You are a helpful assistant generating synthetic data that captures *System 1* and *System 2* thinking, *creativity*, and *metacognitive reflection*. Follow these steps in sequence, using tags [sys1] and [end sys1] for *System 1* sections and [sys2] and [end sys2] for *System 2* sections.

1. *Identify System 1 and System 2 Thinking Requirements:*
   - Carefully read the text.
   - Identify parts of the text that require quick, straightforward responses (*System 1*). Mark these sections with [sys1] and [end sys1].
   - Identify parts that require in-depth, reflective thinking (*System 2*), marked with [sys2] and [end sys2].

2. *Apply Step-by-Step Problem Solving with Creativity and Metacognitive Reflection for System 2 Sections:*

   *2.1 Understand the Problem:*
   - Objective: Fully comprehend the issue, constraints, and relevant context.
   - Reflection: "What do I understand about this issue? What might I be overlooking?"
   - Creative Perspective: Seek hidden patterns or possibilities that could reveal deeper insights or innovative connections.

   *2.2 Analyze the Information:*
   - Objective: Break down the problem logically.
   - Reflection: "Am I considering all factors? Are there any assumptions that need challenging?"
   - Creative Perspective: Explore unique patterns or overlooked relationships in the data that could add depth to the analysis.

   *2.3 Generate Hypotheses:*
   - Objective: Propose at least 10 hypotheses, each with a Confidence Score (0.0 to 1.0) and Creative Score (0.0 to 1.0), reflecting originality, surprise, and utility.
   - Reflection: "Have I explored all possible explanations or approaches, both conventional and unconventional?"
   - Creative Perspective: Consider novel angles that might provide unexpected insights.

   *2.4 Anticipate Future Steps and Obstacles:*
   - Objective: Make predictions, accounting for potential outcomes and obstacles.
   - Reflection: "What challenges might I face? Is my plan flexible for different scenarios?"
   - Creative Perspective: Visualize unforeseen outcomes and adapt plans to make use of them effectively.

   *2.5 Evaluate Hypotheses:*
   - Objective: Assess hypotheses based on feasibility, risk, and potential impact.
   - Evaluation: Refine Confidence and Creative Scores as needed.
   - Reflection: "Am I unbiased in my assessment? Which options fit best with the overall objectives?"
   - Creative Perspective: Identify hidden opportunities or overlooked details in each hypothesis.

   *2.6 Select the Best Hypothesis:*
   - Objective: Choose the most promising, strategic hypothesis.
   - Reflection: "Why does this hypothesis stand out? How does it uniquely address the issue?"
   - Creative Perspective: Consider any underutilized potential in the selected approach.

   *2.7 Implement the Hypothesis:*
   - Objective: Outline actionable steps for testing the hypothesis.
   - Reflection: "Is this plan practical? What resources or preparation are required?"
   - Creative Perspective: Refine steps to maximize effectiveness and yield unexpected benefits.

   *2.8 Monitor and Review Progress:*
   - Objective: Review progress, noting areas for improvement.
   - Reflection: "What’s working well? What could be improved?"
   - Creative Perspective: Look for emerging patterns that could refine future approaches.

   *2.9 Reflect and Capture Insights:*
   - Objective: Summarize lessons learned and insights gained for future reference.
   - Reflection: "What new understanding has emerged from this process?"
   - Creative Perspective: Identify innovative insights or patterns that could be applied to similar challenges.

3. *Generate Text Output with Interleaved System 1 and System 2 Responses:*
   - Use the tags [sys1] and [sys2] throughout.
   - Aim for a lengthier, detailed response. Combine both direct, straightforward *System 1* insights and reflective, deeply analytical *System 2* segments to capture a blend of quick observations and thoughtful analysis.

---

### *Example Input Text:*

You are tasked with analyzing a sudden shift in customer preferences in a tech market. There has been a noticeable decline in demand for physical devices, with customers increasingly interested in digital-only options. The challenge is to understand this shift, generate hypotheses for why it might be occurring, and explore potential strategies for adapting to this new trend.

---

### *Processed Output with System 1 and System 2 Thinking:*

The tech market is experiencing a shift in customer demand, moving away from physical devices toward digital-only options.

[sys1]
Customer demand has shifted from physical devices to digital-only options.
We need to understand why this change is happening and find strategies to address it.
Key factors may include cost, convenience, and technological trends.
[end sys1]

[sys2]
**2.1 Understand the Problem:**
The goal is to understand the underlying reasons for the shift in demand from physical devices to digital-only options, then develop a strategy to adapt.

*Reflection:* 
"I understand that preferences are changing, but what might be driving this? Is it primarily cost, or are there other factors such as convenience or sustainability?"

*Creative Perspective:* 
"Could there be a larger trend in digital minimalism or a preference for eco-friendly solutions that we’re missing? What unseen motivations might explain this shift?"

**2.2 Analyze the Information:**
There are multiple possible factors driving this shift, from economic influences to cultural shifts. It’s essential to isolate each factor and understand its impact.

*Reflection:* 
"Am I fully considering the various economic and social influences? Could there be a technological factor, like better internet speeds, that makes digital-only products more accessible?"

*Creative Perspective:* 
"Are there patterns or trends in other markets that could shed light on this shift? Could this be part of a larger trend toward virtual experiences?"

**2.3 Generate Hypotheses:**
1. Customers prefer digital options due to lower costs. (Confidence: 0.8, Creative: 0.4)
2. There’s a growing trend toward minimalism and reduced physical clutter. (Confidence: 0.7, Creative: 0.7)
3. Digital products offer greater flexibility and ease of use. (Confidence: 0.6, Creative: 0.6)
4. Environmental concerns are pushing consumers away from physical goods. (Confidence: 0.6, Creative: 0.8)
5. Advances in tech make digital-only options more functional. (Confidence: 0.8, Creative: 0.5)
6. Pandemic-era remote work increased demand for digital solutions. (Confidence: 0.7, Creative: 0.6)
7. Media coverage of the environmental impact of physical devices affects preferences. (Confidence: 0.5, Creative: 0.7)
8. There’s an increase in global digital literacy, expanding market access. (Confidence: 0.6, Creative: 0.6)
9. Customers view digital as more convenient and scalable for future needs. (Confidence: 0.7, Creative: 0.5)
10. Younger consumers prefer the aesthetics and convenience of digital products. (Confidence: 0.6, Creative: 0.6)

*Reflection:* 
"Have I considered all possible influences? Are there any surprising factors that could explain this shift?"

*Creative Perspective:* 
"Could specific social trends, like the rise of influencer culture or digital-first lifestyles, be influencing customer choices?"

**2.4 Anticipate Future Steps and Obstacles:**
*Objective:* Anticipate possible challenges, such as resistance from segments still preferring physical products.

*Reflection:* 
"What market obstacles might we face if we shift our focus to digital-only? Are there sub-segments that still prioritize physical products?"

*Creative Perspective:* 
"Could expanding digital options help us reach a more global audience? Are there emerging trends that we could leverage in our strategy?"

[end sys2]

[sys1]
To address this shift, consider a strategy that incorporates both digital-only offerings and educational campaigns about the benefits of digital solutions.
Use insights from customer feedback and current trends to guide product development.
Focus on flexibility and adaptation to cater to different customer segments.
[end sys1]


The present invention relates to a scrambling type video transmitting/receiving method and an apparatus therefore.
A conventional signal processing system for digital television (TV) broadcasting has a video transmitter and a video receiver. The video transmitter has a Codec (Coder-Decoder) (compression) including a scan conversion circuit. An original video signal or picture input to the Codec is subjected to scan conversion by the scan conversion circuit, subjected to DCT (Discrete Cosine Transform) by a DCT circuit, quantized by a quantizing circuit, controlled by a QSC circuit as to the amount of code, and then subjected to variable-length coding by a VLC (Variable-Length Coding) circuit. The resulting compressed video signal is scrambled by a scrambling circuit. An ECC (Error Correcting Code) is added to the scrambled video signal by an ECC adding circuit. The scrambled video with the ECC is modulated by a modulating circuit to turn out a signal to be transmitted.
The video receiver includes a demodulating circuit for demodulating the signal received from the video transmitter. The demodulated signal is subjected to ECC processing by an ECC processing circuit and then correctly descrambled by a descrambling circuit to turn out a descrambled compressed video signal. The descrambled compressed video signal is subjected to variable-length decoding by a VLD circuit included in a Codec (expansion), dequantized by a dequanting circuit, subjected to IDCT (Inverse DCT) by an IDCT circuit, and then subjected to inverse scan conversion by an inverse scan converting circuit, whereby a picture is reproduced.
Various methods for scrambling the compressed video signal have been proposed in the past in relation to the Codec (compression). The simplest method is to generate random data by use of a particular generator polynomial and add the random data to video/audio data to be transmitted by use of modulo 2 addition. For example, assume a generator polynomial: EQU g(X)=X.sup.15 +X+1 Eq. (1)
Then, random data are produced from preset data which are all "1".
Each subscriber is provided with the descrambling circuit of the Codec (expansion) based on the above Eq. (1) and is allowed to obtain correct video/audio data. Persons other than subscribers are unable to see the Eq. (1) and obtain only the scrambled meaningless data. Scrambling meaningless data will be referred to as scrambling hardy or "fully (or strongly) scrambling" hereinafter. In this sense, the conventional scrambling circuit scrambles the compressed image data hard (fully or strongly).
Technologies relating to the present invention are taught in, e.g., Japanese Patent Laid-Open Publication No. 7-111647 (document 1 hereinafter). Document 1 relates to a scrambler constructed to allow only a limited person to reproduce video data, i.e., a signal processing device capable of executing scrambling and descrambling which controls the appearance of a picture in accordance with a desired purpose. Document 1 uses an original signal in the form of a video signal based on MPEG (Motion Picture Expert Group) standards. A code detector reads the individual code, detects a "det type" signal, and delivers the detected signal to a random number generator. The random number generator generates random numbers on the basis of a scramble key. An Ex-OR (Exclusive OR) gate produces an Ex-OR of a signal output from the random number generator and the original signal, thereby outputting a scrambled signal. The reproducing side performs the above processing in the inverse order with the same configuration. With this construction, it is possible to achieve not only control over the scrambling effect, but also a desired special effect.
Japanese Patent Laid-Open Publication No. 7-67096 (document 2 hereinafter) pertains to a scrambler constructed to protect a reproducing unit from malfunction ascribable to the coincidence of scrambled data with a reservation word, thereby limiting a person expected to reproduce video data. A code detector reads an input signal as to image data based on the MPEG standard, selects a part of the signal which will not coincide with a reservation word as a signal to be scrambled, and then delivers a scramble command to a random number generator. The random number generator generates random numbers only when it receives the scramble command from the code detector, and produces an Ex-OR. The reproducing side performs the above procedure in the inverse order.
Further, Japanese Patent Laid-Open Publication No. 4-8029 (document 3 hereinafter) proposes an enciphering coder capable of enciphering only the initial value of a coding system by use of an encipher key and sending the enciphered value. Document 3 contemplates to enhance secrecy, to lower the processing speed of an enciphering section, to scale down hardware, and to reduce the cost. In document 3, data compressing means is implemented as a compressor for compressing an eight-bit digital signal to a four-bit code. A signal converted by signal converting means is compressed by a coding system and then sent. Enciphering means enciphers only the initial value by using a sixty-four-bit key agreed beforehand only between a transmitting person and a receiving person. In the case of TV, the Initial value is given every scanning line or every segment of a single scanning line, so that enciphering only the initial value ensures secrecy.
Moreover, Japanese Patent Laid-Open Publication No. 5-145923 (document 4 hereinafter) teaches a replaceable secrecy protection module. In document 4, a program signal is scrambled by a key. The key is enciphered twice and then multiplexed with the scrambled program signal. A decoder performs first key decoding by using a signal sequence stored therein and assigned to second secrecy. Then, the replaceable secrecy protection module performs decoding by using a number sequence stored therein and assigned to first secrecy. Subsequently, the decoder descrambles the program by using a twice decoded key.
As stated above, the conventional scrambling methods each scramble a video signal hard (fully or strongly), so that the resulting data are entirely meaningless for persons other than subscribers. However, it has been reported that data allowing an unauthorized person to recognize at least the outline of a picture, as distinguished from the entirely meaningless random data, encourage the person to make subscription with the intention of enjoying complete video and/or audio data. In fact, as for analog broadcasting, WOWOW (one of Japanese broadcasting stations) is broadcasting video whose outlines can be barely recognized by unauthorized persons and has successfully increased the number of subscribers.
Documents 1 and 2 each scrambles data by use of a random number generator and therefore outputs entirely meaningless scrambled data like the traditional scrambling method. Document 3 enciphers only the initial value of coded data by using an encipher key and differs from the scrambling technology. Document 4 pertains to the scrambling of a program signal by use of a key and entirely differs from the present invention as to the kind of data to be scrambled.