Switch (app)

Switch (app)

Switch was a mobile-only job-matching app that connected candidates directly to hiring managers. Candidates could upload their resumes and connect their social and professional media profiles, but remain anonymous while searching. Users received a daily set of job recommendations that fit their backgrounds and salary criteria, and swipe right to apply. Employers post many jobs on Switch directly, which eliminates the need for third-party job boards and recruiters, and connects job seekers to hiring managers. Switch reveals a candidate’s identity to one employer at a time, only after the candidate matches with that employer. When candidates and employers match, they can chat within the app. Switch is available for iOS, with an Android version in development. == History == === Founding === Yarden Tadmor founded Switch in New York City in January 2014. For the first 10 months, Tadmor funded the company himself. By December 2014, Switch had raised $1.4 million in funding from venture capitals firms Metamorphic Ventures, SG VC, BAM and Rhodium. Tadmor's inspiration for Switch came after being frustrated by his experience both as a job seeker, and also as a supervisor hiring at numerous technology startup companies. Tadmor has said of Switch, “We operate on the five-second resume principle, which is usually the amount of time a recruiter spends on a resume. They scan through the typical data points and move on.” Switch was designed for passive job seekers to browse openings discreetly and connect quickly. Originally, Switch served only the New York metro area technology sector while in early beta, but Tadmor always intended to expand into national coverage. Soon, the company started including all major metropolitan markets across the U.S. In May 2015, Switch announced it would start sourcing tech and media jobs from all the job boards available online. Later in 2015, Switch began to post jobs in smaller urban areas. The company also expanded industries and jobs to include restaurant staff, retail sales, healthcare, nursing and education. Tadmor subsequently founded Livekick, a one-on-one private fitness and yoga instruction company, based in New York. == Operation == In May 2015, Switch reported generating over 400,000 job applications. The company said that nine of the 50 largest websites in the U.S. were using the service. It had grown its customer base to thousands of companies in a few months from launch including Microsoft, Amazon, Facebook, IBM, Yahoo!, eBay, DropBox, SoundCloud, and Wikipedia. John Cline, software development manager at eBay, told ABC’s Good Morning America that Switch is now his “main way of finding new prospective employees.” Switch uses a double opt-in technique, meaning job seekers and employers must both say yes before moving forward. They also use swiping technology and intelligent matching algorithms to connect job seekers and employers. The user experience is different for each group, but the major attraction for both sides is the speed at which they can be connected. === Features === Swipe is a major aspect of the Switch user experience. Job seekers swipe to apply to jobs, or left to pass on positions. Employers respond and swipe right to reciprocate interest, or left to eliminate the candidate. Direct connection between job seekers and employers allows hiring managers and job seekers to start an immediate conversation. Hiring managers can message with job seekers within the app, and both parties can quickly vet one another and decide whether to move forward. Easy profile creation from social media and in-app profile editing helps job seekers focus on finding a job. === Users === Job Seekers can either load their profile manually or pull in professional credentials from social media. They can post validated photos on their Facebook account. Switch’s matching algorithm analyzes the job seeker’s location, experience, and skills to bring them jobs they may be interested in. Job seekers swipe to apply and, if the employer shows interest too, only then does Switch’s system reveal the job seeker’s identity to the corporate recruiter or hiring manager. The job seeker and hiring manager can then chat through the app. Employers behave similarly to job seekers. Hiring managers or corporate recruiters sign up online, add open positions, then view Switch-recommended candidates or wait for job seekers to swipe right. Employers can select relevant job seekers by swiping right on their profiles, then chat directly in the app. === Subscriptions === The app is currently free for users and employers. == Company overview == === Financials === Switch closed out its seed round in May 2015 with $2 million in seed round funding. Investors include Marker VC, Metamorphic, Rhodium, 500 Startups, BAM, SG VC and Marcel Legrand. In a July 2015 interview with Tadmor, he claimed that Switch had raised $2.4 million to date. == Reception == Thanks to its swipe technology and double opt-in make-up, the media often refers to Switch as the Tinder for jobs. Switch has received features in lists and app reviews as an effective tool to improve your digital job search, particularly on the mobile platform. “It’s minimal effort to connect with relevant matches,” said Good Morning America workplace contributor Tory Johnson. “Which is what everybody wants to find.”

Realization (linguistics)

In linguistics, realization is the process by which some kind of surface representation is derived from its underlying representation; that is, the way in which some abstract object of linguistic analysis comes to be produced in actual language. Phonemes are often said to be realized by speech sounds. The different sounds that can realize a particular phoneme are called its allophones. Realization is also a subtask of natural language generation, which involves creating an actual text in a human language (English, French, etc.) from a syntactic representation. There are a number of software packages available for realization, most of which have been developed by academic research groups in NLG. The remainder of this article concerns realization of this kind. == Example == For example, the following Java code causes the simplenlg system [2] to print out the text The women do not smoke.: In this example, the computer program has specified the linguistic constituents of the sentence (verb, subject), and also linguistic features (plural subject, negated), and from this information the realiser has constructed the actual sentence. == Processing == Realisation involves three kinds of processing: Syntactic realisation: Using grammatical knowledge to choose inflections, add function words and also to decide the order of components. For example, in English the subject usually precedes the verb, and the negated form of smoke is do not smoke. Morphological realisation: Computing inflected forms, for example the plural form of woman is women (not womans). Orthographic realisation: Dealing with casing, punctuation, and formatting. For example, capitalising The because it is the first word of the sentence. The above examples are very basic, most realisers are capable of considerably more complex processing. == Systems == A number of realisers have been developed over the past 20 years. These systems differ in terms of complexity and sophistication of their processing, robustness in dealing with unusual cases, and whether they are accessed programmatically via an API or whether they take a textual representation of a syntactic structure as their input. There are also major differences in pragmatic factors such as documentation, support, licensing terms, speed and memory usage, etc. It is not possible to describe all realisers here, but a few of the emerging areas are: Simplenlg [3]: a document realizing engine with an api which intended to be simple to learn and use, focused on limiting scope to only finding the surface area of a document. KPML [4]: this is the oldest realiser, which has been under development under different guises since the 1980s. It comes with grammars for ten different languages. FUF/SURGE [5]: a realiser which was widely used in the 1990s, and is still used in some projects today OpenCCG [6]: an open-source realiser which has a number of nice features, such as the ability to use statistical language models to make realisation decisions.

Protecting Kids From Social Media Act

Protecting Kids on Social Media Act or HB 1891 is an American law that was introduced by William Lamberth of Sumner County, Tennessee and was signed into law by Tennessee's governor on May 2, 2024. The bill requires social media websites such as X, YouTube, TikTok, Facebook and others to verify the age of users and if those users are under 18, they must have parental consent. == Progress == The law passed the Tennessee State Legislature with little opposition: the bill had only two no votes in the House from Aftyn Behn and Vincent B. Dixie, and it had zero no votes in the Senate. == Bill summary == Every social media company must verify the age of new users after the law takes effect, and if the user had created an account before the law took effect, they must verify the age of the person attempting to access the account within 14 days. If the new user or the user who originally owned an account is under 18 years of age, they must get parental consent and the third party or social media company must not retain the data from the age verification process or obtaining parental consent. Parents who are account holders of those under 18 can view the privacy settings, set daily time restrictions, and implement breaks during which the minor cannot access the account. The law is enforced by the Attorney General of Tennessee and went into effect on January 1, 2025. == Lawsuit == On October 3, 2024, the trade association NetChoice filed a lawsuit against Tennessee Attorney General Jonathan Skrmetti in the Middle District Court of Tennessee, claiming that the law violates the First Amendment. The Judge for the case is William L. Campbell Jr. An initial case management conference was originally scheduled for December 4, 2024, however it was delayed because of the Supreme Court case United States v. Skrmetti, recommending that the conference be delayed after January 20, 2025. On February 14, 2025, Judge Eli Richardson denied NetChoice's motion for a temporary restraining order because it would disrupt the status quo of the case.

Internet Security Alliance

Internet Security Alliance (ISA) was founded in 2001 as a non-profit collaboration between Carnegie Mellon University's CyLab and Electronic Industries Alliance, a federation of trade associations. The Internet Security Alliance is focused on cyber security, acting as a forum for information sharing and leadership on information security, and lobbying for corporate security interests. == International operations == The Internet Security Alliance operates with a global membership to provide international security for its partners. The organization's membership includes companies located on four continents, and the Executive Committee always includes at least one non-U.S.-based company. The Internet Security Alliance believes that international communication is crucial for long-term greater information security, as it allows for a more realistic approach to addressing the many challenges faced by users of the Internet. == Publications == Published in 2009, The Financial Impact of Cyber Risk is the first known guidance document to attempt to approach the financial impact of cyber risks from the perspective of core business functions. It claims to provide guidance to CFOs and their colleagues responsible for legal issues, business operations and technology, privacy and compliance, risk assessment and insurance, and corporate communications.

Social network game

A social network game (sometimes simply referred to as a social media game, social gaming, or online social game) is a type of online game that is played through social networks or social media. They typically feature gamification systems with multiplayer gameplay mechanics. Social network games were originally implemented as browser games. As mobile gaming took off, the games moved to mobile as well. While they share many aspects of traditional video games, social network games often employ additional ones that make them distinct. Traditionally they are oriented to be social games and casual games. The first cross-platform "Facebook-to-Mobile" social network game was developed in 2011 by a Finnish company Star Arcade. Social network games are amongst the most popular games played in the world, with several products with tens of millions of players. (Lil) Green Patch, Happy Farm, and Mob Wars were some of the first successful games of this genre. FarmVille, Mafia Wars, Kantai Collection, and The Sims Social are more recent examples of popular social network game. Major companies that made or published social network games include Zynga, Wooga and Bigpoint Games. == Demographics == As of 2010, it was reported that 55 percent of the social network gaming demographic in the United States consisted of women while in the United Kingdom, women made up nearly 60 percent of the demographic. In addition, most social gamers were around the 30 to 59 age range, with the average social gamer being 43 years old. Social gaming may appeal more to the older demographic because it is free, easier to advance through in a short period, does not involve as much violence as traditional video games, and is easier to grasp. Other games target certain demographics that use social media, such as Pot Farm creating a community by involving elements of cannabis subculture in its gameplay. == Technology and platforms == A social network video game is a client-server application. The client in the web era was implemented with a mix of web technologies like Flash, HTML5, PHP and JavaScript. When mobile games moved to mobile, social game front ends were developed using mobile platform technologies like Java, Objective-C, Swift and C++. The back end was a mix of programming languages and systems, including PHP, Ruby, C++ and go. Where social network video games diverged from traditional game development was the combination of real-time analytics to continuously optimize game mechanics to drive growth, revenue, and engagement. == Distinct features == The following table outlines common characteristics of social games, mentioned by Björk at the 2010 GCO Games Convention Online: A social network game may employ any of the following features: asynchronous gameplay, which allows rules to be resolved without needing players to play at the same time. gamification, which video game mechanics such as achievements and points are applied to those experienced when playing games in order to motivate and engage users. community, as one of the most distinct features of social video games is in leveraging the player's social network. Quests or game goals may only be possible if a player "shares" with friends connected by the social network hosting the game or gets them to play, as well as "neighbors" or "allies". a lack of victory conditions: there are generally no victory conditions since most developers count on users playing their games often. The game never ends and no one is ever declared winner. Instead, many casual games have "quests" or "missions" for players to complete. This is not true for board game-like social games, such as Scrabble. a virtual currency which players usually must purchase with real-world money. With the in-game currency, players can buy upgrades that would otherwise take much longer to earn through in-game achievements. In many cases, some upgrades are only available with the virtual currency. == Engagement strategies == Since social network games are often less challenging than console games and they have relatively shorter game play, they use different techniques to stretch game play and tools to retain users. Continuous goals: The games assign specific goals for users to achieve. As they advance in the game, the goals become more challenging and time-consuming. They also provide frequent feedback with their performance. Every action will translate towards a certain goal that will be used to attain higher gaming capitals. Gaming capitals: Players are encouraged to earn different badges, trophies, and accolades that indicate their progress and accomplishments. Some achievements are unlocked just by advancing in the game while others may significantly alter the rationale behind the game and require extensive investment from players. The ways of gaining gaming capital are not limited to playing games but the games-related productive activities that are appreciated in the player's social circle too. By accumulating gaming capitals, they provide an intrinsic benefit to gamers as there is an avenue to boost their accomplishment and showcase their expertise of the game. The achievements are visible to their network of friends. Gaming capitals are a way for developers to increase replay value provides extended play time, and players get more value from the game. Motivation for collecting gaming capitals: 1. Legitimization: refers to society's willingness to approve or condone certain behavior. Collecting is about channeling one's materialistic desires into more meaningful pursuits. Game achievements serve a similar purpose, allowing players to justify the hours spent playing the game. 2. Self-extension: Gathering and controlling meaningful objects or experiences can work to gain one an improved sense of self. The collector's goal to complete a collection is symbolically about completing the self too. Events timed to real world: Popular games such as Dragon City and Wild Ones require users to wait a certain time period before their "energy bars" replenish. Without energy, they are unable to conduct any form of action. Gamers are forced to wait and return after their energy replenishes to continue playing. == Monetization == Social network games frequently monetize based on virtual good transactions, but other games are emerging that utilize newer economic models. === Virtual goods === Gamers will be able to purchase in game items like power-ups, avatar accessories, or decorative items users purchase within the game itself. This is realized by monetize products that do not technically exist. Virtual goods account for over 90% of all revenue generated by the world's top social game developers. Designers optimize user experience through additional gameplay, missions, and quests, without having to worry about overhead or unused stock. == Advertising == The following are common ways of advertising in social network games: === Banner advertisements === As banner ads within social networks tend to be where ad response is low, they tend to be priced at bottom-of-the-barrel CPMs of around $2. However, because social games generate so many page views, they are the biggest part of advertising revenue for the social gaming industry. === Video ads === Videos are the ad format with the most revenue per view. They tend to be higher-priced, either by CPMs ($35+ CPM in social games) or cost-per-completed-view. According to studies, video ads result in highest brand recall thus a good return on investment for advertisers. Video ads are shown either in in-game interstitials (e.g. when the game is loading a new screen) or through incentive-based advertising, i.e. you will get either an in-game reward or Facebook credits for watching an advertisement. === Product placement === A brand or product will be injected in a game in some way. Due to the variety of ways in which product placement can be accomplished in any media, and because the category is nascent, this category is not standardized at all, but some examples include branded in-game goods or even in-game quests. For example, in a game where you run a restaurant, you might be asked to collect ingredients to make a Starbucks Frappuccino, and receive in-game rewards for doing so. As these product placement deals are non-standard, they are largely charged with a production fee, which can be $350,000 to $750,000 depending on the type of placement and the popularity of the game. === Lead generation offers === Another form of advertising that is prevalent in many social games are lead generation offers. In this form of advertising, companies, usually from different industries, aim to convince players to sign up for their goods or services and in exchange, players will receive virtual gifts or advance in the game as a reward. === Sponsorship === ==== White label games ==== Applications that are built once, then individualized and licensed again and again. Developer can create a quality app focused on fun while leaving the edge

Kinematic chain

In mechanical engineering, a kinematic chain is an assembly of rigid bodies connected by joints to provide constrained motion that is the mathematical model for a mechanical system. As the word chain suggests, the rigid bodies, or links, are constrained by their connections to other links. An example is the simple open chain formed by links connected in series, like the usual chain, which is the kinematic model for a typical robot manipulator. Mathematical models of the connections, or joints, between two links are termed kinematic pairs. Kinematic pairs model the hinged and sliding joints fundamental to robotics, often called lower pairs and the surface contact joints critical to cams and gearing, called higher pairs. These joints are generally modeled as holonomic constraints. A kinematic diagram is a schematic of the mechanical system that shows the kinematic chain. The modern use of kinematic chains includes analysis of Linkages (mechanical), compliance that arises from flexure joints in precision mechanisms, link compliance in compliant mechanisms and micro-electro-mechanical systems, and cable compliance in cable robotic and tensegrity systems. == Mobility formula == The degrees of freedom, or mobility, of a kinematic chain is the number of parameters that define the configuration of the chain. A system of n rigid bodies moving in space has 6n degrees of freedom measured relative to a fixed frame. This frame is included in the count of bodies, so that mobility does not depend on link that forms the fixed frame. This means the degree-of-freedom of this system is M = 6(N − 1), where N = n + 1 is the number of moving bodies plus the fixed body. Joints that connect bodies impose constraints. Specifically, hinges and sliders each impose five constraints and therefore remove five degrees of freedom. It is convenient to define the number of constraints c that a joint imposes in terms of the joint's freedom f, where c = 6 − f. In the case of a hinge or slider, which are one-degree-of-freedom joints, have f = 1 and therefore c = 6 − 1 = 5. The result in general where d {\displaystyle d} is the degrees of freedom for the mobility of a kinematic chain formed from n moving links and j joints each with freedom fi, i = 1, 2, …, j, is given by M = d n − ∑ i = 1 j ( d − f i ) = d ( N − 1 − j ) + ∑ i = 1 j f i {\displaystyle M=dn-\sum _{i=1}^{j}(d-f_{i})=d(N-1-j)+\sum _{i=1}^{j}f_{i}} Where N is the total number of links and includes the fixed link. Spacial linkages used d = 6 {\displaystyle d=6} and planar linkages use d = 3 {\displaystyle d=3} . This result is known as the Chebychev–Grübler–Kutzbach criterion. == Analysis of kinematic chains == The constraint equations of a kinematic chain couple the range of movement allowed at each joint to the dimensions of the links in the chain, and form algebraic equations that are solved to determine the configuration of the chain associated with specific values of input parameters, called degrees of freedom. The constraint equations for a kinematic chain are obtained using rigid transformations [Z] to characterize the relative movement allowed at each joint and separate rigid transformations [X] to define the dimensions of each link. In the case of a serial open chain, the result is a sequence of rigid transformations alternating joint and link transformations from the base of the chain to its end link, which is equated to the specified position for the end link. A chain of n links connected in series has the kinematic equations, [ T ] = [ Z 1 ] [ X 1 ] [ Z 2 ] [ X 2 ] ⋯ [ X n − 1 ] [ Z n ] , {\displaystyle [T]=[Z_{1}][X_{1}][Z_{2}][X_{2}]\cdots [X_{n-1}][Z_{n}],\!} where [T] is the transformation locating the end-link—notice that the chain includes a "zeroth" link consisting of the ground frame to which it is attached. These equations are called the forward kinematics equations of the serial chain. Kinematic chains of a wide range of complexity are analyzed by equating the kinematics equations of serial chains that form loops within the kinematic chain. These equations are often called loop equations. The complexity (in terms of calculating the forward and inverse kinematics) of the chain is determined by the following factors: Its topology: a serial chain, a parallel manipulator, a tree structure, or a graph. Its geometrical form: how are neighbouring joints spatially connected to each other? Explanation Two or more rigid bodies in space are collectively called a rigid body system. We can hinder the motion of these independent rigid bodies with kinematic constraints. Kinematic constraints are constraints between rigid bodies that result in the decrease of the degrees of freedom of rigid body system. == Synthesis of kinematic chains == The constraint equations of a kinematic chain can be used in reverse to determine the dimensions of the links from a specification of the desired movement of the system. This is termed kinematic synthesis. Perhaps the most developed formulation of kinematic synthesis is for four-bar linkages, which is known as Burmester theory. Ferdinand Freudenstein is often called the father of modern kinematics for his contributions to the kinematic synthesis of linkages beginning in the 1950s. His use of the newly developed computer to solve Freudenstein's equation became the prototype of computer-aided design systems. This work has been generalized to the synthesis of spherical and spatial mechanisms.

Data verification

Data verification is a process in which different types of data are checked for accuracy and inconsistencies after data migration is done. In some domains it is referred to Source Data Verification (SDV), such as in clinical trials. Data verification helps to determine whether data was accurately translated when data is transferred from one source to another, is complete, and supports processes in the new system. During verification, there may be a need for a parallel run of both systems to identify areas of disparity and forestall erroneous data loss. Methods for data verification include double data entry, proofreading and automated verification of data. Proofreading data involves someone checking the data entered against the original document. This is also time-consuming and costly. Automated verification of data can be achieved using one way hashes locally or through use of a SaaS based service such as Q by SoLVBL to provide immutable seals to allow verification of the original data.