Press Release
CryptoNote protocol-based e-cash system —MKEcoin (Monke Coin)

The successful application of Bitcoin as the first point-to-point transmission electronic cash model. Compared with legal currency, Bitcoin does not have a centralized issuer, but is generated by the calculation of network nodes. Anyone can participate in the manufacture of Bitcoin, circulate around the world, buy and sell on any computer connected to the Internet.
The original Bitcoin was just a few thousand lines of code, and the value was not reflected, but because of its decentralization and encryption, it was essentially an anti-inflation currency, because of its decentralized “mining” incentive mechanism. Coupled with the inherent scarcity of Bitcoin and the 21 million Bitcoin output cap, many people and even institutions regard Bitcoin as hard currency. This means that internal monetary policy is driving the purchasing power of Bitcoin. On the other hand, Bitcoin’s biggest innovation is the application of blockchain technology, each block representing transactions in a Bitcoin network. The more blocks, the longer the trading time, thus forming a “chain “, although this” chain “has no actual commercial value, but because of the decentralization of value demand continues to increase, prices also rise with the water.
As technology advances, it’s not a problem to replicate any more Bitcoin networks, but so far no blockchain network has been able to match Bitcoin. A lot of facts have proved that blockchain networks in the digital economy, if separated from commercial applications, mean that bubbles are made purely. The strong have been established since ancient times, and only “killer apps” can shake Bitcoin’s position, although there are inevitable defects, but it will not affect its value at all, unless emerging technologies break the balance and make this decentralized environment no longer exist, But this is not impossible, plus Bitcoin in the transaction confirmation time is slow, poor value support and other hard injuries. There is no credit endorsement from any government or institution behind Bitcoin, which is prone to deflation with obvious market ups and downs. In terms of vision, it is already a bit contrary to the initial anti-inflationary heart, and it is difficult to realize commercial applications. The contribution to the development of digital economy is insignificant. Therefore, we think that in the development mechanism of digital economy, it is more effective to introduce a new application than to permanently repair the original application without a block chain network with commercial applications. MKEcoin (Monke Coin) is also born on this demand.
MKEcoin is a subchain technique based on Monero CryptoNote protocols. MKEcoin effectively inherits the privacy, decentralization and extensibility of the main chain Monero, and its powerful expansibility alleviates the storage pressure of the main chain. With its custom DPOS consensus mechanism, it meets the needs of more DAPP and other commercial applications in the future.
MKEcoin based on CryptoNote protocols, significant algorithm differences blur blockchain transactions, focusing on private and censored boycott transactions, transactions are confidential and untraceable to ensure user information security for each transaction. CryptoNote is an application layer protocol that supports a variety of decentralized, privacy-oriented digital currencies. Its goal is to become the evolution of ideas behind Bitcoin.
Different from Bitcoin, CryptoNote transactions can not display the way money is sent or received through block links. The approximate number of transactions can be known, but the sender, receiver and actual number can not be known. the only information available is that the actual quantity is lower than the quantity shown. the only person accessing the entire dataset about a transaction is the sender or receiver of the transaction and the person with one or two secret keys; another significant difference is the CryptoNote hash-based workload proof algorithm. Bitcoin is used SHA256, It is CPU binding function. this means that participants (miners) are only limited by their computational speed, and it is relatively cheap to create dedicated integrated circuit (ASIC) devices, which will have a hash per unit of currency over the normal computer. CryptoNote use memory binding functions CryptoNight, can not easily pipeline production.
MKEcoin sub-chain technology realizes the scalability of block chain system and provides a feasible solution to block chain fragmentation. MKEcoin subchain derived from the main chain platform with independent functions of the block chain. These subchains can not exist alone and must be run through the infrastructure provided by the main chain, so the subchain inherits all the attributes of the main chain.
A significant feature of MKEcoin subchains is the ability to define their own consensus approach and execution modules. Far from being limited to the different consensus modes of the main chain, the consensus mode of the sub-chain can be POW ,PBFT ,POS ,DPOS, even the consensus mode that different industries can define themselves. Of course, the user must define the consensus engine separately to implement the task under the custom consensus mechanism. There are several advantages to this :1. The function of the subchain is greatly enriched in a flexible way. The function of the sub-chain is not only limited to the scope of intelligent contract processing, but also increases the practicability. 2. can make full use of MKEcoin main chain to quickly deploy subchains with new functions without the need to maintain the nodes needed for a separate block chain and the cost of attracting new users to participate. 3. the difficulty of deploying subchains is greatly reduced, we only need to write subchain consensus and execution module.
MKEcoin unique custom consensus mechanism and execution module, according to the needs of the application scene, quickly form a consensus module to achieve its commercial value, and MKEcoin the block speed is independent, not limited by the public chain, Can customize block speed according to application requirements to meet transaction fluency and balance.
MKEcoin sub-chain technology can not only be used as a DAPP support platform to build complex application scenarios, but also can be deployed as a common service platform to provide specific services for other sub-chains or DAPP. MKEcoin realizes the cross-chain transaction with other block chains, and more broadly, realizes the communication between block chains and other networks, forming the interconnection of all things.
About Author
Disclaimer: The views, suggestions, and opinions expressed here are the sole responsibility of the experts. No Digi Observer journalist was involved in the writing and production of this article.
Press Release
Bali Tourism Run 2026 Brings Global Spotlight to Sustainable Travel in Jatiluwih
Bali Tourism Run 2026 will take place on June 21, 2026, in the UNESCO-listed Jatiluwih Rice Terraces, combining sport tourism, cultural experiences and sustainable travel. Organized by ASITA Bali and tourism stakeholders, the event aims to promote community-based tourism, support local businesses and position Bali as a leading sustainable tourism destination in Southeast Asia.
Denpasar, Bali, Indonesia, 19th May 2026 — Bali’s tourism industry is set to launch a new international sport tourism initiative as Bali Tourism Run 2026 prepares to take place on June 21, 2026, in the UNESCO-recognized cultural landscape of Jatiluwih Rice Terraces.
Organized by the Bali chapter of the Association of Indonesian Tours and Travel Agencies (ASITA Bali) in collaboration with Bali Tourism Board, the Provincial Government of Bali, and tourism stakeholders across the island, the event is designed to combine sport tourism, cultural tourism and sustainable travel experiences within one of Bali’s most iconic rural destinations.
The inaugural Bali Tourism Run 2026 will feature a 5-kilometer route through the scenic rice terrace landscape of Jatiluwih, offering participants an immersive experience that extends beyond the race itself.
Organizers say the event is part of a broader effort to encourage quality tourism in Bali by promoting destinations rooted in local culture, environmental awareness and community-based tourism.
“Through Bali Tourism Run, we want to show that Jatiluwih is a high-quality destination that is safe, comfortable and worthy of global attention,” said I Putu Winastra, Chairman of ASITA Bali and initiator of the event.
Unlike large-scale urban marathons, Bali Tourism Run 2026 will limit participation to approximately 2,000 runners following environmental carrying-capacity assessments conducted for the Jatiluwih area.
Organizers emphasized that preserving the integrity of the UNESCO-recognized cultural landscape remains a top priority.
“If the event becomes too large, it could create environmental pressure and negatively impact the destination,” Winastra added.
The event also aims to support local economic activity by involving small businesses, culinary vendors, village tourism operators and homestay owners in the surrounding Jatiluwih area.
Participants will be encouraged to explore rural tourism experiences beyond the race, including local food, traditional Balinese village life and community-based tourism activities.
Chairman of the organizing committee I Wayan Suberata said the timing of the event coincides with Indonesia’s school holiday period, Bali Arts Festival season and increased domestic travel demand.
“Our main goal is to encourage more domestic and international visitors to experience Bali during this important tourism period,” Suberata said.
The event weekend will also feature the Jatiluwih Festival on June 20, 2026, one day prior to the main race, further expanding cultural and tourism activities in the region.
Registration for Bali Tourism Run 2026 is currently open through Official Bali Tourism Run 2026 Registration Page.
Early bird registration is available for IDR 250,000 until May 21, 2026, while regular registration will be priced at IDR 300,000 afterward. Registration packages include a race jersey, finisher medal, amenities and vouchers redeemable at participating local businesses.
In addition to tourism promotion, Bali Tourism Run 2026 will also support community-focused social initiatives, including scholarships for underprivileged children and housing assistance programs in Bali.
Organizers expect Bali Tourism Run to evolve into an annual tourism event rotating across multiple regions in Bali as part of preparations toward the “100 Years of Bali Tourism” milestone in 2027.
Media Contact
Organization: ASITA BALI
Contact Person: Kande Putra
Website: https://runon.id/product/run-on-bali-culture-run-2026
Email: Send Email
Address:Gd. Bali Tourism Board, Jl. Prof. Moh. Yamin No.17X, Sumerta Kelod, Kota Denpasar, Bali 80239
Address 2: Denpasar Selatan
City: Denpasar
State: Bali
Country:Indonesia
Release id:45181
The post Bali Tourism Run 2026 Brings Global Spotlight to Sustainable Travel in Jatiluwih appeared first on King Newswire. This content is provided by a third-party source.. King Newswire makes no warranties or representations in connection with it. King Newswire is a press release distribution agency and does not endorse or verify the claims made in this release. If you have any complaints or copyright concerns related to this article, please contact the company listed in the ‘Media Contact’ section
About Author
Disclaimer: The views, suggestions, and opinions expressed here are the sole responsibility of the experts. No Digi Observer journalist was involved in the writing and production of this article.
Press Release
AutoFull Joins ESL Pro Tour as Official Gaming Chair Partner Across 2026–2027
Berlin, Germany, 19th May 2026 – AutoFull has joined the ESL Pro Tour as the Official Chair Partner of the ESL Pro Tour for Counter-Strike 2 across the 2026 and 2027 seasons.
Through the agreement, AutoFull will serve as the primary chair provider for competition stages and practice areas at selected ESL Pro Tour events.
The partnership includes major ESL Pro Tour properties such as Intel Extreme Masters, ESL Pro League, and ESL Challenger League.
Two AutoFull ergonomic gaming chairs, the M6 Ultra+ 2.0 Shiatsu and the M6 Ultra 2.0, will be used throughout the tournaments and during players’ daily training sessions.

These chairs are designed for long sitting periods, offering support features intended to help users maintain comfort and focus during high-intensity gaming sessions. Key features include built-in lumbar massage, 6-Way AdaptTech Dynamic Lumbar Support, active cooling and heating, and leg vibration massage designed to support blood circulation and help reduce numbness caused by prolonged sitting.
The chair also includes an ergonomic structure tailored for extended sessions, addressing a key need for competitive players who spend significant time in practice rooms, tournament areas, and high-pressure match settings.

As esports continues to grow, equipment that supports posture, comfort, and consistency is becoming part of the broader performance environment for players and teams.
“We are incredibly proud to join forces with ESL FACEIT Group for the 2026 and 2027 seasons,” said Anna DING, Founder of AutoFull. “Counter-Strike demands the highest level of focus and physical endurance.”
AutoFull’s presence across ESL Pro Tour and Intel Extreme Masters events is expected to support both established professionals and rising players competing through the wider ESL ecosystem. Fans and partners can expect to see AutoFull chairs integrated into event environments during the 2026–2027 tournament seasons.
About AutoFull
Founded in 2014, AutoFull is a leading esports brand specializing in high-performance gaming equipment, including esports chairs, desks, and immersive setups.
With a presence in nearly 2,000 tournaments and hundreds of teams worldwide, AutoFull delivers professional-grade gaming experiences for players and esports communities. The company continues to inspire a culture of passion, fearlessness, and joy through gaming-focused design and innovation.
Media Contact
Organization: AutoFull
Contact Person: Heikong
Website: https://www.autofull.eu
Email: Send Email
City: Berlin
Country:Germany
Release id:45187
The post AutoFull Joins ESL Pro Tour as Official Gaming Chair Partner Across 2026–2027 appeared first on King Newswire. This content is provided by a third-party source.. King Newswire makes no warranties or representations in connection with it. King Newswire is a press release distribution agency and does not endorse or verify the claims made in this release. If you have any complaints or copyright concerns related to this article, please contact the company listed in the ‘Media Contact’ section
About Author
Disclaimer: The views, suggestions, and opinions expressed here are the sole responsibility of the experts. No Digi Observer journalist was involved in the writing and production of this article.
Press Release
Churmell Mitchell Launches Emotions You Know Interactive Game for Emotional Growth
Ahead of its official launch, Emotions You Know helps people identify emotions before reacting, improving communication across families, schools, and workplaces
United States, 19th May 2026 – Churmell Mitchell is pleased to announce the upcoming launch of Emotions You Know which is a conversation-based board and card game created to help children and adults to learn emotional vocabulary. The goal is to ensure that people can now communicate their feelings thereby strengthening communication in various stratas of human interaction.

The game is designed to be interactive rather than a traditional competitive game. Participants play the game through structured prompts and reflective exercises that convert emotional awareness into usable language. Playing the game will help people to know what they are feeling and express how they feel clearly.
“Most breakdowns in families, classrooms, and in organizations are not because people do not care,” explained Mitchell. “They happen because people are at loss for words to define and communicate how and what they are feeling. Also, it is because they are not asked the right questions. When someone cannot name what they feel, they act on it. Emotions You Know is going to fix that, letting you turn emotions into clear language.”

Emotions You Know is going to expose players to a broad spectrum of emotional vocabulary which will help them to be able to identify how they are feeling at any point. The game creates an avenue for clarity, reflection, and intentional communication.
It is designed to be used across generations – from kids who are still trying to understand themselves to adults who engage with others in leadership and workplace environments – everyone has a version of the game that fits them perfectly.
As part of its global expansion strategy, the game is being built to include multilingual access with the rollout phase in English, Spanish, and Portuguese with subsequent updates to feature other languages. Accessibility is a major concern for Churmell Mitchell, ensuring the game is fitting for all age groups and people in different cultural contexts.

“Our global launch is about access,” Mitchell added. “We’re expanding Emotions You Know across languages and accessibility formats so more families, leaders, schools, and organizations can strengthen communication using tools that are simple, practical, and easy to implement. The need for emotional clarity isn’t local – it’s universal.”
“Our global launch is focused on making the game accessible,” Mitchell added. “We are working to expand Emotions You Know across languages and to produce versions that are fitting for family, leaders, schools, and organizational settings. The need for emotional clarity is not local but universal – it affects every environment where human interaction happens.”
The original use for the game was in families and schools. However, while still being in its developmental stages, it has attracted interest from leadership teams and organizations who see it as a tool to improve the culture and performance in workplaces.
Leaders believe that by teaching team members and employees emotional language, it would improve workplace culture and reduce conflict.
“Emotions You Know isn’t just a game — it’s a communication tool that helps people move from reaction to clarity,” Mitchell said. “When emotional language improves, culture improves. And when culture improves, performance follows.”
The official release of the game will be announced in the coming weeks. There is a free guide available on emotionsyouknow.com which contains information on how to moderate and play the game.
About Churmell Mitchell
Churmell Mitchell is the creator of Emotions You Know, a conversation-based emotional vocabulary board and card game built to strengthen communication, connection, and decision-making across families, schools, and organizations. He is a recipient of the Presidential Lifetime Achievement Award, recognizing his commitment to community impact and service. Known for his work helping communities improve emotional clarity and culture, Mitchell developed Emotions You Know to provide a practical, repeatable tool people can use immediately in real life, not just in theory.
Media Contact
Organization: Emotions You Know
(by Churmell Mitchell LLC)
Contact Person: Churmell Mitchell
Website: https://emotionsyouknow.com/
Email: Send Email
Contact Number: +13347409246
Country:United States
Release id:45166
The post Churmell Mitchell Launches Emotions You Know Interactive Game for Emotional Growth appeared first on King Newswire. This content is provided by a third-party source.. King Newswire makes no warranties or representations in connection with it. King Newswire is a press release distribution agency and does not endorse or verify the claims made in this release. If you have any complaints or copyright concerns related to this article, please contact the company listed in the ‘Media Contact’ section
About Author
Disclaimer: The views, suggestions, and opinions expressed here are the sole responsibility of the experts. No Digi Observer journalist was involved in the writing and production of this article.
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