Child Sexual Abuse & Exploitation Social Media Library
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Uila Supported Apps
Uila Supported Applications and Protocols updated Oct 2020 Application/Protocol Name Full Description 01net.com 01net website, a French high-tech news site. 050 plus is a Japanese embedded smartphone application dedicated to 050 plus audio-conferencing. 0zz0.com 0zz0 is an online solution to store, send and share files 10050.net China Railcom group web portal. This protocol plug-in classifies the http traffic to the host 10086.cn. It also 10086.cn classifies the ssl traffic to the Common Name 10086.cn. 104.com Web site dedicated to job research. 1111.com.tw Website dedicated to job research in Taiwan. 114la.com Chinese web portal operated by YLMF Computer Technology Co. Chinese cloud storing system of the 115 website. It is operated by YLMF 115.com Computer Technology Co. 118114.cn Chinese booking and reservation portal. 11st.co.kr Korean shopping website 11st. It is operated by SK Planet Co. 1337x.org Bittorrent tracker search engine 139mail 139mail is a chinese webmail powered by China Mobile. 15min.lt Lithuanian news portal Chinese web portal 163. It is operated by NetEase, a company which 163.com pioneered the development of Internet in China. 17173.com Website distributing Chinese games. 17u.com Chinese online travel booking website. 20 minutes is a free, daily newspaper available in France, Spain and 20minutes Switzerland. This plugin classifies websites. 24h.com.vn Vietnamese news portal 24ora.com Aruban news portal 24sata.hr Croatian news portal 24SevenOffice 24SevenOffice is a web-based Enterprise resource planning (ERP) systems. 24ur.com Slovenian news portal 2ch.net Japanese adult videos web site 2Shared 2shared is an online space for sharing and storage. -
Social Media Report By
Social GWI’s flagship report on the latest trends in social media 04 Discover our data Methodology 06 Key insights & definitions 08 The psychology of social media All figures in this report are drawn from GWI’s May-November 2020, which are carried out in – how has the pandemic enhanced or online research among internet users aged the U.S. and UK only. Our September Zeitgeist altered key attitudes toward social media? 16-64. We only interview respondents aged study is the only exception, as it covers the 16-64 and our figures are representative of the following 7 countries: Brazil, China, France, 14 Tracking time spent online populations of each market, not its total Germany, India, UK, and the U.S. – are we spending as long on social population. Note that in many markets in Latin sites as we did during lockdowns? America, the Middle-East and Africa, and the Throughout this report we refer to indexes. Asia-Pacific region, low internet penetration Indexes are used to compare any given group 22 Lining up the leading platforms rates can mean online populations are more against the average (1.00), which unless oth- In this – which platforms have seen recent young, urban, affluent and educated than the erwise stated refers to the global average. For increases or drops in popularity? total population. example, an index of “1.20” means that a given group is 20% above the global average, and an report 30 Keeping tabs on behavioral trends Each year, GWI interviews over 688,000 internet index of “0.80” means that an audience is 20% – how have online social behaviors fluctuated users aged 16-64 via an online questionnaire for below the global average. -
Dating App 20140708.Key
From ‘Like’ to Love: How Brands Can Woo Users on Messaging and Dating Apps 7/10/14 Dating goes digital The generation accustomed to communicating at all times is coming of age and bringing the same attitude to their romantic lives. ! “ I think in the time I was in a relationship, all dating communication went exclusively to text. You can’t call anybody anymore. If you call someone, they’re like ‘What? Are you on fire? Then quit wasting my time. Text me that [stuff].’” – Aziz Ansari, Comedian Credit: Comedy Central © 2013 IPG Media Lab. Proprietary & Confidential 2 We heart mobile dating apps Online dating services and apps are an increasingly common way to meet potential mates: • 1 in 3 single Americans have used an online dating service • 1 in 6 couples married in the last three years met online ! Graph Sources: marketingland.com/founders-whisper-tinder-75424; www.internetlivestats.com ! ! Sources: www.pewinternet.org/2013/10/21/online-dating-relationships/ cp.match.com/cppp/media/CMB_Study.pdf © 2013 IPG Media Lab. Proprietary & Confidential 3 Dating apps moved to mobile as messaging apps began to proliferate © 2013 IPG Media Lab. Proprietary & Confidential 4 But it’s not just dating apps Dating apps, social networks, and messaging apps are blurring as people seek, create, and document new relationships: • Glimpse connects people based on their Instagram photos • LinkedUp turns the professional site into a dating platform • Kik users share usernames instead of digits on multiple platforms © 2013 IPG Media Lab. Proprietary & Confidential 5 What’s going on here? As we noted in our white paper on Messaging Apps , messaging platforms are fighting for consumers and introducing new features to increase audience engagement. -
Facebook Dating Application
Facebook Dating Application A Business Plan by Koen Heine, Alex Paninder & Fai Nopsuwanwong Idea: A Facebook dating application that will revolutionize the way people meet and date on the Internet. By choosing a superior business model, our company will outperform our competitors and change the faith of single people forever. This business plan is confidential. Business idea in itself or information from this description may not be used, reproduced or made available to third parties without the prior written permission of Koen Heine. 5/4/2011 Final Hand in –Entrepreneurship Program Facebook Dating Application Executive Summary The Internet is becoming an increasingly big part of our lives. We read the news, discover new music, watch video clips and communicate with social contacts. Meeting a romantic partner is a logical extension of the technology. This is where dating websites come in. However, research has shown that while people spend a lot of time on these websites, they are dissatisfied with the payoff. Despite the problems with current online dating solutions, the industry is estimated to be worth about $3-4 billion a year. The business model of choice for existing websites can be separated in monthly subscriptions and free dating sites that make money through advertising. According to competitive research by OkCupid, men are usually the contact initiator. On the paid dating website eHarmony, a man can expect a reply only 30% of the time, mainly because the receiving woman is not a paying member and is unable to reply. Scholarly research on a major American dating websites finds that women reply only 15.9% of the time. -
An Empirical Analysis of Online Dating∗
What Makes You Click: An Empirical Analysis of Online Dating¤ GÄunter J. Hitsch Ali Horta»csu Dan Ariely University of Chicago University of Chicago MIT Graduate School of Business Department of Economics Sloan School of Management January 2005 Abstract This paper uses a novel data set obtained from a major online dating service to draw inferences on mate preferences and the match outcomes of the site users. The data set contains detailed information on user attributes such as income, education, physique, and attractiveness, as well as information on the users' religion, political inclination, etc. The data set also contains a detailed record of all online activities of the users. In particular, we know whether a site member approaches a potential mate and receives a reply, and we have some limited information on the content of the exchanged e-mails. A drawback of the data set is that we do not observe any \o²ine" activities. We ¯rst compare the reported demographic characteristics of the site users to the characteristics of the population-at-large. We then discuss the conditions under which the user's observed behavior reveals their mate preferences. We estimate these preferences and relate them to own and partner attributes. Finally, we predict the equilibrium structure of matches based on the preference estimates and a simple matching protocol, and compare the resulting sorting along attributes such as income and education to observed online matches and actual marriages in the U.S. ¤We thank Babur De los Santos, Chris Olivola, and Tim Miller for their excellent research assistance. Seminar participants at the Choice Symposium in Estes Park, Northwestern University, the 2004 QME Conference, the University of Chicago, and the Stanford GSB provided valuable comments. -
Regulation OTT Regulation
OTT Regulation OTT Regulation MINISTRY OF SCIENCE, TECHNOLOGY, INNOVATIONS AND COMMUNICATIONS EUROPEAN UNION DELEGATION TO BRAZIL (MCTIC) Head of the European Union Delegation Minister João Gomes Cravinho Gilberto Kassab Minister Counsellor - Head of Development and Cooperation Section Secretary of Computing Policies Thierry Dudermel Maximiliano Salvadori Martinhão Cooperation Attaché – EU-Brazil Sector Dialogues Support Facility Coordinator Director of Policies and Sectorial Programs for Information and Communication Asier Santillan Luzuriaga Technologies Miriam Wimmer Implementing consortium CESO Development Consultants/FIIAPP/INA/CEPS Secretary of Telecommunications André Borges CONTACTS Director of Telecommunications Services and Universalization MINISTRY OF SCIENCE, TECHNOLOGY, INNOVATIONS AND COMMUNICATIONS Laerte Davi Cleto (MCTIC) Author Secretariat of Computing Policies Senior External Expert + 55 61 2033.7951 / 8403 Vincent Bonneau [email protected] Secretariat of Telecommunications MINISTRY OF PLANNING, DEVELOPMENT AND MANAGEMENT + 55 61 2027.6582 / 6642 [email protected] Ministry Dyogo Oliveira PROJECT COORDINATION UNIT EU-BRAZIL SECTOR DIALOGUES SUPPORT FACILITY Secretary of Management Gleisson Cardoso Rubin Secretariat of Public Management Ministry of Planning, Development and Management Project National Director Telephone: + 55 61 2020.4645/4168/4785 Marcelo Mendes Barbosa [email protected] www.sectordialogues.org 2 3 OTT Regulation OTT © European Union, 2016 Regulation Responsibility -
Social Media & Copyright Infringement
Tweet Takers & Instagram Fakers: Social Media & Copyright Infringement Caroline Russ* I. INTRODUCTION ................................................................................. 205 II. THE SOCIAL MEDIA LANDSCAPE ..................................................... 207 A. Instances of Infringement ................................................. 207 B. Social Media Platforms at Issue ....................................... 209 III. LEGAL BACKGROUND & ANALYSIS ................................................ 211 A. The Foundation of Copyright Law ................................... 211 B. The Digital Millennium Copyright Act ............................. 214 C. Current Case Law and Court Findings ............................ 218 IV. RECOMMENDATION & CONCLUSION ............................................... 222 I. INTRODUCTION Social media is ubiquitous. There are more than 3.499 billion active social media users across hundreds of different platforms.1 The average person uses 7.6 social media accounts and spends 142 minutes a day on social media.2 Moreover, brands and companies rely on social media (e.g., Instagram, Twitter, Facebook, etc.) to drive site traffic and boost revenues. Reports estimate that “91% of retail brands use 2 or more social media channels,” while “81% of all small and medium businesses use some kind of social platform.”3 Social media users unknowingly face a litany of legal issues when they post content online, including copyright infringement. Users that merely link or share articles, pictures, or memes may actually be infringing on copyrighted content.4 As a result of social media, more copyright * © 2020 Caroline Russ. Managing Editor, Volume 22, Tulane Journal of Technology and Intellectual Property. J.D. candidate 2020, Tulane University Law School; B.A. cum laude 2014, American Studies, Cornell University. The author would like to thank her family and friends for their support and encouragement and the members of the Tulane Journal of Technology and Intellectual Property for their hard work and dedication. -
When Harry Met Tinder: Security Analysis of Dating Apps on Android
When Harry Met Tinder: Security Analysis of Dating Apps on Android B Kuyju Kim, Taeyun Kim, Seungjin Lee, Soolin Kim, and Hyoungshick Kim( ) Department of Computer Science and Engineering, Sungkyunkwan University, Suwon, Republic of Korea {kuyjukim,taeyun1010,jine33,soolinkim,hyoung}@skku.edu Abstract. As the number of smartphone users has increased, so has the popularity of dating apps such as Tinder, Hinge, Grindr and Bumbler. At the same time, however, many users have growing privacy concerns about these applications disclosing their sensitive and private informa- tion to other service providers and/or strangers. This is particularly exac- erbated due to the nature of dating apps requiring access to users’ per- sonal contents such as chat messages, photos, video clips and locations. In this paper, we present an analysis of security and privacy issues in popular dating apps on Android. We carefully analyze the possibility of software vulnerabilities on the five most popular dating apps on Android through network traffic analyses and reverse engineering techniques for each dating app. Our experiment results demonstrate that user creden- tial data can be stolen from all five applications; three apps may lead to the disclosure of user profiles, and one app may lead to the disclosure of chat messages. Keywords: Dating application · Privacy · Vulnerability · Android 1 Introduction As the number of smartphone users has increased, online dating apps (e.g., Tinder1, Amanda2, Glam3, DangYeonsi4 and Noondate5) on smartphones have become increasingly popular. In 2017, for example, Tinder, which is one of the most popular dating apps, acquired more than 50 million users [5]. The revenue of the “online dating” industry may reach as much as 1.3 billion USD in 2018. -
Data from Sensortower
Q4 2019 Store Intelligence Data Digest © 2020 Sensor Tower Inc. - All Rights Reserved Executive Summary: Highlights Worldwide app downloads totaled 28.7 billion in The biggest story of Q4 2019 was the launch of 4Q19, a 4.7% year-over-year increase. 2019 full Disney+, which quickly became the top year downloads grew 9.1% to 114.9B, including downloaded app in the U.S. It had more than 30 30.6B on the App Store and 84.3 from Google Play. million U.S. downloads in the quarter. For the first time in more than five years, Google TikTok ended the year as the No. 2 app by global passed Facebook to become the top mobile downloads behind WhatsApp. India was publisher by worldwide downloads. It had 841M responsible for nearly 45% of TikTok’s first-time first-time downloads in 4Q19, up 27.6% Y/Y. downloads in 2019. 2 © 2020 Sensor Tower Inc. - All Rights Reserved Table of Contents: Topics Covered The Q4 2019 Store Intelligence Data Digest offers analysis on the latest mobile trends: Top Charts for the Quarter 2019 Year in Review 5. Market Overview: 36. Top Categories: 43. 2019 Year in Review: Worldwide year-over-year download A look at year-over-year growth for the Top apps, games, publishers, new apps, growth for the App Store and Google Play top categories on both app stores and new games globally in 2019 6. Top Apps: 39. Top Countries: 51. Disney+: Top non-game apps globally, in the U.S., The countries that had the most installs A look at where Disney+’s launch places it and in Europe in the quarter and a look at Y/Y growth among top SVOD apps in the U.S. -
3.1 What Is the Restaurant Game?
Learning Plan Networks in Conversational Video Games by Jeffrey David Orkin B.S., Tufts University (1995) M.S., University of Washington (2003) Submitted-to the Program in Media Arts and Sciences in partial fulfillment of the requirements for the degree of Master of Science at the MASSACHUSETTS INSTITUTE OF TECHNOLOGY August 2007 © Massachusetts Institute of Technology 2007. All rights reserved. A uthor ........................... .............. Program in Media Arts and Sciences August 13, 2007 C ertified by ...................................... Associate Professor Thesis Supervisor Accepted by................................... Deb Roy 1 6lsimnhairperson, Departmental Committee on Graduate Students QF TECHNOLOGY SEP 14 2007 ROTCH LIBRARIES 2 Learning Plan Networks in Conversational Video Games by Jeffrey David Orkin Submitted to the Program in Media Arts and Sciences on August 13, 2007, in partial fulfillment of the requirements for the degree of Master of Science Abstract We look forward to a future where robots collaborate with humans in the home and workplace, and virtual agents collaborate with humans in games and training simulations. A representation of common ground for everyday scenarios is essential for these agents if they are to be effective collaborators and communicators. Effective collaborators can infer a partner's goals and predict future actions. Effective communicators can infer the meaning of utterances based on semantic context. This thesis introduces a computational cognitive model of common ground called a Plan Network. A Plan Network is a statistical model that provides representations of social roles, object affordances, and expected patterns of behavior and language. I describe a methodology for unsupervised learning of a Plan Network using a multiplayer video game, visualization of this network, and evaluation of the learned model with respect to human judgment of typical behavior. -
Qeep Is a Social-Networking Application for Mobile Phones, Which Has Been Available Since Late 2006
FACTS & STATS Qeep is a social-networking application for mobile phones, which has been available since late 2006. Qeep’s many features help friends “qeep” in touch however they want, wherever they are. Friends on Qeep have fun with our live games, which they can play from anywhere and in real-time with any online Qeeper – even one on the other side of the world. This is the only time when someone from California can play battleships with someone in Indonesia on their mobile, without even paying international data fees. We also proudly offer our patented “Sound Attacks,” with which friends seize control of each other’s phones by blasting them with sounds that play without warning – kind of like a ringtone chosen by the caller. With our photoblogging system, users can upload an unlimited online photo album from their mobile phones. Rather than sharing their pictures through individual – and expensive – picture messages, friends can display all their adventures in their photoblogs, which are linked to their Qeep profiles. This way, friends can always “qeep” up with one another from anywhere, even on vacation while hiking up a mountain. In March 2015, Qeep has hit the 35 million user mark and more than 20,000 users are joining every day. Qeep can be downloaded for free at www.qeep.net or via WAP portal at wap.qeep.net. In addition, Qeep’s Android version can be downloaded for free from the Google Play Store. Any Internet-ready mobile phone that supports Java MIDP 2.0 or at least Android 2.3 is Qeep-compatible. -
The Impacts of Social Media on Adolescents of Our Society: a Case Study of the Liyari Town Karachi
Pak. Journal of Int’L Affairs, Vol 4, Issue 1 (2021) The Impacts of Social Media on Adolescents … The Impacts of Social Media on Adolescents of our Society: A Case Study of the Liyari Town Karachi Dr. Juliana Usman Wachani Research Scholar Department of Political Science University of Karachi [email protected] Prof. Dr. Sameena Saeed Department of Political Science University of Karachi [email protected] Itrat Batool Research Scholar Department of Urdu [email protected] Abstract: Social Media has brought drastic change in the life of the people. It has provided platform and bulk of information to them. But at the same time it has imparted negative impacts on adolescents in their different aspects of social life. This study aims to discover the impacts of social media on moral values, language and social relations of adolescents which have been deteriorated due to their frenzy involvement in various applications of social media. For the purpose of study a sample of five males and five females’ adolescents was selected between the ages of 10 to 19 years old, of the schools and colleges of the Liyari Town of Karachi City. The nature of research study is qualitative. Following this, some male and female adolescents were interviewed by open ended questions and their responses were recorded as findings of the study. Key words: Social Media, impacts, adolescents, Liyari Town 699 Pak. Journal of Int’L Affairs, Vol 4, Issue 1 (2021) The Impacts of Social Media on Adolescents … Introduction: The importance of social media in this modern technology cannot be overlooked.