Device-independent pixel

Device-independent pixel

A device-independent pixel (also: density-independent pixel, dip, dp) is a unit of length. A typical use is to allow mobile device software to scale the display of information and user interaction to different screen sizes. The abstraction allows an application to work in pixels as a measurement, while the underlying graphics system converts the abstract pixel measurements of the application into real pixel measurements appropriate to the particular device. For example, on the Android operating system a device-independent pixel is equivalent to one physical pixel on a 160 dpi screen, while the Windows Presentation Foundation specifies one device-independent pixel as equivalent to 1/96th of an inch. As dp is a physical unit it has an absolute value which can be measured in traditional units, e.g. for Android devices 1 dp equals 1/160 of inch or 0.15875 mm. While traditional pixels only refer to the display of information, device-independent pixels may also be used to measure user input such as input on a touch screen device.

Language Server Protocol

The Language Server Protocol (LSP) is an open, JSON-RPC-based protocol for use between source-code editors or integrated development environments (IDEs) and servers that provide "language intelligence tools": programming language-specific features like code completion, syntax highlighting and marking of warnings and errors, as well as refactoring routines. The goal of the protocol is to allow programming language support to be implemented and distributed independently of any given editor or IDE. In the early 2020s, LSP quickly became a "norm" for language intelligence tools providers. == History == LSP was originally developed for Microsoft Visual Studio Code and is now an open standard. On June 27, 2016, Microsoft announced a collaboration with Red Hat and Codenvy to standardize the protocol's specification. Its specification is hosted and developed on GitHub. == Background == Modern IDEs provide programmers with sophisticated features like code completion, refactoring, navigating to a symbol's definition, syntax highlighting, and error and warning markers. For example, in a text-based programming language, a programmer might want to rename a method read. The programmer could either manually edit the respective source code files and change the appropriate occurrences of the old method name into the new name, or instead use an IDE's refactoring capabilities to make all the necessary changes automatically. To be able to support this style of refactoring, an IDE needs a sophisticated understanding of the programming language that the program's source is written in. A programming tool without such an understanding—for example, one that performs a naive search-and-replace instead—could introduce errors. When renaming a read method, for example, the tool should not replace the partial match in a variable that might be called readyState, nor should it replace the portion of a code comment containing the word "already". Neither should renaming a local variable read, for example, end up altering identically-named variables in other scopes. Conventional compilers or interpreters for a specific programming language are typically unable to provide these language services, because they are written with the goal of either transforming the source code into object code or immediately executing the code. Additionally, language services must be able to handle source code that is not well-formed, e.g. because the programmer is in the middle of editing and has not yet finished typing a statement, procedure, or other construct. Additionally, small changes to a source code file which are done during typing usually change the semantics of the program. In order to provide instant feedback to the user, the editing tool must be able to very quickly evaluate the syntactical and semantical consequences of a specific modification. Compilers and interpreters therefore provide a poor candidate for producing the information needed for an editing tool to consume. Prior to the design and implementation of the Language Server Protocol for the development of Visual Studio Code, most language services were generally tied to a given IDE or other editor. In the absence of the Language Server Protocol, language services are typically implemented by using a tool-specific extension API. Providing the same language service to another editing tool requires effort to adapt the existing code so that the service may target the second editor's extension interfaces. The Language Server Protocol allows for decoupling language services from the editor so that the services may be contained within a general-purpose language server. Any editor can inherit sophisticated support for many different languages by making use of existing language servers. Similarly, a programmer involved with the development of a new programming language can make services for that language available to existing editing tools. Making use of language servers via the Language Server Protocol thus also reduces the burden on vendors of editing tools, because vendors do not need to develop language services of their own for the languages the vendor intends to support, as long as the language servers have already been implemented. The Language Server Protocol also enables the distribution and development of servers contributed by an interested third party, such as end users, without additional involvement by either the vendor of the compiler for the programming language in use or the vendor of the editor to which the language support is being added. LSP is not restricted to programming languages. It can be used for any kind of text-based language, like specifications or domain-specific languages (DSL). == Technical overview == When a user edits one or more source code files using a language server protocol-enabled tool, the tool acts as a client that consumes the language services provided by a language server. The tool may be a text editor or IDE and the language services could be refactoring, code completion, etc. The client informs the server about what the user is doing, e.g., opening a file or inserting a character at a specific text position. The client can also request the server to perform a language service, e.g. to format a specified range in the text document. The server answers a client's request with an appropriate response. For example, the formatting request is answered either by a response that transfers the formatted text to the client or by an error response containing details about the error. The Language Server Protocol defines the messages to be exchanged between client and language server. They are JSON-RPC preceded by headers similar to HTTP. Messages may originate from the server or client. The protocol does not make any provisions about how requests, responses and notifications are transferred between client and server. For example, client and server could be components within the same process exchanging JSON strings via method calls. They could also be different processes on the same or on different machines communicating via network sockets. == Registry == There are lists of LSP-compatible implementations, maintained by the community-driven Langserver.org or Microsoft.

Rohit Chadda

Rohit Chadda (born 26 August 1982) is an Indian investment banker and entrepreneur, who is the President & COO of Times Network. He leads the tech business portfolio and AI transformation of Times Group covering verticals like media tech, OTT, fintech, health tech, edu tech, ecommerce, gaming and sports. Previously, CEO of the digital business at Essel Group (Zee Entertainment, Zee Media and DNA), he was the co-founder of online food ordering platform Foodpanda. He is also the founder of omni-channel digital payments platform PayLo. He has been attributed for the turnaround of Zee Digital driving 4x growth in 2 years and bringing Zee's digital business to the second position on ComScore from ninth position making Zee the second largest digital media group in India. He has been featured among Top Tech CEOs of the decade (2010–2020) in India and was featured among Fortune 40 under 40 in 2015. == Education and early career == Chadda graduated from Delhi Technological University (formerly Delhi College of Engineering) with a degree in computer engineering and worked as a software engineer for Computer Sciences Corporation. In 2007 he joined Indian Institute of Management Calcutta to do his MBA after which he worked at Merrill Lynch as an investment banker in United Kingdom. He took an internal transfer to India in 2011. == Career == === Foodpanda === Chadda began his career in 2012 when he co-founded foodpanda. foodpanda expanded to around 40 countries before being bought by Delivery Hero. Before foodpanda got popular, he joked that he delivered pizza for a living. foodpanda had raised a total investment of over US$300 million till 2015. Chadda in the middle of 2015 stepped down from day-to-day responsibilities at Foodpanda to launch his digital payments startup. Foodpanda was acquired by its global competitor Delivery Hero in 2016. === Paylo === In 2015, he launched an omni-channel digital payments platform PayLo which acquired the in-restaurant payments app Ruplee in March 2016 for an undisclosed sum. PayLo was successful in the wake of demonetisation in India and expanded pan-India before being acquired by Immortal Technologies. Chadda believes that execution is more important than the idea to make a startup successful and the key challenge for experienced professionals to work in a startup environment is to unlearn what they have previously learned. PayLo acquired Ruplee before being itself acquired by Immortal Technologies. === Zee Group === Chadda took over as CEO of digital publishing of Zee Group in May 2019. Since 2017, he had led global product and strategy for Zee Group launching ZEE5, the flagship OTT of Zee Entertainment, across 170+ countries. Since June 2019, Zee Digital, the online arm of the Zee group, has registered the highest growth year-on-year among the top media publishers in India. Times Internet Limited, Network 18 Group, and India Today Group have grown by 45%, 21%, and 22% respectively from June 2020 over June 2019 while Zee Digital witnessed a growth of 123% over the same period. Zee Digital achieved its first milestone in September 2019 by crossing 100 million unique monthly visitors and was ranked 6th in the news and information category on ComScore India rankings at the time. Later in the month of March 2020 it crossed 150 million unique monthly visitors mark moving to 4th position. Further in May 2020 Zee Digital moved to 3rd position by crossing 185 million unique monthly visitors mark before finally ranking 2nd position in June 2020 in the ComScore rankings among all digital media groups in India. Chadda has led the transformation of the business of Zee Digital by scaling it to over 200 million users from 60 million users making it the second-largest digital media group in India. He attributes the growth from rank 9 to rank 2 in one year to the data and technology driven approach to content and the focus on vernacular languages. During his tenure, Zee Digital launched 8 new brand websites and 3 new languages to expand the product portfolio to 20 brands and 12 languages. During the US elections in November 2020, Zee Digital launched the English global news channel WION through a digital first approach across Asia Pacific, Middle East, UK and North America. Chadda launched Zee's UGC short video platform HiPi in the midst of the TikTok ban in India. Hipi was first launched within ZEE5 app ecosystem to capitalise on the reach of the OTT platform. After the success of the POC, he launched a standalone app for HiPi. HiPi is a short video platform that provides a complete video creation ecosystem along with news avenues of monetisation to content creators. He plans to use Zee's network reach of 600 million broadcast viewers and 300 million digital users to get creators on HiPi. HiPi launched India's first digital star hunt to allow users to audition for ZEE5 original shows through the short video platform. === Times Group === Chadda took over as President & COO of Times Network in September 2022. Leading the digital transformation of the group Chadda launched 11 new products in 18 months expanding the group's presence to various verticals in the tech business like fintech, health tech, edu tech, auto tech, OTT, ecommerce and gaming while extending the news vertical into business news, tech news and various vernacular languages. Within 4 months of his stint, in January 2023 he launched the digital platform for ET Now, targeting Gen Z, early jobbers and first time investors and laying the foundation for the fintech expansion for the brand. Since then, the product has expended to Hindi language targeting the larger Indian audience through the launch of ET Now Swadesh and further expanding to fintech business by launching ET Now Advisor, a distribution business focussing to upselling of cards, loans etc. to consumers by educating them and enabling them to make the right choices. ET Now reached 10 million users within the first 20 days of launch and became the No.1 business news channel on YouTube with 200 million views in April and May 2024. Expanding to health-tech, he launched AI powered daily health companion Health & Me in the presence of actor & fitness enthusiast Milind Soman. Chadda unveiled the auto-tech platform for Times Drive together with Union Minister of Road Transport and Highways, Nitin Gadkari showcasing the AI assisted platform that helps consumers make the right decisions when it comes to their automotive needs. In order to expand the group's presence into tech and gaming, Chadda acquired India's largest and most popular tech magazine Digit along with their digital platforms Digit.in and Skoar.gg in June 2024. Within a year, he was able to turnaround Digit's business with Digit.in becoming the No.1 Tech news platform in India in April 2025. Times Network launched college discovery platform unilist.in to enable students and parents search for the right course and institute for their higher education needs. With a focus on sports and gaming, Chadda launched India's first Inter-college esports championship under the brand of SKOAR College Gaming Championship. Times Network launched its OTT app Times Play under his leadership. The platform expanded its presence in the US through a partnership with Sling TV. He launched Pickleball Now which is the World's first TV channel focussed on the sport of Pickleball covering tournaments and leagues across the World. The channel has presence on TV and digital platforms and is being distributed to global markets through partnerships with BOTIM, Distro TV, Yupp TV and Rumble. In India, the channel is available on Jio TV, Jio TV+, Airtel Xtream Play, OTT Play, Dailyhunt. Times Group has launched India's Official Pickleball League affiliated with Indian Pickleball Association and Global Pickelball Federation which shall also be streamed live on Pickleball Now from 1st to 7th Dec 2025. === Investing and speaking === Chadda is a mentor at Esselerator, a Startup accelerator by Subhash Chandra Foundation. Esselerator is an initiative by Subhash Chandra, a billionaire Media baron, to promote and support tech entrepreneurs in domains like Media, Fintech and Education. Its powered by TiE Mumbai. Chadda is an angel investor in multiple technology startups like online school aggregator platform SchoolForSure.com. In 2019, he spoke at DPS to students on starting a business. At the time he remained CEO of Zee group's digital business division. == Philanthropy == Chadda organised a £1 mliion charity bike ride in aid of the British Asian Trust which saw participation by the Prince of Wales. Chadda presented the Prince of Wales with a cycling vest, which was said to be for his grandchildren. Chadda supports a non-profit organisation Mukkamaar founded by Bollywood actress Ishita Sharma that works towards fighting crime against women by teaching free self defence to young girls. He is helping the organisation launch their digital program through a WhatsApp-based chatbot. == A

Texas Senate Bill 20

Texas Senate Bill 20 (S.B. 20), also known as the "Stopping AI-Generated Child Pornography Act", is a 2025 law in the state of Texas that creates new criminal offenses for those who possess, promote, or view visual material deemed obscene, which is said to depict a child, whether it is an actual person, animated or cartoon depiction, or an image of someone created through computer software or artificial intelligence. It was passed by the Texas Legislature on May 28, 2025, unanimously in both chambers. It was signed into law by Governor Greg Abbott on June 20, 2025. It went into effect on September 1, 2025. It was authored by Pete Flores and co-sponsored by Brent Hagenbuch, Juan Hinojosa, Joan Huffman, Phil King, and Tan Parker, as part of a package of legislation in the Texas House and Senate about A.I. and child pornography. Some supporters called it "common-sense" legislation falling within the "proper role" of government, protecting children and the "common good" within the state, with Heidi Ruiz, a police sergeant in Houston, describing the bill as "fantastic" and "fabulous." The bill drew comparisons to language, within Texas state legislation, which aimed to institute state-level book bans. Critics described the law as unconstitutional, saying it violated the Free Speech Clause of the First Amendment which prohibits abridgement of freedom of speech and the press, including the legal precedent set in Ashcroft v. Free Speech Coalition. The Comic Book Legal Defense Fund vowed to support those wrongly accused under the law. Much of the controversy regarding S.B. 20 involves the broad language pertaining to "obscene" pornographic images as including A.I.-created, animated, and cartoon depictions, with some critics arguing it could have a chilling effect on anime, manga, graphic novels, and other media produced, distributed, or created within Texas. == Provisions == S.B. 20 gives Texas police more provisions to restrict artificial intelligence-created child pornography, creating new criminal charge for possessing material depicting an underage person, under age 18, whether this child is an actual person or not. Those charged with this felony offense could go to state jail, but this could be elevated if the person charged has a prior conviction, of a $10,000 fine and two years in prison. == Reactions == === Support === Lieutenant Governor Dan Patrick applauded the unanimous passage of the law in the Texas Senate and called it "a priority" to protect children in Texas, and Texas citizens and thanked Pete Flores for his work on "this important issue". He later described the bill as part of the "bold, conservative agenda" that the Texas legislature passed during the 2025 legislative session. Phil King, one of the bill's co-sponsors, said that issue of child pornography had "infiltrated" the state's schools and said he was proud that the Texas legislature had "taken decisive action to protect our vulnerable Texans". Another co-sponsor of the legislation, Tan Parker described the law as "decisive action" to protect the children within Texas, and said he looked "forward to advancing this critical legislation" onward from the Texas Senate Criminal Justice Committee. He also described the legislation as "critical" action to protect the state's children from A.I.-generated child pornography and an "effective tool for law enforcement" to crack down on child porn perpetrators. Other supporters, such as police, and prosecutors, called the legislation an "important step" to ensure that images generated with A.I., along with deepfakes, "can't be shared with impunity" and necessary to ensure children's protection. Flores told senators that technology which enabled the production of "offensive" material by child predators had "no redeeming value whatsoever" and asserted that the materials had often been "used to groom and abuse children". John Leigh, a co-founder of Anime Matsuri, one of the largest conventions for anime within Texas, reassured those who contacted him, saying that the law is not targeted at anime and manga fans, stated that he supported the legislation, describing it as a step "in the right direction," and said that he did not believe it would "negatively impact" anime or related art in the state. Also, State Representative Dade Phelan emphasized the legislation's urgency to deal with A.I. and child pornography, adding that they need to "put some guardrails on it to where the public is being taken care of". The Texas Policy Research Foundation supported the legislation, saying that although it may lead to increased demands on state and local governmental resources, higher costs for local governments, and possible "civil liberty concerns" around online censorship, it represents a "necessary legal update" to address exploitation of children online, while "modernizing enforcement mechanisms" and recommended that lawmakers vote in favor of the law. Additionally, the group Texans for Fiscal Responsibility supported the law, arguing that it strengthened state law, upheld public safety, protected minors, and called it a "common-sense bill" protecting and promoting the "common good", children, and fell within the "proper role" of government. The Texas Public Policy Foundation also expressed their support for the law. A policy director for aforementioned conservative think tank, Zach Whiting, told the Texas Senate Committee on Criminal Justice, on March 4, 2025, that the foundation would assist legislators ans staff to "advance any and all measures to protect kids online" and shared an excerpt from of research paper about threats posed by A.I. in creating "sexually explicit deepfakes of children". === Opposition === Although the bill passed both chambers unanimously, there were some reports that the bill stalled due to opposition from Democratic lawmakers. Additionally, some individuals expressed concerns about the broad nature of the law's provisions. Anime Matsuri co-founder Deneice Leigh called for the law's wording to be clarified because "artists are anxious about displaying or selling fan art" even if the intention is "not be to penalize creators". She also described the bill as "vague and open to interpretation" as to what would be considered obscene and offensive while noting that the bill is not aiming to "target artists". Benjamin Napier, owner of Mansfield Comics and Manga in Mansfield, Texas, said that at first he felt the law was "ridiculous" and "kind of frivolous" at first, part of a "misguided puritanical onslaught", and noted that he would not cow "to the puritanical regime" if it was enacted. Kirsten Cather, an Asian Studies scholar at University of Texas, expressed concern at the law's misinterpretation because "many anime characters appear youthful, regardless of their actual age", said that the law could "stifle creative expression", and noted that the law's scope is broad enough to have manga and anime under scrutiny, a "real slippery slope here that's being breached". Marcel Green of Screen Rant said that the law's ambiguity led to concerns from manga and anime fans, and theorized that the law's application to a fan within Texas, who downloaded the 368th chapter of My Hero Academia, which has a "sexualized depiction" of an "underage high school student", would result in a criminal offense of "180 days to two years in state jail, along with a fine of up to $10,000". Green also said the law is problematic because many anime and manga characters are young, with many protagonists as minors and argued that the law could apply in limited cases, if state officials deemed an anime or manga under scrutiny as lacking "artistic value". Evan D. Mullicane, on the same site, said the vague wording of the legislation made it "dangerous" for anime such as Dragon Ball and Naruto, and could impact more than hentai, predicting it will be used against more than its "intended target" and be used to censor stories with "young LGBTQIA characters". Another critic on the same site, Carlyle Edmundson, called for anime fans to step up and prevent the law's enactment "for the good of artists and fans everywhere", saying that the legislation was "draconian" and claimed it was the most extreme case of anime and manga censorship in U.S. history. Nick Valdez of ComicBook.com said that the legislation could lead to censorship of "many anime and manga projects," like Kill la Kill and The 100 Girlfriends Who Really, Really, Really, Really, Really Love You, becoming a crime, and said that even if the law is enforced in a case-by-case basis, it could lead to a "much larger ban of materials in the state" itself due to the content of certain manga and anime. Vanessa Esguerra of The Mary Sue argued that possession of manga like Berserk and Vagabond, or viewing Dandadan, could be deemed illegal under the law, due to various parts of each of these media, and asserted that viewing and owning certain anime and other media, falling under the law's provisions,

User modeling

User modeling is the subdivision of human–computer interaction which describes the process of building up and modifying a conceptual understanding of the user. The main goal of user modeling is customization and adaptation of systems to the user's specific needs. The system needs to "say the 'right' thing at the 'right' time in the 'right' way". To do so it needs an internal representation of the user. Another common purpose is modeling specific kinds of users, including modeling of their skills and declarative knowledge, for use in automatic software-tests. User-models can thus serve as a cheaper alternative to user testing but should not replace user testing. == Background == A user model is the collection and categorization of personal data associated with a specific user. A user model is a (data) structure that is used to capture certain characteristics about an individual user, and a user profile is the actual representation in a given user model. The process of obtaining the user profile is called user modeling. Therefore, it is the basis for any adaptive changes to the system's behavior. Which data is included in the model depends on the purpose of the application. It can include personal information such as users' names and ages, their interests, their skills and knowledge, their goals and plans, their preferences and their dislikes or data about their behavior and their interactions with the system. There are different design patterns for user models, though often a mixture of them is used. Static user models Static user models are the most basic kinds of user models. Once the main data is gathered they are normally not changed again, they are static. Shifts in users' preferences are not registered and no learning algorithms are used to alter the model. Dynamic user models Dynamic user models allow a more up to date representation of users. Changes in their interests, their learning progress or interactions with the system are noticed and influence the user models. The models can thus be updated and take the current needs and goals of the users into account. Stereotype based user models Stereotype based user models are based on demographic statistics. Based on the gathered information users are classified into common stereotypes. The system then adapts to this stereotype. The application therefore can make assumptions about a user even though there might be no data about that specific area, because demographic studies have shown that other users in this stereotype have the same characteristics. Thus, stereotype based user models mainly rely on statistics and do not take into account that personal attributes might not match the stereotype. However, they allow predictions about a user even if there is rather little information about him or her. Highly adaptive user models Highly adaptive user models try to represent one particular user and therefore allow a very high adaptivity of the system. In contrast to stereotype based user models they do not rely on demographic statistics but aim to find a specific solution for each user. Although users can take great benefit from this high adaptivity, this kind of model needs to gather a lot of information first. == Data gathering == Information about users can be gathered in several ways. There are three main methods: Asking for specific facts while (first) interacting with the system Mostly this kind of data gathering is linked with the registration process. While registering users are asked for specific facts, their likes and dislikes and their needs. Often the given answers can be altered afterwards. Learning users' preferences by observing and interpreting their interactions with the system In this case users are not asked directly for their personal data and preferences, but this information is derived from their behavior while interacting with the system. The ways they choose to accomplish a tasks, the combination of things they takes interest in, these observations allow inferences about a specific user. The application dynamically learns from observing these interactions. Different machine learning algorithms may be used to accomplish this task. A hybrid approach which asks for explicit feedback and alters the user model by adaptive learning This approach is a mixture of the ones above. Users have to answer specific questions and give explicit feedback. Furthermore, their interactions with the system are observed and the derived information are used to automatically adjust the user models. Though the first method is a good way to quickly collect main data it lacks the ability to automatically adapt to shifts in users' interests. It depends on the users' readiness to give information and it is unlikely that they are going to edit their answers once the registration process is finished. Therefore, there is a high likelihood that the user models are not up to date. However, this first method allows the users to have full control over the collected data about them. It is their decision which information they are willing to provide. This possibility is missing in the second method. Adaptive changes in a system that learns users' preferences and needs only by interpreting their behavior might appear a bit opaque to the users, because they cannot fully understand and reconstruct why the system behaves the way it does. Moreover, the system is forced to collect a certain amount of data before it is able to predict the users' needs with the required accuracy. Therefore, it takes a certain learning time before a user can benefit from adaptive changes. However, afterwards these automatically adjusted user models allow a quite accurate adaptivity of the system. The hybrid approach tries to combine the advantages of both methods. Through collecting data by directly asking its users it gathers a first stock of information which can be used for adaptive changes. By learning from the users' interactions it can adjust the user models and reach more accuracy. Yet, the designer of the system has to decide, which of these information should have which amount of influence and what to do with learned data that contradicts some of the information given by a user. == System adaptation == Once a system has gathered information about a user it can evaluate that data by preset analytical algorithm and then start to adapt to the user's needs. These adaptations may concern every aspect of the system's behavior and depend on the system's purpose. Information and functions can be presented according to the user's interests, knowledge or goals by displaying only relevant features, hiding information the user does not need, making proposals what to do next and so on. One has to distinguish between adaptive and adaptable systems. In an adaptable system the user can manually change the system's appearance, behavior or functionality by actively selecting the corresponding options. Afterwards the system will stick to these choices. In an adaptive system a dynamic adaption to the user is automatically performed by the system itself, based on the built user model. Thus, an adaptive system needs ways to interpret information about the user in order to make these adaptations. One way to accomplish this task is implementing rule-based filtering. In this case a set of IF... THEN... rules is established that covers the knowledge base of the system. The IF-conditions can check for specific user-information and if they match the THEN-branch is performed which is responsible for the adaptive changes. Another approach is based on collaborative filtering. In this case information about a user is compared to that of other users of the same systems. Thus, if characteristics of the current user match those of another, the system can make assumptions about the current user by presuming that he or she is likely to have similar characteristics in areas where the model of the current user is lacking data. Based on these assumption the system then can perform adaptive changes. == Usages == Adaptive hypermedia: In an adaptive hypermedia system the displayed content and the offered hyperlinks are chosen on basis of users' specific characteristics, taking their goals, interests, knowledge and abilities into account. Thus, an adaptive hypermedia system aims to reduce the "lost in hyperspace" syndrome by presenting only relevant information. Adaptive educational hypermedia: Being a subdivision of adaptive hypermedia the main focus of adaptive educational hypermedia lies on education, displaying content and hyperlinks corresponding to the user's knowledge on the field of study. Intelligent tutoring system: Unlike adaptive educational hypermedia systems intelligent tutoring systems are stand-alone systems. Their aim is to help students in a specific field of study. To do so, they build up a user model where they store information about abilities, knowledge and needs of the user. The system can now adapt to this user by presenting approp

Depop

Depop Limited is a social e-commerce company based in London, with additional offices in Milan and New York City. The company allows users to buy and sell items, which are mostly used and vintage pieces of clothing. == History == Depop was founded in 2011 by entrepreneur Simon Beckerman at an Italian technological incubator and business start-up centre, H-Farm. Beckerman came up with the original outline of the application during his time working on PIG, a fashion magazine based in Italy that he co-founded. The idea was to create a platform where products shown in the magazine could be purchased by users online. This idea turned into a concept similar to a flea market but on the internet, where people could sell their items while also being in control of advertising, public relations, and the creative process behind their accounts. While being financially supported by H-Farm, Beckerman worked within a team to create and lay out the Depop application while exposing it to numerous investors. In 2013, Beckerman became a member of the company's board to help improve the application and business while concurrently ceding his role of CEO. Maria Raga, Depop's co-founder and former CEO, took on the role of vice president of operations in 2014, and in 2016, she became chief executive. According to Raga, the main goal while developing Depop was to become the next Airbnb or Spotify, but to make an impact on fashion. Paolo Barberis and Nana Bianca were two of the first investors in the platform in 2012 with a seed investment. Its headquarters were moved to London in 2012. Depop expanded and opened additional offices in Milan and New York City. Beckerman raised €1 million in funding in October 2013 from Red Circle Investment and brought on Faroese Runar Reistrup as new CEO. In 2015, Depop secured another investment of $8 million from Balderton Capital and HV Capital. In March 2016, former CEO, Runar Reistrup, stated that Depop's growth was achieved through word of mouth. During his time as CEO, this growth involved taking Depop as a startup and working to raise funds to eventually amass a significant user base within the United States. In June 2019, Depop raised $62 million in Series C from General Atlantic to fund its expansion. Previous investors HV Capital, Balderton Capital, Creandum, Octopus Ventures, TempoCap and Sebastian Siemiatkowski also participated. During this time, Depop held workshops and conversations as part of their Depop Live NY events, and the company also opened a London store through their partnership with Selfridges. In 2020, Depop's gross merchandise sales and revenue both more than doubled to $650 million and $70 million respectively. This may be attributed to Depop's responsiveness to user trends, its lack of issues regarding inventory management, and the increase in users looking to resell. As of 2024, Depop has over 35 million users, according to their website. Depop is popular for Gen Z and young millennials, it is the 10th most-visited shopping platform for Gen Z consumers in the US, and, in a poll conducted by The Strategist in 2019, Depop was voted by teenagers as their favorite resale website. === Acquisition by Etsy === In June 2021, Depop was acquired by Etsy for $1.6 billion in cash, making it Etsy's most expensive acquisition; however, Depop continues to operate as a standalone brand independent from Etsy. This means that in addition to Depop keeping its existing team, the company retained its London location. At the time of acquisition, Etsy CEO Josh Silverman’s goal was to counteract the influx of buyers starting to go back to physical shops for their purchases. He saw Depop for its potential as a platform supporting a variety of products and creating a greater community of users. According to Silverman, Depop may expand and improve its services for its significant Gen Z user base. For Etsy, this acquisition maintains the company's foothold in the clothing industry and allows the company to expand its customer base to a younger demographic; at the same time, Depop is now able to make use of Etsy's company operations. When Maria Raga relinquished her position as Depop's CEO in 2022, Etsy assigned the role to Kruti Patel Goyal, who was Etsy's former chief product officer and a leader there for eleven years. When Goyal was appointed president and chief growth officer for Etsy in May, Peter Semple, former chief marketing officer, was assigned CEO of Depop officially on August 1st. === Acquisition by eBay === In February 2026, Etsy announced a proposed sale of Depop to eBay for $1.2 billion that was estimated to close within the year. == Business model == === Selling === Depop operates as a marketplace and social platform, where users can follow friends and other influencers to view their buying and selling activities. Through the platform, users are able to sell branded and designer items, as well as vintage pieces. Depop users are also encouraged by the platform to use other social networking services such as Instagram to promote their shop profiles. Celebrities have resold their own items on Depop, with some donating proceeds to charitable causes. Depop's user interface is modeled after that of Instagram. According to Depop, users who list and sell items provide their own photos with item descriptions. Users also note their designer items' authenticity and if they include any labels, tags, and receipts. These listings will appear in users' feeds. The platform's "Explore" page features items picked out by Depop staff. According to Depop, purchases are made via Apple Pay, Google Pay, credit and debit cards, and Klarna. Depop payments stay in-app, allowing for the company to mediate disputes and process refunds. Depop payments allow sellers to directly receive their payments in their bank account. To get paid by Depop, a seller has to add a bank account and verify their identification by uploading an ID. On July 18, 2024, Depop CEO Kruti Patel Goyal announced the removal of selling fees for US sellers, while maintaining a payment processing fee. This policy adjustment aimed to enhance seller revenue and support the growth of the second-hand market. === Buying === A Depop transaction includes the agreed sale price of the item, shipping fees, VAT or other applicable taxes and duties, and the marketplace fee for buyers in the U.S. or U.K. For international deliveries, packages may be subject to import taxes, customs duties, or fees, payable upon arrival or at checkout if Depop collects the tax on behalf of the buyer. For domestic purchases, relevant taxes may be collected by the seller or charged by the platform at checkout, ensuring no additional taxes are due upon delivery. For users in Australia, the United Kingdom, and the United States, Depop allows users to receive a full refund if their item does not arrive, arrives damaged, or is considerably different from the original when the issue is reported within 30 days. === Competitors === As of June 2021, Depop's competitors include Vinted, a platform founded by Milda Mitkute and Justas Janauskas in 2008 and valued at €3.5 billion, as well as the U.S. resale site Poshmark, valued at $3.5 billion. Additional competitors include Grailed, a peer-to-peer e-commerce site founded in 2014 that is recognized for its high-end second-hand menswear and streetwear, and Vestiaire Collection, a European resale app established in 2009 which specializes in authenticated pre-owned luxury items. The popularity of Depop has negatively impacted traditional second-hand stores, which can struggle to compete due to high labor costs and quality demands. There is an oversupply of clothes with the rise of fast fashion; this has taken a toll on the revenue aspect of the second-hand clothing industry. == Criticism == In November 2019, Business of Fashion reported that users within the Depop app were receiving sexually suggestive messages. In February 2020, Jessica Hamilton, a Depop buyer, reported that she found many scammers on the platform. She noticed this issue after she attempted to purchase a Nintendo Switch from a seller who would suspiciously only accept payment through a direct bank transfer without buyer protection. Hamilton blamed the company for its lack of action and relaxed security measures compared to other e-commerce sites, which made the platform especially susceptible to hackers. Without a clear strategy for managing scams, Depop lost some users' trust because of its negligence. In October 2020, some Depop buyers were tricked into paying sellers directly to bypass Depop's buyer protections, and the Depop sellers then sold those users' information on the dark web. In response, Depop claimed that it would improve security through mandatory password updates and multi-factor authentication. Users have criticized Depop for belatedly taking action against this issue.

Alexey Chervonenkis

Alexey Yakovlevich Chervonenkis (Russian: Алексей Яковлевич Червоненкис; 7 September 1938 – 22 September 2014) was a Soviet and Russian mathematician. Along with Vladimir Vapnik, he was one of the main developers of the Vapnik–Chervonenkis theory, also known as the "fundamental theory of learning", an important part of computational learning theory. Chervonenkis held joint appointments with the Russian Academy of Sciences and Royal Holloway, University of London. Alexey Chervonenkis got lost in Losiny Ostrov National Park on 22 September 2014, and later during a search operation was found dead near Mytishchi, a suburb of Moscow. He had died of hypothermia.