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Embodied cognitive science

Embodied cognitive science is an interdisciplinary field of research, the aim of which is to explain the mechanisms underlying intelligent behavior. It comprises three main methodologies: the modeling of psychological and biological systems in a holistic manner that considers the mind and body as a single entity; the formation of a common set of general principles of intelligent behavior; and the experimental use of robotic agents in controlled environments. == Contributors == Embodied cognitive science borrows heavily from embodied philosophy and the related research fields of cognitive science, psychology, neuroscience and artificial intelligence. Contributors to the field include: From the perspective of neuroscience, Gerald Edelman of the Neurosciences Institute at La Jolla, Francisco Varela of CNRS in France, and J. A. Scott Kelso of Florida Atlantic University From the perspective of psychology, Lawrence Barsalou, Michael Turvey, Vittorio Guidano and Eleanor Rosch From the perspective of linguistics, Gilles Fauconnier, George Lakoff, Mark Johnson, Leonard Talmy and Mark Turner From the perspective of language acquisition, Eric Lenneberg and Philip Rubin at Haskins Laboratories From the perspective of anthropology, Edwin Hutchins, Bradd Shore, James Wertsch and Merlin Donald. From the perspective of autonomous agent design, early work is sometimes attributed to Rodney Brooks or Valentino Braitenberg From the perspective of artificial intelligence, Understanding Intelligence by Rolf Pfeifer and Christian Scheier or How the Body Shapes the Way We Think, by Rolf Pfeifer and Josh C. Bongard From the perspective of philosophy, Andy Clark, Dan Zahavi, Shaun Gallagher, and Evan Thompson In 1950, Alan Turing proposed that a machine may need a human-like body to think and speak: It can also be maintained that it is best to provide the machine with the best sense organs that money can buy, and then teach it to understand and speak English. That process could follow the normal teaching of a child. Things would be pointed out and named, etc. Again, I do not know what the right answer is, but I think both approaches should be tried. == Traditional cognitive theory == Embodied cognitive science is an alternative theory to cognition in which it minimizes appeals to computational theory of mind in favor of greater emphasis on how an organism's body determines how and what it thinks. Traditional cognitive theory is based mainly around symbol manipulation, in which certain inputs are fed into a processing unit that produces an output. These inputs follow certain rules of syntax, from which the processing unit finds semantic meaning. Thus, an appropriate output is produced. For example, a human's sensory organs are its input devices, and the stimuli obtained from the external environment are fed into the nervous system which serves as the processing unit. From here, the nervous system is able to read the sensory information because it follows a syntactic structure, thus an output is created. This output then creates bodily motions and brings forth behavior and cognition. Of particular note is that cognition is sealed away in the brain, meaning that mental cognition is cut off from the external world and is only possible by the input of sensory information. == The embodied cognitive approach == Embodied cognitive science differs from the traditionalist approach in that it denies the input-output system. This is chiefly due to the problems presented by the Homunculus argument, which concluded that semantic meaning could not be derived from symbols without some kind of inner interpretation. If some little man in a person's head interpreted incoming symbols, then who would interpret the little man's inputs? Because of the specter of an infinite regress, the traditionalist model began to seem less plausible. Thus, embodied cognitive science aims to avoid this problem by defining cognition in three ways. === Physical attributes of the body === The first aspect of embodied cognition examines the role of the physical body, particularly how its properties affect its ability to think. This part attempts to overcome the symbol manipulation component that is a feature of the traditionalist model. Depth perception, for instance, can be better explained under the embodied approach due to the sheer complexity of the action. Depth perception requires that the brain detect the disparate retinal images obtained by the distance of the two eyes. In addition, body and head cues complicate this further. When the head is turned in a given direction, objects in the foreground will appear to move against objects in the background. From this, it is said that some kind of visual processing is occurring without the need of any kind of symbol manipulation. This is because the objects appearing to move the foreground are simply appearing to move. This observation concludes then that depth can be perceived with no intermediate symbol manipulation necessary. A more poignant example exists through examining auditory perception. Generally speaking the greater the distance between the ears, the greater the possible auditory acuity. Also relevant is the amount of density in between the ears, for the strength of the frequency wave alters as it passes through a given medium. The brain's auditory system takes these factors into account as it process information, but again without any need for a symbolic manipulation system. This is because the distance between the ears for example does not need symbols to represent it. The distance itself creates the necessary opportunity for greater auditory acuity. The amount of density between the ears is similar, in that it is the actual amount itself that simply forms the opportunity for frequency alteration. Thus under consideration of the physical properties of the body, a symbolic system is unnecessary and an unhelpful metaphor. === The body's role in the cognitive process === The second aspect draws heavily from George Lakoff's and Mark Johnson's work on concepts. They argued that humans use metaphors whenever possible to better explain their external world. Humans also have a basic stock of concepts in which other concepts can be derived from. These basic concepts include spatial orientations such as up, down, front, and back. Humans can understand what these concepts mean because they can directly experience them from their own bodies. For example, because human movement revolves around standing erect and moving the body in an up-down motion, humans innately have these concepts of up and down. Lakoff and Johnson contend this is similar with other spatial orientations such as front and back too. As mentioned earlier, these basic stocks of spatial concepts are the basis in which other concepts are constructed. Happy and sad for instance are seen now as being up or down respectively. When someone says they are feeling down, what they are really saying is that they feel sad for example. Thus the point here is that true understanding of these concepts is contingent on whether one can have an understanding of the human body. So the argument goes that if one lacked a human body, they could not possibly know what up or down could mean, or how it could relate to emotional states. [I]magine a spherical being living outside of any gravitational field, with no knowledge or imagination of any other kind of experience. What could UP possibly mean to such a being? While this does not mean that such beings would be incapable of expressing emotions in other words, it does mean that they would express emotions differently from humans. Human concepts of happiness and sadness would be different because human would have different bodies. So then an organism's body directly affects how it can think, because it uses metaphors related to its body as the basis of concepts. === Interaction of local environment === A third component of the embodied approach looks at how agents use their immediate environment in cognitive processing. Meaning, the local environment is seen as an actual extension of the body's cognitive process. The example of a personal digital assistant (PDA) is used to better imagine this. Echoing functionalism (philosophy of mind), this point claims that mental states are individuated by their role in a much larger system. So under this premise, the information on a PDA is similar to the information stored in the brain. So then if one thinks information in the brain constitutes mental states, then it must follow that information in the PDA is a cognitive state too. Consider also the role of pen and paper in a complex multiplication problem. The pen and paper are so involved in the cognitive process of solving the problem that it seems ridiculous to say they are somehow different from the process, in very much the same way the PDA is used for information like the brain. Another example examines how humans control and manipulate their environment

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Zynn

Zynn was a Chinese video-sharing social networking service owned by Kuaishou, a Beijing-based internet technology company established in 2011 by Su Hua and Cheng Yixiao. It was used to create and share short videos, and it pays its users for using the app and referring others. Zynn was launched on May 7, 2020. It became the most-downloaded app in the App Store in the same month. It has also been criticized for being a "pyramid scheme", and it has faced accusations of plagiarism and stealing content. Aside from Zynn in North America, Kuaishou is available under the name Kwai in Russia, South Korea, Japan, Thailand, Vietnam, Philippines, Malaysia, Indonesia, Brazil, America, India, and the Middle East. Kwai used to be available in Australia and the United States on the App Store, but was removed at an unknown date. Zynn was permanently shut down on the 20th of August, 2021. == History == In 2011, entrepreneur Su Hua co-founded Kuaishou with business partner Cheng Yixiao. Originally a GIF-making app, Kuaishou soon moved to short video content. Su Hua also serves as the current Kuaishou CEO. In December 2019, Chinese internet conglomerate Tencent invested $2 billion in Kuaishou, reportedly to compete with rival ByteDance. In December 2019, Kuaishou acquired an app developer called Owlii, which is the developer of Zynn. Zynn was developed to be a North American Market edition of Kuaishou. On May 7, 2020, the app was launched and it was downloaded over 2 million times in that month. On May 12, 2020, Kuaishou filed a lawsuit seeking compensation for "unfair competition", and accused Douyin, the sister app of TikTok, of "interfering" with search results on app stores. Zynn shut down on the 20th of August, 2021. == Features == Zynn allows its users to create, edit and share short videos of themselves. Its interface has been described as a "complete clone" of TikTok, its main competitor. The Zynn app was unique in the way that they paid users for using the platform. Each user earned $1 for signing up, and they could earn money for referring users to the platform. Watching videos resulted in earning "points", which could be redeemed for gift cards or be cashed out via PayPal.[1] == Criticisms and controversies == Multiple TikTok users had reported seeing their entire accounts plagiarized, with one account pretending to be Addison Rae. Despite being launched in May, many videos were posted in February. Zynn has employed "intermittent variable rewards" in its point system, which has been criticized as being the "same reinforcement strategy used to addict people to slot machines". Cash payouts for using the app have resulted in criticism and accusations of anti-competitive behavior. The app was taken down from the Google Play store on June 10. Zynn blamed it on an "isolated incident". Six days later, it was taken down from the App Store as well. US Senator Josh Hawley has criticized the platform, calling it "predatory" and "anti-competitive" in a letter to the Federal Trade Commission asking for an investigation into Zynn. He said "[Zynn] smacks of a textbook predatory-pricing scheme, one calculated to attain immediate market dominance for Zynn by driving competitors out of the market."

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Cybersecurity in space

Cybersecurity in space involves the defense of all space assets (e.g. navigation systems, satellites, ground antennas, networks, etc.). The security of space can be affected by attacks such as disruption, corruption as well as the destruction of depended-upon assets/collected data. Government (e.g. militaries) and non-government sectors (e.g. financial industries) have started to become more reliant on numerous space-based services. Due to the criticality of these services, space security experts have identified these assets as high-value targets (HVT) that can cause detrimental consequences to all of Earth. == Scope and definitions == Space assets are broken down by three sub-sectors: the space component, the ground component, and the individual user component. The architecture of space assets is extremely complex and allows for a frequent attack vector utilized, the disruption by radio frequency (RF) cyber-attacks. In 2020, a memorandum was published by President Donald Trump, Space Policy Directive‑5 (SPD‑5). It established principles to ensure the safeguarding of all space assets. In 2023, the National Institute of Standards and Technology’s (NIST) published IR 8270, Introduction to Cybersecurity for Commercial Satellite Operations. This report established a baseline risk-management framework (RMF) to be implemented into space operations. == History == During the Cold War in the 1950s-1960s, the United States and Russia entered what was called the “Space Race”. By 1957, the Soviet Union successfully launched the first satellite into space named Sputnik. By 1961, the first key milestone was accomplished when the Soviet Union’s Yuri Gagarin became the first human to orbit Earth. This was later followed by the first American, Alan Shepard, to be launched into space; this was followed by John Glenn becoming the first American to orbit Earth in 1962. In 1969, a pinnacle milestone was reached when Apollo 11 launched into space and Neil Armstrong became the first man to walk on the moon. As space operations furthered, Commercial off-the-shelf products became increasingly popular but resulted in a rapid increase to the cyber-attack surface. Public awareness of space security did not increase until 2022, when the Viasat KA-SAT incident occurred, resulting in the disruption of a large number of modems across Europe. The attack was later accredited to Russia by the U.S. and the U.K. Policy and standards started to rapidly increase by 2020. The establishment of SPD-5 was released in 2020 followed by asset hardening instructions in 2022, and NIST’s IR 8270 in 2023. It was not until 2025 that Europe published their own findings in the Space Threat Landscape 2025 Report. This document led to the EU’s security proposals and standards. == Threats == === Radio-frequency Interference and Global Navigation Satellite Systems (GNSS) Spoofing === Space services are highly dependent on RF links for systems such as GNSS, however, a consequence of this dependency on RF is denial of service and deception. In 2017, the Black Sea maritime event occurred when numerous ships were subject to spoofing. Space services depend on RF links susceptible to jamming (denial) and spoofing (deception), including for GNSS/Positioning, Navigation, and Timing (PNT). Annotated incidents include the 2017 Black Sea maritime spoofing event affecting numerous ships, and extensive aviation GNSS spoofing patterns surveyed in various regions during 2024–2025. === Network intrusion and malware === Cyber threats can intrude and infect assets with malware. They do this by finding misconfiguration vulnerabilities, remote-management interfaces, and/or supply-chain vulnerabilities mainly in ground networks and user terminals. When KA-SAT occurred, it resulted from bulk modem disturbances. Forensic analysts later suggested malicious management controls and wiper malware as the root cause. === Supply-chain and lifecycle risks === The outsource of COTS components, external vendors, and software defined payloads allowed for vulnerabilities to emerge in the System/Product Lifecycle. In response, EU recommended the implementation of lifecycle-wide controls as mitigating factors. === Espionage, disruption, and influence === As Advanced Persistent Threats (APTs), Global Positioning System (GPS) intervention, and information warfare increased, assets like transponders became more frequent targets of attack. == Noteworthy incidents == The Viasat KA‑SAT incident of 2022, where a large number of modems in Europe were disrupted, resulted in the loss of telemetry access to a significant amount of wind turbines in Germany. The mass GNSS deception of the Black Sea in 2017 affected numerous ships when they started to convey fake central locations in Russia. Between 2024 and 2025, there was a mass, repetitive aviation GNSS spoofing that affected the aircraft of various regions. == Standards, guidelines, and best practices == SPD‑5 (U.S.) – This established risk-based engineering, verifying and ensuring positive control, and the implementation of risk mitigation controls. NIST IR 8270 – This created a RMF for COTS satellites. CISA/FBI SATCOM Advisory (AA22‑076) – Provided guidance on hardening techniques such as least-privileged, access control, encryption, etc.). ENISA Space Threat Landscape 2025 – It established the categorization of assets to organize threats, ensuring the observation of system/product lifecycle, and an RMF for COTS satellites. ECSS‑E‑ST‑80C (2024) – This established a standard for securing lifecycles in space, covering all segments (e.g. ground, launch, etc.). == Regulation and governance == As of 2025, there is no international regulations established for space assets, but the U.S., EU, and ESA institutional initiatives have published standards to address security concerns. The U.S. implemented SPD-5 and the Federal Communications Commission (FCC); the FCC addressed orbital debris. While the EU created standards to address technological mandates and support the implementation of NIS2. Lastly, the ESA created a special operations center to safeguard their satellites. International governance is still evolving, but forums have been held by the United Nations Committee on the Peaceful Uses of Outer Space. International conversations under forums such as the UN Committee on the Peaceful Uses of Outer Space (COPUOS) progressively note the cyber–space safety relationship, though formal global norms specific to space cybersecurity continue evolving. == Risk management approaches == Through RMF, mitigation controls have been implemented to reduce the risk of exploitation while increasing the security of space. Controls addressing mitigation include proper configuration, system hardening, zero-trust architectures, encryption, etc. Both the government and industries have placed an emphasis on incident response procedures to identify, contain, and remediate breaches.

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CityEngine

ArcGIS CityEngine is a commercial 3D modeling program. Developed by Esri R&D Center Zurich (formerly Procedural Inc.), it specializes in the generation of 3D urban environments to support the creation of detailed large-scale 3D city models. Unlike traditional 3D modeling methodology, which uses computer-aided design (CAD) tools and techniques, CityEngine takes a procedural modeling approach which shapes generation via a rules-based system. Due to its integration with the wider ArcGIS platform, CityEngine can also be used with geographic information system (GIS) datasets. CityEngine can be used for urban planning and architecture, graphics visualization, game development, entertainment, and archeology. CityEngine can be used to visualize the building information modeling (BIM) data of buildings in a larger urban context, making for more realistic construction projects. == History and releases == === Software history === ArcGIS CityEngine, originally named Esri CityEngine, was developed at Swiss technology university ETH Zurich by Pascal Mueller, the co-founder and CEO of Procedural Inc. While researching for his PhD at the ETH Computer Vision Lab, Mueller invented a number of techniques for procedural modeling of 3D architecture that make up the foundation of CityEngine. CityEngine publically debuted at the 2001 SIGGRAPH conference; since then, additional research papers have been published that have contributed to CityEngine and its features. The first commercial version of CityEngine was released in 2008. In 2007, Procedural Inc. was founded and separated from ETH Zurich, the top-ranking technology university in Switzerland. In the summer of 2011, Procedural Inc. was acquired by Esri Inc., becoming Esri R&D Center Zurich. Esri CityEngine was renamed to ArcGIS CityEngine in June 2020 to offically make it a part of the ArcGIS software suite. === Releases === === Licensing and pricing === ArcGIS CityEngine is included in the Professional and Professional Plus tiers of ArcGIS Online. Pricing may vary by region and distributors. In the US, the professional tier costs US$2,200 per year; in the UK, it is £4,200 per year (excluding VAT). CityEngine can be purchased elsewhere via a local Esri partner. . Once purchased, users can download and obtain license details from the MyEsri portal. == Features == CGA (computer generated architecture) parametric modeling rules to control mass, geometry assets, proportions, or texturing of buildings or streets on a citywide scale Select a target location and import geo-referenced satellite imagery and 3D terrain of the location to more quickly build accurate urban environments through OpenStreetMap integration Interactively control specific street or building parameters, such as height or age Import/export geo-spatial/vector data with industry-standard formats such as Esri Shapefile, File Geodatabase, and OpenStreetMap, as well as file formats for WebGL, KMZ, Collada, Autodesk FBX, Autodesk Maya, 3DS, Wavefront OBJ, RenderMan RIB, Alembic, e-on software's Vue, Universal Scene Description USD, Khronos Group GLTF, Unreal Engine, and Unreal Datasmith Script and generate rules-based reports to show socioeconomic figures (e.g., Gross Floor Area (GFA) and Floor Area Ratio (FAR)) to analyze their urban design proposals. VR viewing of modeled environments with Samsung Gear VR Use a variety of materials through the Esri materials library == Procedural modeling == ArcGIS CityEngine uses a procedural modeling approach to automatically generate models through a predefined rule set. The rules are defined through a CGA shape grammar system, enabling the creation of complex parametric models. Users can change or add the shape grammar as needed. Urban environments can be modeled within CityEngine by starting with creating a street network (either from the street drawing tool or with data imported from map data). Then, lots may be subdivided as many times as specified, resulting in a map of multiple lots and streets. CityEngine can then be instructed to start generating the buildings using defined procedural modeling rules. At this point, the city model can be re-designed and adjusted by changing the parameters or the shape grammar. === Geodesign === Though CityEngine is not an analytical tool like GIS, discussions about geodesign often mention the use of ArcGIS CityEngine. As it can be used to enhance 3D shape generation in ArcGIS, ArcGIS CityEngine is a critical product to improve the applicability of geodesign by using geospatial information to design or analyze a city. == Applications == === Urban design and planning === Garsdale Design used ArcGIS CityEngine in the creation of city master plans in Iraq before 2013, both to model existing historic areas and also model future plans. Larger companies like Foster+Partners and HOK Architects have also used CityEngine in their urban planning projects. === Urban and environmental studies === Because its primary feature is building informative city models, some urban researchers use CityEngine to compare land-use planning schemes, for example in very dense global cities such as Hong Kong and Seoul. Environmental scientists can also utilize the instant 3D model generation in CityEngine, which can make for more convenient informative research than modeling a city by creating each building individually. === Game development === CityEngine can be used as a tool in the creation of video games that require detailed 3D environments to assign interactive scripts. === Movie industry === Zootopia (also known outside of the US as Zootopolis), which won the 2016 Academy Award for Best Animated Feature Film, used CityEngine to model the city in its movie. multi-scaling city, the designers used CityEngine due to its rule-based system. CityEngine was also used to create Big Hero 6's San-Fransokyo. === Military === Due to its integration with the Esri product suite and its ability to process geospatial data to create 3D scenes/maps, CityEngine can be used within military/defense organizations. == List of movies and TV shows using CityEngine == Studios and companies rarely state what software they use in their pipelines. When CityEngine is mentioned as a tool in production, it's often in a small reference in a larger article. Movies only claimed to use CityEngine by a single Esri employee Presented at FMX 2025 workshop == Ports == ArcGIS CityEngine is built on top of Eclipse IDE, and has therefore able to be used on Windows and Linux operating systems. Support for macOS was stopped in March 2021. == Plugins and extensions == ArcGIS CityEngine currently works with a number of third party 3D modeling, rendering, and analytical software products via its SDK and API; these currently are: ArcGIS CityEngine for ArcGIS Urban: ArcGIS Urban Suite Puma: ArcGIS CityEngine for Rhinoceros 3D Palladio: ArcGIS CityEngine for Houdini Serlio: ArcGIS CityEngine for Maya PyPRT: ArcGIS CityEngine for Python ArcGIS CityEngine provides a Python scripting interface built on Jython (current version 2.7.0) which allows users to create their own tools and functionality. == Publications ==

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Sketchpad

Sketchpad (a.k.a. Robot Draftsman) is a computer program written by Ivan Sutherland in 1963 in the course of his PhD thesis, for which he received the Turing Award in 1988, and the Kyoto Prize in 2012. It pioneered human–computer interaction (HCI), and is considered the ancestor of modern computer-aided design (CAD) programs and as a major breakthrough in the development of computer graphics in general. For example, Sketchpad inspired the graphical user interface (GUI) and object-oriented programming. Using the program, Sutherland showed that computer graphics could be used for both artistic and technical purposes and for demonstrating a novel method of human–computer interaction. == History == See History of the graphical user interface for a more detailed discussion of GUI development. == Software == Sketchpad was the earliest program ever to use a complete graphical user interface. The clever way the program organizes its geometric data pioneered the use of master (objects) and occurrences (instances) in computing and pointed forward to object-oriented programming. The main idea was to have master drawings which can be instantiated into many duplicates. When a master drawing is changed, then all instances change also. This was the first known form of an entity component system: for example instead of encapsulating points inside of a line object, the points are stored in a ring buffer as described in pages 48 to 52 of the paper, and the line only points to them. This allowed moving one point to alter all the shapes that use it in a single operation. The structures in Sketchpad were also able to store pointers to functions, to achieve a different behavior depending on the kind of object. In figure 3.8 of the paper, the "instances generic block" stores several "subroutine entries" which are pointers to functions: "display", "howbig" etc. This was an early form of virtual functions. Geometric constraints was another major invention in Sketchpad, letting a user easily constrain geometric properties in the drawing: for instance, the length of a line or the angle between two lines could be fixed. As a trade magazine said, clearly Sutherland "broke new ground in 3D computer modeling and visual simulation, the basis for computer graphics and CAD/CAM". Very few programs can be called precedents for his achievements. Patrick J. Hanratty is sometimes called the "father of CAD/CAM" and wrote PRONTO, a numerical control language at General Electric in 1957, and wrote CAD software while working for General Motors beginning in 1961. Sutherland wrote in his thesis that Bolt, Beranek and Newman had a "similar program" and T-Square was developed by Peter Samson and one or more fellow MIT students in 1962, both for the PDP-1. The Computer History Museum holds program listings for Sketchpad. == Hardware == Sketchpad ran on the MIT Lincoln Laboratory TX-2 (1958) computer at the Massachusetts Institute of Technology (MIT), which had 64k of 36-bit words. The user drew on the computer monitor screen with the recently invented light pen, which relayed information on its position by computing at what time the light from the scanning cathode-ray tube screen is detected. To configure the initial position of the light pen, the word INK was displayed on the screen, which, upon tapping, initialised the program with a white cross to continue keeping track of the pen's movement relative to its prior position. Of the 36 bits available to store each display spot in the display file, 20 gave the coordinates of that spot for the display system and the remaining 16 gave the address of the n-component element responsible for adding that spot to display. The TX-2 was an experimental machine and the hardware changed often (on Wednesdays, according to Sutherland). By 1975, the light pen and the cathode-ray tube with which it had been used had been removed. == Publications == The Sketchpad program was part and parcel of Sutherland's Ph.D. thesis at MIT and peripherally related to the Computer-Aided Design project at that time. Sketchpad: A Man-Machine Graphical Communication System.

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Data remanence

Data remanence is the residual representation of digital data that remains even after attempts have been made to remove or erase the data. This residue may result from data being left intact by a nominal file deletion operation, by reformatting of storage media that does not remove data previously written to the media, or through physical properties of the storage media that allow previously written data to be recovered. Data remanence may make inadvertent disclosure of sensitive information possible should the storage media be released into an uncontrolled environment (e.g., thrown in refuse containers or lost). Various techniques have been developed to counter data remanence. These techniques are classified as clearing, purging/sanitizing, or destruction. Specific methods include overwriting, degaussing, encryption, and media destruction. Effective application of countermeasures can be complicated by several factors, including media that are inaccessible, media that cannot effectively be erased, advanced storage systems that maintain histories of data throughout the data's life cycle, and persistence of data in memory that is typically considered volatile. Several standards exist for the secure removal of data and the elimination of data remanence. == Causes == Many operating systems, file managers, and other software provide a facility where a file is not immediately deleted when the user requests that action. Instead, the file is moved to a holding area (i.e. the "trash"), making it easy for the user to undo a mistake. Similarly, many software products automatically create backup copies of files that are being edited, to allow the user to restore the original version, or to recover from a possible crash (autosave feature). Even when an explicit deleted file retention facility is not provided or when the user does not use it, operating systems do not actually remove the contents of a file when it is deleted unless they are aware that explicit erasure commands are required, like on a solid-state drive. (In such cases, the operating system will issue the Serial ATA TRIM command or the SCSI UNMAP command to let the drive know to no longer maintain the deleted data.) Instead, they simply remove the file's entry from the file system directory because this requires less work and is therefore faster, and the contents of the file—the actual data—remain on the storage medium. The data will remain there until the operating system reuses the space for new data. In some systems, enough filesystem metadata are also left behind to enable easy undeletion by commonly available utility software. Even when undelete has become impossible, the data, until it has been overwritten, can be read by software that reads disk sectors directly. Computer forensics often employs such software. Likewise, reformatting, repartitioning, or reimaging a system is unlikely to write to every area of the disk, though all will cause the disk to appear empty or, in the case of reimaging, empty except for the files present in the image, to most software. Finally, even when the storage media is overwritten, physical properties of the media may permit recovery of the previous contents. In most cases however, this recovery is not possible by just reading from the storage device in the usual way, but requires using laboratory techniques such as disassembling the device and directly accessing/reading from its components. § Complications below gives further explanations for causes of data remanence. == Countermeasures == There are three levels commonly recognized for eliminating remnant data: === Clearing === Clearing is the removal of sensitive data from storage devices in such a way that there is assurance that the data may not be reconstructed using normal system functions or software file/data recovery utilities. The data may still be recoverable, but not without special laboratory techniques. Clearing is typically an administrative protection against accidental disclosure within an organization. For example, before a hard drive is re-used within an organization, its contents may be cleared to prevent their accidental disclosure to the next user. === Purging === Purging or sanitizing is the physical rewrite of sensitive data from a system or storage device done with the specific intent of rendering the data unrecoverable at a later time. Purging, proportional to the sensitivity of the data, is generally done before releasing media beyond control, such as before discarding old media, or moving media to a computer with different security requirements. === Destruction === The storage media is made unusable for conventional equipment. Effectiveness of destroying the media varies by medium and method. Depending on recording density of the media, and/or the destruction technique, this may leave data recoverable by laboratory methods. Conversely, destruction using appropriate techniques is the most secure method of preventing retrieval. == Specific methods == === Overwriting === A common method used to counter data remanence is to overwrite the storage media with new data. This is often called wiping or shredding a disk or file, by analogy to common methods of destroying print media, although the mechanism bears no similarity to these. Because such a method can often be implemented in software alone, and may be able to selectively target only part of the media, it is a popular, low-cost option for some applications. Overwriting is generally an acceptable method of clearing, as long as the media is writable and not damaged. The simplest overwrite technique writes the same data everywhere—often just a pattern of all zeros. At a minimum, this will prevent the data from being retrieved simply by reading from the media again using standard system functions. The UEFI in modern machines may offer an ATA class disk erase function as well. The ATA-6 standard governs secure erases specifications. Bitlocker is whole disk encryption and illegible without the key. Writing a fresh GPT allows a new file system to be established. Blocks will set empty but LBA read is illegible. New data will be unaffected and work fine. In an attempt to counter more advanced data recovery techniques, specific overwrite patterns and multiple passes have often been prescribed. These may be generic patterns intended to eradicate any trace signatures; an example is the seven-pass pattern 0xF6, 0x00, 0xFF, , 0x00, 0xFF, , sometimes erroneously attributed to US standard DOD 5220.22-M. One challenge with overwriting is that some areas of the disk may be inaccessible, due to media degradation or other errors. Software overwrite may also be problematic in high-security environments, which require stronger controls on data commingling than can be provided by the software in use. The use of advanced storage technologies may also make file-based overwrite ineffective (see the related discussion below under § Complications). There are specialized machines and software that are capable of doing overwriting. The software can sometimes be a standalone operating system specifically designed for data destruction. There are also machines specifically designed to wipe hard drives to the department of defense specifications DOD 5220.22-M. Writing zero to each block on hard disks and SSDs has the advantage of affording the firmware to deploy spare blocks when bad blocks are identified. Bitlocker has the advantage that data is illegible without the key. Seatools and other tools can erase disks with zero which is typical to revive old consumer class disks but they can wipe server disks albeit slowly. Modern 28TB and larger disks have an enormous number of LBA48 blocks. 40TB and 60TB disks will take proportionately longer times to wipe. ==== Feasibility of recovering overwritten data ==== Peter Gutmann investigated data recovery from nominally overwritten media in the mid-1990s. He suggested magnetic force microscopy may be able to recover such data, and developed specific patterns, for specific drive technologies, designed to counter such. These patterns have come to be known as the Gutmann method. Gutmann's belief in the possibility of data recovery is based on many questionable assumptions and factual errors that indicate a low level of understanding of how hard drives work. Daniel Feenberg, an economist at the private National Bureau of Economic Research, claims that the chances of overwritten data being recovered from a modern hard drive amount to "urban legend". He also points to the "18+1⁄2-minute gap" Rose Mary Woods created on a tape of Richard Nixon discussing the Watergate break-in. Erased information in the gap has not been recovered, and Feenberg claims doing so would be an easy task compared to recovery of a modern high density digital signal. As of November 2007, the United States Department of Defense considers overwriting acceptable for clearing magnetic media within the same security area/

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Moj

Moj is an Indian short-form video-sharing social networking service owned by Mohalla Tech Pvt Ltd, the parent company of ShareChat. Launched on 29 June 2020, shortly after the Government of India banned TikTok and several other Chinese apps, Moj quickly gained popularity as one of the leading domestic alternatives for short-form video content in India. == History == Moj was introduced by Mohalla Tech, the Bengaluru-based parent company of ShareChat, within days of the TikTok ban in India in June 2020. The app targeted the growing demand for short-form video platforms in the country. By early 2021, Moj had amassed over 100 million downloads on the Google Play Store. In February 2021, Mohalla Tech raised significant funding from investors like Tiger Global, Snapchat, and others, which supported both Moj and ShareChat’s growth. In 2022, Moj partnered with several music labels to expand its licensed music library, competing directly with global platforms such as Instagram Reels and YouTube Shorts. == Features == Short Videos: Users can create and watch videos up to 15–60 seconds. Filters & Effects: The platform provides AR filters, editing tools, stickers, and music integration. Regional Language Support: Moj supports more than 15 Indian languages including Hindi, Bengali, Tamil, Telugu, Kannada, and Marathi. Music Integration: Users can add music tracks to their videos from licensed Indian and international music libraries. Creator Program: Moj launched initiatives to support influencers and creators, offering training, monetization, and promotional opportunities. == Popularity == By mid-2021, Moj reported over 160 million monthly active users. According to reports, Moj consistently ranked among the top social media apps in India in terms of downloads. The app gained traction in Tier-2 and Tier-3 cities due to its multilingual support and focus on local content. == Competitors == Moj competes with several other short video platforms in India, including: Instagram Reels (Meta) YouTube Shorts (Google) Josh (Dailyhunt/VerSe Innovation) Roposo (InMobi) MX TakaTak (later merged with Moj in 2022) RedPost (an emerging Indian social networking platform) == Merger with MX TakaTak == In February 2022, Mohalla Tech announced that Moj would merge with MX TakaTak, another leading short video app owned by Times Internet. The merger created one of the largest short-video ecosystems in India, with a combined user base of over 300 million monthly active users.

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Vatican News App

The Vatican News App is an official mobile application software issued by the Vatican's Dicastery for Communication. Formerly titled The Pope App, the app was launched on January 23, 2013, under the auspices of the Pontifical Council for Social Communications, a now-defunct dicastery that was merged into the Secretariat (now Dicastery) for Communication in March 2016. Initially, The Pope App was available only on iOS devices, but became available for Android phones at the end of February 2013. The app is available for download on iOS and Android in five languages: English, French, Italian, Portuguese and Spanish. It was originally promoted as an application with focus on the figure of the Pope which made it possible to follow the Pope's events while they are taking place. Alerts notified the followers by informing and offering access to "official papal-related content in a variety of formats". The app also enabled its users to see areas of the Vatican through webcams allocated throughout St. Peter's Square in Rome that broadcast images. In early 2018, The Pope App was relaunched as the Vatican News App, accompanied by a redesign that eliminated many of the previous version's features, reducing the app to a more conventional news service, with increased emphasis on news from the Vatican and the worldwide Catholic Church and less focus on the day-to-day activities of the Pope.

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Grammar checker

A grammar checker, in computing terms, is a program, or part of a program, that attempts to verify written text for grammatical correctness. Grammar checkers are most often implemented as a feature of a larger program, such as a word processor, but are also available as a stand-alone application that can be activated from within programs that work with editable text. The implementation of a grammar checker makes use of natural language processing. == History == The earliest "grammar checkers" were programs that checked for punctuation and style inconsistencies, rather than a complete range of possible grammatical errors. The first system was called Writer's Workbench, and was a set of writing tools included with Unix systems as far back as the 1970s. The whole Writer's Workbench package included several separate tools to check for various writing problems. The "diction" tool checked for wordy, trite, clichéd or misused phrases in a text. The tool would output a list of questionable phrases and provide suggestions for improving the writing. The "style" tool analyzed the writing style of a given text. It performed a number of readability tests on the text and output the results, and gave some statistical information about the sentences of the text. Aspen Software of Albuquerque, New Mexico released the earliest version of a diction and style checker for personal computers, Grammatik, in 1981. Grammatik was first available for a Radio Shack - TRS-80, and soon had versions for CP/M and the IBM PC. Reference Software International of San Francisco, California, acquired Grammatik in 1985. Development of Grammatik continued, and it became an actual grammar checker that could detect writing errors beyond simple style checking. Other early diction and style checking programs included Punctuation & Style, Correct Grammar, RightWriter and PowerEdit. While all the earliest programs started as simple diction and style checkers, all eventually added various levels of language processing, and developed some level of true grammar checking capability. Until 1992, grammar checkers were sold as add-on programs. There were a large number of different word processing programs available at that time, with WordPerfect and Microsoft Word the top two in market share. In 1992, Microsoft decided to add grammar checking as a feature of Word, and licensed CorrecText, a grammar checker from Houghton Mifflin that had not yet been marketed as a standalone product. WordPerfect answered Microsoft's move by acquiring Reference Software, and the direct descendant of Grammatik is still included with WordPerfect. As of 2019, grammar checkers are built into systems like Google Docs, browser extensions like Grammarly and Qordoba, desktop applications like Ginger, free and open-source software like LanguageTool, and text editor plugins like those available from WebSpellChecker Software. == Technical issues == The earliest writing style programs checked for wordy, trite, clichéd, or misused phrases in a text. This process was based on simple pattern matching. The heart of the program was a list of many hundreds or thousands of phrases that are considered poor writing by many experts. The list of questionable phrases included alternative wording for each phrase. The checking program would simply break text into sentences, check for any matches in the phrase dictionary, flag suspect phrases and show an alternative. These programs could also perform some mechanical checks. For example, they would typically flag doubled words, doubled punctuation, some capitalization errors, and other simple mechanical mistakes. True grammar checking is more complex. While a programming language has a very specific syntax and grammar, this is not so for natural languages. One can write a somewhat complete formal grammar for a natural language, but there are usually so many exceptions in real usage that a formal grammar is of minimal help in writing a grammar checker. One of the most important parts of a natural language grammar checker is a dictionary of all the words in the language, along with the part of speech of each word. The fact that a natural word may be used as any one of several parts of speech (such as "free" being used as an adjective, adverb, noun, or verb) greatly increases the complexity of any grammar checker. A grammar checker will find each sentence in a text, look up each word in the dictionary, and then attempt to parse the sentence into a form that matches a grammar. Using various rules, the program can then detect various errors, such as agreement in tense, number, word order, and so on. It is also possible to detect some stylistic problems with the text. For example, some popular style guides such as The Elements of Style deprecate excessive use of the passive voice. Grammar checkers may attempt to identify passive sentences and suggest an active-voice alternative. The software elements required for grammar checking are closely related to some of the development issues that need to be addressed for speech recognition software. In voice recognition, parsing can be used to help predict which word is most likely intended, based on part of speech and position in the sentence. In grammar checking, the parsing is used to detect words that fail to follow accepted grammar usage. Recently, research has focused on developing algorithms which can recognize grammar errors based on the context of the surrounding words. == Criticism == Grammar checkers are considered a type of foreign language writing aid which non-native speakers can use to proofread their writings as such programs endeavor to identify syntactical errors. However, as with other computerized writing aids such as spell checkers, popular grammar checkers are often criticized when they fail to spot errors and incorrectly flag correct text as erroneous. The linguist Geoffrey K. Pullum argued in 2007 that they were generally so inaccurate as to do more harm than good: "for the most part, accepting the advice of a computer grammar checker on your prose will make it much worse, sometimes hilariously incoherent."

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Computer security

Computer security (also cybersecurity, digital security, or information technology (IT) security) is a subdiscipline within the field of information security. It focuses on protecting computer software, systems, and networks from threats that can lead to unauthorized information disclosure, theft, or damage to hardware, software, or data, as well as to the disruption or misdirection of the services they provide. The growing significance of computer security reflects the increasing dependence on computer systems, the Internet, and evolving wireless network standards. This reliance has expanded with the proliferation of smart devices, including smartphones, televisions, and other components of the Internet of things (IoT). As digital infrastructure becomes more embedded in everyday life, cybersecurity has emerged as a critical concern. The complexity of modern information systems—and the societal functions they underpin—has introduced new vulnerabilities. Systems that manage essential services, such as power grids, electoral processes, and finance, are particularly sensitive to security breaches. Although many aspects of computer security involve digital security, such as electronic passwords and encryption, physical security measures, such as metal locks, are still used to prevent unauthorized tampering. IT security is not a perfect subset of information security and therefore does not completely align with the security convergence schema. == Vulnerabilities and attacks == A vulnerability refers to a flaw in the structure, execution, functioning, or internal oversight of a computer or system that compromises its security. Most of the vulnerabilities that have been discovered are documented in the Common Vulnerabilities and Exposures (CVE) database. An exploitable vulnerability is one for which at least one working exploit exists. Actors maliciously seeking vulnerabilities are known as threats. Vulnerabilities can be researched, reverse-engineered, hunted, or exploited using automated tools or customized scripts. Various people or parties are vulnerable to cyberattacks; however, different groups are likely to experience different types of attacks more than others. In April 2023, the United Kingdom Department for Science, Innovation & Technology released a report on cyberattacks over the previous 12 months. They surveyed 2,263 UK businesses, 1,174 UK registered charities, and 554 education institutions. The research found that "32% of businesses and 24% of charities overall recall any breaches or attacks from the last 12 months." These figures were much higher for "medium businesses (59%), large businesses (69%), and high-income charities with £500,000 or more in annual income (56%)." Yet, although medium or large businesses are more often the victims, since larger companies have generally improved their security over the last decade, small and midsize businesses (SMBs) have also become increasingly vulnerable as they often "do not have advanced tools to defend the business." SMBs are most likely to be affected by malware, ransomware, phishing, man-in-the-middle attacks, and Denial-of Service (DoS) Attacks. Normal internet users are most likely to be affected by untargeted cyberattacks. These are where attackers indiscriminately target as many devices, services, or users as possible. They do this using techniques that take advantage of the openness of the Internet. These strategies mostly include phishing, ransomware, water holing and scanning. To secure a computer system, it is important to understand the attacks that can be made against it, and these threats can typically be classified into one of the following categories: === Backdoor === A backdoor in a computer system, a cryptosystem or an algorithm, is any secret method of bypassing normal authentication or security controls. These weaknesses may exist for many reasons, including original design or poor configuration. Due to the nature of backdoors, they are of greater concern to companies and databases as opposed to individuals. Backdoors may be added by an authorized party to allow some legitimate access or by an attacker for malicious reasons. Criminals often use malware to install backdoors, giving them remote administrative access to a system. Once they have access, cybercriminals can "modify files, steal personal information, install unwanted software, and even take control of the entire computer." Backdoors can be difficult to detect, as they often remain hidden within source code or system firmware and may require intimate knowledge of the operating system to identify. === Denial-of-service attack === Denial-of-service attacks (DoS) are designed to make a machine or network resource unavailable to its intended users. Attackers can deny service to individual victims, such as by deliberately entering an incorrect password enough consecutive times to cause the victim's account to be locked, or they may overload the capabilities of a machine or network and block all users at once. While a network attack from a single IP address can be blocked by adding a new firewall rule, many forms of distributed denial-of-service (DDoS) attacks are possible, where the attack comes from a large number of points. In this case, defending against these attacks is much more difficult. Such attacks can originate from the zombie computers of a botnet or from a range of other possible techniques, including distributed reflective denial-of-service (DRDoS), where innocent systems are fooled into sending traffic to the victim. With such attacks, the amplification factor makes the attack easier for the attacker because they have to use little bandwidth themselves. To understand why attackers may carry out these attacks, see the 'attacker motivation' section. === Physical access attacks === A direct-access attack is when an unauthorized user (an attacker) gains physical access to a computer, typically to copy data from it or steal information. Attackers may also compromise security by making operating system modifications, installing software worms, keyloggers, covert listening devices or using wireless microphones. Even when the system is protected by standard security measures, these may be bypassed by booting another operating system or tool from a CD-ROM or other bootable media. Disk encryption and the Trusted Platform Module standard are designed to prevent these attacks. Direct service attackers are related in concept to direct memory attacks which allow an attacker to gain direct access to a computer's memory. The attacks "take advantage of a feature of modern computers that allows certain devices, such as external hard drives, graphics cards, or network cards, to access the computer's memory directly." === Eavesdropping === Eavesdropping is the act of surreptitiously listening to a private computer conversation (communication), usually between hosts on a network. It typically occurs when a user connects to a network where traffic is not secured or encrypted and sends sensitive business data to a colleague, which, when listened to by an attacker, could be exploited. Data transmitted across an open network can be intercepted by an attacker using various methods. Unlike malware, direct-access attacks, or other forms of cyberattacks, eavesdropping attacks are unlikely to negatively affect the performance of networks or devices, making them difficult to notice. In fact, "the attacker does not need to have any ongoing connection to the software at all. The attacker can insert the software onto a compromised device, perhaps by direct insertion or perhaps by a virus or other malware, and then come back some time later to retrieve any data that is found or trigger the software to send the data at some determined time." Using a virtual private network (VPN), which encrypts data between two points, is one of the most common forms of protection against eavesdropping. Using the best form of encryption possible for wireless networks is best practice, as well as using HTTPS instead of an unencrypted HTTP. Programs such as Carnivore and NarusInSight have been used by the Federal Bureau of Investigation (FBI) and the NSA to eavesdrop on the systems of internet service providers. Even machines that operate as a closed system (i.e., with no contact with the outside world) can be eavesdropped upon by monitoring the faint electromagnetic transmissions generated by the hardware. TEMPEST is a specification by the NSA referring to these attacks. === Malware === Malicious software (malware) is any software code or computer program "intentionally written to harm a computer system or its users." Once present on a computer, it can leak sensitive details such as personal information, business information and passwords, can give control of the system to the attacker, and can corrupt or delete data permanently. ==== Types of malware ==== Viruses are a specific type of malware, and are normally a malicious code that hijac

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INaturalist

iNaturalist is an American 501(c)(3) nonprofit social network of naturalists, citizen scientists, and biologists built on the concept of mapping and sharing observations of biodiversity across the globe. iNaturalist may be accessed via its website or from its mobile applications. iNaturalist includes an automated species identification tool, and users further assist each other in identifying organisms from photographs and sound recordings. As of 5 August 2025, iNaturalist users had contributed nearly 300 million observations of plants, animals, fungi, and other organisms worldwide, and 400,000 users were active in the previous 30 days. iNaturalist serves as an important resource of open data for biodiversity research, conservation, and education, describing itself as "an online social network of people sharing biodiversity information to help each other learn about nature." It is the primary application for crowd-sourced biodiversity data in places such as Mexico, southern Africa, and Australia, and the project has been called "a standard-bearer for natural history mobile applications." Most of iNaturalist's software is open source. It has contributed to over 4,000 research papers and is widely used by scientists, land managers, and conservationists worldwide. The platform has also been active in the discovery of new species and rediscovery of species previously assumed to be extinct. == History == iNaturalist began in 2008 as a UC Berkeley School of Information Master's final project of Nate Agrin, Jessica Kline, and Ken-ichi Ueda. Agrin and Ueda continued work on the site with Sean McGregor, a web developer. In 2011, Ueda began collaboration with Scott Loarie, a research fellow at Stanford University and lecturer at UC Berkeley. Ueda and Loarie are the current co-directors of iNaturalist.org. The organization merged with the California Academy of Sciences on 24 April 2014. In 2017, iNaturalist became a joint initiative between the California Academy of Sciences and the National Geographic Society. With these collaborations and growing popularity of the site since 2012, the number of participants and observations has roughly doubled each year. In 2014, iNaturalist reached 1 million observations. Later, as of October 2023, there were 181 million observations (163 million verifiable). On 11 July 2023 iNaturalist announced its status as a newly independent 501(c)(3) nonprofit organization. === Google AI controversy === On 9 June 2025 Google announced that iNaturalist would be part of its "Generative AI Accelerator". This announcement, paired with the initial lack of information on the iNaturalist site, led to outcry from many iNaturalist users in the blog comments and forum, worrying about the consequences for the environment, volunteer engagement, reliability and raised questions about the decision making within iNaturalist, while some saw the backlash as a sign that people want to resist 'corrosive technologies'. PZ Myers, a biology professor who uses iNaturalist in his teaching, published an article on his website Pharyngula stating that "any decision that drives people away and replaces them with a hallucinating bot is a bad decision". == Platforms == Users can interact with iNaturalist in the following ways: through the iNaturalist.org website, through two mobile apps: iNaturalist (iOS/Android) and Seek by iNaturalist (iOS/Android), or through partner organizations such as the Global Biodiversity Information Facility (GBIF) website. On the iNaturalist.org website, visitors can search the public dataset and interact with other people adding observations and identifications. The website provides tools for registered users to add, identify, and discuss observations, write journal posts, explore information about species, create project pages to recruit participation, and coordinate work on their topics of interest. On the iNaturalist mobile app, users can create and share nature observations to the online dataset, explore observations both nearby and around the world, and learn about different species. Seek by iNaturalist, a separate app marketed to families, requires no online account registration and all observations may remain private. Seek incorporates features of gamification, such as providing a list of nearby organisms to find and encouraging the collection of badges and participation in challenges. Seek was initially released in the spring of 2018. == Observations == The iNaturalist platform is based on crowdsourcing of observations and identifications. An iNaturalist observation records a person's encounter with an individual organism at a particular time and place. An iNaturalist observation may also record evidence of an organism, such as animal tracks, nests, or scat. The scope of iNaturalist excludes natural but inert subjects such as geologic or hydrologic features. Users typically upload photos as evidence of their findings, though audio recordings are also accepted, and such evidence is not a strict requirement. Users may share observation locations publicly, "obscure" them to display a less precise location or make the locations completely private. iNaturalist users can add identifications to each other's observations in order to confirm or improve the identification of the observation. Observations are classified as "Casual", "Needs ID" (needs identification), or "Research Grade" based on the quality of the data provided and the community identification process. Any quality of data can be downloaded from iNaturalist and "Research Grade" observations are often incorporated into other online databases such as the Global Biodiversity Information Facility and the Atlas of Living Australia. === Automated species identification === In addition to observations being identified by others in the community, iNaturalist includes an automated species identification tool, first released in 2017. Images can be identified via a computer vision model which has been trained on the large database of the observations on iNaturalist. Multiple species suggestions are typically provided with the suggestion that the software guesses to be most likely is at the top of the list. A broader taxon such as a genus or family is commonly provided if the model is unsure of the species. It is trained once or twice a year, and the threshold for species included in the training set has changed over time. It can be difficult for the model to guess correctly if the species in question is infrequently observed or hard to identify from images alone, or if the image submitted has poor lighting, is blurry, or contains multiple subjects. In February 2023, iNaturalist released v2.1 of its computer vision model, which was trained on a new source model which performed significantly better than the previous models trained using a different source model. In April 2025 iNaturalist released an updated app for iOS, changing the original version to "iNaturalist Classic." == Projects == Users have created and contributed to tens of thousands of different projects on iNaturalist. The platform is commonly used to record observations during bioblitzes, which are biological surveying events that attempt to record all the species that occur within a designated area, and a specific project type on iNaturalist. Other project types include collections of observations by location or taxon or documenting specific types of observations such as animal tracks and signs, the spread of invasive species, roadkill, fishing catches, or discovering new species. In 2011, iNaturalist was used as a platform to power the Global Amphibian and Global Reptile BioBlitzes, in which observations were used to help monitor the occurrence and distribution of the world's reptiles and amphibian species. The US National Park Service partnered with iNaturalist to record observations from the 2016 National Parks BioBlitz. That project exceeded 100,000 observations in August 2016. In 2017, the United Nations Environment Programme teamed up with iNaturalist to celebrate World Environment Day.. In 2022, Reef Ecologic teamed up with iNaturalist to celebrate World Oceans Day. === City Nature Challenge === In 2016, Lila Higgins from the Natural History Museum of Los Angeles County and Alison Young from the California Academy of Sciences co-founded the City Nature Challenge (CNC). In the first City Nature Challenge, naturalists in Los Angeles and the San Francisco Bay Area documented over 20,000 observations with the iNaturalist platform. In 2017, the CNC expanded to 16 cities across the United States and collected over 125,000 observations of wildlife in 5 days. The CNC expanded to a global audience in 2018, with 68 cities participating from 19 countries, with some cities using community science platforms other than iNaturalist to participate. In 4 days, over 17,000 people cataloged over 440,000 nature observations in urban regions around the world. In 2019, the CNC once again expanded, with 35,000 parti

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Cowrie (honeypot)

Cowrie is a medium interaction SSH and Telnet honeypot designed to log brute force attacks and shell interaction performed by an attacker. Cowrie also functions as an SSH and telnet proxy to observe attacker behavior to another system. Cowrie was developed from Kippo. == Reception == Cowrie has been referenced in published papers. The Book "Hands-On Ethical Hacking and Network Defense" includes Cowrie in a list of 5 commercial honeypots. === Prior uses === Discussing a honeypot effort called the Project Heisenberg Cloud by Rapid7, Bob Rudis, the company's chief data scientist, told eWEEK, "There are custom Rapid7-developed low- and medium-interaction honeypots used within the framework, along with open-source ones, such as Cowrie." Doug Rickert has experimented with the open-source Cowrie SSH honeypot and wrote about it on Medium. Putting up a simple honeypot isn't difficult, and there are many open-source products besides Cowrie, including the original Honeyd to MongoDB and NoSQL honeypots, to ones that emulate web servers. Some appear to be SCADA or other more advanced applications. === Best practices === Researchers at the SysAdmin, Audit, Network and Security (SANS) institute urged administrators and security researchers to run the latest version of Cowrie on a honeypot to monitor shifts in the type of passwords being scanned for and pattern of attacks on IoT devices. === Discussion and further resources === Attack Detection and Forensics Using Honeypot in an IoT Environment calls Cowrie a "medium interaction honeypot" and describes results from using it for 40 days to capture "all communicated sessions in log files." The book Advances on Data Science also devotes chapter two to "Cowrie Honeypot Dataset and Logging." ICCWS 2018 13th International Conference on Cyber Warfare and Security describes using Cowrie. On the Move to Meaningful Internet Systems: OTM 2019 Conferences includes details of using Cowrie. Splunk, a security tool that can receive information from honeypots, outlines how to set up a honeypot using the open-source Cowrie package.

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