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  • Physical information security

    Physical information security

    Physical information security is the intersection or common ground between physical security and information security. It primarily concerns the protection of tangible information-related assets such as computer systems and storage media against physical, real-world threats such as unauthorized physical access, theft, fire and flood. It typically involves physical controls such as protective barriers and locks, uninterruptible power supplies, and shredders. Information security controls in the physical domain complement those in the logical domain (such as encryption), and procedural or administrative controls (such as information security awareness and compliance with policies and laws). == Background == Asset are inherently valuable and yet vulnerable to a wide variety of threats, both malicious (e.g. theft, arson) and accidental/natural (e.g. lost property, bush fire). If threats materialize and exploit those vulnerabilities causing incidents, there are likely to be adverse impacts on the organizations or individuals who legitimately own and utilize the assets, varying from trivial to devastating in effect. Security controls are intended to reduce the probability or frequency of occurrence and/or the severity of the impacts arising from incidents, thus protecting the value of the assets. Physical security involves the use of controls such as smoke detectors, fire alarms and extinguishers, along with related laws, regulations, policies and procedures concerning their use. Barriers such as fences, walls and doors are obvious physical security controls, designed to deter or prevent unauthorized physical access to a controlled area, such as a home or office. The moats and battlements of Mediaeval castles are classic examples of physical access controls, as are bank vaults and safes. Information security controls protect the value of information assets, particularly the information itself (i.e. the intangible information content, data, intellectual property, knowledge etc.) but also computer and telecommunications equipment, storage media (including papers and digital media), cables and other tangible information-related assets (such as computer power supplies). The corporate mantra "Our people are our greatest assets" is literally true in the sense that so-called knowledge workers qualify as extremely valuable, perhaps irreplaceable information assets. Health and safety measures and even medical practice could therefore also be classed as physical information security controls since they protect humans against injuries, diseases and death. This perspective exemplifies the ubiquity and value of information. Modern human society is heavily reliant on information, and information has importance and value at a deeper, more fundamental level. In principle, the subcellular biochemical mechanisms that maintain the accuracy of DNA replication could even be classed as vital information security controls, given that genes are 'the information of life'. Malicious actors who may benefit from physical access to information assets include computer crackers, corporate spies, and fraudsters. The value of information assets is self-evident in the case of, say, stolen laptops or servers that can be sold-on for cash, but the information content is often far more valuable, for example encryption keys or passwords (used to gain access to further systems and information), trade secrets and other intellectual property (inherently valuable or valuable because of the commercial advantages they confer), and credit card numbers (used to commit identity fraud and further theft). Furthermore, the loss, theft or damage of computer systems, plus power interruptions, mechanical/electronic failures and other physical incidents prevent them being used, typically causing disruption and consequential costs or losses. Unauthorized disclosure of confidential information, and even the coercive threat of such disclosure, can be damaging as we saw in the Sony Pictures Entertainment hack at the end of 2014 and in numerous privacy breach incidents. Even in the absence of evidence that disclosed personal information has actually been exploited, the very fact that it is no longer secured and under the control of its rightful owners is itself a potentially harmful privacy impact. Substantial fines, adverse publicity/reputational damage and other noncompliance penalties and impacts that flow from serious privacy breaches are best avoided, regardless of cause! == Examples of physical attacks to obtain information == There are several ways to obtain information through physical attacks or exploitations. A few examples are described below. === Dumpster diving === Dumpster diving is the practice of searching through trash in the hope of obtaining something valuable such as information carelessly discarded on paper, computer disks or other hardware. === Overt access === Sometimes attackers will simply go into a building and take the information they need. Frequently when using this strategy, an attacker will masquerade as someone who belongs in the situation. They may pose as a copy room employee, remove a document from someone's desk, copy the document, replace the original, and leave with the copied document. Individuals pretending to building maintenance may gain access to otherwise restricted spaces. They might walk right out of the building with a trash bag containing sensitive documents, carrying portable devices or storage media that were left out on desks, or perhaps just having memorized a password on a sticky note stuck to someone's computer screen or called out to a colleague across an open office. == Examples of Physical Information Security Controls == Shredding paper documents prior to their disposal can prevent unintended information leakage. Digital data can be encrypted or securely wiped. Offices may require visitors to present valid identification cards or valid access keys. Office workers may be required to obey "clear desk" policies, protecting documents and other storage media (including portable IT devices) by tidying them away out of sight (for example in locked drawers, filing cabinets, safes or a Bank vault). Workers may be required to memorize their passwords or use a password manager instead of writing passwords on paper. Computers are vulnerable to outages caused by power cuts, accidental disconnection, flat batteries, brown-outs, surges, spikes, electrical interference and electronic failures. Physical information security controls to address the associated risks include: fuses, no-break battery-backed power supplies, electrical generators, redundant power sources and cabling, "Do not remove" warning signs on plugs, surge protectors, power quality monitoring, spare batteries, professional design and installation of power circuits plus regular inspections/tests and preventive maintenance.

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  • NeoPaint

    NeoPaint

    NeoPaint is a raster graphics editor for Windows and MS-DOS. It supports several file formats including JPEG, GIF, BMP, PNG, and TIFF. The developer, NeoSoft, advertises NeoPaint as "being simple enough for use by children while remaining powerful enough for the purposes of advanced image editing". The first version, NeoPaint 1.0, was released in 1992 on floppy disks. It supported video modes ranging from 640x350 to 1024x768 and multiple fonts. NeoPaint 2.2 came out for MS-DOS 3.1 in 1993, with support of for 2, 16, or 256 color images in Hercules, EGA, VGA, and Super VGA modes. NeoPaint 3.1 was released in 1995 supporting 24-bit images and formats like PCX, TIFF and BMP. NeoPaint 3.2 was released in 1996. An updated version, NeoPaint 3.2a, supported the GIF file format. NeoPaint 3.2d was released in 1998. A Windows 95 version named NeoPaint for Windows v4.0 was released in 1999 supporting the PNG file format. On September 1, 2018 the program was rebranded as PixelNEO, becoming one of the VisualNEO software products. Formats such as JPEG 2000, ICO, CUR, PSD and RAW are supported.

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  • FIRST Global Challenge

    FIRST Global Challenge

    The FIRST Global Challenge is a yearly robotics competition organized by the International First Committee Association. It promotes STEM education and careers for youth and was created by Dean Kamen in 2016 as an expansion of FIRST, an organization with similar objectives. == History == FIRST Global is a trade name for the International First Committee Association, a nonprofit corporation based in Manchester, New Hampshire, with a 501(c)(3) designation from the IRS. The nonprofit was founded by the co-founder of FIRST, Dean Kamen, with the objective of promoting STEM education and careers in the developing world through Olympics-style robotics competitions. Former US Congressman, Joe Sestak was the organization's president in 2017, but left after the 2017 Challenge. Each year, the FIRST Global Challenge is held in a different city. For example, Mexico City was selected to host the 2018 Challenge after the United States hosted the 2017 edition in Washington, DC. This is a change from FIRST's system of championships, where one city hosts for several years at a time. In May 2020, it was announced that FIRST Global would not host a traditional challenge in 2020 due to the COVID-19 pandemic and shifted to a remote model. One of the three champions were Team Bangladesh. In 2022, FIRST Global returned to in-person events with the 2022 Challenge in Geneva, Switzerland. == Editions == === Washington, D.C. 2017 === The 2017 FIRST Global Challenge was held in Washington, D.C., from July 16–18, and the challenge was the use of robots to separate different colored balls, representing clean water and impurities in water, symbolizing the Engineering Grand Challenge (based on the Millennium Development Goal) of improving access to clean water in the developing world. Around 160 teams composed of 15- to 18-year-olds from 157 countries participated, and around 60% of teams were created or led by young women. Six continental teams also participated. === Mexico City 2018 === The 2018 FIRST Global Challenge was held in Mexico City from August 15–18. The 2018 Challenge was called Energy Impact and explored the impact of various types of energy on the world and how they can be made more sustainable. In the challenge, robots worked together in teams of three to give cubes to human players, turn a crank, and score cubes in goals in order to generate electrical power. The challenge was based on three Engineering Grand Challenges; making solar energy affordable, making fusion energy a reality, and creating carbon sequestration methods. === Dubai 2019 === The 2019 challenge, called Ocean Opportunities, was held in Dubai from October 24–27 and was the first challenge hosted outside of North America. The challenge was themed around clearing the ocean of pollutants, and had two alliances of three teams each attempting to score large and small balls representing pollutants into processing areas and a processing barge. The processing barge had multiple levels, with higher levels worth more points. At the end of the match, robots "docked" with the barge by driving onto or climbing up it, with climbing worth more points. The event was opened by Sheikh Hamdan bin Mohammed Al Maktoum, Crown Prince of Dubai. === Geneva 2022 === The 2022 challenge called Carbon Capture, was held in Geneva from October 13–16. The challenge was themed around removing carbon dioxide (CO2) emissions from the atmosphere. In the Carbon Capture game, six different countries worked together to capture and store black balls representing carbon particles. The storage tower had multiple cantilevered bars that the robots mounted to, with the higher bars worth a greater multiplier. At the end of a match, robots "docked" on the storage tower's base or climbed the bars with their alliance indicator ball. Each match started with a "global alliance" of six countries, then divided into two "regional alliances" each consisting of three countries. The event was opened by Dr. Martina Hirayama, Switzerland State Secretary for Education, Research and Innovation (SERI). === Singapore 2023 === The 2023 challenge, called Hydrogen Horizons, was held in Singapore from October 7–10. The challenge is themed around renewable energy with a focus on hydrogen technologies. === Athens 2024 === The 2024 challenge was hosted in the Peace and Friendship Stadium in Attica, Greece. === Panama 2025 === The 2025 challenge, Eco Equilibrium, was hosted in the Panama Convention Centre in Panama City, Panama. == Subordinate programs == === Global STEM Corps === The Global STEM Corps is a FIRST Global initiative that connects qualified volunteer mentors with students in developing countries to prepare them for competitions. === New Technology Experience === The New Technology Experience (NTE) is an annual component of the FIRST Global Challenge that was added to the organization's offerings in 2021. It was established as a means for the student community to stay current with cutting-edge technology and is integrated with each year's theme. The 2021 NTE was the CubeSat Prototype Challenge. The 2022 NTE, Carbon Countermeasures, was presented in partnership with XPRIZE.

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  • Real-time transcription

    Real-time transcription

    Real-time transcription is the general term for transcription by court reporters using real-time text technologies to deliver computer text screens within a few seconds of the words being spoken. Specialist software allows participants in court hearings or depositions to make notes in the text and highlight portions for future reference. Real-time transcription is also used in the broadcasting environment where it is more commonly termed "captioning." == Career opportunities == Real-time reporting is used in a variety of industries, including entertainment, television, the Internet, and law. Specific careers include the following: Judicial reporters use a stenotype to provide instant transcripts on computer screens as a trial or deposition occurs. Communication access real-time translation (CART) reporters assist the hearing-impaired by transcribing spoken words, giving them personal access to the communications they need day to day. Television broadcast captioners use real-time reporting technology to allow hard-of-hearing or deaf people to see what is being said on live television broadcasts such as news, emergency broadcasts, sporting events, awards shows, and other programs. Internet information (or Webcast) reporters provide real-time reporting of sales meetings, press conferences, and other events, while simultaneously transmitting the transcripts to computers worldwide. Other rapid data entry positions. == History == Before the advent of the stenotype machine, court reporters wrote official trial transcripts by hand using a shorthand system of stenoforms that could later be translated into readable English. It often took eight years of training to learn this manual form of writing at the necessary speed. Walter Heironimus was among the first stenographers to make use of the stenotype machine during his work in the U.S. District Court system in New Jersey in 1935. A "transcript crisis" arose during the later half of the twentieth century due to the increasing volume of lawsuits. There were not enough number of court reporters to match the increasing number of trials. Not only were court reporters unavailable to attend many court proceedings, court transcripts were constantly late and the qualities varied. Some believed it was due to the non-interchangeability between court reporters, and others believed it was simply due to a labor shortage. In the meantime, magnetic audiotape recording, or known as electronic recording (ER) began to threaten all reporters' job since it could record long-hour courtroom trials and replace a court reporter's position in the courtroom. As a result, machine translation (MT) intended to serve as a solution for preventing ER from potentially replacing reporters' jobs. However, MT relied heavily on human labors operating behind the system and many started to question if it should be the right way to end the "transcript crisis." Later in 1964, set up by CIA, the Automatic Language Processing Advisory Committee (ALPAC) was set to review whether MT was capable of solving this crisis. They concluded that MT had failed to do so. Then Patrick O'Neill, a skilled and experienced court reporter, stayed to work on the stenotype-translation project with CIA and developed the prototype CAT system. After adopting the CAT system in court-reporting community, CAT was brought into the television broadcasting system, aiming to provide captions for the deaf or hard-of-hearing communities. In 1983, Linda Miller developed a further use for the CAT system. She successfully translated a lecture live on the television screen and provided a transcript for students. This technique is known as Computer-Aided Real-time Translation, or CART. == Court reporter == It is the court reporter's job to note down the exact words spoken by every participants during a court or deposition proceeding. Then court reporters will provide verbatim transcripts. The reason to have an official court transcript is that the real-time transcriptions allows attorneys and judges to have immediate access to the transcript. It also helps when there's a need to look up for information from the proceeding. Additionally, the deaf and the hard-of-hearing communities can also participate in the judicial process with the help of real-time transcriptions provided by court reporters. === Education and training === The required degree level for a court reporter to have is an Associate's degree or postsecondary certificate. In order to become a court reporter, more than 150 reporter training programs are provided at proprietary schools, community colleges, and four-year universities. After graduation, court reporters can choose to further pursue certifications to achieve a higher level of expertise and increase their marketability during a job search. In most states, Certificates of Proficiency from the NCRA or from state agencies are now required certificates for court reporters to have in order to qualify for appointments. The NCRA aims to set the national standard for the certification of court reporters, and since 1937 it has offered its certification program which is now accepted by 22 states instead of state licenses. Court reporter training programs include but not limited to: Training in rapid writing skill, or shorthand, which will enable students to record, with accuracy, at least 225 words per minute Training in typing, which will enable students to type at least 60 words per minute A general training in English, which covers aspects of grammar, word formation, punctuation, spelling and capitalization Taking Law related courses in order to understand the overall principles of civil and criminal law, legal terminology and common Latin phrases, rules of evidence, court procedures, the duties of court reporters, the ethics of the profession Visits to actual trials Taking courses in elementary anatomy and physiology and medical word study including medical prefixes, roots and suffixes. Other than official court reporters, who are assigned to and work for a particular court, other types of court reporters include free-lance reporter, who either works for a court reporting firm or self-employed. They are different from official court reporters in that they have the chances to work on a wider range of assignments and work on basis of hourly wage. Hearing reporters work at governmental agency hearings. Legislative reporters work in law-making bodies. The demand for reporters is not limited in just the court settings. Reporters are also needed in conferences, meetings, conventions, investigations, and a variety of industries with needs for employers with real-time data entry skills. == Non-English transcription == Transcription services are universally necessary, so it is not limited to the English language. A stenographer's ability to transcribe languages beyond only English is especially valuable as society as a whole becomes increasingly multilingual. Education in non-English transcription demands a comprehensive understanding of the given language. Phonetic differences between English and other languages are a particular challenge in carrying English transcription skills over into other languages. Stenography represents various sounds of a language in a formal system of shorthand, so differences within the sets of sounds that emerge in other languages require an alternative system of shorthand transcription. For example, the presence of many diphthongs and triphthongs in Spanish requires certain sounds to be distinguished that would not be present in transcribing English into shorthand. == Controversies == The usage of transcription in the context of linguistic discussions has been controversial. Typically, two kinds of linguistic records are considered to be scientifically relevant. First, linguistic records of general acoustic features, and secondly, records that only focuses on the distinctive phonemes of a language. While transcriptions are not entirely illegitimate, transcriptions without enough detailed commentary regarding any linguistic features, or transcriptions of poor quality resources, has a great chance of the content being misinterpreted. Besides misinterpretation, transcribers could also bring in cultural biases and ignorance that reflect onto their transcription. These instances may cause a disruption of reliability in the final real-time transcription, which could influence how the written utterance is seen as an evidence for a court-case. === Quality issues === Problems in the final resulting transcription can be caused by either the quality of the transcriber or the original source that is being transcribed. Transcribers can come from different levels of skill and training background. This makes the final transcription prone to poor quality, or if the transcription is being done by multiple people, lack of consistency in the content. If the source of the transcription is a recording, the problem may root back to the quality of the re

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  • JAX (software)

    JAX (software)

    JAX is a Python library for accelerator-oriented array computation and program transformation, designed for high-performance numerical computing and large-scale machine learning. It is developed by Google with contributions from Nvidia and other community contributors. It is described as bringing together a modified version of the automatic differentiation system autograd and OpenXLA's XLA (Accelerated Linear Algebra). It is designed to follow the structure and workflow of NumPy as closely as possible and works with various existing frameworks such as TensorFlow and PyTorch. The primary features of JAX are: Providing a unified NumPy-like interface to computations that run on CPU, GPU, or TPU, in local or distributed settings. Built-in Just-In-Time (JIT) compilation via OpenXLA, an open-source machine learning compiler ecosystem. Efficient evaluation of gradients via its automatic differentiation transformations. Automatic vectorization to efficiently map functions over arrays representing batches of inputs. == Libraries using Jax == Flax Equinox Optax

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  • Automated attendant

    Automated attendant

    In telephony, an automated attendant (also auto attendant, auto-attendant, autoattendant, automatic phone menus, AA, or virtual receptionist) allows callers to be automatically transferred to an extension without the intervention of an operator/receptionist. Many AAs will also offer a simple menu system ("for sales, press 1, for service, press 2," etc.). An auto attendant may also allow a caller to reach a live operator by dialing a number, usually "0". Typically the auto attendant is included in a business's phone system such as a PBX, but some services allow businesses to use an AA without such a system. Modern AA services (which now overlap with more complicated interactive voice response or IVR systems) can route calls to mobile phones, VoIP virtual phones, other AAs/IVRs, or other locations using traditional land-line phones or voice message machines. == Feature description == Telephone callers will recognize an automated attendant system as one that greets calls incoming to an organization with a recorded greeting of the form, "Thank you for calling .... If you know your party's extension, you may dial it any time during this message." Callers who have a touch-tone (DTMF) phone can dial an extension number or, in most cases, wait for operator ("attendant") assistance. Since the telephone network does not transmit the DC signals from rotary dial telephones (except for audible clicks), callers who have rotary dial phones have to wait for assistance. On a purely technical level it could be argued that an automated attendant is a very simple kind of IVR however, in the telecom industry the terms IVR and auto attendant are generally considered distinct. An automated attendant serves a very specific purpose (replace live operator and route calls), whereas an IVR can perform all sorts of functions (telephone banking, account inquiries, etc.). An AA will often include a directory which will allow a caller to dial by name in order to find a user on a system. There is no standard format to these directories, and they can use combinations of first name, last name, or both. The following lists common routing steps that are components of an automated attendant: Transfer to extension Transfer to voicemail Play message (i.e., "our address is ...") Go to a sub-menu Repeat choices In addition, an automated attendant would be expected to have values for the following: '0' – where to go when the caller dials '0' Timeout – what to do if the caller does nothing (usually go to the same place as '0') Default mailbox – where to send calls if '0' is not answered (or is not pointing to a live person) == Background == PBXs (private branch exchanges) or PABXs (private automatic branch exchanges) are telephone systems that serve an organization that has many telephone extensions but fewer telephone lines (sometimes called "trunks") that connect that organization to the rest of the global telecommunications network. While persons within an enterprise served by a PBX can call each other by dialing their extension numbers, incoming calls, i.e., calls originating from a telephone not served by the PBX but intended for a party served by the PBX, required assistance from a switchboard operator (also called a "switchboard attendant") or a telephone service called DID ("direct inward dialing"). Direct inward dialing has advantages such as rapid connection to the destination party and disadvantages including cost, lack of identification of the called organization and use of ten-digit telephone numbers. Automated attendants provide, among many other things, a way for an external caller to be directed to an extension or department served by a PBX system without using direct inward dialing or without switchboard attendant assistance. == History == Automated attendants are not part of voicemail systems. Voice messaging (or voicemail or VM) technology has existed since the late 1970s; in the early 1980s companies provided voice-prompting systems that allowed callers to reach (route the call) to an intended party, not necessarily to leave a message. Automated attendant systems are also referred to as automated menu systems and much early work in this field was done by Michael J. Freeman, Ph.D. == Time-based routing == Many auto attendants will have options to allow for time-of-day routing, as well as weekend and holiday routing. The specifics of these features will depend entirely on the particular automated attendant, but typically there would be a normal greeting and routing steps that would take place during normal business hours, and a different greeting and routing for non-business hours.

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  • EditDV

    EditDV

    EditDV was a video editing software released by Radius, Inc. in late 1997 as an evolution of their earlier Radius Edit product. EditDV was one of the first products providing professional-quality editing of the then new DV format at a relatively affordable cost ($999 including Radius FireWire capture card) and was named "The Best Video Tool of 1998". Originally EditDV was available for Macintosh only but in February 2000 EditDV 2.0 for Windows was released. With version 3.0 EditDV's name was changed to CineStream. == Features == Originally bundled with a FireWire card, EditDV 1.5 got updated into a less expensive software only package for use with the newer PowerMac G3 that came with a FireWire interface. Later, a scaled down version named EditDV 1.6.1 Unplugged was released as a freeware version next to EditDV 2.0. Unlike many other applications at the time which transcoded video to M-JPEG for editing, EditDV provided lossless native editing of the DV format. Only transitions (such as dissolves or wipes), effects (such as rotating or scaling the video, adjusting the audio level, or adding titles) and filters (such as changing the brightness or color balance) needed to be rendered. This also had the disadvantage to not work with analogue video capture. EditDV was built on top of QuickTime and supported QuickTime filters as well as its own built-in effects and transitions. Effects could be animated using keyframes. EditDV 2.0 worked natively with Quicktime MOV format. For Microsoft Windows users, where the standard was AVI, this required the use of a provided external conversion tool afterwards when AVI was wanted. The user interface had a Project window for organising clips into bins, a Sequence window with a multi-track timeline for arranging clips into a program using three-point editing, and Source and Program monitor windows. A finished program could either be exported as a QuickTime movie or written back to DV tape using the "print to video" command. Version 3.0, then renamed CineStream, shifted towards web designers who wanted to add video streaming interactivity to a website. The new feature called EventStream allowed setting clickable hot spots to link to another location, either to another page with a URL or to another video. This feature distinguished CineStream from the rest of the competition. == Products == The EditDV product family included a number of related products, all sharing a similar name: EditDV Video editing software (Mac and Windows) SoftDV A QuickTime software codec for playing DV media, included as part of EditDV (Mac and Windows) MotoDV PCI-based FireWire interface with DV capture software (Mac and Windows) PhotoDV Software to capture high-quality stills from a DV tape using MotoDV hardware (Mac and Windows) RotoDV Software for rotoscoping (painting over video), released in Sept 1999 (Macintosh only) == Name changes and eventual demise == In 1999, the company Radius Inc. changed its name to Digital Origin. In 2000, Digital Origin Inc (and EditDV) was bought by Media 100. In early 2001, Media 100 released an updated version of EditDV under the new name CineStream 3.0. Later that year (October 2001) Media 100 was bought by Autodesk's Discreet Division. CineStream for Macintosh required classic Mac OS. It was never ported to Mac OS X and faced increasing competition on that platform from Apple's own Final Cut Pro application. Development of EditDV/Cinestream was officially discontinued in 2002.

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  • FuseBase

    FuseBase

    FuseBase (previously Nimbus Note and Nimbus Platform) is a B2B SaaS platform. It is among the first to support the Model Context Protocol (MCP), an open standard enabling seamless integration of AI agents with external tools, systems, and data sources. == History == The platform was founded in 2014 as Nimbus Note, the platform started as a cross-platform note-taking and information management tool. As it evolved into Nimbus Platform, it added project management and client portal capabilities. In 2023, the company rebranded as FuseBase, pivoting to connect and automate both internal and external collaboration through AI Agents and cutting-edge protocol adoption like MCP. At the same time, FuseBase was named Product of the Year on Product Hunt. == Technical overview == The platform integrates the Model Context Protocol (MCP), an open-source framework created by Anthropic. MCP allows AI models to securely access and interact with external data, tools, and systems. This enables FuseBase AI Agents to gather relevant context, perform actions, and provide more advanced automation.

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  • International Clinical Trials Registry Platform

    International Clinical Trials Registry Platform

    The International Clinical Trials Registry Platform (ICTRP) is a platform for the registration of clinical trials operated by the World Health Organization. The ICTRP combines data from multiple cooperating clinical trials registries to generate a global view of clinical trials worldwide, with a search portal that allows access to the entire dataset. It requires a minimum standard set of database fields, the WHO Trial Registration Data Set, to be present for a trial to be registered. All entries are given a Universal Trial Number (UTN) that identifies them uniquely. The organization has sought to assist various national governments in establishing their own clinical trials databases. It combines data from the following primary registries and data providers: Australian New Zealand Clinical Trials Registry (ANZCTR) Brazilian Clinical Trials Registry (ReBec) Chinese Clinical Trial Registry (ChiCTR) Clinical Research Information Service (CRiS), Republic of Korea ClinicalTrials.gov Clinical Trials Information System (CTIS), European Medicines Agency Clinical Trials Registry - India (CTRI) Cuban Public Registry of Clinical Trials (RPCEC) EU Clinical Trials Register (EU-CTR) German Clinical Trials Register (DRKS) Iranian Registry of Clinical Trials (IRCT) ISRCTN (UK) International Traditional Medicine Clinical Trial Registry (ITMCTR) Japan Registry of Clinical Trials (jRCT) Japan Primary Registries Network (JPRN) Lebanese Clinical Trials Registry (LBCTR) Overview of Medical Research in the Netherlands (OMON) Thai Clinical Trials Registry (TCTR) Pan African Clinical Trial Registry (PACTR) Peruvian Clinical Trial Registry (REPEC) Sri Lanka Clinical Trials Registry (SLCTR)

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  • ViEWER

    ViEWER

    ViEWER, the Virtual Environment Workbench for Education and Research, is a proprietary, freeware computer program for Microsoft Windows written by researchers at the University of Idaho for the study of visual perception and complex immersive three-dimensional environments. It was created using C++ and OpenGL, and has been used by Dr. Brian Dyre, Dr. Steffen Werner, Dr. Ernesto Bustamante, Dr. Ben Barton, and their undergraduate and graduate researchers in visual perception, signal detection, and child-safety experiments.

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  • Time-compressed speech

    Time-compressed speech

    Time-compressed speech refers to an audio recording of verbal text in which the text is presented in a much shorter time interval than it would through normally-paced real time speech. The basic purpose is to make recorded speech contain more words in a given time, yet still be understandable. For example: a paragraph that might normally be expected to take 20 seconds to read, might instead be presented in 15 seconds, which would represent a time-compression of 25% (5 seconds out of 20). The term "time-compressed speech" should not be confused with "speech compression", which controls the volume range of a sound, but does not alter its time envelope. == Methods == While some voice talents are capable of speaking at rates significantly in excess of general norms, the term "time-compressed speech" most usually refers to examples in which the time-reduction has been accomplished through some form of electronic processing of the recorded speech. In general, recorded speech can be electronically time-compressed by: increasing its speed (linear compression); removing silences (selective editing); a combination of the two (non-linear compression). The speed of a recording can be increased, which will cause the material to be presented at a faster rate (and hence in a shorter amount of time), but this has the undesirable side-effect of increasing the frequency of the whole passage, raising the pitch of the voices, which can reduce intelligibility. There are normally silences between words and sentences, and even small silences within certain words, both of which can be reduced or removed ("edited-out") which will also reduce the amount of time occupied by the full speech recording. However, this can also have the effect of removing verbal "punctuation" from the speech, causing words and sentences to run together unnaturally, again reducing intelligibility. Vowels are typically held a minimum of 20 milliseconds, over many cycles of the fundamental pitch. DSP systems can detect the beginning and end of each cycle and then skip over some fraction of those cycles, causing the material to be presented at a faster rate, without changing the pitch, maintaining a "normal" tone of voice. The current preferred method of time-compression is called "non-linear compression", which employs a combination of selectively removing silences; speeding up the speech to make the reduced silences sound normally-proportioned to the text; and finally applying various data algorithms to bring the speech back down to the proper pitch. This produces a more acceptable result than either of the two earlier techniques; however, if unrestrained, removing the silences and increasing the speed can make a selection of speech sound more insistent, possibly to the point of unpleasantness. == Applications == === Advertising === Time-compressed speech is frequently used in television and radio advertising. The advantage of time-compressed speech is that the same number of words can be compressed into a smaller amount of time, reducing advertising costs, and/or allowing more information to be included in a given radio or TV advertisement. It is usually most noticeable in the information-dense caveats and disclaimers presented (usually by legal requirement) at the end of commercials—the aural equivalent of the "fine print" in a printed contract. This practice, however, is not new: before electronic methods were developed, spokespeople who could talk extremely quickly and still be understood were widely used as voice talents for radio and TV advertisements, and especially for recording such disclaimers. === Education === Time-compressed speech has educational applications such as increasing the information density of trainings, and as a study aid. A number of studies have demonstrated that the average person is capable of relatively easily comprehending speech delivered at higher-than-normal rates, with the peak occurring at around 25% compression (that is, 25% faster than normal); this facility has been demonstrated in several languages. Conversational speech (in English) takes place at a rate of around 150 wpm (words per minute), but the average person is able to comprehend speech presented at rates of up to 200-250 wpm without undue difficulty. Blind and severely visually impaired subjects scored similar comprehension levels at even higher rates, up to 300-350 wpm. Blind people have been found to use time-compressed speech extensively, for example, when reviewing recorded lectures from high school and college classes, or professional trainings. Comprehension rates in older blind subjects have been found to be as good, or in some cases better than those found in younger sighted subjects. Other studies have determined that the ability to comprehend highly time-compressed speech tends to fall off with increased age, and is also reduced when the language of the time-compressed speech is not the listener's native language. Non-native speakers can, however, improve their comprehension level of time-compressed speech with multiday training. === Voice Mail === Voice mail systems have employed time-compressed speech since as far back as the 1970s. In this application, the technology enables the rapid review of messages in high-traffic systems, by a relatively small number of people. === Streaming Multimedia === Time-compressed speech has been explored as one of a variety of interrelated factors which may be manipulated to increase the efficiency of streaming multimedia presentations, by significantly reducing the latency times involved in the transfer of large digitally encoded media files.

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  • Blobotics

    Blobotics

    Blobotics is a term describing research into chemical-based computer processors based on ions rather than electrons. Andrew Adamatzky, a computer scientist at the University of the West of England, Bristol used the term in an article in New Scientist March 28, 2005 [1]. The aim is to create 'liquid logic gates' which would be 'infinitely reconfigurable and self-healing'. The process relies on the Belousov–Zhabotinsky reaction, a repeating cycle of three separate sets of reactions. Such a processor could form the basis of a robot which, using artificial sensors, interact with its surroundings in a way which mimics living creatures. The coining of the term was featured by ABC radio in Australia [2].

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  • List of .NET libraries and frameworks

    List of .NET libraries and frameworks

    This article contains a list of libraries that can be used in .NET languages. These languages require .NET Framework, Mono, or .NET, which provide a basis for software development, platform independence, language interoperability and extensive framework libraries. Standard Libraries (including the Base Class Library) are not included in this article. == Introduction == Apps created with .NET Framework or .NET run in a software environment known as the Common Language Runtime (CLR), an application virtual machine that provides services such as security, memory management, and exception handling. The framework includes a large class library called Framework Class Library (FCL). Thanks to the hosting virtual machine, different languages that are compliant with the .NET Common Language Infrastructure (CLI) can operate on the same kind of data structures. These languages can therefore use the FCL and other .NET libraries that are also written in one of the CLI compliant languages. When the source code of such languages are compiled, the compiler generates platform-independent code in the Common Intermediate Language (CIL, also referred to as bytecode), which is stored in CLI assemblies. When a .NET app runs, the just-in-time compiler (JIT) turns the CIL code into platform-specific machine code. To improve performance, .NET Framework also comes with the Native Image Generator (NGEN), which performs ahead-of-time compilation to machine code. This architecture provides language interoperability. Each language can use code written in other languages. Calls from one language to another are exactly the same as would be within a single programming language. If a library is written in one CLI language, it can be used in other CLI languages. Moreover, apps that consist only of pure .NET assemblies, can be transferred to any platform that contains an implementation of CLI and run on that platform. For example, apps written using .NET can run on Windows, macOS, and various versions of Linux. .NET apps or their libraries, however, may depend on native platform features, e.g. COM. As such, platform independence of .NET apps depends on the ability to transfer necessary native libraries to target platforms. In 2019, the Windows Forms and Windows Presentation Foundation portions of .NET Framework were made open source. === .NET implementations === There are four primary .NET implementations that are actively developed and maintained: .NET Framework: The original .NET implementation that has existed since 2002. While not yet discontinued, Microsoft does not plan on releasing its next major version, 5.0. Mono: A cross-platform implementation of .NET Framework by Ximian, introduced in 2004. It is free and open-source. It is now developed by Xamarin, a subsidiary of Microsoft. Universal Windows Platform (UWP): An implementation of .NET used for building UWP apps. It's designed to unify development for different targeted types of devices, including PCs, tablets, phablets, phones, and the Xbox. .NET: A cross-platform re-implementation of .NET Framework, introduced in 2016 and initially called .NET Core. It is free and open-source. .NET superseded .NET Framework with the release of .NET 5. Each implementation of .NET includes the following components: One or more runtime environments, e.g. Common Language Runtime (CLR) for .NET Framework and CoreCLR for .NET A class library The .NET Standard is a set of common APIs that are implemented in the Base Class Library of any .NET implementation. The class library of each implementation must implement the .NET Standard, but may also implement additional APIs. Traditionally, .NET apps targeted a certain version of a .NET implementation, e.g. .NET Framework 4.6. Starting with the .NET Standard, an app can target a version of the .NET Standard and then it could be used (without recompiling) by any implementation that supports that level of the standard. This enables portability across different .NET implementations. The following table lists the .NET implementations that adhere to the .NET Standard and the version number at which each implementation became compliant with a given version of .NET Standard. For example, according to this table, .NET Core 3.0 was the first version of .NET Core that adhered to .NET Standard 2.1. This means that any version of .NET Core bigger than 3.0 (e.g. .NET Core 3.1) also adheres to .NET Standard 2.1. == Web frameworks == === ASP.NET === First released in 2002, ASP.NET is an open-source server-side web application framework designed for web development to produce dynamic web pages. It is the successor to Microsoft's Active Server Pages (ASP) technology, built on the Common Language Runtime (CLR). === ASP.NET Core === ASP.NET was completely rewritten in 2016 as a modular web framework, together with other frameworks like Entity Framework. The re-written framework uses the new open-source .NET Compiler Platform (also known by its codename "Roslyn") and is cross platform. The programming models ASP.NET MVC, ASP.NET Web API, and ASP.NET Web Pages (a model using only Razor pages) were merged into a unified MVC 6. === Blazor === Blazor is a free and open-source web framework that enables developers to create Single-page Web apps using C# and HTML in ASP.NET Razor pages ("components"). Blazor is part of the ASP.NET Core framework. Blazor Server apps are hosted on a web server, while Blazor WebAssembly apps are downloaded to the client's web browser before running. In addition, a Blazor Hybrid framework is available with server-based and client-based application components. == Numerical libraries == === Open-source numerical libraries === ==== AForge.NET ==== This is a computer vision and artificial intelligence library. It implements a number of genetic, fuzzy logic and machine learning algorithms with several architectures of artificial neural networks with corresponding training algorithms. ==== ALGLIB ==== This is a cross-platform open source numerical analysis and data processing library. It consists of algorithm collections written in different programming languages (C++, C#, FreePascal, Delphi, VBA) and has dual licensing – commercial and GPL. ==== Math.NET Numerics ==== This library aims to provide methods and algorithms for numerical computations in science, engineering and everyday use. Covered topics include special functions, linear algebra, probability models, random numbers, interpolation, integral transforms and more. MIT/X11 license. ==== Meta.Numerics ==== This is a library for advanced scientific computation in the .NET Framework. ==== ML.NET ==== This is a free software machine learning library. The preview release of ML.NET included transforms for feature engineering like n-gram creation, and learners to handle binary classification, multi-class classification, and regression tasks. Additional ML tasks like anomaly detection and recommendation systems have since been added, and other approaches like deep learning will be included in future versions. === Proprietary numerical libraries === ==== ILNumerics.Net ==== This is a high performance, typesafe numerical array set of classes and functions for general math, FFT and linear algebra. The library, developed for .NET/Mono, aims to provide 32- and 64-bit script-like syntax in C#, 2D & 3D plot controls, and efficient memory management. It is released under GPLv3 or commercial license. ==== Measurement Studio ==== This is an integrated suite of UI controls and class libraries for use in developing test and measurement applications. The analysis class libraries provide various digital signal processing, signal filtering, signal generation, peak detection, and other general mathematical functionality. ==== NMath ==== This is a numerical component library for the .NET platform developed by CenterSpace Software. It includes signal processing (FFT) classes, a linear algebra (LAPACK & BLAS) framework, and a statistics package. == 3D graphics == === Open-source 3D graphics === ==== Open Toolkit (OpenTK) ==== This is a low-level C# binding for OpenGL, OpenGL ES and OpenAL. It runs on Windows, Linux, Mac OS X, BSD, Android and iOS. It can be used standalone or integrated into a GUI. ==== Windows Presentation Foundation (WPF) ==== This is a graphical subsystem for rendering user interfaces, developed by Microsoft. It also contains a 3D rendering engine. In addition, interactive 2D content can be overlaid on 3D surfaces natively. It only runs on Windows operating systems. === Proprietary 3D graphics === ==== Unity ==== This is a cross-platform game engine developed by Unity Technologies and used to develop video games for PC, consoles, mobile devices and websites. == Image processing == === AForge.NET === This is a computer vision and artificial intelligence library. It implements a number of image processing algorithms and filters. It is released under the LGPLv3 and partly GPLv3 license. Majority of the library is written in C# and th

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  • Game Jolt

    Game Jolt

    Game Jolt is a social community platform for video games, gamers and content creators. Founded by Yaprak and David DeCarmine, it is available on iOS, Android, and on the web and as a desktop app for Windows and Linux. Users share interactive content through a variety of formats including images, videos, live streams, chat rooms, and virtual events. == Features == === Crowd streaming === In 2021 Game Jolt revealed their own live streaming feature called Firesides. Firesides allowed multiple users to simultaneously livestream together with nearly no delay. The feature launched with a virtual concert showcasing its ability to accommodate multiple streamers. On October 16, 2023, Firesides were removed from Game Jolt. === Mobile app === Game Jolt Social by Game Jolt Inc. launched on both the Apple App Store and Google Play Store in March 2022. "It's clear to us that Gen Z is tired of generic social media and they want a place specifically for gaming that supports all types of content they're creating–art, videos, thoughts, and livestreams all in one place." said Game Jolt founder and CEO Yaprak DeCarmine, in a statement to VentureBeat. === Game API === The Game Jolt Application Programming Interface (usually known as the Game Jolt Game API) allows any developer using a game development platform that supports HTTP operations and MD5 or SHA-1. Game Jolt advertises that the API can: Create multiple "scoreboards" which collect high scores from players made publicly available on the game's profile and give user accounts EXP Award player's trophies which give user accounts EXP Store game data on Game Jolt's data servers Log whether a user is currently playing a game they're logged into via the GJAPI == Game jams and competitions == Game Jolt regularly hosts game jams where participants are encouraged to develop games for a chance to win prizes. They hosted their first game jam in 2009, Shocking Contest. In November 2014, Game Jolt announced the "Indies vs PewDiePie" game jam, partnering with the popular YouTuber Felix "PewDiePie" Kjellberg. Developers were given a weekend (21–24 November) to create a game with the theme of "fun to play, fun to watch" to suit the Let's Plays entertainment style. Users could rate entries afterwards until December 1 when the scores were counted up. The prize to the top 10 rated games was Felix playing the games on his channel as a means of promotion for the developers, although later he played other entries. One of the participants of the jam, now known as Outerminds Inc. was discovered and hired by PewDiePie to develop his mobile game, Legend of the Brofist. Game Jolt partnered with Felix, Sean "Jacksepticeye" McLoughlin and Mark "Markiplier" Fischbach to host "Indies vs Gamers" in July 2015. The requirements for entries were arcade games using the Game Jolt Game API highscore tables, to be made between the July 17–20 and the top 5 games were played on the partner's YouTube channels. Following the "Indies vs PewDiePie" game jam in 2014, Game Jolt released their internal jam hosting tools public for all users to use as a service, to create their own game jams that integrated with the main site. Today, Game Jolt focuses on hosting and co-hosting game competitions with established brands in order to bring monetary and educational opportunities to their users. On April 15, 2024, an announcement was made about a collaboration with Pocket Worlds for the "HighRise Game Jam". Pocket Worlds had sold NFTs up until roughly 2022, causing a community outburst. The situation was addressed, and the situation started to disperse. == Contests == == Events == Game Jolt hosts both physical and virtual events to entertain and prank its users, which consists of the following: == History == Game Jolt has supported independent creators with a central platform to manage their content and communities since its start in 2003. David DeCarmine began development of Game Jolt at the age of 14 for a group of hobbyists, making games and sharing on forums in an early iteration known as Holo World. The original intention was to create a platform for gamers where new games could be discoverable and quickly playable, and where feedback could be provided directly to the creators, allowing them to continue improving their games. In 2008, Game Jolt was registered as an LLC, then incorporated as Game Jolt Inc. in September 2020. A new site launched in 2015 featuring a responsive design, automated curation for both games and game news articles which weighs how recent a game was uploaded and how popular it is ("hot") and filtering options on game listings for platform, maturity rating and development status. In March 2022, Game Jolt launched a mobile application simultaneously on the Google Play Store and Apple App Store targeted at Gen Z gamers and creators. While in beta, the mobile app had 100,000 installs pre-launch. === Game store === Game Jolt continues to host a large library of independent games. Game developers can upload their games directly to the site to share or sell. They would allow distribution for downloadable games, later adding support for Adobe Flash, Unity and Java games which allowed support for browser based games. In February 2013, Game Jolt built support for browser-based HTML5 games as well. A user levelling system was released into public beta in April 2013, incorporating the GJAPI trophies and highscores, as well as site activity, to generate 'EXP' (experience points). Game Jolt Jams released in early 2014 as a service to allow users to create their own game jams that integrated with the main site. In April 2016, an online marketplace was announced and released the following month with an exclusive set of game titles, including Bendy and the Ink Machine, allowing developers to sell their games on the site. In January 2016, Game Jolt released source code of the client and site's front end on GitHub under MIT license. In January 2022, Game Jolt banned adult games from appearing on the site, stating in an email to developers that the site had become a "social media platform" and they "had to make decisions around the direction and future of the brand which has now included the removal of hosted games with explicitly adult content." In response to a tweet by Itch.io saying the site is not for prudes, they wrote in their own tweet: "Game Jolt is a platform with a large audience of 13-16 year olds. Our users asked us to clean up, so here we are." == Investments == After bootstrapping Game Jolt with revenue earned from ads on the website for years, the DeCarmines secured venture capital in 2020 from SoftBank, doing so again in 2021 from founders of Twitch, Rec Room, Modio and more.

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  • Picture Prowler

    Picture Prowler

    Picture Prowler was an early piece of photo management software developed around and meant to show off Xing Technology's JPEG image decompression library during the early 1990s. Little known today, it featured thumbnail based picture management, printing, etc. The primary developer was Ray Bunnage from compression / decompression libraries developed by Howard Gordon and Chris Eddy.

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