Social trading

Social trading

Social trading is a form of investing that allows investors to observe the trading behavior of their peers and expert traders. The primary objective is to follow their investment strategies using copy trading or mirror trading. Social trading requires little or no knowledge about financial markets. == History == One of the first social trading platforms was Collective2] which began offering a social trading functionality to retail traders as early as 2003 (preceding ZuluTrade by four years). In 2010, social trading started to achieve a greater degree of mainstream appeal with eToro, followed by Wikifolio in 2012. Europe-based NAGA, listed on Frankfurt Stock Exchange since 2017, claims more than EUR 27 billion was traded on its platform in the second half of 2019. Some of the other contemporary social trading platforms and tech providers are Trading Motion, Brokeree Solutions, iSystems, and FX Junction, among others. === Research === MIT Computer Scientist and researcher Yaniv Altshuler described social trading networks as complex adaptive systems, and in his 2014 research on eToro's OpenBook, wrote that "Having the inherent ability to share ideas and information between each others, OpenBook's users are given a new source of information they can use in order to enhance their trading performance. As the users are not playing against each other but rather – against the market, this situation becomes a non zero-sum game, hence incentivizing the users to share as much information as possible." His paper concludes that "social trading provides much better opportunities for profiting compared with individual trading," but that users make "excellent but sometimes not optimal decisions in selecting experts when they can see others' choices." A 2015 World Economic Forum report described social trading networks as disruptors, which "have emerged to provide low-cost, sophisticated alternatives to traditional wealth managers. These solutions cater to a broader customer base and empower customers to have more control of their wealth management," and "pose a tangible threat to the traditional practices of the wealth management industry". Economist Nouriel Roubini's thinktank predicted in 2016 that "newer forms of investment, such as socially responsible investments and social trading will bring some of the largest industry growth in the coming years." A 2017 St. John's University study found that 'leader' traders, or those with followers, are more susceptible to the disposition effect than investors that are not being followed by any other traders, with the authors suggesting the observation may be explained by "leaders feeling responsible towards their followers and an urge to not let them down, by fear of losing followers when admitting a bad investment decision and signaling confidence in their initial investment choice, or by an attempt of newly appointed leaders to manage their self-image." Social trading may potentially also change how much risk investors take. A recent experimental study argues that merely providing information on the success of others may lead to a significant increase in risk taking. This increase in risk taking may even be larger when subjects are provided with the option to directly copy others. == Characteristics == Social trading is an alternative way of analyzing financial data by looking at what other traders are doing and comparing and copying their techniques and strategies. Prior to the advent of social trading, investors and traders were relying on fundamental or technical analysis to form their investment decisions. Using social trading investors and traders could integrate into their investment decision-process social indicators from trading data-feeds of other traders. Social trading platforms or networks can be considered a subcategory of social networking services. Social trading allows traders to trade online with the help of others and some have claimed shortens the learning curve from novice to experienced trader. Traders can interact with others, watch others take trades, then duplicate their trades and learn what prompted the top performer to take a trade in the first place. By copying trades, traders can learn which strategies work and which do not work. Social trading is used to do speculation; in the moral context speculative practices are considered negatively and to be avoided by each individual. who conversely should maintain a long-term horizon avoiding any types of short term speculation. Social Media has permeated the trading world such that two main types of trading has evolved: Traditional Trades Single (or non-social) trade: Trader A places a normal trade by himself or herself; This can by manual or automated Social Trading There are two main types of social trading: Copy trade: Trader A places exactly the same trade as trader B's one single trade; (iii) Mirror trade: Trader A automatically executes trader B's every single trade, i.e., trader A follows exactly trader B's trading activities. Other variations offered on some platforms allow users to copy another trader's portfolio (copy portfolio), and follow a trader's dividends (copy dividends), where whenever a followed trader withdraws money from his or her account, a proportional amount of money will be withdrawn from the balance of their follower, in real time. === Key features === Information flow: Unencumbered access to information is important in financial markets and that makes the free exchange of information of interest to small scale as well as individual investors. Cooperative trading: Social trading offers traders the opportunity to work together in trading teams which can trade the markets collaboratively, whether by pooling funds, dividing research or through sharing information. Monetization: As with social networks in the broader sense, monetization strategies are not always clear. As with social networks in general, it is possible, however, that the long-term worth of such websites may come from the variety and depth of data about their users which their active communities are likely to generate. Transparency: Social trading platforms reveal traders' performance stats, open and past positions, and market sentiment, giving members complete information to assess the credibility of the contributors they follow on the platform.

Level-set method

The Level-set method (LSM) is a conceptual framework for using level sets as a tool for numerical analysis of surfaces and shapes. LSM can perform numerical computations involving curves and surfaces on a fixed Cartesian grid without having to parameterize these objects. LSM makes it easier to perform computations on shapes with sharp corners and shapes that change topology (such as by splitting in two or developing holes). These characteristics make LSM effective for modeling objects that vary in time, such as an airbag inflating or a drop of oil floating in water. == Overview == The figure on the right illustrates several ideas about LSM. In the upper left corner is a bounded region with a well-behaved boundary. Below it, the red surface is the graph of a level set function φ {\displaystyle \varphi } determining this shape, and the flat blue region represents the X-Y plane. The boundary of the shape is then the zero-level set of φ {\displaystyle \varphi } , while the shape itself is the set of points in the plane for which φ {\displaystyle \varphi } is positive (interior of the shape) or zero (at the boundary). In the top row, the shape's topology changes as it is split in two. It is challenging to describe this transformation numerically by parameterizing the boundary of the shape and following its evolution. An algorithm can be used to detect the moment the shape splits in two and then construct parameterizations for the two newly obtained curves. On the bottom row, however, the plane at which the level set function is sampled is translated upwards, on which the shape's change in topology is described. It is less challenging to work with a shape through its level-set function rather than with itself directly, in which a method would need to consider all the possible deformations the shape might undergo. Thus, in two dimensions, the level-set method amounts to representing a closed curve Γ {\displaystyle \Gamma } (such as the shape boundary in our example) using an auxiliary function φ {\displaystyle \varphi } , called the level-set function. The curve Γ {\displaystyle \Gamma } is represented as the zero-level set of φ {\displaystyle \varphi } by Γ = { ( x , y ) ∣ φ ( x , y ) = 0 } , {\displaystyle \Gamma =\{(x,y)\mid \varphi (x,y)=0\},} and the level-set method manipulates Γ {\displaystyle \Gamma } implicitly through the function φ {\displaystyle \varphi } . This function φ {\displaystyle \varphi } is assumed to take positive values inside the region delimited by the curve Γ {\displaystyle \Gamma } and negative values outside. == The level-set equation == If the curve Γ {\displaystyle \Gamma } moves in the normal direction with a speed v {\displaystyle v} , then by chain rule and implicit differentiation, it can be determined that the level-set function φ {\displaystyle \varphi } satisfies the level-set equation ∂ φ ∂ t = v | ∇ φ | . {\displaystyle {\frac {\partial \varphi }{\partial t}}=v|\nabla \varphi |.} Here, | ⋅ | {\displaystyle |\cdot |} is the Euclidean norm (denoted customarily by single bars in partial differential equations), and t {\displaystyle t} is time. This is a partial differential equation, in particular a Hamilton–Jacobi equation, and can be solved numerically, for example, by using finite differences on a Cartesian grid. However, the numerical solution of the level set equation may require advanced techniques. Simple finite difference methods fail quickly. Upwinding methods such as the Godunov method are considered better; however, the level set method does not guarantee preservation of the volume and shape of the set level in an advection field that maintains shape and size, for example, a uniform or rotational velocity field. Instead, the shape of the level set may become distorted, and the level set may disappear over a few time steps. Therefore, high-order finite difference schemes, such as high-order essentially non-oscillatory (ENO) schemes, are often required, and even then, the feasibility of long-term simulations is questionable. More advanced methods have been developed to overcome this; for example, combinations of the leveling method with tracking marker particles suggested by the velocity field. == Example == Consider a unit circle in R 2 {\textstyle \mathbb {R} ^{2}} , shrinking in on itself at a constant rate, i.e. each point on the boundary of the circle moves along its inwards pointing normally at some fixed speed. The circle will shrink and eventually collapse down to a point. If an initial distance field is constructed (i.e. a function whose value is the signed Euclidean distance to the boundary, positive interior, negative exterior) on the initial circle, the normalized gradient of this field will be the circle normal. If the field has a constant value subtracted from it in time, the zero level (which was the initial boundary) of the new fields will also be circular and will similarly collapse to a point. This is due to this being effectively the temporal integration of the Eikonal equation with a fixed front velocity. == Applications == In mathematical modeling of combustion, LSM is used to describe the instantaneous flame surface, known as the G equation. Level-set data structures have been developed to facilitate the use of the level-set method in computer applications. Computational fluid dynamics Trajectory planning Optimization Image processing Computational biophysics Discrete complex dynamics (visualization of the parameter plane and the dynamic plane) == History == The level-set method was developed in 1979 by Alain Dervieux, and subsequently popularized by Stanley Osher and James Sethian. It has since become popular in many disciplines, such as image processing, computer graphics, computational geometry, optimization, computational fluid dynamics, and computational biology.

Jeremy Renner Official

Jeremy Renner Official (or Jeremy Renner on the Google Play Store) was a mobile app created by American actor Jeremy Renner. He created the app in March 2017 to hear the input and comments of his fans. The app was shut down in September 2019 in part due to the frequent bullying and trolling that the platform had experienced. The app featured optional microtransactions, with some ranging up to roughly US$400 despite the app itself being free. Upon shutting down the app, Renner issued a mass-refund for the collectible "stars" in the app for purchases made within the last ninety days, from the day the announcement was posted. He then posted an apology to the app itself, and the app was deleted from both the Google Play Store and the App Store shortly after. == Usage == Upon downloading the app, the user was faced with a video of Renner speaking about his fans and superfans, regular giveaways, and real-life updates. While the app was active, Renner posted regular questions and comments for fans. Renner occasionally livestreamed about his work and day-to-day life. The community developed to include memes, selfies, and a "Happy Rennsday" event on Wednesdays. == History == === 2017–2019 === The app launched in March 2017 with a promotional contest. Renner's fans were encouraged to download the app and create comments about being Renner's biggest fan; Renner would then choose a winner and transport the winner and a guest to have lunch with him at the Calgary Expo. In the first few months Renner teased behind-the-scenes of projects he was working on, which he now sporadically does on Instagram. The app was similarly designed to Instagram as well, with a near identically styled layout. Around midway through 2019, a hoax account of Renner was made to mock the celebrity, joking about masturbating to porn and defending another hoax account of Casey Anthony. FastCompany wrote extensively about Renner's app in April 2019, calling it "a surprising new kind of social media". The Ringer stated "Jeremy Renner's Jeremy Renner app is the Jeremy Renner of apps." === After deletion (2019–2020) === After the shutdown of the app, a comedy-based pseudo-app with modular endings was released, called "The Jeremy Renner App Experience", in which the player plays as Jeremy Renner on the day of the Jeremy Renner Official app's shutdown. The app details several different choices on how Renner handles the situation. A six-part podcast was also created to mock the app's deletion, called The Renner Files, featuring Carolyn Goldfarb and Sarah Ramos. == Controversies == === Marketing === One of the main controversies of Renner's app was its marketing. The app's developers, Escapex, specialized in and grew famous for making similar monetized apps for celebrities. The marketing campaign was based on direct contact with Renner, whose chances were increased with regular payments for "stars", although very few encounters seemed to happen with Renner himself. The multiple problems with the app led the CEO of Escapex, Sephi Shapira, to call the app a "freak situation", and added "Am I concerned about this? Not more than I'm concerned about 50 other things I'm dealing with as a startup company." Along with the marketing failures, the app was seen as misrepresenting itself as seemingly erotic with some advertisements featuring Renner suggestively staring at the camera, despite the actual app being initially considered safe for children. === Harassment === After its release in 2017, the app was met with waves of harassment and bullying by many users on the app, most frequently by using impersonation — referenced in Renner's apology/deletion notice. Some death threats were made across the app by fraud accounts pretending to be several controversial celebrities, including O. J. Simpson and Casey Anthony. As early as October 2017, there were claims of censorship, bullying, and "contest-rigging". In September 2019, comedian Stefan Heck publicized his discovery of the fact that replies through the app appeared as if they were sent by Renner himself in push notifications. After several users abused this feature, Renner asked Escapex to shut down the app.

Wavelet noise

Wavelet noise is an alternative to Perlin noise which reduces the problems of aliasing and detail loss that are encountered when Perlin noise is summed into a fractal. == Algorithm detail == The basic algorithm for 2-dimensional wavelet noise is as follows: Create an image, R {\displaystyle R} , filled with uniform white noise. Downsample R {\displaystyle R} to half-size to create R ↓ {\displaystyle R^{\downarrow }} , then upsample it back up to full size to create R ↓↑ {\displaystyle R^{\downarrow \uparrow }} . Subtract R ↓↑ {\displaystyle R^{\downarrow \uparrow }} from R {\displaystyle R} to create the end result, N {\displaystyle N} . This results in an image that contains all the information that cannot be represented at half-scale. From here, N {\displaystyle N} can be used similarly to Perlin noise to create fractal patterns.

International Medical Education Directory

The International Medical Education Directory (IMED) was a public database of worldwide medical schools. The IMED was published as a joint collaboration of the Educational Commission for Foreign Medical Graduates (ECFMG) and the Foundation for Advancement of International Medical Education and Research (FAIMER). The information available in IMED was derived from data collected by the Educational Commission for Foreign Medical Graduates (ECFMG) throughout its history of evaluating the medical education credentials of international medical graduates. Using these data as a starting point, Foundation for Advancement of International Medical Education and Research (FAIMER) began developing IMED in 2001 and made it publicly available in April 2002. In April 2014, IMED was merged with the Avicenna Directory to create the World Directory of Medical Schools. The World Directory is now the definitive list of medical schools in the world, as IMED and Avicenna were discontinued in 2015.

CHAOS (chess)

CHAOS (Chess Heuristics and Other Stuff) is a chess playing program that was developed by programmers working at the RCA Systems Programming division in the late 1960s. It played competitively in computer chess competitions in the 1970s and 1980s. It differed from other programs of that era in its look-ahead philosophy, choosing to use chess knowledge to evaluate fewer positions and continuations as opposed to simple evaluations that relied on deep look-ahead to avoid bad moves. == Introduction == CHAOS was originally developed by Ira Ruben, Fred Swartz, Victor Berman, Joe Winograd and William Toikka while working at RCA in Cinnaminson, NJ. Its name is an acronym for 'Chess Heuristics and Other Stuff.' Program development moved to the Computing Center of the University of Michigan when Swartz changed jobs, and Mike Alexander joined the development group. Swartz, Alexander and Berman were continuously group members from that point onward in CHAOS' evolution, as others of the original authors left and new members contributed episodically. Chess Senior Master Jack O'Keefe contributed to CHAOS' development from about 1980 onwards. CHAOS was written in Fortran, except for low-level board representation manipulations written in assembly language or C. Due to this portability, it ran on RCA, Univac and IBM-compatible mainframes in its lifetime. CHAOS heralds from the mainframe computing era when only machines of that capacity were able to play at a high level. Consequently, development and testing could only take place at off-peak times for production use of the machine. In a competition, CHAOS had to run on a dedicated mainframe with a telephone link to the match venue. In its later years, CHAOS ran on computers on the machine assembly floor of Amdahl Corporation on MTS. == Background == === Chess and artificial intelligence === Mathematicians Claude Shannon and Alan Turing, working separately, were the first to view playing chess as a challenge to machines. Working for AT&T / Bell Labs with its access to telephone switching equipment, Shannon built a relay-based machine that learned how to work its way through a two-dimensional, 5x5 cell maze in 1949. Shannon viewed this as an analogue of the way that organisms learn things about their natural environment. There is a random element to searching it, a memory element to benefit from the search outcome, and a reward element that reinforces learning when the global outcome is favorable to the organism. Soon afterward, Shannon wrote a mathematical analysis of the game of chess, published in 1950. Like with the maze, he broke down game play into the necessary elements for reinforcement learning. Associated with each board configuration a move will be made from, there is a numerical score. To decide what move to make, a player wants to maximize their own position's score after the move and to minimize their opponent's score (a minimax view). Since there are about 32 possible moves at each of the early stages of the game, and about 40 moves and responses in each game, then there are about 32 80 {\displaystyle 32^{80}} or about 10 120 {\displaystyle 10^{120}} possible games - an impossibly large set to evaluate completely. Therefore, there must be a way to limit the number of moves to look ahead for to find the best one. Reducing the game to these few key elements provided a way to think about human intelligence in general. Shannon became part of a wider group using computing machines to mimic aspects of human intelligence that grew into the general idea of artificial intelligence. (Other members of this group were John McCarthy, Herbert Simon, Allen Newell, Alan Kotok, Alex Bernstein and Richard Greenblatt.) The paradigm that evolved was that there was a quantification of the position on the board into a score, an evaluation method to find favorable outcomes (minimax, later alpha-beta pruning), and a strategy to manage the combinatorial explosion of the look-ahead possibilities. By the early 1960s, there were computer programs that played chess at a rudimentary level. They used very simple evaluation functions for each position and tried to search as far forward as was practical given the time constraints and available compute power. Naturally, programmers optimized their code to use the available computing resources. This led to a major philosophical divide among chess programs: those that tried to evaluate as many positions as possible, and those that tried to evaluate the most promising move sequences as deeply as possible. CHAOS was firmly in the camp believing only the most promising moves should be evaluated in depth. Said Swartz, "The 'brute force people' ... look at every (possible move) no matter what garbage it is. Most moves are just terrible, terrible moves, and most computing time is being spent on pure garbage." The program spent more time evaluating each board position in the expectation that it would find the most promising lines of play to explore in depth. In 1983, the then-fastest chess program (Belle) evaluated 110,000 positions per second, and typical programs 1000–50,000 per second, whereas CHAOS evaluated about 50-100 per second. === Machine learning and strategies to manage search === From about 1949 onward, Arthur Samuel began work for IBM on machine learning, culminating in a checkers-playing program in 1952 and publications on the topic. Concurrently, Christopher Strachey created Checkers, a program to play the board game of checkers in 1951, but it had no capacity to learn from its play. Checkers was chosen by both authors because it was simpler than chess yet contained the basic characteristics of an intellectual activity, and, in Samuel's view, was a test-bed in which heuristic procedures and learning processes could be evaluated quickly. Checker playing programs introduced the notion of the game tree and evaluating play to various depths to choose the best move. The complexity of chess, however, promoted it to the status of an analogue for human intelligence, and it attracted computer scientists' attention, who referred to it as research into artificial intelligence (AI). Like checkers, it required a numerical assessment of each arrangement of chess pieces on a board. It also required looking ahead to future moves to decide how to play the present position. Due to the enormous number of possible moves, there had to be a way to confine the look-ahead search to the most promising lines of play. From these factors, the notion of minimax score evaluation developed and, later, alpha-beta tree pruning to abandon looking at positions worse than any that have already been examined. === Chess search strategies === The AI community viewed artificial intelligence as comprising two parts: a way to symbolically quantify the knowledge in hand (a chess board position), and a set of heuristics to limit look-ahead to the consequences of a move. The early chess playing programs attempted to look forward as far as possible, perhaps to 3 moves ahead by each player, and to choose the best outcome. This led to the horizon effect, whereby a key move 4 or more moves ahead would be unexamined and therefore missed. Consequently, the programs were quite weak and heuristics to manage the search became important in their development. CHAOS used a selective search strategy with iterative widening. As chess programs evolved, they incorporated books of opening lines of play from historic sources. Nowadays, book moves are catalogued in machine-readable form, but originally programmers had to type them in. CHAOS had an extensive book for its time of around 10,000 moves that O'Keefe helped to develop. A problem with play from an opening book is the behavior of the program when the play leaves the book: the positional advantage may be so subtle that the evaluation scheme may be unable to understand it, leading to very wide and shallow searches to establish a line of play. The horizon effect again plagues move selection after leaving the book. CHAOS mitigated these problems by only using book lines that it could understand, and by relying on cached analyses of continuations out of the book made while the opponent's clock was running. == Game Play History == CHAOS played in twelve ACM computer chess tournaments and four World Computer Chess Championships (WCCC). Its debut was the ACM computer chess tournament in 1973, taking 2nd place. In 1974, it again won 2nd place in the WCCC, defeating the tournament favorite Chess 4.0 but losing to Kaissa. CHAOS was close to winning the 1980 WCCC, but lost to Belle in a playoff. The 1985 ACM computer chess tournament was CHAOS' last competition. One of CHAOS' notable victories was over Chess 4.0 at the 1974 WCCC tournament. Chess 4.0 was unbeaten by any other program up until then. Playing as white, CHAOS made a knight sacrifice (16 Nd4-e6!!) that traded material for open lines of attack and eventually won the game. CHAOS’ authors thought the move was due to a

NRD Cyber Security

NRD Cyber Security is a Lithuanian company that provides cybersecurity solutions, consulting, and other services. The organization specializes in CSIRT and SOC creation, modernization and training. It has helped to establish national and sectorial CSIRTs around the world, including countries, such as Bangladesh, Egypt, Bhutan, Kosovo, Malawi and others. NRD Cyber Security was found in 2013 to provide quality cybersecurity services to nations and organizations. In 2018 it was included in The Deloitte Technology Fast 50 in Europe list. In 2024 it was awarded the #98 place in MSSP Alert Top 250 world's managed security service providers. The company is a member of various cybersecurity organizations, such as Forum of Incident Response and Security Teams (FIRST), The Global Forum on Cyber Expertise (GFCE), Unicrons Lt. It is a strategic partner of The Global Cyber Security Capacity Centre (GCSCC) at University of Oxford.