AI Chatbot Zoom

AI Chatbot Zoom — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Inauthentic text

    Inauthentic text

    An inauthentic text is a computer-generated expository document meant to appear as genuine, but which is actually meaningless. Frequently they are created in order to be intermixed with genuine documents and thus manipulate the results of search engines, as with Spam blogs. They are also carried along in email in order to fool spam filters by giving the spam the superficial characteristics of legitimate text. Sometimes nonsensical documents are created with computer assistance for humorous effect, as with Dissociated press or Flarf poetry. They have also been used to challenge the veracity of a publication—MIT students submitted papers generated by a computer program called SCIgen to a conference, where they were initially accepted. This led the students to claim that the bar for submissions was too low. With the amount of computer generated text outpacing the ability of people to humans to curate it, there needs some means of distinguishing between the two. Yet automated approaches to determining absolutely whether a text is authentic or not face intrinsic challenges of semantics. Noam Chomsky coined the phrase "Colorless green ideas sleep furiously" giving an example of grammatically correct, but semantically incoherent sentence; some will point out that in certain contexts one could give this sentence (or any phrase) meaning. The first group to use the expression in this regard can be found below from Indiana University. Their work explains in detail an attempt to detect inauthentic texts and identify pernicious problems of inauthentic texts in cyberspace. The site has a means of submitting text that assesses, based on supervised learning, whether a corpus is inauthentic or not. Many users have submitted incorrect types of data and have correspondingly commented on the scores. This application is meant for a specific kind of data; therefore, submitting, say, an email, will not return a meaningful score.

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  • Attack path management

    Attack path management

    Attack path management is a cybersecurity technique that involves the continuous discovery, mapping, and risk assessment of identity-based attack paths. Attack path management is distinct from other computer security mitigation strategies in that it does not rely on finding individual attack paths through vulnerabilities, exploits, or offensive testing. Rather, attack path management techniques analyze all attack paths present in an environment based on active identity management policies, authentication configurations, and active authenticated "sessions" between objects. == Overview == Attack path management relies on concepts such as mapping and removing attack paths, identifying attack path choke points, and remediation of attack paths. Identity-based attacks are present in most publicly disclosed breaches, whether through social engineering to gain initial access to Active Directories or lateral movement for privilege escalation. Attackers require privileges to attack an environment’s most sensitive segments. Attack path management often involves removing out-of-date privileges and privilege assignments given to overly large groups. In attack path management, attack graphs are used to represent how a network of machines’ security is vulnerable to attack. The nodes in an attack graph represent principals and other objects such as machines, accounts, and security groups. The edges in an attack graph represent the links and relationships between nodes. Some nodes are easy to penetrate due to short paths from regular users to domain admins, resulting in focal points of concentrated network traffic, which are known as attack path choke points. Attack graphs are often analyzed using algorithms and visualization. Attack path management also identifies tier 0 assets, which are considered the most vulnerable because they have direct or indirect control of an Active Directory or Microsoft Entra ID environment.

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  • Taimi

    Taimi

    Taimi ( TAY-mee) is a dating app that caters to the LGBTQI+ community. The network matches its registered users based on their selected preferences and location. Originally an online dating service for gay men, by 2022 Taimi had become an app for all members of the LGBTQI+ community. It operates in more than 138 countries, including the US, UK, the Netherlands, Spain, Central and South America, Ukraine, and other European and Asian countries. Taimi runs on iOS and Android. The mobile app has a free and subscription-based premium version and offers a number of services for communication, including live streaming, chatting, and video calling. There is also an active blog that regularly posts articles and news about events of interest to the LGBTQ+ community. The application does not provide for non-Google e-mail log option, either phone number or Facebook account, during the registration process. The data controller for the non EU/UK users is based in a company, called Social Impact Inc., with its registered address at 1180 North Town Center Drive Suite 100, Las Vegas, Nevada, 89144, United States of America. == History == Taimi was launched in 2017 by Social Impact, Inc. in Las Vegas. Its founder, Alex Pasykov, originally called the app "Tame Me," a name that gradually morphed into Taimi. Over time, Taimi expanded into other countries, and expanding its reach to the LGBTQ+ community, so that, by 2022, it was fully inclusive of the entire queer community. In November 2020 the app was redesigned, with a new interface, branding, and logo. As of 2024, there are over 25 million registered users of Taimi worldwide. Pasykov states that he is an ally of the LGBTQ+ community and that he is focused on, among other things, partnering with NGOs to fight Homophobia and "regressive policies and laws" that negatively impact the community. == Features == Users register on the app and complete a profile, including personal information and preferences for compatibility, dating style, and relationship goals. An algorithm then finds and presents recommendations that a user accepts or rejects. Users are then free to chat via text or video with people they have connected with. Safety and security features include a two-step authentication process and an automated account verification along with a clear reporting system when breaches or policy violations occur. User responses to new features and policies drive changes and modifications that are made to all aspects of the site. == Partnerships and Collaborations == Taimi has a long history of collaborations and partnerships in Pride events, both in the US and abroad, including fund-raising efforts. Taimi has partnered with Rakuten Viber to create a bot focused on educating its members on key LGBTQ+ topics and to allow queer Viber users to connect. In 2023, Taimi collaborated with the Known Agency in an "America the Beautiful" campaign to shine a spotlight on current anti-LGBTQ+ policies and laws in a number of US states, and to counter these by highlighting the values and freedoms upon which America was founded. The campaign was nominated for The Drum Awards in the category "OOH For Good" and honored with the ANA Multicultural Excellence Award. Taimi also partnered with Goodparts, a queer-owned and operated retailer, in a "Body Beautiful" campaign focused on love and acceptance of all body types. In this campaign, well-known LGBTQ+ artists are providing artwork for Goodpart's product packaging. From October 31 to December 13, 2023, Taimi showed the "Taimi Moments" video, created in collaboration with Raygun Agency, on large screens between performances of LGBTQ+ artists Doja Cat, Ice Spice, and Doechii on their Scarlet Tour. In spring 2024, Taimi launched Queer Paradise, a series of live events in Southern California to celebrate diversity, sexual exploration, and dating fluidity. Each event in the series was curated to give the full spectrum of groups within the LGBTQ+ community a space to express their authentic selves. Taimi's partners for Queer Paradise include Hawtmess Productions, Eden Entertainment Group, Hump Events, Girls Gays & Theys, Damn Good Dyke Nights, and Gaybors Agency. In summer 2024, with support from GLAAD, Taimi has updated features and self-expression tools to better serve the LGBTQ+ people seeking connection in the app. Taimi allowed members to select multiple sexualities, unified the list of sexualities across all genders, added more pronoun options, and created a more inclusive and improved list of subcategories for non-binary users. Also, in summer 2024, Taimi has partnered with gender-affirming underwear brand Urbody to release a capsule collection. Focused on gender inclusivity and sexual fluidity, the capsule collection includes a range of underwear and compression tops intended to promote "joy, self-love and empowerment."

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  • Gonioreflectometer

    Gonioreflectometer

    A gonioreflectometer is a device for measuring a bidirectional reflectance distribution function (BRDF). The device consists of a light source illuminating the material to be measured and a sensor that captures light reflected from that material. The light source should be able to illuminate and the sensor should be able to capture data from a hemisphere around the target. The hemispherical rotation dimensions of the sensor and light source are the four dimensions of the BRDF. The 'gonio' part of the word refers to the device's ability to measure at different angles. Several similar devices have been built and used to capture data for similar functions. Most of these devices use a camera instead of the light intensity-measuring sensor to capture a two-dimensional sample of the target. Examples include: a spatial gonioreflectometer for capturing the SBRDF (McAllister, 2002). a camera gantry for capturing the light field (Levoy and Hanrahan, 1996). an unnamed device for capturing the bidirectional texture function (Dana et al., 1999).

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  • Fyre (software)

    Fyre (software)

    Fyre, formerly de Jong Explorer, is a cross-platform tool for producing artwork based on histograms of iterated chaotic functions. It implements the Peter de Jong map in a fixed function pipeline through either a GTK GUI frontend, or a command line facility for easier rendering of high-resolution, high quality images. The program was renamed from de Jong Explorer to Fyre simply because 'It wasn't taken yet' and so that in the future, it could support more functions than just the standard Peter de Jong map. Fyre features a sidebar on the left to which the user can input the required variables and on the right is displayed the result of the equation. == Extra features == Additional image manipulation tools such as Gaussian blurs and Gamma controls are included in the program. The advantage to using them directly within Fyre is that the image accuracy and quality do not decline. Fyre features animation capabilities so that a user can link together several maps and create uncompressed AVIs from them. However, the uncompressed animation files are very large and so should be compressed with a separate tool, such as mencoder. == Peter de Jong Map == For most values of a,b,c and d the point (x,y) moves chaotically. The resulting image is a map of the probability that the point lies within the area represented by each pixel. Therefore, the longer that the user lets Fyre render for, the larger the probability map becomes and the more accurate the resulting image.

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  • Scrolling

    Scrolling

    In computer displays, filmmaking, television production, video games and other kinetic displays, scrolling is sliding text, images or video across a monitor or display, vertically or horizontally. "Scrolling," as such, does not change the layout of the text or pictures but moves (pans or tilts) the user's view across what is apparently a larger image that is not wholly seen. A common television and movie special effect is to scroll credits, while leaving the background stationary. Scrolling may take place completely without user intervention (as in film credits) or, on an interactive device, be triggered by touchscreen or a keypress and continue without further intervention until a further user action, or be entirely controlled by input devices. Scrolling may take place in discrete increments (perhaps one or a few lines of text at a time), or continuously (smooth scrolling). Frame rate is the speed at which an entire image is redisplayed. It is related to scrolling in that changes to text and image position can only happen as often as the image can be redisplayed. When frame rate is a limiting factor, one smooth scrolling technique is to blur images during movement that would otherwise appear to "jump". == Computing == === Implementation === Scrolling is often carried out on a computer by the CPU (software scrolling) or by a graphics processor. Some systems feature hardware scrolling, where an image may be offset as it is displayed, without any frame buffer manipulation (see also hardware windowing). This was especially common in 8 and 16bit video game consoles. === UI paradigms === In a WIMP-style graphical user interface (GUI), user-controlled scrolling is carried out by manipulating a scrollbar with a mouse, or using keyboard shortcuts, often the arrow keys. Scrolling is often supported by text user interfaces and command line interfaces. Older computer terminals changed the entire contents of the display one screenful ("page") at a time; this paging mode requires fewer resources than scrolling. Scrolling displays often also support page mode. Typically certain keys or key combinations page up or down; on PC-compatible keyboards the page up and page down keys or the space bar are used; earlier computers often used control key combinations. Some computer mice have a scroll wheel, which scrolls the display, often vertically, when rolled; others have scroll balls or tilt wheels which allow both vertical and horizontal scrolling. Some software supports other ways of scrolling. Adobe Reader has a mode identified by a small hand icon ("hand tool") on the document, which can then be dragged by clicking on it and moving the mouse as if sliding a large sheet of paper. When this feature is implemented on a touchscreen it is called kinetic scrolling. Touch-screens often use inertial scrolling, in which the scrolling motion of an object continues in a decaying fashion after release of the touch, simulating the appearance of an object with inertia. An early implementation of such behavior was in the "Star7" PDA of Sun Microsystems ca. 1991–1992. Scrolling can be controlled in other software-dependent ways by a PC mouse. Some scroll wheels can be pressed down, functioning like a button. Depending on the software, this allows both horizontal and vertical scrolling by dragging in the direction desired; when the mouse is moved to the original position, scrolling stops. A few scroll wheels can also be tilted, scrolling horizontally in one direction until released. On touchscreen devices, scrolling is a multi-touch gesture, done by swiping a finger on the screen vertically in the direction opposite to where the user wants to scroll to. If any content is too wide to fit on a display, horizontal scrolling is required to view all of it. In applications such as graphics and spreadsheets there is often more content than can fit either the width or the height of the screen at a comfortable scale, and scrolling in both directions is necessary. === Infinite scrolling === In contrast to material divided into discrete pages, the web design approach of infinite scrolling dynamically adds new material to the user display, leading to a continuous, apparently bottomless or endless scrolling experience. === Text === In languages written horizontally, such as most Western languages, text documents longer than will fit on the screen are often displayed wrapped and sized to fit the screen width, and scrolled vertically to bring desired content into view. It is possible to display lines too long to fit the display without wrapping, scrolling horizontally to view each entire line. However, this requires inconvenient constant line-by-line scrolling, while vertical scrolling is only needed after reading a full screenful. Software such as word processors and web browsers normally uses word-wrapping to display as many words in a single line as will fit the width of the screen or window or, for text organised in columns, each column. === Demos === Scrolling texts, also referred to as scrolltexts or scrollers, played an important part in the birth of the computer demo culture. The software crackers often used their deep knowledge of computer platforms to transform the information that accompanied their releases into crack intros. The sole role of these intros was to scroll the text on the screen in an impressive way. == Film and television == Scrolling is commonly used to display the credits at the end of films and television programs. Scrolling is often used in the form of a news ticker towards the bottom of the picture for content such as television news, scrolling sideways across the screen, delivering short-form content. In the dynamic layout of kinetic typography, scrolling typography can scroll across the flat screen, or can appear to recede or advance. An iconic example is the Star Wars opening crawl inspired by the Flash Gordon serials. == Video games == In computer and video games, scrolling of a playing field allows the player to control an object in a large contiguous area. Early examples of this method include Taito's 1974 vertical-scrolling racing video game Speed Race, Sega's 1976 forward-scrolling racing games Moto-Cross (Fonz) and Road Race, and Super Bug. Previously the flip-screen method was used to indicate moving backgrounds. The Namco Galaxian arcade system board introduced with Galaxian in 1979 pioneered a sprite system that animated pre-loaded sprites over a scrolling background, which became the basis for Nintendo's Radar Scope and Donkey Kong arcade hardware and home consoles such as the Nintendo Entertainment System. Parallax scrolling, which was first featured in Moon Patrol, involves several semi-transparent layers (called playfields), which scroll on top of each other at varying rates in order to give an early pseudo-3D illusion of depth. Belt scrolling is a method used in side-scrolling beat 'em up games with a downward camera angle where players can move up and down in addition to left and right. == Studies == A 1993 article by George Fitzmaurice studied spatially aware palmtop computers. These devices had a 3D sensor, and moving the device caused the contents to move as if the contents were fixed in place. This interaction could be referred to as “moving to scroll.” Also, if the user moved the device away from their body, they would zoom in; conversely, the device would zoom out if the user pulled the device closer to them. Smartphone cameras and “optical flow” image analysis utilize this technique nowadays. A 1996 research paper by Jun Rekimoto analyzed tilting operations as scrolling techniques on small screen interfaces. Users could not only tilt to scroll, but also tilt to select menu items. These techniques proved especially useful for field workers, since they only needed to hold and control the device with one hand. A study from 2013 by Selina Sharmin, Oleg Špakov, and Kari-Jouko Räihä explored the action of reading text on a screen while the text auto-scrolls based on the user's eye tracking patterns. The control group simply read text on a screen and manually scrolled. The study found that participants preferred to read primarily at the top of the screen, so the screen scrolled down whenever participants’ eyes began to look toward the bottom of the screen. This auto-scrolling caused no statistically significant difference in reading speed or performance. An undated study occurring during or after 2010 by Dede Frederick, James Mohler, Mihaela Vorvoreanu, and Ronald Glotzbach noted that parallax scrolling "may cause certain people to experience nausea."

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  • Human Race Machine

    Human Race Machine

    The Human Race Machine (HRM) is a computerized console composed of four different programs. The Human Race Machine program allows participants to see themselves with the facial characteristics of six different races: Asian, White, African, Middle Eastern, and Indian, mapped onto their own face. The Age Machine allows viewers see an aged version of his or her face. A version of this methodology has been used for over twenty years by the FBI and the National Center for Missing and Exploited Children to help locate kidnap victims and missing children. The Couples Machine combines photographs of two people in different percentages to show the appearance of their child. The Anomaly Machine lets viewers see themselves with facial anomalies. The HRM was created by artist Nancy Burson and David Kramlich; it uses morphing technology. It was shown on Oprah on 2006-02-16.

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  • Object Data Management Group

    Object Data Management Group

    The Object Data Management Group (ODMG) was conceived in the summer of 1991 at a breakfast with object database vendors that was organized by Rick Cattell of Sun Microsystems. In 1998, the ODMG changed its name from the Object Database Management Group to reflect the expansion of its efforts to include specifications for both object database and object–relational mapping products. The primary goal of the ODMG was to put forward a set of specifications that allowed a developer to write portable applications for object database and object–relational mapping products. In order to do that, the data schema, programming language bindings, and data manipulation and query languages needed to be portable. Between 1993 and 2001, the ODMG published five revisions to its specification. The last revision was ODMG version 3.0, after which the group disbanded. == Major components of the ODMG 3.0 specification == Object Model. This was based on the Object Management Group's Object Model. The OMG core model was designed to be a common denominator for object request brokers, object database systems, object programming languages, etc. The ODMG designed a profile by adding components to the OMG core object model. Object Specification Languages. The ODMG Object Definition Language (ODL) was used to define the object types that conform to the ODMG Object Model. The ODMG Object Interchange Format (OIF) was used to dump and load the current state to or from a file or set of files. Object Query Language (OQL). The ODMG OQL was a declarative (nonprocedural) language for query and updating. It used SQL as a basis, where possible, though OQL supports more powerful object-oriented capabilities. C++ Language Binding. This defined a C++ binding of the ODMG ODL and a C++ Object Manipulation Language (OML). The C++ ODL was expressed as a library that provides classes and functions to implement the concepts defined in the ODMG Object Model. The C++ OML syntax and semantics are those of standard C++ in the context of the standard class library. The C++ binding also provided a mechanism to invoke OQL. Smalltalk Language Binding. This defined the mapping between the ODMG ODL and Smalltalk, which was based on the OMG Smalltalk binding for the OMG Interface Definition Language (IDL). The Smalltalk binding also provided a mechanism to invoke OQL. Java Language Binding. This defined the binding between the ODMG ODL and the Java programming language as defined by the Java 2 Platform. The Java binding also provided a mechanism to invoke OQL. == Status == ODMG 3.0 was published in book form in 2000.[1] By 2001, most of the major object database and object-relational mapping vendors claimed conformance to the ODMG Java Language Binding. Compliance to the other components of the specification was mixed.[2] In 2001, the ODMG Java Language Binding was submitted to the Java Community Process as a basis for the Java Data Objects specification. The ODMG member companies then decided to concentrate their efforts on the Java Data Objects specification. As a result, the ODMG disbanded in 2001. In 2004, the Object Management Group (OMG) was granted the right to revise the ODMG 3.0 specification as an OMG specification by the copyright holder, Morgan Kaufmann Publishers. In February 2006, the OMG announced the formation of the Object Database Technology Working Group (ODBT WG) and plans to work on the 4th generation of an object database standard. == ODMG Compliant DBMS == Orient ODBMS: http://www.OrienTechnologies.com Objectivity/DB C++, Java and Smalltalk interfaces.

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  • Microscope image processing

    Microscope image processing

    Microscope image processing is a broad term that covers the use of digital image processing techniques to process, analyze and present images obtained from a microscope. Such processing is now commonplace in a number of diverse fields such as medicine, biological research, cancer research, drug testing, metallurgy, etc. A number of manufacturers of microscopes now specifically design in features that allow the microscopes to interface to an image processing system. == Image acquisition == Until the early 1990s, most image acquisition in video microscopy applications was typically done with an analog video camera, often simply closed circuit TV cameras. While this required the use of a frame grabber to digitize the images, video cameras provided images at full video frame rate (25-30 frames per second) allowing live video recording and processing. While the advent of solid state detectors yielded several advantages, the real-time video camera was actually superior in many respects. Today, acquisition is usually done using a CCD camera mounted in the optical path of the microscope. The camera may be full colour or monochrome. Very often, very high resolution cameras are employed to gain as much direct information as possible. Cryogenic cooling is also common, to minimise noise. Often digital cameras used for this application provide pixel intensity data to a resolution of 12-16 bits, much higher than is used in consumer imaging products. Ironically, in recent years, much effort has been put into acquiring data at video rates, or higher (25-30 frames per second or higher). What was once easy with off-the-shelf video cameras now requires special, high speed electronics to handle the vast digital data bandwidth. Higher speed acquisition allows dynamic processes to be observed in real time, or stored for later playback and analysis. Combined with the high image resolution, this approach can generate vast quantities of raw data, which can be a challenge to deal with, even with a modern computer system. While current CCD detectors allow very high image resolution, often this involves a trade-off because, for a given chip size, as the pixel count increases, the pixel size decreases. As the pixels get smaller, their well depth decreases, reducing the number of electrons that can be stored. In turn, this results in a poorer signal-to-noise ratio. For best results, one must select an appropriate sensor for a given application. Because microscope images have an intrinsic limiting resolution, it often makes little sense to use a noisy, high resolution detector for image acquisition. A more modest detector, with larger pixels, can often produce much higher quality images because of reduced noise. This is especially important in low-light applications such as fluorescence microscopy. Moreover, one must also consider the temporal resolution requirements of the application. A lower resolution detector will often have a significantly higher acquisition rate, permitting the observation of faster events. Conversely, if the observed object is motionless, one may wish to acquire images at the highest possible spatial resolution without regard to the time required to acquire a single image. == 2D image techniques == Image processing for microscopy application begins with fundamental techniques intended to most accurately reproduce the information contained in the microscopic sample. This might include adjusting the brightness and contrast of the image, averaging images to reduce image noise and correcting for illumination non-uniformities. Such processing involves only basic arithmetic operations between images (i.e. addition, subtraction, multiplication and division). The vast majority of processing done on microscope image is of this nature. Another class of common 2D operations called image convolution are often used to reduce or enhance image details. Such "blurring" and "sharpening" algorithms in most programs work by altering a pixel's value based on a weighted sum of that and the surrounding pixels (a more detailed description of kernel based convolution deserves an entry for itself) or by altering the frequency domain function of the image using Fourier Transform. Most image processing techniques are performed in the Frequency domain. Other basic two dimensional techniques include operations such as image rotation, warping, color balancing etc. At times, advanced techniques are employed with the goal of "undoing" the distortion of the optical path of the microscope, thus eliminating distortions and blurring caused by the instrumentation. This process is called deconvolution, and a variety of algorithms have been developed, some of great mathematical complexity. The end result is an image far sharper and clearer than could be obtained in the optical domain alone. This is typically a 3-dimensional operation, that analyzes a volumetric image (i.e. images taken at a variety of focal planes through the sample) and uses this data to reconstruct a more accurate 3-dimensional image. == 3D image techniques == Another common requirement is to take a series of images at a fixed position, but at different focal depths. Since most microscopic samples are essentially transparent, and the depth of field of the focused sample is exceptionally narrow, it is possible to capture images "through" a three-dimensional object using 2D equipment like confocal microscopes. Software is then able to reconstruct a 3D model of the original sample which may be manipulated appropriately. The processing turns a 2D instrument into a 3D instrument, which would not otherwise exist. In recent times this technique has led to a number of scientific discoveries in cell biology. == Analysis == Analysis of images will vary considerably according to application. Typical analysis includes determining where the edges of an object are, counting similar objects, calculating the area, perimeter length and other useful measurements of each object. A common approach is to create an image mask which only includes pixels that match certain criteria, then perform simpler scanning operations on the resulting mask. It is also possible to label objects and track their motion over a series of frames in a video sequence.

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  • Multi-model database

    Multi-model database

    In the field of database design, a multi-model database is a database management system designed to support multiple data models against a single, integrated backend. In contrast, most database management systems are organized around a single data model that determines how data can be organized, stored, and manipulated. Document, graph, relational, and key–value models are examples of data models that may be supported by a multi-model database. == Background == The relational data model became popular after its publication by Edgar F. Codd in 1970. Due to increasing requirements for horizontal scalability and fault tolerance, NoSQL databases became prominent after 2009. NoSQL databases use a variety of data models, with document, graph, and key–value models being popular. A multi-model database is a database that can store, index and query data in more than one model. For some time, databases have primarily supported only one model, such as: relational database, document-oriented database, graph database or triplestore. A database that combines many of these is multi-model. This should not be confused with multimodal database systems such as Pixeltable or ApertureDB, which focus on unified management of different media types (images, video, audio, text) rather than different data models. For some time, it was all but forgotten (or considered irrelevant) that there were any other database models besides relational. The relational model and notion of third normal form were the default standard for all data storage. However, prior to the dominance of relational data modeling, from about 1980 to 2005, the hierarchical database model was commonly used. Since 2000 or 2010, many NoSQL models that are non-relational, including documents, triples, key–value stores and graphs are popular. Arguably, geospatial data, temporal data, and text data are also separate models, though indexed, queryable text data is generally termed a "search engine" rather than a database. The first time the word "multi-model" has been associated to the databases was on May 30, 2012 in Cologne, Germany, during the Luca Garulli's key note "NoSQL Adoption – What’s the Next Step?". Luca Garulli envisioned the evolution of the 1st generation NoSQL products into new products with more features able to be used by multiple use cases. The idea of multi-model databases can be traced back to Object–Relational Data Management Systems (ORDBMS) in the early 1990s and in a more broader scope even to federated and integrated DBMSs in the early 1980s. An ORDBMS system manages different types of data such as relational, object, text and spatial by plugging domain specific data types, functions and index implementations into the DBMS kernels. A multi-model database is most directly a response to the "polyglot persistence" approach of knitting together multiple database products, each handing a different model, to achieve a multi-model capability as described by Martin Fowler. This strategy has two major disadvantages: it leads to a significant increase in operational complexity, and there is no support for maintaining data consistency across the separate data stores, so multi-model databases have begun to fill in this gap. Multi-model databases are intended to offer the data modeling advantages of polyglot persistence, without its disadvantages. Operational complexity, in particular, is reduced through the use of a single data store. == Benchmarking multi-model databases == As more and more platforms are proposed to deal with multi-model data, there are a few works on benchmarking multi-model databases. For instance, Pluciennik, Oliveira, and UniBench reviewed existing multi-model databases and made an evaluation effort towards comparing multi-model databases and other SQL and NoSQL databases respectively. They pointed out that the advantages of multi-model databases over single-model databases are as follows : == Architecture == The main difference between the available multi-model databases is related to their architectures. Multi-model databases can support different models either within the engine or via different layers on top of the engine. Some products may provide an engine which supports documents and graphs while others provide layers on top of a key-key store. With a layered architecture, each data model is provided via its own component. == User-defined data models == In addition to offering multiple data models in a single data store, some databases allow developers to easily define custom data models. This capability is enabled by ACID transactions with high performance and scalability. In order for a custom data model to support concurrent updates, the database must be able to synchronize updates across multiple keys. ACID transactions, if they are sufficiently performant, allow such synchronization. JSON documents, graphs, and relational tables can all be implemented in a manner that inherits the horizontal scalability and fault-tolerance of the underlying data store. == Theoretical Foundation for Multi-Model Databases == The traditional theory of relations is not enough to accurately describe multi-model database systems. Recent research is focused on developing a new theoretical foundation for these systems. Category theory can provide a unified, rigorous language for modeling, integrating, and transforming different data models. By representing multi-model data as sets and their relationships as functions or relations within the Set category, we can create a formal framework to describe, manipulate, and understand various data models and how they interact.

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  • Display list

    Display list

    A display list, also called a command list in Direct3D 12 and a command buffer in Vulkan, is a series of graphics commands or instructions that are run when the list is executed. Systems that make use of display list functionality are called retained mode systems, while systems that do not are as opposed to immediate mode systems. In OpenGL, display lists are useful to redraw the same geometry or apply a set of state changes multiple times. This benefit is also used with Direct3D 12's bundle command lists. In Direct3D 12 and Vulkan, display lists are regularly used for per-frame recording and execution. == Origins in vector displays == The vector monitors or calligraphic displays of the 1960s and 1970s used electron beam deflection to draw line segments, points, and sometimes curves directly on a CRT screen. Because the image would immediately fade, it needed to be redrawn many times a second (storage tube CRTs retained the image until blanked, but they were unsuitable for interactive graphics). To refresh the display, a dedicated CPU called a Display Processor or Display Processing Unit (DPU) was used, which had a memory buffer for a "display list", "display file", or "display program" containing line segment coordinates and other information. Advanced Display Processors also supported control flow instructions, which were useful for drawing repetitive graphics such as text, and some could perform coordinate transformations such as 3D projection. == Home computer display list functionality == One of the earliest systems with a true display list was the Atari 8-bit computers. The display list (actually called so in Atari terminology) is a series of instructions for ANTIC, the video co-processor used in these machines. This program, stored in the computer's memory and executed by ANTIC in real-time, can specify blank lines, any of six text modes and eight graphics modes, which sections of the screen can be horizontally or vertically fine-scrolled, and trigger Display List Interrupts (called raster interrupts or HBI on other systems). The Amstrad PCW family contains a Display List function called the 'Roller RAM'. This is a 512-byte RAM area consisting of 256 16-bit pointers in RAM, one for each line of the 720 × 256 pixel display. Each pointer identifies the location of 90 bytes of monochrome pixels that hold the line's 720 pixel states. The 90 bytes of 8 pixel states are spaced at 8-byte intervals, so there are 7 unused bytes between each byte of pixel data. This suits how the text-orientated PCW constructs a typical screen buffer in RAM, where the first character's 8 rows are stored in the first 8 bytes, the second character's rows in the next 8 bytes, and so on. The Roller RAM was implemented to speed up display scrolling as it would have been unacceptably slow for its 3.4 MHz Z80 to move up the 23 KB display buffer 'by hand' i.e. in software. The Roller RAM starting entry used at the beginning of a screen refresh is controlled by a Z80-writable I/O register. Therefore, the screen can be scrolled simply by changing this I/O register. Another system using a Display List-like feature in hardware is the Amiga, which, not coincidentally, was also designed by some of the same people who developed the custom hardware for the Atari 8-bit computers. Once directed to produce a display mode, it would continue to do so automatically for every following scan line. The computer also included a dedicated co-processor, called "Copper", which ran a simple program or 'Copper List' intended for modifying hardware registers in sync with the display. The Copper List instructions could direct the Copper to wait for the display to reach a specific position on the screen, and then change the contents of hardware registers. In effect, it was a processor dedicated to servicing raster interrupts. The Copper was used by Workbench to mix multiple display modes (multiple resolutions and color palettes on the monitor at the same time), and by numerous programs to create rainbow and gradient effects on the screen. The Amiga Copper was also capable of reconfiguring the sprite engine mid-frame, with only one scanline of delay. This allowed the Amiga to draw more than its 8 hardware sprites, so long as the additional sprites did not share scanlines (or the one scanline gap) with more than 7 other sprites. i.e., so long as at least one sprite had finished drawing, another sprite could be added below it on the screen. Additionally, the later 32-bit AGA chipset allowed the drawing of bigger sprites (more pixels per row) while retaining the same multiplexing. The Amiga also had dedicated block-shifter ("blitter") hardware, which could draw larger objects into a framebuffer. This was often used in place of, or in addition to, sprites. In more primitive systems, the results of a display list can be simulated, though at the cost of CPU-intensive writes to certain display modes, color control, or other visual effect registers in the video device, rather than a series of rendering commands executed by the device. Thus, one must create the displayed image using some other rendering process, either before or while the CPU-driven display generation executes. In many cases, the image is also modified or re-rendered between frames. The image is then displayed in various ways, depending on the exact way in which the CPU-driven display code is implemented. Examples of the results possible on these older machines requiring CPU-driven video include effects such as Commodore 64/128's FLI mode, or Rainbow Processing on the ZX Spectrum. == Usage in OpenGL == To delimit a display list, the glNewList and glEndList functions are used, and to execute the list, the glCallList function is used. Almost all rendering commands that occur between the function calls are stored in the display list. Commands that affect the client state are not stored in display lists. Display lists are named with an integer value, and creating a display list with the same name as one already created overrides the first. The glNewList function expects two arguments: an integer representing the name of the list, and an enumeration for the compilation mode. The two modes include GL_COMPILE_AND_EXECUTE, which compiles and immediately executes, and GL_COMPILE, which only compiles the list. Display lists enable the use of the retained mode rendering pattern, which is a system in which graphics commands are recorded (retained) to execute in succession at a later time. This is contrary to immediate mode, where graphics commands are immediately executed on client calls. == Usage in Direct3D 12 == Command lists are created using the ID3D12Device::CreateCommandList function. Command lists may be created in several types: direct, bundle, compute, copy, video decode, video process, and video encoding. Direct command lists specify that a command list the GPU can execute, and doesn't inherit any GPU state. Bundles, are best used for storing and executing small sets of commands any number of times. This is used differently than regular command lists, where commands stored in a command list are typically executed only once. Compute command lists are used for general computations, with a common use being calculating mipmaps. A copy command list is strictly for copying and the video decode and video process command lists are for video decoding and processing respectively. Upon creation, command lists are in the recording state. Command lists may be re-used by calling the ID3D12GraphicsCommandList::Reset function. After recording commands, the command list must be transitioned out of the recording state by calling ID3D12GraphicsCommandList::Close. The command list is then executed by calling ID3D12CommandQueue::ExecuteCommandLists.

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  • Reflection (computer graphics)

    Reflection (computer graphics)

    Reflection in computer graphics is used to render reflective objects like mirrors and shiny surfaces. Accurate reflections are commonly computed using ray tracing whereas approximate reflections can usually be computed faster by using simpler methods such as environment mapping. Reflections on shiny surfaces like wood or tile can add to the photorealistic effects of a 3D rendering. == Approaches to reflection rendering == For rendering environment reflections there exist many techniques that differ in precision, computational and implementation complexity. Combination of these techniques are also possible. Image order rendering algorithms based on tracing rays of light, such as ray tracing or path tracing, typically compute accurate reflections on general surfaces, including multiple reflections and self reflections. However these algorithms are generally still too computationally expensive for real time rendering (even though specialized HW exists, such as Nvidia RTX) and require a different rendering approach from typically used rasterization. Reflections on planar surfaces, such as planar mirrors or water surfaces, can be computed simply and accurately in real time with two pass rendering — one for the viewer, one for the view in the mirror, usually with the help of stencil buffer. Some older video games used a trick to achieve this effect with one pass rendering by putting the whole mirrored scene behind a transparent plane representing the mirror. Reflections on non-planar (curved) surfaces are more challenging for real time rendering. Main approaches that are used include: Environment mapping (e.g. cube mapping): a technique that has been widely used e.g. in video games, offering reflection approximation that's mostly sufficient to the eye, but lacking self-reflections and requiring pre-rendering of the environment map. The precision can be increased by using a spatial array of environment maps instead of just one. It is also possible to generate cube map reflections in real time, at the cost of memory and computational requirements. Screen space reflections (SSR): a more expensive technique that traces rays come from pixel data.This requires the data of surface normal and either depth buffer (local space) or position buffer (world space).The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved and or false intersections causing artefacts such as reflection vanishment and virtual image. SSR was originally introduced as Real Time Local Reflections in CryENGINE 3. == Types of reflection == Polished - A polished reflection is an undisturbed reflection, like a mirror or chrome surface. Blurry - A blurry reflection means that tiny random bumps, or microfacets, on the surface of the material causes the reflection to be blurry. Metallic - A reflection is metallic if the highlights and reflections retain the color of the reflective object. Glossy - This term can be misused: sometimes, it is a setting which is the opposite of blurry (e.g. when "glossiness" has a low value, the reflection is blurry). Sometimes the term is used as a synonym for "blurred reflection". Glossy used in this context means that the reflection is actually blurred. === Polished or mirror reflection === Mirrors are usually almost 100% reflective. === Metallic reflection === Normal (nonmetallic) objects reflect light and colors in the original color of the object being reflected. Metallic objects reflect lights and colors altered by the color of the metallic object itself. === Blurry reflection === Many materials are imperfect reflectors, where the reflections are blurred to various degrees due to surface roughness that scatters the rays of the reflections. === Glossy reflection === Fully glossy reflection, shows highlights from light sources, but does not show a clear reflection from objects. == Examples of reflections == === Wet floor reflections === The wet floor effect is a graphic effects technique popular in conjunction with Web 2.0 style pages, particularly in logos. The effect can be done manually or created with an auxiliary tool which can be installed to create the effect automatically. Unlike a standard computer reflection (and the Java water effect popular in first-generation web graphics), the wet floor effect involves a gradient and often a slant in the reflection, so that the mirrored image appears to be hovering over or resting on a wet floor.

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  • Enterprise cognitive system

    Enterprise cognitive system

    Enterprise cognitive systems (ECS) are part of a broader shift in computing, from a programmatic to a probabilistic approach, called cognitive computing. An Enterprise Cognitive System makes a new class of complex decision support problems computable, where the business context is ambiguous, multi-faceted, and fast-evolving, and what to do in such a situation is usually assessed today by the business user. An ECS is designed to synthesize a business context and link it to the desired outcome. It recommends evidence-based actions to help the end-user achieve the desired outcome. It does so by finding past situations similar to the current situation, and extracting the repeated actions that best influence the desired outcome. While general-purpose cognitive systems can be used for different outputs, prescriptive, suggestive, instructive, or simply entertaining, an enterprise cognitive system is focused on action, not insight, to help in assessing what to do in a complex situation. == Key characteristics == ECS have to be: Adaptive: They must learn as information changes, and as goals and requirements evolve. They must resolve ambiguity and tolerate unpredictability. They must be engineered to feed on dynamic data in real time, or near real time. In the Enterprise, near-real time learning from data requires an agile information federation approach to ingest incremental data updates as they occur, and an unsupervised learning approach to ensure that new best practice is leveraged across the organization in a timely manner. Interactive: They must interact easily with users so that those users can define their needs comfortably. They may also interact with other processors, devices, and Cloud services, as well as with people. In the Enterprise, interactions are controlled via existing workflows and UIs. Therefore, embedding best practices directly into these existing interfaces, in the context of a specific step, is critical to ensure maximum end-user adoption. Iterative and stateful: They must aid in defining a problem by asking questions or finding additional source input if a problem statement is ambiguous or incomplete. They must “remember” previous interactions in a process and return information that is suitable for the specific application at that point in time. In the Enterprise, business context is often structured by a business process, and therefore sufficiently data-rich to make relevant recommendations without significant iterations from the end-user. A stateful memory of overall interactions across communication channels is critical for understanding of context, as a static profile will not capture intent and outcome potential the way behavior does. Contextual: They must understand, identify, and extract contextual elements such as meaning, syntax, time, location, appropriate domain, regulations, user's profile, process, task and goal. They may draw on multiple sources of information, including both structured and unstructured digital information, as well as sensory inputs (visual, gestural, auditory, or sensor-provided). In the Enterprise, Context is fragmented and must be aggregated across data types, sources, and locations. In most business environments, such data is captured in existing enterprise information systems, and the effort is linked to quickly source and unify such information. It is rare to have to directly process sensor, audio or visual data in real-time as direct input into the enterprise cognitive system. Instead, these data types are captured by Enterprise Applications and pre-processed into a binary or text format prior to consumption by the System. == Business applications powered by an ECS == Bottlenose – trends and brands monitoring Cybereason – security threat monitoring Dataminr – social media monitoring

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  • Josh (app)

    Josh (app)

    Josh (stylized as JOSH) was a video-sharing social networking service but it has since evolved into a live call and chat application owned by VerSe Innovation – an Indian technology company based in Bangalore, India. Josh was an Indian short video app that was launched in immediately after the Indian Government banned TikTok and other Chinese apps in June 2020. The founders of the platform have promoted the app as the “Instagram for Bharat” referring to their focus on the Indian audience that speaks its own regional and state languages. Josh was among the top 10 most downloaded apps social and entertainment apps in India of 2021 and had 150 million monthly active users as per April 2022. The word 'Josh' translates to fervour or passion. The app was launched under the aegis of the Atmanirbhar Bharat campaign and to compete with the duopoly of Google and Facebook in India. Josh's parent company VerSe Innovations Pvt. Ltd. owns another startup Dailyhunt, which a content and news aggregator application. Both Dailyhunt and Josh are a part of the VerSe's focus on the "next billion" regional language users of India. Founders Virendra Gupta and Umang Bedi conceptualised Josh as a short-video platform that made content creation accessible to vernacular language users, essentially the non-English speaking audience in India. == Features == Josh is currently available in 12 Indian languages and allows users to upload, share, remix bite-sized videos of up to 120 seconds. There are various categories across the video section including viral, trending, glamour, dance, devotion, yoga and cooking among others. Similar to Instagram and TikTok, it has a video feed which is curated for individuals on the basis of their app behaviour. The app hosts many daily, weekly and monthly social media challenges. == Funding == In December 2020, within 3 months of its launch, Josh's parent app VerSe Innovation raised more than $100 million from investors including Alphabet Inc's Google and Microsoft. In February 2021, VerSe Innovation raised $100 million in Series H funding from Qatar Investment Authority, the sovereign wealth fund of the State of Qatar, and Glade Brook Capital Partners. In August 2021, VerSe raised over $450 million in its Series I financing round with a valuation of $1 billion. Investors included Canada Pension Plan Investment Board (CPPIB), Siguler Guff, Baillie Gifford, Carlyle Asia Partners Growth II affiliates, and others. The startup announced its plan to expand overseas and broaden its ecommerce play for both Dailyhunt and Josh. In April 2022, VerSe announced that it has raised $805 million in funding from investors at a valuation of nearly $5 billion. ByteDance Offloads Stake In Josh Parent VerSe, Exits At 56% Discount == Partnerships == In February 2021, Saregama and Josh signed a music licensing deal, wherein Josh expanded its musical library with 1.3 lakh songs from Saregama in 25 different languages. To improve their user experience, Josh partnered with computer vision company D-ID in August 2021. The company helped Josh introduce photo-to-video features, live portrait technology, animate their photos etc. In order to solidify their efforts in enhancing Josh, VerSe acquired Indian social networking platform GolBol in October 2021. The move came as an effort by the startup to strengthen their discovery initiatives on the platform and classify content at scale and understand the core behaviour of Indian regional audiences. Josh has also announced its plans to include live commerce as a potential revenue stream through its partnership with multiple large e-commerce players. == Notable campaigns == Say No To Dowry – In association with Josh, the Kerala Police partook in the #SayNo2Dowry online social media campaign that was started to highlight and stop the social evil in the state. Salute India – Josh entered the Guinness World Records by creating the largest online video album of people saluting (29,529). It organised an online campaign #SaluteIndia on the app during the 75th Independence Day of India during 10–15 August 2021.

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  • PeduliLindungi

    PeduliLindungi

    SatuSehat (Indonesian for "one health"), formerly PeduliLindungi (roughly "care to protect"), is a national integrated health data exchange platform, jointly developed by the Indonesian Ministry of Communication and Information Technology (Kemenkominfo), in partnership with Committee for COVID-19 Response and National Economic Recovery (KPCPEN), Ministry of Health (Kemenkes), Ministry of State-Owned Enterprises (KemenBUMN), and Telkom Indonesia. The SatuSehat platform aims to facilitate data accessibility and service efficiency for health providers and the government, and assist the public as a tool to access their own electronic medical record data. This app was the official COVID-19 contact tracing app used for digital contact tracing in Indonesia, and originally known as TraceTogether but later changed because Singapore had its app using the same name. == Implementation == On 23 August 2021, Coordinating Minister for Maritime and Investments Affairs, Luhut Binsar Panjaitan, encouraged the government to make this app a mandatory requirement before using public transportations, such as train, bus, ferry, and plane. Furthermore, citizen must have installed the app before entering shopping malls, factories, and sport venues. Every person who have received at least a dose of vaccine will receive a vaccine card and vaccination certificate which can be downloaded from the app. In December 2022, with the revocation of PPKM (Community Activities Restrictions Enforcement) starting from 1 January 2023, Ministry of Health issued a statement that the usage of the app is not a governmental mandatory requirement as it used to be. === Transition into a citizen health app === On 7 September 2022, it was announced that the app would be modified to become a citizen health app, capitalising on the reach of the app and the existing work done around the app. On 28 February 2023, the authorities announced that the app was rebranded to SATUSEHAT Mobile (lit. 'OneHealth Mobile'), with existing users needing to update the PeduliLindungi app and re-synchronise their COVID-19 related health information. The re-branded app would eventually be an all-in-one health service and records retrieval app for Indonesians. == Controversy == It was reported that the app requires continuous access to the phone's files, media, and GPS, which quickly drains the battery. Allowing location access only during use or denying it altogether will render the app unusable. This stands in stark contrast to COVID-19 apps used in other countries that only utilize Bluetooth and do not require any additional permissions. In September 2021, stored personal data of at least 1.3 million Indonesian residents were leaked online, including the vaccine certificate of President Joko Widodo. The data leak was also reported on eHAC (electronic Health Alert Card), a mandatory app used for air passengers.

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