AI Chat Bots Roleplay

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  • Computer audition

    Computer audition

    Computer audition (CA) or machine listening is the general field of study of algorithms and systems for audio interpretation by machines. Since the notion of what it means for a machine to "hear" is very broad and somewhat vague, computer audition attempts to bring together several disciplines that originally dealt with specific problems or had a concrete application in mind. The engineer Paris Smaragdis, interviewed in Technology Review, talks about these systems — "software that uses sound to locate people moving through rooms, monitor machinery for impending breakdowns, or activate traffic cameras to record accidents." Inspired by models of human audition, CA deals with questions of representation, transduction, grouping, use of musical knowledge and general sound semantics for the purpose of performing intelligent operations on audio and music signals by the computer. Technically this requires a combination of methods from the fields of signal processing, auditory modelling, music perception and cognition, pattern recognition, and machine learning, as well as more traditional methods of artificial intelligence for musical knowledge representation. == Applications == Like computer vision versus image processing, computer audition versus audio engineering deals with understanding of audio rather than processing. It also differs from problems of speech understanding by machine since it deals with general audio signals, such as natural sounds and musical recordings. Applications of computer audition are widely varying, and include search for sounds, genre recognition, acoustic monitoring, music transcription, score following, audio texture, music improvisation, emotion in audio and so on. == Related disciplines == Computer Audition overlaps with the following disciplines: Music information retrieval: methods for search and analysis of similarity between music signals. Auditory scene analysis: understanding and description of audio sources and events. Computational musicology and mathematical music theory: use of algorithms that employ musical knowledge for analysis of music data. Computer music: use of computers in creative musical applications. Machine musicianship: audition driven interactive music systems. == Areas of study == Since audio signals are interpreted by the human ear–brain system, that complex perceptual mechanism should be simulated somehow in software for "machine listening". In other words, to perform on par with humans, the computer should hear and understand audio content much as humans do. Analyzing audio accurately involves several fields: electrical engineering (spectrum analysis, filtering, and audio transforms); artificial intelligence (machine learning and sound classification); psychoacoustics (sound perception); cognitive sciences (neuroscience and artificial intelligence); acoustics (physics of sound production); and music (harmony, rhythm, and timbre). Furthermore, audio transformations such as pitch shifting, time stretching, and sound object filtering, should be perceptually and musically meaningful. For best results, these transformations require perceptual understanding of spectral models, high-level feature extraction, and sound analysis/synthesis. Finally, structuring and coding the content of an audio file (sound and metadata) could benefit from efficient compression schemes, which discard inaudible information in the sound. Computational models of music and sound perception and cognition can lead to a more meaningful representation, a more intuitive digital manipulation and generation of sound and music in musical human-machine interfaces. The study of CA could be roughly divided into the following sub-problems: Representation: signal and symbolic. This aspect deals with time-frequency representations, both in terms of notes and spectral models, including pattern playback and audio texture. Feature extraction: sound descriptors, segmentation, onset, pitch and envelope detection, chroma, and auditory representations. Musical knowledge structures: analysis of tonality, rhythm, and harmonies. Sound similarity: methods for comparison between sounds, sound identification, novelty detection, segmentation, and clustering. Sequence modeling: matching and alignment between signals and note sequences. Source separation: methods of grouping of simultaneous sounds, such as multiple pitch detection and time-frequency clustering methods. Auditory cognition: modeling of emotions, anticipation and familiarity, auditory surprise, and analysis of musical structure. Multi-modal analysis: finding correspondences between textual, visual, and audio signals. === Representation issues === Computer audition deals with audio signals that can be represented in a variety of fashions, from direct encoding of digital audio in two or more channels to symbolically represented synthesis instructions. Audio signals are usually represented in terms of analogue or digital recordings. Digital recordings are samples of acoustic waveform or parameters of audio compression algorithms. One of the unique properties of musical signals is that they often combine different types of representations, such as graphical scores and sequences of performance actions that are encoded as MIDI files. Since audio signals usually comprise multiple sound sources, then unlike speech signals that can be efficiently described in terms of specific models (such as source-filter model), it is hard to devise a parametric representation for general audio. Parametric audio representations usually use filter banks or sinusoidal models to capture multiple sound parameters, sometimes increasing the representation size in order to capture internal structure in the signal. Additional types of data that are relevant for computer audition are textual descriptions of audio contents, such as annotations, reviews, and visual information in the case of audio-visual recordings. === Features === Description of contents of general audio signals usually requires extraction of features that capture specific aspects of the audio signal. Generally speaking, one could divide the features into signal or mathematical descriptors such as energy, description of spectral shape etc., statistical characterization such as change or novelty detection, special representations that are better adapted to the nature of musical signals or the auditory system, such as logarithmic growth of sensitivity (bandwidth) in frequency or octave invariance (chroma). Since parametric models in audio usually require very many parameters, the features are used to summarize properties of multiple parameters in a more compact or salient representation. === Musical knowledge === Finding specific musical structures is possible by using musical knowledge as well as supervised and unsupervised machine learning methods. Examples of this include detection of tonality according to distribution of frequencies that correspond to patterns of occurrence of notes in musical scales, distribution of note onset times for detection of beat structure, distribution of energies in different frequencies to detect musical chords and so on. === Sound similarity and sequence modeling === Comparison of sounds can be done by comparison of features with or without reference to time. In some cases an overall similarity can be assessed by close values of features between two sounds. In other cases when temporal structure is important, methods of dynamic time warping need to be applied to "correct" for different temporal scales of acoustic events. Finding repetitions and similar sub-sequences of sonic events is important for tasks such as texture synthesis and machine improvisation. === Source separation === Since one of the basic characteristics of general audio is that it comprises multiple simultaneously sounding sources, such as multiple musical instruments, people talking, machine noises or animal vocalization, the ability to identify and separate individual sources is very desirable. Unfortunately, there are no methods that can solve this problem in a robust fashion. Existing methods of source separation rely sometimes on correlation between different audio channels in multi-channel recordings. The ability to separate sources from stereo signals requires different techniques than those usually applied in communications where multiple sensors are available. Other source separation methods rely on training or clustering of features in mono recording, such as tracking harmonically related partials for multiple pitch detection. Some methods, before explicit recognition, rely on revealing structures in data without knowing the structures (like recognizing objects in abstract pictures without attributing them meaningful labels) by finding the least complex data representations, for instance describing audio scenes as generated by a few tone patterns and their trajectories (polyphonic voices) and acoustical contours drawn by a tone (c

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  • Physical information security

    Physical information security

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

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  • Render layers

    Render layers

    When creating computer-generated imagery, final scenes appearing in movies and television productions are usually produced by rendering more than one "layer" or "pass," which are multiple images designed to be put together through digital compositing to form a completed frame. Rendering in passes is based on a traditions in motion control photography which predate CGI. As an example, for a visual effects shot, a camera could be programmed to move past a physical model of a spaceship in one pass to film the fully lit beauty pass of the ship, and then to repeat exactly the same camera move passing the ship again to photograph additional elements such as the illuminated windows in the ship or its thrusters. Once all of the passes were filmed, they could then be optically printed together to form a completed shot. The terms render layers and render passes are sometimes used interchangeably. However, rendering in layers refers specifically to separating different objects into separate images, such as a layer each for foreground characters, sets, distant landscape, and sky. On the other hand, rendering in passes refers to separating out different aspects of the scene, such as shadows, highlights, or reflections, into separate images.

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  • JotterPad

    JotterPad

    JotterPad is a text editor app for Android, developed by Two App Studio. It is proprietary software that uses the freemium pricing strategy. == Features == Jotterpad supports the markdown and fountain markup languages. Among its features are themes, synchronisation with Google Drive and Dropbox, dictionary and thesaurus, and snapshots. JotterPad uses a freemium pricing model, which means that a restricted version of the app is offered for free, while access to additional functionality requires payment. About half of the features are available in the free version. The synchronisation feature was originally limited to one account, and in Jotterpad 12 the option to synchronise using multiple accounts was added as a monthly subscription service.

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  • Semantic neural network

    Semantic neural network

    Semantic neural network (SNN) is based on John von Neumann's neural network [von Neumann, 1966] and Nikolai Amosov M-Network. There are limitations to a link topology for the von Neumann’s network but SNN accept a case without these limitations. Only logical values can be processed, but SNN accept that fuzzy values can be processed too. All neurons into the von Neumann network are synchronized by tacts. For further use of self-synchronizing circuit technique SNN accepts neurons can be self-running or synchronized. In contrast to the von Neumann network there are no limitations for topology of neurons for semantic networks. It leads to the impossibility of relative addressing of neurons as it was done by von Neumann. In this case an absolute readdressing should be used. Every neuron should have a unique identifier that would provide a direct access to another neuron. Of course, neurons interacting by axons-dendrites should have each other's identifiers. An absolute readdressing can be modulated by using neuron specificity as it was realized for biological neural networks. There’s no description for self-reflectiveness and self-modification abilities into the initial description of semantic networks [Dudar Z.V., Shuklin D.E., 2000]. But in [Shuklin D.E. 2004] a conclusion had been drawn about the necessity of introspection and self-modification abilities in the system. For maintenance of these abilities a concept of pointer to neuron is provided. Pointers represent virtual connections between neurons. In this model, bodies and signals transferring through the neurons connections represent a physical body, and virtual connections between neurons are representing an astral body. It is proposed to create models of artificial neuron networks on the basis of virtual machine supporting the opportunity for paranormal effects. SNN is generally used for natural language processing. == Related models == Computational creativity Semantic hashing Semantic Pointer Architecture Sparse distributed memory

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  • Lost Art-Database

    Lost Art-Database

    The Lost Art-Datenbank is an online database published by the German Lost Art Foundation (Deutsches Zentrum Kulturgutverluste. It contains information on cultural objects looted from Jewish collectors or transferred due to Nazi persecution during the Nazi era. Until 2015, it was managed by the Koordinierungsstelle für Kulturgutverluste (Magdeburg Coordination Office). == Creation == Following the Washington Conference of 1998, and the commitments to provide more transparency regarding looted art, Germany launched the Lost Art Database in 2000 order to help Holocaust victims and their families track down artworks that had been looted from them or lost due to Nazi persecution. == Functionality == The Lost Art Database lists art and books and other cultural objects that were lost, seized, stolen or forceably sold during the Nazi era. The database is divided into search requests from victims' families, heirs or institutions and "found" reports from cultural institutions on items with unresolved provenance gaps from the Nazi periods. The section on reports of finds lists objects that are known to have been unlawfully seized or relocated as a result of the war. In addition, reports are published here on cultural objects for which an uncertain or incomplete provenance may indicate a possible unlawful seizure or war-related relocation. The publication of reports in the Lost Art Internet Database is carried out on behalf of and with the consent of the reporting persons and institutions. The responsibility for the content of the reports lies with these legal or natural persons. There have been controversies over which items should be included in the database. Lost Art is based on the Washington Principles adopted in 1998, which Germany has committed itself to implementing (Joint Declaration, 1999). The Lost Art Database is considered a key resource in the search for looted art and the victims of persecution. Every item in the Lost Art Database has an identifier, known as a Lost Art ID. Proveana is the linked research database. == Other lost art databases == Other countries have launched databases to help identify Nazi looted art. Each database has its own area of focus. The German Lost Art Database allows families or heirs to submit information. Other countries have databases that focus on looted artworks that have not been found or artworks that were repatriated to the national authorities after the defeat of the Nazis but were never returned to their original owners. Other databases have been created for stolen antiquities, looted art from colonial era, art stolen from Syria, Iraq, Ukraine, or from museums or collectors.

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  • Thunderspy

    Thunderspy

    Thunderspy is a type of security vulnerability, based on the Intel Thunderbolt 3 port, first reported publicly on 10 May 2020, that can result in an evil maid (i.e., attacker of an unattended device) attack gaining full access to a computer's information in about five minutes, and may affect millions of Apple, Linux and Windows computers, as well as any computers manufactured before 2019, and some after that. According to Björn Ruytenberg, the discoverer of the vulnerability, "All the evil maid needs to do is unscrew the backplate, attach a device momentarily, reprogram the firmware, reattach the backplate, and the evil maid gets full access to the laptop. All of this can be done in under five minutes." The malicious firmware is used to clone device identities which makes classical DMA attack possible. == History == The Thunderspy security vulnerabilities were first publicly reported by Björn Ruytenberg of Eindhoven University of Technology in the Netherlands on 10 May 2020. Thunderspy is similar to Thunderclap, another security vulnerability, reported in 2019, that also involves access to computer files through the Thunderbolt port. == Impact == The security vulnerability affects millions of Apple, Linux and Windows computers, as well as all computers manufactured before 2019, and some after that. However, this impact is restricted mainly to how precise a bad actor would have to be to execute the attack. Physical access to a machine with a vulnerable Thunderbolt controller is necessary, as well as a writable ROM chip for the Thunderbolt controller's firmware. Additionally, part of Thunderspy, specifically the portion involving re-writing the firmware of the controller, requires the device to be in sleep, or at least in some sort of powered-on state, to be effective. Machines that force power-off when the case is open may assist in resisting this attack to the extent that the feature (switch) itself resists tampering. Due to the nature of attacks that require extended physical access to hardware, it's unlikely the attack will affect users outside of a business or government environment. == Mitigation == The researchers claim there is no easy software solution, and may only be mitigated by disabling the Thunderbolt port altogether. However, the impacts of this attack (reading kernel level memory without the machine needing to be powered off) are largely mitigated by anti-intrusion features provided by many business machines. Intel claims enabling such features would substantially restrict the effectiveness of the attack. Microsoft's official security recommendations recommend disabling sleep mode while using BitLocker. Using hibernation in place of sleep mode turns the device off, mitigating potential risks of attack on encrypted data.

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  • Image tracing

    Image tracing

    In computer graphics, image tracing, raster-to-vector conversion or raster vectorization is the conversion of raster graphics into vector graphics. == Background == An image does not have any structure: it is just a collection of marks on paper, grains in film, or pixels in a bitmap. While such an image is useful, it has some limits. If the image is magnified enough, its artifacts appear. The halftone dots, film grains, and pixels become apparent. Images of sharp edges become fuzzy or jagged. See, for example, pixelation. Ideally, a vector image does not have the same problem. Edges and filled areas are represented as mathematical curves or gradients, and they can be magnified arbitrarily (though of course the final image must also be rasterized in to be rendered, and its quality depends on the quality of the rasterization algorithm for the given inputs). The task in vectorization is to convert a two-dimensional image into a two-dimensional vector representation of the image. It is not examining the image and attempting to recognize or extract a three-dimensional model that may be depicted; i.e. it is not a vision system. For most applications, vectorization also does not involve optical character recognition; characters are treated as lines, curves, or filled objects without attaching any significance to them. In vectorization, the shape of the character is preserved, so artistic embellishments remain. Vectorization is the inverse operation corresponding to rasterization, as integration is to differentiation. And, just as with these other operations, while rasterization is fairly straightforward and algorithmic, vectorization involves the reconstruction of lost information and therefore requires heuristic methods. Synthetic images such as maps, cartoons, logos, clip art, and technical drawings are suitable for vectorization. Those images could have been originally made as vector images because they are based on geometric shapes or drawn with simple curves. Continuous tone photographs (such as live portraits) are not good candidates for vectorization. The input to vectorization is an image, but an image may come in many forms such as a photograph, a drawing on paper, or one of several raster file formats. Programs that do raster-to-vector conversion may accept bitmap formats such as TIFF, BMP and PNG. The output is a vector file format. Common vector formats are SVG, DXF, EPS, EMF and AI. Vectorization can be used to update images or recover work. Personal computers often come with a simple paint program that produces a bitmap output file. These programs allow users to make simple illustrations by adding text, drawing outlines, and filling outlines with a specific color. Only the results of these operations (the pixels) are saved in the resulting bitmap; the drawing and filling operations are discarded. Vectorization can be used to recapture some of the information that was lost. Vectorization is also used to recover information that was originally in a vector format but has been lost or has become unavailable. A company may have commissioned a logo from a graphic arts firm. Although the graphics firm used a vector format, the client company may not have received a copy of that format. The company may then acquire a vector format by scanning and vectorizing a paper copy of the logo. == Process == Vectorization starts with an image. === Manual === The image can be vectorized manually. A person could look at the image, make some measurements, and then write the output file by hand. That was the case for the vectorization of a technical illustration about neutrinos. The illustration has a few geometric shapes and a lot of text; it was relatively easy to convert the shapes, and the SVG vector format allows the text (even subscripts and superscripts) to be entered easily. The original image did not have any curves (except for the text), so the conversion is straightforward. Curves make the conversion more complicated. Manual vectorization of complicated shapes can be facilitated by the tracing function built into some vector graphics editing programs. If the image is not yet in machine readable form, then it has to be scanned into a usable file format. Once there is a machine-readable bitmap, the image can be imported into a graphics editing program (such as Adobe Illustrator, CorelDRAW, or Inkscape). Then a person can manually trace the elements of the image using the program's editing features. Curves in the original image can be approximated with lines, arcs, and Bézier curves. An illustration program allows spline knots to be adjusted for a close fit. Manual vectorization is possible, but it can be tedious. Although graphics drawing programs have been around for a long time, artists may find the freehand drawing facilities awkward even when a drawing tablet is used. Instead of using a program, Pepper recommends making an initial sketch on paper. Instead of scanning the sketch and tracing it freehand in the computer, Pepper states: "Those proficient with a graphic tablet and stylus could make the following changes directly in CorelDRAW by using a scan of the sketch as an underlay and drawing over it. I prefer to use pen and ink, and a light table"; most of the final image was traced by hand in ink. Later the line-drawing image was scanned at 600 dpi, cleaned up in a paint program, and then automatically traced with a program. Once the black and white image was in the graphics program, some other elements were added and the figure was colored. Similarly, Ploch recreated a design from a digital photograph. The JPEG was imported and some "basic shapes" were traced by hand and colored in the graphics drawing program; more complex shapes were handled differently. Ploch used a bitmap editor to remove the background and crop the more complex image components. He then printed the image and traced it by hand onto tracing paper to get a clean black and white line drawing. That drawing was scanned and then vectorized with a program. === Automatic === Some programs automate the vectorization process. Example programs are Adobe Illustrator, Inkscape, Corel's PowerTRACE, and Potrace. Some of these programs have a command line interface while others are interactive that allow the user to adjust the conversion settings and view the result. Adobe Streamline is not only an interactive program, but it also allows a user to manually edit the input bitmap and the output curves. Corel's PowerTRACE is accessed through CorelDRAW; CorelDRAW can be used to modify the input bitmap and edit the output curves. Adobe Illustrator has a facility to trace individual curves. Automated programs can have mixed results. A program (PowerTRACE) was used to convert a PNG map to SVG. The program did a good job on the map boundaries (the most tedious task in the tracing) and the settings dropped out all the text (small objects). The text was manually re-inserted. Other conversions may not go as well. The results depend on having high-quality scans, reasonable settings, and good algorithms. Scanned images often have a lot of noise, which can require additional work to clean up. == Options == There are many different image styles and possibilities, and no single vectorization method works well on all images. Consequently, vectorization programs have many options that influence the result. One issue is what the predominant shapes are. If the image is of a fill-in form, then it will probably have just vertical and horizontal lines of a constant width. The program's vectorization should take that into account. On the other hand, a CAD drawing may have lines at any angle, there may be curved lines, and there may be several line weights (thick for objects and thin for dimension lines). Instead of (or in addition to) curves, the image may contain outlines filled with the same color. Adobe Streamline allows users to select a combination of line recognition (horizontal and vertical lines), centerline recognition, or outline recognition. Streamline also allows small outline shapes to be thrown out; the notion is such small shapes are noise. The user may set the noise level between 0 and 1000; an outline that has fewer pixels than that setting is discarded. Another issue is the number of colors in the image. Even images that were created as black on white drawings may end up with many shades of gray. Some line-drawing routines employ anti-aliasing; a pixel completely covered by the line will be black, but a pixel that is only partially covered will be gray. If the original image is on paper and is scanned, there is a similar result: edge pixels will be gray. Sometimes images are compressed (e.g., JPEG images), and the compression will introduce gray levels. Many of the vectorization programs will group same-color pixels into lines, curves, or outlined shapes. If each possible color is grouped into its object, there can be an enormous number of objects. Instead, the user is asked to s

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  • Backend as a service

    Backend as a service

    Backend as a service (BaaS), sometimes also referred to as mobile backend as a service (MBaaS), is a service for providing web app and mobile app developers with a way to easily build a backend to their frontend applications. Features available include user management, push notifications, and integration with social networking services. These services are provided via the use of custom software development kits (SDKs) and application programming interfaces (APIs). BaaS is a relatively recent development in cloud computing, with most BaaS startups dating from 2011 or later. Some of the most popular service providers are AWS Amplify and Firebase. == Purpose == Web and mobile apps require a similar set of features on the backend, including notification service, integration with social networks, and cloud storage. Each of these services has its own API that must be individually incorporated into an app, a process that can be time-consuming and complicated for app developers. BaaS providers form a bridge between the frontend of an application and various cloud-based backends via a unified API and SDK. Providing a consistent way to manage backend data means that developers do not need to redevelop their own backend for each of the services that their apps need to access, potentially saving both time and money. Although similar to other cloud-computing business models, such as serverless computing, software as a service (SaaS), infrastructure as a service (IaaS), and platform as a service (PaaS), BaaS is distinct from these other services in that it specifically addresses the cloud-computing needs of web and mobile app developers by providing a unified means of connecting their apps to cloud services. == Features == BaaS providers offer different set of features and backend tools. Some of the most common features include: Database management. Most BaaS solutions provide SQL and/or NoSQL database management services for applications. Developers can store their app data without deploying and managing databases themselves. BaaS usually provides client SDKs, REST and GraphQL APIs for the frontend to interact with databases. File storage. BaaS providers often offer storage solutions for media files, user uploads, and other binary data. Applications can upload, download, and delete files through provided SDKs and APIs. Authentication and authorization. Some BaaS offer authentication and authorization services that allow developers to easily manage app users. This includes user sign-up, login, password reset, social media login integration through OAuth, user group and permission management etc. Notification service. Some BaaS providers such as Firebase and AWS Amplify have notification services that can send custom emails to users and push native notifications on mobile platforms. This is especially useful for applications that need to send messages, alerts, and reminders. Cloud functions. Some BaaS allow developers to deploy and run serverless functions. The functions are usually stateless and can be triggered by various ways including HTTP requests, SDK invocation, background server events, and cloud scheduled executions. Different providers offer runtime support for different languages, some of the popular languages are JavaScript/TypeScript (Node.js, Deno), Python, Java/Kotlin. Cloud functions extend the potential and flexibility of BaaS by allowing developers to write custom functionalities for their apps, working in a way similar to a traditional REST API backend framework. Usage analytics. Analytics data about application usage is often included in BaaS. This allows developers to monitor user behaviors and make decisions correspondingly in marketing strategies and performance optimizations. UI design. Some BaaS providers, such as AWS Amplify and Backendless, offer user interface designing tools that help developers design the frontend UI of web and mobile apps. While this may be useful for small teams and individual developers, UI design assistance may not be conventional in BaaS as it goes beyond the scope of backend infrastructure. Real-Time. Real-time features in a BaaS platform ensure that data updates and synchronizations occur instantly across all clients, making changes immediately visible to users. This is crucial for applications like live chat and collaborative tools, using technologies like WebSockets to maintain continuous server-client connections. == Service providers == BaaS providers have a broad focus, providing SDKs and APIs that work for app development on multiple platforms with different technology stacks, such as JavaScript (for Web apps), Flutter, Java/Kotlin (for Android apps), Swift/Objective-C (for iOS/MacOS/WatchOS/TvOS apps), .NET (for Windows) and others. BaaS providers also come in different types, suiting developers of different needs. === Cloud-based BaaS === Most BaaS providers host backend platforms on their cloud servers. They also manage the infrastructure, security, and scalability of the platforms. Developers can access the backend services via a web interface or the provided APIs. Some examples of cloud-based BaaS include Firebase (hosted on Google Cloud Platform), AWS Amplify (hosted on Amazon Web Services), and Microsoft Azure Mobile Apps (hosted on Microsoft Azure). === Self-hosted BaaS === Self-hosted BaaS allow developers to host backend on their own servers, providing more flexibility and potential to customization compared to cloud-based BaaS, which often is more difficult to migrate from. However, developers are also in charge of managing the infrastructure, security, and scalability of their servers. === Mobile BaaS === Mobile backend as a service (MBaaS) is a type of BaaS specifically for applications deployed in mobile systems. While some references use MBaaS interchangeably for BaaS, BaaS can have a wider variety of support such as for web apps and desktop apps. == Business model == BaaS providers generate revenue from their services in various ways, often using a freemium model. Under this model, a client receives a certain number of free active users or API calls per month, and pays a fee for each user or call over this limit. Alternatively, clients can pay a set fee for a package which allows for a greater number of calls or active users per month. There are also flat fee plans that make the pricing more predictable. Some of the providers offer the unlimited API calls inside their free plan offerings. Another business model that has been used by a lot of BaaS providers is PAYG (pay as you go), which has a flexible cost based on developers' usage of database, storage, bandwidth, function calls, user numbers etc.

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  • Security of the Java software platform

    Security of the Java software platform

    The Java software platform provides a number of features designed for improving the security of Java applications. This includes enforcing runtime constraints through the use of the Java Virtual Machine (JVM), a security manager that sandboxes untrusted code from the rest of the operating system, and a suite of security APIs that Java developers can utilise. Despite this, criticism has been directed at the programming language, and Oracle, due to an increase in malicious programs that revealed security vulnerabilities in the JVM, which were subsequently not properly addressed by Oracle in a timely manner. == Security features == === The JVM === The binary form of programs running on the Java platform is not native machine code but an intermediate bytecode. The JVM performs verification on this bytecode before running it to prevent the program from performing unsafe operations such as branching to incorrect locations, which may contain data rather than instructions. It also allows the JVM to enforce runtime constraints such as array bounds checking. This means that Java programs are significantly less likely to suffer from memory safety flaws such as buffer overflow than programs written in languages such as C which do not provide such memory safety guarantees. The platform does not allow programs to perform certain potentially unsafe operations such as pointer arithmetic or unchecked type casts. It manages memory allocation and initialization and provides automatic garbage collection which in many cases (but not all) relieves the developer from manual memory management. This contributes to type safety and memory safety. === Security manager === The platform provides a security manager which allows users to run untrusted bytecode in a "sandboxed" environment designed to protect them from malicious or poorly written software by preventing the untrusted code from accessing certain platform features and APIs. For example, untrusted code might be prevented from reading or writing files on the local filesystem, running arbitrary commands with the current user's privileges, accessing communication networks, accessing the internal private state of objects using reflection, or causing the JVM to exit. The security manager also allows Java programs to be cryptographically signed; users can choose to allow code with a valid digital signature from a trusted entity to run with full privileges in circumstances where it would otherwise be untrusted. Users can also set fine-grained access control policies for programs from different sources. For example, a user may decide that only system classes should be fully trusted, that code from certain trusted entities may be allowed to read certain specific files, and that all other code should be fully sandboxed. === Security APIs === The Java Class Library provides a number of APIs related to security, such as standard cryptographic algorithms, authentication, and secure communication protocols. === The sun.misc.Unsafe class === sun.misc.Unsafe is an internal utility class in the Java programming language which is a collection of low-level unsafe operations. While it is not a part of the official Java Class Library, it is called internally by the Java libraries. It resides in an unofficial Java module named jdk.unsupported. Beginning in Java 11, it has been partially migrated to jdk.internal.misc.Unsafe (which resides in module java.base). Its primary feature is to allow direct memory management (similar to C memory management) and memory address manipulation, manipulating objects and fields, thread manipulation, and concurrency primitives. Its declaration is: public final class Unsafe;, and it is a singleton class with a private constructor. It contains the following methods, many of which are declared native (invoking Java Native Interface): static Unsafe getUnsafe(): retrieves the Unsafe instance. It uses sun.reflect.Reflection to do so. int getInt(Object o, long offset): fetches a value (a field or array element) in the object at the given offset. (There are corresponding getBoolean(), getByte(), getShort(), getChar(), getLong(), getFloat(), and getDouble() methods as well.) void putInt(Object o, long offset, int x): stores a value into an object at the given offset. (There are corresponding putBoolean(), putByte(), putShort(), putChar(), putLong(), putFloat(), and putDouble() methods as well.) Object getObject(Object o, long offset): fetches a reference value from an object at the given offset. void putObject(Object o, long offset, Object x): stores a reference value into an object at the given offset. int getInt(long address): fetches a value at the given address. (There are corresponding getBoolean(), getByte(), getShort(), getChar(), getLong(), getFloat(), and getDouble() methods as well.) void putInt(long address, int x): stores a value into the given address. (There are corresponding putBoolean(), putByte(), putShort(), putChar(), putLong(), putFloat(), and putDouble() methods as well.) long getAddress(long address): fetches a native pointer from a given address. void putAddress(long address, long x): stores a native pointer into a given address. long allocateMemory(long bytes): allocates a block of native memory of the given size (similar to malloc()). long reallocateMemory(long address, long bytes): resizes a block of native memory to the given size (similar to realloc()). void setMemory(Object o, long offset, long bytes, byte value), void setMemory(long address, long bytes, byte value): sets all bytes in a block of memory to a fixed value (similar to memset()). void copyMemory(Object srcBase, long srcOffset, Object destBase, long destOffset, long bytes), void copyMemory(long srcAddress, long destAddress, long bytes): sets all bytes in a given block of memory to a copy of another block (similar to memcpy()). void freeMemory(long address): deallocates a block of native memory obtained from allocateMemory() or reallocateMemory(), similar to free()). long staticFieldOffset(Field f): obtains the location of a given field in the storage allocation of its class. long objectFieldOffset(Field f): obtains the location of a given static field in conjunction with staticFieldBase(). Object staticFieldBase(Field f): obtains the location of a given static field in conjunction with staticFieldOffset(). void ensureClassInitialized(Class c): ensures the given class has been initialized. int arrayBaseOffset(Class arrayClass): obtains the offset of the first element in the storage allocation of a given array class. int arrayIndexScale(Class arrayClass): obtains the scale factor for addressing elements in the storage allocation of a given array class. static int addressSize(): obtains the size (in bytes) of a native pointer. int pageSize(): obtains the size (in bytes) of a native memory page. Class defineClass(String name, byte[] b, int off, int len, ClassLoader loader, ProtectionDomain protectionDomain): signals to the JVM to define a class without security checks. Class defineAnonymousClass(Class hostClass, byte[] data, Object[] cpPatches): signals to the JVM to define a class but do not make it known to the class loader or system directory. Object allocateInstance(Class cls) throws InstantiationException: allocates an instance of a class without running its constructor. void monitorEnter(Object o): locks an object. void monitorExit(Object o): unlocks an object. boolean tryMonitorEnter(Object o): tries to lock an object, returning whether the lock succeeded. void throwException(Throwable ee): throws an exception without telling the verifier. final boolean compareAndSwapInt(Object o, long offset, int expected, int x): updates a variable to x if it is holding expected, returning whether the operation succeeded. (There are corresponding compareAndSwapLong() and compareAndSwapObject() methods as well.) int getIntVolatile(Object o, long offset): volatile version of getInt(). (There are corresponding getBooleanVolatile(), getByteVolatile(), getShortVolatile(), getCharVolatile(), getLongVolatile(), getFloatVolatile(), getDoubleVolatile(), and getObjectVolatile() methods as well.) void putIntVolatile(Object o, long offset, int x): volatile version of putInt(). (There are corresponding putBooleanVolatile(), putByteVolatile(), putShortVolatile(), putCharVolatile(), putLongVolatile(), putFloatVolatile(), putDoubleVolatile(), and putObjectVolatile() methods as well.) void putOrderedInt(Object o, long offset, int x): version of putIntVolatile() not guaranteeing immediate visibility of storage to other threads. (There are corresponding putOrderedLong() and putOrderedObject() methods as well.) void unpark(Object thread): unblocks a thread. void park(boolean isAbsolute, long time): blocks the current thread. int getLoadAverage(double[] loadavg, int nelems): gets the load average in the system run queue assigned to available processors averaged over various periods of time. void invokeCleaner(ByteBuffe

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  • Immediate mode (computer graphics)

    Immediate mode (computer graphics)

    Immediate mode is an API design pattern in computer graphics libraries, in which the client calls directly cause rendering of graphics objects to the display, or in which the data to describe rendering primitives is inserted frame by frame directly from the client into a command list (in the case of immediate mode primitive rendering), without the use of extensive indirection – thus immediate – to retained resources. It does not preclude the use of double-buffering. Retained mode is an alternative approach. Historically, retained mode has been the dominant style in GUI libraries; however, both can coexist in the same library and are not necessarily exclusive in practice. == Overview == In immediate mode, the scene (complete object model of the rendering primitives) is retained in the memory space of the client, instead of the graphics library. This implies that in an immediate mode application, the lists of graphical objects to be rendered are kept by the client and are not saved by the graphics library API. The application must re-issue all drawing commands required to describe the entire scene each time a new frame is required, regardless of actual changes. This method provides on the one hand a maximum of control and flexibility to the application program, but on the other hand it also generates continuous work load on the CPU. Examples of immediate mode rendering systems include Direct2D, OpenGL and Quartz. There are some immediate mode GUIs that are particularly suitable when used in conjunction with immediate mode rendering systems. == Immediate mode primitive rendering == Primitive vertex attribute data may be inserted frame by frame into a command buffer by a rendering API. This involves significant bandwidth and processor time (especially if the graphics processing unit is on a separate bus), but may be advantageous for data generated dynamically by the CPU. It is less common since the advent of increasingly versatile shaders, with which a graphics processing unit may generate increasingly complex effects without the need for CPU intervention. == Immediate mode rendering with vertex buffers == Although drawing commands have to be re-issued for each new frame, modern systems using this method are generally able to avoid the unnecessary duplication of more memory-intensive display data by referring to that unchanging data (via indirection) (e.g. textures and vertex buffers) in the drawing commands. == Immediate mode GUI == Graphical user interfaces traditionally use retained mode-style API design, but immediate mode GUIs instead use an immediate mode-style API design, in which user code directly specifies the GUI elements to draw in the user input loop. For example, rather than having a CreateButton() function that a user would call once to instantiate a button, an immediate-mode GUI API may have a DoButton() function which should be called whenever the button should be on screen. The technique was developed by Casey Muratori in 2002. Prominent implementations include Omar Cornut's Dear ImGui in C++, Nic Barker's Clay in C and Micha Mettke's Nuklear in C.

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  • Qapital

    Qapital

    Qapital is a personal finance mobile application (app) for the iOS and Android operating systems, developed by Qapital, LLC. The app is designed to motivate users to save money through a gamification of their spending behavior. It moves money from a user's checking account to a separate Qapital account, when certain rules are triggered. Its database is used by psychology professor Dan Ariely to study consumer behavior. Qapital was released in Sweden in 2013, then in the US in early 2015. The application was later withdrawn from the Swedish market in April 2015, in order to focus on the US market. == History == The idea for Qapital was conceived by ex-bankers in Sweden. The software was designed by twin brothers Daniel and Andreas Källbom of Studio Källbom and released in Sweden in December 2013. The original software was a personal finance dashboard, similar to Mint.com, to show its users how they spent their money. Qapital introduced the app into the US market with a different design in 2014 and started focusing exclusively on the US market. The app was re-designed to focus on building savings rather than managing personal finances. The Swedish version shut down in April 2015. The app was initially restricted to the iOS platform, but an Android version was released at the end of 2015. Shortly after its US launch, Qapital invited psychology professor Dan Ariely to join its team as its "chief behavioral economist". He uses the app's database to conduct research into behavioral economics and Qapital in turn uses Ariely's research in design and programming decisions. In 2017, Qapital added checking and debit card services to the app. == Concept and features == Qapital is a free personal finance app for iOS and Android devices, intended to encourage its users to save money. Qapital directs each of its users to set savings goals, then automatically transfers money from their checking account to an account for savings, when a rule established in the app is met. It uses the "if this then that" (IFTTT) rule-based web-service. For example, one rule could be that if a user purchases a cup of coffee, then the app will round up the charge to the nearest dollar and deposit the difference into savings. Users connect their bank accounts to Qapital, so it knows when purchases are made. When a rule is met, money for savings are transferred to a Qapital account operated in partnership with Lincoln Savings Bank. As of 2015, Qapital can connect to more than 180 other apps, such as Facebook, Twitter, Dropbox and Instagram. For example, connecting to Jawbone allows the user to set a rule that if they take a certain number of steps during the day, a set amount of money is transferred to savings. The app also allows users to monitor activity among their other financial accounts, such as deposits and withdrawals. == Reception == In an October 2015 review, PC Magazine gave Qapital four out of five marks and an editor rating of "excellent." The review praised the app for having a "lovely design" and criticized it for being a, "bit simplistic in some of its rules." Bankrate, in a May 2015 review, gave the app a score of 3/5 for "ease of use," 5/5 for "features," 4/5 for "effectiveness," 4/5 for "value," for a total score of 16/20. The reviewer criticized Qapital's savings account for providing a low-interest rate, but concluded that its numerous features make the app "intriguing" and "it would be difficult to find a standard bank app more fun to use than Qapital."

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  • Model-based clustering

    Model-based clustering

    In statistics, cluster analysis is the algorithmic grouping of objects into homogeneous groups based on numerical measurements. Model-based clustering based on a statistical model for the data, usually a mixture model. This has several advantages, including a principled statistical basis for clustering, and ways to choose the number of clusters, to choose the best clustering model, to assess the uncertainty of the clustering, and to identify outliers that do not belong to any group. == Model-based clustering == Suppose that for each of n {\displaystyle n} observations we have data on d {\displaystyle d} variables, denoted by y i = ( y i , 1 , … , y i , d ) {\displaystyle y_{i}=(y_{i,1},\ldots ,y_{i,d})} for observation i {\displaystyle i} . Then model-based clustering expresses the probability density function of y i {\displaystyle y_{i}} as a finite mixture, or weighted average of G {\displaystyle G} component probability density functions: p ( y i ) = ∑ g = 1 G τ g f g ( y i ∣ θ g ) , {\displaystyle p(y_{i})=\sum _{g=1}^{G}\tau _{g}f_{g}(y_{i}\mid \theta _{g}),} where f g {\displaystyle f_{g}} is a probability density function with parameter θ g {\displaystyle \theta _{g}} , τ g {\displaystyle \tau _{g}} is the corresponding mixture probability where ∑ g = 1 G τ g = 1 {\displaystyle \sum _{g=1}^{G}\tau _{g}=1} . Then in its simplest form, model-based clustering views each component of the mixture model as a cluster, estimates the model parameters, and assigns each observation to cluster corresponding to its most likely mixture component. === Gaussian mixture model === The most common model for continuous data is that f g {\displaystyle f_{g}} is a multivariate normal distribution with mean vector μ g {\displaystyle \mu _{g}} and covariance matrix Σ g {\displaystyle \Sigma _{g}} , so that θ g = ( μ g , Σ g ) {\displaystyle \theta _{g}=(\mu _{g},\Sigma _{g})} . This defines a Gaussian mixture model. The parameters of the model, τ g {\displaystyle \tau _{g}} and θ g {\displaystyle \theta _{g}} for g = 1 , … , G {\displaystyle g=1,\ldots ,G} , are typically estimated by maximum likelihood estimation using the expectation-maximization algorithm (EM); see also EM algorithm and GMM model. Bayesian inference is also often used for inference about finite mixture models. The Bayesian approach also allows for the case where the number of components, G {\displaystyle G} , is infinite, using a Dirichlet process prior, yielding a Dirichlet process mixture model for clustering. === Choosing the number of clusters === An advantage of model-based clustering is that it provides statistically principled ways to choose the number of clusters. Each different choice of the number of groups G {\displaystyle G} corresponds to a different mixture model. Then standard statistical model selection criteria such as the Bayesian information criterion (BIC) can be used to choose G {\displaystyle G} . The integrated completed likelihood (ICL) is a different criterion designed to choose the number of clusters rather than the number of mixture components in the model; these will often be different if highly non-Gaussian clusters are present. === Parsimonious Gaussian mixture model === For data with high dimension, d {\displaystyle d} , using a full covariance matrix for each mixture component requires estimation of many parameters, which can result in a loss of precision, generalizabity and interpretability. Thus it is common to use more parsimonious component covariance matrices exploiting their geometric interpretation. Gaussian clusters are ellipsoidal, with their volume, shape and orientation determined by the covariance matrix. Consider the eigendecomposition of a matrix Σ g = λ g D g A g D g T , {\displaystyle \Sigma _{g}=\lambda _{g}D_{g}A_{g}D_{g}^{T},} where D g {\displaystyle D_{g}} is the matrix of eigenvectors of Σ g {\displaystyle \Sigma _{g}} , A g = diag { A 1 , g , … , A d , g } {\displaystyle A_{g}={\mbox{diag}}\{A_{1,g},\ldots ,A_{d,g}\}} is a diagonal matrix whose elements are proportional to the eigenvalues of Σ g {\displaystyle \Sigma _{g}} in descending order, and λ g {\displaystyle \lambda _{g}} is the associated constant of proportionality. Then λ g {\displaystyle \lambda _{g}} controls the volume of the ellipsoid, A g {\displaystyle A_{g}} its shape, and D g {\displaystyle D_{g}} its orientation. Each of the volume, shape and orientation of the clusters can be constrained to be equal (E) or allowed to vary (V); the orientation can also be spherical, with identical eigenvalues (I). This yields 14 possible clustering models, shown in this table: It can be seen that many of these models are more parsimonious, with far fewer parameters than the unconstrained model that has 90 parameters when G = 4 {\displaystyle G=4} and d = 9 {\displaystyle d=9} . Several of these models correspond to well-known heuristic clustering methods. For example, k-means clustering is equivalent to estimation of the EII clustering model using the classification EM algorithm. The Bayesian information criterion (BIC) can be used to choose the best clustering model as well as the number of clusters. It can also be used as the basis for a method to choose the variables in the clustering model, eliminating variables that are not useful for clustering. Different Gaussian model-based clustering methods have been developed with an eye to handling high-dimensional data. These include the pgmm method, which is based on the mixture of factor analyzers model, and the HDclassif method, based on the idea of subspace clustering. The mixture-of-experts framework extends model-based clustering to include covariates. == Example == We illustrate the method with a dateset consisting of three measurements (glucose, insulin, sspg) on 145 subjects for the purpose of diagnosing diabetes and the type of diabetes present. The subjects were clinically classified into three groups: normal, chemical diabetes and overt diabetes, but we use this information only for evaluating clustering methods, not for classifying subjects. The BIC plot shows the BIC values for each combination of the number of clusters, G {\displaystyle G} , and the clustering model from the Table. Each curve corresponds to a different clustering model. The BIC favors 3 groups, which corresponds to the clinical assessment. It also favors the unconstrained covariance model, VVV. This fits the data well, because the normal patients have low values of both sspg and insulin, while the distributions of the chemical and overt diabetes groups are elongated, but in different directions. Thus the volumes, shapes and orientations of the three groups are clearly different, and so the unconstrained model is appropriate, as selected by the model-based clustering method. The classification plot shows the classification of the subjects by model-based clustering. The classification was quite accurate, with a 12% error rate as defined by the clinical classification. Other well-known clustering methods performed worse with higher error rates, such as single-linkage clustering with 46%, average link clustering with 30%, complete-linkage clustering also with 30%, and k-means clustering with 28%. == Outliers in clustering == An outlier in clustering is a data point that does not belong to any of the clusters. One way of modeling outliers in model-based clustering is to include an additional mixture component that is very dispersed, with for example a uniform distribution. Another approach is to replace the multivariate normal densities by t {\displaystyle t} -distributions, with the idea that the long tails of the t {\displaystyle t} -distribution would ensure robustness to outliers. However, this is not breakdown-robust. A third approach is the "tclust" or data trimming approach which excludes observations identified as outliers when estimating the model parameters. == Non-Gaussian clusters and merging == Sometimes one or more clusters deviate strongly from the Gaussian assumption. If a Gaussian mixture is fitted to such data, a strongly non-Gaussian cluster will often be represented by several mixture components rather than a single one. In that case, cluster merging can be used to find a better clustering. A different approach is to use mixtures of complex component densities to represent non-Gaussian clusters. == Non-continuous data == === Categorical data === Clustering multivariate categorical data is most often done using the latent class model. This assumes that the data arise from a finite mixture model, where within each cluster the variables are independent. === Mixed data === These arise when variables are of different types, such as continuous, categorical or ordinal data. A latent class model for mixed data assumes local independence between the variable. The location model relaxes the local independence assumption. The clustMD approach assumes that the observed variables are manifestations of underlying continuous Gaussian latent

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  • Non-photorealistic rendering

    Non-photorealistic rendering

    Non-photorealistic rendering (NPR) is an area of computer graphics that focuses on enabling a wide variety of expressive styles for digital art, in contrast to traditional computer graphics, which focuses on photorealism. NPR is inspired by other artistic modes such as painting, drawing, technical illustration, and animated cartoons. NPR has appeared in movies and video games in the form of cel-shaded animation (also known as "toon" shading) as well as in scientific visualization, architectural illustration and experimental animation. == History and criticism of the term == The term non-photorealistic rendering is believed to have been coined by the SIGGRAPH 1990 papers committee, who held a session entitled "Non Photo Realistic Rendering". The term has received some criticism: The term "photorealism" has different meanings for graphics researchers (see "photorealistic rendering") and artists. For artists—who are the target consumers of NPR techniques—it refers to a school of painting that focuses on reproducing the effect of a camera lens, with all the distortion and hyper-reflections that it creates. For graphics researchers, however, it refers to an image that is visually indistinguishable from reality. In fact, graphics researchers lump the kinds of visual distortions that are used by photorealist painters into "non-photorealism". Describing something by what it is not is problematic. Equivalent (made-up) comparisons might be "non-elephant biology" or "non-geometric mathematics". NPR researchers have stated that they expect the term will disappear eventually and be replaced by the now more general term "computer graphics", with "photorealistic graphics" being the term used to describe "traditional" computer graphics. Many techniques that are used to create 'non-photorealistic' images are not rendering techniques. They are modelling techniques, or post-processing techniques. While the latter are coming to be known as 'image-based rendering', sketch-based modelling techniques, cannot technically be included under this heading, which is very inconvenient for conference organisers. The first conference on non-photorealistic animation and rendering included a discussion of possible alternative names. Among those suggested were "expressive graphics", "artistic rendering", "non-realistic graphics", "art-based rendering", and "psychographics". All of these terms have been used in various research papers on the topic, but the "non-photorealistic" term seems to have nonetheless taken hold. The first technical meeting dedicated to NPR was the ACM-sponsored Symposium on Non-Photorealistic Rendering and Animation(NPAR) in 2000. NPAR is traditionally co-located with the Annecy Animated Film Festival, running on even numbered years. From 2007 onward, NPAR began to also run on odd-numbered years, co-located with ACM SIGGRAPH. == 3D == Three-dimensional NPR is the style that is most commonly seen in video games and movies. The output from this technique is almost always a 3D model that has been modified from the original input model to portray a new artistic style. In many cases, the geometry of the model is identical to the original geometry, and only the material applied to the surface is modified. With increased availability of programmable GPU's, shaders have allowed NPR effects to be applied to the rasterised image that is to be displayed to the screen. The majority of NPR techniques applied to 3D geometry are intended to make the scene appear two-dimensional. NPR techniques for 3D images include cel shading and Gooch shading. Many methods can be used to draw stylized outlines and strokes from 3D models, including occluding contours and Suggestive contours. For enhanced legibility, the most useful technical illustrations for technical communication are not necessarily photorealistic. Non-photorealistic renderings, such as exploded view diagrams, greatly assist in showing placement of parts in a complex system. Cartoon rendering, also called cel shading or toon shading, is a non-photorealistic rendering technique used to give 3D computer graphics a flat, cartoon-like appearance. Its defining feature is the use of distinct shading colors rather than smooth gradients, producing a look reminiscent of comic books or animated films. This technique is often used to blend 3D objects and environments with 2D hand-animated elements while maintaining a consistent look. Treasure Planet movie by Disney is an example of blending these techniques. == 2D == The input to a two dimensional NPR system is typically an image or video. The output is a typically an artistic rendering of that input imagery (for example in a watercolor, painterly or sketched style) although some 2D NPR serves non-artistic purposes e.g. data visualization. The artistic rendering of images and video (often referred to as image stylization) traditionally focused upon heuristic algorithms that seek to simulate the placement of brush strokes on a digital canvas. Arguably, the earliest example of 2D NPR is Paul Haeberli's 'Paint by Numbers' at SIGGRAPH 1990. This (and similar interactive techniques) provide the user with a canvas that they can "paint" on using the cursor — as the user paints, a stylized version of the image is revealed on the canvas. This is especially useful for people who want to simulate different sizes of brush strokes according to different areas of the image. Subsequently, basic image processing operations using gradient operators or statistical moments were used to automate this process and minimize user interaction in the late nineties (although artistic control remains with the user via setting parameters of the algorithms). This automation enabled practical application of 2D NPR to video, for the first time in the living paintings of the movie What Dreams May Come (1998). More sophisticated image abstractions techniques were developed in the early 2000s harnessing computer vision operators e.g. image salience, or segmentation operators to drive stroke placement. Around this time, machine learning began to influence image stylization algorithms notably image analogy that could learn to mimic the style of an existing artwork. The advent of deep learning has re-kindled activity in image stylization, notably with neural style transfer (NST) algorithms that can mimic a wide gamut of artistic styles from single visual examples. These algorithms underpin mobile apps capable of the same e.g. Prisma In addition to the above stylization methods, a related class of techniques in 2D NPR address the simulation of artistic media. These methods include simulating the diffusion of ink through different kinds of paper, and also of pigments through water for simulation of watercolor. == Artistic rendering == Artistic rendering is the application of visual art styles to rendering. For photorealistic rendering styles, the emphasis is on accurate reproduction of light-and-shadow and the surface properties of the depicted objects, composition, or other more generic qualities. When the emphasis is on unique interpretive rendering styles, visual information is interpreted by the artist and displayed accordingly using the chosen art medium and level of abstraction in abstract art. In computer graphics, interpretive rendering styles are known as non-photorealistic rendering styles, but may be used to simplify technical illustrations. Rendering styles that combine photorealism with non-photorealism are known as hyperrealistic rendering styles. == Notable films and games == This section lists some seminal uses of NPR techniques in films, games and software. See cel-shaded animation for a list of uses of toon-shading in games and movies.

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  • Pray.com

    Pray.com

    Pray.com is a Christian social networking service and mobile application designed to facilitate religious communities. Launched in 2016, it was founded by Steve Gatena, Michael Lynn, Ryan Beck and Matthew Potter. The platform offers features for social networking, daily prayers, sermons, biblical content, and podcasts. The COVID-19 pandemic significantly increased Pray.com's user base, with downloads surging by 955%. During this period, the platform collaborated with churches to support virtual ministry services as in-person gatherings were restricted. The Federal Election Commission issued an opinion in 2021 that allows the platform to feature members of the United States Congress. Pray.com serves as a specialized social media platform for religious groups. Congregations can establish their own groups where members and leaders can participate in discussions, livestream services, and manage donations. Additionally, users can join "prayer communities" to post and respond to prayer requests. For those who subscribe to premium services, the platform provides access to biblically-inspired meditations and bedtime stories, and Bible stories for children. Pray.com also produces Radio drama-style productions with notable actors such as Kristen Bell and Blair Underwood narrating biblical stories. == History == === Funding and development === Pray.com has secured significant funding to support its development and growth. In 2017, the platform raised $2 million in seed funding from Science Inc., Greylock Partners, and Spark Capital. This was followed by a Series A funding round in March 2018, in which the company secured an additional $14 million from TPG Growth, Science Inc., and Greylock Partners. Founder Steve Gatena has highlighted difficulties in securing funding, noting some venture capitalists' negative attitudes towards faith-based technology. === Clinical studies === There have been clinical studies on Pray.com. In one study, the app was found to be acceptable and easy to use among racial and ethnic minority groups, with participants reporting improved mental health and well-being. Greater app use was associated with better outcomes, though low and variable usage suggests the need for further research to fully understand its impact. Another study examined Pray.com's impact on mental health by assigning 192 participants to use the app freely, use its meditative prayer function, or not use it at all. Over two months, participants reported overall improvements in mental health and well-being. Although no significant differences were found between groups, greater app usage correlated with better mental health outcomes. This suggests that religiously based mobile apps may help improve mental health and well-being. Another study of pray.com had similar findings. === National Day of Prayer === Pray first hosted a National Day of Prayer event in 2020 when it streamed to nearly one million viewers on Facebook. In 2021, Pray hosted a virtual event for the National Day of Prayer in the United States. The event featured remarks from public figures including United States President Joe Biden and former Vice President Mike Pence. President Biden spoke of his faith and prayed for an end to the COVID-19 pandemic. Biden remarked: "It means the world to me to know that there are people across the country who include Jill and me in their prayers. And I hope you know that you and your families are in our prayers as well. Today I am praying for the end of this great COVID crisis." The event featured musical performances from Gary Valenciano, Brooke Ligertwood from the Christian band Hillsong Worship, Lecrae, Heather Headley and Michael Neale. Other notable speakers included Ronnie Floyd, Ed Young, Mark Driscoll, and Samuel Rodriguez. Pray.com partnered with Sirius XM, DirecTV and Facebook to stream the event across multiple platforms. Pray.com was featured as a pop-up channel on Sirius XM, channel 154, to host the prayer event and celebrate people of all faith. === Partnerships and sponsorships === In 2024, Pray.com partnered with Sting Ray Robb as the primary sponsor for his No. 41 Chevrolet in the 2024 NTT IndyCar Series. The partnership, highlighting Robb's Christian faith, aims to engage younger audiences with faith-based content. The car, featuring Pray.com's branding, was set to debut at the Firestone Grand Prix of St. Petersburg. A partnership with Palantir Technologies for use of its AI systems was also announced in 2024. === Censorship in China === The app was removed from Apple's App Store in China as part of the country's broader efforts to restrict access to religious content. The app was targeted due to China's stringent regulations on religious material, particularly content distributed through digital platforms. The removal aligns with China's ongoing campaign to control online religious expression and maintain state-approved religious activities.

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