Press Release
Lumino, lightening up the world of secure multi-party computation
New digital era, new demand of security
With the advent of the era of big data, the leakage and abuse of personal privacy data are common, which not only disturbs the normal market order, but also seriously restricts the innovation and development of the digital economy. In recent years, many countries have carried out relevant legislation of digital economy and data governance, which makes the legal requirements of personal privacy data more rigorous, and the supervision system is becoming increasingly strict. The various online scenarios led by the Covid-19 not only bring convenience to our life, but also cause a lot of security demand of data protection
Therefore, the data producers, such as government agencies, operators, platforms, are constantly raising the legal standards of storage, transmission and transaction. It has brought a problem to the data owners: how can fully utilize the data resource endowment to create business profits and social value, meanwhile ensure that the data privacy is protected in accordance with supervision provisions? The real demand behind the problem is bound to give birth to new technologies. The combination of blockchain and secure multi-party computation provides a new solution for breaking the “data island”, ensuring data security and releasing data value.
Recently, as the leader in the global blockchain industry, PlatON has started a new journey in the construction of privacy computation infrastructure, launching the secure multi-party computation ceremony—— Lumino. Lumino aims to create system parameters in a decentralized way, which could help build a real community-based, open-source blockchain ecosystem and ensure the underlying security of the main network and the reliability of future digital applications.
The “chemical reaction” of blockchain and secure multi-party computation
To understand the essence of Lumino, we need to understand the blockchain and secure multi-party computation. Blockchain is a technical solution that does not rely on a third party and a network that stores, verifies, transmits and communicates through its own distributed nodes. The core problems it solves are network decentralization, data consistency and tamper-prevent. Secure multi-party computation is to solve the problem of privacy protection among a group of mutual distrusted participants. It should ensure the independence, correctness decentralization and do not disclose the data to other participants. Secure multi-party computation was firstly proposed by professor Yao Qizhi, who is a Chinese computer scientist and the winner of Turing prize. Since 2010, the development of executable general compiler makes its concept gradually well-known.
It can be seen that both blockchain and multi-party security computation are technologies dealing with data interaction between a group of participants according to specific rules. However, blockchain is mainly used to verify the correctness of the calculation, and the purpose is to achieve the consistent recognition of the results and prevent the results from being tampered with; the purpose of secure multi-party computation (MPC) is to get specific results in the case of data confidentiality, and emphasis on privacy protection in data share situation.
When secure multi-party computation encounters blockchain, the integration has become a technology trend that attracts much attention. Due to the different traits of blockchain and multi-party security computation, they are not exclusive and can complement each other. Blockchain can improve its ability of data confidentiality by using secure multi-party computation to adapt to complex environments; while secure multi-party computation can complete redundant computation with the help of blockchain to obtain verifiable and unique results.
The combination of MPC and blockchain is ultimately to meet the more complex and changeable real needs, especially for various environments of data exchange and sharing. For example, secure multi-party computation can realize key management in the blockchain wallet, and divide the management right of assets reasonably to reduce the risk of single key loss. It can also realize the cross-domain access of EHR data. Based on personal digital identity infrastructure, hospital A could apply for data access to hospital B by obtaining the patient’s authorization, which does not need directly return the patient’s medical record data. It would meet the dual goals of diagnosis needs and privacy protection.
New practice in privacy protection——PlatON & Lumino
Secure multi-party computation is essentially a solution for data security. It is consisted of cryptographic technologies such as obfuscation circuit, secret sharing, homomorphic encryption, etc. PlatON has already realized the layout in these fileds. The key to secure multi-party computation is to use zero knowledge proof to prove that there is no leakage, which is also the key to Lumino.
Most of the existing efficient zero-knowledge proof algorithms need to create system parameters in a centralized way, so the third party who creates the parameters may forge proofs to destroy the underlying security of the main network. Lumino aims to generate the system parameters of the zero-knowledge proof through secure multi-party computation. In this process, the parameters are generated by members altogether, so they will not be obtained or tampered by a single party. This also constitutes the cornerstone of the subsequent privacy protection application. Only when the activity held safely, the subsequent decentralized application will be more secure.
This ceremony is PlatON’s latest practice in the field of privacy protection, and Lumino’s goal is to link the world’s cryptographic geeks to build a global privacy computation infrastructure. In the future community-based and open-source blockchain ecosystem, every participant is an important node, and every participation will make the underlying network more secure. Therefore, this is not only an activity, but also a collective wisdom full of ritual sense. PlatON will also take this opportunity to realize the vision of building infrastructure in the digital era, and make every effort to be the best practitioner in the field of privacy security.
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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