth movement of the 1960s advocated the use of new technology. In the 1970s, the home computer was introduced, time-sharing computers, the video game console, the first coin-op vide

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