AI Video Tools

Explore the best AI Video Tools — independent reviews, comparisons, pricing and step-by-step how-to guides, curated by Aizhi.

  • Play Integrity API

    Play Integrity API

    Play Integrity API (formerly known as SafetyNet) consists of several application programming interfaces (APIs) offered by the Google Play Services to support security sensitive applications and enforce DRM. Currently, these APIs include device integrity verification, app verification, recaptcha and web address verification. It uses an environment called DroidGuard to perform the attestation. == Attestation == The SafetyNet Attestation API, one of the APIs under the SafetyNet umbrella, provides verification that the integrity of the device is not compromised. In practice, non-official ROMs such as LineageOS fail the hardware attestation and thus prevent the user from using a non-compliant ROM with third-party apps (mainly banking) that require the API. Due to this, some consider this a monopolistic practice deterring the entrance of competing mobile operating systems in the market. It requires a network connection to Google servers and validates the hardware signatures. Amongst the checks, the API looks for bootloader unlock status, ROM signatures, kernel strings, it also uses AVB2.0 and dm-verity attestations. Upon successful checks, Google Play will mark the device as Certified. The attestation runs in an environment called DroidGuard (com.google.android.gms.unstable). The SafetyNet Attestation API (one of the four APIs under the SafetyNet umbrella) has been deprecated. As of 6 October 2023, Google planned to replace it with the Play Integrity API by the end of January 2025. The transition ended on 20 May 2025, breaking applications which hadn't been updated. These attestations are offered by Google Play Services and thus are not available on free Android environments, like AOSP. Therefore, developers can require the API to be available and may refuse to execute on AOSP builds. == Google Play Protect == Under the same umbrella, Play Protect is a mechanism to find and remove "vulnerable" apps from one's Android device as well as store apps. Although it's meant to scan for malware-containing apps, it also looks for non-DRM compliant apps. == Criticism == Multiple groups have criticised SafetyNet and the Play Integrity API. Criticisms include that it offers weaker protection compared to alternatives such as Android's hardware attestation API, which provides a stronger form of verification while having the ability to remain compatible with more secure Android operating systems like GrapheneOS. Critics argued it undermines competition by effectively requiring developers to rely on Google's proprietary services, strengthening its monopoly over the Android ecosystem and disadvantaging alternative, privacy-focused operating systems. Users have also developed tools, such as the Play Integrity Fix module for Magisk/KernelSU/APatch, which tricks the attestation using leaked fingerprints of vulnerable devices. Furthermore, some have questioned the effectiveness of the attestation, claiming it does not deliver the level of security promised by Google and instead serves more as a form of vendor lock-in than a meaningful security measure. Activists have also raised concerns that it may violate antitrust and competition laws, like the Digital Markets Act.

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  • Hydration (web development)

    Hydration (web development)

    In web development, hydration or rehydration is a technique in which client-side JavaScript converts a web page that is static from the perspective of the web browser, delivered either through static rendering or server-side rendering, into a dynamic web page by attaching event handlers to the HTML elements in the DOM. Because the HTML is pre-rendered on a server, this allows for a fast "first contentful paint" (when useful data is first displayed to the user), but there is a period of time afterward where the page appears to be fully loaded and interactive, but is not until the client-side JavaScript is executed and event handlers have been attached. Frameworks that use hydration include Next.js and Nuxt. React v16.0 introduced a "hydrate" function, which hydrates an element, in its API. == Variations == === Streaming server-side rendering === Streaming server-side rendering allows one to send HTML in chunks that the browser can progressively render as it is received. This can provide a fast first paint and first contentful paint as HTML markup arrives to users faster. === Progressive rehydration === In progressive rehydration, individual pieces of a server-rendered application are “booted up” over time, rather than the current common approach of initializing the entire application at once. This can help reduce the amount of JavaScript required to make pages interactive, since client-side upgrading of low priority parts of the page can be deferred to prevent blocking the main thread. It can also help avoid one of the most common server-side rendering rehydration pitfalls, where a server-rendered DOM tree gets destroyed and then immediately rebuilt – most often because the initial synchronous client-side render required data that wasn't quite ready, perhaps awaiting Promise resolution. === Partial rehydration === Partial rehydration has proven difficult to implement. This approach is an extension of the idea of progressive rehydration, where the individual pieces (components/views/trees) to be progressively rehydrated are analyzed and those with little interactivity or no reactivity are identified. For each of these mostly-static parts, the corresponding JavaScript code is then transformed into inert references and decorative functionality, reducing their client-side footprint to near-zero. The partial hydration approach comes with its own issues and compromises. It poses some interesting challenges for caching, and client-side navigation means it cannot be assumed that server-rendered HTML for inert parts of the application will be available without a full page load. One framework that supports partial rehydration is Elder.js, which is based on Svelte. === Trisomorphic rendering === Trisomorphic rendering is a technique which uses streaming server-side rendering for initial/non-JavaScript navigations, and then uses service workers to take on rendering of HTML for navigations after it has been installed. This can keep cached components and templates up to date and enables SPA-style navigations for rendering new views in the same session. This approach works best when one can share the same templating and routing code between the server, client page, and service worker.

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  • Cardiovascular health awareness in Nepal

    Cardiovascular health awareness in Nepal

    Cardiovascular health awareness in Nepal has improved in recent times. It has emerged as a cost-effective tool for prevention of heart disease in recent years. == Background == Cardiovascular diseases in Nepal is responsible for maximum number of deaths and rapid urbanization possess extra threat in this situation emphasizing need for widespread awareness campaigns. Efforts to enhance cardiovascular health awareness among the general public, particularly through social media platforms, have proven pivotal in motivating individuals to adopt healthier lifestyle choices and improve heart health in Nepal in recent years. These awareness initiatives, often organized on special occasions such as World Heart Day of World Heart Federation, World Hypertension Day, and World Health Day of World Health Organization, have garnered active participation from the public, reflecting a growing interest in health-related information. Notably, various hospitals, organizations, and health professionals actively contribute to cardiovascular health awareness in Nepal. The prevalence of heart health-related content on social media platforms indicates a substantial dissemination of information. The engagement of a large number of followers underscores the audience's keen interest in health matters, evident in the significant engagement on various social media accounts and pages. During an event of cardiovascular health awareness a Guinness World Record was achieved on World Heart Day 2023. A Facebook live awareness programme on heart health prevention attracted 11,212 viewers during the 30-minute presentation and was awarded the "Most viewers for a cardiovascular health awareness live stream on Facebook" by Guinness World Record signifying depth of public involvement and importance of social media use in health awareness. In 2014, a 11-day heart camp was conducted in Nepal to raise awareness . In 2015, a is a heart health education program " Mission to Save Heart" was conducted to empower health professionals to manage heart attacks and reduce heart disease deaths.

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  • Signal-to-interference-plus-noise ratio

    Signal-to-interference-plus-noise ratio

    In information theory and telecommunication engineering, the signal-to-interference-plus-noise ratio (SINR) (also known as the signal-to-noise-plus-interference ratio (SNIR)) is a quantity used to give theoretical upper bounds on channel capacity (or the rate of information transfer) in wireless communication systems such as networks. Analogous to the signal-to-noise ratio (SNR) used often in wired communications systems, the SINR is defined as the power of a certain signal of interest divided by the sum of the interference power (from all the other interfering signals) and the power of some background noise. If the power of noise term is zero, then the SINR reduces to the signal-to-interference ratio (SIR). Conversely, zero interference reduces the SINR to the SNR, which is used less often when developing mathematical models of wireless networks such as cellular networks. The complexity and randomness of certain types of wireless networks and signal propagation has motivated the use of stochastic geometry models in order to model the SINR, particularly for cellular or mobile phone networks. == Description == SINR is commonly used in wireless communication as a way to measure the quality of wireless connections. Typically, the energy of a signal fades with distance, which is referred to as a path loss in wireless networks. Conversely, in wired networks the existence of a wired path between the sender or transmitter and the receiver determines the correct reception of data. In a wireless network one has to take other factors into account (e.g. the background noise, interfering strength of other simultaneous transmission). The concept of SINR attempts to create a representation of this aspect. == Mathematical definition == The definition of SINR is usually defined for a particular receiver (or user). In particular, for a receiver located at some point x in space (usually, on the plane), then its corresponding SINR given by S I N R ( x ) = P I + N {\displaystyle \mathrm {SINR} (x){=}{\frac {P}{I+N}}} where P is the power of the incoming signal of interest, I is the interference power of the other (interfering) signals in the network, and N is some noise term, which may be a constant or random. Like other ratios in electronic engineering and related fields, the SINR is often expressed in decibels or dB. == Propagation model == To develop a mathematical model for estimating the SINR, a suitable mathematical model is needed to represent the propagation of the incoming signal and the interfering signals. A common model approach is to assume the propagation model consists of a random component and non-random (or deterministic) component. The deterministic component seeks to capture how a signal decays or attenuates as it travels a medium such as air, which is done by introducing a path-loss or attenuation function. A common choice for the path-loss function is a simple power-law. For example, if a signal travels from point x to point y, then it decays by a factor given by the path-loss function ℓ ( | x − y | ) = | x − y | α {\displaystyle \ell (|x-y|)=|x-y|^{\alpha }} , where the path-loss exponent α>2, and |x-y| denotes the distance between point y of the user and the signal source at point x. Although this model suffers from a singularity (when x=y), its simple nature results in it often being used due to the relatively tractable models it gives. Exponential functions are sometimes used to model fast decaying signals. The random component of the model entails representing multipath fading of the signal, which is caused by signals colliding with and reflecting off various obstacles such as buildings. This is incorporated into the model by introducing a random variable with some probability distribution. The probability distribution is chosen depending on the type of fading model and include Rayleigh, Rician, log-normal shadow (or shadowing), and Nakagami. == SINR model == The propagation model leads to a model for the SINR. Consider a collection of n {\displaystyle n} base stations located at points x 1 {\displaystyle x_{1}} to x n {\displaystyle x_{n}} in the plane or 3D space. Then for a user located at, say x = 0 {\displaystyle x=0} , then the SINR for a signal coming from base station, say, x i {\displaystyle x_{i}} , is given by S I N R ( x i ) = F i ℓ ( | x i | ) ∑ j ≠ i [ F j ℓ ( | x j | ) ] + N {\displaystyle \mathrm {SINR} (x_{i}){=}{\frac {\frac {F_{i}}{\ell (|x_{i}|)}}{\sum _{j\neq i}\left[{\frac {F_{j}}{\ell (|x_{j}|)}}\right]+N}}} , where F i {\displaystyle F_{i}} are fading random variables of some distribution. Under the simple power-law path-loss model becomes S I N R ( x i ) = F i | x i | α ∑ j ≠ i F j | x j | α + N {\displaystyle \mathrm {SINR} (x_{i}){=}{\frac {\frac {F_{i}}{|x_{i}|^{\alpha }}}{\sum _{j\neq i}{\frac {F_{j}}{|x_{j}|^{\alpha }}}+N}}} . == Stochastic geometry models == In wireless networks, the factors that contribute to the SINR are often random (or appear random) including the signal propagation and the positioning of network transmitters and receivers. Consequently, in recent years this has motivated research in developing tractable stochastic geometry models in order to estimate the SINR in wireless networks. The related field of continuum percolation theory has also been used to derive bounds on the SINR in wireless networks.

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  • GasBuddy

    GasBuddy

    GasBuddy is a technology company headquartered in Dallas, United States, that offers mobile applications and websites for tracking crowd-sourced locations and prices of gas stations and convenience stores in the United States and Canada. Their platforms offer information sourced from users, gas station operators, and partner companies. They also provide business-to-business services to gas stations and convenience store owners. == History == GasBuddy was founded in Minneapolis in 2000 by Dustin Coupal, Jason Toews as a community website for sharing gas prices. In 2004, they filed as a for-profit corporation in Minnesota under the name GasBuddy Organization Inc. In 2009, GasBuddy launched OpenStore, a platform that allows convenience stores to build and manage their own mobile apps. In 2010, the company launched its own mobile apps that allowed users to input gas prices from their smartphones. In 2013, Oil Price Information Service (OPIS), a subsidiary of UCG, acquired GasBuddy. OPIS is a provider of petroleum pricing and news for businesses. In 2016, IHS acquired OPIS, separating from GasBuddy, which remained with UCG as a subsidiary company. Initially only available in the United States and Canada, GasBuddy launched in Australia in March 2016. Also in that year, GasBuddy released a completely redesigned app, its first major redesign since its release in 2010. GasBuddy also unveiled a new logo and launched GasBuddy Business Pages. GasBuddy shut down the Australian version of their app in 2022. In 2017, GasBuddy launched a gas savings program titled "Pay with GasBuddy" intended to let consumers save at gas stations in the United States. In the same year, GasBuddy was involved in a lawsuit with Reveal Mobile, a location-based marketing company, over the sale of user location data. It was revealed that GasBuddy sold information on more than 4.5 million users to Reveal each month for $9.50 per 1000 users. According to CNET, that information included "users' latitude, longitude, IP address, and time stamps on the data collected," which sparked concern in the media and between its users. In 2021, the GasBuddy app rose to the most popular app on both Android and iPhone platforms in the wake of the Colonial Pipeline ransomware attack PDI acquired GasBuddy in 2021.

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  • Duck face

    Duck face

    Duck face or duck lips is a photographic pose that is common on profile pictures in social networks. The lips are pressed together as in a pout and the cheeks are typically also sucked in. The pose is usually seen as an attempt to appear alluring, but it can be ironic or an attempt to hide self-conscious embarrassment. == History == Fashion models frequently use exaggerated pouts, and self-portraits with a pouty face go back to Rembrandt. In the 1994 film Four Weddings and a Funeral, one of the lead characters, Henrietta, played by Anna Chancellor, is nicknamed Duckface for her pouty expressions. Ben Stiller mocked models' pouty expressions in 1996 comedy sketches and the 2001 feature film Zoolander. The silly expressions made by his narcissistic character have retroactively been identified as an example of duck face. As social networks became popular, young women frequently made exaggeratedly pouty expressions. This became a major fad by the 2010s, provoking a strong negative reaction among some viewers. OxfordDictionaries.com added "duck face" as a new word in 2014 to their list of current and modern words, but it has not been added to the Oxford English Dictionary. In an animal communication studies of capuchin monkeys, the "duck face" term has been used synonymously with "protruded lip face", which females exhibit in the proceptive phase before mating.

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  • Mediated intercultural communication

    Mediated intercultural communication

    Mediated intercultural communication is digital communication between people of different cultural backgrounds. Media include social networks, blogs and conferencing services. Digital communication is distinct from traditional media, creating new avenues for intercultural communication. User take online classes; post, consume and comment on others content; and play multi-player video games. This creates spaces to form virtual communities that can ease communication across boundaries of space, time and culture. New media technologies can change culture in positive ways or become a tool of repression. == History == Intercultural communication is as ancient as human movement in search of food sources. The systematic study of intercultural communication began with Edward Hall's labor at the Foreign Service Institute, and the publication of his The Silent Language (1959). Later research, primarily focused on face-to-face communication in various areas such as interpersonal, group, and organizational and cultural identity. International and development media have been studied under the umbrella of international communication. Media imperialism, cultural imperialism and dependency theories inform this research. Mediated intercultural communication examines the bidirectional relationships between media and intercultural communication.

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  • Elonis v. United States

    Elonis v. United States

    Elonis v. United States, 575 U.S. 723 (2015), was a United States Supreme Court case concerning whether conviction of threatening another person over interstate lines (under 18 U.S.C. § 875(c)) requires proof of subjective intent to threaten or whether it is enough to show that a "reasonable person" would regard the statement as threatening. In controversy were the purported threats of violent rap lyrics written by Anthony Douglas Elonis and posted to Facebook under a pseudonym. The ACLU filed an amicus brief in support of the petitioner. It was the first time the Court has heard a case considering true threats and the limits of speech on social media. == Background == In May 2010, Elonis was in the process of divorce and made a number of public Facebook posts. Prior to his postings, he had lost his job at an amusement park. He "posted the script of a sketch" by The Whitest Kids U' Know, which originally referenced saying "I want to kill the President of the United States" and replaced the president with his wife: Elonis ended the post with this statement: "Art is about pushing limits. I'm willing to go to jail for my constitutional rights. Are you?" A week later, Elonis posted about local law enforcement and a kindergarten class, which caught the attention of the Federal Bureau of Investigation. Then, he wrote a post on Facebook about one of the agents who visited him: He concluded: == Arrest and Conviction == These actions led to Elonis's arrest on December 8, 2010. He was indicted by a grand jury on five counts of threats to his estranged ex-wife, park employees and visitors, local law enforcement, an FBI agent, and a kindergarten class that had been relayed through interstate communication. At the district court, Elonis moved to dismiss the indictment for failing to allege that he had intended to threaten anyone, claiming his Facebook post was not were not intended as a threat. He argued that, as an aspiring rap artist, his posts were intended to be a form of artistic expression to help him cope with his recent loses. According to him, he did not mean anything said in his posts in a literal sense. His motion was denied. He requested a jury instruction that "the government must prove that he intended to communicate a true threat", which was also denied. He was convicted on the last four of the five counts, and was sentenced to 44 months in prison and three years on supervised release. He appealed unsuccessfully to the Third Circuit, renewing his challenge to the jury instructions. He then appealed to the U.S. Supreme Court based on lack of any attempt to show intent to threaten and on First Amendment rights. == Decision == On June 1, 2015, the U.S. Supreme Court reversed Elonis's conviction in an 8–1 decision. Chief Justice John Roberts wrote for a seven-justice majority, Samuel Alito authored an opinion concurring in part and dissenting in part, and Clarence Thomas authored a dissenting opinion. The finding of the circuit court was reversed and the matter remanded. === Majority opinion === The majority opinion, written by Roberts, did not rule on First Amendment matters or on the question of whether recklessness was sufficient mens rea to show intent. It ruled that mens rea was required to prove the commission of a crime under §875(c). Importantly, the mens rea issue had been preserved for review, since Elonis had raised that objection at every stage of the previous proceedings. The government contended that the presence of the words "intent to extort" in §875(b) and §875(d) implied that the absence in §875(c) was constructive. The court disagreed, holding that the absence of the language in §875(c) was because the section was intended to have a broader scope than threats relating to extortion. The opinion drew on many Supreme Court cases holding that in criminal law, mens rea was required though it had not been mentioned explicitly in statute. Consequently, the Supreme Court ruled in favor of Elonis. === Alito's concurrence === Justice Samuel Alito, concurring in part and dissenting in part, opined that while agreeing that mens rea was required and specifically that showing negligence was not sufficient, the court should have ruled on the question of recklessness. He further opined that recklessness was sufficient to show a crime under that provision on the basis that going further would amount to amending the statute, rather than interpreting it. Since Elonis explicitly argued that recklessness was not sufficient, Alito said: I would therefore remand for the Third Circuit to determine if Elonis’s failure (indeed, refusal) to argue for recklessness prevents reversal of his conviction. The Third Circuit should also have the opportunity to consider whether the conviction could be upheld on harmless error grounds. Alito also addressed the First Amendment question, elided by the majority opinion. He held that "lyrics in songs that are performed for an audience or sold in recorded form are unlikely to be interpreted as a real threat to a real person. ... Statements on social media that are pointedly directed at their victims, by contrast, are much more likely to be taken seriously." === Thomas's dissent === Justice Clarence Thomas, dissenting, wrote against discarding the "general intent" standard without replacing it with a clearer standard. Thomas argued that "there is no historical practice requiring more than general intent when a statute regulates speech." Thomas cited Rosen v. United States, arguing that general intent was sufficient in this case. However, the majority opinion offers refutation in that Rosen turned on ignorance of the law: knowledge as to whether material was legally obscene, not on whether it was intended to be obscene. Thomas also supported the government's claim that the presence of "intent to extort" language in the adjacent §875(b) and did not address the majority's reasoning on that language. Thomas used precedent, notably from the states and 18th-century England based on other but similar and, arguably, influencing legislation to support his "general intent" claim. Thomas also drew a parallel with general intent in tort. While he sought to address the First Amendment issues, he never strayed far from "general intent". == Aftermath == On remand, the Third Circuit reaffirmed the conviction "concluding beyond a reasonable doubt that Elonis would have been convicted if the jury had been properly instructed" and therefore was harmless error. In 2022, Elonis was once again arrested and indicted on three counts of cyberstalking involving three people. It was discovered that between 2018 and 2021, Elonis had sent numerous threatening messages over email, text, voice mail, and social media platforms like Twitter to a former prosecutor of the Eastern District of Pennsylvania, his ex-girlfriend, and ex-wife. On August 5, after a five-day trial, Elonis was found guilty on all three counts, and on March 23, 2023, he was sentenced by U.S. District Court Judge Edward G. Smith of Easton, Pennsylvania to twelve years and seven months in prison.

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  • Cognitive computing

    Cognitive computing

    Cognitive computing refers to technology platforms that, broadly speaking, are based on the scientific disciplines of artificial intelligence and signal processing. These platforms encompass machine learning, reasoning, natural language processing, speech recognition and vision (object recognition), human–computer interaction, dialog and narrative generation, among other technologies. == Definition == At present, there is no widely agreed upon definition for cognitive computing in either academia or industry. In general, the term cognitive computing has been used to refer to new hardware and/or software that mimics the functioning of the human brain (2004). In this sense, cognitive computing is a new type of computing with the goal of more accurate models of how the human brain/mind senses, reasons, and responds to stimulus. Cognitive computing applications link data analysis and adaptive page displays (AUI) to adjust content for a particular type of audience. As such, cognitive computing hardware and applications strive to be more affective and more influential by design. The term "cognitive system" also applies to any artificial construct able to perform a cognitive process where a cognitive process is the transformation of data, information, knowledge, or wisdom to a new level in the DIKW Pyramid. While many cognitive systems employ techniques having their origination in artificial intelligence research, cognitive systems, themselves, may not be artificially intelligent. For example, a neural network trained to recognize cancer on an MRI scan may achieve a higher success rate than a human doctor. This system is certainly a cognitive system but is not artificially intelligent. Cognitive systems may be engineered to feed on dynamic data in real-time, or near real-time, and may draw on multiple sources of information, including both structured and unstructured digital information, as well as sensory inputs (visual, gestural, auditory, or sensor-provided). == Cognitive analytics == Cognitive computing-branded technology platforms typically specialize in the processing and analysis of large, unstructured datasets. == Applications == Education Even if cognitive computing can not take the place of teachers, it can still be a heavy driving force in the education of students. Cognitive computing being used in the classroom is applied by essentially having an assistant that is personalized for each individual student. This cognitive assistant can relieve the stress that teachers face while teaching students, while also enhancing the student's learning experience over all. Teachers may not be able to pay each and every student individual attention, this being the place that cognitive computers fill the gap. Some students may need a little more help with a particular subject. For many students, Human interaction between student and teacher can cause anxiety and can be uncomfortable. With the help of Cognitive Computer tutors, students will not have to face their uneasiness and can gain the confidence to learn and do well in the classroom. While a student is in class with their personalized assistant, this assistant can develop various techniques, like creating lesson plans, to tailor and aid the student and their needs. Healthcare Numerous tech companies are in the process of developing technology that involves cognitive computing that can be used in the medical field. The ability to classify and identify is one of the main goals of these cognitive devices. This trait can be very helpful in the study of identifying carcinogens. This cognitive system that can detect would be able to assist the examiner in interpreting countless numbers of documents in a lesser amount of time than if they did not use Cognitive Computer technology. This technology can also evaluate information about the patient, looking through every medical record in depth, searching for indications that can be the source of their problems. Commerce Together with Artificial Intelligence, it has been used in warehouse management systems to collect, store, organize and analyze all related supplier data. All these aims at improving efficiency, enabling faster decision-making, monitoring inventory and fraud detection Human Cognitive Augmentation In situations where humans are using or working collaboratively with cognitive systems, called a human/cog ensemble, results achieved by the ensemble are superior to results obtainable by the human working alone. Therefore, the human is cognitively augmented. In cases where the human/cog ensemble achieves results at, or superior to, the level of a human expert then the ensemble has achieved synthetic expertise. In a human/cog ensemble, the "cog" is a cognitive system employing virtually any kind of cognitive computing technology. Other use cases Speech recognition Sentiment analysis Face detection Risk assessment Fraud detection Behavioral recommendations == Industry work == Cognitive computing in conjunction with big data and algorithms that comprehend customer needs, can be a major advantage in economic decision making. The powers of cognitive computing and artificial intelligence hold the potential to affect almost every task that humans are capable of performing. This can negatively affect employment for humans, as there would be no such need for human labor anymore. It would also increase the inequality of wealth; the people at the head of the cognitive computing industry would grow significantly richer, while workers without ongoing, reliable employment would become less well off. The more industries start to use cognitive computing, the more difficult it will be for humans to compete. Increased use of the technology will also increase the amount of work that AI-driven robots and machines can perform. The influence of competitive individuals in conjunction with artificial intelligence/cognitive computing has the potential to change the course of humankind.

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  • Fifth Estate

    Fifth Estate

    The Fifth Estate is a socio-cultural reference to groupings of outlier viewpoints in contemporary society, and is most associated with bloggers, journalists publishing in non-mainstream media outlets, and online social networks. The "Fifth" Estate extends the sequence of the three classical estates (clergy (first), nobility (second), commoners (third)) and the preceding Fourth Estate, essentially the common press. The use of "fifth estate" dates to the 1960s counterculture, and in particular the influential Fifth Estate, an underground newspaper first published in Detroit in 1965. Web-based technologies have enhanced the scope and power of the Fifth Estate far beyond the modest and boutique conditions of its beginnings. Nimmo and Combs asserted in 1992 that political pundits constitute a Fifth Estate. Media researcher Stephen D. Cooper argued in 2006 that bloggers are the Fifth Estate. In 2009, William Dutton argued that the Fifth Estate is not just the blogging community, nor an extension of the media, but "networked individuals" enabled by the Internet, e.g. social media, in ways that can hold the other estates accountable.

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  • Mediated intercultural communication

    Mediated intercultural communication

    Mediated intercultural communication is digital communication between people of different cultural backgrounds. Media include social networks, blogs and conferencing services. Digital communication is distinct from traditional media, creating new avenues for intercultural communication. User take online classes; post, consume and comment on others content; and play multi-player video games. This creates spaces to form virtual communities that can ease communication across boundaries of space, time and culture. New media technologies can change culture in positive ways or become a tool of repression. == History == Intercultural communication is as ancient as human movement in search of food sources. The systematic study of intercultural communication began with Edward Hall's labor at the Foreign Service Institute, and the publication of his The Silent Language (1959). Later research, primarily focused on face-to-face communication in various areas such as interpersonal, group, and organizational and cultural identity. International and development media have been studied under the umbrella of international communication. Media imperialism, cultural imperialism and dependency theories inform this research. Mediated intercultural communication examines the bidirectional relationships between media and intercultural communication.

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  • Social media age verification laws in the United States

    Social media age verification laws in the United States

    In the United States, age verification laws for social media are ostensibly designed to limit young people's access to content deemed problematic such as pornography and to reduce the negative impact of social media on the mental health and well-being of children and adolescents. The purpose and effects of such laws are highly contested. Critics say that these laws suppress free speech by removing online anonymity. They have also stated the laws undermine safety, even for children, by increasing the exposure of user data to breaches, many sites require government IDs and biometric data (such as photographs), often transmitted or secured insecurely and without encryption. They also note that the measures are easily circumvented with VPNs, prompting some states such as Michigan and Wisconsin to propose legislation banning VPNs. == Laws == Many state legislatures have considered or enacted legislation pertaining to young people and social media. In 2022, California passed the California Age-Appropriate Design Code Act (AB 2273) requiring websites that are likely to be used by minors to estimate visitors' ages. On March 23, 2023, Utah Governor Spencer Cox signed SB 152 and HB 311, collectively known as the Utah Social Media Regulation Act, which requires age verification; if a user is under 18, they have to get parental consent before making an account on any social media platform. Few laws have gone into effect partially due to court challenges. === Arkansas === On April 11, 2023, Arkansas enacted SB 396, the Social Media Safety Act. The law requires certain social media companies that make over $100 million per year to verify the age of new users using a third party, and to obtain parental consent for users under 18. It excludes social media companies that allow a user to generate short video clips as well as games. The law was set to go in effect in September 2023. On June 29, 2023, NetChoice sued the Attorney General of Arkansas Tim Griffin in The Western District Court of Arkansas to block enforcement of the law, supported by the American Civil Liberties Union and the Electronic Frontier Foundation (EFF). On July 7, 2023, NetChoice filed a motion for a preliminary injunction to block enforcement of the law. On July 27, Griffin and Tony Allen filed briefs in opposition to the preliminary injunction. The preliminary injunction was granted by Judge Timothy L. Brooks on August 31, reasoning that the law was too vague, that NetChoice's members will suffer irreparable harm if the act goes into effect, and that age restrictions were ineffective. === California === ==== Digital Age Assurance Act (AB 1043) ==== On October 13, 2025, Gavin Newsom signed the Digital Age Assurance Act into law, which requires operating system providers to estimate the age of a user and into 4 age categories: Under 13 13 - 15 16 - 17 18 and over It comes into force on January 1, 2027. ==== California Age-Appropriate Design Code (AB 2273) ==== On September 15, 2022, California enacted AB 2273, the California Age-Appropriate Design Code Act. Its most controversial provisions required online services that are likely to be used by those under 18 to estimate the age of child users with a "reasonable level of certainty". It also required these services to file Data Protection Impact Assessments (DPIAs) certifying whether an online product, service, or feature could harm children, including by exposing them to (potentially) harmful content. The law does not define harmful content. Before the law took effect, EFF sent a veto request to Newsom. On December 14, 2022, NetChoice sued. On September 18, 2023, Federal Judge Beth Labson Freeman granted a preliminary injunction. The 9th Circuit on August 16, 2024, affirmed the injunction against the DPIA section of the law and sent the rest back, because the argument in the 9th circuit was mainly focused on the DPIA. ==== Protecting Our Kids from Social Media Addiction Act (SB 976) ==== On September 20, 2024, California enacted SB 976, Protecting Our Kids from Social Media Addiction. The law requires online platforms to exclude those under 18 from "addictive" feeds unless parental consent is given. It requires online platforms to not send notifications to someone under 18 between 12:00 AM and 6:00 AM without parental consent or between 8:00 am – 3:00 pm without parental consent from September through May (the law does not define what a "notification" is). The law took effect on January 1, 2025, with age verification required as of December 31, 2026. On November 12, NetChoice sued in the Northern District and before Judge Edward John Davila. On December 31, the judge blocked the sections of SB 976 that required time-of-day restrictions. He also enjoined requirements to report on the number of minor users as well as the number of parental assents to access an addictive feed. He did not block the age assurance requirement or blocking minors from seeing addictive feeds without parental consent. His reasoning was that age assurance that runs in the background does not restrict adult access to speech and that regulating feeds does not violate the first amendment because it was content neutral and did not remove any content. On January 1, 2025, NetChoice filed a motion to fully block the law as part of its appeal to the Ninth Circuit. NetChoice claimed that the court erred in its reading of Supreme Court case Moody v. NetChoice by mainly focusing on the concurring opinions and not the deciding opinion. The same day Davila decreed that California's response to NetChoice was due by 11:59 pm. California responded the same day to NetChoice's motion, claiming that the court should not block the full law, claiming that NetChoice had misread Moody v. NetChoice and that NetChoice's members would not likely face any harm from the act because members such as X (formerly Twitter) already offer their members feeds that were not personalized. On January 2, Davila granted NetChoice's motion to block the full law during the appeals process by delaying the effective date of the law from January 1, 2025, to February 1, 2025. That day NetChoice appealed the case to the Ninth Circuit Court of Appeals. === Florida === On January 5, 2024, Tyler Sirois introduced HB 1, which would ban anyone under 16 from using any social media platform and would require platforms to verify the age of users. After the bill passed, the American Civil Liberties Union (ACLU) published a blog post opposing the bill for violating the rights of minors and adults. The bill was vetoed by Governor Ron DeSantis on March 1, 2024, claiming that the State Legislature was going to enact a better alternative. HB 3 then decreased the minimum age from 16 to 14, allowing minors aged 14 and 15 to make social media accounts with parental consent. Florida enacted it on March 25, 2024, and took effect on January 1, 2025. A surge of 1,150% in VPN demand in Florida was detected after the law took effect. VPN services provide the ability to circumvent the law. On October 28, 2024, NetChoice and Computer and Communications Industry Association sued. The Judge is Chief Judge Mark E. Walker. On February 28, 2025, arguments were heard on the motion for a preliminary injunction. Walker seemed skeptical of Florida's argument that the law did not violate the first amendment and said the State would have a hard time to justify a complete ban of youth under 14 from social media. On March 13, Walker denied the motion for a preliminary injunction because the plaintiffs had not proven that at least one of their members had at least 10 percent of their users under 16 use their platform for at least 2 hours per day. Plaintiffs filed an amended complaint and a renewed motion for a preliminary injunction which was granted on June 3, for failing First Amendment Intermediate scrutiny. The injunction left in force the provision that allowed parents to request termination of their child's social media account. === Georgia === On April 23, 2024, Georgia enacted SB 351, which became Act 463. Act 463 requires platforms to verify the age of users of social media platforms and require users under 16 years of age to have parental consent before creating an account. It also requires schools to ban all social media platforms, including YouTube. Before the law was signed NetChoice sent a veto request to Kemp claiming the law was unconstitutional and was bad policy. After the bill was enacted, ACLU and NetChoice criticized the bill. NetChoice sued two months before the law's effective date. The Judge is Amy Totenberg. the suit claims that the law violates the First Amendment and Fourteenth Amendments. === Louisiana === ==== Secure Online Child Interaction and Age Limitation Act (SB 162) ==== On June 28, 2023, Louisiana enacted SB 162, the Secure Online Child Interaction and Age Limitation Act. It requires social media platforms to verify user age and get parental consent for users under 16, prohibits account holders under 1

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  • Dating app

    Dating app

    An online dating application, commonly known as a dating app, is an online dating service presented through a mobile phone application. These apps often take advantage of a smartphone's GPS location capabilities, always on-hand presence, and access to mobile wallets. These apps aim to speed up the online dating process of sifting through potential dating partners, chatting, flirting, and potentially meeting or becoming romantically involved. Online dating apps are now mainstream in the United States. As of 2017, online dating (which included both apps and other online dating services) was the principal method by which new couples in the U.S. met. The percentage of couples meeting online is predicted to increase to 70% by 2040. == Origins == The first computerized dating service was launched in 1964, the St. James Computer Dating Service, which became known as Com-Pat. The first U.S. dating service that used computerized match making was Operation Match. It required men and women to complete a questionnaire and was launched in 1965. Operation Match inspired the methodology of Dateline, which became popular in the 1970s and 1980s. Match.com was launched in 1995 and turned computerized match making into a profitable business. Grindr targeted gay and bisexual men at launch. Tinder, launched in 2012, led to a growth of online dating applications by both new providers and existing online dating services that expanded into the mobile app market. == Usage by demographic group == Online dating applications typically target a younger demographic group, though some apps, like Senior Match and Silver Singles are geared toward the 50 and up demographic. In 2016, almost 50% of people knew of someone who use the services or had met their loved one through the service. After the iPhone launch in 2007, online dating data has mushroomed as application usage increased. In 2005, only 10% of 18-24 year olds reported to have used online dating services; this number quickly grew to over 27%, making this target demographic the largest number of users for most applications. When Pew Research Center conducted a study in 2016, they found that 59% of U.S. adults agreed that online dating is a good way to meet people compared to 44% in 2005. This explosion in usage can be explained by the increased use of smartphones. By the end of 2022, it is expected there will be 413 million active users of online dating services worldwide. A 2023 Pew Research Center survey of 6,034 American adults found that 30% had ever used an online dating site or app, including 53% of those aged 18 to 29, 37% of those aged 30 to 49, and 17% of those aged 50 and over. Lesbian, gay and bisexual respondents reported using dating apps at nearly twice the rate of straight respondents (51% versus 28%), and 36% of divorced, separated or widowed adults had used one, compared with 16% of married adults. The increased use of smartphones by those 65 and older has also driven that population to the use dating apps. The Pew Research Center found that usage increase by 8 points since last surveyed in 2012. A study in 2021 found that more than one-third of seniors have dated in the past 5 years, and roughly one-third of those dating seniors have turned to dating apps. During the COVID-19 pandemic, Morning Consult found that more Americans were using online dating apps than ever before. In one survey in April 2020, the company discovered that 53% of U.S. adults who use online dating apps have been using them more during the pandemic. As of February 2021, that share increased to 71 percent. Research using Hofstede's cultural dimensions theory has indicated that norms about online dating applications tend to differ across cultures. A study published in the Journal of Creative Communications looked into the relationships between dating-app advertisements from over 51 countries and the cultural dimensions of these countries. The results revealed that dating-app advertisements appealed to multiple cultural needs, including the needs for relationships, friendship, entertainment, sex, status, design and identity. The use of these appeals was found to be 'congruent with ... the individualism/collectivism and uncertainty avoidance cultural dimensions.' == Popular applications == Following Tinder's success, other companies released dating applications. Raya was released in 2015 as a membership-based dating app, allowing entrance only through referrals, which was marketed as a dating app for celebrities. In early 2026, Hily surpassed Bumble to become the third most-used dating application in the United States and the fifth highest-grossing overall, driven largely by growing popularity among Generation Z users, while remaining behind Tinder and Hinge, both owned by Match Group. A number of dating apps have been created targeting adherents of particular religions seeking partners of the same religion, such as Muzmatch for Muslims, Christian Mingle, SALT, and Christian Connection for Christians, and JSwipe and JDate for Jews. === VR Dating === VR Dating is an application of Social VR where people can exist, collaborate, and perform various activities together. Virtual reality apps use virtual and augmented realities to make the dating experience more lifelike and more effective, as well as allow people to expand what is already possible in the world of online dating. There are several online platforms of VR Dating. The VR dating app Nevermet is the VR equivalent of Tinder, where people can search and find on dates. However, instead of actual real-life pictures, users will update pictures of virtual selves and will be interacting with avatars rather than real faces. Flirtual is a self-contained social VR app that serves to match users who then decide where and how to meet in VR. Flirtual hosts speed dating and social events in VR. == Effects on dating == The usage of online dating applications can have both advantages and disadvantages: === Advantages === Many of the applications provide personality tests for matching or use algorithms to match users. These factors enhance the possibility of users getting matched with a compatible candidate. Users are in control; they are provided with many options so there are enough matches that fit their particular type. Users can simply choose to not match the candidates that they know they are not interested in. Narrowing down options is easy. Once users think they are interested, they are able to chat and get to know the potential candidate. This form of communication can reduce the time, cost, and uncertainty often associated with traditional dating methods. Online dating offers convenience; people want dating to work around their schedules. Online dating can also increase self-confidence; even if users get rejected, they know there are hundreds of other candidates that will want to match with them so they can simply move on to the next option. In fact, 60% of U.S. adults agree that online dating is a good way to meet people and 66% say they have gone on a real date with someone they met through an application. Today, 5% of married Americans or Americans in serious relationships said they met their significant other online. The 39% of online dating users (representing 12% of all U.S. adults) say they have been in a committed relationship or married someone they met on a dating site or app. ==== Rejection sensitive individuals ==== Individuals high in rejection sensitivity are more likely to use online dating applications. As they tend to expect, perceive and overreact to rejection, rejection sensitive individuals struggle with traditional dating. Online dating applications allow for them to better reveal their true selves, potentially increasing their dating success. Online dating applications also obscure rejection cues, alleviating the rejection-related distress experienced by rejection sensitive individuals. ==== Anxiously attached individuals ==== Individuals high in attachment anxiety are also more likely to use online dating applications. While they harbour negative self-views, anxiously attached individuals are also more eager to enter and commit to relationships. Online dating applications allow for them to present "an authentic yet ideal version of themselves", mitigating their tendencies to view themselves as undesirable. This increases their romantic confidence, and potentially alleviates their anxiety when searching for a romantic partner. === Disadvantages === Sometimes having too many options can be overwhelming. With so many options available, users can get lost in their choices and end up spending too much time looking for the "perfect" candidate instead of using that time to start a real relationship. In addition, the algorithms and matching systems put in place may not always be as accurate as users think. There is no perfect system that can match two people's personalities perfectly every time. Communication online also lacks the physical chemistry aspec

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  • Hype (marketing)

    Hype (marketing)

    Hype in marketing is a strategy of using extreme publicity. Hype as a modern marketing strategy is closely associated with social media. Marketing through hype often uses artificial scarcity to induce demand. Consumers of hyped products often participate as a form of conspicuous consumption to signify characteristics about themselves. Hype allows brands to promote their image above the actual quality of the product. Streetwear brands have collaborated with luxury fashion to justify charging premium prices for their goods. As an example, fashion label Vetements used social media channels to promote a limited-edition hoodie which sold 500 units in hours, recording sales of €445,000. When hype marketing is used to drive demand for limited-edition goods, consumers sometimes attempt resell those good on secondary markets for a profit (comparable to ticket scalping). The resale market is a $24 billion industry. == Method == Luxury brands may release products as a collaborate with ready-made garment brands as a way to build hype. Collaborations have been used by some luxury brands to circumvent fast fashion brands copying their designs. NYU Professor Adam Alter says that for an established brand to create a scarcity frenzy, they need to release a limited number of different products, frequently. Hype is often built via Pop-up retail. Comme des Garçons was one of the first to use this strategy, leasing a short-term vacant shop solved the storage problems of releasing product for quick sale. Hype campaigns also rely on influencer marketing, where brands enlist creators whose parasocial relationships with their followers help convert audience attention into demand for limited releases. == In popular culture == The term 'hypebeast' has been coined to define consumers vulnerable to hype marketing. The origins of the term come from the Hong Kong-based company Hypebeast. The behaviours of the hypebeast define hype marketing; the purchase of popular goods they can't afford to impress others. Hype also manifests itself in queues with brands often retailing hyped products through pop-up stores. Many luxury brands release hyped products via their online shop. This has led to the creation of companies that allow consumers to use bots to guarantee or improve their chances of purchasing a limited-edition product.

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  • HTTP compression

    HTTP compression

    HTTP compression is a capability that can be built into web servers and web clients to improve transfer speed and bandwidth utilization. HTTP data is compressed before it is sent from the server: compliant browsers will announce what methods are supported to the server before downloading the correct format; browsers that do not support compliant compression method will download uncompressed data. The most common compression schemes include gzip and Brotli; a full list of available schemes is maintained by the IANA. There are two different ways compression can be done in HTTP. At a lower level, a Transfer-Encoding header field may indicate the payload of an HTTP message is compressed. At a higher level, a Content-Encoding header field may indicate that a resource being transferred, cached, or otherwise referenced is compressed. Compression using Content-Encoding is more widely supported than Transfer-Encoding, and some browsers do not advertise support for Transfer-Encoding compression to avoid triggering bugs in servers. == Compression scheme negotiation == The negotiation is done in two steps, described in RFC 2616 and RFC 9110: 1. The web client advertises which compression schemes it supports by including a list of tokens in the HTTP request. For Content-Encoding, the list is in a field called Accept-Encoding; for Transfer-Encoding, the field is called TE. 2. If the server supports one or more compression schemes, the outgoing data may be compressed by one or more methods supported by both parties. If this is the case, the server will add a Content-Encoding or Transfer-Encoding field in the HTTP response with the used schemes, separated by commas. The web server is by no means obligated to use any compression method – this depends on the internal settings of the web server and also may depend on the internal architecture of the website in question. == Content-Encoding tokens == The official list of tokens available to servers and client is maintained by IANA, and it includes: br – Brotli, a compression algorithm specifically designed for HTTP content encoding, defined in RFC 7932 and implemented in all modern major browsers. compress – UNIX "compress" program method (historic; deprecated in most applications and replaced by gzip or deflate) deflate – compression based on the deflate algorithm (described in RFC 1951), a combination of the LZ77 algorithm and Huffman coding, wrapped inside the zlib data format (RFC 1950); exi – W3C Efficient XML Interchange gzip – GNU zip format (described in RFC 1952). Uses the deflate algorithm for compression, but the data format and the checksum algorithm differ from the "deflate" content-encoding. This method is the most broadly supported as of March 2011. identity – No transformation is used. This is the default value for content coding. pack200-gzip – Network Transfer Format for Java Archives zstd – Zstandard compression, defined in RFC 8478 In addition to these, a number of unofficial or non-standardized tokens are used in the wild by either servers or clients: bzip2 – compression based on the free bzip2 format, supported by lighttpd lzip – compression based on the free lzip format, supported by wget and Links lzma – compression based on (raw) LZMA is available in Opera 20, and in elinks via a compile-time option peerdist – Microsoft Peer Content Caching and Retrieval rsync – delta encoding in HTTP, implemented by a pair of rproxy proxies. xpress – Microsoft compression protocol used by Windows 8 and later for Windows Store application updates. LZ77-based compression optionally using a Huffman encoding. xz – LZMA2-based content compression, supported by a non-official Firefox patch; and fully implemented in mget since 2013-12-31. == Servers that support HTTP compression == SAP NetWeaver Microsoft IIS: built-in or using third-party module Apache HTTP Server, via mod_deflate (despite its name, only supporting gzip), and mod_brotli Hiawatha HTTP server: serves pre-compressed files Cherokee HTTP server, On the fly gzip and deflate compressions Oracle iPlanet Web Server Zeus Web Server lighttpd nginx – built-in Applications based on Tornado, if "compress_response" is set to True in the application settings (for versions prior to 4.0, set "gzip" to True) Jetty Server – built-into default static content serving and available via servlet filter configurations GeoServer Apache Tomcat IBM Websphere AOLserver Ruby Rack, via the Rack::Deflater middleware HAProxy Varnish – built-in. Works also with ESI Armeria – Serving pre-compressed files NaviServer – built-in, dynamic and static compression Caddy – built-in via encode Many content delivery networks also implement HTTP compression to improve speedy delivery of resources to end users. The compression in HTTP can also be achieved by using the functionality of server-side scripting languages like PHP, or programming languages like Java. Various online tools exist to verify a working implementation of HTTP compression. These online tools usually request multiple variants of a URL, each with different request headers (with varying Accept-Encoding content). HTTP compression is considered to be implemented correctly when the server returns a document in a compressed format. By comparing the sizes of the returned documents, the effective compression ratio can be calculated (even between different compression algorithms). == Problems preventing the use of HTTP compression == A 2009 article by Google engineers Arvind Jain and Jason Glasgow states that more than 99 person-years are wasted daily due to increase in page load time when users do not receive compressed content. This occurs when anti-virus software interferes with connections to force them to be uncompressed, where proxies are used (with overcautious web browsers), where servers are misconfigured, and where browser bugs stop compression being used. Internet Explorer 6, which drops to HTTP 1.0 (without features like compression or pipelining) when behind a proxy – a common configuration in corporate environments – was the mainstream browser most prone to failing back to uncompressed HTTP. Another problem found while deploying HTTP compression on large scale is due to the deflate encoding definition: while HTTP 1.1 defines the deflate encoding as data compressed with deflate (RFC 1951) inside a zlib formatted stream (RFC 1950), Microsoft server and client products historically implemented it as a "raw" deflated stream, making its deployment unreliable. For this reason, some software, including the Apache HTTP Server, only implements gzip encoding. == Security implications == Compression allows a form of chosen plaintext attack to be performed: if an attacker can inject any chosen content into the page, they can know whether the page contains their given content by observing the size increase of the encrypted stream. If the increase is smaller than expected for random injections, it means that the compressor has found a repeat in the text, i.e. the injected content overlaps the secret information. This is the idea behind CRIME. In 2012, a general attack against the use of data compression, called CRIME, was announced. While the CRIME attack could work effectively against a large number of protocols, including but not limited to TLS, and application-layer protocols such as SPDY or HTTP, only exploits against TLS and SPDY were demonstrated and largely mitigated in browsers and servers. The CRIME exploit against HTTP compression has not been mitigated at all, even though the authors of CRIME have warned that this vulnerability might be even more widespread than SPDY and TLS compression combined. In 2013, a new instance of the CRIME attack against HTTP compression, dubbed BREACH, was published. A BREACH attack can extract login tokens, email addresses or other sensitive information from TLS encrypted web traffic in as little as 30 seconds (depending on the number of bytes to be extracted), provided the attacker tricks the victim into visiting a malicious web link. All versions of TLS and SSL are at risk from BREACH regardless of the encryption algorithm or cipher used. Unlike previous instances of CRIME, which can be successfully defended against by turning off TLS compression or SPDY header compression, BREACH exploits HTTP compression which cannot realistically be turned off, as virtually all web servers rely upon it to improve data transmission speeds for users. As of 2016, the TIME attack and the HEIST attack are now public knowledge.

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