AI Art Checker

AI Art Checker — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Coda (document editor)

    Coda (document editor)

    Coda is a cloud-based multi-user document editor. == Features == Coda is a document editor that provides features from spreadsheets, presentation documents, word processor files, and apps. Possible uses for Coda documents include using them as a wiki, database, or project management tool. Coda has built a formula system, much like spreadsheets commonly have, but in Coda documents, formulas can be used anywhere within the document, and can link to things that aren't just cells, including other documents, calendars or graphs. Coda also has the ability to integrate with custom third-party services, and has automations. It has offered $1 million in grants for developers that create such integrations. == Development == Coda Project, Inc. was founded by Shishir Mehrotra and Alex DeNeui in June 2014. Having met at MIT, they developed the project mostly privately before announcing a public beta in October 2017. The company was named Coda, which is an anadrome for “a doc”. Coda raised $60 million in venture capital funding over two rounds by 2017. The Coda software came out of beta in February 2019. Version 1.0 had an improved user interface, new features for folders and workspaces, and permission levels for accessing files. Coda raised another $80 million in 2020, and $100 million in 2021. The 2021 funding brought Coda's valuation to $1.4 billion, making it a unicorn. In December 2024, Coda was acquired by Grammarly in an all-stock deal for an undisclosed amount. In October 2025, Grammarly rebranded as Superhuman, incorporating Coda as a core product within the new Superhuman productivity suite alongside Grammarly's writing tools, Superhuman Mail, and a new AI assistant called Superhuman Go.

    Read more →
  • Dynamic web page

    Dynamic web page

    A dynamic web page is a web page constructed at runtime (during software execution), as opposed to a static web page, delivered as it is stored. A server-side dynamic web page is a web page whose construction is controlled by an application server processing server-side scripts. In server-side scripting, parameters determine how the assembly of every new web page proceeds, and including the setting up of more client-side processing. A client-side dynamic web page processes the web page using JavaScript running in the browser as it loads. JavaScript can interact with the page via Document Object Model (DOM), to query page state and modify it. Even though a web page can be dynamic on the client-side, it can still be hosted on a static hosting service such as GitHub Pages or Amazon S3 as long as there is not any server-side code included. A dynamic web page is then reloaded by the user or by a computer program to change some variable content. The updating information could come from the server, or from changes made to that page's DOM. This may or may not truncate the browsing history or create a saved version to go back to, but a dynamic web page update using AJAX technologies will neither create a page to go back to, nor truncate the web browsing history forward of the displayed page. Using AJAX, the end user gets one dynamic page managed as a single page in the web browser while the actual web content rendered on that page can vary. The AJAX engine sits only on the browser requesting parts of its DOM, the DOM, for its client, from an application server. A particular application server could offer a standardized REST style interface to offer services to the web application. DHTML is the umbrella term for technologies and methods used to create web pages that are not static web pages, though it has fallen out of common use since the popularization of AJAX, a term which is now itself rarely used. Client-side-scripting, server-side scripting, or a combination of these make for the dynamic web experience in a browser. == Basic concepts == Classical hypertext navigation, with HTML or XHTML alone, provides "static" content, meaning that the user requests a web page and simply views the page and the information on that page. However, a web page can also provide a "live", "dynamic", or "interactive" user experience. Content (text, images, form fields, etc.) on a web page can change, in response to different contexts or conditions. There are two ways to create this kind of effect: Using client-side scripting to change interface behaviors within a specific web page, in response to mouse or keyboard actions, data received from a web API, websocket or at specified timing events. In this case the dynamic behavior occurs within the presentation. Using server-side scripting to change the supplied page source code between pages, adjusting the sequence or reload of the web pages or web content supplied to the browser. Server responses may be determined by such conditions as data in a posted HTML form, parameters in the URL, the type of browser being used, the passage of time, or a database or server state. Web pages that use client-side scripting must use presentation technology broadly called rich interfaced pages. Client-side scripting languages like JavaScript or ActionScript, used for Dynamic HTML (DHTML) and Flash technologies respectively, are frequently used to orchestrate media types (sound, animations, changing text, etc.) of the presentation. The scripting also allows use of remote scripting, a technique by which the DHTML page requests additional information from a server, using a hidden Frame, XMLHttpRequests, or a web service. It is also possible to use a web framework to create a web API, which the client, via the use of JavaScript, uses to obtain data and alter its appearance or behavior dynamically depending on the data. Web pages that use server-side scripting are often created with the help of server-side languages such as PHP, Perl, ASP, JSP, ColdFusion and other languages. These server-side languages typically use the Common Gateway Interface (CGI) to produce dynamic web pages. These kinds of pages can also use, on the client-side, the first kind (DHTML, etc.). == History == It is difficult to be precise about "dynamic web page beginnings" or chronology because the precise concept makes sense only after the "widespread development of web pages". HTTP has existed since 1989, HTML, publicly standardized since 1996. The web browser's rise in popularity started with Mosaic in 1993. Between 1995 and 1996, multiple dynamic web products were introduced to the market, including Coldfusion, WebObjects, PHP, and Active Server Pages. The introduction of JavaScript (then known as LiveScript) enabled the production of client-side dynamic web pages, with JavaScript code executed in the client's browser. The letter "J" in the term AJAX originally indicated the use of JavaScript, as well as XML. With the rise of server side JavaScript processing, for example, Node.js, originally developed in 2009, JavaScript is also used to dynamically create pages on the server that are sent fully formed to clients. MediaWiki, the content management system that powers Wikipedia, is an example for an originally server-side dynamic web page, interacted with through form submissions and URL parameters. Throughout time, progressively enhancing extensions such as the visual editor have also added elements that are dynamic on the client side, while the original dynamic server-side elements such as the classic edit form remain available to be fallen back on (graceful degradation) in case of error or incompatibility. == Server-side scripting == A program running on a web server is used to generate the web content on various web pages, manage user sessions, and control workflow. Server responses may be determined by such conditions as data in a posted HTML form, parameters in the URL, the type of browser being used, the passage of time, or a database or server state. Such web pages are often created with the help of server-side languages such as ASP, ColdFusion, Java, JavaScript, Perl, PHP, Ruby, Python, and other languages, by a support server that can run on the same hardware as the web server. These server-side languages often use the Common Gateway Interface (CGI) to produce dynamic web pages. Two notable exceptions are ASP.NET, and JSP, which reuse CGI concepts in their APIs but actually dispatch all web requests into a shared virtual machine. The server-side languages are used to embed tags or markers within the source file of the web page on the web server. When a user on a client computer requests that web page, the web server interprets these tags or markers to perform actions on the server. For example, the server may be instructed to insert information from a database or information such as the current date. Dynamic web pages are often cached when there are few or no changes expected and the page is anticipated to receive considerable amount of web traffic that would wastefully strain the server and slow down page loading if it had to generate the pages on the fly for each request. == Client-side scripting == Client-side scripting is changing interface behaviors within a specific web page in response to input device actions, or at specified timing events. In this case, the dynamic behavior occurs within the presentation. The client-side content is generated on the user's local computer system. Such web pages use presentation technology called rich interfaced pages. Client-side scripting languages like JavaScript or ActionScript, used for Dynamic HTML (DHTML) and Flash technologies respectively, are frequently used to orchestrate media types (sound, animations, changing text, etc.) of the presentation. Client-side scripting also allows the use of remote scripting, a technique by which the DHTML page requests additional information from a server, using a hidden frame, XMLHttpRequests, or a Web service. The first public use of JavaScript was in 1995, when the language was implemented in Netscape Navigator 2, standardized as ECMAScript two years later. Example The client-side content is generated on the client's computer. The web browser retrieves a page from the server, then processes the code embedded in the page (typically written in JavaScript) and displays the retrieved page's content to the user. The innerHTML property (or write command) can illustrate the client-side dynamic page generation: two distinct pages, A and B, can be regenerated (by an "event response dynamic") as document.innerHTML = A and document.innerHTML = B; or "on load dynamic" by document.write(A) and document.write(B). == Combination technologies == All of the client and server components that collectively build a dynamic web page are called a web application. Web applications manage user interactions, state, security, and performance. Ajax uses a combination of both client-side script

    Read more →
  • Telecommunications

    Telecommunications

    Telecommunication, often used in its plural form or abbreviated as telecom, is the transmission of information over a distance using electrical or electronic means, typically through cables, radio waves, or other communication technologies. These means of transmission may be divided into communication channels for multiplexing, allowing for a single medium to transmit several concurrent communication sessions. Long-distance technologies invented during the 19th, 20th and 21st centuries generally use electric power, and include the electrical telegraph, telephone, television, and radio. Early telecommunication networks used metal wires as the medium for transmitting signals. These networks were used for telegraphy and telephony for many decades. In the first decade of the 20th century, a revolution in wireless communication began with breakthroughs including those made in radio communications by Guglielmo Marconi, who won the 1909 Nobel Prize in Physics. Other early pioneers in electrical and electronic telecommunications include co-inventors of the telegraph Charles Wheatstone and Samuel Morse, numerous inventors and developers of the telephone including Antonio Meucci, Philipp Reis, Elisha Gray and Alexander Graham Bell, inventors of radio Edwin Armstrong and Lee de Forest, as well as inventors of television like Vladimir K. Zworykin, John Logie Baird and Philo Farnsworth. Since the 1960s, the proliferation of digital technologies has meant that voice communications have gradually been supplemented by data. The physical limitations of metallic media prompted the development of optical fibre. The Internet, a technology independent of any given medium, has provided global access to services for individual users and further reduced location and time limitations on communications. == Definition == At the 1932 Plenipotentiary Telegraph Conference and the International Radiotelegraph Conference in Madrid, the two organizations merged to form the International Telecommunication Union (ITU). They defined telecommunication as "any telegraphic or telephonic communication of signs, signals, writing, facsimiles and sounds of any kind, by wire, wireless or other systems or processes of electric signaling or visual signaling (semaphores)." The definition was later reconfirmed, according to Article 1.3 of the ITU Radio Regulations, which defined it as "Any transmission, emission or reception of signs, signals, writings, images and sounds or intelligence of any nature by wire, radio, optical, or other electromagnetic systems". As such, slow communications technologies like postal mail and pneumatic tubes are excluded from the telecommunication's definition. The term telecommunication was coined in 1904 by the French engineer and novelist Édouard Estaunié, who defined it as "remote transmission of thought through electricity". Telecommunication is a compound noun formed from the Greek prefix tele- (τῆλε), meaning distant, far off, or afar, and the Latin verb communicare, meaning to share. Communication was first used as an English word in the late 14th century. It comes from Old French comunicacion (14c., Modern French communication), from Latin communicationem (nominative communication), noun of action from past participle stem of communicare, "to share, divide out; communicate, impart, inform; join, unite, participate in," literally, "to make common", from communis. == History == Many transmission media have been used for long-distance communication throughout history, from smoke signals, beacons, semaphore telegraphs, signal flags, and optical heliographs to wires and empty space made to carry electromagnetic signals. === Before the electrical and electronic era === Long-distance communication was used long before the discovery of electricity and electromagnetism enabled the invention of telecommunications. A few of the many ingenious methods for communicating over distances prior to that are described here. Homing pigeons have been used throughout history by different cultures. Pigeon post had Persian roots and was later used by the Romans to aid their military. Frontinus claimed Julius Caesar used pigeons as messengers in his conquest of Gaul. The Greeks also conveyed the names of the victors at the Olympic Games to various cities using homing pigeons. In the early 19th century, the Dutch government used the system in Java and Sumatra. And in 1849, Paul Julius Reuter started a pigeon service to fly stock prices between Aachen and Brussels, a service that operated for a year until the gap in the telegraph link was closed. In the Middle Ages, chains of beacons were commonly used on hilltops as a means of relaying a signal. Beacon chains suffered the drawback that they could only pass a single bit of information, so the meaning of the message, such as "the enemy has been sighted" had to be agreed upon in advance. One notable instance of their use was during the Spanish Armada, when a beacon chain relayed a signal from Plymouth to London. In 1792, Claude Chappe, a French engineer, built the first fixed visual telegraphy system (or semaphore line) between Lille and Paris. However semaphore suffered from the need for skilled operators and expensive towers at intervals of ten to thirty kilometres (six to nineteen miles). As a result of competition from the electrical telegraph, the last commercial line was abandoned in 1880. === Telegraph and telephone === On July 25, 1837, the first commercial electrical telegraph was demonstrated by English inventor Sir William Fothergill Cooke and English scientist Sir Charles Wheatstone. Both inventors viewed their device as "an improvement to the [existing] electromagnetic telegraph" and not as a new device. Samuel Morse independently developed a version of the electrical telegraph that he unsuccessfully demonstrated on September 2, 1837. His code was an important advance over Wheatstone's signaling method. The first transatlantic telegraph cable was successfully completed on July 27, 1866, allowing transatlantic telecommunication for the first time. After early attempts to develop a talking telegraph by Antonio Meucci and a telefon by Johann Philipp Reis, a patent for the conventional telephone was filed by Alexander Bell in February 1876 (just a few hours before Elisha Gray filed a patent caveat for a similar device). The first commercial telephone services were set up by the Bell Telephone Company in 1878 and 1879 on both sides of the Atlantic in the cities of New Haven and London. === Radio and television === In 1894, Italian inventor Guglielmo Marconi began developing wireless communication using the then-newly discovered phenomenon of radio waves, demonstrating, by 1901, that they could be transmitted across the Atlantic Ocean. This was the start of wireless telegraphy by radio. On 17 December 1902, a transmission from the Marconi station in Glace Bay, Nova Scotia, Canada, became the world's first radio message to cross the Atlantic from North America. In 1904, a commercial service was established to transmit nightly news summaries to subscribing ships, which incorporated them into their onboard newspapers. World War I accelerated the development of radio for military communications. After the war, commercial radio AM broadcasting began in the 1920s and became an important mass medium for entertainment and news. World War II again accelerated the development of radio for the wartime purposes of aircraft and land communication, radio navigation, and radar. Development of stereo FM broadcasting of radio began in the 1930s in the United States and the 1940s in the United Kingdom, displacing AM as the dominant commercial standard in the 1970s. On March 25, 1925, John Logie Baird demonstrated the transmission of moving pictures at the London department store Selfridges. Baird's device relied upon the Nipkow disk by Paul Nipkow and thus became known as the mechanical television. It formed the basis of experimental broadcasts done by the British Broadcasting Corporation beginning on 30 September 1929. === Vacuum tubes === Vacuum tubes use thermionic emission of electrons from a heated cathode for a number of fundamental electronic functions such as signal amplification and current rectification. The simplest vacuum tube, the diode invented in 1904 by John Ambrose Fleming, contains only a heated electron-emitting cathode and an anode. Electrons can only flow in one direction through the device—from the cathode to the anode. Adding one or more control grids within the tube enables the current between the cathode and anode to be controlled by the voltage on the grid or grids. These devices became a key component of electronic circuits for the first half of the 20th century and were crucial to the development of radio, television, radar, sound recording and reproduction, long-distance telephone networks, and analogue and early digital computers. While some applications had used earlier technologies such as the sp

    Read more →
  • Cultural technology

    Cultural technology

    Cultural technology (Korean: 문화기술; Hanja: 文化技術; RR: munhwagisul) is a system used by South Korean talent agencies to promote K-pop culture throughout the world as part of the Korean Wave. The system was developed by Lee Soo-man, founder of talent agency and record company SM Entertainment. == History == === Coinage === During a speech at the Stanford Graduate School of Business in 2011, Lee said he coined the term "cultural technology" as a system about fourteen years prior, when S.M. Entertainment decided to promote its K-pop artists to all of Asia. In the late 1990s, Lee and his colleagues created a manual on cultural technology, which specified the steps needed to popularize K-pop artists outside South Korea. "The manual, which all S.M. employees are instructed to learn, explains when to bring in foreign composers, producers, and choreographers; what chord progressions to use in what country; the precise color of eyeshadow a performer should wear in a particular country; the exact hand gestures he or she should make; and the camera angles to be used in the videos (a three-hundred-and-sixty-degree group shot to open the video, followed by a montage of individual closeups)," according to The New Yorker. The term "cultural technology," apart from Lee's systemized definition, can be traced back to the lectures of Michael White, an Australian social worker, educator, and therapeutic theorist and his works Narrative Means to Therapeutic Ends (1990) and Maps of Narrative Practice (2007). Its usage may also date further back to French philosopher Michel Foucault (1977). South Korean computer scientist Kwangyun Wohn said he coined the term "culture technology" in 1994. Cultural technology has also been one of six technology initiatives of the South Korean government since 2001. In regards to cultural technology, the Korean Wave is considered one of the most successful outcomes of government support of exporting Korean entertainment products. === The Four Core Stages === The cultural technology system originally employed by SM Entertainment since the 1990s existed in four stages: Casting, Training, Producing, and Marketing/Managing. Each of these four stages were curated to help spread the Hallyu wave through the development of its artists, and are present in the strategies of many other South Korean talent agencies when creating, debuting, and marketing groups. ==== Casting ==== While the majority of K-pop idols are from South Korea, some are from Japan, China, or Thailand. Many of Korea's entertainment companies, such as SM's Global Auditions, Bighit's Hit It auditions, and YG's Next Generation, host worldwide auditions. Scouting and streetcasting are also common, with members like BTS's Jin recruited for their looks or other surface reasons. Sometimes, casting agents go to dance schools to recruit the top dancers to be trained further at the entertainment company. ==== Training ==== Idols train extensively before debut. They receive training in dance, vocal activities, presentation, and other areas that will benefit them in the industry. Oftentimes, this training will last for years at a time, and trainees are in the proverbial dungeon. Before debut, idols and groups attempt to gain fans through pre-debut activities. SM Entertainment has a system in place called SM Rookies, which is a pre-debut team that hosts concerts and releases videos that strengthen the fanbase of the group even before their first single is released. Other forms of pre-debut activities include featuring in other, more seasoned idols' videos—like Nu'est in Orange Caramel or Exo in Girls' Generation-TTS Twinkle or BTS in Jo Kwon. One particular method of pre-debut training is coupled with casting in production shows, like Sixteen and Produce 101, in which members for a final group are selected and trained. ==== Producing ==== The production of music is integral in culture technology. For cultural technology, production of music helps create differentiated content to set trends in the K-pop world—trends that vary from music to also costume, choreography, and music videos. SM in particular focuses heavily on the expansion globally. Some companies also outsource production to more internationally famed parties, like Cube Entertainment's partnership with Skrillex for 4minute's Act. 7. ==== Marketing/Managing ==== In the marketing and management stage, talent agencies seek to broaden their reach. Often, idols have potential for being actors and actresses in dramas, or perhaps hosts/permanent members of variety shows like Kim Hee-chul in Knowing Bros. This so-called omnidirectional marketing lineup ranges over lifestyle and seeks to reach many aspects of living, like music, TV, drama, entertainment, sports, and fashion. This is also where older groups find new life, like Super Junior. Companies are not complacent but experiment constantly to develop the best marketing for the best management system. Marketing also aspires to branch out to international audiences, sometimes via the implementation of variety shows. Despite being primarily in Korean, these variety shows are accessible to all due to the simplistic, easily understood nature of shows—game-oriented shows like Run BTS! or consistently subbed shows like Weekly Idol are popular in showing the fun-loving side of idols. == Evolution into New Culture Technology == In February 2016, SM hosted a press conference discussing the future of SM and its cultural technology. Lee Soo-man announced the implementation of New Culture Technology, an SM-specific system. While SM's cultural technology in the past relied on local, Korean artists like Rain and BoA, the updated model tries to embed more and more foreign singers from strategic markets into larger girl or boy bands. These imported singers are then used to promote their acts back in their respective home countries. New Culture Technology is five projects—SM Station, EDM, Digital Platforms, Rookies Entertainment, and MCN—and one experimental group, NCT. It is a convergence and expansion of SM's four core culture technologies developed and deals heavily with interaction and the desire to innovate through communication. === SM Station === SM announced their intention of creating a new song every week for 52 weeks. Through this constant output of music, they intend to stray away from conventional forms of music and show active movement in digital music market and physical album market through freely and continuously releasing music. Additionally, this SM Station will feature collaborations between artists, producers, composers, and company brands outside the SM label. The name of SM Station is both derived from the radio station and the metaphorical train station. === NCT === Neo Culture Technology (NCT) introduced the idea of "Interactive". SM company tried to connect the targeting market, customers and artist, in order to lead the K-pop culture. NCT (Neo Culture Technology) is the new artist group formed by SM that embodies the concepts of cultural technology. With the seemingly limitless combinations and groups, SM aspires to make the whole world a stage for NCT. Since 2023, there are six NCT groups, who debuted on the digital song sales: NCT U, NCT 127, NCT Dream, WayV, NCT DoJaeJung, and NCT Wish. As of October 2023, the group consists of 25 members: Johnny, Taeyong, Yuta, Kun, Doyoung, Ten, Jaehyun, Winwin, Jungwoo, Mark, Xiaojun, Hendery, Renjun, Jeno, Haechan, Jaemin, Yangyang, Chenle, Jisung, Sion, Riku, Yushi, Daeyoung, Ryo, and Sakuya. ScreaM Records ScreaM Records has been released by SM Entertainment as an EDM label since 2016 for "SM TOWN: New Culture Technology". ScreaM Records is made for "performances made to be enjoyed". It collaborates with inside and outside Korean well-known EDM DJs. ScreaM Records has first launched collaborated song "Wave" E-Mart's home electronics store, Electro Mart. "Our goal is to provide opportunities to producers who have yet to be discovered and produce world famous DJs from the Asian scene." a ScreaM Records representative said. == Three stages of globalization == According to Lee, there are three stages necessary to popularize Korean culture outside South Korea: exporting the product, collaborating with international companies to expand the product's presence abroad, and finally creating a joint venture with international companies. As part of their joint ventures with international companies, South Korean talent agencies may hire foreign composers, producers, and choreographers to ensure K-pop songs feel "local" to foreign countries.

    Read more →
  • Problem solving

    Problem solving

    Problem solving is the process of achieving a goal by overcoming obstacles, a frequent part of most activities. Problems in need of solutions range from simple personal tasks (e.g. how to get from point A to B) to complex issues in business and technical fields. The former is an example of simple problem solving (SPS) addressing one issue, whereas the latter is complex problem solving (CPS) with multiple interrelated obstacles. Another classification of problem-solving tasks is into well-defined problems with specific obstacles and goals, and ill-defined problems in which the current situation is troublesome but it is not clear what kind of resolution to aim for. Similarly, one may distinguish formal or fact-based problems requiring psychometric intelligence, versus socio-emotional problems which depend on the changeable emotions of individuals or groups, such as tactful behavior, fashion, or gift choices. Solutions require sufficient resources and knowledge to attain the goal. Professionals such as lawyers, doctors, programmers, and consultants are largely problem solvers for issues that require technical skills and knowledge beyond general competence. Many businesses have found profitable markets by recognizing a problem and creating a solution: the more widespread and inconvenient the problem, the greater the opportunity to develop a scalable solution. There are many specialized problem-solving techniques and methods in fields such as science, engineering, business, medicine, mathematics, computer science, philosophy, and social organization. The mental techniques to identify, analyze, and solve problems are studied in psychology and cognitive sciences. Also widely researched are the mental obstacles that prevent people from finding solutions; problem-solving impediments include confirmation bias, mental set, and functional fixedness. == Definition == The term problem solving has a slightly different meaning depending on the discipline. For instance, it is a mental process in psychology and a computerized process in computer science. There are two different types of problems: ill-defined and well-defined; different approaches are used for each. Well-defined problems have specific end goals and clearly expected solutions, while ill-defined problems do not. Well-defined problems allow for more initial planning than ill-defined problems. Solving problems sometimes involves dealing with pragmatics (the way that context contributes to meaning) and semantics (the interpretation of the problem). The ability to understand what the end goal of the problem is, and what rules could be applied, represents the key to solving the problem. Sometimes a problem requires abstract thinking or coming up with a creative solution. Problem solving has two major domains: mathematical problem solving and personal problem solving. Each concerns some difficulty or barrier that is encountered. === Psychology === Problem solving in psychology refers to the process of finding solutions to problems encountered in life. Solutions to these problems are usually situation- or context-specific. The process starts with problem finding and problem shaping, in which the problem is discovered and simplified. The next step is to generate possible solutions and evaluate them. Finally a solution is selected to be implemented and verified. Problems have an end goal to be reached; how you get there depends upon problem orientation (problem-solving coping style and skills) and systematic analysis. Mental health professionals study the human problem-solving processes using methods such as introspection, behaviorism, simulation, computer modeling, and experiment. Social psychologists look into the person-environment relationship aspect of the problem and independent and interdependent problem-solving methods. Problem solving has been defined as a higher-order cognitive process and intellectual function that requires the modulation and control of more routine or fundamental skills. Empirical research shows many different strategies and factors influence everyday problem solving. Rehabilitation psychologists studying people with frontal lobe injuries have found that deficits in emotional control and reasoning can be re-mediated with effective rehabilitation and could improve the capacity of injured persons to resolve everyday problems. Interpersonal everyday problem solving is dependent upon personal motivational and contextual components. One such component is the emotional valence of "real-world" problems, which can either impede or aid problem-solving performance. Researchers have focused on the role of emotions in problem solving, demonstrating that poor emotional control can disrupt focus on the target task, impede problem resolution, and lead to negative outcomes such as fatigue, depression, and inertia. In conceptualization,human problem solving consists of two related processes: problem orientation, and the motivational/attitudinal/affective approach to problematic situations and problem-solving skills. People's strategies cohere with their goals and stem from the process of comparing oneself with others. === Cognitive sciences === Among the first experimental psychologists to study problem solving were the Gestaltists in Germany, such as Karl Duncker in The Psychology of Productive Thinking (1935). Perhaps best known is the work of Allen Newell and Herbert A. Simon. Experiments in the 1960s and early 1970s asked participants to solve relatively simple, well-defined, but not previously seen laboratory tasks. These simple problems, such as the Tower of Hanoi, admitted optimal solutions that could be found quickly, allowing researchers to observe the full problem-solving process. Researchers assumed that these model problems would elicit the characteristic cognitive processes by which more complex "real world" problems are solved. An outstanding problem-solving technique found by this research is the principle of decomposition. === Computer science === Much of computer science and artificial intelligence involves designing automated systems to solve a specified type of problem: to accept input data and calculate a correct or adequate response, reasonably quickly. Algorithms are recipes or instructions that direct such systems, written into computer programs. Steps for designing such systems include problem determination, heuristics, root cause analysis, de-duplication, analysis, diagnosis, and repair. Analytic techniques include linear and nonlinear programming, queuing systems, and simulation. A large, perennial obstacle is to find and fix errors in computer programs: debugging. === Logic === Formal logic concerns issues like validity, truth, inference, argumentation, and proof. In a problem-solving context, it can be used to formally represent a problem as a theorem to be proved, and to represent the knowledge needed to solve the problem as the premises to be used in a proof that the problem has a solution. The use of computers to prove mathematical theorems using formal logic emerged as the field of automated theorem proving in the 1950s. It included the use of heuristic methods designed to simulate human problem solving, as in the Logic Theory Machine, developed by Allen Newell, Herbert A. Simon and J. C. Shaw, as well as algorithmic methods such as the resolution principle developed by John Alan Robinson. In addition to its use for finding proofs of mathematical theorems, automated theorem-proving has also been used for program verification in computer science. In 1958, John McCarthy proposed the advice taker, to represent information in formal logic and to derive answers to questions using automated theorem-proving. An important step in this direction was made by Cordell Green in 1969, who used a resolution theorem prover for question-answering and for such other applications in artificial intelligence as robot planning. The resolution theorem-prover used by Cordell Green bore little resemblance to human problem solving methods. In response to criticism of that approach from researchers at MIT, Robert Kowalski developed logic programming and SLD resolution, which solves problems by problem decomposition. He has advocated logic for both computer and human problem solving and computational logic to improve human thinking. === Engineering === When products or processes fail, problem solving techniques can be used to develop corrective actions that can be taken to prevent further failures. Such techniques can also be applied to a product or process prior to an actual failure event—to predict, analyze, and mitigate a potential problem in advance. Techniques such as failure mode and effects analysis can proactively reduce the likelihood of problems. In either the reactive or the proactive case, it is necessary to build a causal explanation through a process of diagnosis. In deriving an explanation of effects in terms of causes, abduction generates new ideas or hypothes

    Read more →
  • Locative media

    Locative media

    Locative media or location-based media (LBM) is a virtual medium of communication functionally bound to a location. The physical implementation of locative media, however, is not bound to the same location to which the content refers. Location-based media delivers multimedia and other content directly to the user of a mobile device dependent upon their location. Location information determined by means such as mobile phone tracking and other emerging real-time locating system technologies like Wi-Fi or RFID can be used to customize media content presented on the device. Locative media are digital media applied to real places and thus triggering real social interactions. While mobile technologies such as the Global Positioning System (GPS), laptop computers and mobile phones enable locative media, they are not the goal for the development of projects in this field. == Description == Media content is managed and organized externally of the device on a standard desktop, laptop, server, or cloud computing system. The device then downloads this formatted content with GPS or other RTLS coordinate-based triggers applied to each media sequence. As the location-aware device enters the selected area, centralized services trigger the assigned media, designed to be of optimal relevance to the user and their surroundings. Use of locative technologies "includes a range of experimental uses of geo-technologies including location-based games, artistic critique of surveillance technologies, experiential mapping, and spatial annotation." Location based media allows for the enhancement of any given environment offering explanation, analysis and detailed commentary on what the user is looking at through a combination of video, audio, images and text. The location-aware device can deliver interpretation of cities, parklands, heritage sites, sporting events or any other environment where location based media is required. The content production and pre-production are integral to the overall experience that is created and must have been performed with ultimate consideration of the location and the users position within that location. The media offers a depth to the environment beyond that which is immediately apparent, allowing revelations about background, history and current topical feeds. == Locative, ubiquitous and pervasive computing == The term 'locative media' was coined by Karlis Kalnins. Locative media is closely related to augmented reality (reality overlaid with virtual reality) and pervasive computing (computers everywhere, as in ubiquitous computing). Whereas augmented reality strives for technical solutions, and pervasive computing is interested in embedded computers, locative media concentrates on social interaction with a place and with technology. Many locative media projects have a social, critical or personal (memory) background. While strictly spoken, any kind of link to additional information set up in space (together with the information that a specific place supplies) would make up location-dependent media, the term locative media is strictly bound to technical projects. Locative media works on locations and yet many of its applications are still location-independent in a technical sense. As in the case of digital media, where the medium itself is not digital but the content is digital, in locative media the medium itself might not be location-oriented, whereas the content is location-oriented. Japanese mobile phone culture embraces location-dependent information and context-awareness. It is projected that in the near future locative media will develop to a significant factor in everyday life. == Enabling technologies == Locative media projects use technology such as Global Positioning System (GPS), laptop computers, the mobile phone, Geographic Information System (GIS), and web map services such as Mapbox, OpenStreetMap, and Google Maps among others. Whereas GPS allows for the accurate detection of a specific location, mobile computers allow interactive media to be linked to this place. The GIS supplies arbitrary information about the geological, strategic or economic situation of a location. Web maps like Google Maps give a visual representation of a specific place. Another important new technology that links digital data to a specific place is radio-frequency identification (RFID), a successor to barcodes like Semacode. Research that contributes to the field of locative media happens in fields such as pervasive computing, context awareness and mobile technology. The technological background of locative media is sometimes referred to as "location-aware computing". == Creative representation == Place is often seen as central to creativity; in fact, "for some—regional artists, citizen journalists and environmental organizations for example—a sense of place is a particularly important aspect of representation, and the starting point of conversations." Locative media can propel such conversations in its function as a "poetic form of data visualization," as its output often traces how people move in, and by proxy, make sense of, urban environments. Given the dynamism and hybridity of cities and the networks which comprise them, locative media extends the internet landscape to physical environments where people forge social relations and actions which can be "mobile, plural, differentiated, adventurous, innovative, but also estranged, alienated, impersonalized." Moreover, in using locative technologies, users can expand how they communicate and assert themselves in their environment and, in doing so, explore this continuum of urban interactions. Furthermore, users can assume a more active role in constructing the environments they are situated in accordingly. In turn, artists have been intrigued with locative media as a means of "user-led mapping, social networking and artistic interventions in which the fabric of the urban environment and the contours of the earth become a 'canvas.'" Such projects demystify how resident behaviors in a given city contribute to the culture and sense of personality that cities are often perceived to take on. Design scholars Anne Galloway and Matthew Ward state that "various online lists of pervasive computing and locative media projects draw out the breadth of current classification schema: everything from mobile games, place-based storytelling, spatial annotation and networked performances to device-specific applications." A prominent use of locative media is in locative art. A sub-category of interactive art or new media art, locative art explores the relationships between the real world and the virtual or between people, places or objects in the real world. == Examples == Notable locative media projects include Bio Mapping by Christian Nold in 2004, locative art projects such as the SpacePlace ZKM/ZKMax bluecasting and participatory urban media access in Munich in 2005 and Britglyph by Alfie Dennen in 2009, and location-based games such as AR Quake by the Wearable Computer Lab at the University of South Australia and Can You See Me Now? in 2001 by Blast Theory in collaboration with the Mixed Reality Lab at the University of Nottingham. In 2005, the Silicon Valley–based collaborators of C5 first exhibited the C5 Landscape Initiative, a suite of four GPS inspired projects that investigate perception of landscape in light of locative media. In William Gibson's 2007 novel Spook Country, locative art is one of the main themes and set pieces in the story. Narrative projects which engage with locative media are sometimes referred to as Location-Aware Fiction, as explored in "Data and Narrative: Location Aware Fiction" a 2003 essay by Kate Armstrong. This location-aware fiction is also known as locative literature, where locative stories and poems can be experienced via digital portals, apps, QR codes and e-books, as well as via analogue forms such as labelling tape, Scrabble tiles, fridge magnets or Post-It notes, and these are forms often used by the writer and artist Matt Blackwood. The Transborder Immigrant Tool by the Electronic Disturbance Theater is a locative media project aimed at providing life saving directions to water for people trying to cross the US / Mexico border. The project attracted global media attention in 2009 and 2010. Articles included a Los Angeles Times cover story focusing on Ricardo Dominguez and an AP story interviewing Micha Cárdenas and Brett Stalbaum. The articles focused on concerns over the legality of the project and the ensuing investigations of the group, which are still underway. The Transborder Immigrant Tool has recently been included in a number of major exhibitions including Here, Not There at the Museum of Contemporary Art San Diego and the 2010 California Biennial at the Orange County Museum of Art. Invisible Threads by Stephanie Rothenberg and Jeff Crouse is a locative media project aimed at creating embodied awareness of sweatshops and just-in-time production t

    Read more →
  • Telecommunications

    Telecommunications

    Telecommunication, often used in its plural form or abbreviated as telecom, is the transmission of information over a distance using electrical or electronic means, typically through cables, radio waves, or other communication technologies. These means of transmission may be divided into communication channels for multiplexing, allowing for a single medium to transmit several concurrent communication sessions. Long-distance technologies invented during the 19th, 20th and 21st centuries generally use electric power, and include the electrical telegraph, telephone, television, and radio. Early telecommunication networks used metal wires as the medium for transmitting signals. These networks were used for telegraphy and telephony for many decades. In the first decade of the 20th century, a revolution in wireless communication began with breakthroughs including those made in radio communications by Guglielmo Marconi, who won the 1909 Nobel Prize in Physics. Other early pioneers in electrical and electronic telecommunications include co-inventors of the telegraph Charles Wheatstone and Samuel Morse, numerous inventors and developers of the telephone including Antonio Meucci, Philipp Reis, Elisha Gray and Alexander Graham Bell, inventors of radio Edwin Armstrong and Lee de Forest, as well as inventors of television like Vladimir K. Zworykin, John Logie Baird and Philo Farnsworth. Since the 1960s, the proliferation of digital technologies has meant that voice communications have gradually been supplemented by data. The physical limitations of metallic media prompted the development of optical fibre. The Internet, a technology independent of any given medium, has provided global access to services for individual users and further reduced location and time limitations on communications. == Definition == At the 1932 Plenipotentiary Telegraph Conference and the International Radiotelegraph Conference in Madrid, the two organizations merged to form the International Telecommunication Union (ITU). They defined telecommunication as "any telegraphic or telephonic communication of signs, signals, writing, facsimiles and sounds of any kind, by wire, wireless or other systems or processes of electric signaling or visual signaling (semaphores)." The definition was later reconfirmed, according to Article 1.3 of the ITU Radio Regulations, which defined it as "Any transmission, emission or reception of signs, signals, writings, images and sounds or intelligence of any nature by wire, radio, optical, or other electromagnetic systems". As such, slow communications technologies like postal mail and pneumatic tubes are excluded from the telecommunication's definition. The term telecommunication was coined in 1904 by the French engineer and novelist Édouard Estaunié, who defined it as "remote transmission of thought through electricity". Telecommunication is a compound noun formed from the Greek prefix tele- (τῆλε), meaning distant, far off, or afar, and the Latin verb communicare, meaning to share. Communication was first used as an English word in the late 14th century. It comes from Old French comunicacion (14c., Modern French communication), from Latin communicationem (nominative communication), noun of action from past participle stem of communicare, "to share, divide out; communicate, impart, inform; join, unite, participate in," literally, "to make common", from communis. == History == Many transmission media have been used for long-distance communication throughout history, from smoke signals, beacons, semaphore telegraphs, signal flags, and optical heliographs to wires and empty space made to carry electromagnetic signals. === Before the electrical and electronic era === Long-distance communication was used long before the discovery of electricity and electromagnetism enabled the invention of telecommunications. A few of the many ingenious methods for communicating over distances prior to that are described here. Homing pigeons have been used throughout history by different cultures. Pigeon post had Persian roots and was later used by the Romans to aid their military. Frontinus claimed Julius Caesar used pigeons as messengers in his conquest of Gaul. The Greeks also conveyed the names of the victors at the Olympic Games to various cities using homing pigeons. In the early 19th century, the Dutch government used the system in Java and Sumatra. And in 1849, Paul Julius Reuter started a pigeon service to fly stock prices between Aachen and Brussels, a service that operated for a year until the gap in the telegraph link was closed. In the Middle Ages, chains of beacons were commonly used on hilltops as a means of relaying a signal. Beacon chains suffered the drawback that they could only pass a single bit of information, so the meaning of the message, such as "the enemy has been sighted" had to be agreed upon in advance. One notable instance of their use was during the Spanish Armada, when a beacon chain relayed a signal from Plymouth to London. In 1792, Claude Chappe, a French engineer, built the first fixed visual telegraphy system (or semaphore line) between Lille and Paris. However semaphore suffered from the need for skilled operators and expensive towers at intervals of ten to thirty kilometres (six to nineteen miles). As a result of competition from the electrical telegraph, the last commercial line was abandoned in 1880. === Telegraph and telephone === On July 25, 1837, the first commercial electrical telegraph was demonstrated by English inventor Sir William Fothergill Cooke and English scientist Sir Charles Wheatstone. Both inventors viewed their device as "an improvement to the [existing] electromagnetic telegraph" and not as a new device. Samuel Morse independently developed a version of the electrical telegraph that he unsuccessfully demonstrated on September 2, 1837. His code was an important advance over Wheatstone's signaling method. The first transatlantic telegraph cable was successfully completed on July 27, 1866, allowing transatlantic telecommunication for the first time. After early attempts to develop a talking telegraph by Antonio Meucci and a telefon by Johann Philipp Reis, a patent for the conventional telephone was filed by Alexander Bell in February 1876 (just a few hours before Elisha Gray filed a patent caveat for a similar device). The first commercial telephone services were set up by the Bell Telephone Company in 1878 and 1879 on both sides of the Atlantic in the cities of New Haven and London. === Radio and television === In 1894, Italian inventor Guglielmo Marconi began developing wireless communication using the then-newly discovered phenomenon of radio waves, demonstrating, by 1901, that they could be transmitted across the Atlantic Ocean. This was the start of wireless telegraphy by radio. On 17 December 1902, a transmission from the Marconi station in Glace Bay, Nova Scotia, Canada, became the world's first radio message to cross the Atlantic from North America. In 1904, a commercial service was established to transmit nightly news summaries to subscribing ships, which incorporated them into their onboard newspapers. World War I accelerated the development of radio for military communications. After the war, commercial radio AM broadcasting began in the 1920s and became an important mass medium for entertainment and news. World War II again accelerated the development of radio for the wartime purposes of aircraft and land communication, radio navigation, and radar. Development of stereo FM broadcasting of radio began in the 1930s in the United States and the 1940s in the United Kingdom, displacing AM as the dominant commercial standard in the 1970s. On March 25, 1925, John Logie Baird demonstrated the transmission of moving pictures at the London department store Selfridges. Baird's device relied upon the Nipkow disk by Paul Nipkow and thus became known as the mechanical television. It formed the basis of experimental broadcasts done by the British Broadcasting Corporation beginning on 30 September 1929. === Vacuum tubes === Vacuum tubes use thermionic emission of electrons from a heated cathode for a number of fundamental electronic functions such as signal amplification and current rectification. The simplest vacuum tube, the diode invented in 1904 by John Ambrose Fleming, contains only a heated electron-emitting cathode and an anode. Electrons can only flow in one direction through the device—from the cathode to the anode. Adding one or more control grids within the tube enables the current between the cathode and anode to be controlled by the voltage on the grid or grids. These devices became a key component of electronic circuits for the first half of the 20th century and were crucial to the development of radio, television, radar, sound recording and reproduction, long-distance telephone networks, and analogue and early digital computers. While some applications had used earlier technologies such as the sp

    Read more →
  • IBM Retail Store Systems

    IBM Retail Store Systems

    This article describes IBM point of sale equipment from 1973 with the introduction of the IBM 3650 till 1986 with the introduction of the IBM 4680. IBM continued to announced new retail products until the sale of the IBM Retail Store Solutions business to Toshiba TEC, announced on 17 April 17 2012. == Background == IBM began selling retail point of sale systems starting in 1973 with the IBM 3650 Retail Store System aimed at department and chain stores and the IBM 3660 Supermarket System designed for supermarkets. The IBM 3650 was announced alongside other IBM vertical industry systems such as the IBM 3600 Finance Communication System, and the IBM 3790 communications system, the combination of which IBM described as a "revolution in terminal based systems". All of these systems relied on a significant number of developments across IBM: New chips: Large Scale Integration allowed advanced Field Effect Transistor logic chips that packed far more transistors onto a new metalized one-inch square ceramic substrate Gas panels: Developed as an alternative to cathode ray tubes, the neon argon gas panel provided clear and flicker-free images. Modem communications: Synchronous Data Link Control provided lower-cost communications over telephone lines New disks: The "Gulliver" disk file that supplied a hard drive smaller than three cubic feet and also the "Igar" diskette drive Smaller printers: A disk printer system called "spica" that used a rotating disk print element with engraved print elements that are struck by a single hammer as the disk rotates Belt printers: A new system, known as "Lynx," using a removable belt that was significantly cheaper, quieter and simpler than earlier chain printers Keyboards: New keyboard technology called "Calico" that could build a wide variety of keyboards using common manufacturing facilities Power supplies: Transistorised Switching Regulators or TsRs: compact power supplies that are one third to one-fourth the size of previous generations === Store Loop (SLOOP) architecture === The 36xx retail terminals are connected to the store controller via a loop also called a Store Loop, similar to that used by the IBM 3600 Finance System. If a terminal detects an error, it runs a self-diagnosis routine, displays an error code to the operator, and uses bypass circuitry to remove itself from the loop and allow the loop to continue operating. If the loop fails, the most downstream terminal transmits an error code to the controller. Intermittent errors are written to disk on the store controller. === Supplies Manufacturing === While IBM's Data Processing Division created the retail store systems, it's Information Record Division (IRD) also saw signifiant opportunity in manufacturing supplies for retail systems. As an example in their Dayton NJ plant they used a high-speed Webtron press to create up to 1 million magnet merchandise tags per shift. == IBM 3650 Retail Store System == The 3650 System is a family of products designed to computerise a retail store, both at the point of sale and for back office store management functions. It includes a method to generate encoded tickets for merchandise, rather than use the Universal Product Code (UPC). The key devices for the system were as follows: === Shop Floor === ==== 3653 Point of Sale Terminal ==== Designed for the store floor, it is a loop attached device with: a wire matrix printer with 3 stations: cash receipt, sales-check and transaction journal. a keyboard with 10 numeric keys and 19 function keys an 8 digit display and description lights. in addition to the 8 digits it also displays the following characters: "$", "." and "-" operator guidance panel with 20 backlit captions status indicators a cash drawer a check verification station. Options include a wand magnet label reader with a 4 foot flexible cord, and locks for the journal tape and the till cover. The terminal effectively loads its software remotely from the 3651 over the loop, which IBM calls an IML (initial microcode load). It can also be IMLed locally using a tape cassette recorder. IBM later offered a choice of OEM Wand Attachments that could be ordered by RPQ that could use OCR or scan UPCs, instead of a wand magnet label reader. Only one wand could be attached to a specific 3653. There are two models: Model 1, which is not programmable. Was announced 10 August 1973. Model P1, which is customer programmable. Has 36 KB of storage expandable to 60 KB. Was announced 13 October 1978. === Back office equipment === ==== 3651 Store Controller ==== Controls data flow inside either a single store or multiple stores and sends retail transactions to a mainframe using a modem. For point of sale it performed functions such as: Automatic price lookup from a master price file Automatic distribution of net sales by up to 54 departments Automatic application of applicable discounts and sales taxes Automatic control of food stamp maximums Check authorization facilities For back office it also helped report preparation such as: store summary individual cashier performance store office reconciliation sales by up to 54 departments Current inquiries for department sales; cashier performance & cash position; store cash position. Inquiries and changes to the master price records and operator authorization control records. Setting the time and date for the internal clock. Running the customer checkouts in training mode. Printing of messages received from the host mainframe Entry of messages to send to the host mainframe Reporting of customer stock returns Updating the system with data received from the mainframe Preparing shelf Labels Basic features include: Each loop attaches up to 63 or 64 terminals depending on traffic volumes and desired response times Has an error and operator panel. There were many models including: A25 Has a 5 MB internal disk. Has 60K of memory expandable to 76KB. Supports one store loop. Attaches to 3275, 3653 and 3663. Announced 19 May 1978, withdrawn 19 February 1981 B25 Same as a A25 with a 9.2 MB internal disk. Announced 19 May 1978 C25 Announced 15 May 1981, withdrawn 15 December 1987 A50 Has a 5 MB internal disk. Announced 5 May 1975. Announced 10 August 1973, withdrawn 15 December 1987 B50 Same as B50 with a 9.2 MB internal disk. Announced 5 May 1975, withdrawn 15 December 1987 A60 Has a 5 MB internal disk. Has an integrated 3669. Attaches up to 24 3663 terminals. Announced 11 October 1973, withdrawn 15 December 1987 B60 Same as A60 with a 9.3 MB internal disk. Announced 17 November 1975, withdrawn 15 December 1987 A75 Has 5 MB internal disk. Has 60K of memory expandable to 124KB. Supports one to three store loops. Attaches to 3275, 3653, 3657, 3784 and 3663 terminals. Announced 19 May 1978 B75 Same as A75 with 9.3 MB internal disk. Announced 19 May 1978, withdrawn 15 December 1987 C75 Same as A75 with 18.6 MB internal disk. Announced 19 May 1978, withdrawn 15 December 1987 D75 Same as A75 with 27.9 MB internal disk. Announced 19 May 1978, withdrawn 15 December 1987 There were also two additional models that could be used instead of the 3651: 7480 Model 1: Has a 18.6 MB internal disk 7480 Model 2: Has a 27.9 MB internal disk ==== 3872 Modem ==== Used to attach to a 3659 for remote loops. Each 3872 can attach three 3659s. ==== 3659 Remote Communication Unit ==== Connected to an IBM 3872 and provides a remote loop for up to 64 point of sale terminals. Announced 10 August 1973, withdrawn 15 December 1987 (Model 2, announced 17 March 1976, withdrawn 20 December 1982) Intended to be used in a back office location like the store manager's office or the data entry office ==== 3275-3 Display Station ==== It is a loop attached display terminal with printer attachment hardware ==== 3784 Line Printer ==== A belt printer for higher-volume end-of-day reporting. The maximum print speed is 155 Ipm using a 48 character set. ==== 3657 Ticket Unit ==== Used to print tickets and encoded labels to attach to store merchandise. It is a loop attached device. It prints the following: 1" by 1" adhesive backed labels with up to 11 characters at 500 tickets per minute. IBM sold these in rolls of 9000 1" x 2" tickets with up to 42 encoded characters and two lines of print of up to 21 characters at 250 tickets per minute. IBM sold these in rolls of 2800 1" x 3" tickets with up to 79 encoded characters and two lines of print of up to 32 characters at 167 tickets per minute. IBM sold these in rolls of 1900 It can also batch read the tickets for validation, separating good tickets from bad ones into two cartridges. Announced 10 August 1973, withdrawn 15 December 1987 ==== 7481 Data Storage Unit ==== This optional unit is used to record transaction data and initialize terminals if the store controller is not available. It uses a built in tape drive to store this data. === Early deployments === The first customer installation of a 3650 was at a Dillard's department store in Little Rock, Arkansas, in late 1974. They placed arou

    Read more →
  • List of JavaScript libraries

    List of JavaScript libraries

    This is a list of notable JavaScript libraries. == Constraint programming == Cassowary (software) CHR.js == DOM (manipulation) oriented == Google Polymer Dojo Toolkit jQuery MooTools Prototype JavaScript Framework == Graphical/visualization (canvas, SVG, or WebGL related) == AnyChart Apache ECharts Babylon.js Chart.js Cytoscape D3.js Dojo Toolkit FusionCharts Google Charts JointJS p5.js Plotly.js Processing.js Raphaël RGraph SWFObject Teechart Three.js Velocity.js Verge3D Webix == GUI (Graphical user interface) and widget related == Angular (application platform) by Google AngularJS by Google Bootstrap Dojo Widgets Ext JS by Sencha Foundation by ZURB jQuery UI jQWidgets OpenUI5 by SAP Polymer (library) by Google qooxdoo React.js by Meta/Facebook Vue.js Webix WinJS Svelte === No longer actively developed === Glow Lively Kernel Script.aculo.us YUI Library == Pure JavaScript/Ajax == Google Closure Library JsPHP Microsoft's Ajax library MochiKit PDF.js Socket.IO Spry framework Underscore.js == Template systems == jQuery Mobile Mustache Jinja-JS Twig.js == Unit testing == Jasmine Mocha QUnit == Test automation == Playwright Cypress == Web-application related (MVC, MVVM) == Angular (application platform) by Google AngularJS by Google Backbone.js Echo Ember.js Enyo Express.js Ext JS Google Web Toolkit JsRender/JsViews Knockout Meteor Mojito MooTools Next.js Nuxt.js OpenUI5 by SAP Polymer (library) by Google Prototype JavaScript Framework qooxdoo React.js SproutCore svelte Vue.js == Other == Blockly Cannon.js MathJax Modernizr TensorFlow Brain.js

    Read more →
  • Software-defined mobile network

    Software-defined mobile network

    Software-defined mobile networking (SDMN) is an approach to the design of mobile networks where all protocol-specific features are implemented in software, maximizing the use of generic and commodity hardware and software in both the core network and radio access network (RAN). == History == Through the 20th century, telecommunications technology was driven by hardware development, with most functions implemented in special-purpose equipment. In the early 2000s, generally available CPUs became cheap enough to enable commercial software-defined radio (SDR) technology and softswitches. SDMN extends these trends into the design of mobile networks, moving nearly all network functions into software. The term "software-defined mobile network" first appeared in public literature in early 2014, used independently by Lime Microsystems and researchers from University of Oulu, Finland. == Limitations of hardware-based mobile networks == Mobile networks based on special-purpose hardware suffer from the following limitations: They have limited provisions for upgrades and usually must be replaced entirely when new standards are introduced. The individual components are not scalable in terms of performance and capacity, because the capacity of a component is fixed by the hardware implementation. Specialized equipment and its associated specialized software require vendor-specific training for the mobile operator's staff. Specialized hardware systems are usually supported and serviced by a single vendor, resulting in vendor lock-in. == Characteristics of SDMN designs == === Use of software-defined radio === SDR is an important element of SDMN, because it replaces protocol-specific radio hardware with protocol-agnostic digital transceivers. While many earlier digital radio systems used field-programmable gate arrays (FPGAs) or special-purposed digital signal processors (DSPs) for calculations on baseband radio waveforms, the SDMN approach moves all of the baseband processing into general-purpose CPUs. SDMN radio systems also use hardware with publicly-documented interfaces that is designed to be readily reproducible by multiple manufacturers. === Commodity components === SDMN designs avoid the use of components that are specialized as to their functions or that are available from only a single vendor. This is true of both the hardware and software elements of the network. === Software switching and transcoding === The telephony switches of SDMN networks are software-based, including software transcoding for speech codecs. === Centralized, distributed, or hybrid? === A new SDN architecture for wireless distribution systems (WDSs) is explored that eliminates the need for multi-hop flooding of route information and therefore enables WDNs to easily expand. The key idea is to split network control and data forwarding by using two separate frequency bands. The forwarding nodes and the SDN controller exchange link-state information and other network control signaling in one of the bands, while actual data forwarding takes place in the other band. == Advantages of SDMN == The SDMN approach has many advantages over hardware-based mobile network designs. Because SDMN hardware is protocol-agnostic, upgrades are software-only, even across technology generations. In the radio network, these changes can even be made on a site-by-site basis. Because SDMN hardware is designed to be easily sourced and reproduced: SDMN equipment can be serviced by a wider range of vendors, lowering maintenance costs. SDMN equipment can be manufactured anywhere in the world, lowering production costs. Because SDMN software is based on commodity operating systems and development tools: Support staff can be trained more quickly because they are already familiar with the underlying software systems. Many aspects of the SDMN can be monitored and managed with pre-existing tools, because they are already available in the commodity operating systems. Because SDMN network components run on general purpose computers, the network components can be scaled up in capacity by adding more computing power.

    Read more →
  • WebCL

    WebCL

    WebCL (Web Computing Language) is a JavaScript binding to OpenCL for heterogeneous parallel computing within any compatible web browser without the use of plug-ins, first announced in March 2011. It is developed on similar grounds as OpenCL and is considered as a browser version of the latter. Primarily, WebCL allows web applications to actualize speed with multi-core CPUs and GPUs. With the growing popularity of applications that need parallel processing like image editing, augmented reality applications and sophisticated gaming, it has become more important to improve the computational speed. With these background reasons, a non-profit Khronos Group designed and developed WebCL, which is a Javascript binding to OpenCL with a portable kernel programming, enabling parallel computing on web browsers, across a wide range of devices. In short, WebCL consists of two parts, one being Kernel programming, which runs on the processors (devices) and the other being JavaScript, which binds the web application to OpenCL. The completed and ratified specification for WebCL 1.0 was released on March 19, 2014. == Implementation == Currently, no browsers natively support WebCL. However, non-native add-ons are used to implement WebCL. For example, Nokia developed a WebCL extension. Mozilla does not plan to implement WebCL in favor of WebGL Compute Shaders, which were in turn scrapped in favor of WebGPU. Mozilla (Firefox) - hg.mozilla.org/projects/webcl/ === WebCL working draft === Samsung (WebKit) - github.com/SRA-SiliconValley/webkit-webcl (unavailable) Nokia (Firefox) - github.com/toaarnio/webcl-firefox (down since Nov 2014, Last Version for FF 34) Intel (Crosswalk) - www.crosswalk-project.org === Example C code === The basic unit of a parallel program is kernel. A kernel is any parallelizable task used to perform a specific job. More often functions can be realized as kernels. A program can be composed of one or more kernels. In order to realize a kernel, it is essential that a task is parallelizable. Data dependencies and order of execution play a vital role in producing efficient parallelized algorithms. A simple example can be thought of the case of loop unrolling performed by C compilers, where a statement like:can be unrolled into:Above statements can be parallelized and can be made to run simultaneously. A kernel follows a similar approach where only the snapshot of the ith iteration is captured inside kernel. Rewriting the above code using a kernel:Running a WebCL application involves the following steps: Allow access to devices and provide context Hand over the kernel to a device Cause the device to execute the kernel Retrieve results from the device Use the data inside JavaScript Further details about the same can be found at == Exceptions List == WebCL, being a JavaScript based implementation, doesn't return an error code when errors occur. Instead, it throws an exception such as OUT_OF_RESOURCES, OUT_OF_HOST_MEMORY, or the WebCL-specific WEBCL_IMPLEMENTATION_FAILURE. The exception object describes the machine-readable name and human-readable message describing the error. The syntax is as follows: From the code above, it can be observed that the message field can be a NULL value. Other exceptions include: INVALID_OPERATION – if the blocking form of this function is called from a WebCLCallback INVALID_VALUE – if eventWaitList is empty INVALID_CONTEXT – if events specified in eventWaitList do not belong to the same context INVALID_DEVICE_TYPE – if deviceType is given, but is not one of the valid enumerated values DEVICE_NOT_FOUND – if there is no WebCLDevice available that matches the given deviceType More information on exceptions can be found in the specs document. There is another exception that is raised upon trying to call an object that is ‘released’. On using the release method, the object doesn't get deleted permanently but it frees the resources associated with that object. In order to avoid this exception, releaseAll method can be used, which not only frees the resources but also deletes all the associated objects created. == Security == WebCL, being an open-ended software developed for web applications, has lots of scope for vulnerabilities in the design and development fields too. This forced the developers working on WebCL to give security the utmost importance. Few concerns that were addressed are: Out-of-bounds Memory Access: This occurs by accessing the memory locations, outside the allocated space. An attacker can rewrite or erase all the important data stored in those memory locations. Whenever there arises such a case, an error must be generated at the compile time, and zero must be returned at run-time, not letting the program override the memory. A project WebCL Validator, was initiated by the Khronos Group (developers) on handling this vulnerability. Memory Initialization: This is done to prevent the applications to access the memory locations of previous applications. WebCL ensures that this doesn't happen by initializing all the buffers, variables used to zero before it runs the current application. OpenCL 1.2 has an extension ‘cl_khr_initialize_memory’, which enables this. Denial of Service: The most common attack on web applications cannot be eliminated by WebCL or the browser. OpenCL can be provided with watchdog timers and pre-emptive multitasking, which can be used by WebCL in order to detect and terminate the contexts that are taking too long or consume lot of resources. There is an extension of OpenCL 1.2 ‘cl_khr_terminate_context’ like for the previous one, which enables to terminate the process that might cause a denial of service attack. == Related browser bugs == Bug 664147 - [WebCL] add openCL in gecko, Mozilla Bug 115457: [Meta] WebCL support for WebKit, WebKit Bugzilla

    Read more →
  • Harmonic

    Harmonic

    In physics, acoustics, and telecommunications, a harmonic is a sinusoidal wave with a frequency that is a positive integer multiple of the fundamental frequency of a periodic signal. The fundamental frequency is also called the 1st harmonic; the other harmonics are known as higher harmonics. As all harmonics are periodic at the fundamental frequency, the sum of harmonics is also periodic at that frequency. The set of harmonics forms a harmonic series. The term is employed in various disciplines, including music, physics, acoustics, electronic power transmission, radio technology, and other fields. For example, if the fundamental frequency is 50 Hz, a common AC power supply frequency, the frequencies of the first three higher harmonics are 100 Hz (2nd harmonic), 150 Hz (3rd harmonic), 200 Hz (4th harmonic) and any addition of waves with these frequencies is periodic at 50 Hz. An n {\displaystyle \ n} th characteristic mode, for n > 1 , {\displaystyle \ n>1\ ,} will have nodes that are not vibrating. For example, the 3rd characteristic mode will have nodes at 1 3 L {\displaystyle \ {\tfrac {1}{3}}\ L\ } and 2 3 L , {\displaystyle \ {\tfrac {2}{3}}\ L\ ,} where L {\displaystyle \ L\ } is the length of the string. In fact, each n {\displaystyle \ n} th characteristic mode, for n {\displaystyle \ n\ } not a multiple of 3, will not have nodes at these points. These other characteristic modes will be vibrating at the positions 1 3 L {\displaystyle \ {\tfrac {1}{3}}\ L\ } and 2 3 L . {\displaystyle \ {\tfrac {2}{3}}\ L~.} If the player gently touches one of these positions, then these other characteristic modes will be suppressed. The tonal harmonics from these other characteristic modes will then also be suppressed. Consequently, the tonal harmonics from the n {\displaystyle \ n} th characteristic characteristic modes, where n {\displaystyle \ n\ } is a multiple of 3, will be made relatively more prominent. In music, harmonics are used on string instruments and wind instruments as a way of producing sound on the instrument, particularly to play higher notes and, with strings, obtain notes that have a unique sound quality or "tone colour". On strings, bowed harmonics have a "glassy", pure tone. On stringed instruments, harmonics are played by touching (but not fully pressing down the string) at an exact point on the string while sounding the string (plucking, bowing, etc.); this allows the harmonic to sound, a pitch which is always higher than the fundamental frequency of the string. == Terminology == Harmonics may be called "overtones", "partials", or "upper partials", and in some music contexts, the terms "harmonic", "overtone" and "partial" are used fairly interchangeably. But more precisely, the term "harmonic" includes all pitches in a harmonic series (including the fundamental frequency) while the term "overtone" only includes pitches above the fundamental. == Characteristics == A whizzing, whistling tonal character, distinguishes all the harmonics both natural and artificial from the firmly stopped intervals; therefore their application in connection with the latter must always be carefully considered. Most acoustic instruments emit complex tones containing many individual partials (component simple tones or sinusoidal waves), but the untrained human ear typically does not perceive those partials as separate phenomena. Rather, a musical note is perceived as one sound, the quality or timbre of that sound being a result of the relative strengths of the individual partials. Many acoustic oscillators, such as the human voice or a bowed violin string, produce complex tones that are more or less periodic, and thus are composed of partials that are nearly matched to the integer multiples of fundamental frequency and therefore resemble the ideal harmonics and are called "harmonic partials" or simply "harmonics" for convenience (although it's not strictly accurate to call a partial a harmonic, the first being actual and the second being theoretical). Oscillators that produce harmonic partials behave somewhat like one-dimensional resonators, and are often long and thin, such as a guitar string or a column of air open at both ends (as with the metallic modern orchestral transverse flute). Wind instruments whose air column is open at only one end, such as trumpets and clarinets, also produce partials resembling harmonics. However they only produce partials matching the odd harmonics—at least in theory. In practical use, no real acoustic instrument behaves as perfectly as the simplified physical models predict; for example, instruments made of non-linearly elastic wood, instead of metal, or strung with gut instead of brass or steel strings, tend to have not-quite-integer partials. Partials whose frequencies are not integer multiples of the fundamental are referred to as inharmonic partials. Some acoustic instruments emit a mix of harmonic and inharmonic partials but still produce an effect on the ear of having a definite fundamental pitch, such as pianos, strings plucked pizzicato, vibraphones, marimbas, and certain pure-sounding bells or chimes. Antique singing bowls are known for producing multiple harmonic partials or multiphonics. Other oscillators, such as cymbals, drum heads, and most percussion instruments, naturally produce an abundance of inharmonic partials and do not imply any particular pitch, and therefore cannot be used melodically or harmonically in the same way other instruments can. Building on of Sethares (2004), dynamic tonality introduces the notion of pseudo-harmonic partials, in which the frequency of each partial is aligned to match the pitch of a corresponding note in a pseudo-just tuning, thereby maximizing the consonance of that pseudo-harmonic timbre with notes of that pseudo-just tuning. == Partials, overtones, and harmonics == An overtone is any partial higher than the lowest partial in a compound tone. The relative strengths and frequency relationships of the component partials determine the timbre of an instrument. The similarity between the terms overtone and partial sometimes leads to their being loosely used interchangeably in a musical context, but they are counted differently, leading to some possible confusion. In the special case of instrumental timbres whose component partials closely match a harmonic series (such as with most strings and winds) rather than being inharmonic partials (such as with most pitched percussion instruments), it is also convenient to call the component partials "harmonics", but not strictly correct, because harmonics are numbered the same even when missing, while partials and overtones are only counted when present. This chart demonstrates how the three types of names (partial, overtone, and harmonic) are counted (assuming that the harmonics are present): In many musical instruments, it is possible to play the upper harmonics without the fundamental note being present. In a simple case (e.g., recorder) this has the effect of making the note go up in pitch by an octave, but in more complex cases many other pitch variations are obtained. In some cases it also changes the timbre of the note. This is part of the normal method of obtaining higher notes in wind instruments, where it is called overblowing. The extended technique of playing multiphonics also produces harmonics. On string instruments it is possible to produce very pure sounding notes, called harmonics or flageolets by string players, which have an eerie quality, as well as being high in pitch. Harmonics may be used to check at a unison the tuning of strings that are not tuned to the unison. For example, lightly fingering the node found halfway down the highest string of a cello produces the same pitch as lightly fingering the node ⁠ 1 / 3 ⁠ of the way down the second highest string. For the human voice see Overtone singing, which uses harmonics. While it is true that electronically produced periodic tones (e.g. square waves or other non-sinusoidal waves) have "harmonics" that are whole number multiples of the fundamental frequency, practical instruments do not all have this characteristic. For example, higher "harmonics" of piano notes are not true harmonics but are "overtones" and can be very sharp, i.e. a higher frequency than given by a pure harmonic series. This is especially true of instruments other than strings, brass, or woodwinds. Examples of these "other" instruments are xylophones, drums, bells, chimes, etc.; not all of their overtone frequencies make a simple whole number ratio with the fundamental frequency. (The fundamental frequency is the reciprocal of the longest time period of the collection of vibrations in some single periodic phenomenon.) == On stringed instruments == Harmonics may be singly produced [on stringed instruments] (1) by varying the point of contact with the bow, or (2) by slightly pressing the string at the nodes, or divisions of its aliquot parts ( 1 2 {\displaystyle {\tfrac {1}{2}}} , 1

    Read more →
  • Recursive transition network

    Recursive transition network

    A recursive transition network ("RTN") is a graph theoretical schematic used to represent the rules of a context-free grammar. RTNs have application to programming languages, natural language and lexical analysis. Any sentence that is constructed according to the rules of an RTN is said to be "well-formed". The structural elements of a well-formed sentence may also be well-formed sentences by themselves, or they may be simpler structures. This is why RTNs are described as recursive. == Notes and references ==

    Read more →
  • SitePal

    SitePal

    SitePal is a speaking avatar platform for small and medium-sized businesses developed by Oddcast. SitePal allows users to deploy "virtual employees" on websites that can welcome visitors, guide them around the site and answer questions. The use of SitePal on commercial websites has been controversial because many visitors report finding them annoying. Some research has shown that they can increase sales in comparison to using static photographs. == Development == The technology used was the result of more than 4 years of research at Stanford University. The research was based on a literature review and other previous work in the field of artificial intelligence research. The SitePal AI option uses the AIML programming language, which is partially editable by users. This allows web designers to simulate normal human conversation by using keywords or key phrases that the bot can respond to. == Features == The company provides web designers with options to customize the chosen avatar. A large selection of faces, clothing, hair, backgrounds, voices and other details are available. If a web designer wants to use a particular face, Sitepal can create one from a photo. Thus, a mascot or a known face can be simulated. == Speech == Sitepal avatars talk through text-to-speech (tts) software. A short paragraph can be written (up to 900 characters) and the text-to-speech engine will compile the actual speech, which can be reproduced and edited. The tts engine is not perfect, but it comes close to actual speech and is easy to understand. Tts can be further enhanced by some commands, like /laugh and /loud which make the avatar laugh or talk loud. Even pronunciation is possible. The web designer can record and upload his or her own audio messages. Alternatively Sitepal offers professional voice acting service at extra cost. == User interaction == The company provides 5 options for visitor interaction: No interaction. The avatar simply says a pre-fixed message. FAQ mode. Questions can be configured, which are clickable and the user can hear the answer. Lead mode. The avatar prompts the user to type his email and short message, so it can be sent to the webmaster (usually used on a "contact us" page) Chatbot mode. The avatar greets the user, and he can type his questions and have a conversation with the bot. With predetermined replies, this can work as an FAQ as well. API customization. Experienced programmers can make their avatar interact with their website, making it talk when the user clicks on a link or when other triggers occur. Even dual avatar conversations can be created, like a talk show. == Posting options == The company provides five options for posting the avatar: Embed in webpage (via javascript) Embed in HTML Send by email Publish to eBay Embed in Flash == Criticism == Early reviews, such as one by Troy Dreier published in PC World in 2002 were positive and described SitePal as: "an engagingly simple and personal tool, and the price is reasonable for what it adds to a site". Although Dreier did note that the program had "bugs that suggested it hadn't been tested thoroughly". In more recent years, reaction to SitePal has been much more negative with reviews such as Tom Spring writing in a PC World review citing SitePal ads and described his reaction as "Not so nice". Paul Bissex, writing in E-Scribe News described SitePal as "heinous... and embarrassing if anyone is within earshot...they creep me out" == Research on effectiveness == In one single-website research project Anita Campbell had half the visitors to Small Business Trends see a SitePal and the other half see just a static photograph. Over 11,000 visitors the SitePal avatar improved sign-up for a newsletter 144% over the control condition.

    Read more →
  • Festival of International Virtual & Augmented Reality Stories

    Festival of International Virtual & Augmented Reality Stories

    Festival of International Virtual & Augmented Reality Stories (FIVARS) is a Canadian media festival for story-driven works using extended reality (XR) and immersive media, including virtual reality, augmented reality, WebXR, live VR performance, projection mapping and spatialized audio. Founded in Toronto in 2015, it has been described as Canada's first dedicated virtual and augmented reality stories festival, the first Canadian festival of its kind, and Canada's original festival dedicated to immersive storytelling. FIVARS has described itself as "the original and longest-running festival wholly dedicated to Virtual and Augmented Reality Stories", while third-party XR coverage has called it one of the longest-running events dedicated to immersive content. FIVARS is produced by Constant Change Media Group, Inc., with its partner event VRTO. == History == FIVARS began in 2015, with preview screenings at the Camp Wavelength music festival on Toronto Island and an inaugural festival held in Toronto in September 2015. Contemporary coverage described the first edition as a virtual reality film festival held at UG3 Live in Toronto. The festival continued with a second edition in 2016. L'Express described the 2016 festival as presenting Canadian and international interactive works in virtual and augmented reality narrative forms. FIVARS's 2016 festival was also listed in a York University Future Cinema course page as a public event students could attend. In 2017, the third annual FIVARS festival was held at the House of VR in Toronto. In 2018, the festival was held at the Matador Ballroom, which NOW Magazine reported was reopening for FIVARS from September 14 to 16. The festival's own history states that the 2018 edition included 36 works from 12 countries and that Stephanie Greenall took over as co-producer that year. In 2019, FIVARS moved to the Toronto Media Arts Centre for its fifth anniversary and listed official selections in passive and interactive immersive-experience categories. The festival also held talks and panels at the Toronto Media Arts Centre. During the COVID-19 pandemic, FIVARS moved part of its programming online. In 2020, Voices of VR reported that Malicki-Sanchez and WebXR developer James Baicoianu used JanusXR code to create a platform for presenting 360-degree video through the web. The festival's history states that its 2020 online festival included 39 selections from 16 countries and was produced by Malicki-Sanchez and Greenall. In 2021, FIVARS introduced a dual-event structure with FIVARS in FEB and FIVARS in FALL. The fall 2021 edition used a hybrid format, with an in-person component in West Hollywood from October 15 to 17 and an online WebXR component from October 22 to November 2. In 2022, FIVARS held hybrid programming with pop-up viewing locations in Los Angeles and Toronto. The fall 2022 edition was listed by blogTO as the festival's tenth edition, with an in-person component at Stackt - an outdoor arts park built from shipping containers in Toronto and online programming. The 2023 festival was presented as a hybrid exhibition of 65 immersive stories, with an in-person Toronto component and an online component. The FIVARS Online Festival was later listed among the Innovator of the Year nominees for the 2024 Poly Awards. FIVARS stated that the nominees for that recognition were producer and designer Keram Malicki-Sanchez and developer James Baicoianu. The 2024 edition was listed as FIVARS 2024 (Toronto + Online), with an in-person Toronto event from October 3 to 8 and an online component beginning October 10. The festival also published a 2024 official selections list covering virtual reality, augmented reality, spherical video, spatial web and related immersive formats. In 2025, FIVARS and VRTO were held together at OCAD University. The 2026 edition is scheduled for June 15 to 19, 2026, at OCAD University in Toronto, with OCAD University as presenting sponsor and first-time venue host. FIVARS has featured official selections from more than forty countries across six continents. == Organization == FIVARS was founded in 2015 by Keram Malicki-Sánchez. Joseph Ellsworth was the festival's original technical director and helped operate FIVARS during its early years. Malicki-Sánchez remains executive director and festival director. Jessy Blaze joined Malicki-Sánchez as co-producer in 2016 and served until Stephanie Greenall took over the role in 2018. Greenall served as co-producer and associate producer from 2018 to 2022. Aimee Reynolds took over from Greenall in 2022 and has served as associate producer of FIVARS and VRTO since 2022. == Immersive Media Awards == FIVARS presents People's Choice awards for interactive works and immersive video or passive immersive works. Juried award categories have included the Grand Jury Prize, Impact Award, Technical Achievement, Excellence in Experience Design, Excellence in Visual Design, Excellence in Sound Design, and Outstanding Performance. === 2015 === On Monday, September 21, the festival announced People's Choice awards for two categories at the Cadillac Lounge, a music venue and restaurant in Toronto. People's Choice Best Interactive Experience: Apollo 11 Best Immersive Video: SONAR === 2016 === People's Choice Best Interactive Experience: Pearl (Patrick Osborne) Best Immersive Video: Help (Justin Lin) Juried Grand Jury Award: Real (Connor Hair and Alex Meader) === 2017 === People's Choice Best Interactive: Alteration Best Immersive (Passive): Guardian of the Guge Kingdom Juried Impact Award: Priya's Shakti / Priya's Mirror (Dan Goldman) Grand Jury Prize: Manifest 99 === 2018 === People's Choice Best Interactive: Museum of Symmetry (Paloma Dawkins) Best Immersive (Passive): Going Home (David Beier) Juried Impact Award: The Hidden (Annie Lukowski, BJ Schwartz) Grand Jury Prize: Battlescar (Nico Casavecchia, Martin Allais) === 2019 === People's Choice Best Interactive: After Dan Graham (David Han/Friend Generator) Best Immersive (Passive): 2nd Step (Joerg Courtial) Juried Technical Achievement: tx-reverse Excellence in Experience Design: Battlescar (Nico Casavecchia, Martin Allais) Excellence in Sound Design: Unheard (Zhechuan Zhang) Excellence in Visual Design: Ex Anima (Pierre Zandrowicz) Impact Award: State Power (Jeff Stanzler) Grand Jury Prize: The Industry (Mirka Duijn) === 2020 === People's Choice Best Interactive: Gravity VR (Fabito Rychter, Amir Admoni) Best Immersive (Passive): Warsaw Rising (Tomasz Dobosz) Juried Technical Achievement: The Cosmic Laughter of Cucci Binaca (Jonathan Sims) Excellence in Experience Design: Sleeping Eyes (Sojung Bahng, Sungeun Lee) Excellence in Sound Design: Symphony of Noise VR (Michaela Pnacekova) Excellence in Visual Design: Hominidae (Brian Andrews) Impact Award: Indirect Actions (Maranatha Hay) Grand Jury Prize: Minimum Mass (Raqi Syed, Areito Echevarria) === 2021 === FIVARS in FEB – People's Choice Best Interactive: CLAWS (created by Evan Neiden; directed by John Ertman) Best Immersive (Passive): Inside COVID 19 (Gary Yost, Adam Loften) FIVARS in FALL – People's Choice Best Interactive: Samsara (director: Hsin-Chien Huang) Best Immersive (Passive): The Invasion of Normandy Omaha Beach (director: Uli Futschik) Juried Technical Achievement: Dark Threads (director: Jonathon Corbiere) Excellence in Experience Design: Andy's World (director: Liquan Liu) Excellence in Sound Design: Symphony (director: Igor Cortadellas) Excellence in Visual Design: Mind VR Exploration (director: Deng Zuyun) Outstanding Performance: Lori Kovachevich, Lena's Journey (director: Wes Evans) Impact Award: Om Devi: Sheroes Revolution (director: Claudio Casale) Grand Jury Prize: Montegelato (director: Davide Rapp) === 2022 === FIVARS in FEB – People's Choice Best Interactive: Severance Theory: Welcome to Respite (Lyndsie Scoggin, United States) Best Immersive (Passive): Beescapes (Alan Nguyen, Australia) FIVARS in FALL – People's Choice Best Interactive: Namuanki (Kevin Mack, United States) Best Immersive (Passive): Reimagined Vol. 1: Nyssa (Julie Cavaliere, United States) Juried (Whole Year) Technical Achievement: Namuanki (Kevin Mack, United States) Excellence in Experience Design: Unframed: Hand Puppets, Paul Klee (Martin Charrière, Switzerland) Excellence in Visual Design: The Last Dance (Toshiaki Hanzaki, Japan) Excellence in Sound Design: Kingdom of Plants with David Attenborough (Iona McEwan, UK and USA) Outstanding Performance: Ari Tarr, OffRail (Ari Tarr, United States) Impact Award: Tearless (Gina Kim, South Korea) Grand Jury Prize: Klaxon. My dear sweet Friend (Nikita Shokhov, United States) === 2023 === People's Choice Best Interactive: PULSAR Best Immersive (Passive): Behind the Dish Juried Technical Achievement: VFC Excellence in Experience Design: Broken Spectre Excellence in Visual Design: Night Creatures Excellence in Sound Design: VFC Outstanding Performance: Origins Impact Award: LOU Grand Jury Prize: Stay Alive, My Son === 2024 ==

    Read more →