Topic Review
Search Engine Manipulation Effect
The search engine manipulation effect (SEME) is the change in consumer preferences from manipulations of search results by search engine providers. SEME is one of the largest behavioral effects ever discovered. This includes voting preferences. A 2015 study indicated that such manipulations could shift the voting preferences of undecided voters by 20 percent or more and up to 80 percent in some demographics. The study estimated that this could change the outcome of upwards of 25 percent of national elections worldwide. On the other hand, Google denies secretly re-ranking search results to manipulate user sentiment, or tweaking ranking specially for elections or political candidates.
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  • 02 Dec 2022
Topic Review
Artificial Intelligence in CORONA Virus
AI is the most demanding field of the world. It is playing a vital role in many aspects like prediction of any pandemic or making any vaccine faster.
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  • 11 Feb 2021
Topic Review
Socially Assistive Robots
Socially assistive robots (SARs) have been used to help to mitigate the effects of the pandemic on older adults, including loneliness and isolation, and to alleviate the workload of both formal and informal caregivers. We identify the specific applications of SARs during the pandemic to help the older population and their caregivers. The robots all have multimodal communication abilities, and were able to perform multiple functions, including: (1) health monitoring (routinely checking vital signs and alerting healthcare professionals of any abnormalities), (2) screening of visitors (checking for masks and measuring temperature upon entering facilities), (3) social facilitation (enabling video communication between residents and families or healthcare staff), (4) activity facilitation (singing, dancing), (5) providing information and reminders for tasks (weather and food menu, scheduled activities), and (6) cognitive and physical training activities (memory games, exercises). Physical characteristics of the robots are outlined, including: height, presence of touchscreen tablet, facial recognition, natural language processing.
  • 997
  • 28 Sep 2021
Topic Review
Smart Parking Systems
The large number of vehicles constantly seeking access to congested areas in cities means that finding a public parking place is often difficult and causes problems for drivers and citizens alike. In this context, strategies that guide vehicles from one point to another, looking for the most optimal path, are needed. Most contributions in the literature are routing strategies that take into account different criteria to select the optimal route required to find a parking space. This paper aims to identify the types of smart parking systems (SPS) that are available today, as well as investigate the kinds of vehicle detection techniques (VDT) they have and the algorithms or other methods they employ, in order to analyze where the development of these systems is at today. To do this, a survey of 274 publications from January 2012 to December 2019 was conducted. The survey considered four principal features: SPS types reported in the literature, the kinds of VDT used in these SPS, the algorithms or methods they implement, and the stage of development at which they are. Based on a search and extraction of results methodology, this work was able to effectively obtain the current state of the research area. In addition, the exhaustive study of the studies analyzed allowed for a discussion to be established concerning the main difficulties, as well as the gaps and open problems detected for the SPS. The results shown in this study may provide a base for future research on the subject.
  • 996
  • 27 Oct 2020
Topic Review
Uplay
Uplay is a digital distribution, digital rights management, multiplayer and communications service developed by Ubisoft to provide an experience similar to the achievements/trophies offered by various other game companies. The service is provided across various platforms. Uplay is used exclusively by first-party Ubisoft games, and although some third-party ones are sold through the Uplay store, they do not use the Uplay platform. Responses to the platform have been generally negative, with coverage comparing it negatively to its competitors and calling it the worst part of Ubisoft's games.
  • 995
  • 30 Nov 2022
Topic Review
Radar-Based Non-Contact Continuous Identity Authentication
Non-contact vital signs monitoring using microwave Doppler radar has shown great promise in healthcare applications. Recently, this unobtrusive form of physiological sensing has also been gaining attention for its potential for continuous identity authentication, which can reduce the vulnerability of traditional one-pass validation authentication systems. Physiological Doppler radar is an attractive approach for continuous identity authentication as it requires neither contact nor line-of-sight and does not give rise to privacy concerns associated with video imaging.
  • 993
  • 01 Jun 2021
Topic Review
Comparison of JavaScript Frameworks
There are many JavaScript frameworks available. The intention of this comparison is to show some examples of notable JavaScript frameworks.
  • 993
  • 26 Oct 2022
Topic Review
Shellshock (Software Bug)
Shellshock, also known as Bashdoor, is a family of security bugs in the Unix Bash shell, the first of which was disclosed on 24 September 2014. Shellshock could enable an attacker to cause Bash to execute arbitrary commands and gain unauthorized access to many Internet-facing services, such as web servers, that use Bash to process requests. On 12 September 2014, Stéphane Chazelas informed Bash's maintainer Chet Ramey of his discovery of the original bug, which he called "Bashdoor". Working with security experts, Mr. Chazelas developed a patch (fix) for the issue, which by then had been assigned the vulnerability identifier CVE-2014-6271. The existence of the bug was announced to the public on 2014-09-24, when Bash updates with the fix were ready for distribution. The bug Chazelas discovered caused Bash to unintentionally execute commands when the commands are concatenated to the end of function definitions stored in the values of environment variables. Within days of its publication, a variety of related vulnerabilities were discovered (CVE-2014-6277, CVE-2014-6278, CVE-2014-7169, CVE-2014-7186 and CVE-2014-7187). Ramey addressed these with a series of further patches. Attackers exploited Shellshock within hours of the initial disclosure by creating botnets of compromised computers to perform distributed denial-of-service attacks and vulnerability scanning. Security companies recorded millions of attacks and probes related to the bug in the days following the disclosure. Because of the potential to compromise millions of unpatched systems, Shellshock was compared to the Heartbleed bug in its severity.
  • 993
  • 18 Nov 2022
Topic Review
Intersection (Euclidean Geometry)
In geometry, an intersection is a point, line, or curve common to two or more objects (such as lines, curves, planes, and surfaces). The simplest case in Euclidean geometry is the intersection of two distinct lines, which either is one point or does not exist if the lines are parallel. Determination of the intersection of flats – linear geometric objects embedded in a higher-dimensional space – is a simple task of linear algebra, namely the solution of a system of linear equations. In general the determination of an intersection leads to non-linear equations, which can be solved numerically, for example using Newton iteration. Intersection problems between a line and a conic section (circle, ellipse, parabola, etc.) or a quadric (sphere, cylinder, hyperboloid, etc.) lead to quadratic equations that can be easily solved. Intersections between quadrics lead to quartic equations that can be solved algebraically.
  • 991
  • 31 Oct 2022
Topic Review
Applications of Multi-Connectivity in 5G Networks and Beyond
To manage a growing number of users and an ever-increasing demand for bandwidth, future 5th Generation (5G) cellular networks will combine different radio access technologies (cellular, satellite, and WiFi, among others) and different types of equipment (pico-cells, femto-cells, small-cells, macro-cells, etc.). Multi-connectivity is an emerging paradigm aiming to leverage this heterogeneous architecture. To achieve that, multi-connectivity proposes to enable each User Equipment to simultaneously use component carriers from different and heterogeneous network nodes: base stations, WiFi Access Points, etc. This could offer many benefits in terms of Quality of Service, energy efficiency, fairness, mobility, spectrum and interference management. That is why this survey aims to present an overview of multi-connectivity in 5G networks and Beyond. To do so, a comprehensive review of existing standards and enabling technologies is proposed. Then, a taxonomy is defined to classify the different elements characterizing multi-connectivity in 5G and future networks. Thereafter, existing research works using multi-connectivity to improve Quality of Service, energy efficiency, fairness, mobility management and spectrum and interference management are analyzed and compared. In addition, lessons common to these different contexts are presented. Finally, open challenges for multi-connectivity in 5G networks and Beyond are discussed.
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  • 24 Oct 2022
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