Electronic game

Electronic game

An electronic game is a game that uses electronics to create an interactive system with which a player can play. Video games are the most common form today, and for this reason the two terms are often used interchangeably. There are other common forms of electronic games, including handheld electronic games, standalone arcade game systems (e.g. pinball, slot machines), and exclusively non-visual products (e.g. audio games). == Arcade games == === Arcade video games === Electronic video arcade games make extensive use of solid state electronics and integrated circuits. In the past coin-operated arcade video games generally used custom per-game hardware often with multiple CPUs, highly specialized sound and graphics chips and/or boards, and the latest in computer graphics display technology. Recent arcade game hardware is often based on modified video game console hardware or high end pc components. Arcade games may feature specialized ambiance or control accessories, including fully enclosed dynamic cabinets with force feedback controls, dedicated lightguns, rear-projection displays, reproductions of car or plane cockpits and even motorcycle or horse-shaped controllers, or even highly dedicated controllers such as dancing mats and fishing rods. These accessories are usually what set modern arcade games apart from PC or console games, and they provide an experience that some gamers consider more immersive and realistic. Examples of arcade video games include: Galaxy Game (1971) Pong (1972) Space Invaders (1978) Galaxian (1979) Pac-Man (1980) Battlezone (1980) Donkey Kong (1981) Street Fighter II (1991) Mortal Kombat (1992) Fatal Fury (1992) Killer Instinct (1994) King of Fighters (1994–2005) Time Crisis (1995) Dance Dance Revolution (1998) DrumMania (1999) House of the Dead (1998) === Pinball and pachinko machines === Since the introduction of electromechanics to the pinball machine in 1933's Contact, pinball has become increasingly dependent on electronics as a means to keep score on the backglass and to provide quick impulses on the playfield (as with bumpers and flippers) for exciting gameplay. Unlike games with electronic visual displays, pinball has retained a physical display that is viewed on a table through glass. Similar games such as pachinko have also become increasingly dependent on electronics in modern times. Examples of pinball games include: The Addams Family (1991) Indiana Jones: The Pinball Adventure (1993) Star Trek: The Next Generation (1993) List of pinball machines === Redemption games and merchandisers === Redemption games such as Skee-Ball have been around since the days of the carnival game - well earlier than the development of the electronic game, however with modern advances many of these games have been re-worked to employ electronic scoring and other game mechanics. The use of electronic scoring mechanisms has allowed carnival or arcade attendants to take a more passive role, simply exchanging prizes for electronically dispensed coupons and occasionally emptying out the coin boxes or banknote acceptors of the more popular games. Merchandisers such as the Claw Crane are more recent electronic games in which the player must accomplish a seemingly simple task (e.g. remotely controlling a mechanical arm) with sufficient ability to earn a reward. Examples of redemption games include: Whac-A-Mole (1976) Skee-Ball - modern electric versions Examples of merchandisers include: Claw crane (1980) === Slot machines === The slot machine is a casino gambling machine with three or more reels which spin when a button is pushed. Though slot machines were originally operated mechanically by a lever on the side of the machine (the one arm) instead of an electronic button on the front panel as used on today's models, many modern machines still have a "legacy lever" in addition to the button on the front. Slot machines include a currency detector that validates the coin or money inserted to play. The machine pays off based on patterns of symbols visible on the front of the machine when it stops. Modern computer technology has resulted in many variations on the slot machine concept. == Audio games == An audio game is a game played on an electronic device such as—but not limited to—a personal computer. It is similar to a video game save that the only feedback device is audible rather than visual. Audio games originally started out as 'blind accessible'-games, but recent interest in audio games has come from sound artists, game accessibility researchers, mobile game developers, and mainstream video gamers. Most audio games run on a computer platform, although there are a few audio games for handhelds and video game consoles. Audio games feature the same variety of genres as video games, such as adventure games, racing games, etc. Examples of audio games include: Real Sound: Kaze no Regret (1997) Chillingham (2004) BBBeat (2005) === Tabletop games === A tabletop audio game is an audio game that is designed to be played on a table rather than a handheld game. Examples of tabletop audio games include: Brain Shift (1998) Who Wants to be a Millionaire? (2000) Electronic Battleship (1977) (Milton Bradley) Electronic battleship is a portable game with the objective of marking all enemy ships. When an enemy ship is marked, an electronic battleship makes an explosion sound. Milton Bradley created the Electronic battleship game in 1977 and was later acquired by Hasbro in 1984. Modern day electronic battleship features an interactive missile launching platform and advanced mode that features custom special attack pegs. Tabletop non-audio games include: Electronic Chess Boards (DGT) DGT is a line of electronic chess boards that are commonly used in FIDE chess tournaments and national tournaments such as USCF. Electronic Chess boards can be used to broadcast games live. == Electronic handhelds == The earliest form of dedicated console, handheld electronic games are characterized by their size and portability. Used to play interactive games, handheld electronic games are often miniaturized versions of video games. The controls, display and speakers are all part of a single unit, and rather than a general-purpose screen made up of a grid of small pixels, they usually have custom displays designed to play one game. This simplicity means they can be made as small as a digital watch, which they sometimes are. The visual output of these games can range from a few small light bulbs or LED lights to calculator-like alphanumerical screens; later these were mostly displaced by liquid crystal and Vacuum fluorescent display screens with detailed images and in the case of VFD games, color. Handhelds were at their most popular from the late 1970s into the early 1990s. They are both the predecessors to and inexpensive alternatives to the handheld game console. Examples of handheld electronic games include: Mattel Auto Race (1976) Simon (1978) Merlin (1978) Game & Watch (1980) MB Omni (1980) Bandai LCD Solarpower (1982) Entex Adventure Vision (1982) Lights Out (1995) == Home video games == A video game is a game that involves interaction with a user interface to generate visual feedback on a video device. The word video in video game traditionally referred to a raster display device. However, with the popular use of the term "video game", it now implies any type of display device. Term "digital game" has been offered by some in academia as an alternative term. === Computer games === A personal computer video game (also known as a computer game or simply PC game) is a video game played on a personal computer. This is opposed to video game consoles or arcade machines, which are not considered personal computers. Computer games became a form of video games, and since the earliest days of the medium, visual displays such as the cathode-ray tube have been used to relay game information. === Console games === A console game is a form of interactive multimedia used for entertainment. The game consists of manipulable images (and usually sounds) generated by a video game console, and displayed on a television or similar audio-video system. The game itself is usually controlled and manipulated using a handheld device connected to the console called a controller. The controller generally contains a number of buttons and directional controls (such as analog joysticks) each of which has been assigned a purpose for interacting with and controlling the images on the screen. The display, speakers, console, and controls of a console can also be incorporated into one small object known as a handheld game console. Console games are most frequently differentiated between by their compatibility with consoles belonging in the following categories: Traditional console, also called "home console" - A multi-game system that uses the screen of a television to produce graphics. Handheld game console - A multi-game system the screen and controls of which are compacted into a singl

Screenpal

ScreenPal (formerly known as Screencast-O-Matic) is cross-platform screen capture and screen recording software originally developed in 2006. == History == The company was founded by AJ Gregory in 2006 as Screencast-O-Matic. The software includes features for screen recording, screenshot capture, video editing, image editing, and a video and image hosting service. It is available for Windows and Mac operating systems, and has mobile apps for iOS and Android. The company launched a video editor in 2015. It began offering free video and image hosting in 2019, with premium hosting options for subscribers. In 2023, it was rebranded as ScreenPal.

Virtual influencer

A virtual influencer, sometimes described as a virtual persona or virtual model, is a computer-generated fictional character that can be used for a variety of marketing-related purposes, but most frequently for social media marketing, in lieu of online human "influencers". Most virtual influencers are designed using computer graphics and motion capture technology to resemble real people in realistic situations. Common derivatives of virtual influencers include VTubers, which broadly refer to online entertainers and YouTubers who represent themselves using virtual avatars instead of their physical selves. == History == Virtual influencers are fundamentally synonymous with virtual idols, which originate from Japan's anime and Japanese idol culture that dates back to the 1980s. The first virtual idol created was Lynn Minmay, a fictional singer and main character of the anime television series Super Dimension Fortress Macross (1982) and the animated film adaptation Macross: Do You Remember Love? (1984). Minmay's success led to the production of more Japanese virtual idols, such as EVE from the Japanese cyberpunk anime Megazone 23 (1985), and Sharon Apple in Macross Plus (1994). Virtual idols were not always well received – in 1995, Japanese talent agency Horipro created Kyoko Date, which was inspired by the Macross franchise and dating sim games such as Tokimeki Memorial (1994). Date failed to gain commercial success despite drawing headlines for her debut as a CGI idol, largely due to technical limitations leading to issues such as unnatural movements, an issue also known as the uncanny valley. Since their inception, many virtual idols created have achieved continual success, with notable names including the Vocaloid singer Hatsune Miku, and the VTuber Kizuna AI. Technological advancements have also enabled production teams to use artificial intelligence and advanced techniques to customize the personalities and behavior of virtual idols. Due to modern-day advancements in technology, many virtual idols have held real-life tours and events. Notable ones include Hatsune Miku's titular tour Miku Expo and Hololive's concerts with many of their idols from their English, Japanese and Indonesian branches. Some notable events including virtual singers and influencers have included: Hatsune Miku opening for Lady Gaga in 2014 and Hoshimachi Suisei's concerts at the famous Budokan venue in Japan and her addition to the Forbes Japan list of '30 Under 30' individuals who are changing the world in their respective fields. == Benefits and criticism == From a branding perspective, virtual influencers are perceived to be much less likely to be mired in scandals. In China, celebrities caught in bad publicity such as singer Wang Leehom and entertainer Kris Wu have heightened the appeal of virtual influencers, since their existence relies entirely on computer-generated imagery and they are therefore unlikely to cause any damage to a brand's image by association. Some studies have also suggested that Generation Z consumers have a unique appetite for virtual idols and influencers, since they grew up in the age of the internet. Studies also show that human-like appearance of virtual influencers show higher message credibility than anime-like virtual influencers. Scholars and commentators have also questioned the ethics and cultural impact of virtual influencers, arguing that computer-generated personas can entrench unrealistic beauty standards while diffusing accountability for labor, identity, and consent. Business and marketing analysts have also warned that disclosure and governance remain inconsistent, recommending clearer guardrails and transparency when brands deploy synthetic spokespeople. In 2025, reporting highlighted concerns that AI-driven "virtual humans" could displace human creators and sales workers, intensifying debates over the future of creative labor and authenticity online. == Notable examples == === Virtual bands === Eternity - A South Korean virtual idol group formed by Pulse9. Gorillaz - A virtual band formed in 1998. K/DA - A virtual K-pop girl group created as part of the League of Legends video game franchise. MAVE: - A South Korean virtual girl group formed in 2023 by Metaverse Entertainment. Pentakill - A virtual heavy metal band created as part of the League of Legends video game franchise. Plave (band) - A South Korean virtual boy band formed by VLast. Squid Sisters and Off the Hook - Two virtual pop idol duos as part of the Splatoon series. Studio Killers - A Finnish-Danish-British virtual band formed in 2011. === Vocaloids === Hatsune Miku (modeled after Saki Fujita) Kagamine Rin/Len (modeled after Asami Shimoda) Megurine Luka (modeled after Yū Asakawa) Meiko (modeled after Meiko Haigō) Kaito (modeled after Naoto Fūga) === VTubers === Kano Kizuna AI Neuro-sama VShojo Ironmouse Projekt Melody Nijisanji Hololive Akai Haato Gawr Gura Hoshimachi Suisei Natsuiro Matsuri === Other examples === Ami Yamato Crazy Frog FN Meka IA Kuki AI Kyoko Date Kyra Miquela Naevis Shudu Gram

What I eat in a day video

"What I eat in a day" videos are a trend on several social media platforms where a person describes all the meals and snacks that they eat during a given day, often as part of a given diet. The videos, shared on platforms including Twitter, TikTok and YouTube, become increasingly popular in 2020, with some of them accumulating millions of views, and they are considered a profitable industry for the people making them. Some have raised concerns that the videos may promote an unrealistic standard for healthy eating and contribute to the development of eating disorders. == Format == These videos often feature a montage of the food that the creator eats over the course of the day, sometimes with the associated calorie count of the foods that they describe. Unlike related mukbang videos, however, in which participants eat large amounts of food, the diets described are often restrictive. However, other videos are labeled as "unhealthy" and depict large portion sizes and higher amounts of processed food. == Popularity == "What I eat in a day" videos have existed for a long time, especially on YouTube, but they have become much more widespread in recent years. This phenomenon is self-reinforcing because when social media users watch or like these videos they are likely to see more of them in the future. Indeed, some of the most successful videos have tens of millions of view each. == Criticism and controversy == Several dieticians and mental health professionals over the impacts that these videos can have, as they can advocate a restrictive style of eating and not "promote body diversity." They have also raised concerns that this trend could contribute to a rise in disordered eating, especially since use of social media is known to increase feelings of negative body image. This trend is particularly prevalent among young adults, which are also the group with the highest vulnerability to eating disorders. More recently, a portion of these videos have begun to challenge diets and depict more realistic ways of eating in order to reduce the potential consequences of the trend.

Communications security

Communications security is the discipline of preventing unauthorized interceptors from accessing telecommunications in an intelligible form, while still delivering content to the intended recipients. In the North Atlantic Treaty Organization culture, including United States Department of Defense culture, it is often referred to by the abbreviation COMSEC. The field includes cryptographic security, transmission security, emissions security and physical security of COMSEC equipment and associated keying material. COMSEC is used to protect both classified and unclassified traffic on military communications networks, including voice, video, and data. It is used for both analog and digital applications, and both wired and wireless links. Voice over secure internet protocol VOSIP has become the de facto standard for securing voice communication, replacing the need for Secure Terminal Equipment (STE) in much of NATO, including the U.S.A. USCENTCOM moved entirely to VOSIP in 2008. == Specialties == Cryptographic security: The component of communications security that results from the provision of technically sound cryptosystems and their proper use. This includes ensuring message confidentiality and authenticity. Emission security (EMSEC): The protection resulting from all measures taken to deny unauthorized persons information of value that might be derived from communications systems and cryptographic equipment intercepts and the interception and analysis of compromising emanations from cryptographic equipment, information systems, and telecommunications systems. Transmission security (TRANSEC): The component of communications security that results from the application of measures designed to protect transmissions from interception and exploitation by means other than cryptanalysis (e.g. frequency hopping and spread spectrum). Physical security: The component of communications security that results from all physical measures necessary to safeguard classified equipment, material, and documents from access thereto or observation thereof by unauthorized persons. == Related terms == ACES – Automated Communications Engineering Software AEK – Algorithmic Encryption Key AKMS – the Army Key Management System CCI – Controlled Cryptographic Item - equipment which contains COMSEC embedded devices CT3 – Common Tier 3 DTD – Data Transfer Device ICOM – Integrated COMSEC, e.g. a radio with built in encryption KEK – Key Encryption Key KG-30 – family of COMSEC equipment KOI-18 – Tape Reader General Purpose KPK – Key production key KYK-13 – Electronic Transfer Device KYX-15 – Electronic Transfer Device LCMS – Local COMSEC Management Software OTAR – Over the Air Rekeying OWK – Over the Wire Key SKL – Simple Key Loader SOI – Signal operating instructions STE – Secure Terminal Equipment (secure phone) STU-III – (obsolete secure phone, replaced by STE) TED – Trunk Encryption Device such as the WALBURN/KG family TEK – Traffic Encryption Key TPI – Two person integrity TSEC – Telecommunications Security (sometimes referred to in error transmission security or TRANSEC) Types of COMSEC equipment: Authentication equipment Crypto equipment: Any equipment that embodies cryptographic logic or performs one or more cryptographic functions (key generation, encryption, and authentication). Crypto-ancillary equipment: Equipment designed specifically to facilitate efficient or reliable operation of crypto-equipment, without performing cryptographic functions itself. Crypto-production equipment: Equipment used to produce or load keying material == DoD Electronic Key Management System == The Electronic Key Management System (EKMS) is a United States Department of Defense (DoD) key management, COMSEC material distribution, and logistics support system. The National Security Agency (NSA) established the EKMS program to supply electronic key to COMSEC devices in securely and timely manner, and to provide COMSEC managers with an automated system capable of ordering, generation, production, distribution, storage, security accounting, and access control. The Army's platform in the four-tiered EKMS, AKMS, automates frequency management and COMSEC management operations. It eliminates paper keying material, hardcopy Signal operating instructions (SOI) and saves the time and resources required for courier distribution. It has 4 components: LCMS provides automation for the detailed accounting required for every COMSEC account, and electronic key generation and distribution capability. ACES is the frequency management portion of AKMS. ACES has been designated by the Military Communications Electronics Board as the joint standard for use by all services in development of frequency management and crypto-net planning. CT3 with DTD software is in a fielded, ruggedized hand-held device that handles, views, stores, and loads SOI, Key, and electronic protection data. DTD provides an improved net-control device to automate crypto-net control operations for communications networks employing electronically keyed COMSEC equipment. SKL is a hand-held PDA that handles, views, stores, and loads SOI, Key, and electronic protection data. == Key Management Infrastructure (KMI) Program == KMI is intended to replace the legacy Electronic Key Management System to provide a means for securely ordering, generating, producing, distributing, managing, and auditing cryptographic products (e.g., asymmetric keys, symmetric keys, manual cryptographic systems, and cryptographic applications). This system is currently being fielded by Major Commands and variants will be required for non-DoD Agencies with a COMSEC Mission.

Agentive logic

Agentive logic (also called the logic of action or logic of agency) is the field of philosophical logic and logic in computer science that studies formal representations of agents, their actions, and their abilities. An agentive logic in the narrower sense is a formal system whose primitive operators express that an agent does something, can do something, or sees to it that something is the case. Agentive logics generalise modal logic by adding modalities indexed to agents and to actions. Typical examples include: STIT logics (from sees to it that) with operators of the form [ i s t i t : φ ] {\displaystyle [i\ {\mathsf {stit}}:\varphi ]} meaning that agent i {\displaystyle i} sees to it that φ {\displaystyle \varphi } holds; dynamic logics of action with program-like modalities [ α ] φ {\displaystyle [\alpha ]\varphi } and ⟨ α ⟩ φ {\displaystyle \langle \alpha \rangle \varphi } meaning, roughly, that after every (respectively, some) execution(s) of action α {\displaystyle \alpha } , φ {\displaystyle \varphi } holds; logics with explicit agentive operators such as "can do", "brings about", or "is able to ensure". Agentive logics are used in action theory in philosophy, in the semantics of natural language, in the theory of program verification, and in artificial intelligence, where they underpin formalisms for reasoning about actions, planning, and intelligent agents. == Terminology and scope == The adjective agentive derives from the Latin agens ("one who acts") and originally referred to the grammatical agent of a verb. In logical contexts it designates operators or predicates whose primary argument position is an agent rather than a proposition alone, for example A i φ {\displaystyle A_{i}\varphi } ("agent i {\displaystyle i} does φ {\displaystyle \varphi } ") or C i φ {\displaystyle C_{i}\varphi } ("agent i {\displaystyle i} can bring about φ {\displaystyle \varphi } "). In contemporary literature, agentive logic is sometimes used narrowly for formal reconstructions of St. Anselm's modal account of facere ("to do"). More broadly, the term is used interchangeably with logic of action or logic of agency to cover a family of modal and dynamic logics designed to capture the structure of action and choice. == Historical background == === Medieval and early modern roots === Medieval logicians already explored analogies between modalities of action and alethic modalities such as possibility and necessity, for instance, in discussions of obligation and power. An influential early agentive analysis is due to St. Anselm (11th century), who treated "doing φ {\displaystyle \varphi } " as a kind of modal operator on propositions, anticipating later modal logics of agency. Modern reconstructions of Anselm's theory show that the resulting "agentive logic" can be modelled with neighbourhood semantics and satisfies a recognisable square of opposition. === Modern logic of action === Modern study of the logic of action began in the mid-20th century, parallel to developments in deontic logic and tense logic. Early systems were proposed by Georg Henrik von Wright, Stig Kanger, and others, often motivated by questions about norms and responsibility. From the 1960s onward, two largely independent but eventually converging traditions emerged: a branching-time tradition, culminating in STIT logics, emphasising agents' choices among possible futures; and dynamic logics of programs and actions, developed within computer science to reason about program execution. In the 1990s and 2000s, action logics were further developed in connection with knowledge representation, planning, and multi-agent systems in AI, and with dynamic and update semantics in linguistics. == Core ideas == Despite their diversity, most agentive logics share some general themes: Agents are treated as explicit indices of modal operators, as in [ i d o e s ] φ {\displaystyle [i\ {\mathsf {does}}]\varphi } or C i φ {\displaystyle C_{i}\varphi } . Actions are represented either implicitly, via changes between possible worlds along an accessibility relation, or explicitly, as terms denoting primitive and composite actions. Choice and ability are captured by modalities describing what an agent can ensure, usually relative to assumptions about the environment and other agents. Formal properties such as closure under composition, interaction between different agents, and connections to obligation (what an agent ought to do) and knowledge (what an agent knows how to do) are investigated. == STIT logics == STIT ("sees to it that") logics, originating in work by Nuel Belnap and collaborators, treat agency in a branching-time framework. A STIT model consists of a partially ordered set of moments with a tree-like structure, sets of histories (maximal branches through the tree), and for each agent at each moment, a partition of the histories through that moment representing the choices available to the agent. Intuitively, an agent's action at a moment determines which equivalence class (choice cell) of histories becomes actual; a formula [ i s t i t : φ ] {\displaystyle [i\ {\mathsf {stit}}:\varphi ]} is true at a history–moment pair if φ {\displaystyle \varphi } holds on all histories in the choice cell corresponding to the agent's current action. Different STIT operators have been distinguished, notably: the Chellas STIT operator, often written [ i c s t i t : φ ] {\displaystyle [i\ {\mathsf {cstit}}:\varphi ]} , which requires only that the agent's choice guarantees φ {\displaystyle \varphi } ; and the deliberative STIT operator, [ i d s t i t : φ ] {\displaystyle [i\ {\mathsf {dstit}}:\varphi ]} , which additionally requires that φ {\displaystyle \varphi } is not already historically necessary. STIT frameworks have been extended with group agency operators, temporal modalities, epistemic operators, and deontic operators to study responsibility, collective action, and obligations under indeterminism. == Dynamic logics of action == Dynamic logic was originally developed to reason about the behaviour of computer programs, treating program execution as a kind of action. In propositional dynamic logic (PDL), action terms α , β , … {\displaystyle \alpha ,\beta ,\dots } denote abstract programs or actions, and formulas of the form [ α ] φ {\displaystyle [\alpha ]\varphi } and ⟨ α ⟩ φ {\displaystyle \langle \alpha \rangle \varphi } express that all, respectively some, terminating executions of α {\displaystyle \alpha } lead to states where φ {\displaystyle \varphi } holds. From the standpoint of agentive logic, dynamic logic provides: a language for building complex actions from primitives via sequencing, choice, and iteration (e.g., α ; β {\displaystyle \alpha ;\beta } , α ∪ β {\displaystyle \alpha \cup \beta } , α ∗ {\displaystyle \alpha ^{}} ); a Kripke semantics in which actions correspond to labelled accessibility relations; and proof systems (such as Hoare logic and weakest precondition calculi) for reasoning about the correctness of action sequences. Extensions such as concurrent dynamic logic add operators for parallel composition, allowing reasoning about interacting processes and concurrent actions. John-Jules Ch. Meyer and others have argued that dynamic logic is a natural base for logics of agents, by adding modalities for knowledge, belief, and ability on top of the action modalities. Dynamic logics have also been applied to normative reasoning, yielding dynamic deontic logics where actions are related to obligations and permissions, and to dynamic epistemic logics in which information-changing actions such as announcements are modelled as programs. == Situation calculus and other action formalisms == In artificial intelligence, reasoning about action and change is often based on first-order languages that explicitly represent situations, events, and fluents (time-varying properties). The best known is situation calculus, introduced by John McCarthy and developed extensively by Raymond Reiter. In such formalisms: action terms name primitive actions; a function symbol (often d o {\displaystyle {\mathsf {do}}} ) maps an action and a situation to a successor situation; and axioms describe which fluents hold in which situations and how actions change them. Reiter's successor state axioms give compact specifications of how each fluent changes under all actions, and precondition axioms specify when actions are possible. Related formalisms include the event calculus and fluent calculus, which provide alternative ways of representing events and their effects. While these systems are often first-order rather than modal, they are closely related to agentive logics: their action terms and transition structures can be seen as providing models for dynamic or STIT-style modalities, and conversely, dynamic logics can be used as abstract specification languages for such AI formalisms. == Ability, agency, and related modalities == Many agentive logics introduce explicit operators for ability or "can-do"

Conjugate coding

Conjugate coding is a cryptographic tool, introduced by Stephen Wiesner in the late 1960s. It is part of the two applications Wiesner described for quantum coding, along with a method for creating fraud-proof banking notes. The application that the concept was based on was a method of transmitting multiple messages in such a way that reading one destroys the others. This is called quantum multiplexing and it uses photons polarized in conjugate bases as "qubits" to pass information. Conjugate coding also is a simple extension of a random number generator. At the behest of Charles Bennett, Wiesner published the manuscript explaining the basic idea of conjugate coding with a number of examples but it was not embraced because it was significantly ahead of its time. Because its publication has been rejected, it was developed to the world of public-key cryptography in the 1980s as oblivious transfer, first by Michael Rabin and then by Shimon Even. It is used in the field of quantum computing. The initial concept of quantum cryptography developed by Bennett and Gilles Brassard was also based on this concept.