A large language model (LLM) is a type of machine learning model designed for natural language processing tasks such as language generation. LLMs are language models with many parameters, and are trained with self-supervised learning on a vast amount of text. == List == For the training cost column, 1 petaFLOP-day equals 1 petaFLOP/sec × 1 day, or 8.64×1019 FLOP (floating point operations). Only the cost of the largest model is shown. The number of parameters is measured in billions, and the training cost is measured in petaFLOP-days. === 2018 === === 2019 === === 2020 === === 2021 === === 2022 === === 2023 === === 2024 === === 2025 === === 2026 ===
Dropbox Carousel
Dropbox Carousel was a photo and video management app offered by Dropbox. The third-party native app, available on Android and iOS, allowed users to store, manage, and organize photos. Photos were organized by date, time and event and backed up on Dropbox. It competed in this space against other online photo storage services such as Google's Google Photos, Apple's iCloud, and Yahoo's Flickr. Chris Lee, Dropbox's head of product development for Carousel described the app as an add-on to Dropbox, a “dedicated experience for photos and videos” and a space for “reliving personal memories”. == History == Mailbox founder, Gentry Underwood unveiled Carousel at a gathering in San Francisco on April 9, 2014. Much of the features in Carousel come from Snapjoy, a photo start-up, that Dropbox acquired on December 19, 2012. When Carousel was launched, it marked amongst many others, a series of acquisitions made by Dropbox to prep up before opening its stock for public offering. The acquisitions would help demonstrate its expansive product offerings pitching potential profitability to investors. In December 2015, Dropbox announced that Carousel would be shut down and some Carousel features would be integrated into the primary Dropbox application. On March 31, 2016, Carousel was deactivated. == Features == Carousel prompted users to free local storage once it had synced and backed-up local photos to the cloud. Flashback was a feature (enabled by default) that showed past photos or videos taken the same day, a year, or some years back. Flashback used an algorithm designed to identify human faces - resulting in greater likelihood of the user's picture or people in the user's close circle appearing. A scrollable timeline, which was earlier a scroll wheel, at the bottom let the user scroll to photo(s) at a specific date with a finger swipe.
Dynamic knowledge repository
The dynamic knowledge repository (DKR) is a concept developed by Douglas C. Engelbart as a primary strategic focus for allowing humans to address complex problems. He has proposed that a DKR will enable us to develop a collective IQ greater than any individual's IQ. References and discussion of Engelbart's DKR concept are available at the Doug Engelbart Institute. == Definition == A knowledge repository is a computerized system that systematically captures, organizes and categorizes an organization's knowledge. The repository can be searched and data can be quickly retrieved. The effective knowledge repositories include factual, conceptual, procedural and meta-cognitive techniques. The key features of knowledge repositories include communication forums. A knowledge repository can take many forms to "contain" the knowledge it holds. A customer database is a knowledge repository of customer information and insights – or electronic explicit knowledge. A Library is a knowledge repository of books – physical explicit knowledge. A community of experts is a knowledge repository of tacit knowledge or experience. The nature of the repository only changes to contain/manage the type of knowledge it holds. A repository (as opposed to an archive) is designed to get knowledge out. It should therefore have some rules of structure, classification, taxonomy, record management, etc., to facilitate user engagement.
Pivot to video
"Pivot to video" is a phrase referring to the trend, starting in 2015, of media publishing companies cutting staff resources for written content (generally published on their own web sites) in favor of short-form video content (often published on third-party platforms such as Facebook, Instagram, Twitter, YouTube, Snapchat, and TikTok). These moves were generally presented by publishers as a response to changes in social media traffic or to changes in the media consumption habits of younger audiences. However, many media commentators have argued that this shift was primarily motivated by advertising revenue, and that only advertisers, not consumers, prefer video over text. The pivot's contribution to job loss in the media industry has given the phrase "pivot to video" an association with decline, especially in a business context. Commentators have also noted a lack of transparency and accuracy in the viewership metrics reported by platforms such as Facebook, pointing out that abrupt shifts in platforms' proprietary algorithms can have devastating effects on publishers' viewership, traffic, and revenue. Following a scandal in which Facebook revealed it had artificially inflated numbers to its advertisers about how long viewers watched ads, many journalists and industry analysts concluded that the shift to video was based on such misleading or inaccurate metrics, which created a false impression that there was customer demand for additional video content. == History == Streaming media technology has been available since the early 1990s, though it was relatively low-fidelity and not widely available until the mid-2000s. In 2007, traditional media publishers including the New York Times, Washington Post and Time Inc. created new divisions to develop web videos, and Facebook launched its video platform. Twitter purchased micro-video service Vine in October 2012, began adding native video streaming in late 2014, and acquired video-streaming service Periscope in January 2015. An August 2014 profile on BuzzFeed noted the publisher's large investment into video production, and observed that "the future of BuzzFeed may not even be on BuzzFeed.com. One of the company’s nascent ideas, BuzzFeed Distributed, will be a team of 20 people producing content that lives entirely on other popular platforms, like Tumblr, Instagram or Snapchat." On 7 January 2015, Facebook issued a statement about "the shift to video," reporting that "since June 2014, Facebook has averaged more than 1 billion video views every day." Media critic John Herrman argued that "What the shift to Facebook video means is that Facebook is more interested in hosting the things media companies make than just spreading them, that it views links to outside pages as a problem to be solved, and that it sees Facebook-hosted video as an example of the solution." In February 2015, the digital video-journalism publisher NowThis announced that it would operate without a home page, producing content to be published directly on social media platforms. In April 2016, Mashable fired much of its editorial staff, attempting to pivot away from hard news coverage while "growing Mashable across every platform" and doubling down on branded content and video. By December 2017, following a sale to Ziff Davis, Mashable retreated from this focus on video; Bernard Gershon, president of GershonMedia, said that the announcement of many such "pivots" were actually aimed primarily at investors. By 2017, "advertiser interest in video [was] insatiable... Any CFO is going to say 'How can we get more video?'" according to an executive of the publishers' trade association Digital Content Next. Publishers such as Vanity Fair, the Washington Post, and Sports Illustrated began adapting their own articles into cheap video content, either dictated by a newsreader or animated as a slideshow with captions, which could be shared on social platforms or even played alongside the articles themselves. June 2017 saw numerous high-profile pivots to video. Vocativ laid off at least 20 staff, including its entire newsroom, explaining that "as the industry evolves, we are undertaking a strategic shift to focus exclusively on video content that will be distributed via social media and other platforms." Fox Sports eliminated its entire writing staff to focus on creating "premium video across all platforms." And MTV News announced a restructuring that would cut its writing team. Less than two years earlier, MTV News had hired Grantland co-founder Dan Fierman to lead a significant investment in "longform" political and cultural reporting, but Fierman left in April 2017, and in June MTV announced it was "shifting resources into short-form video content more in line with young people's media consumption habits." In July, Vice Media laid off at least 60 employees, including the editor-in-chief of Vice Sports, while expanding video production. August 2017 saw Mic cut ten writers and directed the remainder of the newsroom to generate videos for social platforms. CEO Chris Altchek said "When you think about how many hours people spend watching video versus reading, the audience has already spoken." The move was ultimately unsuccessful, and Mic laid off the majority of its staff a year later before being sold to Bustle Media Group for a fraction of its former value. In September 2017, the for-profit wiki-hosting company Fandom began adding commercially produced videos to its otherwise user-generated wiki subdomains, explicitly citing the need to "keep up with user and advertiser expectations" by "diversifying our content," claiming without substantiation that "consumer patterns are changing," necessitating the addition of "complementary video" to accommodate that supposed need. Objection to the content in these videos and its sharp contrast against the content of the wiki sites to which they were applied led to vocal user backlash, leading Fandom CCO Dorth Raphaely to offer the following non-committal response: "I agree that with these videos in particular we did not deliver the right type of content experience." Movie Pilot CEO Tobi Bauckhage explained his company's fall 2017 layoffs as part of moving "from a text-based publishing model to video... a reaction to the fact that Facebook has changed their algorithms in favor of video instead of referral traffic over the last 12 months and we were losing money in the publishing bit of our business." As part of the company's change in direction, the majority of its staff was laid off and its parent company was sold to Webedia. In November 2017, magazine publisher Condé Nast cut jobs, reduced the frequency of several magazines, and shut down the print edition of Teen Vogue, then invested significant new resources in video production, with a senior executive saying "In the next 24 months, I hope that video is half our business... It’s critical. It’s the macro trend of content consumption." In February 2018, Vox Media cut approximately 50 employees, primarily those assigned to "social video," as Vox CEO Jim Bankoff admitted that those efforts were not "viable audience or revenue growth drivers." In August 2020, Facebook Inc. (now Meta Platforms) pivoted Instagram to video in an effort to replicate the success of TikTok and appeal to a younger audience, introducing "reels" as a form of video and promoting them aggressively. Reels accounted more than half the 20 most-viewed posts on Facebook; however, most of these reels were anonymous aggregations of content from TikTok. Elon Musk declared in early 2024 that X (formerly Twitter) was now a "video-first platform", which has been described by critics as a "pivot to video". == As euphemism == In 2017, Journalist Brian Feldman said that "'Pivoting to video' has become a business strategy for digital publishers common enough in recent months to be a kind of cliché — a slick way to describe something else: layoffs." In response, writers use the phrase as gallows humor shorthand for death or cancellation, as in "how do i tell my bf i want our relationship to pivot to video" (SkyNews' Mollie Goodfellow) or "Horse broke its leg, so we had to take it out back and help it 'pivot to video'" (blogger Anil Dash). == Facebook metrics controversy == In September 2016, Facebook admitted that it had reported artificially inflated numbers to its advertisers about how long viewers watched ads leading to an overestimation of 60-80%. Plaintiffs in a later court case allege the discrepancy was as high as 150-900%. Facebook apologized in an official statement and in multiple staff appearances at New York Advertising Week. Two months later, Facebook disclosed additional discrepancies in audience metrics. In October 2018, a California federal court unsealed the text of a class action lawsuit filed by advertisers against Facebook, alleging that Facebook had known since 2015 that its viewership numbers were highly inflated, that internal records showed it "was far from an hon
Social media and identity
Social media can have both positive and negative impacts on a user's identity. Scholars within the fields of psychology and communication study the relationship between social media and identity in order to understand individual behavior, psychological impacts, and social patterns. Communication within political or social groups online can result in practice application, real-world implementation of a concept, of those found identities or the adoption of them as a whole. Young people, defined as emerging adults in or entering college, are especially found to have their identities shaped through social media. Sometimes it seems as though social media is taking over and changing us for the worse. Social media is always changing and can be hard to keep up with. Platforms come and go trends change everyday. What was cool yesterday is lame today. The biggest change from recent years that users are still adjusting to is the name change of Twitter now called X. Since Elon Musk purchased the platform he changed the name but nothing else about the app. Users now feel the need to explain when talking about X. Now it is often referred to as ‘X(Twitter)’ to clarify. == Social Media Usage and Demographics == We know what social media is and how it is used but who uses it? The Pew Research center conducted a 10 year study from 2005-2015 about the demographics of social media usage. While this article is 10 years old the statistics in it are from a very formative time in social media. This is when most people joined and were consistently using social media. Age: While it is no surprise that 90% of young adults use social media they are the main demographic of users. Older adults (65 and older) really hit a boom on social media. In 2005 only 2% of older adults used any form of social media. By 2015 35% of older adults used social media. We can infer that that percentage has grown even more since 2015. Gender: It is known that women tend to use social media more than men. In 2015 it was noted that 65% of women used social media. Men were not far behind, 62% of men were reported to use social media. There are no notable differences of users from various races and ethnicities. The research also shows that more suburban and urban residents use social media over those who live in rural areas. == Young adults == Young adults are especially influenced by social media, where they find social groups to belong to. Research shows that nearly half of teens believe social media platforms has a negative impact on people their age. Psychologists believe that at a time when young adults are coming into adolescence, they are more likely to be influenced by what they see on sites like Instagram or Twitter. Most young adults will widely share, with varying degrees of accuracy, honesty, and openness, information that in the past would have been private or reserved for select individuals. Key questions include whether they accurately portray their identities online and whether the use of social media might impact young adults' identity development. Media Imagery, in particular, is said to be a major influence on the minds of young men and women. Studies have shown that it is even more relevant when it comes to the issue of body image. Social media, in part, has been created to host a safe haven for those who do not claim a solid identity in the material world, but past identities are not easy to escape from since the Internet preserves much of the information that was shared. Social media is an essential part of the social lives of young adults. They rely on it to maintain relationships, create new relationships, and stay up to date with the world around them. Adolescents find social media to be extremely helpful when changing environments, like moving off to university for example. Social media provides students, especially first year students, the opportunity to create the identity they want the world to see. However, it has been seen that these students create online personas that may not reflect their true selves bringing up the issues of impression management. Social media provides young adults with the opportunity to present themselves as something other than their authentic self. Social media providers can help build relationships and community on their platforms. This is something that will create a more positive impact from social media. When young adults interact with each other using social media they are creating something called a social self-identity. Social self identity is what individuals create when they assimilate to being in a group. Social media has gained the reputation of being isolating. If these platforms encourage community then they can help grow users' social self-identity. == Media literacy == The definition of media literacy has evolved over time to encompass a range of experiences that can occur in social media or other digital spaces. The definition of media literacy is also broad and wide ranging in its context. Currently, media literacy is the idea that one is able to analyze, evaluate, and interact with media content in a meaningful way. Educators teach media literacy skills because of the vulnerable relationship that young adults can have with social media. Some examples of media literacy practices, particularly on Twitter, include using hashtags, live tweeting, and sharing information. One of the overall goals of media literacy within the context of social media is to keep young adults aware of potentially violent, graphic, or dangerous content that they may come across on the internet, and how to determine if the content is credible while engaging responsibly with it. In order to be considered media-literate, a person must be able to take in media from online and social platforms and have the correct competencies and context to be able to organize the information. In order to be considered media-literate, the digital information must be given to the user in a way that it can be put into the correct perspective and analyzed, deducted and synthesized.Teenagers and young adults can be vulnerable to specific content online outside of their age-range. Media literacy campaigns and education research shows that targeting those who fall into this age category would be the best way to understand and target their needs as young online users. There are multiple individual studies investigating social media identity relating to media literacy online, however there is a need for much more conclusive information that analyzes multiple studies at a time. Social media literacy is still considered an under-researched topic. Many scholars in media literacy research emphasize the impact of training young adults to consume media in a safe way is the major solution for furthering internet education in children and young adults. The more information the young adults are given on media literacy, the better prepared they are to enter the digital world confidently. One scientific model that has been proposed, known as The Social Media Literacy (SMILE) model is a framework that hypothesizes that at the core of this model it is helping young adults truly know the meaning and display the actions of media literacy online. SMILE is also meant to inspire more research on the subject of media literacy as it relates to social media effects and young adult learning abilities. The model was applied through the lens of a social media positivity bias among adolescents and puts forth five different assumptions about social media and media literacy; Social media literacy as a moderator (what is seen on social media) Social media literacy as a predictor (what is seen for specific individuals on social media) Media literacy within social media is a reciprocal process The development of social media literacy depends on a conditional process of variables affecting other variables Media literacy within social media is a differential learning process, and who teaches it is highly affective of the outcome This model also stresses that human beings learn media literacy (and social media literacy) naturally as they go through life. Research suggests that having young adults taught media literacy from an educator may make them less interested (and therefore less careful) of threats on social media. == Self Presentation == People create images of themselves to present to the public, a process called self presentation. Depending on the demographic, presenting oneself as authentic can result in identity clarity. Methods of self presentation can also be influenced by geography. The framework for this relationship between a user's location and their social media presentation is called the spatial self. Users depict their spatial self in order to include their physical space as a part of their self presentation to an audience. According to a 2018 research paper, patients of plastic surgeons have gone in and asked for specific snapchat "filter" features. This led to a theory of Snap
Tactical NAV
Tactical NAV, also known as TACNAV-X, is a location-based tracking app designed for use by military personnel. The app is primarily designed to assist in pinpointing enemy fire and mapping waypoints. Tactical NAV also helps users efficiently relay critical information to tactical operations centers for prompt decision-making regarding airstrikes or medical evacuations. The TACNAV-X platform is intended to enhance situational awareness, refine navigation capabilities, and assist in tactical decision-making across various operational environments. == Overview == Tactical NAV allows users to pinpoint enemy fire. == History == Tactical NAV was designed by U.S. Army Captain Jonathan J. Springer, a Field Artillery officer serving as a Battalion Fire Support Officer (FSO) in the 101st Airborne Division. Springer conceived the idea for the app during his third tour in Afghanistan in support of Operation Enduring Freedom. On June 25, 2010, after a rocket attack by the Taliban killed two soldiers in his battalion, he was inspired to create an app that would prevent similar losses in the future, enhance situational awareness, and assist soldiers serving on combat deployments. In 2010, Springer founded TacNav Systems (formerly AppDaddy Technologies) to develop mobile applications for use by military personnel. He tested the app during combat operations in eastern Afghanistan and verified TACNAV-X's accuracy using DAGRs, AFATDS, Falcon View, CPOF, ATAK, and other approved Department of Defense (DoD) systems. As of 2012, the app had been downloaded 8,000 times.
Brain Imaging Data Structure
The Brain Imaging Data Structure (BIDS) is a standard for organizing, annotating, and describing data collected during neuroimaging experiments. It is based on a formalized file and directory structure and metadata files (based on JSON and TSV) with controlled vocabulary. This standard has been adopted by a multitude of labs around the world as well as databases such as OpenNeuro, SchizConnect, Developing Human Connectome Project, and FCP-INDI, and is seeing uptake in an increasing number of studies. While originally specified for MRI data, BIDS has been extended to several other imaging modalities such as MEG, EEG, and intracranial EEG (see also BIDS Extension Proposals). == History == The project is a community-driven effort. BIDS, originally OBIDS (Open Brain Imaging Data Structure), was initiated during an INCF sponsored data sharing working group meeting (January 2015) at Stanford University. It was subsequently spearheaded and maintained by Chris Gorgolewski. Since October 2019, the project is headed by a Steering Group and maintained by a separate team of maintainers, the Maintainers Group, according to a governance document that was approved of by the BIDS community in a vote. BIDS has advanced under the direction and effort of contributors, the community of researchers that appreciate the value of standardizing neuroimaging data to facilitate sharing and analysis. == BIDS Extension Proposals == BIDS can be extended in a backwards compatible way and is evolving over time. This is accomplished through BIDS Extension Proposals (BEPs), which are community-driven processes following agreed-upon guidelines. A full list of finalized BEPs and BEPs in progress can be found on the BIDS website