Best AI Writing Tools

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

  • ISLRN

    ISLRN

    The ISLRN or International Standard Language Resource Number is Persistent Unique Identifier for Language Resources. == Context == On November 18, 2013, 12 major organisations (see list below) from the fields Language Resources and Technologies, Computational Linguistics, and Digital Humanities held a cooperation meeting in Paris (France) and agreed to announce the establishment of the International Standard Language Resource Number (ISLRN), to be assigned to each Language Resource. Among the 12 organisations, 4 institutions constitute the ISLRN Steering Committee (ST) ADHO ACL Asian Federation of Natural Language Processing ST COCOSDA, International Committee for the Coordination & Standardisation of Speech Databases and Assessment Techniques ICCL (COLING) European Data Forum ELRA ST IAMT, International Association for Machine Translation Archived 2010-06-24 at the Wayback Machine ISCA LDC ST Oriental COCOSDA ST RMA, Language Resource Management Agency == Size and Content == The Joint Research Centre(JRC), the [European Commission]'s in-house science service, was the first organisation to adopt the ISLRN initiative and requested. 2500 resources and tools have already been allocated an ISLRN. These resources include written data (Annotated corpus, Annotated text, List of misspelled word, Terminological database, Treebank, Wordnet, etc.) and speech corpora (Synthesised Speech, Transcripts and Audiovisual Recordings, Conversational Speech, Folk Sayings, etc.) == Objectives == Providing Language Resources with unique names and identifiers using a standardized nomenclature ensures the identification of each Language Resources and streamlines the citation with proper references in activities within Human Language Technology as well as in documents and scientific publications. Such unique identifier also enhances the reproducibility, an essential feature of scientific work.

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  • HTTP Strict Transport Security

    HTTP Strict Transport Security

    HTTP Strict Transport Security (HSTS) is a policy mechanism that helps to protect websites against man-in-the-middle attacks such as protocol downgrade attacks and cookie hijacking. It allows web servers to declare that web browsers (or other complying user agents) should automatically interact with it using only HTTPS connections, which provide Transport Layer Security (TLS/SSL), unlike the insecure HTTP used alone. HSTS is an IETF standards track protocol and is specified in RFC 6797. The HSTS Policy is communicated by the server to the user agent via an HTTP response header field named Strict-Transport-Security. HSTS Policy specifies a period of time during which the user agent should only access the server in a secure fashion. Websites using HSTS often do not accept clear text HTTP, either by rejecting connections over HTTP or systematically redirecting users to HTTPS (though this is not required by the specification). The consequence of this is that a user-agent not capable of doing TLS will not be able to connect to the site. The protection normally only applies after a user has visited the site at least once, relying on the principle of "trust on first use". The way this protection works is that when a user entering or selecting an HTTP (not HTTPS) URL to the site, the client, such as a Web browser, will automatically upgrade to HTTPS without making an HTTP request, thereby preventing any HTTP man-in-the-middle attack from occurring. To counteract this problem, an HSTS preload list maintained by Google Chrome and used by other major web browsers is maintained. If a domain is on this list, the browser skips the initial request and encrypts all communication immediately. Additional domains can be registered at no cost. == Specification history == The HSTS specification was published as RFC 6797 on 19 November 2012 after being approved on 2 October 2012 by the IESG for publication as a Proposed Standard RFC. The authors originally submitted it as an Internet Draft on 17 June 2010. With the conversion to an Internet Draft, the specification name was altered from "Strict Transport Security" (STS) to "HTTP Strict Transport Security", because the specification applies only to HTTP. The HTTP response header field defined in the HSTS specification however remains named "Strict-Transport-Security". The last so-called "community version" of the then-named "STS" specification was published on 18 December 2009, with revisions based on community feedback. The original draft specification by Jeff Hodges from PayPal, Collin Jackson, and Adam Barth was published on 18 September 2009. The HSTS specification is based on original work by Jackson and Barth as described in their paper "ForceHTTPS: Protecting High-Security Web Sites from Network Attacks". Additionally, HSTS is the realization of one facet of an overall vision for improving web security, put forward by Jeff Hodges and Andy Steingruebl in their 2010 paper The Need for Coherent Web Security Policy Framework(s). == HSTS mechanism overview == A server implements an HSTS policy by supplying a header over an HTTPS connection (HSTS headers over HTTP are ignored). For example, a server could send a header such that future requests to the domain for the next year (max-age is specified in seconds; 31,536,000 is equal to one non-leap year) use only HTTPS: Strict-Transport-Security: max-age=31536000. When a web application issues HSTS Policy to user agents, conformant user agents behave as follows: Automatically turn any insecure links referencing the web application into secure links (e.g. http://example.com/some/page/ will be modified to https://example.com/some/page/ before accessing the server). If the security of the connection cannot be ensured (e.g. the server's TLS certificate is not trusted), the user agent must terminate the connection and should not allow the user to access the web application. This helps protect web application users against some passive (eavesdropping) and active network attacks. A man-in-the-middle attacker has a greatly reduced ability to intercept requests and responses between a user and a web application server while the user's browser has HSTS Policy in effect for that web application. == Applicability == The most important security vulnerability that HSTS can fix is SSL-stripping man-in-the-middle attacks, first publicly introduced by Moxie Marlinspike in his 2009 BlackHat Federal talk "New Tricks For Defeating SSL In Practice". The SSL (and TLS) stripping attack works by transparently converting a secure HTTPS connection into a plain HTTP connection. The user can see that the connection is insecure, but crucially there is no way of knowing whether the connection should be secure. At the time of Marlinspike's talk, many websites did not use TLS/SSL, therefore there was no way of knowing (without prior knowledge) whether the use of plain HTTP was due to an attack, or simply because the website had not implemented TLS/SSL. Additionally, no warnings are presented to the user during the downgrade process, making the attack fairly subtle to all but the most vigilant. Marlinspike's sslstrip tool, presented at Black Hat DC 2009, fully automates the attack. HSTS addresses this problem by informing the browser that connections to the site should always use TLS/SSL. The HSTS header can be stripped by the attacker if this is the user's first visit. Google Chrome, Mozilla Firefox, Internet Explorer, and Microsoft Edge attempt to limit this problem by including a "pre-loaded" list of HSTS sites. Unfortunately this solution cannot scale to include all websites on the internet. See limitations, below. HSTS can also help to prevent having one's cookie-based website login credentials stolen by widely available tools such as Firesheep. Because HSTS is time limited, it is sensitive to attacks involving shifting the victim's computer time e.g. using false NTP packets. == Limitations == The initial request remains unprotected from active attacks if it uses an insecure protocol such as plain HTTP or if the URI for the initial request was obtained over an insecure channel. The same applies to the first request after the activity period specified in the advertised HSTS Policy max-age (sites should set a period of several days or months depending on user activity and behavior). === Solutions with preload list === Google Chrome, Mozilla Firefox, and Internet Explorer/Microsoft Edge address this limitation by implementing a "HSTS preloaded list", which is a list that contains known sites supporting HSTS. This list is distributed with the browser so that it uses HTTPS for the initial request to the listed sites as well. As previously mentioned, these pre-loaded lists cannot scale to cover the entire Web. A potential solution might be achieved by using DNS records to declare HSTS Policy, and accessing them securely via DNSSEC, optionally with certificate fingerprints to ensure validity (which requires running a validating resolver to avoid last mile issues). Junade Ali has noted that HSTS is ineffective against the use of false domains; by using DNS-based attacks, it is possible for a man-in-the-middle interceptor to serve traffic from an artificial domain which is not on the HSTS Preload list, this can be made possible by DNS Spoofing Attacks, or simply a domain name that misleadingly resembles the real domain name such as www.example.org instead of www.example.com. Even with an HSTS preloaded list, HSTS cannot prevent advanced attacks against TLS itself, such as the BEAST or CRIME attacks introduced by Juliano Rizzo and Thai Duong. Attacks against TLS itself are orthogonal to HSTS policy enforcement. Neither can it protect against attacks on the server - if someone compromises it, it will happily serve any content over TLS. === Privacy issues === HSTS can be used to near-indelibly tag visiting browsers with recoverable identifying data (supercookies) which can persist in and out of browser "incognito" privacy modes. By creating a web page that makes multiple HTTP requests to selected domains, for example, if twenty browser requests to twenty different domains are used, theoretically over one million visitors can be distinguished (220) due to the resulting requests arriving via HTTP vs. HTTPS; the latter being the previously recorded binary "bits" established earlier via HSTS headers. == Browser support == Chromium and Google Chrome since version 4.0.211.0 Firefox since version 4; with Firefox 17, Mozilla integrates a list of websites supporting HSTS. Opera since version 12 Safari since OS X Mavericks (version 10.9, late 2013) Internet Explorer 11 on Windows 8.1 and Windows 7 with KB3058515 installed (Released as a Windows Update in June 2015) Microsoft Edge and Internet Explorer 11 on Windows 10 BlackBerry 10 Browser and WebView since BlackBerry OS 10.3.3. == Deployment best practices == Depending on the actual deployment there are certain threats (e.g. cookie injection attacks) t

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  • Social advertising (social relationships)

    Social advertising (social relationships)

    Social advertising is advertising that relies on social information or networks in generating, targeting, and delivering marketing communications. Many current examples of social advertising use a particular Internet service to collect social information, establish and maintain relationships with consumers, and for delivering communications. For example, the advertising platforms provided by Google, Twitter, and Facebook involve targeting and presenting ads based on relationships articulated on those same services. Social advertising can be part of a broader social media marketing strategy designed to connect with consumers. == Social targeting == Since a pair of consumers connected via a relationship are more likely to be similar than an unconnected pair, information about such relationships can be used to infer characteristics of consumers useful for targeting. For example, predictions of an individual's home location can be improved using geographic information about their peers. Existing advertising platforms can allow advertisers to explicitly target the peers (e.g., Facebook friends, Twitter followers) of consumers who have a known affiliation with their brand. Thus, one way social advertising is expected to be effective is because social networks encode information about unobserved characteristics of consumers, including their susceptibility to adopt a product and to influence their peers to adopt. Social advertisement targets audiences' demographics based on customers browsing histories. This helped companies understand users' interests and target a specific group of users. Whether it is location or personal interest, different categories of companies can make the consumers on social media rely heavily on their advertisements. This is one of the reasons why social advertising has grown over time. Targeting their audience to real life stakeholders generally increase the attention of the advertised deal which brings up more profits for companies. Subsequently, the psychological effects that social media gives off to its users play a huge role in advertisement companies keeping their customers online. One of the main reasons users rely on social media is because it's a source of entertainment that provides them with a feeling of inclusiveness. In making the customers feel the inclusiveness, social advertising targeting a specific group of users is presented as if these advertisements are customized for the users in their perspective making them feel the attention that they do not often feel in the real world. You can use Social signals checker tool to find more information about links. Social signals are metrics that measure how much people interact with your content on social media. From likes, to shares, to comments; each of these signals contributes to an overall number that tells search engines like Google how much people like your content. The more social signals your website gets, the more likely it is to rank higher in Google. The reason for this is two-fold. First, social media is used by millions of people every day, and if your content is being shared and interacted with on these sites, it shows that it’s worthy of being seen. And second, social media sites are highly trusted by Google. So if you can get your content seen and interacted with on these platforms, you’ll be off to a great start. == Social cues in advertisements == Social ads often include information about the affiliation of a peer with an advertised entity. For example, a social ad might indicate a friend has endorsed a product, highly rated a restaurant, or watched a particular film. In fact, some definitions make these personalized social signals a necessary condition for the advertising being social advertising. Inclusion of personalized social signals creates a channel for social influence. Experiments that remove peers' names or images from social advertisements provide evidence that their presence increases proximal outcomes (e.g., clicks on advertisements). This is technically how trends are started on social media. Since social media links a single profile to thousands of other accounts some being real-life friends or even acquaintances, the opinions and the bias a user has for other users who are also a customer of an advertisement on the feed can heavily affect whether to click on the advertisement or not. Once this pattern continues, the brand benefits from increased customers, profit, and attention. Social networking can spread rapidly because 71 percent of the world's population contributes and uses social media which means social advertising gives companies a better marketing technique than a physical poster advertisement. == Word of mouth == Advertisers often attempt to use word of mouth to affect consumers and their decisions to adopt products and services. Ads and other inducements targeted at a seed set of individuals can be designed to produce a larger cascade of adoption through influence. Businesses are also using social media to attempt to identify and persuade influential consumers to spread positive messages about their products or services. Consequently, not only on social platforms but also in physical settings, users start talking to each other. When individuals develop an intimate relationship with each other, it is quite heavily based on shared characteristics, interests, and personalities. If one social media user becomes a regular customer to a well-known company that advertises often, there is a higher chance that all the other people who have intimate relationships with that one customer will be exposed to the online advertisement more than another user who might be completely new to a brand that is being advertised on screen. In reality, this happens to not only one user but to most of the users which mean a single brand advertisement online can have to potential of being talked about between billions and trillions of people all around the globe. == Relationship marketing == To accurately conduct relationship marketing, businesses must develop and manage six marketplaces: internal, customer, referral, supplier, influencer and employee. To maintain relationship marketing, customers often see social media influencers getting free sponsorships or PR boxes just to advertise their products. At times, users who become customers through these social influencers will get a better deal than regular customers which stands as a very commonly used marketing technique. By doing this, users think they are receiving special treatment when in reality it very much benefits social influencers and brands. Especially for brands that are just starting, they use this marketing technique so that their names can be out there, and people will start talking, which is their initial goal.

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  • Social knowledge management

    Social knowledge management

    Social knowledge management is a business approach that aims to leverage the collective intelligence and social interactions of an organization’s members and stakeholders. It is a branch of knowledge management, which is a multidisciplinary field that deals with the creation, sharing, and use of knowledge in various domains, such as business, economics, psychology, and information management. Knowledge management seeks to enhance organizational performance, innovation, and competitiveness by managing the intangible assets of an organization, such as human capital, know-how, technology, customers, and networks. Social media plays a crucial role in social knowledge management by enhancing communication, collaboration, and learning among individuals and groups, both internally and externally. It offers valuable insights and feedback from customers, partners, and stakeholders, and aids in generating and disseminating new knowledge. In a business context, social media is utilized for various purposes, including sentiment analysis, social learning, social collaboration, and social knowledge management. Social knowledge management is one of the application areas of social media in a business context next to others like sentiment analysis, social learning or social collaboration. Social media use by businesses can strive to achieve the following things from social media strategy point of view: learn, listen, engage in conversation, measure and refine, develop capabilities, define activities, prioritize objectives etc. Social media are not only transforming private communication and interaction, they also will transform how people work. With social media knowledge work in organizations can be optimized extremely: like a better distribution sharing and access to knowledge. This will be more and more important, as in today's business world, speed and complexity increase dramatically, while work environments change constantly. == Examples of Social KM platforms == Elium, a European software application which combines social tagging, bookmarking and networking paradigms to address internal information management purposes. Sciomino was a startup enterprise social network for Social Knowledge Management.

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  • Color histogram

    Color histogram

    In image processing and photography, a color histogram is a representation of the distribution of colors in an image. For digital images, a color histogram represents the number of pixels that have colors in each of a fixed list of color ranges that span the image's color space (the set of all possible colors). A color histogram can be built for any kind of color space, although the term is more often used for three-dimensional spaces such as RGB or HSV. For monochromatic images, the term intensity histogram may be used instead. For multi-spectral images, where each pixel is represented by an arbitrary number of measurements (for example, beyond the three measurements in RGB), a color histogram is N-dimensional, with N being the number of measurements taken. Each measurement has its own wavelength range of the light spectrum, some of which may be outside the visible spectrum. If the set of possible color values is sufficiently small, each of those colors may be placed on a range by itself; then the histogram is merely the count of pixels that have each possible color. Most often, the space is divided into an appropriate number of ranges, often arranged as a regular grid, each containing many similar color values. A color histogram may also be represented and displayed as a smooth function defined over the color space that approximates the pixel counts. Like other kinds of histograms, a color histogram is a statistic that can be viewed as an approximation of an underlying continuous distribution of color values. == Overview == Color histograms are flexible constructs that can be built from images in various color spaces, whether RGB, rg chromaticity or any other color space of any dimension. A histogram of an image is produced first by discretization of the colors in the image into a number of bins, and counting the number of image pixels in each bin. For example, a red–blue chromaticity histogram can be formed by first normalizing color pixel values by dividing RGB values by R+G+B, then quantizing the normalized R and B coordinates into N bins each. A two-dimensional histogram of red–blue chromaticity divided into four bins (N=4) may yield a histogram similar to this table: A histogram can be N-dimensional. Although harder to display, a three-dimensional color histogram for the above example could be thought of as four separate red–blue histograms, where each of the four histograms contains the red–blue values for a bin of green (0–63, 64–127, 128–191, and 192–255). The histogram provides a compact summarization of the distribution of data in an image. A color histogram of an image is relatively invariant with translation and rotation about the viewing axis, and varies only slowly with the angle of view. By comparing histogram signatures of two images and matching the color content of one image with the other, a color histogram is particularly well suited for the problem of recognizing an object of unknown position and rotation within a scene. Importantly, translation of an RGB image into the illumination invariant rg-chromaticity space allows the histogram to operate well in varying light levels. 1. What is a histogram? A histogram is a graphical representation of the number of pixels in an image. In a more simple way to explain, a histogram is a bar graph, whose X-axis represents the tonal scale (black at the left and white at the right), and Y-axis represents the number of pixels in an image in a certain area of the tonal scale. For example, the graph of a luminance histogram shows the number of pixels for each brightness level (from black to white), and when there are more pixels, the peak at the certain luminance level is higher. 2. What is a color histogram? A color histogram of an image represents the distribution of the composition of colors in the image. It shows different types of colors appeared and the number of pixels in each type of the colors appeared. The relation between a color histogram and a luminance histogram is that a color histogram can be also expressed as “three luminance histograms”, each of which shows the brightness distribution of each individual red/green/blue color channel. == Characteristics of a color histogram == A color histogram focuses only on the proportion of the number of different types of colors, regardless of the spatial location of the colors. The values of a color histogram are from statistics. They show the statistical distribution of colors and the essential tone of an image. In general, as the color distributions of the foreground and background in an image are different, there might be a bimodal distribution in the histogram. For the luminance histogram alone, there is no perfect histogram and in general, the histogram can tell whether it is over-exposure or not, but there are times when you might think the image is over exposed by viewing the histogram; however, in reality it is not. == Principles of the formation of a color histogram == The formation of a color histogram is rather simple. From the definition above, we can simply count the number of pixels for each 256 scales in each of the 3 RGB channel, and plot them on 3 individual bar graphs. In general, a color histogram is based on a certain color space, such as RGB or HSV. When we compute the pixels of different colors in an image, if the color space is large, then we can first divide the color space into certain numbers of small intervals. Each of the intervals is called a bin. This process is called color quantization. Then, by counting the number of pixels in each of the bins, we get a color histogram of the image. The concrete steps of the principles can be viewed in Example 1. == Examples == === Example 1 === Given the following image of a cat (an original version and a version that has been reduced to 256 colors for easy histogram purposes), the following data represents a color histogram in the RGB color space, using four bins. Bin 0 corresponds to intensities 0–63 Bin 1 is 64–127 Bin 2 is 128–191 and Bin 3 is 192–255. === Example 2 === Application in camera: Nowadays, some cameras have the ability to show the 3 color histograms when we take photos. We can examine clips (spikes on either the black or white side of the scale) in each of the 3 RGB color histograms. If we find one or more clipping on a channel of the 3 RGB channels, then this would result in a loss of detail for that color. To illustrate this, consider this example: We know that each of the three R, G, B channels has a range of values from 0 to 255 (8 bit). So consider a photo that has a luminance range of 0–255. Assume the photo we take is made of 4 blocks that are adjacent to each other and we set the luminance scale for each of the 4 blocks of original photo to be 10, 100, 205, 245. Thus, the image looks like the topmost figure on the right. Then, we overexpose the photo a little, say, the luminance scale of each block is increased by 10. Thus, the luminance scale for each of the 4 blocks of new photo is 20, 110, 215, 255. Then, the image looks like the second figure on the right. There is not much difference between both figures, all we can see is that the whole image becomes brighter (the contrast for each of the blocks remain the same). Now, we overexpose the original photo again, this time the luminance scale of each block is increased by 50. Thus, the luminance scale for each of the 4 blocks of the new photo is 60, 150, 255, 255. The new image now looks like the third figure on the right. Note that the scale for the last block is 255 instead of 295, for 255 is the top scale and thus the last block has clipped. When this happens, we lose the contrast of the last 2 blocks, and thus we cannot recover the image no matter how we adjust it. To conclude, when taking photos with a camera that displays histograms, always keep the brightest tone in the image below the largest scale 255 on the histogram in order to avoid losing details. == Drawbacks and other approaches == The main drawback of histograms for classification is that the representation is dependent on the color of the object being studied, ignoring its shape and texture. Color histograms can potentially be identical for two images with different object content which happens to share color information. Conversely, without spatial or shape information, similar objects of different color may be indistinguishable based solely on color histogram comparisons. There is no way to distinguish a red and white cup from a red and white plate. Put it another way: histogram-based algorithms have no concept of a generic 'cup', and a model of a red and white cup is no use when given an otherwise identical blue and white cup. Another problem is that color histograms have high sensitivity to noisy interference such as lighting intensity changes and quantization errors. High dimensionality (bins) color histograms are also another issue. Some color histogram feature spaces often occupy more than one hundred di

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  • Kerckhoffs's principle

    Kerckhoffs's principle

    Kerckhoffs's principle (also called Kerckhoffs's desideratum, assumption, axiom, doctrine or law) of cryptography was stated by the Dutch cryptographer Auguste Kerckhoffs in the 19th century. The principle holds that a cryptosystem should be secure, even if everything about the system, except the key, is public knowledge. This concept is widely embraced by cryptographers, in contrast to security through obscurity, which is not. Kerckhoffs's principle was phrased by the American mathematician Claude Shannon as "the enemy knows the system", i.e., "one ought to design systems under the assumption that the enemy will immediately gain full familiarity with them". In that form, it is called Shannon's maxim. Another formulation by American researcher and professor Steven M. Bellovin is: In other words—design your system assuming that your opponents know it in detail. (A former official at NSA's National Computer Security Center told me that the standard assumption there was that serial number 1 of any new device was delivered to the Kremlin.) == Origins == The invention of telegraphy radically changed military communications and increased the number of messages that needed to be protected from the enemy dramatically, leading to the development of field ciphers which had to be easy to use without large confidential codebooks prone to capture on the battlefield. It was this environment which led to the development of Kerckhoffs's requirements. Auguste Kerckhoffs was a professor of German language at Ecole des Hautes Etudes Commerciales (HEC) in Paris. In early 1883, Kerckhoffs's article, La Cryptographie Militaire, was published in two parts in the Journal of Military Science, in which he stated six design rules for military ciphers. Translated from French, they are: The system must be practically, if not mathematically, indecipherable; It should not require secrecy, and it should not be a problem if it falls into enemy hands; It must be possible to communicate and remember the key without using written notes, and correspondents must be able to change or modify it at will; It must be applicable to telegraph communications; It must be portable, and should not require several persons to handle or operate; Lastly, given the circumstances in which it is to be used, the system must be easy to use and should not be stressful to use or require its users to know and comply with a long list of rules. Some are no longer relevant given the ability of computers to perform complex encryption. The second rule, now known as Kerckhoffs's principle, is still critically important. == Explanation of the principle == Kerckhoffs viewed cryptography as a rival to, and a better alternative than, steganographic encoding, which was common in the nineteenth century for hiding the meaning of military messages. One problem with encoding schemes is that they rely on humanly-held secrets such as "dictionaries" which disclose for example, the secret meaning of words. Steganographic-like dictionaries, once revealed, permanently compromise a corresponding encoding system. Another problem is that the risk of exposure increases as the number of users holding the secrets increases. Nineteenth century cryptography, in contrast, used simple tables which provided for the transposition of alphanumeric characters, generally given row-column intersections which could be modified by keys which were generally short, numeric, and could be committed to human memory. The system was considered "indecipherable" because tables and keys do not convey meaning by themselves. Secret messages can be compromised only if a matching set of table, key, and message falls into enemy hands in a relevant time frame. Kerckhoffs viewed tactical messages as only having a few hours of relevance. Systems are not necessarily compromised, because their components (i.e. alphanumeric character tables and keys) can be easily changed. === Advantage of secret keys === Using secure cryptography is supposed to replace the difficult problem of keeping messages secure with a much more manageable one, keeping relatively small keys secure. A system that requires long-term secrecy for something as large and complex as the whole design of a cryptographic system obviously cannot achieve that goal. It only replaces one hard problem with another. However, if a system is secure even when the enemy knows everything except the key, then all that is needed is to manage keeping the keys secret. There are a large number of ways the internal details of a widely used system could be discovered. The most obvious is that someone could bribe, blackmail, or otherwise threaten staff or customers into explaining the system. In war, for example, one side will probably capture some equipment and people from the other side. Each side will also use spies to gather information. If a method involves software, someone could do memory dumps or run the software under the control of a debugger in order to understand the method. If hardware is being used, someone could buy or steal some of the hardware and build whatever programs or gadgets needed to test it. Hardware can also be dismantled so that the chip details can be examined under the microscope. === Maintaining security === A generalization some make from Kerckhoffs's principle is: "The fewer and simpler the secrets that one must keep to ensure system security, the easier it is to maintain system security." Bruce Schneier ties it in with a belief that all security systems must be designed to fail as gracefully as possible: Kerckhoffs's principle applies beyond codes and ciphers to security systems in general: every secret creates a potential failure point. Secrecy, in other words, is a prime cause of brittleness—and therefore something likely to make a system prone to catastrophic collapse. Conversely, openness provides ductility. Any security system depends crucially on keeping some things secret. However, Kerckhoffs's principle points out that the things kept secret ought to be those least costly to change if inadvertently disclosed. For example, a cryptographic algorithm may be implemented by hardware and software that is widely distributed among users. If security depends on keeping that secret, then disclosure leads to major logistic difficulties in developing, testing, and distributing implementations of a new algorithm – it is "brittle". On the other hand, if keeping the algorithm secret is not important, but only the keys used with the algorithm must be secret, then disclosure of the keys simply requires the simpler, less costly process of generating and distributing new keys. == Applications == In accordance with Kerckhoffs's principle, the majority of civilian cryptography makes use of publicly known algorithms. By contrast, ciphers used to protect classified government or military information are often kept secret (see Type 1 encryption). However, it should not be assumed that government/military ciphers must be kept secret to maintain security. It is possible that they are intended to be as cryptographically sound as public algorithms, and the decision to keep them secret is in keeping with a layered security posture. == Security through obscurity == It is moderately common for companies to keep the inner workings of a system secret. Some argue this "security by obscurity" makes the product safer and less vulnerable to attack. A counter-argument is that keeping the innards secret may improve security in the short term, but in the long run, only systems that have been published and analyzed should be trusted. Steven Bellovin and Randy Bush commented: Security Through Obscurity Considered Dangerous Hiding security vulnerabilities in algorithms, software, and/or hardware decreases the likelihood they will be repaired and increases the likelihood that they can and will be exploited. Discouraging or outlawing discussion of weaknesses and vulnerabilities is extremely dangerous and deleterious to the security of computer systems, the network, and its citizens. Open Discussion Encourages Better Security The long history of cryptography and cryptoanalysis has shown time and time again that open discussion and analysis of algorithms exposes weaknesses not thought of by the original authors, and thereby leads to better and more secure algorithms. As Kerckhoffs noted about cipher systems in 1883 [Kerc83], "Il faut qu'il n'exige pas le secret, et qu'il puisse sans inconvénient tomber entre les mains de l'ennemi." (Roughly, "the system must not require secrecy and must be able to be stolen by the enemy without causing trouble.")

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  • Visual networking

    Visual networking

    Visual networking refers to an emerging class of user applications that combine digital video and social networking capabilities. It is based upon the premise that visual literacy, "the ability to interpret, negotiate and make meaning from information presented in the form of a moving image", is a powerful force in how humans communicate, entertain and learn. The duality of visual networking—subsuming entertainment and communications, professional and personal content, video and other digital media, data networks and social networks to create immersive experiences, when, where and how the user wants it. These applications have changed video content from long-form movies and broadcast television programming to a database of segments or "clips", and social network annotations. And the generation and distribution of content takes on a new dimension with Web 2.0 applications—participatory social-networks or communities that facilitate interactive creativity, collaboration and sharing between users. == History == The rise of visual networking is relatively recent phenomenon driven by the emergence of social networking capabilities and the ability to deliver interactive video over a broadband network. It is a natural evolution of the current social networking phenomena whereby social networking annotations are layered over broadband video to create highly interactive and immersive experiences between individuals and their content. Until early 2005 this was not considered viable due to the lack of web and broadband infrastructure designed to support the transmission of web video and the still nascent stage of social networks like MySpace and Facebook. The introduction of YouTube in February 2005 marked the first significant combination of broadband video and social network systems designed to allow users to share, rate and tag user generated and premium content. From 2006 to 2008 this trend continued to gain steam as individuals and businesses pursued new combinations of video and social networking across a wide range of entertainment, communication and learning applications. == Broadband video takes off == Video has largely been defined by its use as an entertainment medium. Since the commercial availability of the television in the late '30s video has become the dominant entertainment medium far eclipsing audio and text based entertainment both in terms of time and dollars spent. Within the past decade, video use has rapidly evolved across a broader range of devices, multiple locations and user applications. The popularization of the long-tail and user-generated video has further challenged people's ideas of what's possible with video. A key advantage of video relative to other media is its superior ability to communicate ideas and emotions economically. If a picture is worth a thousand words, then a video may be worth a thousand pictures. Video by its very nature is highly experiential, making communications more compelling, informative and memorable. == Social networking meets video == At the core of visual networking is the concept that people can participate in communities of content and communities of interest. A community of interest is defined as a community of people who share a common interest or passion. These people exchange ideas and thoughts about the given passion, but may know (or care) little about each other outside of this area. Participation in a community of interest can be compelling, entertaining and create a ‘sticky’ community where people return frequently and remain for extended periods. The unparalleled potential of the Internet to promote such connections is only now being fully recognized and exploited, through Web-based groups established for that purpose. Based on the six degrees of separation concept (the idea that any two people on the planet could make contact through a chain of no more than five intermediaries), social networking establishes interconnected Internet communities (sometimes known as personal networks) that help people make contacts that would be good for them to know, but that they would be unlikely to have met otherwise. == Transition from search to discovery == The phrase The Long Tail was, according to Chris Anderson, first coined by himself in October 2004. Anderson argued that products that are in low demand or have low sales volume can collectively make up a market share that rivals or exceeds the relatively few current bestsellers and blockbusters, if the store or distribution channel is large enough. The Long Tail also has implications for the producers of content; especially those whose products could not—for economic reasons—find a place in pre-Internet information distribution channels controlled by book publishers, record companies, movie studios, and television networks. Looked at from the producers' side, the Long Tail has made possible a flowering of creativity across all fields of human endeavor. One example of this is YouTube, where thousands of diverse videos—whose content, production value or lack of popularity make them inappropriate for traditional television—are easily accessible to a wide range of viewers. The benefit to the consumer is that they know have an almost infinite choice of content to select from able to create their own specific channels based upon their unique needs. A potential negative side effect of the long tail is the rapidly growing inventory of text, audio and video content. The storage and distribution systems of the past restricted the number of songs, video, and books making it easier to search for what was relevant to the individual. As the long-tail has grown, more and more relevant and irrelevant content passes an individual by without their knowledge. This is especially true for video because unlike text-based files which can searched and indexed for easy finding, video typically has only its title as a clue to what's in it. This lack of comprehensive meta-data has limited the applicability of traditional search models. Augmenting traditional search has been the emergence of content based discovery tools that make people aware of relevant content based upon their participation in communities of interest and/or communities of content. The idea is that users may or may not start out searching for something, but they soon begin reacting to things they find, exploring links on pages they stumble upon and taking cues from fellow surfers about where to go. Instead of the old, passive, lean-back style of watching video, viewers are actively seeking content through discovery. People interact with each other, posting comments on what they just saw. Many sites now allow people to vote on videos, ranking and rating them. Ranking is the result of one of a number of algorithms that measure how many people have watched something or how many sites link to it. == Early examples == YouTube is the best early example of a visual networking experience. YouTube is a video sharing website where users can upload, view and share video clips. Unregistered users can watch most videos on the site, while registered users are permitted to upload an unlimited number of videos. Few statistics are publicly available regarding the number of videos on YouTube. However, in July 2006, the company revealed that more than 100 million videos were being watched every day, and 2.5 billion videos were watched in June 2006. 50,000 videos were being added per day in May 2006, and this increased to 65,000 by July. In January 2008 alone, nearly 79 million users watched over 3 billion videos on YouTube. Telepresence refers to a set of technologies which allow a person to feel as if they were present, to give the appearance that they were present, or to have an effect, at a location other than their true location. Telepresence requires that the senses of the user, or users, are provided with such stimuli as to give the feeling of being in that other location. Additionally, the user(s) may be given the ability to affect the remote location. In this case, the user's position, movements, actions, voice, etc. may be sensed, transmitted and duplicated in the remote location to bring about this effect. Therefore, information may be traveling in both directions between the user and the remote location. Critical the creating an in-person experience is the presence of high-definition video perfectly synchronized with stereophonic sound. A minimum system usually includes visual feedback. Ideally, the entire field of view of the user is filled with a view of the remote location, and the viewpoint corresponds to the movement and orientation of the user's head. In this way, it differs from television or cinema, where the viewpoint is out of the control of the viewer. == Other applications == While still in its infancy, visual networking applications are beginning to emerge that span both consumer and business markets. === Mobile video === Proliferation of multi-function mobile devices, particularl

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  • MDS matrix

    MDS matrix

    An MDS matrix (maximum distance separable) is a matrix representing a function with certain diffusion properties that have useful applications in cryptography. Technically, an m × n {\displaystyle m\times n} matrix A {\displaystyle A} over a finite field K {\displaystyle K} is an MDS matrix if it is the transformation matrix of a linear transformation f ( x ) = A x {\displaystyle f(x)=Ax} from K n {\displaystyle K^{n}} to K m {\displaystyle K^{m}} such that no two different ( m + n ) {\displaystyle (m+n)} -tuples of the form ( x , f ( x ) ) {\displaystyle (x,f(x))} coincide in n {\displaystyle n} or more components. Equivalently, the set of all ( m + n ) {\displaystyle (m+n)} -tuples ( x , f ( x ) ) {\displaystyle (x,f(x))} is an MDS code, i.e., a linear code that reaches the Singleton bound. Let A ~ = ( I n A ) {\displaystyle {\tilde {A}}={\begin{pmatrix}\mathrm {I} _{n}\\\hline \mathrm {A} \end{pmatrix}}} be the matrix obtained by joining the identity matrix I n {\displaystyle \mathrm {I} _{n}} to A {\displaystyle A} . Then a necessary and sufficient condition for a matrix A {\displaystyle A} to be MDS is that every possible n × n {\displaystyle n\times n} submatrix obtained by removing m {\displaystyle m} rows from A ~ {\displaystyle {\tilde {A}}} is non-singular. This is also equivalent to the following: all the sub-determinants of the matrix A {\displaystyle A} are non-zero. Then a binary matrix A {\displaystyle A} (namely over the field with two elements) is never MDS unless it has only one row or only one column with all components 1 {\displaystyle 1} . Reed–Solomon codes have the MDS property and are frequently used to obtain the MDS matrices used in cryptographic algorithms. Serge Vaudenay suggested using MDS matrices in cryptographic primitives to produce what he called multipermutations, not-necessarily linear functions with this same property. These functions have what he called perfect diffusion: changing t {\displaystyle t} of the inputs changes at least m − t + 1 {\displaystyle m-t+1} of the outputs. He showed how to exploit imperfect diffusion to cryptanalyze functions that are not multipermutations. MDS matrices are used for diffusion in such block ciphers as AES, SHARK, Square, Twofish, Anubis, KHAZAD, Manta, Hierocrypt, Kalyna, Camellia and HADESMiMC, and in the stream cipher MUGI and the cryptographic hash function Whirlpool, Poseidon.

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  • VOCEDplus

    VOCEDplus

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

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  • Data verification

    Data verification

    Data verification is a process in which different types of data are checked for accuracy and inconsistencies after data migration is done. In some domains it is referred to Source Data Verification (SDV), such as in clinical trials. Data verification helps to determine whether data was accurately translated when data is transferred from one source to another, is complete, and supports processes in the new system. During verification, there may be a need for a parallel run of both systems to identify areas of disparity and forestall erroneous data loss. Methods for data verification include double data entry, proofreading and automated verification of data. Proofreading data involves someone checking the data entered against the original document. This is also time-consuming and costly. Automated verification of data can be achieved using one way hashes locally or through use of a SaaS based service such as Q by SoLVBL to provide immutable seals to allow verification of the original data.

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  • Content management

    Content management

    Content management (CM) are a set of processes and technologies that support the collection, managing, and publishing of information in any form or medium. When stored and accessed via computers, this information may be more specifically referred to as digital content, or simply as content. Digital content may take the form of text (such as electronic documents), images, multimedia files (such as audio or video files), or any other file type that follows a content lifecycle requiring management. The process of content development and management is complex enough that various commercial software vendors (large and small), such as Interwoven and Microsoft, offer content management software to control and automate significant aspects of the content lifecycle. == Process == Content management practices and goals vary by mission and by organizational governance structure. News organizations, e-commerce websites, and educational institutions all use content management, but in different ways. This leads to differences in terminology and in the names and number of steps in the process. For example, some digital content is created by one or more authors. Over time that content may be edited. One or more individuals may provide some editorial oversight, approving the content for publication. Publishing may take many forms: it may be the act of "pushing" content out to others, or simply granting digital access rights to certain content to one or more individuals. Later that content may be superseded by another version of the content and thus retired or removed from use (as when this wiki page is modified). Content management is an inherently collaborative process. It often consists of the following basic roles and responsibilities: Creator – responsible for creating and editing content. Editor – responsible for tuning the content message and the style of delivery, including translation and localization. Publisher – responsible for releasing the content for use. Administrator – responsible for managing access permissions to folders, collections and files, usually accomplished by assigning access rights to user groups or roles. Admins may also assist and support users in various ways. Consumer, viewer or guest – the person who reads or otherwise consumes the content after it is published or shared. A critical aspect of content management is the ability to manage versions of content as it evolves (see also version control). Authors and editors often need to restore older versions of edited products due to a process failure or an undesirable series of edits. Time-sensitive content may also require updates as the subject matter evolves over time. Another equally important aspect of content management involves the creation, maintenance, and application of review standards. Each member of the content creation and review process has a unique role and set of responsibilities in the development or publication of the content. Each review team member requires clear and concise review standards. These must be maintained on an ongoing basis to ensure the long-term consistency and health of the knowledge base. A content management system is a set of automated processes that may support the following features: Import and creation of documents and multimedia material Identification of all key users and their roles The ability to assign roles and responsibilities to different instances of content categories or types Definition of workflow tasks often coupled with messaging so that content managers are alerted to changes in content The ability to track and manage multiple versions of a single instance of content The ability to publish the content to a repository to support access The ability to personalize content based on a set of rules Increasingly, the repository is an inherent part of the system, and incorporates enterprise search and retrieval. Content management systems take the following forms: Web content management system—software for web site management (often what content management implicitly means) Output of a newspaper editorial staff organization Workflow for article publication Document management systems Knowledge management software Single source content management system—content stored in chunks within a relational database Variant management system—where personnel tag source content (usually text and graphics) to represent variants stored as single source "master" content modules, resolved to the desired variant at publication (for example: automobile owners manual content for 12 model years stored as single master content files and "called" by model year as needed)—often used in concert with database chunk storage (see above) for large content objects == Governance structures == Content management expert Marc Feldman defines three primary content management governance structures: localized, centralized, and federated—each having its unique strengths and weaknesses. === Localized governance === By putting control in the hands of those closest to the content, the context experts, localized governance models empower and unleash creativity. These benefits come, however, at the cost of a partial-to-total loss of managerial control and oversight. === Centralized governance === When the levers of control are strongly centralized, content management systems are capable of delivering an exceptionally clear and unified brand message. Moreover, centralized content management governance structures allow for a large number of cost-savings opportunities in large enterprises, realized, for example, through (1) the avoidance of duplicated efforts in creating, editing, formatting, repurposing and archiving content; (2) process management and the streamlining of all content related labor; and/or (3) an orderly deployment or updating of the content management system. === Federated governance === Federated governance models potentially realize the benefits of both localized and centralized control while avoiding the weaknesses of both. While content management software systems are inherently structured to enable federated governance models, realizing these benefits can be difficult because it requires, for example, negotiating the boundaries of control with local managers and content creators. In the case of larger enterprises, in particular, the failure to fully implement or realize a federated governance structure equates to a failure to realize the full return on investment and cost savings that content management systems enable. == Implementation == Content management implementations must be able to manage content distributions and digital rights in content life cycle. Content management systems are usually involved with digital rights management in order to control user access and digital rights. In this step, the read-only structures of digital rights management systems force some limitations on content management, as they do not allow authors to change protected content in their life cycle. Creating new content using managed (protected) content is also an issue that gets protected contents out of management controlling systems. A few content management implementations cover all these issues.

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  • Public Services Network

    Public Services Network

    The Public Services Network (PSN) is a UK government's high-performance network, which helps public sector organisations work together, reduce duplication and share resources. It unified the provision of network infrastructure across the United Kingdom public sector into an interconnected "network of networks" to increase efficiency and reduce overall public expenditure. It is now a legacy network and public sector organisations are being migrated to using services on the public internet. == Origins == The Public Services Network (PSN) was launched officially as part of the Transformational Government Strategy commencing in 2005, under the original name of the Public Sector Network. Prior to this, some parts of local government had already successfully implemented the concept. The Hampshire Public Services Network (HPSN) was the first PSN, launched in 1999, followed closely by Kent County Councils partnerships with the KPSN. The HPSN, encompassing all of the borough, district and unitary councils, with the County Council, as well as the Fire Services, the Isle of Wight Council and 540 schools. National PSN technical and architecture compliance criteria were established from 2007, by GDS working with local government leaders from Socitm (the Society of Information Technology Management) on the National CIO Council and the Local CIO Council. The PSN's aim was to bring public services organisations with a common interest onto a single, coherent and standards-based ‘network of networks’. This would create influence, economies of scale and a commonality of standards for secure and easy inter-connection between public service organisations. The original concept of a network of networks strategy was based upon the work already undertaken in local government and recognition of Communities of Interest (COI) within the Criminal Justice Sector during work by the Office for Criminal Justice Reform (OCJR) between 2005 and 2007 to enable data sharing across business units. In this context a COI was defined as groups of Government departments and external partners who in combination provided services within a specific area of operation and used the same data, with a similar risk profile, shared risk appetite and common governance framework. Historically each group member had implemented their own networks and standards of operation in isolation with little or no consideration as to how services and data may be shared and resulting in increased costs of operation. The Network of Networks strategy proposed within OCJR recommended the creation of specific networks based upon these Communities of Interest which were joined together through data interchange gateways supporting common standards. Under this approach networks would be arranged by data type and business functions such as Criminal Justice, Health and Social Care, Defence and Intelligence or Public Finance rather than solely on established departmental boundaries. Within a COI, trust relationships and data interchange are readily supported, enabling data sharing without a need to cross network boundaries and providing benefits of scale without the challenges and compromises intrinsic to homogeneous cross sector networks. Data is made available without a need to transport it between organisations and control is retained by the data originator. In early 2007 a group of UK Government department CTOs in conjunction with the Office for Government Commerce Buying Solutions (OGC BS) established the vision for a single commonly provided, procured and managed public sector voice and data network infrastructure to replace the multitude of separately procured and managed networks serving various segments of the UK public sector; Education, Health, Central Government, Local Government etc. In 2008 an Industry Working Group was established to document the objectives and requirements more clearly. Their report set out the architectural and commercial principles as well as anticipated security, service management, governance and transition arrangements. == Architecture == The PSN comprises a core network, the Government Conveyancing Network or GCN provided by GCN Service Providers or GCNSPs. The GCN interconnects multiple operator networks, termed Direct Network Service Providers or DNSPs. Subscriber organisations contract to a connection from a local participating DNSP, connect via that to GCN and hence onwards to other interconnected networks and services. The GCN network is entirely based on IPv4 and MPLS and the GCNSPs are not currently mandated to provide IPv6, though they should have a roadmap to implementing it if and when required. == Commercial framework == In 2010 Virgin Media Business, BT, Cable & Wireless and Global Crossing signed Deeds of Undertaking (DoU) and subsequently achieved accreditation for providing GCN and IP VPN services. In March 2012, BT, Cable & Wireless, Capita Business Services, Eircom, Fujitsu, Kcom, Level 3, Logicalis, MDNX, Thales, Updata and Virgin Media Business were successful bidders for the initial two-year PSN Connectivity framework. In June 2012, 29 companies were confirmed as suppliers of ICT services to the UK public sector under the Government's PSN Services framework contract. Apart from most of the previous suppliers, additional companies also included 2e2, Airwave Solutions, Azzurri Communications, Cassidian, CSC Computer Sciences, Computacenter, Daisy Communications, Easynet Global Services, EE, Freedom Communications, Icom Holdings, NextiraOne, PageOne Communications, Phoenix IT Group, Siemens Communications, Specialist Computer Centres, Telefónica, telent Technology Services, Uniworld Communications and Vodafone. == Governance == The PSN is managed within the Cabinet Office where it is part of the Government Digital Service. == Early implementations == There were already notable initiatives in progress in county council areas, demonstrating public sector network integration in both the Hampshire HPSN2 network and in Kent's community network. Project Pathway was established as a pilot linking these two county-wide networks, with Virgin Media Business and Global Crossing the subscriber and GCN network elements. Staffordshire County Council was the first council in England to establish a PSN that included the county's NHS Health partners. Other county councils have since followed the leads of these councils. == Transition == Centrally procured public sector networks are expected to migrate across to the PSN framework as they reach the end of their contract terms, either through an interim framework or directly. The Government Secure Intranet (GSi) contracts expired in September 2011, running on to 12 February 2012 and were replaced by the transitional Government Secure Intranet Convergence Framework (GCF). The Managed Telephony Service (MTS) contract expired on 31 December 2011 and was replaced by the Managed Telephony Convergence Framework (MTCF). == Future plan == In a blog post published on 20 January 2017, Government Digital Service announced that the Technology Leaders Network (TLN) had agreed that government was starting a journey away from the PSN. This was because using the Internet was considered suitable for the vast majority of the work that the public sector does. The blog post confirmed that the 'move was not going to happen immediately' and stated that 'there's quite a bit of work to do across the public sector to prepare for the changes'. It also stated that it was too early for a full timeline to be provided, although all PSN-connected organisations would be updated as the process evolved. The blog post confirmed that organisations that need to access services that are only available on the PSN would still need to connect to it for the time being and continue to meet its assurance requirements. In a blog post published on 16 March 2017, Government Digital Service (GDS) set out its plans for PSN assurance. The blog post confirmed that the PSN compliance process wasn't 'going anywhere, certainly for a while yet'. It explained that the TLN agreed that – as one of the only recognised, externally accredited, cross-government common assurance standards – it 'needs to live on far beyond the end of the physical PSN network'. Government Digital Service, along with the National Cyber Security Centre (NCSC) and the Cyber and Government Security Directorate, are now looking at ways to expand and reframe PSN compliance in a new context that, while retaining the assurance principles that are the basis of the existing process, will aim to improve the process. A GDS blog post titled 'The road to closing down the PSN' published on 8 September 2020 describes how the public sector will migrate away from the PSN. The Cabinet Office has set up a programme called Future Networks for Government (FN4G) to help organisations move away from the PSN.

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  • MovieRide FX

    MovieRide FX

    MovieRide FX is a patented automated special visual effects video compositing engine used in the MovieRide FX mobile application for Android (requires Android 2.3 or later) and iOS (compatible with iPhone 4 and up, iPad, and iPod Touch (new generation), requires iOS 7 or later). MovieRide FX allows the user to personalize a "Hollywood-style" movie clip by inserting themself into the clip as the "actor". == Features == The MovieRide FX app uses the relevant mobile device's camera to record a video of the user and insert it into a pre-packaged "Hollywood style" movie clip. The "actor" is extracted from their recorded video clip through various known effects such as masking, keying, and motion tracking. The "actor" is then inserted into one of the pre-packaged movie clips created by the MovieRide FX visual effects artists. This is done through an automated process requiring little or no artistic or technical skill from the user. The custom movie clips pre-packaged with MovieRide FX offer the user a variety of movie scenarios. Additional clips based on popular television and movie themes are continually being developed and are available on a freemium basis. == Sharing == Once the user's footage has automatically been composited into a movie clip and rendered as an .mp4 file, it can be shared via social media, such as Facebook, YouTube, and Twitter, and by e-mail. == History == === 2012 === MovieRide FX was created by Grant Waterston and Johann Mynhardt, who started development in 2012. === 2013 === The beta version was released on Google Play in July 2013. In August 2013 MovieRide FX was a New Media Award winner in the "New Media" category of the Accolade International Awards in Los Angeles. In October 2013 MovieRide FX was awarded exhibitor space in the ‘start-up village’ at the Apps-World Expo in London. === 2014 === MovieRide FX reached the 100 000 – 500 000 downloads category on the Google Play Store in June 2014. The official Android version was launched in July 2014. iOS version released in August 2014. MovieRide FX was selected as one of the "Top 150" startups at the Pioneer Festival in Vienna in September 2014. In November 2014 MovieRide FX was shortlisted for the Appster Awards in the "Best Entertainment App" and "Most Innovative App" categories and was awarded exhibitor space at the ‘start-up village’ at the Apps-World Expo in London. Patent applications were filed in South Africa, the EU and USA in April 2014. === 2015 === In September 2015 MovieRide FX was shortlisted for "Best Software innovation" at The Technology Expo Awards in London. === 2016 === In April 2016 MovieRide FX was nominated for a National Science and Technology Forum (NSTF) award for 'Research leading to Innovation by a corporate organization' In August 2016 Movie Ride FX won two Gold Awards at the 2016 Mobile Marketing Awards (MMA Smarties SA). These two Gold awards were for the 'Innovation' and 'Best in Show’ categories. In December 2016 FlicJam Inc. was formed in the US to access the larger global market. EU patent application was published in March 2016. === 2017 === South African patent was granted in February 2017. === 2018 === US patent was granted in March 2018.

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  • Sharenting

    Sharenting

    "Sharenting" is a portmanteau of "sharing" and "parenting", describing the practice of parents publicizing a large amount of potentially sensitive content about their children on internet platforms, most notably on social media. While the term was coined as recently as 2010, sharenting has become an international phenomenon with widespread presence in the United States, Spain, France, and the United Kingdom. Proponents of sharenting frame the practice as a natural expression of parental pride in their children and argue that critics take sharenting-related posts out of context. Detractors find that it violates child privacy and hurts a parent–child relationship. Academic research has been conducted over the potential social motivations for sharenting and legal frameworks to balance child privacy with this parental practice. Researchers have conducted several psychological surveys, outlining social media accessibility, parental self-identification with children, and social pressure as potential causes for sharenting. Legal scholars have identified international human rights laws, labor protections, and recent online child privacy statutes as potential legal standards to check sharenting abuses. == History == The origins of the term "sharenting" have been attributed to the Wall Street Journal, where they called it "oversharenting," a portmanteau of "oversharing" and "parenting." Priya Kumar suggests that recording life moments of children rearing is not a new practice: people have been using diaries, scrapbooks and baby log books as the media of documentation for centuries. Scholars assert that sharenting has become popular as a result of social media, which has made many people more comfortable with sharing their lives and those of their children online. The trend of oversharing on social media has raised public attention in the 2010s and become the focus of a number of editorials and academic research projects. It was also added to Times Word of the Day in February 2013 and Collins English Dictionary in 2016 given its influence. == Popularity == Several studies describe sharenting as an international phenomenon with widespread prevalence across households. In the United States, researchers at the University of Michigan C.S. Mott Children's Hospital found that almost 75% of American parents were familiar with someone who over-shared information about their child on social media, and an AVG survey determined that 92% of all American two-year-olds had some presence on the internet. In Australia, Fisher-Price conducted a survey which revealed that 90% of Australian parents admitted to over-sharing. In Spain and Czech Republic, a survey of approximately 1,500 parents found that 70-80% participated in sharenting. In the United Kingdom, France, Germany, and Italy, a Research Now report revealed that almost three-quarters of surveyed parents said that they were "willing to share images of their infants". Some claim that sharenting presents a violation of child privacy, and this backlash includes anti-sharenting sites and apps that block baby pictures. One particular outlet of protest was the blog STFU Parents, founded in 2009 to criticize parental oversharing on social media. Some parents felt that these criticisms of sharenting often took posts out of context and neglected some positive aspects of the practice, including advancing a stronger sense of online community. Others, while acknowledging the potential privacy violations of sharenting, suggested a more tailored approach that would only permit posting under certain conditions, notwithstanding audience and identification restrictions for social media posts. == Motivations == Research has suggested that sharenting is associated with a mix of parent self-identification with children, mothering pressures, and the accessibility of social media. Conducting 17 interviews with mothers in the United Kingdom, a London School of Economics study found that parent bloggers often re-explained their sharing practices in terms of expressing their own personal identity, representing their own child as part of themselves. In particular, the report surveyed the use of blogs as a networking vehicle to connect parents with similar family situations and found that sharenting parents, by filtering self-presentation through their parent-child relationship, adopted a more relational identity on social media websites. This included identifying oneself in terms of parental circumstances, whether it be raising a child with a disability or being a single mother. Alternatively, some have suggested that these online expressions indicate the infiltration of individual pride into the sphere of parenting, as family photography becomes a means to "show off" one's children to the others and strengthens a parent's sense of individuated self. Addressing the prevalence of mothers engaging in sharenting, those who purport this view argue that the rise of digital communication has pressured mothers into performing the role of a "good" parent on social media platforms. They claim that these developments may reinforce a dominant vision of a "normal" family, as sharenting posts could be motivated by the need to converge to a normative interpretation of family. == Controversy == While some people assert that online platforms enable parents to establish a community and seek parenting support, others are concerned about the children's data privacy and their lack of informed consent. Sharing content may not only embarrass children but also creates an initial digital footprint, a history of online activity, that the children themselves have no control over. This might bring some negative consequences, such as being ridiculed at school or leaving a negative impression on future employers. === Parental benefits === Many parents use social media to seek parenting advice and share information about their children. With the convenience of online platforms, parent bloggers can easily connect with other people in similar situations as well as those who are willing to contribute meaningful advice. By forming a community, parents can receive encouragement from empathetic peers and assistance from experts in children rearing. Parents whose children need special educational accommodations or have disabilities often found themselves detached from the mainstream parenting style. Therefore, they regard online blogs as a means to gain support from others and support back. Online blogging enables parents of children with disabilities and special needs to connect with other parents. The advice from similarly situated families can open up new possibilities that help the parents "negotiate the complexities of social services, health care, and schools". However, in some cases, posting online about a parent's struggles can cause a backlash, as advocates may accuse the parent of presenting people with that condition in a bad light, or wonder how the child will feel, if they later read these posts and see how much their parents struggled to care for them. Such advantages of social media are not limited to particular groups of parents. In general, most parents benefit from exchanging parenting experience. Statistically speaking, 72% of parents rate social media useful for emotional connection and affirmations, and 74% of them receive support about parenting from friends on social media. Sharenting also plays a role in fostering interpersonal relationships. As the images and words about children's lives initiate conversations, parents use sharenting to stay connected with distant friends and relatives. In particular, mothers, as a research study reveals, are willing to engage in sharenting since they believe that the positive contents can help avoid digital conflicts and maintain close relations with those in their social circles. Researchers also found that female participants in this study carefully chose photos and phrases to express love and present laudable behaviors of children in their updates, which indicates their intention to convey positive messages. These messages also promote a close social network for a child as the parents invites supportive family members and friends into daily life. === Children's privacy === Given the potential misuse of digital data, people are critical about sharenting, and the majority of parents are cautious about the wrongdoing with online posts. The disclosure of minors' personal information, such as geographic location, name, date of birth, pictures, and the schools they attend, might expose them to illegal practices by recipients with malicious intentions. Sharented information is often abused for "identity theft", when imposters manage to track, stalk, commit fraud against children, or even blackmail the family. According to Barclays, online fraud targeting the young generation will contribute to a loss of £670 million (approximately $790 million) by 2030, and two-thirds of identity fraud will be related to s

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  • Communications security

    Communications security

    Communications security is the discipline of preventing unauthorized interceptors from accessing telecommunications in an intelligible form, while still delivering content to the intended recipients. In the North Atlantic Treaty Organization culture, including United States Department of Defense culture, it is often referred to by the abbreviation COMSEC. The field includes cryptographic security, transmission security, emissions security and physical security of COMSEC equipment and associated keying material. COMSEC is used to protect both classified and unclassified traffic on military communications networks, including voice, video, and data. It is used for both analog and digital applications, and both wired and wireless links. Voice over secure internet protocol VOSIP has become the de facto standard for securing voice communication, replacing the need for Secure Terminal Equipment (STE) in much of NATO, including the U.S.A. USCENTCOM moved entirely to VOSIP in 2008. == Specialties == Cryptographic security: The component of communications security that results from the provision of technically sound cryptosystems and their proper use. This includes ensuring message confidentiality and authenticity. Emission security (EMSEC): The protection resulting from all measures taken to deny unauthorized persons information of value that might be derived from communications systems and cryptographic equipment intercepts and the interception and analysis of compromising emanations from cryptographic equipment, information systems, and telecommunications systems. Transmission security (TRANSEC): The component of communications security that results from the application of measures designed to protect transmissions from interception and exploitation by means other than cryptanalysis (e.g. frequency hopping and spread spectrum). Physical security: The component of communications security that results from all physical measures necessary to safeguard classified equipment, material, and documents from access thereto or observation thereof by unauthorized persons. == Related terms == ACES – Automated Communications Engineering Software AEK – Algorithmic Encryption Key AKMS – the Army Key Management System CCI – Controlled Cryptographic Item - equipment which contains COMSEC embedded devices CT3 – Common Tier 3 DTD – Data Transfer Device ICOM – Integrated COMSEC, e.g. a radio with built in encryption KEK – Key Encryption Key KG-30 – family of COMSEC equipment KOI-18 – Tape Reader General Purpose KPK – Key production key KYK-13 – Electronic Transfer Device KYX-15 – Electronic Transfer Device LCMS – Local COMSEC Management Software OTAR – Over the Air Rekeying OWK – Over the Wire Key SKL – Simple Key Loader SOI – Signal operating instructions STE – Secure Terminal Equipment (secure phone) STU-III – (obsolete secure phone, replaced by STE) TED – Trunk Encryption Device such as the WALBURN/KG family TEK – Traffic Encryption Key TPI – Two person integrity TSEC – Telecommunications Security (sometimes referred to in error transmission security or TRANSEC) Types of COMSEC equipment: Authentication equipment Crypto equipment: Any equipment that embodies cryptographic logic or performs one or more cryptographic functions (key generation, encryption, and authentication). Crypto-ancillary equipment: Equipment designed specifically to facilitate efficient or reliable operation of crypto-equipment, without performing cryptographic functions itself. Crypto-production equipment: Equipment used to produce or load keying material == DoD Electronic Key Management System == The Electronic Key Management System (EKMS) is a United States Department of Defense (DoD) key management, COMSEC material distribution, and logistics support system. The National Security Agency (NSA) established the EKMS program to supply electronic key to COMSEC devices in securely and timely manner, and to provide COMSEC managers with an automated system capable of ordering, generation, production, distribution, storage, security accounting, and access control. The Army's platform in the four-tiered EKMS, AKMS, automates frequency management and COMSEC management operations. It eliminates paper keying material, hardcopy Signal operating instructions (SOI) and saves the time and resources required for courier distribution. It has 4 components: LCMS provides automation for the detailed accounting required for every COMSEC account, and electronic key generation and distribution capability. ACES is the frequency management portion of AKMS. ACES has been designated by the Military Communications Electronics Board as the joint standard for use by all services in development of frequency management and crypto-net planning. CT3 with DTD software is in a fielded, ruggedized hand-held device that handles, views, stores, and loads SOI, Key, and electronic protection data. DTD provides an improved net-control device to automate crypto-net control operations for communications networks employing electronically keyed COMSEC equipment. SKL is a hand-held PDA that handles, views, stores, and loads SOI, Key, and electronic protection data. == Key Management Infrastructure (KMI) Program == KMI is intended to replace the legacy Electronic Key Management System to provide a means for securely ordering, generating, producing, distributing, managing, and auditing cryptographic products (e.g., asymmetric keys, symmetric keys, manual cryptographic systems, and cryptographic applications). This system is currently being fielded by Major Commands and variants will be required for non-DoD Agencies with a COMSEC Mission.

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