Completeness (cryptography)

Completeness (cryptography)

In cryptography, a boolean function is said to be complete if the value of each output bit depends on all input bits. This is a desirable property to have in an encryption cipher, so that if one bit of the input (plaintext) is changed, every bit of the output (ciphertext) has an average of 50% probability of changing. The easiest way to show why this is good is the following: consider that if we changed our 8-byte plaintext's last byte, it would only have any effect on the 8th byte of the ciphertext. This would mean that if the attacker guessed 256 different plaintext-ciphertext pairs, he would always know the last byte of every 8byte sequence we send (effectively 12.5% of all our data). Finding out 256 plaintext-ciphertext pairs is not hard at all in the internet world, given that standard protocols are used, and standard protocols have standard headers and commands (e.g. "get", "put", "mail from:", etc.) which the attacker can safely guess. On the other hand, if our cipher has this property (and is generally secure in other ways, too), the attacker would need to collect 264 (~1020) plaintext-ciphertext pairs to crack the cipher in this way.

Pwnie Awards

The Pwnie Awards are an annual awards ceremony that recognizes both excellence and incompetence in the field of information security, described by SecurityWeek as an event that "recognizes excellence and mocks incompetence in cybersecurity." Winners are selected by a committee of security industry professionals from nominations collected from the information security community. Nominees are announced yearly at Summercon, and the awards themselves are presented at the Black Hat Security Conference. == Origins == The name Pwnie Award is based on the word "pwn", which is hacker slang meaning to "compromise" or "control" based on the previous usage of the word "own" (and it is pronounced similarly). The name "The Pwnie Awards," pronounced as "Pony," is meant to sound like the Tony Awards, an awards ceremony for Broadway theater in New York City. == History == The Pwnie Awards were founded in 2007 by Alexander Sotirov and Dino Dai Zovi following discussions regarding Dino's discovery of a cross-platform QuickTime vulnerability (CVE-2007-2175) and Alexander's discovery of an ANI file processing vulnerability (CVE-2007-0038) in Internet Explorer. == Winners == === 2024 === Most Epic Fail: Crowdstrike for 2024 CrowdStrike incident Best Mobile Bug: Operation Triangulation Lamest Vendor Response: Xiaomi for obstructing Pwn2Own researchers from using their services Best Cryptographic Attack: GoFetch Best Desktop Bug: forcing realtime WebAudio playback in Chrome (CVE-2023-5996) Best Song: Touch Some Grass by UwU Underground Best Privilege Escalation: Windows Streaming Service UAF (CVE-2024-30089) by Valentina Palmiotti (chompie) Best Remote Code Execution: Microsoft Message Queuing (MSMQ) Remote Code Execution Vulnerability (CVE-2024-30080) Most Epic Achievement: Discovery and reverse engineering of the XZ Utils backdoor Most Innovative Research: Let the Cache Cache and Let the WebAssembly Assemble: Knocking’ on Chrome’s Shell by Edouard Bochin, Tao Yan, and Bo Qu Most Underhyped Research: See No Eval: Runtime Dynamic Code Execution in Objective-C === 2023 === Best Desktop Bug: CountExposure! by RyeLv(@b2ahex) Best Cryptographic Attack: Video-based cryptanalysis: Extracting Cryptographic Keys from Video Footage of a Device’s Power LED by Ben Nassi, Etay Iluz, Or Cohen, Ofek Vayner, Dudi Nassi, Boris Zadov, Yuval Elovici Best Song: Clickin’ Most Innovative Research: Inside Apple’s Lightning: Jtagging the iPhone for Fuzzing and Profit Most Under-Hyped Research: Activation Context Cache Poisoning Best Privilege Escalation Bug: URB Excalibur: Slicing Through the Gordian Knot of VMware VM Escapes Best Remote Code Execution Bug: ClamAV RCE Lamest Vendor Response: Three Lessons From Threema: Analysis of a Secure Messenger Most Epic Fail: “Holy fucking bingle, we have the no fly list,” Epic Achievement: Clement Lecigne: 0-days hunter world champion Lifetime Achievement Award: Mudge === 2022 === Lamest Vendor Response: Google's "TAG" response team for "unilaterally shutting down a counterterrorism operation." Epic Achievement: Yuki Chen’s Windows Server-Side RCE Bugs Most Epic Fail: HackerOne Employee Caught Stealing Vulnerability Reports for Personal Gains Best Desktop Bug: Pietro Borrello, Andreas Kogler, Martin Schwarzl, Moritz Lipp, Daniel Gruss, Michael Schwarz for Architecturally Leaking Data from the Microarchitecture Most Innovative Research: Pietro Borrello, Martin Schwarzl, Moritz Lipp, Daniel Gruss, Michael Schwarz for Custom Processing Unit: Tracing and Patching Intel Atom Microcode Best Cryptographic Attack: Hertzbleed: Turning Power Side-Channel Attacks Into Remote Timing Attacks on x86 by Yingchen Wang, Riccardo Paccagnella, Elizabeth Tang He, Hovav Shacham, Christopher Fletcher, David Kohlbrenner Best Remote Code Execution Bug: KunlunLab for Windows RPC Runtime Remote Code Execution (CVE-2022-26809) Best Privilege Escalation Bug: Qidan He of Dawnslab, for Mystique in the House: The Droid Vulnerability Chain That Owns All Your Userspace Best Mobile Bug: FORCEDENTRY Most Under-Hyped Research: Yannay Livneh for Spoofing IP with IPIP Best Song: Dialed Up by Project Mammoth === 2021 === Lamest Vendor Response: Cellebrite, for their response to Moxie, the creator of Signal, reverse-engineering their UFED and accompanying software and reporting a discovered exploit. Epic Achievement: Ilfak Guilfanov, in honor of IDA's 30th Anniversary. Best Privilege Escalation Bug: Baron Samedit of Qualys, for the discovery of a 10-year-old exploit in sudo. Best Song: The Ransomware Song by Forrest Brazeal Best Server-Side Bug: Orange Tsai, for his Microsoft Exchange Server ProxyLogon attack surface discoveries. Best Cryptographic Attack: The NSA for its disclosure of a bug in the verification of signatures in Windows which breaks the certificate trust chain. Most Innovative Research: Enes Göktaş, Kaveh Razavi, Georgios Portokalidis, Herbert Bos, and Cristiano Giuffrida at VUSec for their research on the "BlindSide" Attack. Most Epic Fail: Microsoft, for their failure to fix PrintNightmare. Best Client-Side Bug: Gunnar Alendal's discovery of a buffer overflow on the Samsung Galaxy S20's secure chip. Most Under-Hyped Research: The Qualys Research Team for 21Nails, 21 vulnerabilities in Exim, the Internet's most popular mail server. === 2020 === Best Server-Side Bug: BraveStarr (CVE-2020-10188) – A Fedora 31 netkit telnetd remote exploit (Ronald Huizer') Best Privilege Escalation Bug: checkm8 – A permanent unpatchable USB bootrom exploit for a billion iOS devices. (axi0mX) Epic Achievement: "Remotely Rooting Modern Android Devices" (Guang Gong) Best Cryptographic Attack: Zerologon vulnerability (Tom Tervoort, CVE-2020-1472) Best Client-Side Bug: RCE on Samsung Phones via MMS (CVE-2020-8899 and -16747), a zero click remote execution attack. (Mateusz Jurczyk) Most Under-Hyped Research: Vulnerabilities in System Management Mode (SMM) and Trusted Execution Technology (TXT) (CVE-2019-0151 and -0152) (Gabriel Negreira Barbosa, Rodrigo Rubira Branco, Joe Cihula) Most Innovative Research: TRRespass: When Memory Vendors Tell You Their Chips Are Rowhammer-free, They Are Not. (Pietro Frigo, Emanuele Vannacci, Hasan Hassan, Victor van der Veen, Onur Mutlu, Cristiano Giuffrida, Herbert Bos, Kaveh Razavi) Most Epic Fail: Microsoft; for the implementation of Elliptic-curve signatures which allowed attackers to generate private pairs for public keys of any signer, allowing HTTPS and signed binary spoofing. (CVE-2020-0601) Best Song: Powertrace by Rebekka Aigner, Daniel Gruss, Manuel Weber, Moritz Lipp, Patrick Radkohl, Andreas Kogler, Maria Eichlseder, ElTonno, tunefish, Yuki and Kater Lamest Vendor Response: Daniel J. Bernstein (CVE-2005-1513) === 2019 === Best Server-Side Bug: Orange Tsai and Meh Chang, for their SSL VPN research. Most Innovative Research: Vectorized Emulation Brandon Falk Best Cryptographic Attack: \m/ Dr4g0nbl00d \m/ Mathy Vanhoef, Eyal Ronen Lamest Vendor Response: Bitfi Most Over-hyped Bug: Allegations of Supermicro hardware backdoors, Bloomberg Most Under-hyped Bug: Thrangrycat, (Jatin Kataria, Red Balloon Security) === 2018 === Most Innovative Research: Spectre/Meltdown (Paul Kocher, Jann Horn, Anders Fogh, Daniel Genkin, Daniel Gruss, Werner Haas, Mike Hamburg, Moritz Lipp, Stefan Mangard, Thomas Prescher, Michael Schwarz, Yuval Yarom) Best Privilege Escalation Bug: Spectre/Meltdown (Paul Kocher, Jann Horn, Anders Fogh, Daniel Genkin, Daniel Gruss, Werner Haas, Mike Hamburg, Moritz Lipp, Stefan Mangard, Thomas Prescher, Michael Schwarz, Yuval Yarom) Lifetime Achievement: Michał Zalewski Best Cryptographic Attack: ROBOT - Return Of Bleichenbacher’s Oracle Threat Hanno Böck, Juraj Somorovsky, Craig Young Lamest Vendor Response: Bitfi hardware crypto-wallet, after the "unhackable" device was hacked to extract the keys required to steal coins and rooted to play Doom. === 2017 === Epic Achievement: Federico Bento for Finally getting TIOCSTI ioctl attack fixed Most Innovative Research: ASLR on the line Ben Gras, Kaveh Razavi, Erik Bosman, Herbert Bos, Cristiano Giuffrida Best Privilege Escalation Bug: DRAMMER Victor van der Veen, Yanick Fratantonio, Martina Lindorfer, Daniel Gruss, Clementine Maurice, Giovanni Vigna, Herbert Bos, Kaveh Razavi, Cristiano Giuffrida Best Cryptographic Attack: The first collision for full SHA-1 Marc Stevens, Elie Bursztein, Pierre Karpman, Ange Albertini, Yarik Markov Lamest Vendor Response: Lennart Poettering - for mishandling security vulnerabilities most spectacularly for multiple critical Systemd bugs Best Song: Hello (From the Other Side) - Manuel Weber, Michael Schwarz, Daniel Gruss, Moritz Lipp, Rebekka Aigner === 2016 === Most Innovative Research: Dedup Est Machina: Memory Deduplication as an Advanced Exploitation Vector Erik Bosman, Kaveh Razavi, Herbert Bos, Cristiano Giuffrida Lifetime Achievement: Peiter Zatko aka Mudge Best Cryptographic Attack: DROWN attack Nimrod Aviram et al. Best Song: Cyberlier - Katie Mous

End-to-end encryption

End-to-end encryption (E2EE) is a method of implementing a secure communication system where only the sender and intended recipient can read the messages. No one else, including the system provider, telecom providers, Internet providers or malicious actors, can access the cryptographic keys needed to read or send messages. End-to-end encryption prevents data from being read or secretly modified, except by the sender and intended recipients. In many applications, messages are relayed from a sender to some recipients by a service provider. In an E2EE-enabled service, messages are encrypted on the sender's device such that no third party, including the service provider, has the means to decrypt them. The recipients retrieve encrypted messages and decrypt them independently on their own devices. Since third parties cannot decrypt the data being communicated or stored, services with E2EE are better at protecting user data from data breaches and espionage. Computer security experts, digital freedom organizations, and human rights activists advocate for the use of E2EE due to its security and privacy benefits, including its ability to resist mass surveillance. Popular messaging apps like WhatsApp, iMessage, Facebook Messenger, and Signal use end-to-end encryption for chat messages, with some also supporting E2EE of voice and video calls. As of May 2025, WhatsApp is the most widely used E2EE messaging service, with over 3 billion users. Meanwhile, Signal with an estimated 70 million users, is regarded as the current gold standard in secure messaging by cryptographers, protestors, and journalists. Since end-to-end encrypted services cannot offer decrypted messages in response to government requests, the proliferation of E2EE has been met with controversy. Around the world, governments, law enforcement agencies, and child protection groups have expressed concerns over its impact on criminal investigations. As of 2025, some governments have successfully passed legislation targeting E2EE, such as Australia's Telecommunications and Other Legislation Amendment Act (2018) and the Online Safety Act (2023) in the UK. Other attempts at restricting E2EE include the EARN IT Act in the US and the Child Sexual Abuse Regulation in the EU.[1] Nevertheless, some government bodies such as the UK's Information Commissioner's Office and the US's Cybersecurity and Infrastructure Security Agency (CISA) have argued for the use of E2EE, with Jeff Greene of the CISA advising that "encryption is your friend" following the discovery of the Salt Typhoon espionage campaign in 2024. == Definitions == End-to-end encryption is a means of ensuring the security of communications in applications like secure messaging. Under E2EE, messages are encrypted on the sender's device such that they can be decoded only by the final recipient's device. In many non-E2EE messaging systems, including email and many chat platforms, messages pass through intermediaries and are stored by a third party service provider, from which they are retrieved by the recipient. Even if messages are encrypted, they are only encrypted 'in transit', and are thus accessible by the service provider. Server-side disk encryption is also distinct from E2EE because it does not prevent the service provider from viewing the information, as they have the encryption keys and can simply decrypt it. The term "end-to-end encryption" originally only meant that the communication is never decrypted during its transport from the sender to the receiver. For example, around 2003, E2EE was proposed as an additional layer of encryption for GSM or TETRA, in addition to the existing radio encryption protecting the communication between the mobile device and the network infrastructure. This has been standardized by SFPG for TETRA. Note that in TETRA, the keys are generated by a Key Management Centre (KMC) or a Key Management Facility (KMF), not by the communicating users. Later, around 2014, the meaning of "end-to-end encryption" started to evolve when WhatsApp encrypted a portion of its network, requiring that not only the communication stays encrypted during transport, but also that the provider of the communication service is not able to decrypt the communications—maliciously or when requested by law enforcement agencies. Similarly, messages must be undecryptable in transit by attackers through man-in-the-middle attacks. This new meaning is now the widely accepted one. == Motivations == The lack of end-to-end encryption can allow service providers to easily provide search and other features, or to scan for illegal and unacceptable content. However, it also means that content can be read by anyone who has access to the data stored by the service provider, by design or via a backdoor. This can be a concern in many cases where privacy is important, such as in governmental and military communications, financial transactions, and when sensitive information such as health and biometric data are sent. If this content were shared without E2EE, a malicious actor or adversarial government could obtain it through unauthorized access or subpoenas targeted at the service provider. E2EE alone does not guarantee privacy or security. For example, the data may be held unencrypted on the user's own device or accessed through their own app if their credentials are compromised. == Modern implementations == === Messaging === In May 2026, Meta ended support for end-to-end encryption (E2EE) on Instagram, reversing a previous commitment to expand the technology across its messaging services. The company justified the move as a measure to mitigate fraudulent activity and facilitate the detection of harmful content. The decision highlighted a conflict between digital privacy and online safety; while child protection organizations supported the change to better identify predatory behavior, privacy advocates argued that removing E2EE compromises user security. As of 2025, messaging apps like Signal and WhatsApp are designed to exclusively use end-to-end encryption. Both Signal and WhatsApp use the Signal Protocol. Other messaging apps and protocols that support end-to-end encryption include Facebook Messenger, iMessage, Telegram, Matrix, and Keybase. Although Telegram supports end-to-end encryption, it has been criticized for not enabling it by default, instead supporting E2EE through opt-in "secret chats". As of 2020, Telegram did not support E2EE for group chats and no E2EE on its desktop clients. In 2022, after controversy over the use of Facebook Messenger messages in an abortion lawsuit in Nebraska, Facebook added support for end-to-end encryption in the Messenger app. Writing for Wired, technologist Albert Fox Cahn criticized Messenger's approach to end-to-end encryption, which required the user to opt into E2EE for each conversation and split the message thread into two chats which were easy for users to confuse. In December 2023, Facebook announced plans to enable end-to-end encryption by default despite pressure from British law enforcement agencies. As of 2016, many server-based communications systems did not include end-to-end encryption. These systems can only guarantee the protection of communications between clients and servers, meaning that users have to trust the third parties who are running the servers with the sensitive content. End-to-end encryption is regarded as safer because it reduces the number of parties who might be able to interfere or break the encryption. In the case of instant messaging, users may use a third-party client or plugin to implement an end-to-end encryption scheme over an otherwise non-E2EE protocol. === Audio and video conferencing === Signal and WhatsApp use end-to-end encryption for audio and video calls. Since 2020, Signal has also supported end-to-encrypted video calls. In 2024, Discord added end-to-end encryption for audio and video calls, voice channels, and certain live streams. However, they had no plans to implement E2EE for messages. In 2020, after acquiring Keybase, Zoom announced end-to-end encryption would be limited to paid accounts. Following criticism from human rights advocates, Zoom extended the feature to all users with accounts. In 2021, Zoom settled an $85M class action lawsuit over past misrepresentation about end-to-end encryption. The FTC confirmed Zoom previously retained access to meeting keys. === Other uses === Some encrypted backup and file sharing services provide client-side encryption. Nextcloud and MEGA, offer end-to-end encryption of shared files. The term "end-to-end encryption" is sometimes incorrectly used to describe client-side encryption. Some non-E2EE systems, such as Lavabit and Hushmail, have described themselves as offering "end-to-end" encryption when they did not. == Law enforcement and regulation == In 2022, Facebook Messenger came under scrutiny because the messages between a mother and daughter in Nebraska were used to seek criminal charges in an abortion-rel

GPU switching

GPU switching is a mechanism used on computers with multiple graphic controllers. This mechanism allows the user to either maximize the graphic performance or prolong battery life by switching between the graphic cards. It is mostly used on gaming laptops which usually have an integrated graphic device and a discrete video card. == Basic components == Most computers using this feature contain integrated graphics processors and dedicated graphics cards that applies to the following categories. === Integrated graphics === Also known as: Integrated graphics, shared graphics solutions, integrated graphics processors (IGP) or unified memory architecture (UMA). This kind of graphics processors usually have much fewer processing units and share the same memory with the CPU. Sometimes the graphics processors are integrated onto a motherboard. It is commonly known as: on-board graphics. A motherboard with on-board graphics processors doesn't require a discrete graphics card or a CPU with graphics processors to operate. === Dedicated graphics cards === Also known as: discrete graphics cards. Unlike integrated graphics, dedicated graphics cards have much more processing units and have its own RAM with much higher memory bandwidth. In some cases, a dedicated graphics chip can be integrated onto the motherboards, B150-GP104 for example. Regardless of the fact that the graphics chip is integrated, it is still counted as a dedicated graphics cards system because the graphics chip is integrated with its own memory. == Theory == Most Personal Computers have a motherboard that uses a Southbridge and Northbridge structure. === Northbridge control === The Northbridge is one of the core logic chipset that handles communications between the CPU, GPU, RAM and the Southbridge. The discrete graphics card is usually installed onto the graphics card slot such as PCI-Express and the integrated graphics is integrated onto the CPU itself or occasionally onto the Northbridge. The Northbridge is the most responsible for switching between GPUs. The way how it works usually has the following process (refer to the Figure 1. on the right): The Northbridge receives input from Southbridge through the internal bus. The Northbridge signals to CPU through the Front-side bus. The CPU runs the task assignment application (usually the graphics card driver) to determine which GPU core to use. The CPU passes down the command to the Northbridge. The Northbridge passes down the command to the according GPU core. The GPU core processes the command and returns the rendered data back to the Northbridge. The Northbridge sends the rendered data back to Southbridge. === Southbridge control === The Southbridge is a set of integrated circuits such Intel's I/O Controller Hub (ICH). It handles all of a computer's I/O functions, such as receiving the keyboard input and outputting the data onto the screen. The way how it usually works usually has two steps: Take in the user input and pass it down to the Northbridge. (Optional) Receive the rendered data from the Northbridge and output it. The reason why the second step can be optional is that sometimes the rendered the data is outputted directly from the discrete graphics card which is located on the graphics card slot so there is no need to output the data through the Southbridge. == Main purpose == GPU switching is mostly used for saving energy by switching between graphic cards. The dedicated graphics cards consume much more power than integrated graphics but also provides higher 3D performances, which is needed for a better gaming and CAD experience. Following is a list of the TDPs of the most popular CPU with integrated graphics and dedicated graphics cards. The dedicated graphics cards exhibit much higher power consumption than the integrated graphics on both platforms. Disabling them when no heavy graphics processing is needed can significantly lower the power consumption. == Technologies == === Nvidia Optimus === Nvidia Optimus™ is a computer GPU switching technology created by Nvidia that can dynamically and seamlessly switch between two graphic cards based on running programs. === AMD Enduro === AMD Enduro™ is a collective brand developed by AMD that features many new technologies that can significantly save power. It was previously named as: PowerXpress and Dynamic Switchable Graphics (DSG). This technology implements a sophisticated system to predict the potential usage need for graphics cards and switch between graphics cards based on predicted need. This technology also introduces a new power control plan that allows the discrete graphics cards consume no energy when idling. == Manufacturers == === Integrated graphics === In personal computers, the IGP (integrated graphics processors) are mostly manufactured by Intel and AMD and are integrated onto their CPUs. They are commonly known as: Intel HD and Iris Graphics - also called HD series and Iris series AMD Accelerated Processing Unit (APU) - also formerly known as: fusion === Dedicated graphics cards === The most popular dedicated graphics cards are manufactured by AMD and Nvidia. They are commonly known as: AMD Radeon Nvidia GeForce == Drivers and OS support == Most common operating systems have built-in support for this feature. However, the users may download the updated drivers from Nvidia or AMD for better experience. === Windows support === Windows 7 has built-in support for this feature. The system automatically switches between GPUs depending on the program that's running. However, the user may switch the GPUs manually through device manager or power manager. === Linux === Modern Linux systems handle hybrid graphics in two parts: power/control for the inactive GPU, and optional render offloading for individual applications. vga_switcheroo (in the kernel since 2.6.34) coordinates power and mux control on systems with multiple GPUs. It was designed primarily for muxed designs (hardware display switch), and on muxless laptops it is typically used only for power control. A display server restart is no longer required for offloading on muxless systems. DRI PRIME (Mesa) enables per-process render offload on muxless systems: an app renders on the discrete GPU and the integrated GPU presents the result. Users can opt in via the DRI_PRIME environment variable (e.g., DRI_PRIME=1) or desktop integration. On GNOME, the switcheroo-control service exposes the discrete GPU to the shell, adding a “Launch using Discrete Graphics Card” entry to app menus on supported systems (Wayland or Xorg), which invokes render offload under the hood. With the proprietary Nvidia driver, render offload is provided as PRIME Render Offload (supported since driver 435.xx). Distributions commonly ship a helper like prime-run or desktop menu entries that set the required environment for offloading. ==== Notes and limitations (Linux) ==== On muxless systems the internal display is hard-wired to the integrated GPU; the discrete GPU cannot directly drive that panel and instead renders offscreen for composition by the iGPU. External displays connected to the dGPU may allow direct output depending on the laptop’s wiring. Power-saving behavior varies by driver and distro defaults. Some setups need explicit configuration to power down the inactive GPU when idle. Desktop integrations (e.g., GNOME's menu item) simply opt an app into offload; they do not "auto-switch" the whole session. Users can still launch apps on either GPU as needed.

Video game

A video game, computer game, or simply game is an electronic game that involves interaction with a user interface or input device (such as a joystick, controller, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with audio complement delivered through speakers or headphones, and sometimes also with other types of sensory feedback (e.g., haptic technology that provides tactile sensations). Some video games also allow microphone and webcam inputs for in-game chatting and livestreaming. Video games are typically categorized according to their hardware platform, which traditionally includes arcade video games, console games, and computer games (which includes LAN games, online games, and browser games). More recently, the video game industry has expanded onto mobile gaming through mobile devices (such as smartphones and tablet computers), virtual and augmented reality systems, and remote cloud gaming. Video games are also classified into a wide range of genres based on their style of gameplay and target audience. The first video game prototypes in the 1950s and 1960s were simple extensions of electronic games using video-like output from large, room-sized mainframe computers. The first consumer video game was the arcade video game Computer Space in 1971, which took inspiration from the earlier 1962 computer game Spacewar!. In 1972 came the now-iconic video game Pong and the first home console, the Magnavox Odyssey. The industry grew quickly during the "golden age" of arcade video games from the late 1970s to early 1980s but suffered from the crash of the North American video game market in 1983 due to loss of publishing control and saturation of the market. Following the crash, the industry matured, was dominated by Japanese companies such as Nintendo, Sega, and Sony, and established practices and methods around the development and distribution of video games to prevent a similar crash in the future, many of which continue to be followed. In the 2000s, the core industry centered on "AAA" games, leaving little room for riskier experimental games. Coupled with the availability of the Internet and digital distribution, this gave room for independent video game development (or "indie games") to gain prominence into the 2010s. Since then, the commercial importance of the video game industry has been increasing. The emerging Asian markets and proliferation of smartphone games in particular are altering player demographics towards casual and cozy gaming, and increasing monetization by incorporating games as a service. Today, video game development requires numerous skills, vision, teamwork, and liaisons between different parties, including developers, publishers, distributors, retailers, hardware manufacturers, and other marketers, to successfully bring a game to its consumers. As of 2020, the global video game market had estimated annual revenues of US$159 billion across hardware, software, and services, which is three times the size of the global music industry and four times that of the film industry in 2019, making it a formidable heavyweight across the modern entertainment industry. The video game market is also a major influence behind the electronics industry, where personal computer component, console, and peripheral sales, as well as consumer demands for better game performance, have been powerful driving factors for hardware design and innovation. == Origins == Early video games used interactive electronic devices with various display formats. The earliest example dates to 1947—a "cathode-ray tube amusement device" was filed for a patent on 25 January 1947, by Thomas T. Goldsmith Jr. and Estle Ray Mann, and issued on 14 December 1948, as U.S. Patent 2455992. Inspired by radar display technology, it consisted of an analog device allowing a user to control the parabolic arc of a dot on the screen to simulate a missile being fired at targets, which were paper drawings fixed to the screen. Other early examples include the Nimrod computer at the 1951 Festival of Britain; Christopher Strachey's Checkers, possibly the first game to display visuals on an electronic screen in 1952; OXO, a tic-tac-toe computer game by Alexander S. Douglas for the EDSAC in 1952; Tennis for Two, an electronic interactive game engineered by William Higinbotham in 1958; and Spacewar!, written by Massachusetts Institute of Technology students Martin Graetz, Steve Russell, and Wayne Wiitanen's on a DEC PDP-1 computer in 1962. Each game had different means of display: NIMROD had a panel of lights to play the game of Nim, OXO had a graphical display to play tic-tac-toe, Tennis for Two had an oscilloscope to display a side view of a tennis court, and Spacewar! had the DEC PDP-1's vector display to have two spaceships battle each other. These inventions laid the foundation for modern video games. In 1966, while working at Sanders Associates, Ralph H. Baer devised a system to play a basic table tennis game on a television screen. With the company's approval, Baer created the prototype known as the "Brown Box". Sanders patented Baer's innovations and licensed them to Magnavox, which commercialized the technology as the first home video game console, the Magnavox Odyssey, released in 1972. Separately, Nolan Bushnell and Ted Dabney, inspired by seeing Spacewar! running at Stanford University, devised a similar version running in a smaller coin-operated arcade cabinet using a less expensive computer. This was released as Computer Space, the first arcade video game, in 1971. Bushnell and Dabney went on to form Atari, Inc., and with Allan Alcorn, created their second arcade game in 1972, the hit ping pong-style Pong, which was directly inspired by the table tennis game on the Odyssey. Atari made a home version of Pong, which was released by Christmas 1975. The success of the Odyssey and Pong, both as an arcade game and home machine, launched the video game industry. Both Baer and Bushnell have been titled "Father of Video Games" for their contributions. == Terminology == The term "video game" was developed to describe electronic games played on a video display rather than on a teletype printer, audio speaker, or similar device. This also distinguished from handheld electronic games such as Merlin, which commonly used LED lights for indicators not in combination for imaging purposes. "Computer game" may also be used as a descriptor, as all these types of games essentially require the use of a computer processor; in some cases, it is used interchangeably with "video game". Particularly in the United Kingdom and Western Europe, this is common due to the historic relevance of domestically produced microcomputers. Other terms used include digital game, for example, by the Australian Bureau of Statistics. The term "computer game" can also refer to PC games, which are played primarily on personal computers or other flexible hardware systems, to distinguish them from console games, arcade games, or mobile games. Other terms, such as "television game", "telegame", or "TV game", had been used in the 1970s and early 1980s, particularly for home gaming consoles that rely on connection to a television set. However, these terms were also used interchangeably with "video game" in the 1970s, primarily due to "video" and "television" being synonymous. In Japan, where consoles like the Odyssey were first imported and then made within the country by the large television manufacturers such as Toshiba and Sharp Corporation, such games are known as "TV games", "TV geemu", or "terebi geemu". The term "TV game" is still commonly used into the 21st century. "Electronic game" may also be used to refer to video games, but this also incorporates devices like early handheld electronic games that lack any video output. The first appearance of the term "video game" emerged around 1973. The Oxford English Dictionary cited a 10 November 1973 BusinessWeek article as the first printed use of the term. Though Bushnell believed the term came from a vending magazine review of Computer Space in 1971, a review of the major vending magazines Vending Times and Cashbox showed that the term may have come even earlier, appearing first in a letter dated July 10, 1972. In the letter, Bushnell uses the term "video game" twice. Per video game historian Keith Smith, the sudden appearance suggested that the term had been proposed and readily adopted by those in the field. Around March 1973, Ed Adlum, who ran Cashbox's coin-operated section until 1972 and then later founded RePlay Magazine, covering the coin-op amusement field, in 1975, used the term in an article in March 1973. In a September 1982 issue of RePlay, Adlum is credited with first naming these games as "video games": "RePlay

Structural similarity index measure

The structural similarity index measure (SSIM) is a method for predicting the perceived quality of digital television and cinematic pictures, as well as other kinds of digital images and videos. It is also used for measuring the similarity between two images. The SSIM index is a full reference metric; in other words, the measurement or prediction of image quality is based on an initial uncompressed or distortion-free image as reference. SSIM is a perception-based model that considers image degradation as perceived change in structural information, while also incorporating important perceptual phenomena, including both luminance masking and contrast masking terms. This distinguishes from other techniques such as mean squared error (MSE) or peak signal-to-noise ratio (PSNR) that instead estimate absolute errors. Structural information is the idea that the pixels have strong inter-dependencies especially when they are spatially close. These dependencies carry important information about the structure of the objects in the visual scene. Luminance masking is a phenomenon whereby image distortions (in this context) tend to be less visible in bright regions, while contrast masking is a phenomenon whereby distortions become less visible where there is significant activity or "texture" in the image. == History == The predecessor of SSIM was called Universal Quality Index (UQI), or Wang–Bovik index, which was developed by Zhou Wang and Alan Bovik in 2001. This evolved, through their collaboration with Hamid Sheikh and Eero Simoncelli, into the current version of SSIM, which was published in April 2004 in the IEEE Transactions on Image Processing. In addition to defining the SSIM quality index, the paper provides a general context for developing and evaluating perceptual quality measures, including connections to human visual neurobiology and perception, and direct validation of the index against human subject ratings. The basic model was developed in the Laboratory for Image and Video Engineering (LIVE) at The University of Texas at Austin and further developed jointly with the Laboratory for Computational Vision (LCV) at New York University. Further variants of the model have been developed in the Image and Visual Computing Laboratory at University of Waterloo and have been commercially marketed. SSIM subsequently found strong adoption in the image processing community and in the television and social media industries. The 2004 SSIM paper has been cited over 50,000 times according to Google Scholar, making it one of the highest cited papers in the image processing and video engineering fields. It was recognized with the IEEE Signal Processing Society Best Paper Award for 2009. It also received the IEEE Signal Processing Society Sustained Impact Award for 2016, indicative of a paper having an unusually high impact for at least 10 years following its publication. Because of its high adoption by the television industry, the authors of the original SSIM paper were each accorded a Primetime Engineering Emmy Award in 2015 by the Television Academy. == Algorithm == The SSIM index is calculated between two windows of pixel values x {\displaystyle x} and y {\displaystyle y} of common size, from corresponding locations in two images to be compared. These SSIM values can be aggregated across the full images by averaging or other variations. === Special-case formula === In one simple special case, further explained in the next section, the SSIM measure between x {\displaystyle x} and y {\displaystyle y} is: SSIM ( x , y ) = ( 2 μ x μ y + c 1 ) ( 2 σ x y + c 2 ) ( μ x 2 + μ y 2 + c 1 ) ( σ x 2 + σ y 2 + c 2 ) {\displaystyle {\hbox{SSIM}}(x,y)={\frac {(2\mu _{x}\mu _{y}+c_{1})(2\sigma _{xy}+c_{2})}{(\mu _{x}^{2}+\mu _{y}^{2}+c_{1})(\sigma _{x}^{2}+\sigma _{y}^{2}+c_{2})}}} with: μ x {\displaystyle \mu _{x}} the pixel sample mean of x {\displaystyle x} ; μ y {\displaystyle \mu _{y}} the pixel sample mean of y {\displaystyle y} ; σ x 2 {\displaystyle \sigma _{x}^{2}} the sample variance of x {\displaystyle x} ; σ y 2 {\displaystyle \sigma _{y}^{2}} the sample variance of y {\displaystyle y} ; σ x y {\displaystyle \sigma _{xy}} the sample covariance of x {\displaystyle x} and y {\displaystyle y} ; c 1 = ( k 1 L ) 2 {\displaystyle c_{1}=(k_{1}L)^{2}} , c 2 = ( k 2 L ) 2 {\displaystyle c_{2}=(k_{2}L)^{2}} two variables to stabilize the division with weak denominator; L {\displaystyle L} the dynamic range of the pixel-values (typically this is 2 # b i t s p e r p i x e l − 1 {\displaystyle 2^{\#bits\ per\ pixel}-1} ); k 1 = 0.01 {\displaystyle k_{1}=0.01} and k 2 = 0.03 {\displaystyle k_{2}=0.03} by default. === General formula and components === The SSIM formula is based on three comparison measurements between the samples of x {\displaystyle x} and y {\displaystyle y} : luminance ( l {\displaystyle l} ), contrast ( c {\displaystyle c} ), and structure ( s {\displaystyle s} ). The individual comparison functions are: l ( x , y ) = 2 μ x μ y + c 1 μ x 2 + μ y 2 + c 1 {\displaystyle l(x,y)={\frac {2\mu _{x}\mu _{y}+c_{1}}{\mu _{x}^{2}+\mu _{y}^{2}+c_{1}}}} c ( x , y ) = 2 σ x σ y + c 2 σ x 2 + σ y 2 + c 2 {\displaystyle c(x,y)={\frac {2\sigma _{x}\sigma _{y}+c_{2}}{\sigma _{x}^{2}+\sigma _{y}^{2}+c_{2}}}} s ( x , y ) = σ x y + c 3 σ x σ y + c 3 {\displaystyle s(x,y)={\frac {\sigma _{xy}+c_{3}}{\sigma _{x}\sigma _{y}+c_{3}}}} The SSIM for each block is then a weighted combination of those comparative measures: SSIM ( x , y ) = l ( x , y ) α ⋅ c ( x , y ) β ⋅ s ( x , y ) γ {\displaystyle {\text{SSIM}}(x,y)=l(x,y)^{\alpha }\cdot c(x,y)^{\beta }\cdot s(x,y)^{\gamma }} Choosing the third denominator stabilizing constant as: c 3 = c 2 / 2 {\displaystyle c_{3}=c_{2}/2} leads to a simplification when combining the c and s components with equal exponents ( β = γ {\displaystyle \beta =\gamma } ), as the numerator of c is then twice the denominator of s, leading to a cancellation leaving just a 2. Setting the weights (exponents) α , β , γ {\displaystyle \alpha ,\beta ,\gamma } to 1, the formula can then be reduced to the special case shown above. === Mathematical properties === SSIM satisfies the identity of indiscernibles, and symmetry properties, but not the triangle inequality or non-negativity, and thus is not a distance function. However, under certain conditions, SSIM may be converted to a normalized root MSE measure, which is a distance function. The square of such a function is not convex, but is locally convex and quasiconvex, making SSIM a feasible target for optimization. === Application of the formula === In order to evaluate the image quality, this formula is usually applied only on luma, although it may also be applied on color (e.g., RGB) values or chromatic (e.g. YCbCr) values. The resultant SSIM index is a decimal value between -1 and 1, where 1 indicates perfect similarity, 0 indicates no similarity, and -1 indicates perfect anti-correlation. For an image, it is typically calculated using a sliding Gaussian window of size 11×11 or a block window of size 8×8. The window can be displaced pixel-by-pixel on the image to create an SSIM quality map of the image. In the case of video quality assessment, the authors propose to use only a subgroup of the possible windows to reduce the complexity of the calculation. === Variants === ==== Multi-scale SSIM ==== A more advanced form of SSIM, called Multiscale SSIM (MS-SSIM) is conducted over multiple scales through a process of multiple stages of sub-sampling, reminiscent of multiscale processing in the early vision system. It has been shown to perform equally well or better than SSIM on different subjective image and video databases. ==== Multi-component SSIM ==== Three-component SSIM (3-SSIM) is a form of SSIM that takes into account the fact that the human eye can see differences more precisely on textured or edge regions than on smooth regions. The resulting metric is calculated as a weighted average of SSIM for three categories of regions: edges, textures, and smooth regions. The proposed weighting is 0.5 for edges, 0.25 for the textured and smooth regions. The authors mention that a 1/0/0 weighting (ignoring anything but edge distortions) leads to results that are closer to subjective ratings. This suggests that edge regions play a dominant role in image quality perception. The authors of 3-SSIM have also extended the model into four-component SSIM (4-SSIM). The edge types are further subdivided into preserved and changed edges by their distortion status. The proposed weighting is 0.25 for all four components. ==== Structural dissimilarity ==== Structural dissimilarity (DSSIM) may be derived from SSIM, though it does not constitute a distance function as the triangle inequality is not necessarily satisfied. DSSIM ( x , y ) = 1 − SSIM ( x , y ) 2 {\displaystyle {\hbox{DSSIM}}(x,y)={\frac {1-{\hbox{SSIM}}(x,y)}{2}}} ==== Video quality metrics and temporal variants ==== It is worth noting that the original vers

International World Wide Web Conference Committee

The International World Wide Web Conference Committee (abbreviated as IW3C2 also written as IW3C2) is a professional non-profit organization registered in Switzerland (Article 60ff of the Swiss Civil Code) that promotes World Wide Web research and development. The IW3C2 organizes and hosts the annual World Wide Web Conference in conjunction with the W3C. The IW3C2 was founded by Joseph Hardin and Robert Cailliau at a meeting held in Boston, United States, on 14 August 1994 to prepare for the upcoming Second International World Wide Web Conference in Chicago. The IW3C2 formally became an incorporated entity in May 1996 at the fifth conference in Paris, France. The organization is governed by laws of the Swiss Confederation and the By-laws. == Abbreviation == The abbreviation for the International World Wide Web Conference Committee as IW3C2 is as follow: I- The I is represents the leading I in International. W3- The W3 represents the three 3 leading W's in World Wide Web. C2- The C2 represents the three 2 leading C's in Conference Committee. == Mission == The mission of the IW3C2 is: To coordinate the organization and planning of the international WWW conference series and ensure that it remains the foremost conference addressing World Wide Web research and development; To promote a collaborative spirit among conference attendees that is essential to the success of the series; To ensure the global geographical diversity of conference sites and provide support to local organizers at those sites; To make sure that all content arising from these conferences and forums is permanently and openly available on the widest possible scale; To preserve the history of the conference series; To encourage the global development of the World Wide Web through collaboration with WWW standards organizations; To provide a permanent, broad-based international body to achieve these purposes. == Conferences == The conferences are organized by the IW3C2 in collaboration with local organizing committees and technical program committees. The series provides an open forum in which all opinions can be presented, subject to a strict process of peer review. The proceedings of the conference are published in the ACM Digital Library. === Endorsed conferences === The IW3C2 has endorsed regional conferences devoted to a special topic of the Web by working with endorsed conferences on cross-promotion, publicity and programs. == Membership == Members of the IW3C2 are ordinary members, ex officio members, non-voting members, and officers. === Ordinary members === Ordinary members are elected for a period of 3 years during a general meeting. Members are nominated due to their recognition in the WWW community and represent themselves. Members can be re-elected only after at least one year of absence. The following are the founding members at the time when IW3C2 was officially incorporated in May 1996: Jean-François Abramatic Tim Berners-Lee Robert Cailliau Dale Dougherty Ira Goldstein Joseph Hardin Tim Krauskopf Detlef Krömker Corinne Moore R. P. Channing Rodgers Albert Vezza Stuart Weibel Yuri Rubinsky (died prior to incorporation) The following are the current (April 2016) ordinary members: Robin Chen Chin-Wan Chung Allan Ellis Wendy Hall - IW3C2 Chair Ivan Herman Arun Iyengar - IW3C2 Vice Chair Irwin King Yoelle Maarek Luc Mariaux - IW3C2 Treasurer Daniel Schwabe - IW3C2 Vice-Chair === Ex officio members === Ex officio members are selected from the immediate past conference general co-chairs and from future conference co-chairs. Their term expires one year after the conference they organized. Ex officio members can be elected as ordinary members. The following are current (April 2016) ex officio members and the conference with which they are affiliated: Jacqueline Bourdeau - WWW2016 James Hendler - WWW2016 Rick Barrett - WWW2017 Rick Cummings - WWW2017 Laurent Flory - WWW2018 Fabien Gandon - WWW2018 === Officers === The IW3C2 officers consist of a chairperson, a vice-chair (chairperson-elect), a secretary, a treasurer, and other appointees. Officers are elected during a general meeting (usually at the annual WWW conference) and serve for one year. They can be re-elected an indefinite number of times. == The Seoul Test of Time Award == This annual award, presented at the WWW conference, is made possible by a generous contribution from the organizers of WWW2014 (Seoul Korea). Recipients are determined by the IW3C2 and honor the author, or authors, of a paper presented at a previous WWW conference that has "stood the test of time." The first award, announced at WWW2015 (Florence Italy), recognized Sergey Brin and Larry Page, the founders of Google. The recipients of the WWW2016 award are LinkIn scientist Dr. Badrul Sarwar and University of Minnesota professors George Karypis, Joseph Konstan, and John Riedl (posthumous) for their work in item-item collaborative filtering.