The LENA Foundation is an American nonprofit organisation which provides tools for measuring children's language acquisition and exposure. Specifically, the LENA system consists of a digital language processor which is worn by a child and records and analyses their auditory environment, using propriety software. It then presents a summary of child-adult conversation, such as conversation turns and word counts. The purpose of the LENA system is to encourage interactive talk between children (between the age of two to forty-eight months) and their caretakers. The LENA system is also used for research; while useful for researchers who wish to save transcription costs or observe the child in its natural state, the accuracy of this system, while often quite high, varies between contexts, for example notably in the case of hard of hearing children. Because of this, several researchers recommend caution in using only the LENA system on its own for the purposes of scientific research. == History == The LENA Foundation was established in 2009 by Terrance and Judith Paul, founders of Renaissance Learning, Inc., with the purpose of aiding children with disabilities and assisting with early learning. They were inspired by the book "Meaningful Differences in the Everyday Experience of American Children" by Dr. Betty Hart and Dr. Todd Risley. A pilot version of the LENA system was launched in February 2006. The LENA Research Foundation was registered as a tax-exempt 501(c)(3) nonprofit in September 2010. The organisation was renamed simply LENA in 2018 and adopted the tagline "Building brains through early talk." LENA has been used for parental feedback, linguistics or paediatrics research, and for specific clinical cases. == Scientific background == In 2018, research using the LENA system showed that there was a link between children's conversational turns and activation of Broca's area (a part of the brain responsible, although not necessarily essential, for language processing). The LENA foundation cites research by its own employees as evidence for the scientific basis of its technology. Said research claims that verbal interaction with young children has an effect on language acquisition, including verbal comprehension skills during adolescence. == LENA System == The LENA software analyses a child's natural language environment, such as verbal exposure, and provides several metrics, such as adult and child speech time, television/recorded audio time, word count, or conversation turn count. The LENA hardware is a recorder that is usually placed into a child's specially-designed vest. The software was trained on over 65,000 hours of manually annotated American English audio recordings. It splits the audio into segments which are categorised as "key child", "other child", "male adult", "noise", etc. The advantages of LENA as opposed to manual transcription are its speed and ease of use; the disadvantages are its potential inaccuracies and lack of transcription capability (which LENA does not profess to attempt). The LENA system has also been criticised for prioritising quantity of speaking over quality (i.e., mastery of the language, as opposed to babble). == Product lines == === LENA Start === LENA Start is a program for parents that utilises feedback from the LENA System in conjunction with weekly group sessions in order to address the home language environment. It was introduced in 2015 and implemented across several U.S. states. In October 2020, during the restrictions of the COVID-19 pandemic, Read Aloud Delaware began a virtual LENA Start program with families statewide, where parents received feedback and participated in one-hour Zoom workshops each week during the 10-week program. === LENA Grow === LENA Grow is a professional development program for teachers in early childhood classrooms. Before launching at sites around the country, the program was first piloted in Escambia County, Florida. === LENA Home === LENA Home is a supplement to existing parent coaching curricula. Typically, home visitors facilitate the use of the LENA System to help parents track their progress towards increasing interactive talk in their homes. === Developmental Snapshot === The LENA Developmental Snapshot, based on a 52-question parent survey, assesses both expressive and receptive language skills and provides an estimate of a child's developmental age from 2 months to 36 months.
INDIAai
INDIAai is a web portal launched by the Government of India on 07 March 2024 for artificial intelligence-related developments in India. It is known as the National AI Portal of India, which was jointly started by the Ministry of Electronics and Information Technology (MeitY), the National e-Governance Division (NeGD) and the National Association of Software and Service Companies (NASSCOM) with support from the Department of School Education and Literacy (DoSE&L) and Ministry of Human Resource Development. == History == The portal was launched on 30 May 2020, by Ravi Shankar Prasad, the Union Minister for Electronics and IT, Law and Justice and Communications, on the first anniversary of the second tenure of Prime Minister Narendra Modi-led government. A national program for the youth, 'Responsible AI for Youth', was also launched on the same day. As of 2022, the website was visited by more than 4.5 lakh users with 1.2 million page views. It has 1151 articles on artificial intelligence, 701 news stories, 98 reports, 95 case studies and 213 videos on its portal. It maintains a database on AI ecosystem of India featuring 121 government initiatives and 281 startups. In May 2022, INDIAai released a book titled 'AI for Everyone' that covers the basics of AI. Cabinet chaired by the Prime Minister Narendra Modi has approved the comprehensive national-level IndiaAI mission with a budget outlay of Rs.10,371.92 crore. The Mission will be implemented by ‘IndiaAI’ Independent Business Division (IBD) under Digital India Corporation (DIC). == Objective and features == It aims to function as a one-stop portal for all AI-related development in India. The platform publishes resources such as articles, news, interviews, and investment funding news and events for AI startups, AI companies, and educational firms related to artificial intelligence in India. It also distributes documents, case studies, and research reports. Additionally, the platform provides education and employment opportunities related to AI. It offers AI courses, both free and paid.
Kuaishou
Kuaishou Technology is a Chinese publicly traded partly state-owned holding company based in Haidian District, Beijing, that was founded in 2011 by Hua Su (Chinese: 宿华) and Cheng Yixiao (Chinese: 程一笑). The company, listed on the Hong Kong Stock Exchange, is known for developing a mobile app for sharing users' short videos, a social network, and video special effects editor. The app is known as Kwai in many countries outside of China. It is also known as Snack Video in India, Pakistan and Indonesia. == Ownership and governance == Kuaishou's overseas team is led by the former CEO of the application 99, and staff from Google, Facebook, Netflix, and TikTok were recruited to lead the company's international expansion. The China Internet Investment Fund, a state-owned enterprise controlled by the Cyberspace Administration of China, holds a golden share ownership stake in Kuaishou. == History == Kuaishou is China's first short video platform that was developed in 2011 by engineer Hua Su and Cheng Yixiao. Prior to co-founding Kuaishou, Su Hua had worked for both Google and Baidu as a software engineer. The company is headquartered in Haidian District, Beijing. Kuaishou's predecessor "GIF Kuaishou" was founded in March 2011. GIF Kuaishou was a mobile app with which users could make and share GIF pictures. In 2013, Kuaishou became a short-video social platform. By 2013, the app had reached 100 million daily users. By 2019, it had exceeded 200 million active daily users. In March 2017, Kuaishou closed a US$350 million investment round that was led by Tencent. In January 2018, Forbes estimated the company's valuation to be US$18 billion. In April 2018, Kuaishou's app was briefly banned from Chinese app stores after China Central Television (CCTV) reported on the platform popularizing videos of teenage mothers. In 2019, the company announced a partnership with the People's Daily, an official newspaper of the Central Committee of the Chinese Communist Party, to help it experiment with the use of artificial intelligence in news. In June 2020, following the start of the 2020–2021 China–India skirmishes, the Government of India banned Kwai along with 58 other apps, citing "data and privacy issues". In January 2021, Kuaishou announced it was planning an initial public offering (IPO) to raise approximately US$5 billion. Kuaishou's stock completed its first day of trading at $300 Hong Kong dollars (HKD) (US$38.70), more than doubling its initial offer price, and causing its market value to rise to over $1 trillion HKD (US$159 billion). In February 2021, Kuaishou made a debut on the Hong Kong Stock Exchange, with its shares soaring by 194% at the opening. The company subsequently encountered major setbacks as a result of heightened regulatory restrictions on Chinese internet firms, which contributed to its share price falling by nearly 80% from its post-IPO peak. By December 2021, Kuaishou announced a major reorganization, including the layoff of 30% of its staff, primarily targeting mid-level employees earning an annual salary of $157,000 or more. This restructuring aimed to cut costs and mitigate financial losses. In October 2022, state-owned Beijing Radio and Television Station took a minority ownership stake in Kuaishou. In April 2024, a Financial Times article citing current and former Kuaishou employees stated that the company has been running an ageist redundancy programme known internally as "Limestone", culling workers in their mid-30s. In June 2024, Kuaishou and the Sichuan international communication center launched a branch center in São Paulo, Brazil. In June 2024, Kuaishou released its diffusion transformer text-to-video model, Kling, which they claimed could generate two minutes of video at 30 frames per second and in 1080p resolution. The model has been compared to that of OpenAI's Sora text-to-video model. It is accessible to the public on Kuaishou's video editing app KwaiCut via signing up for a waitlist with a Chinese phone number. In December 2025, Kuaishou came under a cyberattack which led to a temporary influx of violent and pornographic content. == Popularity == As of 2019, it had a worldwide user base of over 200 million, leading the "Most Downloaded" lists of the Google Play and Apple App Store in eight countries, such as Brazil, where it was introduced in 2019. Its main short-video platform competitor was Douyin, which is known as TikTok outside China. Compared to Douyin, Kuaishou is more popular with older users living outside China's Tier 1 cities. Its initial popularity came from videos of Chinese rural life. The app is particularly well known for its "rustic" aesthetic and is popular among rural people. Kuaishou also relied more on e-commerce revenue than on advertising revenue compared to its main competitor. == Reception == Kwai (as the app is called outside of China) was banned in India in 2020 along with other short video apps like TikTok. Kuaishou then released the clone SnackVideo, which was subsequently also banned. The app is one of the most popular social media platforms in Brazil, where Kuaishou partnered with creators to make telenovela style content, and appeals to football fans by working with football teams CR Flamengo and Santos FC and sponsoring the tournament Copa América. Kwai was notable in Brazil for spreading information (and misinformation) about the COVID-19 vaccine and political misinformation. === Manjiao Wenhua === "Manjiao wenhua" (慢脚文化) is a sarcasm term on Chinese internet on the unethical or illegal contents on Kuaishou. State broadcaster China Central Television (CCTV) reported that many contents are about child pregnancy. "Dating, pregnancy, bearing a child...these are strictly prohibited in the real time by a minor, but these contents can easily shown to audiences here." In addition, many students from primary or secondary schools make a pose of smoking. Wang Zhenhui (王贞会) from CUPSL stated that these kinds of bad values will give negative effects to the minors.
Zero-day vulnerability
A zero-day (also known as a 0-day) is a vulnerability or security hole in a computer system unknown to its developers or anyone capable of mitigating it. Until the vulnerability is remedied, threat actors can exploit it in a zero-day exploit, or zero-day attack. The term "zero-day" originally referred to the number of days since a new piece of software was released to the public, so "zero-day software" was obtained by hacking into a developer's computer before release. Eventually the term was applied to the vulnerabilities that allowed this hacking, and to the number of days that the vendor has had to fix them. Vendors who discover the vulnerability may create patches or advise workarounds to mitigate it, though users need to deploy that mitigation to eliminate the vulnerability in their systems. Zero-day attacks are severe threats. == Definition == Despite developers' goal of delivering a product that works entirely as intended, virtually all products contain software and hardware bugs. If a bug creates a security risk, it is called a vulnerability. Vulnerabilities vary in their ability to be exploited by malicious actors. Some are not usable at all, while others can be used to disrupt the device with a denial of service attack. The most dangerous allow the attacker to inject and run their own code, without the user being aware of it. Although the term "zero-day" initially referred to the time since the vendor had become aware of the vulnerability, zero-day vulnerabilities can also be defined as the subset of vulnerabilities for which no patch or other fix is available. A zero-day exploit is any exploit that takes advantage of such a vulnerability. == Exploits == An exploit is the delivery mechanism that takes advantage of the vulnerability to penetrate the target's systems, for such purposes as disrupting operations, installing malware, or exfiltrating data. Researchers Lillian Ablon and Andy Bogart write that "little is known about the true extent, use, benefit, and harm of zero-day exploits". Exploits based on zero-day vulnerabilities are considered more dangerous than those that take advantage of a known vulnerability. However, it is likely that most cyberattacks use known vulnerabilities, not zero-days. Governments of states are the primary users of zero-day exploits, not only because of the high cost of finding or buying vulnerabilities, but also the significant cost of writing the attack software. Nevertheless, anyone can use a vulnerability, and according to research by the RAND Corporation, "any serious attacker can always get an affordable zero-day for almost any target". Many targeted attacks and most advanced persistent threats rely on zero-day vulnerabilities. In 2017, the average time to develop an exploit from a zero-day vulnerability was estimated at 22 days. The difficulty of developing exploits has been increasing over time due to increased anti-exploitation features in popular software. === Window of vulnerability === Zero-day vulnerabilities are often classified as alive—meaning that there is no public knowledge of the vulnerability—and dead—the vulnerability has been disclosed, but not patched. If the software's maintainers are actively searching for vulnerabilities, it is a living vulnerability; such vulnerabilities in unmaintained software are called immortal. Zombie vulnerabilities can be exploited in older versions of the software but have been patched in newer versions. Even publicly known and zombie vulnerabilities are often exploitable for an extended period. Security patches can take months to develop, or may never be developed. A patch can have negative effects on the functionality of software and users may need to test the patch to confirm functionality and compatibility. Larger organizations may fail to identify and patch all dependencies, while smaller enterprises and personal users may not install patches. Research suggests that risk of cyberattack increases if the vulnerability is made publicly known or a patch is released. Cybercriminals can reverse engineer the patch to find the underlying vulnerability and develop exploits, often faster than users install the patch. According to research by RAND Corporation published in 2017, zero-day exploits remain usable for 6.9 years on average, although those purchased from a third party only remain usable for 1.4 years on average. The researchers were unable to determine if any particular platform or software (such as open-source software) had any relationship to the life expectancy of a zero-day vulnerability. Although the RAND researchers found that 5.7 percent of a stockpile of secret zero-day vulnerabilities will have been discovered by someone else within a year, another study found a higher overlap rate, as high as 10.8 percent to 21.9 percent per year. == Countermeasures == Because, by definition, there is no patch that can block a zero-day exploit, all systems employing the software or hardware with the vulnerability are at risk. This includes secure systems such as banks and governments that have all patches up to date. Security systems are designed around known vulnerabilities, and repeated exploitations of a zero-day exploit could continue undetected for an extended period of time. Although there have been many proposals for a system that is effective at detecting zero-day exploits, this remains an active area of research in 2023. Many organizations have adopted defense-in-depth tactics so that attacks are likely to require breaching multiple levels of security, which makes it more difficult to achieve. Conventional cybersecurity measures such as training and access control — including multi-factor authentication, least-privilege access, and air-gapping makes it harder to compromise systems with a zero-day exploit. Since writing perfectly secure software is impossible, some researchers argue that driving up the cost of exploits is considered a good strategy to reduce the burden of cyberattacks. == Market == Zero-day exploits can fetch millions of dollars. There are three main types of buyers: White: the vendor, or to third parties such as the Zero Day Initiative that disclose to the vendor. Often such disclosure is in exchange for a bug bounty. Not all companies respond positively to disclosures, as they can cause legal liability and operational overhead. It is not uncommon to receive cease-and-desist letters from software vendors after disclosing a vulnerability for free. Gray: the largest and most lucrative. Government or intelligence agencies buy zero-days and may use it in an attack, stockpile the vulnerability, or notify the vendor. The United States federal government is one of the largest buyers. As of 2013, the Five Eyes (United States, United Kingdom, Canada, Australia, and New Zealand) captured the plurality of the market and other significant purchasers included Russia, India, Brazil, Malaysia, Singapore, North Korea, and Iran. Middle Eastern countries were poised to become the biggest spenders. Black: organized crime, which typically prefers exploit software rather than just knowledge of a vulnerability. These users are more likely to employ "half-days" where a patch is already available. In 2015, the markets for government and crime were estimated at least ten times larger than the white market. Sellers are often hacker groups that seek out vulnerabilities in widely used software for financial reward. Some will only sell to certain buyers, while others will sell to anyone. White market sellers are more likely to be motivated by non pecuniary rewards such as recognition and intellectual challenge. Selling zero-day exploits is legal. Despite calls for more regulation, law professor Mailyn Fidler says there is little chance of an international agreement because key players such as Russia and Israel are not interested. The sellers and buyers that trade in zero-days tend to be secretive, relying on non-disclosure agreements and classified information laws to keep the exploits secret. If the vulnerability becomes known, it can be patched and its value consequently crashes. Because the market lacks transparency, it can be hard for parties to find a fair price. Sellers might not be paid if the vulnerability was disclosed before it was verified, or if the buyer declined to purchase it but used it anyway. With the proliferation of middlemen, sellers could never know to what use the exploits could be put. Buyers could not guarantee that the exploit was not sold to another party. Both buyers and sellers advertise on the dark web. Research published in 2022 based on maximum prices paid as quoted by a single exploit broker found a 44 percent annualized inflation rate in exploit pricing. Remote zero-click exploits could fetch the highest price, while those that require local access to the device are much cheaper. Vulnerabilities in widely used software are also more expensive. They estimated that around 400 to 1,500 people sold exploits to th
Line Drawing System-1
LDS-1 (Line Drawing System-1) was a calligraphic (vector, rather than raster) display processor and display device created by Evans & Sutherland in 1969. This model was known as the first graphics device with a graphics processing unit. == Features == It was controlled by a variety of host computers. Straight lines were smoothly rendered in real-time animation. General principles of operation were similar to the systems used today: 4x4 transformation matrices, 1x4 vertices. Possible uses included flight simulation (in the product brochure there are screenshots of landing on a carrier), scientific imaging and GIS systems. == History == The first LDS-1 was shipped to the customer (BBN) in August 1969. Only a few of these systems were ever built. One was used by the Los Angeles Times as their first typesetting/layout computer. One went to NASA Ames Research Center for Human Factors Research. Another was bought by the Port Authority of New York to develop a tugboat pilot trainer for navigation in the harbor. The MIT Dynamic Modeling had one, and there was a program for viewing an ongoing game of Maze War.
Voice search
Voice search, also called voice-enabled search, allows the user to use a voice to search the Internet, a website, or an app. In a broader definition, voice search includes open-domain keyword query on any information on the Internet, for example in Google Voice Search, Cortana, Siri and Amazon Echo. Voice search is often interactive, involving several rounds of interaction that allows a system to ask for clarification. Voice search is a type of dialog system. Voice search is not a replacement for typed search. Rather the search terms, experience and use cases can differ heavily depending on the input type. == Supported language == Language is the most essential factor for a system to understand, and provide the most accurate results of what the user searches. This covers across languages, dialects, and accents, as users want a voice assistant that both understands them and speaks to them understandably. While spoken and written languages differ, voice search should support natural spoken language instead of only transforming voice into text and doing a regular text search with the help speech recognition. For example, in typed search an eCommerce user can easily copy and paste an alphanumeric product code to search field, but when speaking the search terms can be very different, such as "show me the new Bluetooth headphones by Samsung". == How it works == The difference between text and voice search is not only the input type. The mechanism must include an automatic speech recognition (ASR) for input, but it can also include natural language understanding for natural spoken search queries such as "What's the population for the United States" It can include text-to-speech (TTS) or a regular display for output modalities. Users might sometimes be required to activate the search by using a wake word. Then, the search system will detect the language spoken by the user. It will then detect the keywords and context of the sentence. Lastly, the device will return results depending on its output. A device with a screen might display the results, while a device without a screen will speak them back to the searcher.
Physical information security
Physical information security is the intersection or common ground between physical security and information security. It primarily concerns the protection of tangible information-related assets such as computer systems and storage media against physical, real-world threats such as unauthorized physical access, theft, fire and flood. It typically involves physical controls such as protective barriers and locks, uninterruptible power supplies, and shredders. Information security controls in the physical domain complement those in the logical domain (such as encryption), and procedural or administrative controls (such as information security awareness and compliance with policies and laws). == Background == Asset are inherently valuable and yet vulnerable to a wide variety of threats, both malicious (e.g. theft, arson) and accidental/natural (e.g. lost property, bush fire). If threats materialize and exploit those vulnerabilities causing incidents, there are likely to be adverse impacts on the organizations or individuals who legitimately own and utilize the assets, varying from trivial to devastating in effect. Security controls are intended to reduce the probability or frequency of occurrence and/or the severity of the impacts arising from incidents, thus protecting the value of the assets. Physical security involves the use of controls such as smoke detectors, fire alarms and extinguishers, along with related laws, regulations, policies and procedures concerning their use. Barriers such as fences, walls and doors are obvious physical security controls, designed to deter or prevent unauthorized physical access to a controlled area, such as a home or office. The moats and battlements of Mediaeval castles are classic examples of physical access controls, as are bank vaults and safes. Information security controls protect the value of information assets, particularly the information itself (i.e. the intangible information content, data, intellectual property, knowledge etc.) but also computer and telecommunications equipment, storage media (including papers and digital media), cables and other tangible information-related assets (such as computer power supplies). The corporate mantra "Our people are our greatest assets" is literally true in the sense that so-called knowledge workers qualify as extremely valuable, perhaps irreplaceable information assets. Health and safety measures and even medical practice could therefore also be classed as physical information security controls since they protect humans against injuries, diseases and death. This perspective exemplifies the ubiquity and value of information. Modern human society is heavily reliant on information, and information has importance and value at a deeper, more fundamental level. In principle, the subcellular biochemical mechanisms that maintain the accuracy of DNA replication could even be classed as vital information security controls, given that genes are 'the information of life'. Malicious actors who may benefit from physical access to information assets include computer crackers, corporate spies, and fraudsters. The value of information assets is self-evident in the case of, say, stolen laptops or servers that can be sold-on for cash, but the information content is often far more valuable, for example encryption keys or passwords (used to gain access to further systems and information), trade secrets and other intellectual property (inherently valuable or valuable because of the commercial advantages they confer), and credit card numbers (used to commit identity fraud and further theft). Furthermore, the loss, theft or damage of computer systems, plus power interruptions, mechanical/electronic failures and other physical incidents prevent them being used, typically causing disruption and consequential costs or losses. Unauthorized disclosure of confidential information, and even the coercive threat of such disclosure, can be damaging as we saw in the Sony Pictures Entertainment hack at the end of 2014 and in numerous privacy breach incidents. Even in the absence of evidence that disclosed personal information has actually been exploited, the very fact that it is no longer secured and under the control of its rightful owners is itself a potentially harmful privacy impact. Substantial fines, adverse publicity/reputational damage and other noncompliance penalties and impacts that flow from serious privacy breaches are best avoided, regardless of cause! == Examples of physical attacks to obtain information == There are several ways to obtain information through physical attacks or exploitations. A few examples are described below. === Dumpster diving === Dumpster diving is the practice of searching through trash in the hope of obtaining something valuable such as information carelessly discarded on paper, computer disks or other hardware. === Overt access === Sometimes attackers will simply go into a building and take the information they need. Frequently when using this strategy, an attacker will masquerade as someone who belongs in the situation. They may pose as a copy room employee, remove a document from someone's desk, copy the document, replace the original, and leave with the copied document. Individuals pretending to building maintenance may gain access to otherwise restricted spaces. They might walk right out of the building with a trash bag containing sensitive documents, carrying portable devices or storage media that were left out on desks, or perhaps just having memorized a password on a sticky note stuck to someone's computer screen or called out to a colleague across an open office. == Examples of Physical Information Security Controls == Shredding paper documents prior to their disposal can prevent unintended information leakage. Digital data can be encrypted or securely wiped. Offices may require visitors to present valid identification cards or valid access keys. Office workers may be required to obey "clear desk" policies, protecting documents and other storage media (including portable IT devices) by tidying them away out of sight (for example in locked drawers, filing cabinets, safes or a Bank vault). Workers may be required to memorize their passwords or use a password manager instead of writing passwords on paper. Computers are vulnerable to outages caused by power cuts, accidental disconnection, flat batteries, brown-outs, surges, spikes, electrical interference and electronic failures. Physical information security controls to address the associated risks include: fuses, no-break battery-backed power supplies, electrical generators, redundant power sources and cabling, "Do not remove" warning signs on plugs, surge protectors, power quality monitoring, spare batteries, professional design and installation of power circuits plus regular inspections/tests and preventive maintenance.