IEBus (Inter Equipment Bus) is a communication bus specification "between equipments within a vehicle or a chassis" of Renesas Electronics. It defines OSI model layer 1 and layer 2 specification. IEBus is mainly used for car audio and car navigations, which established de facto standard in Japan, though SAE J1850 is major in United States. IEBus is also used in some vending machines, which major customer is Fuji Electric. Each button on the vending machine has an IEBus ID, i.e. has a controller. Detailed specification is disclosed to licensees only, but protocol analyzers are provided from some test equipment vendors. Its modulation method is PWM (Pulse-Width Modulation) with 6.00 MHz base clock originally, but most of automotive customers use 6.291 MHz, and physical layer is a pair of differential signalling harness. Its physical layer adopts half-duplex, asynchronous, and multi-master communication with carrier-sense multiple access with collision detection (CSMA/CD) for medium access control. It allows for up to fifty units on one bus over a maximum length of 150 meters. Two differential signalling lines are used with Bus+ / Bus− naming, sometimes labeled as Data(+) / Data(−). It is sometimes described as "IE-BUS", "IE-Bus," or "IE Bus," but these are incorrect. In formal, it is "IEBus." IEBus® and Inter Equipment Bus® are registered trademark symbols of Renesas Electronics Corporation, formerly NEC Electronics Corporation, (JPO: Reg. No.2552418 and 2552419, respectively). == History == In the middle of '80s, semiconductor unit of NEC Corporation, currently Renesas Electronics, started the study for increasing demands for automotive audio systems. IEBus is introduced as a solution for the distributed control system. In the late 1980s, several similar specifications, including the Domestic Digital Bus (D2B), the Japanese Home Bus (HBS), and the European Home System (EHS) are proposed by different companies or organizations. These were once discussed as IEC 61030, but it was withdrawn in 2006. IEBus is also a similar specification (refer to "Transfer signal format" section), but not listed in these criteria. As the result, IEBus becomes a de facto standard of car audio in Japan. Regarding the Domestic Digital Bus (D2B), it is re-defined as D2B Optical by Mercedes-Benz independently. As for Japanese Home Bus System (HBS), it is defined in 1988 as Home Bus System Standard Specification, ET-2101 by JEITA and REEA (Radio Engineering & Electronics Assiation) in Japan. It is being used by several Japanese air conditioner manufacturers (for example, M-Net from Mitsubishi and the P1/P2 or F1/F2 bus from Daikin). Fujitsu provided HBPC (Home Bus Protocol Controller) chip as MB86046B. But it is unclear whether Fujitsu (currently, Cypress) still manufactures this HBPC LSI as of 2018. Mitsumi Electric provides the MM1007 and MM1192 driver ICs for HBS. The HBS specification is also discussed in the Echonet Consortium. In 2014, a utility model patent for protocol converter from HBS to RS-485 is granted in China as "CN204006496U." Regarding the replacement of IEBus, a paper by Hyundai Autonet, currently Hyundai Mobis, describes as follows. "In communication methods for digital input capable amplifiers, Inter Equipment Bus (IEBus) was used in early times, but for now, Controller Area Network (CAN) is mainly used." == Protocol overview == A master talks to a slave. Each unit has a master and a slave address register. Only one device can talk on the bus at any given time. There is a pecking order for the types of communications which will take precedence over another. Each communication from master to slave must be replied to by the slave going back to the master with acknowledge bits each of those show ACK or NAK. If the master does not receive the ACK within a predefined time allowance for a mode, it drops the communication and returns to its standby (listen) mode. Detailed specification of OSI model layer 2 is disclosed to licensees only, but protocol analyzers are provided from some test equipment vendors. In 2012, one of Chinese manufacturer's patent is granted as "CN202841169U". An open-source software emulator called "IEBus Studio" exists on a repository of SourceForge, but the last update was on 2008-02-24. Another open-source analyzer software called "IEBusAnalyzer" is available on GitHub repository. Some hobbyist made some tools also. === Physical layer (OSI model layer 1) specification overview === From μPD6708 data sheet. and μPD78098B Subseries user's manual, hardware. Communication system Half-duplex asynchronous communication Multi-master system All the units connected to the IEBus can transfer data to the other units. Broadcast communication function (communication between one unit and multiple units) Normally, communication is individually carried out from one unit to another. By using the broadcast communication function, however, communication can be executed from one unit to plural units as follows: Group broadcast communication: Broadcast communication to group units Simultaneous broadcast communication: Broadcast communication to all units Effective transmission rate The effective transmission rate can be selected from the following three communication modes: Mixture of the plural of modes in the same bus line is not allowed. Correct communication between different base clock is not possible. Access control CSMA/CD (Carrier Sense Multiple Access with Collision Detection) The priority of occupying IEBus is as follows: «1» Broadcast communication takes precedence over individual communication. «2» The lower the master address, the higher the priority. Communication scale Number of units: 50 MAX. Cable length: 150 m MAX. (when a twisted pair cable is used) Load capacity: MAX. 8000 pF; between Bus+ and Bus−, (6.000000 MHz base clock) MAX. 7100 pF; between Bus+ and Bus−, (6.291456 MHz base clock) Terminating resistor: 120 Ω Logic level Logic 1: Low level. Voltage difference between Bus+ and Bus− is under 20mV Logic 0: High Level. Voltage difference between Bus+ and Bus− is over 120mV In-phase input voltage high: Bus+ ≤ (VDD-1.0) V, Bus− ≥ 1.0 V === Transfer signal format === From μPD6708 data sheet. and μPD78098B Subseries user's manual, hardware. This frame format is much similar to that of Domestic Digital Bus (D2B). All fields are MSB first. ==== Functions of Control bits ==== === Bit format === Each IEBus bit consists of four periods. Preparation period: The first or subsequent low-level (logic "1") period Synchronization period: Next high-level (logic "0") period Data period: Period indicating value of bit; ether low-level (logic "1") or high-level (logic "0") Stop period: The last low-level (logic "1") period Synchronization is done by each bit. Time lengths of the synchronization period and data period are almost the same. The time of the entire bits' and each bit's specification, related to the time of each period allocated to it, differ depending both on the type of the transmit bit and on whether the unit is the master or a slave unit. == Automotive manufacturers using IEBus == Each manufacturer has its own name, but it is not an alias of IEBus. Those are specifications of wire harness which comprise control cables based on IEBus, OSI model layer 3 and above communication protocol, audio cables, interconnection couplers, and so on. === Pioneer === Pioneer Corporation employed IEBus for its original branded car audio in early '90s. In its earlier stage, it was used just for control bus between the head unit in dashboard and the CD changer usually placed in trunk room. Nowadays, the specification includes connection between head units, navigation systems, rear speaker systems, and so on. IP-Bus: Wire harness specification. === Toyota === Pioneer Corporation pushed Toyota Motor Corporation to adopt IEBus as the genuine parts. In 1994, Toyota decided to employ IEBus for its genuine specification, but it is slightly different from that of Pioneer. It is named as AVC-LAN. AVC-LAN: Wire harness specification, based on mode 2. === Honda/Acura === Pioneer Corporation also pushed Honda Motor. Honda also decided to adopt IEBus as its genuine parts specification just after Toyota do so. GA-NET II: Wire harness specification. Honda Music Link: Honda genuine gadget to connect Apple Inc. products. A hobbyist made touch screen controller on Acura TSX for a Car PC installed in the trunk. === Sirius XM Satellite Radio === Sirius XM Satellite Radio is a satellite broadcasting radio operator in US. Its digital media receiver equipment utilizes IEBus. == Evaluation boards == === SAKURA board === GR-SAKUKRA board and GR-SAKURA-FULL board are Renesas official promotion boards of RX63N chip, which enables IEBus mode 0 and 1, but not mode 2, i.e. not available for Toyota AVC-LAN. They are an Arduino pin compatible low-price ones, suitable for hobbyists. Their color of printed circuit board is SAKURA in Japanese, which means cherry blossom. To e
AltStore
AltStore is an alternative app store for the iOS and iPadOS[1] mobile operating systems, which allows users to download applications that are not available on the App Store, most commonly tweaked apps, jailbreak apps, and apps including paid apps on the app store. It was publicly announced on September 25, 2019, and launched on September 28. == History == Riley Testut is an American developer who began to work on AltStore after Apple declined to allow his Nintendo emulator Delta on the App Store. Since Xcode allowed him to temporarily install his Delta app to his iOS device for 7 days of testing, he created AltStore in 2019 to replicate this functionality, which could be extended to other .ipa files. As of 2022, AltStore had been downloaded 1.5 million times. In the following years, AltStore expanded beyond its initial sideloading functionality. The platform was founded by Testut, with Shane Gill later joining as co-founder. AltStore was initially supported through Patreon contributions from its user community, and later saw increased adoption following regulatory developments in the European Union that enabled broader third-party app distribution. The project has also been involved in notable industry collaborations, including a partnership with Epic Games. == Features == AltStore exploits a loophole in the Xcode developer platform, which allows developers to sideload their own apps which they are working on without needing to jailbreak. Sideloaded apps are signed like a developer project for testing and will expire after 7 days with a free account or one year with a paid developer account, by which they will need to be refreshed or reinstalled.
Merit Network
Merit Network, Inc., is a nonprofit member-governed organization providing high-performance computer networking and related services to educational, government, health care, and nonprofit organizations, primarily in Michigan. Created in 1966, Merit operates the longest running regional computer network in the United States. == Organization == Created in 1966 as the Michigan Educational Research Information Triad by Michigan State University (MSU), the University of Michigan (U-M), and Wayne State University (WSU), Merit was created to investigate resource sharing by connecting the mainframe computers at these three Michigan public research universities. Merit's initial three node packet-switched computer network was operational in October 1972 using custom hardware based on DEC PDP-11 minicomputers and software developed by the Merit staff and the staffs at the three universities. Over the next dozen years the initial network grew as new services such as dial-in terminal support, remote job submission, remote printing, and file transfer were added; as gateways to the national and international Tymnet, Telenet, and Datapac networks were established, as support for the X.25 and TCP/IP protocols was added; as additional computers such as WSU's MVS system and the UM's electrical engineering's VAX running UNIX were attached; and as new universities became Merit members. Merit's involvement in national networking activities started in the mid-1980s with connections to the national supercomputing centers and work on the 56 kbit/s National Science Foundation Network (NSFNET), the forerunner of today's Internet. From 1987 until April 1995, Merit re-engineered and managed the NSFNET backbone service. MichNet, Merit's regional network in Michigan was attached to NSFNET and in the early 1990s Merit began extending "the Internet" throughout Michigan, offering both direct connect and dial-in services, and upgrading the statewide network from 56 kbit/s to 1.5 Mbit/s, and on to 45, 155, 622 Mbit/s, and eventually 1 and 10 Gbit/s. In 2003 Merit began its transition to a facilities based network, using fiber optic facilities that it shares with its members, that it purchases or leases under long-term agreements, or that it builds. In addition to network connectivity services, Merit offers a number of related services within Michigan and beyond, including: Internet2 connectivity, VPN, Network monitoring, Voice over IP (VOIP), Cloud storage, E-mail, Domain Name, Network Time, VMware and Zimbra software licensing, Colocation, and professional development seminars, workshops, classes, conferences, and meetings. == History == === Creating the network: 1966 to 1973 === The Michigan Educational Research Information Triad (MERIT) was formed in the fall of 1966 by Michigan State University (MSU), University of Michigan (U-M), and Wayne State University (WSU). More often known as the Merit Computer Network or simply Merit, it was created to design and implement a computer network connecting the mainframe computers at the universities. In the fall of 1969, after funding for the initial development of the network had been secured, Bertram Herzog was named director for MERIT. Eric Aupperle was hired as senior engineer, and was charged with finding hardware to make the network operational. The National Science Foundation (NSF) and the State of Michigan provided the initial funding for the network. In June 1970, the Applied Dynamics Division of Reliance Electric in Saline, Michigan was contracted to build three Communication Computers or CCs. Each would consist of a Digital Equipment Corporation (DEC) PDP-11 computer, dataphone interfaces, and interfaces that would attach them directly to the mainframe computers. The cost was to be slightly less than the $300,000 ($2,487,100, adjusted for inflation) originally budgeted. Merit staff wrote the software that ran on the CCs, while staff at each of the universities wrote the mainframe software to interface to the CCs. The first completed connection linked the IBM S/360-67 mainframe computers running the Michigan Terminal System at WSU and U-M, and was publicly demonstrated on December 14, 1971. The MSU node was completed in October 1972, adding a CDC 6500 mainframe running Scope/Hustler. The network was officially dedicated on May 15, 1973. === Expanding the network: 1974 to 1985 === In 1974, Herzog returned to teaching in the University of Michigan's Industrial Engineering Department, and Aupperle was appointed as director. Use of the all uppercase name "MERIT" was abandoned in favor of the mixed case "Merit". The first network connections were host to host interactive connections which allowed person to remote computer or local computer to remote computer interactions. To this, terminal to host connections, batch connections (remote job submission, remote printing, batch file transfer), and interactive file copy were added. And, in addition to connecting to host computers over custom hardware interfaces, the ability to connect to hosts or other networks over groups of asynchronous ports and via X.25 were added. Merit interconnected with Telenet (later SprintNet) in 1976 to give Merit users dial-in access from locations around the United States. Dial-in access within the U.S. and internationally was further expanded via Merit's interconnections to Tymnet, ADP's Autonet, and later still the IBM Global Network as well as Merit's own expanding network of dial-in sites in Michigan, New York City, and Washington, D.C. In 1978, Western Michigan University (WMU) became the fourth member of Merit (prompting a name change, as the acronym Merit no longer made sense as the group was no longer a triad). To expand the network, the Merit staff developed new hardware interfaces for the Digital PDP-11 based on printed circuit technology. The new system became known as the Primary Communications Processor (PCP), with the earliest PCPs connecting a PDP-10 located at WMU and a DEC VAX running UNIX at U-M's Electrical Engineering department. A second hardware technology initiative in 1983 produced the smaller Secondary Communication Processors (SCP) based on DEC LSI-11 processors. The first SCP was installed at the Michigan Union in Ann Arbor, creating UMnet, which extended Merit's network connectivity deeply into the U-M campus. In 1983 Merit's PCP and SCP software was enhanced to support TCP/IP and Merit interconnected with the ARPANET. === National networking, NSFNET, and the Internet: 1986 to 1995 === In 1986 Merit engineered and operated leased lines and satellite links that allowed the University of Michigan to access the supercomputing facilities at Pittsburgh, San Diego, and NCAR. In 1987, Merit, IBM and MCI submitted a winning proposal to NSF to implement a new NSFNET backbone network. The new NSFNET backbone network service began July 1, 1988. It interconnected supercomputing centers around the country at 1.5 megabits per second (T1), 24 times faster than the 56 kilobits-per-second speed of the previous network. The NSFNET backbone grew to link scientists and educators on university campuses nationwide and connect them to their counterparts around the world. The NSFNET project caused substantial growth at Merit, nearly tripling the staff and leading to the establishment of a new 24-hour Network Operations Center at the U-M Computer Center. In September 1990 in anticipation of the NSFNET T3 upgrade and the approaching end of the 5-year NSFNET cooperative agreement, Merit, IBM, and MCI formed Advanced Network and Services (ANS), a new non-profit corporation with a more broadly based Board of Directors than the Michigan-based Merit Network. Under its cooperative agreement with NSF, Merit remained ultimately responsible for the operation of NSFNET, but subcontracted much of the engineering and operations work to ANS. In 1991 the NSFNET backbone service was expanded to additional sites and upgraded to a more robust 45 Mbit/s (T3) based network. The new T3 backbone was named ANSNet and provided the physical infrastructure used by Merit to deliver the NSFNET Backbone Service. On April 30, 1995, the NSFNET project came to an end, when the NSFNET backbone service was decommissioned and replaced by a new Internet architecture with commercial Internet service providers (ISPs) interconnected at Network Access Points provided by multiple providers across the country. === Bringing the Internet to Michigan: 1985 to 2001 === During the 1980s, Merit Network grew to serve eight member universities, with Oakland University joining in 1985 and Central Michigan University, Eastern Michigan University, and Michigan Technological University joining in 1987. In 1990, Merit's board of directors formally changed the organization's name to Merit Network, Inc., and created the name MichNet to refer to Merit's statewide network. The board also approved a staff proposal to allow organizations other than publicly supported universities, referred to as aff
Semiotics of social networking
The semiotics of social networking discusses the images, symbols and signs used in systems that allow users to communicate and share experiences with each other. Examples of social networking systems include Facebook, Twitter and Instagram. == Semiotics == Semiotics is a discipline that studies images, symbols, signs and other similarly related objects in an effort to understand their use and meaning. Semiotic structuralism seeks the meaning of these objects within a social context. Post-structuralist theories take tools from structuralist semiotics in combination with social interaction, creating social semiotics. Social semiotics is “a branch of the field of semiotics which investigates human signifying practices in specific social and cultural circumstances and which tries to explain meaning-making as a social practice.” “Social semiotics also examines semiotic practices, specific to a culture and community, for the making of various kinds of texts and meanings in various situational contexts and contexts of culturally meaningful activity”. Social semiotics is concerned with studying human interactions. == Social networking == Social networking is the communication among people within a virtual social space. This medium of communication allows insight into the significance of social semiotics. “Millions of people now interact through blogs, collaborate through wikis, play multiplayer games, publish podcasts and video, build relationships through social network sites and evaluate all the above forms of communication through feedback and ranking mechanisms”. Social semiotics “unlike speech, writing necessitates some sort of technology in the form of person device interaction”. Social semiotics functions through the triad of communication or Peircean semiotics in the form of sign, object, interpretant (Chart 1) and “Human, Machine, Tag (Information)” (Chart 2). In Peircean semiotics (Chart 1), "A sign…[in the form of representamen] is something which stands to somebody for something in some respect or capacity. It addresses somebody, that is, creates in the mind of that person an equivalent sign, or perhaps a more developed sign. That sign which it creates I call the interpretant of the first sign. The sign stands for an object, not in all respects, but in reference to a sort of idea which I have something called the ground of the representamen". This example of the triangle of Human, Machine, Tag is shown when looking at tagging photographs on Facebook (Chart 3). The Human takes the photo on a camera and puts the digital file (information) on the Machine, the Machine is then navigated to Facebook where the file is downloaded. The Human has the Machine Tag the photo with information (e. g., names, places, data) for other Humans to see. This process then can be continued (see Chart 2). “Collaborative tagging has been quickly gaining ground because of its ability to recruit the activity of web users into effectively organizing and sharing large amounts of information”.
Social Media (Age-Restricted Users) Bill
The Social Media (Age-Restricted Users) Bill is a member's bill by National Party Member of Parliament Catherine Wedd that seeks to ban children under the age of 16 years from accessing social media by forcing social media companies to implement age verification measures. It is modelled after the Australian government's Online Safety Amendment. In mid October 2025, the New Zealand Parliament confirmed plans to introduce the social media age restriction bill. == Background == In late November 2024, the Albanese government of Australia, with support from the opposition Coalition parties, passed the Online Safety Amendment creating a world-first age verification regime targeting social media platforms operating in the country. The ban targets several social media platforms including Facebook, Instagram, Kick, Reddit, Snapchat, Threads, TikTok, Twitch, X (formerly Twitter) and YouTube. These platforms were required to implement age verification systems and to remove under-age users by 10 December 2025, when the law change came into effect. == Draft provisions == The draft Social Media (Age-Restricted Users) Bill defines social media platforms as electronic platforms that enable social media interactions between two or more end-users, facilitates communication between multiple end-users and allows users to post content on the platform. The proposed bill requires social media companies to take action to prevent users under the age of 16 from creating accounts on their platforms. It also creates a framework for courts to impose fines on platforms that fail to take reasonable steps to prevent underaged users from accessing the platform. == Legislative history == === Draft legislation === On 6 May 2025, Wedd announced a private member's bill called the "Social Media (Age-Restricted Users) Bill" that would bar access to social media platforms for people under the age of 16 years. She said that she was motivated as the mother of four children to support families, parents and teachers' efforts to manage their children's online exposure and the passage of the Australian Online Safety Amendment legislation in December 2024. Since National's coalition partner ACT New Zealand had refused to support the bill, the Sixth National Government announce it as a member's bill rather than a government bill. Prime Minister Christopher Luxon has confirmed that National would seek cross-party support for the legislation. ACT MP and the Minister of Internal Affairs Brooke van Velden said that the Government would watch the implementation of the Australian social media age restriction policy. In October 2025, Wedd's bill was drawn from the parliamentary ballot. In addition, Labour Reuben Davidson drafted a similar member's bill that would hold social media providers responsible for restricting "harmful content" and imposed NZ$50,000 fines for non-compliance. In November 2025, Luxon reiterated his support for social media age restriction legislation and said the New Zealand government would introduce a bill in 2026 before the 2026 New Zealand general election. He also confirmed that Education Minister Erica Stanford was leading an investigation into what lessons could be learnt from the Australian legislation. At the request of ACT MP Parmjeet Parmar, Parliament's Education and Workforce Committee held an inquiry into a proposed social media ban in early October 2025. The committee was led by National MP Carl Bates and received 430 submissions from 400 groups and individuals. The committee also heard from 87 in-person submissions. On 10 December 2025, the committee made 12 recommendations including restricting social media access to persons under the age of 16, re-evaluating existing legislation such as the Films, Videos, and Publications Classification Act and the Harmful Digital Communications Act 2015, and regulating online platforms and Internet service providers. The ACT party released a dissenting view disagreeing with the need for a law restricting social media access to under-16 year olds. In mid-May 2026, the Government confirmed that work on the proposed bill to ban under-16 year olds from social media had been paused. The New Zealand Parliament held a debate on the proposed bill on 13 May following a select committee inquiry into the harms caused by social media platforms. While the opposition Labour Party has agreed to support the member's bill, the ACT and Green parties opposed the proposed bill on the grounds that the rules were easy to circumvent, that at-risk groups could become more isolated, and that social media also harmed other age groups. == Responses == === Academia and civil society === In late July 2025, the New Zealand Council for Civil Liberties (NZCCL) expressed concern that the proposed social media age restriction could infringe upon the New Zealand Bill of Rights Act 1990, the Privacy Act 2020 and the United Nations' Convention on the Rights of the Child. The NZCCL also questioned the practicality of age verification software, a social media age limit and whether it would fulfil its stated goal of combating online harm. In August 2025, University of Auckland criminologist and senior lecturer Claire Meehan expressed concern that the social media age restriction legislation would cut children from their friendship and support networks. She also said that children and young people were digital natives who could use VPNs to circumvent the ban. Similar sentiments were echoed by Victoria University of Wellington media and communications lecturer Alex Beattie and "Ocean Today" Instagram social media influencer "Charlie." In October 2025, New Zealand Initiative representative Dr Eric Crampton expressed concern that a social media age restriction would involve the introduction of digital IDs. He argued that a new law was unnecessary and said that parents could limit their children's exposure to social media via Google's Family Link and Apple's equivalent. Similarly, Institute of Economic Affairs public policy fellow Matthew Lesh and the British Free Speech Union expressed concerns that young people could use VPNs to circumvent a social media ban, citing the spike in VPN usage in the United Kingdom following the passage of the Online Safety Act 2023. The advocacy group B416's co-chair Anna Curzon advocated for a social media ban on underage users, stating that social media apps "are made to be addictive" and made it difficult for parents to relate with their children. In late November 2025, B416's co-founder Anna Mowbray expressed support for the Government's social media age restriction bill but expressed disappointment that Luxon had not timed his announcement with the launch of the group's campaign. Generation-Z Aotearoa co-founder Lola Fisher has called on the New Zealand Government to consult with young people on the development of the legislation. === Government agencies and departments === In early October 2025, Privacy Commissioner Michael Webster expressed concern that social media platforms requiring users to prove their age via digital IDs could raise privacy concerns. Webster suggested that age verification systems could relay on various documents including passports. He said that age estimation technologies had high error rates and that age inference technologies relied on data mining. === Political parties === In early May 2025, the National Party government expressed support for a social media age restriction legislation. By contrast, its coalition partner ACT has opposed such legislation. ACT leader David Seymour described the ban as hasty and unworkable since it did not involve parents. Meanwhile, New Zealand First leader Winston Peters expressed support for a social media age restriction but said the bill should be subject to a select committee inquiry. The opposition Labour Party leader Chris Hipkins has expressed interest in a social media age restriction legislation but emphasised the need for consensus. Meanwhile, Green Party co-leader Chlöe Swarbrick said she wanted to learn more about the bill but described it as simplistic. Fellow Greens co-leader Marama Davidson said that the proposed bill would punish children and young people for the harm caused by big tech platforms. === Tech companies === In early October 2025, representatives of TikTok and Meta Platforms cautioned against proposed social media ban on under-16 years olds. During a one-day parliamentary inquiry, Ella Woods-Joyce, TikTok's public policy lead for Australia and New Zealand, and Mia Garlick, Meta's regional director of policy, expressed concern that the social media age restriction could send children and young people to less regulated online spaces. Woods-Joyce highlighted TikTok's policy of closing down accounts belonging to users under the age of 13 years while Garlick highlighted Meta's policy of placing users under the age of 16 in private accounts by default. In early February 2026 Meta's vice president and global head of safety, Antigone Da
Parkerian Hexad
The Parkerian Hexad is a set of six elements of information security proposed by Donn B. Parker in 1998. The Parkerian Hexad adds three additional attributes to the three classic security attributes of the CIA triad (confidentiality, integrity, availability). The Parkerian Hexad attributes are the following: Confidentiality Possession or Control Integrity Authenticity Availability Utility These attributes of information are atomic in that they are not broken down into further constituents; they are non-overlapping in that they refer to unique aspects of information. Any information security breach can be described as affecting one or more of these fundamental attributes of information. == Attributes from the CIA triad == === Confidentiality === Confidentiality refers to the "quality or state of being private or secret; known only to a limited few", or "the property that information is not made available or disclosed to unauthorized individuals, entities, or processes". For example: If an enterprise's strategic plans are leaked to competitors then this is a breach of confidentiality; If unauthorized persons gain access to an individual's financial records then that individual's confidentiality is breached. === Integrity === Integrity refers to being correct or consistent with the intended state of information. Any unauthorized modification of data, whether deliberate or accidental, is a breach of data integrity. For example: Data stored on disk are expected to be stable. If the data is changed at random by problems with a disk controller then this is a breach of integrity; Data generated by a medical device is transmitted and stored in the healthcare center but neither altered nor tampered with; Application programs are supposed to record information correctly. If the application introduces deviations from the intended values then this is a breach of integrity. "From Donn Parker: My definition of information integrity comes from the dictionaries. Integrity means that the information is whole, sound, and unimpaired (not necessarily correct). It means nothing is missing from the information it is complete and in intended good order". === Availability === Availability means having timely access to information. For example: A disk crash or denial-of-service attacks both cause a breach of availability. Any delay in response of a system that exceeds the expected service levels for that system can be described as a breach of availability. GPS jamming can lead to loss of Availability of the GPS system. == Parker's added attributes == === Authenticity === Authenticity is the "quality of being authentic or of established authority for truth and correctness". Parker defines it thus: "is the information genuine and accurate? Does it conform to reality and have validity?" and "authoritative, valid, true, real, genuine, or worthy of acceptance or belief by reason of conformity to fact and reality". === Possession or control === Possession or control refers to the loss of data by the authorized user (even if the ʺthiefʺ cannot access the data). From a control systems perspective, it is any loss of control (the ability to change settings and functions) or loss of view (the ability to monitor the system’s operation and its response to controls). Suppose a thief were to steal a sealed envelope containing a bank debit card and its personal identification number. Even if the thief did not open that envelope, it's reasonable for the victim to be concerned that the thief could do so at any time. That situation illustrates a loss of control or possession of information but does not involve the breach of confidentiality. === Utility === Utility refers to the data's usefulness. For example: Suppose someone encrypted data on disk to prevent unauthorized access or undetected modifications–and then lost the decryption key: that would be a breach of utility. The data would be confidential, controlled, integral, authentic, and available–they just wouldn't be useful in that form. The conversion of salary data from one currency into an inappropriate currency would be a breach of utility, as would the storage of data in a format inappropriate for a specific computer architecture; e.g., EBCDIC instead of ASCII or 9-track magnetic tape instead of DVD-ROM. A tabular representation of data substituted for a graph could be described as a breach of utility if the substitution made it more difficult to interpret the data. Utility is often confused with availability because breaches such as those described in these examples may also require time to work around the change in data format or presentation. However, the concept of usefulness is distinct from that of availability.
Social media use by businesses
Social media use by businesses includes a range of applications. Although social media accessed via desktop computers offer an online shopping variety of opportunities for companies in a wide range of business sectors, mobile social media, which users can access when they are "on the go" via tablet computers or smartphones, benefit companies because of the location- and time-sensitive awareness of their users. Mobile social media tools can be used for marketing research, communication, sales promotions/discounts, informal employee learning/organizational development, relationship development/loyalty programs, and e-commerce. Marketing research: Mobile social media applications provide companies data about offline consumer movements at a level of detail that was previously accessible to online companies only. These applications allow any business to know the exact time a customer who uses social media entered one of its locations, as well as know the social media comments made during the visit. Communication: Mobile social media communication takes two forms: company-to-consumer (in which a company may establish a connection to a consumer based on its location and provide reviews about locations nearby) and user-generated content. For example, McDonald's offered $5 and $10 gift-cards to 100 users randomly selected among those checking in at one of its restaurants. This promotion increased check-ins by 33% (from 2,146 to 2,865), resulted in over 50 articles and blog posts, and prompted several hundred thousand news feeds and Twitter messages. Sales promotions and discounts: Although customers have had to use printed coupons in the past, mobile social media allows companies to tailor promotions to specific users at specific times. For example, when launching its California-Cancun service, Virgin America offered users who checked in through Loopt at one of three designated taco trucks in San Francisco or Los Angeles between 11 a.m. and 3 p.m. on 31 August 2010, two tacos for $1 and two flights to Cancun or Cabo for the price of one. This special promotion was only available to people who were at a certain location at a certain time. Relationship development and loyalty programs: In order to increase long-term relationships with customers, companies can develop loyalty programs that allow customers who check-in via social media regularly at a location to earn discounts or perks. For example, American Eagle Outfitters remunerates such customers with a tiered 10%, 15%, or 20% discount on their total purchase. Informal employee learning/organizational development is facilitated by social media. Technologies such as blogs, wiki pages, web forums, social networks and other social media act as technology enhanced learning (TEL) tools, and their users perceive change in organizational structure, culture and knowledge management. The prerequisite for the successful use of social media are motivated employees who want to use the new technologies. It is central for companies to understand the factors that determine the willingness to use social media. Customer service and support: A company can gain cost savings and increase revenue and customer satisfaction by using social media platforms in customer service and support. By using social media tools, company's have easy and widescale contact to its customers and simultaneously increase their brand knowledge. E-commerce: Social media sites are increasingly implementing marketing-friendly strategies, creating platforms that are mutually beneficial for users, businesses, and the networks themselves in the popularity and accessibility of e-commerce, or online purchases. The user who posts their comments about a company's product or service benefits because they are able to share their views with their online friends and acquaintances. The company benefits because it obtains insight (positive or negative) about how their product or service is viewed by consumers. Mobile social media applications such as Amazon.com and Pinterest have started to influence an upward trend in the popularity and accessibility of e-commerce. E-commerce businesses may refer to social media as consumer-generated media (CGM). A common thread running through all definitions of social media is a blending of technology and social interaction for the co-creation of value for the business or organization that is using it. People obtain valuable information, education, news, and other data from electronic and print media. Social media are distinct from industrial and traditional media such as newspapers, magazines, television, and film as they are comparatively inexpensive marketing tools and are highly accessible. They enable anyone, including private individuals, to publish or access information easily. Industrial media generally require significant resources to publish information, and in most cases the articles go through many revisions before being published. This process adds to the cost and the resulting market price. Originally social media was only used by individuals, but now it is used by both businesses and nonprofit organizations and also in government and politics. One characteristic shared by both social and industrial media is the capability to reach small or large audiences; for example, either a blog post or a television show may reach no people or millions of people. Some of the properties that help describe the differences between social and industrial media are: Quality: In industrial (traditional) publishing—mediated by a publisher—the typical range of quality is substantially narrower (skewing to the high quality side) than in niche, unmediated markets like user-generated social media posts. The main challenge posed by the content in social media sites is the fact that the distribution of quality has high variance: from very high-quality items to low-quality, sometimes even abusive or inappropriate content. Reach: Both industrial and social media technologies provide scale and are capable of reaching a global audience. Industrial media, however, typically use a centralized framework for organization, production, and dissemination, whereas social media are by their very nature more decentralized, less hierarchical, and distinguished by multiple points of production and utility. Frequency: The number of times users access a type of media per day. Heavy social media users, such as young people, check their social media account numerous times throughout the day. Accessibility: The means of production for industrial media are typically government or corporate (privately owned); social media tools are generally available to the public at little or no cost, or they are supported by advertising revenue. While social media tools are available to anyone with access to Internet and a computer or mobile device, due to the digital divide, the poorest segment of the population lacks access to the Internet and computer. Low-income people may have more access to traditional media (TV, radio, etc.), as an inexpensive TV and aerial or radio costs much less than an inexpensive computer or mobile device. Moreover, in many regions, TV or radio owners can tune into free over the air programming; computer or mobile device owners need Internet access to go to social media sites. Usability: Industrial media production typically requires specialized skills and training. For example, in the 1970s, to record a pop song, an aspiring singer would have to rent time in an expensive professional recording studio and hire an audio engineer. Conversely, most social media activities, such as posting a video of oneself singing a song require only modest reinterpretation of existing skills (assuming a person understands Web 2.0 technologies); in theory, anyone with access to the Internet can operate the means of social media production, and post digital pictures, videos or text online. Immediacy: The time lag between communications produced by industrial media can be long (days, weeks, or even months, by the time the content has been reviewed by various editors and fact checkers) compared to social media (which can be capable of virtually instantaneous responses). The immediacy of social media can be seen as a strength, in that it enables regular people to instantly communicate their opinions and information. At the same time, the immediacy of social media can also be seen as a weakness, as the lack of fact checking and editorial "gatekeepers" facilitates the circulation of hoaxes and fake news. Permanence: Industrial media, once created, cannot be altered (e.g., once a magazine article or paper book is printed and distributed, changes cannot be made to that same article in that print run) whereas social media posts can be altered almost instantaneously, when the user decides to edit their post or due to comments from other readers. Community media constitute a hybrid of industrial and social media. Though community-owned, some community radio,