AI Art Detector

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

  • H2O (software)

    H2O (software)

    H2O is an open-source, in-memory, distributed machine learning and predictive analytics platform developed by the company H2O.ai (previously 0xdata). The software uses a distributed architecture for parallel processing on standard hardware. It supports algorithms for large-scale data analysis and model deployment. H2O is primarily used by data scientists and developers for statistical modeling and data-driven decision-making. The platform is designed to handle in-memory computations across a distributed computing environment. It offers implementations for numerous statistical and machine learning algorithms, which are accessible through various programming interfaces. The software is released under the Apache License 2.0. == Functionality and features == H2O provides a suite of supervised and unsupervised machine learning algorithms. Its core functions include: Supervised learning: algorithms in the field of statistics, data mining and machine learning such as generalized linear models, random forests, gradient boosting and deep learning are implemented for classification and regression tasks. Unsupervised learning: including K-Means clustering and principal component analysis. Automated machine learning: a features designed to automate the processes of model selection, tuning, and ensemble creation. The software can ingest data from various sources, including the Hadoop Distributed File System, Amazon S3, SQL databases, as well as local file systems. It operates natively on Apache Spark clusters through Sparkling Water. Proponents claim that improved performance is achieved compared to other analysis tools. The software is distributed free of charge, under a business model based on the development of individual applications and support. == Architecture == H2O is primarily written in Java. It uses a distributed architecture that allows the platform to cluster nodes for parallel processing and in-memory storage of data and models. Users interact with the H2O platform through several primary interfaces: Programming language interfaces: APIs are provided for the R and Python programming languages, and various Apache offerings (Apache Hadoop and Spark, as well as Maven). H2O Flow: a graphical web-based interactive computational environment that functions as a notebook interface for data exploration, model building, and scripting. REST-API: allows for integration with other applications and frameworks such as Microsoft Excel or RStudio. With the H2O Machine Learning Integration Nodes, KNIME offers algorithmic workflows. While the algorithm executes, approximate results are displayed, so that users can track the progress and intervene if needed. == History, influences, and extensions == The software project was initiated by the company 0xdata, which later changed its name to H2O.ai. The three Stanford professors Stephen P. Boyd, Robert Tibshirani and Trevor Hastie form a panel that advises H2O on scientific issues. Since its inception, H2O provides open-source machine learning libraries for enterprise use. The core H2O platform is often complemented by offerings from H2O.ai, such as H2O Driverless AI. == Reception == H2O is referenced in peer-reviewed literature regarding automated machine learning (AutoML). The platform has been categorized as a "Leader" and a "Strong Performer" in industry reports by Forrester Research. H2O (the open-source platform) and the associated commercial platform Driverless AI have been recurring winners of InfoWorld's most prestigious awards, including both the Best of Open Source Software ("Bossies") and the Technology of the Year awards.

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  • Bookmarklet

    Bookmarklet

    A bookmarklet is a bookmark stored in a web browser that contains JavaScript commands that add new features to the browser. They are stored as the URL of a bookmark in a web browser or as a hyperlink on a web page. Bookmarklets are usually small snippets of JavaScript executed when a user clicks on them. When clicked, bookmarklets can perform a wide variety of operations, such as running a search query from selected text or extracting data from a table. Another name for bookmarklet is favelet or favlet, derived from favorites (synonym of bookmark). == History == Steve Kangas of bookmarklets.com coined the word bookmarklet when he started to create short scripts based on a suggestion in Netscape's JavaScript guide. Before that, Tantek Çelik called these scripts favelets and used that word as early as on 6 September 2001 (personal email). Brendan Eich, who developed JavaScript at Netscape, gave this account of the origin of bookmarklets: They were a deliberate feature in this sense: I invented the javascript: URL along with JavaScript in 1995, and intended that javascript: URLs could be used as any other kind of URL, including being bookmark-able. In particular, I made it possible to generate a new document by loading, e.g. javascript:'hello, world', but also (key for bookmarklets) to run arbitrary script against the DOM of the current document, e.g. javascript:alert(document.links[0].href). The difference is that the latter kind of URL uses an expression that evaluates to the undefined type in JS. I added the void operator to JS before Netscape 2 shipped to make it easy to discard any non-undefined value in a javascript: URL. The increased implementation of Content Security Policy (CSP) in websites has caused problems with bookmarklet execution and usage (2013–2015), with some suggesting that this hails the end or death of bookmarklets. William Donnelly created a work-around solution for this problem (in the specific instance of loading, referencing and using JavaScript library code) in early 2015 using a Greasemonkey userscript (Firefox / Pale Moon browser add-on extension) and a simple bookmarklet-userscript communication protocol. It allows (library-based) bookmarklets to be executed on any and all websites, including those using CSP and having an https:// URI scheme. However, if/when browsers support disabling/disallowing inline script execution using CSP, and if/when websites begin to implement that feature, it will "break" this "fix". == Concept == Web browsers use URIs for the href attribute of the tag and for bookmarks. The URI scheme, such as http or ftp, and which generally specifies the protocol, determines the format of the rest of the string. Browsers also implement javascript: URIs that to a parser is just like any other URI. The browser recognizes the specified javascript scheme and treats the rest of the string as a JavaScript program which is then executed. The expression result, if any, is treated as the HTML source code for a new page displayed in place of the original. The executing script has access to the current page, which it may inspect and change. If the script returns an undefined type (rather than, for example, a string), the browser will not load a new page, with the result that the script simply runs against the current page content. This permits changes such as in-place font size and color changes without a page reload. An immediately invoked function that returns no value or an expression preceded by the void operator will prevent the browser from attempting to parse the result of the evaluation as a snippet of HTML markup: == Usage == Bookmarklets are saved and used as normal bookmarks. As such, they are simple "one-click" tools which add functionality to the browser. For example, they can: Modify the appearance of a web page within the browser (e.g., change font size, background color, etc.) Extract data from a web page (e.g., hyperlinks, images, text, etc.) Remove redirects from (e.g. Google) search results, to show the actual target URL Submit the current page to a blogging service such as Posterous, link-shortening service such as bit.ly, or bookmarking service such as Delicious Query a search engine or online encyclopedia with highlighted text or by a dialog box Submit the current page to a link validation service or translation service Set commonly chosen configuration options when the page itself provides no way to do this Control HTML5 audio and video playback parameters such as speed, position, toggling looping, and showing/hiding playback controls, the first of which can be adjusted beyond HTML5 players' typical range setting. Installing a bookmarklet follows the same process as adding a normal bookmark; the only difference is that in place of the URL destination field is JavaScript code preceded by javascript:. Once created, bookmarklets can be run by clicking on them.

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  • Mashup (web application hybrid)

    Mashup (web application hybrid)

    A mashup (computer industry jargon), in web development, is a web page or web application that uses content from more than one source to create a single new service displayed in a single graphical interface. For example, a user could combine the addresses and photographs of their library branches with a Google map to create a map mashup. The term implies easy, fast integration, frequently using open application programming interfaces (open API) and data sources to produce enriched results that were not necessarily the original reason for producing the raw source data. The term mashup originally comes from creating something by combining elements from two or more sources. The main characteristics of a mashup are combination, visualization, and aggregation. It is important to make existing data more useful, for personal and professional use. To be able to permanently access the data of other services, mashups are generally client applications or hosted online. In the past years, more and more Web applications have published APIs that enable software developers to easily integrate data and functions the SOA way, instead of building them by themselves. Mashups can be considered to have an active role in the evolution of social software and Web 2.0. Mashup composition tools are usually simple enough to be used by end-users. They generally do not require programming skills and rather support visual wiring of GUI widgets, services and components together. Therefore, these tools contribute to a new vision of the Web, where users are able to contribute. The term "mashup" is not formally defined by any standard-setting body. == History == The broader context of the history of the Web provides a background for the development of mashups. Under the Web 1.0 model, organizations stored consumer data on portals and updated them regularly. They controlled all the consumer data, and the consumer had to use their products and services to get the information. The advent of Web 2.0 introduced Web standards that were commonly and widely adopted across traditional competitors and which unlocked the consumer data. At the same time, mashups emerged, allowing mixing and matching competitors' APIs to develop new services. The first mashups used mapping services or photo services to combine these services with data of any kind and therefore to produce visualizations of data. In the beginning, most mashups were consumer-based, but recently the mashup is to be seen as an interesting concept useful also to enterprises. Business mashups can combine existing internal data with external services to generate new views on the data. There was also the free Yahoo! Pipes to build mashups for free using the Yahoo! Query Language. == Types of mashup == There are many types of mashup, such as business mashups, consumer mashups, and data mashups. The most common type of mashup is the consumer mashup, aimed at the general public. Business (or enterprise) mashups define applications that combine their own resources, application and data, with other external Web services. They focus data into a single presentation and allow for collaborative action among businesses and developers. This works well for an agile development project, which requires collaboration between the developers and customer (or customer proxy, typically a product manager) for defining and implementing the business requirements. Enterprise mashups are secure, visually rich Web applications that expose actionable information from diverse internal and external information sources. Consumer mashups combine data from multiple public sources in the browser and organize it through a simple browser user interface. (e.g.: Wikipediavision combines Google Map and a Wikipedia API) Data mashups, opposite to the consumer mashups, combine similar types of media and information from multiple sources into a single representation. The combination of all these resources create a new and distinct Web service that was not originally provided by either source. === By API type === Mashups can also be categorized by the basic API type they use but any of these can be combined with each other or embedded into other applications. ==== Data types ==== Indexed data (documents, weblogs, images, videos, shopping articles, jobs ...) used by metasearch engines Cartographic and geographic data: geolocation software, geovisualization Feeds, podcasts: news aggregators ==== Functions ==== Data converters: language translators, speech processing, URL shorteners... Communication: email, instant messaging, notification... Visual data rendering: information visualization, diagrams Security related: electronic payment systems, ID identification... Editors == Mashup enabler == In technology, a mashup enabler is a tool for transforming incompatible IT resources into a form that allows them to be easily combined, in order to create a mashup. Mashup enablers allow powerful techniques and tools (such as mashup platforms) for combining data and services to be applied to new kinds of resources. An example of a mashup enabler is a tool for creating an RSS feed from a spreadsheet (which cannot easily be used to create a mashup). Many mashup editors include mashup enablers, for example, Presto Mashup Connectors, Convertigo Web Integrator or Caspio Bridge. Mashup enablers have also been described as "the service and tool providers, [sic] that make mashups possible". === History === Early mashups were developed manually by enthusiastic programmers. However, as mashups became more popular, companies began creating platforms for building mashups, which allow designers to visually construct mashups by connecting together mashup components. Mashup editors have greatly simplified the creation of mashups, significantly increasing the productivity of mashup developers and even opening mashup development to end-users and non-IT experts. Standard components and connectors enable designers to combine mashup resources in all sorts of complex ways with ease. Mashup platforms, however, have done little to broaden the scope of resources accessible by mashups and have not freed mashups from their reliance on well-structured data and open libraries (RSS feeds and public APIs). Mashup enablers evolved to address this problem, providing the ability to convert other kinds of data and services into mashable resources. === Web resources === Of course, not all valuable data is located within organizations. In fact, the most valuable information for business intelligence and decision support is often external to the organization. With the emergence of rich web applications and online Web portals, a wide range of business-critical processes (such as ordering) are becoming available online. Unfortunately, very few of these data sources syndicate content in RSS format and very few of these services provide publicly accessible APIs. Mashup editors therefore solve this problem by providing enablers or connectors. == Mashups versus portals == Mashups and portals are both content aggregation technologies. Portals are an older technology designed as an extension to traditional dynamic Web applications, in which the process of converting data content into marked-up Web pages is split into two phases: generation of markup "fragments" and aggregation of the fragments into pages. Each markup fragment is generated by a "portlet", and the portal combines them into a single Web page. Portlets may be hosted locally on the portal server or remotely on a separate server. Portal technology defines a complete event model covering reads and updates. A request for an aggregate page on a portal is translated into individual read operations on all the portlets that form the page ("render" operations on local, JSR 168 portlets or "getMarkup" operations on remote, WSRP portlets). If a submit button is pressed on any portlet on a portal page, it is translated into an update operation on that portlet alone (processAction on a local portlet or performBlockingInteraction on a remote, WSRP portlet). The update is then immediately followed by a read on all portlets on the page. Portal technology is about server-side, presentation-tier aggregation. It cannot be used to drive more robust forms of application integration such as two-phase commit. Mashups differ from portals in the following respects: The portal model has been around longer and has had greater investment and product research. Portal technology is therefore more standardized and mature. Over time, increasing maturity and standardization of mashup technology will likely make it more popular than portal technology because it is more closely associated with Web 2.0 and lately Service-oriented Architectures (SOA). New versions of portal products are expected to eventually add mashup support while still supporting legacy portlet applications. Mashup technologies, in contrast, are not expected to provide support for portal standards. == Business mashups

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  • X2 transceiver

    X2 transceiver

    The X2 transceiver format is a 10 gigabit per second modular fiber optic interface intended for use in routers, switches and optical transport platforms. It is an early generation 10 gigabit interface related to the similar XENPAK and XPAK formats. X2 may be used with 10 Gigabit Ethernet or OC-192/STM-64 speed SDH/SONET equipment. X2 modules are smaller and consume less power than first-generation XENPAK modules, but larger and consume more energy than the newer XFP transceiver standard and SFP+ standards. As of 2016 this format is relatively uncommon and has been replaced by 10 Gbit/s SFP+ in most new equipment.

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  • Wink Bingo

    Wink Bingo

    Wink Bingo is an online bingo website launched in 2008. It is part of Broadway Gaming Ireland DF Limited and is based and licensed in Ireland. == History == Wink Bingo launched in 2008 and under chief executive Eitan Boyd it grew to 60,000 active players within two years. It had an estimated £1.3 million profit in the first 11 months of trading, and by 2009 it had estimated annual revenue of £15 million. In 2009 Wink Bingo was purchased by 888 Holdings Plc, which operates a number of entertainment brands including 888casino, 888poker and 888sport. The initial up front fee was reported in the London Evening Standard to be £11 million, rising as high as £59.7 million depending on performance-based earn out arrangements. The acquisition included Daub Ltd’s other online bingo businesses Posh Bingo and Bingo Fabulous. In 2011, the sellers agreed to amend the terms and accept two subsequent payments in addition to the initial cost, of £9.2 million in May and £6.1 million in August. In 2011 Wink Bingo sponsored ITV2's The Only Way Is Essex, and other notable advertising campaigns have included sponsorship of Harry Hill's TV Burp. In 2014, Wink Bingo rebranded with an updated slogan 'Wink if you're in!', with an aim of creating a 'sunny, calm and inclusive' online destination, and an accompanying TV commercial featuring the Ottawan song D.I.S.C.O. re-recorded as B.I.N.G.O.. Wink also launched a new digital magazine, 'Winkly', and 'Winkipedia, a bingo encyclopedia'. Wink Bingo is available on desktop and as a mobile app. Wink launched Wink Slots in 2016 as a companion site to Wink Bingo. The Advertising Standards Authority has ruled on Wink Bingo's advertisements on a number of occasions. In August 2008, Wink ran a television ad which showed a midwife celebrating while at work at a hospital maternity unit. The ASA banned the ad, concluding that it condoned gambling in the workplace and suggested that it took priority over professional commitments. In June 2013, the Gambling Reform & Society Perception Group (GRASP) challenged the use of semi-naked "athletic" men together with the claim "Go on ... you know you want to" on an outdoor ad, suggesting it linked gambling to seduction and enhanced attractiveness. The complaint was not upheld. The site underwent another rebrand and pop art inspired redesign in April 2018, taking on a new tone of voice and a new slogan, "You’ve Earned It". An online shop was added, where players can redeem reward points for free play or vouchers for online high street retailers. In 2021 Wink Bingo was purchased by Saphalata Holdings, a company that forms part of the Broadway Gaming group. === Cancer Research UK campaign === In 2015 Wink Bingo began an open-ended partnership with the Peter Andre Fund to raise money for Cancer Research UK. Peter Andre also met with players who were selected in a raffle. == Awards ==

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  • Höhere Graphische Bundes-Lehr- und Versuchsanstalt

    Höhere Graphische Bundes-Lehr- und Versuchsanstalt

    The Höhere Graphische Bundes-Lehr- und Versuchsanstalt (HGBLuVA) ("Higher Federal Institution for Graphic Education and Research"), now commonly known as "die Graphische", founded in 1888 in Vienna, is a vocational college for professions in visual communication and media technology in Austria. == History == === Opening === Originally set up as a photographic research institute by the President of the Photographic Society, the graphic teaching and research institute (GLV) was created through the incorporation of the photographic school (a department for photographic reproduction processes connected to the Salzburg State Building School) and the Hörwarter general drawing school in Vienna. Since its foundation, it has made an important contribution to the establishment and development of the graphic professions. According to a resolution of March 14, 1887, the City Council of Vienna made three floors of the municipal building in Vienna VII, Westbahnstraße 25, available to the former Schottenfelder Realschule for the establishment of a teaching and research institute for photography and reproduction processes. The k. k. Lehr- und Versuchsanstalt für Photographie und Reproductionsverfahren, founded and directed (1888–1923) by Josef Maria Eder, previously of the Technologische Gewerbemuseum (Museum of Applied Technology), for which he established a Section for Photography and Reproduction Techniques, and the Vienna State Trade School where, recently qualified as a university lecturer, he began teaching chemistry and physics in 1881. It opened on March 1, 1888 with 108 students. In the next school year the number of students rose to 174. In 1890, Eder placed a Wothly solar camera (an early means of enlarging negatives) on the roof. In the context of the history of vocational schools and the applied arts, pioneering educational reforms in Austria from the 1870s created institutions like it outside the format of the classical university, it being a special variation on the “state trade school” (“Staats-Gewerbeschule”). Eder based his institution on earlier foreign models such as the Conservatoire des arts et métiers in Paris (founded 1794), that housed a museum of history and technology and hosted with evening lectures and demonstrations, with lectures in photography commencing in 1891. From 1897 onwards the name Graphische Lehr- und Versuchsanstalt came into being . In 1906, Emperor Franz Joseph granted the school the designation “Imperial and Royal” in the title, and the Republic of Austria confirmed this distinction when the school's Federal Chancellery approved the use of the national coat of arms. === The beginnings === The GLV was instituted on August 27, 1887 "by the highest resolution to approve the activation of this teaching and research institute in Vienna on March 1, 1888". The aim of the institute was the “training of specialist photographers, retouchers, collotype printers, photolithographers, etc., the instruction of artists, scholars and technicians who want to learn photography as an auxiliary science, furthermore the testing of equipment, chemicals and the implementation of independent scientific investigations in the areas of Photochemistry and Related Subjects”. The school consisted of two departments; the Institute for Photography and Reproduction Processes and the Research Institute, and in 1891 the Board of Book Printers and Type Founders pointed out the urgent need to add a department for book printers to the school. In 1897 an additional section for the book and illustration trade was opened, the school called "KK Graphische Lehr- und Versuchsanstalt" was then divided into four sections: Section I: Institute for Photography and Reproduction (corresponds to the former Institute for Photography and Reproduction Processes) Section II: College for the book and illustration trade Section III: Research institute for photochemistry and graphic printing processes (corresponds to the original research institute) Section IV: Collections: graphic collection, library and equipment collection The first original lithographs by famous artists such as Luigi Kasimir and Tina Blau are thanks to the special course for lithography and lithography introduced in 1905 and 'algraphy' - a planographic printing process from an aluminum plate instead of the stone used in lithography - was first taught in Austria in 1896 at the GLV. The specialty course for lithography and lithography existed until 1913/14, after which a specialist course for xylography (wood engraving and woodcuts) was offered. In 1908 the graphic arts department was set up on the top floor of the neighbouring house at Westbahnstraße 27 connected by a spiral staircase still in existence in the courtyard at the current location on Leyserstraße. === Women in the graphic teaching and research institute === From 1908 women were also officially admitted. For the period from 1888 to 1918/19, a total of 718 female students at the Graphische are recorded in the largely preserved class lists. Due to changes and new requirements in the job description, the proportion of women continued to grow, so that in some classes it exceeded two thirds. === The Graphics Department === In 1916, the school statute was changed: all-day lessons with photography internship in the 1st and 2nd years as well as training for disabled people were introduced and a drawing school was added. After the First World War, the school was renamed several times: In 1919 the name was "Deutsch-Österreichische Graphische Lehr- und Versuchsanstalt"; changed in 1920 to "Staatliche Graphische Lehr- und Versuchsanstalt" and in 1923 to "Graphic Education and Research Institute". === The school in the time of National Socialism === The "annexation of Austria by Germany" resulted in organisational restructuring: semesters were introduced and the GLV was made a subordinate level of a university of the graphic arts administered in Leipzig. In 1939 the school became a state graphic teaching and research institute . Up to this point, two thirds of all Austrian postage stamps had been designed and engraved in the Graphische. === Post-war period === In 1945 the period of study at the technical school was extended to four years. In 1948, “manual graphics” became “commercial graphics” followed by an honours year. In 1959, a department A was developed: a three-class specialist department for photography with a master class, and a department B: a specialist department for commercial graphics with four classes and an honours year. Through further school reforms, the university entrance qualification was acquired with the completion of the now five-year course and honours qualification. In 1967, due to a lack of space, the Westbahnstrasse was moved to the new Carl Appel building in Leyserstrasse. === The new building, 1963 === On May 22, 1963, the foundation stone of the new campus was laid in the 14th district in the Breitenseer Strasse, Leyserstrasse and Spallartgasse area (Kommandogebäude Theodor Körner). In 1967 the move to the new building began and in 1968 the official opening coincided with the 80th anniversary of the school. In 1963/64 the first year of the five-year high school for reprography and printing technology began. There was also a four-year technical school. With the advent of personal computers and their use in the graphics industry, change comes first in typesetting and later in image processing, and in 1984 the advent of desktop publishing brought a revolution that permanently challenged the distinction between photographer, typesetter, layout artist and printer. In 1988, the Graphische celebrated its 100th anniversary. The rapid development of technology shaped school events in the 1980s, as did the rapid advance of offset printing - albeit at the expense of Letterpress printing. In reproduction technology, scanner technology for the production of colour separations displaced reprography. === Renovation, 2006 === Due to renovation work on the building in Leyserstraße, the management and the photography, multimedia and graphics departments moved to an alternative location in Vienna's first district at Schellinggasse 13. After the work was completed, the school was relocated in February 2008. == Notable teachers and students ==

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  • Web performance

    Web performance

    Web performance refers to the speed in which web pages are downloaded and displayed on the user's web browser. Web performance optimization (WPO), or website optimization is the field of knowledge about increasing web performance. Faster website download speeds have been shown to increase visitor retention and loyalty and user satisfaction, especially for users with slow internet connections and those on mobile devices. Web performance also leads to less data travelling across the web, which in turn lowers a website's power consumption and environmental impact. Some aspects which can affect the speed of page load include browser/server cache, image optimization, and encryption (for example SSL), which can affect the time it takes for pages to render. The performance of the web page can be improved through techniques such as multi-layered cache, light weight design of presentation layer components and asynchronous communication with server side components. == History == In the first decade or so of the web's existence, web performance improvement was focused mainly on optimizing website code and pushing hardware limitations. According to the 2002 book Web Performance Tuning by Patrick Killelea, some of the early techniques used were to use simple servlets or CGI, increase server memory, and look for packet loss and retransmission. Although these principles now comprise much of the optimized foundation of internet applications, they differ from current optimization theory in that there was much less of an attempt to improve the browser display speed. Steve Souders coined the term "web performance optimization" in 2004. At that time Souders made several predictions regarding the impact that WPO as an "emerging industry" would bring to the web, such as websites being fast by default, consolidation, web standards for performance, environmental impacts of optimization, and speed as a differentiator. One major point that Souders made in 2007 is that at least 80% of the time that it takes to download and view a website is controlled by the front-end structure. This lag time can be decreased through awareness of typical browser behavior, as well as of how HTTP works. == Optimization techniques == Web performance optimization improves user experience (UX) when visiting a website and therefore is highly desired by web designers and web developers. They employ several techniques that streamline web optimization tasks to decrease web page load times. This process is known as front end optimization (FEO) or content optimization. FEO concentrates on reducing file sizes and "minimizing the number of requests needed for a given page to load." In addition to the techniques listed below, the use of a content delivery network—a group of proxy servers spread across various locations around the globe—is an efficient delivery system that chooses a server for a specific user based on network proximity. Typically the server with the quickest response time is selected. The following techniques are commonly used web optimization tasks and are widely used by web developers: Web browsers open separate Transmission Control Protocol (TCP) connections for each Hypertext Transfer Protocol (HTTP) request submitted when downloading a web page. These requests total the number of page elements required for download. However, a browser is limited to opening only a certain number of simultaneous connections to a single host. To prevent bottlenecks, the number of individual page elements are reduced using resource consolidation whereby smaller files (such as images) are bundled together into one file. This reduces HTTP requests and the number of "round trips" required to load a web page. Web pages are constructed from code files such JavaScript and Hypertext Markup Language (HTML). As web pages grow in complexity, so do their code files and subsequently their load times. File compression can reduce code files by about 40 percent, thereby improving site responsiveness. Web Caching Optimization reduces server load, bandwidth usage and latency. CDNs use dedicated web caching software to store copies of documents passing through their system. Many website platforms, such as SiteGround, IONOS, Wix, and Hostinger, rely on global CDNs and caching technologies to deliver faster page loads across different geographical regions. Subsequent requests from the cache may be fulfilled should certain conditions apply. Web caches are located on either the client side (forward position) or web-server side (reverse position) of a CDN. Web browsers are also able to store content for re-use through the HTTP cache or web cache. Requests web browsers make are typically routed to the HTTP cache to validate if a cached response may be used to fulfill a request. If such a match is made, the response is fulfilled from the cache. This can be helpful for reducing network latency and costs associated with data-transfer. The HTTP cache is configured using request and response headers. Code minification distinguishes discrepancies between codes written by web developers and how network elements interpret code. Minification removes comments and extra spaces as well as crunch variable names in order to minimize code, decreasing files sizes by as much as 60%. In addition to caching and compression, lossy compression techniques (similar to those used with audio files) remove non-essential header information and lower original image quality on many high resolution images. These changes, such as pixel complexity or color gradations, are transparent to the end-user and do not noticeably affect perception of the image. Another technique is the replacement of raster graphics with resolution-independent vector graphics. Vector substitution is best suited for simple geometric images. Lazy loading of images and video reduces initial page load time, initial page weight, and system resource usage, all of which have positive impacts on website performance. It is used to defer initialization of an object right until the point at which it is needed. The browser loads the images in a page or post when they are needed such as when the user scrolls down the page and not all images at once, which is the default behavior, and naturally, takes more time. == HTTP/1.x and HTTP/2 == Since web browsers use multiple TCP connections for parallel user requests, congestion and browser monopolization of network resources may occur. Because HTTP/1 requests come with associated overhead, web performance is impacted by limited bandwidth and increased usage. Compared to HTTP/1, HTTP/2 is binary instead of textual is fully multiplexed instead of ordered and blocked can therefore use one connection for parallelism uses header compression to reduce overhead allows servers to "push" responses proactively into client caches Instead of a website's hosting server, CDNs are used in tandem with HTTP/2 in order to better serve the end-user with web resources such as images, JavaScript files and Cascading Style Sheet (CSS) files since a CDN's location is usually in closer proximity to the end-user. == Metrics == In recent years, several metrics have been introduced that help developers measure various aspects of the performance of their websites. In 2019, Google introduced metrics such as Time to First Byte (TTFB), First Contentful Paint (FCP), First Paint (FP), First Input Delay (FID), Cumulative Layout Shift (CLS) and Largest Contentful Paint (LCP) allow for website owner to gain insights into issues that might hurt the performance of their websites making it seem sluggish or slow to the user. Other metrics including Request Count (number of requests required to load a page), DOMContentLoaded (time when HTML document is completely loaded and parsed excluding CSS style sheets, images, etc.), Above The Fold Time (content that is visible without scrolling), Round Trip Time, number of Render Blocking Resources (such as scripts, stylesheets), Onload Time, Connection Time, Total Page Size help provide an accurate picture of latencies and slowdowns occurring at the networking level which might slow down a site. Modules to measure metrics such as TTFB, FCP, LCP, FP etc are provided with major frontend JavaScript libraries such as React, NuxtJS and Vue. Google publishes a library, the core-web-vitals library that allows for easy measurement of these metrics in frontend applications. In addition to this, Google also provides the Lighthouse, a Chrome dev-tools component and PageSpeed Insight a site that allows developers to measure and compare the performance of their website with Google's recommended minimums and maximums. In addition to this, tools such as the Network Monitor by Mozilla Firefox help provide insight into network-level slowdowns that might occur during transmission of data.

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  • Infone

    Infone

    Infone was a service launched by Metro One Telecommunications in 2003. The service was discontinued effective December 14, 2005. == How it worked == Infone included directory assistance and other services via a toll-free phone number. A user could call 888-411-1111 to request directory assistance, directions, traffic information, movie times, call completion, dinner reservation assistance and other services. Infone provided a number of innovative 411 'concierge'-like services, including movie listings from a live operator, and offered a feature where they could provide information from a linked Microsoft Outlook calendar when set up in advance. For a period of time they advertised heavily on U.S. television, featuring ads with then Governor of Minnesota Jesse Ventura, emphasizing their use of all U.S. based operators. The price offered was $0.89 per call up to 15 minutes (for use when the operator connects you to the requested number, as well as for additional information requests afterwards), with $0.05 for each additional minute, making Infone also a competitively priced long-distance service. New users received 5–10 free calls. Infone identified a registered user (along with billing information; the service was only payable by credit card) by caller ID (numbers were registered on signing up) and by an advanced voiceprint recognition system (VPRS) from SpeechWorks that identified the user when the user called from an unregistered telephone number (or no caller ID) through the use of a personal phrase spoken by the user (e.g., "Hello Infone!") after the welcome tone.

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  • GOLOG

    GOLOG

    GOLOG is a high-level logic programming language for the specification and execution of complex actions in dynamical domains. It is based on the situation calculus. It is a first-order logical language for reasoning about action and change. GOLOG was developed at the University of Toronto. == History == The concept of situation calculus on which the GOLOG programming language is based was first proposed by John McCarthy in 1963. == Description == A GOLOG interpreter automatically maintains a direct characterization of the dynamic world being modeled, on the basis of user supplied axioms about preconditions, effects of actions and the initial state of the world. This allows the application to reason about the condition of the world and consider the impacts of different potential actions before focusing on a specific action. Golog is a logic programming language and is very different from conventional programming languages. A procedural programming language like C defines the execution of statements in advance. The programmer creates a subroutine which consists of statements, and the computer executes each statement in a linear order. In contrast, fifth-generation programming languages like Golog work with an abstract model with which the interpreter can generate the sequence of actions. The source code defines the problem and it is up to the solver to find the next action. This approach can facilitate the management of complex problems from the domain of robotics. A Golog program defines the state space in which the agent is allowed to operate. A path in the symbolic domain is found with state space search. To speed up the process, Golog programs are realized as hierarchical task networks. Apart from the original Golog language, there are some extensions available. The ConGolog language provides concurrency and interrupts. Other dialects like IndiGolog and Readylog were created for real time applications in which sensor readings are updated on the fly. == Uses == Golog has been used to model the behavior of autonomous agents. In addition to a logic-based action formalism for describing the environment and the effects of basic actions, they enable the construction of complex actions using typical programming language constructs. It is also used for applications in high level control of robots and industrial processes, virtual agents, discrete event simulation etc. It can be also used to develop Belief Desire Intention-style agent systems. == Planning and scripting == In contrast to the Planning Domain Definition Language, Golog supports planning and scripting as well. Planning means that a goal state in the world model is defined, and the solver brings a logical system into this state. Behavior scripting implements reactive procedures, which are running as a computer program. For example, suppose the idea is to authoring a story. The user defines what should be true at the end of the plot. A solver gets started and applies possible actions to the current situation until the goal state is reached. The specification of a goal state and the possible actions are realized in the logical world model. In contrast, a hardwired reactive behavior doesn't need a solver but the action sequence is provided in a scripting language. The Golog interpreter, which is written in Prolog, executes the script and this will bring the story into the goal state.

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  • Microelectronics

    Microelectronics

    Microelectronics is a subfield of electronics. As the name suggests, microelectronics relates to the study and manufacture (or microfabrication) of very small electronic designs and components. Usually, but not always, this means micrometre-scale or smaller. These devices are typically made from semiconductor materials. Many components of a normal electronic design are available in a microelectronic equivalent. These include transistors, capacitors, inductors, resistors, diodes and (naturally) insulators and conductors can all be found in microelectronic devices. Unique wiring techniques such as wire bonding are also often used in microelectronics because of the unusually small size of the components, leads and pads. This technique requires specialized equipment and is expensive. Digital integrated circuits (ICs) consist of billions of transistors, resistors, diodes, and capacitors. Analog circuits commonly contain resistors and capacitors as well. Inductors are used in some high frequency analog circuits, but tend to occupy larger chip area due to their lower reactance at low frequencies. Gyrators can replace them in many applications. As techniques have improved, the scale of microelectronic components has continued to decrease. At smaller scales, the relative impact of intrinsic circuit properties, such as unintended interactions between components or their parts, may become more significant. These are called parasitic effects, and the goal of the microelectronics design engineer is to find ways to compensate for or to minimize these effects, while delivering smaller, faster, and cheaper devices. Today, microelectronics design is largely aided by electronic design automation (EDA) software.

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  • Foreground detection

    Foreground detection

    Foreground detection is one of the major tasks in the field of computer vision and image processing whose aim is to detect changes in image sequences. Background subtraction is any technique which allows an image's foreground to be extracted for further processing (object recognition etc.). Many applications do not need to know everything about the evolution of movement in a video sequence, but only require the information of changes in the scene, because an image's regions of interest are objects (humans, cars, text etc.) in its foreground. After the stage of image preprocessing (which may include image denoising, post processing like morphology etc.) object localisation is required which may make use of this technique. Foreground detection separates foreground from background based on these changes taking place in the foreground. It is a set of techniques that typically analyze video sequences recorded in real time with a stationary camera. == Description == All detection techniques are based on modelling the background of the image, i.e., setting the background and detecting which changes occur. Defining the background can be difficult when it contains shapes, shadows, and moving objects. In defining the background, it is assumed that stationary objects may vary in color and intensity over time. Scenarios in which these techniques apply tend to be very diverse. There can be highly variable sequences, such as images with different lighting, interiors, exteriors, quality, and noise. In addition to real-time processing, systems need to adapt to these changes. A foreground detection system should be able to: Develop a background model (estimate). Be robust to lighting changes, repetitive movements (leaves, waves, shadows), and long-term changes. == Background subtraction == Background subtraction is a widely used approach for detecting moving objects in videos from static cameras. The rationale in the approach is that of detecting the moving objects from the difference between the current frame and a reference frame, often called "background image", or "background model". Background subtraction is mostly done if the image in question is a part of a video stream. Background subtraction provides important cues for numerous applications in computer vision, for example surveillance tracking or human pose estimation. Background subtraction is generally based on a static background hypothesis which is often not applicable in real environments. With indoor scenes, reflections or animated images on screens lead to background changes. Similarly, due to wind, rain or illumination changes brought by weather, static backgrounds methods have difficulties with outdoor scenes. == Temporal average filter == The temporal average filter is a method that was proposed at the Velastin. This system estimates the background model from the median of all pixels of a number of previous images. The system uses a buffer with the pixel values of the last frames to update the median for each image. To model the background, the system examines all images in a given time period called training time. At this time, we only display images and will find the median, pixel by pixel, of all the plots in the background this time. After the training period for each new frame, each pixel value is compared with the input value of funds previously calculated. If the input pixel is within a threshold, the pixel is considered to match the background model and its value is included in the pixbuf. Otherwise, if the value is outside this threshold pixel is classified as foreground, and not included in the buffer. This method cannot be considered very efficient because they do not present a rigorous statistical basis and requires a buffer that has a high computational cost. == Conventional approaches == A robust background subtraction algorithm should be able to handle lighting changes, repetitive motions from clutter and long-term scene changes. The following analyses make use of the function of V(x,y,t) as a video sequence where t is the time dimension, x and y are the pixel location variables. e.g. V(1,2,3) is the pixel intensity at (1,2) pixel location of the image at t = 3 in the video sequence. === Using frame differencing === A motion detection algorithm begins with the segmentation part where foreground or moving objects are segmented from the background. The simplest way to implement this is to take an image as background and take the frames obtained at the time t, denoted by I(t) to compare with the background image denoted by B. Here using simple arithmetic calculations, we can segment out the objects simply by using image subtraction technique of computer vision meaning for each pixels in I(t), take the pixel value denoted by P[I(t)] and subtract it with the corresponding pixels at the same position on the background image denoted as P[B]. In mathematical equation, it is written as: P [ F ( t ) ] = P [ I ( t ) ] − P [ B ] {\displaystyle P[F(t)]=P[I(t)]-P[B]} The background is assumed to be the frame at time t. This difference image would only show some intensity for the pixel locations which have changed in the two frames. Though we have seemingly removed the background, this approach will only work for cases where all foreground pixels are moving, and all background pixels are static. A threshold "Threshold" is put on this difference image to improve the subtraction (see Image thresholding): | P [ F ( t ) ] − P [ F ( t + 1 ) ] | > T h r e s h o l d {\displaystyle |P[F(t)]-P[F(t+1)]|>\mathrm {Threshold} } This means that the difference image's pixels' intensities are 'thresholded' or filtered on the basis of value of Threshold. The accuracy of this approach is dependent on speed of movement in the scene. Faster movements may require higher thresholds. === Mean filter === For calculating the image containing only the background, a series of preceding images are averaged. For calculating the background image at the instant t: B ( x , y , t ) = 1 N ∑ i = 1 N V ( x , y , t − i ) {\displaystyle B(x,y,t)={1 \over N}\sum _{i=1}^{N}V(x,y,t-i)} where N is the number of preceding images taken for averaging. This averaging refers to averaging corresponding pixels in the given images. N would depend on the video speed (number of images per second in the video) and the amount of movement in the video. After calculating the background B(x,y,t) we can then subtract it from the image V(x,y,t) at time t = t and threshold it. Thus the foreground is: | V ( x , y , t ) − B ( x , y , t ) | > T h {\displaystyle |V(x,y,t)-B(x,y,t)|>\mathrm {Th} } where Th is a threshold value. Similarly, we can also use median instead of mean in the above calculation of B(x,y,t). Usage of global and time-independent thresholds (same Th value for all pixels in the image) may limit the accuracy of the above two approaches. === Running Gaussian average === For this method, Wren et al. propose fitting a Gaussian probabilistic density function (pdf) on the most recent n {\displaystyle n} frames. In order to avoid fitting the pdf from scratch at each new frame time t {\displaystyle t} , a running (or on-line cumulative) average is computed. The pdf of every pixel is characterized by mean μ t {\displaystyle \mu _{t}} and variance σ t 2 {\displaystyle \sigma _{t}^{2}} . The following is a possible initial condition (assuming that initially every pixel is background): μ 0 = I 0 {\displaystyle \mu _{0}=I_{0}} σ 0 2 = ⟨ some default value ⟩ {\displaystyle \sigma _{0}^{2}=\langle {\text{some default value}}\rangle } where I t {\displaystyle I_{t}} is the value of the pixel's intensity at time t {\displaystyle t} . In order to initialize variance, we can, for example, use the variance in x and y from a small window around each pixel. Note that background may change over time (e.g. due to illumination changes or non-static background objects). To accommodate for that change, at every frame t {\displaystyle t} , every pixel's mean and variance must be updated, as follows: μ t = ρ I t + ( 1 − ρ ) μ t − 1 {\displaystyle \mu _{t}=\rho I_{t}+(1-\rho )\mu _{t-1}} σ t 2 = d 2 ρ + ( 1 − ρ ) σ t − 1 2 {\displaystyle \sigma _{t}^{2}=d^{2}\rho +(1-\rho )\sigma _{t-1}^{2}} d = | ( I t − μ t ) | {\displaystyle d=|(I_{t}-\mu _{t})|} Where ρ {\displaystyle \rho } determines the size of the temporal window that is used to fit the pdf (usually ρ = 0.01 {\displaystyle \rho =0.01} ) and d {\displaystyle d} is the Euclidean distance between the mean and the value of the pixel. We can now classify a pixel as background if its current intensity lies within some confidence interval of its distribution's mean: | ( I t − μ t ) | σ t > k ⟶ foreground {\displaystyle {\frac {|(I_{t}-\mu _{t})|}{\sigma _{t}}}>k\longrightarrow {\text{foreground}}} | ( I t − μ t ) | σ t ≤ k ⟶ background {\displaystyle {\frac {|(I_{t}-\mu _{t})|}{\sigma _{t}}}\leq k\longrightarrow {\text{background}}} where the parameter k {\displaystyle k} is a free threshold (usuall

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  • Content creation

    Content creation

    Content creation is the act of making and sharing media content, particularly in digital contexts. A content creator is the person or studio behind such content. According to Dictionary.com, content refers to "something that is to be expressed through some medium, as speech, writing or any of various arts" for self-expression, distribution, marketing and/or publication. Content creation encompasses various activities, including maintaining and updating web sites, blogging, article writing, photography, videography, online commentary, social media accounts, and editing and distribution of digital media. In a survey conducted by the Pew Research Center, the content thus created was defined as "the material people contribute to the online world". In addition to traditional forms of content creation, digital platforms face growing challenges related to privacy, copyright, misinformation, platform moderation policies, and the repercussions of violating community guidelines. == Content creators == Content creation is the process of producing and sharing various forms of content such as text, images, audio, and video, designed to engage and inform a specific audience. It plays a crucial role in digital marketing, branding, and online communication and brand awareness. Content can be created for a range of platforms, including social media, websites, blogs, and multimedia channels. Whether it's through written articles, compelling photography, or engaging videos, content creation helps businesses build a connection with their audience, increase visibility, and drive traffic. The process typically involves identifying the target audience, brainstorming ideas, creating the content, and distributing it across various channels. Successful content creation combines creativity with strategic planning, considering audience preferences, trends, and platform characteristics to achieve marketing and branding goals. === News organizations === News organizations, especially those with a large and global reach like The New York Times, NPR, and CNN, consistently create some of the most shared content on the Web, especially in relation to current events. In the words of a 2011 report from the Oxford School for the Study of Journalism and the Reuters Institute for the Study of Journalism, "Mainstream media is the lifeblood of topical social media conversations in the UK." While the rise of digital media has disrupted traditional news outlets, many have adapted and have begun to produce content that is designed to function on the web and be shared on social media. The social media site Twitter is a major distributor and aggregator of breaking news from various sources, and the function and value of Twitter in the distribution of news is a frequent topic of discussion and research in journalism. User-generated content, social media blogging and citizen journalism have changed the nature of news content in recent years. The company Narrative Science is now using artificial intelligence to produce news articles and interpret data. === Colleges, universities, and think tanks === Academic institutions, such as colleges and universities, create content in the form of books, journal articles, white papers, and some forms of digital scholarship, such as blogs that are group edited by academics, class wikis, or video lectures that support a massive open online course (MOOC). Through an open data initiative, institutions may make raw data supporting their experiments or conclusions available on the Web. Academic content may be gathered and made accessible to other academics or the public through publications, databases, libraries, and digital libraries. Academic content may be closed source or open access (OA). Closed-source content is only available to authorized users or subscribers. For example, an important journal or a scholarly database may be a closed source, available only to students and faculty through the institution's library. Open-access articles are open to the public, with the publication and distribution costs shouldered by the institution publishing the content. === Companies === Corporate content includes advertising and public relations content, as well as other types of content produced for profit, including white papers and sponsored research. Advertising can also include auto-generated content, with blocks of content generated by programs or bots for search engine optimization. Companies also create annual reports which are part of their company's workings and a detailed review of their financial year. This gives the stakeholders of the company insight into the company's current and future prospects and direction. === Artists and writers === Cultural works, like music, movies, literature, and art, are also major forms of content. Examples include traditionally published books and e-books as well as self-published books, digital art, fanfiction, and fan art. Independent artists, including authors and musicians, have found commercial success by making their work available on the Internet. === Government === Through digitization, sunshine laws, open records laws and data collection, governments may make statistical, legal or regulatory information available on the Internet. National libraries and state archives turn historical documents, public records, and unique relics into online databases and exhibits. This has raised significant privacy issues. In 2012, The Journal News, a New York state paper, sparked an outcry when it published an interactive map of the state's gun owner locations using legally obtained public records. Governments also create online or digital propaganda or misinformation to support domestic and international goals. This can include astroturfing, or using media to create a false impression of mainstream belief or opinion. Governments can also use open content, such as public records and open data, in service of public health, educational and scientific goals, such as crowdsourcing solutions to complex policy problems. In 2013, the National Aeronautics and Space Administration (NASA) joined the asteroid mining company Planetary Resources to crowdsource the hunt for near-Earth objects. Describing NASA's crowdsourcing work in an interview, technology transfer executive David Locke spoke of the "untapped cognitive surplus that exists in the world" which could be used to help develop NASA technology. In addition to making governments more participatory, open records and open data have the potential to make governments more transparent and less corrupt. === Users === The introduction of Web 2.0 made it possible for content consumers to be more involved in the generation and sharing of content. With the advent of digital media, the amount of user generated content, as well as the age and class range of users, has increased. 8% of Internet users are very active in content creation and consumption. Worldwide, about one in four Internet users are significant content creators, and users in emerging markets lead the world in engagement. Research has also found that young adults of a higher socioeconomic background tend to create more content than those from lower socioeconomic backgrounds. 69% of American and European internet users are "spectators", who consume—but do not create—online and digital media. The ratio of content creators to the amount of content they generate is sometimes referred to as the 1% rule, a rule of thumb that suggests that only 1% of a forum's users create nearly all of its content. Motivations for creating new content may include the desire to gain new knowledge, the possibility of publicity, or simple altruism. Users may also create new content in order to bring about social reforms. However, researchers caution that in order to be effective, context must be considered, a diverse array of people must be included, and all users must participate throughout the process. According to a 2011 study, minorities create content in order to connect with their communities online. African-American users have been found to create content as a means of self-expression that was not previously available. Media portrayals of minorities are sometimes inaccurate and stereotypical which affects the general perception of these minorities. African-Americans respond to their portrayals digitally through the use of social media such as Twitter and Tumblr. The creation of Black Twitter has allowed a community to share their problems and ideas. ==== Teens ==== Younger users now have greater access to content, content creating applications, and the ability to publish to different types of media, such as Facebook, Blogger, Instagram, DeviantArt, or Tumblr. As of 2005, around 21 million teens used the internet and 57%, or 12 million teens, consider themselves content creators. This proportion of media creation and sharing is higher than that of adults. With the advent of the Internet, teens have had more access to tools for sharing an

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  • Community cloud

    Community cloud

    A community cloud in computing is a collaborative effort in which infrastructure is shared between several organizations from a specific community with common concerns (security, compliance, jurisdiction, etc.), whether managed internally or by a third party and hosted internally or externally. This is controlled and used by a group of organizations that have shared interests. The costs are spread over fewer users than a public cloud (but more than a private cloud), so only some of the cost savings potential of cloud computing are realized. The community cloud is provisioned for use by a group of consumers from different organizations who share the same concerns (e.g., application, security, policy, and efficiency demands).

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  • International Webmasters Association

    International Webmasters Association

    The International Webmasters Association (IWA) is a non-profit association for education and certification of web professionals founded in 1996. It provides a Certified Web Professional certification. One of its objectives is to build a World Wide Web that is a true global community. According to the IWA, as of 2025 it has more than 100 official chapters with over 300,000 individual members in 106 countries. In 2001, the IWA merged with the HTML Writers Guild (HWG) and joined the World Wide Web Consortium (W3C). IWA's accomplishments include the publishing of the industry's first guidelines for ethical and professional standards, web certification and education programs, specialized employment resources, and technical assistance to individuals and businesses. IWA members participate to the activities of W3C WCAG Working Group, ATAG Working Group, and the XHTML Working Group. They have also participated in other initiatives such as the Multimodal Interaction Working Group which developed EMMA, the Extensible MultiModal Annotation markup language.

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  • Online exhibition

    Online exhibition

    An online exhibition, also referred to as a virtual exhibition, online gallery, cyber-exhibition, is an exhibition whose venue is cyberspace. Museums and other organizations create online exhibitions for many reasons. For example, an online exhibition may: expand on material presented at, or generate interest in, or create a durable online record of, a physical exhibition; save production costs (insurance, shipping, installation); solve conservation/preservation problems (e.g., handling of fragile or rare objects); reach lots more people: "Access to information is no longer restricted to those who can afford travel and museum visits, but is available to anyone who has access to a computer with an Internet connection. Unlike physical exhibitions, online exhibitions are not restricted by time; they are not forced to open and close but may be available 24 hours a day. In the nonprofit world, many museums, libraries, archives, universities, and other cultural organizations create online exhibitions. A database of such exhibitions is Library and Archival Exhibitions on the Web. Online exhibition organizers may use techniques such as marquee text, display advertisements, and in-event emails to engage patrons. Various guides have been published to help organizations create effective online exhibitions. The earliest museum with a physical existence to create a programme of substantial online exhibitions with high resolution images of artefacts was the Museum of the History of Science in Oxford, the first of which, The Measurers: a Flemish Image of Mathematics in the Sixteenth Century and an exhibition of early photographs, were published on 21 August 1995. == Examples of online exhibitions == International Museum of Women is an online-only museum that does not have a physical building and instead offers online exhibitions about women's issues globally as well as an online community. Online exhibitions include "Imagining Ourselves" (launched 2006) about women's identity, "Women, Power and Politics" (2008), and "Economica: Women and the Global Economy" (2009). Tucson LGBTQ Museum is an online-only museum that does not have a physical building and instead offers online exhibitions about LGBTQ history. The online photographic, audio, video, text, and other historical exhibitions include exhibits from the 1700s to the present day. The effort began in the summer of 1967 and spanned almost 50 years. International New Media Gallery (INMG) is an online museum specialising in moving image and screen-based art. The INMG is dedicated to exploring current debates and topics in art history: touching on areas such as migration, war, environmental activism and the internet itself. The gallery publishes extensive academic catalogues alongside its exhibitions. It also hosts spaces for discussion and debate, both online and offline. Virtual Museum of Modern Nigerian Art – the VMMNA is the first of its kind in Africa. Hosted by the Pan-African University, Lagos, Nigeria this virtual museum offers a good view of the development on Nigerian Art in the past fifty years.

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