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  • Production (computer science)

    Production (computer science)

    In computer science, a production or production rule is a rewrite rule that replaces some symbols with other symbols. A finite set of productions P {\displaystyle P} is the main component in the specification of a formal grammar (specifically a generative grammar). In such grammars, a set of productions is a special case of relation on the set of strings V ∗ {\displaystyle V^{}} (where ∗ {\displaystyle {}^{}} is the Kleene star operator) over a finite set of symbols V {\displaystyle V} called a vocabulary that defines which non-empty strings can be substituted with others. The set of productions is thus a special kind subset P ⊂ V ∗ × V ∗ {\displaystyle P\subset V^{}\times V^{}} and productions are then written in the form u → v {\displaystyle u\to v} to mean that ( u , v ) ∈ P {\displaystyle (u,v)\in P} (not to be confused with → {\displaystyle \to } being used as function notation, since there may be multiple rules for the same u {\displaystyle u} ). Given two subsets A , B ⊂ V ∗ {\displaystyle A,B\subset V^{}} , productions can be restricted to satisfy P ⊂ A × B {\displaystyle P\subset A\times B} , in which case productions are said "to be of the form A → B {\displaystyle A\to B} . Different choices and constructions of A , B {\displaystyle A,B} lead to different types of grammars. In general, any production of the form u → ϵ , {\displaystyle u\to \epsilon ,} where ϵ {\displaystyle \epsilon } is the empty string (sometimes also denoted λ {\displaystyle \lambda } ), is called an erasing rule, while productions that would produce strings out of nowhere, namely of the form ϵ → v , {\displaystyle \epsilon \to v,} are never allowed. In order to allow the production rules to create meaningful sentences, the vocabulary is partitioned into (disjoint) sets Σ {\displaystyle \Sigma } and N {\displaystyle N} providing two different roles: Σ {\displaystyle \Sigma } denotes the terminal symbols known as an alphabet containing the symbols allowed in a sentence; N {\displaystyle N} denotes nonterminal symbols, containing a distinguished start symbol S ∈ N {\displaystyle S\in N} , that are needed together with the production rules to define how to build the sentences. In the most general case of an unrestricted grammar, a production u → v {\displaystyle u\to v} , is allowed to map arbitrary strings u {\displaystyle u} and v {\displaystyle v} in V {\displaystyle V} (terminals and nonterminals), as long as u {\displaystyle u} is not empty. So unrestricted grammars have productions of the form V ∗ ∖ { ϵ } → V ∗ {\displaystyle V^{}\setminus \{\epsilon \}\to V^{}} or if we want to disallow changing finished sentences V ∗ N V ∗ = ( V ∗ ∖ Σ ∗ ) → V ∗ {\displaystyle V^{}NV^{}=(V^{}\setminus \Sigma ^{})\to V^{}} , where V ∗ N V ∗ {\displaystyle V^{}NV^{}} indicates concatenation and forces a non-terminal symbol to always be present on the left-hand side of the productions, and ∖ {\displaystyle \setminus } denotes set minus or set difference. If we do not allow the start symbol to occur in v {\displaystyle v} (the word on the right side), we have to replace V ∗ {\displaystyle V^{}} with ( V ∖ { S } ) ∗ {\displaystyle (V\setminus \{S\})^{}} on the right-hand side. The other types of formal grammar in the Chomsky hierarchy impose additional restrictions on what constitutes a production. Notably in a context-free grammar, the left-hand side of a production must be a single nonterminal symbol. So productions are of the form: N → V ∗ {\displaystyle N\to V^{}} == Grammar generation == To generate a string in the language, one begins with a string consisting of only a single start symbol, and then successively applies the rules (any number of times, in any order) to rewrite this string. This stops when a string containing only terminals is obtained. The language consists of all the strings that can be generated in this manner. Any particular sequence of legal choices taken during this rewriting process yields one particular string in the language. If there are multiple different ways of generating this single string, then the grammar is said to be ambiguous. For example, assume the alphabet consists of a {\displaystyle a} and b {\displaystyle b} , with the start symbol S {\displaystyle S} , and we have the following rules: 1. S → a S b {\displaystyle S\rightarrow aSb} 2. S → b a {\displaystyle S\rightarrow ba} then we start with S {\displaystyle S} , and can choose a rule to apply to it. If we choose rule 1, we replace S {\displaystyle S} with a S b {\displaystyle aSb} and obtain the string a S b {\displaystyle aSb} . If we choose rule 1 again, we replace S {\displaystyle S} with a S b {\displaystyle aSb} and obtain the string a a S b b {\displaystyle aaSbb} . This process is repeated until we only have symbols from the alphabet (i.e., a {\displaystyle a} and b {\displaystyle b} ). If we now choose rule 2, we replace S {\displaystyle S} with b a {\displaystyle ba} and obtain the string a a b a b b {\displaystyle aababb} , and are done. We can write this series of choices more briefly, using symbols: S ⇒ a S b ⇒ a a S b b ⇒ a a b a b b {\displaystyle S\Rightarrow aSb\Rightarrow aaSbb\Rightarrow aababb} . The language of the grammar is the set of all the strings that can be generated using this process: { b a , a b a b , a a b a b b , a a a b a b b b , … } {\displaystyle \{ba,abab,aababb,aaababbb,\dotsc \}} .

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  • Information element

    Information element

    An information element, sometimes informally referred to as a field, is an item in Q.931 and Q.2931 messages, IEEE 802.11 management frames, and cellular network messages sent between a base transceiver station and a mobile phone or similar piece of user equipment. An information element is often a type–length–value item, containing 1) a type (which corresponds to the label of a field), a length indicator, and a value, although any combination of one or more of those parts is possible. A single message may contain multiple information elements. The abbreviation IE is found in many technical specification documents from 3GPP. It is not uncommon for a single specification document to contain thousands of references to IEs.

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  • GlTF

    GlTF

    glTF (Graphics Library Transmission Format or GL Transmission Format and formerly known as WebGL Transmissions Format or WebGL TF) is a standard file format for three-dimensional scenes and models. A glTF file uses one of two possible file extensions: .gltf (JSON/ASCII) or .glb (binary). Both .gltf and .glb files may reference external binary and texture resources. Alternatively, both formats may be self-contained by directly embedding binary data buffers (as base64-encoded strings in .gltf files or as raw byte arrays in .glb files). An open standard developed and maintained by the Khronos Group, it supports 3D model geometry, appearance, scene graph hierarchy, and animation. It is intended to be a streamlined, interoperable format for the delivery of 3D assets, while minimizing file size and runtime processing by apps. As such, its creators have described it as the "JPEG of 3D". == Overview == The glTF format stores data primarily in JSON. The JSON may also contain blobs of binary data known as buffers, and refer to external files, for storing mesh data, images, etc. The binary .glb format also contains JSON text, but serialized with binary chunk headers to allow blobs to be directly appended to the file. The fundamental building blocks of a glTF scene are nodes. Nodes are organized into a hierarchy, such that a node may have other nodes defined as children. Nodes may have transforms relative to their parent. Nodes may refer to resources, such as meshes, skins, and cameras. Meshes may refer to materials, which refer to textures, which refer to images. Scenes are defined using an array of root nodes. Most of the top-level glTF properties use a flat hierarchy for storage. Nodes are saved in an array and are referred to by index, including by other nodes. A glTF scene refers to its root nodes by index. Furthermore, nodes refer to meshes by index, which refer to materials by index, which refer to textures by index, which refer to images by index. All glTF data structures support being extended using a JSON property, allowing arbitrary JSON data to be added. == Releases == === glTF 1.0 === Members of the COLLADA working group conceived the file format in 2012. At SIGGRAPH 2012, Khronos presented a demo of glTF, which was then called WebGL Transmissions Format (WebGL TF). On October 19, 2015, Khronos released the glTF 1.0 specification. ==== Adoption of glTF 1.0 ==== At SIGGRAPH 2016, Oculus announced their adoption of glTF citing the similarities to their ovrscene format. In October 2016, Microsoft joined the 3D Formats working group at Khronos to collaborate on glTF. === glTF 2.0 === The second version, glTF 2.0, was released in June 2017, and is a complete overhaul of the file format from version 1.0, with most tools adopting the 2.0 version. Based on a proposal by Fraunhofer originally presented at SIGGRAPH 2016, physically based rendering (PBR) was added, replacing WebGL shaders used in glTF 1.0. glTF 2.0 added the GLB binary format into the base specification. Other upgrades include sparse accessors and morph targets for techniques such as facial animation, and schema tweaks and breaking changes for corner cases or performance such as replacing top-level glTF object properties with arrays for faster index-based access. There is ongoing work towards import and export in Unity and an integrated multi-engine viewer and validator. ==== Adoption of glTF 2.0 ==== On March 3, 2017, Microsoft announced that they would be using glTF 2.0 as the 3D asset format across their product line, including Paint 3D, 3D Viewer, Remix 3D, Babylon.js, and Microsoft Office. Sketchfab also announced support for glTF 2.0. The glTF and GLB formats are used on and supported by companies including DGG, UX3D, Sketchfab, Facebook, Microsoft, Meta, Google, Adobe, Box, TurboSquid, Unreal Engine, Unity, and Qt Quick 3D. The format has been noted as an important standard for augmented reality, integrating with modeling software such as Autodesk Maya, Autodesk 3ds Max, and Poly. In February 2020, the Smithsonian Institution launched their Open Access Initiative, releasing approximately 2.8 million 2D images and 3D models into the public domain, using glTF for the 3D models. In July 2022, glTF 2.0 was released as the ISO/IEC 12113:2022 International Standard. Khronos stated they would make regular submissions to bring updates and new widely adopted glTF functionality into refreshed versions of ISO/IEC 12113 to ensure that there is no long-term divergence between the ISO/IEC and Khronos specifications. The open-source game engine Godot supports importing glTF 2.0 files since version 3.0 and export since version 4.0. === Extensions === The glTF format can be extended with arbitrary JSON to add new data and functionality. Extensions can be placed on any part of a glTF, including nodes, animations, materials, textures, and on the entire document. Khronos keeps a non-comprehensive registry of glTF extensions on GitHub, including all official Khronos extensions and a few third-party extensions. PBR extensions model the physical appearance of real-world objects, allowing developers to create realistic 3D assets that have the correct appearance. As new PBR extensions are released, they continue to expand PBR capabilities within the glTF framework, allowing a wider range of scenes and objects to be realistically rendered as 3D assets. The KTX 2.0 extension for universal texture compression enables 3D models in the glTF format to be highly compressed and to use natively supported texture formats, reducing file size and boosting rendering speed. Draco is a glTF extension for mesh compression, to compress and decompress 3D meshes, to help reduce the size of 3D files. It compresses vertex attributes, normals, colors, and texture coordinates. Various glTF extensions for game engine interoperability have been developed by OMI group. This includes extensions for physics shapes, physics bodies, physics joints, audio playback, seats, spawn points, and more. The VRM consortium has developed glTF extensions for advanced humanoid 3D avatars including dynamic spring bones and toon materials. == Derivative formats == 3D Tiles, an OGC Community Standard, builds on glTF to add a spatial data structure, metadata, and declarative styling for streaming massive heterogeneous 3D geospatial datasets. VRM, a model format for VR, is built on the .glb format. It is a 3D humanoid avatar specification and file format. == Software ecosystem == Khronos maintains the glTF Sample Viewer for viewing glTF assets. Khronos also maintains the glTF Validator for validating if 3D models conform to the glTF specification. Khronos maintains a glTF Compressor tool to interactively optimize and fine-tune compression settings for glTF assets using KTX 2.0 textures. glTF loaders are in open-source WebGL engines including PlayCanvas, Three.js, Babylon.js, Cesium, PEX, xeogl, and A-Frame. The Godot game engine supports and recommends the glTF format, with both import and export support. Open-source glTF converters are available from COLLADA, FBX, and OBJ. Assimp can import and export glTF. glTF files can also be directly exported from a variety of 3D editors, such as Blender, Unity (using the glTFast importer/exporter), Freecad, Vectary, Autodesk 3ds Max (natively or using Verge3D exporter), Autodesk Maya (using babylon.js exporter), Autodesk Inventor, Modo, Houdini, Paint 3D, Godot, and Substance Painter. Open-source glTF utility libraries are available for programming languages including JavaScript, Node.js, C++, C#, Python, Haskell, Java, Go, Rust, Haxe, Ada, and TypeScript. Khronos keeps a list of these libraries and other related applications on their ecosystem site. The Khronos 3D Commerce Working Group released Asset Creation Guidelines in 2020 outlining best practices for use of the glTF file format in 3D Commerce. In 2025, the Working Group launched Asset Creation Guidelines 2.0, a continuously updated resource with additional guidance for geometry, mesh optimization, UV maps, textures, materials/PBR performance, and web optimization. The Khronos PBR Neutral Tone Mappers specification is a tone mapper designed to faithfully reproduce an object's base color, hue, and saturation when using PBR rendering under grayscale lighting, supporting brand- and product-accurate color representation. Khronos maintains the glTF Asset Auditor to allow retailers and advertising technology platforms to validate 3D assets against either a default Audit Profile modelled on the 2020 3D Commerce Asset Creation Guidelines or a custom profile defined by the target application.

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  • Harmonic

    Harmonic

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

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  • Language resource

    Language resource

    In linguistics and language technology, a language resource is a "[composition] of linguistic material used in the construction, improvement and/or evaluation of language processing applications, (...) in language and language-mediated research studies and applications." According to Bird & Simons (2003), this includes data, i.e. "any information that documents or describes a language, such as a published monograph, a computer data file, or even a shoebox full of handwritten index cards. The information could range in content from unanalyzed sound recordings to fully transcribed and annotated texts to a complete descriptive grammar", tools, i.e., "computational resources that facilitate creating, viewing, querying, or otherwise using language data", and advice, i.e., "any information about what data sources are reliable, what tools are appropriate in a given situation, what practices to follow when creating new data". The latter aspect is usually referred to as "best practices" or "(community) standards". In a narrower sense, language resource is specifically applied to resources that are available in digital form, and then, "encompassing (a) data sets (textual, multimodal/multimedia and lexical data, grammars, language models, etc.) in machine readable form, and (b) tools/technologies/services used for their processing and management". == Typology == As of May 2020, no widely used standard typology of language resources has been established (current proposals include the LREMap, METASHARE, and, for data, the LLOD classification). Important classes of language resources include data lexical resources, e.g., machine-readable dictionaries, linguistic corpora, i.e., digital collections of natural language data, linguistic data bases such as the Cross-Linguistic Linked Data collection, tools linguistic annotations and tools for creating such annotations in a manual or semiautomated fashion (e.g., tools for annotating interlinear glossed text such as Toolbox and FLEx, or other language documentation tools), applications for search and retrieval over such data (corpus management systems), for automated annotation (part-of-speech tagging, syntactic parsing, semantic parsing, etc.), metadata and vocabularies vocabularies, repositories of linguistic terminology and language metadata, e.g., MetaShare (for language resource metadata), the ISO 12620 data category registry (for linguistic features, data structures and annotations within a language resource), or the Glottolog database (identifiers for language varieties and bibliographical database). == Language resource publication, dissemination and creation == A major concern of the language resource community has been to develop infrastructures and platforms to present, discuss and disseminate language resources. Selected contributions in this regard include: a series of International Conferences on Language Resources and Evaluation (LREC), the European Language Resources Association (ELRA, EU-based), and the Linguistic Data Consortium (LDC, US-based), which represent commercial hosting and dissemination platforms for language resources, the Open Languages Archives Community (OLAC), which provides and aggregates language resource metadata, the Language Resources and Evaluation Journal (LREJ), the European Language Grid is a European platform for language technologies (eg services), data and resources. As for the development of standards and best practices for language resources, these are subject of several community groups and standardization efforts, including ISO Technical Committee 37: Terminology and other language and content resources (ISO/TC 37), developing standards for all aspects of language resources, W3C Community Group Best Practices for Multilingual Linked Open Data (BPMLOD), working on best practice recommendations for publishing language resources as Linked Data or in RDF, W3C Community Group Linked Data for Language Technology (LD4LT), working on linguistic annotations on the web and language resource metadata, W3C Community Group Ontology-Lexica (OntoLex), working on lexical resources, the Open Linguistics working group of the Open Knowledge Foundation, working on conventions for publishing and linking open language resources, developing the Linguistic Linked Open Data cloud, the Text Encoding Initiative (TEI), working on XML-based specifications for language resources and digitally edited text.

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  • Packard Bell Statesman

    Packard Bell Statesman

    The Packard Bell Statesman was an economy line of notebook-sized laptops introduced in 1993 by Packard Bell. They were slower in performance and lacked features compared to most competitor products, but they were lower in price. It was created in a collaboration between Packard Bell and Zenith Data Systems. The Statesman series was essentially a rebrand of Zenith Data Systems Z-Star 433 series, with the only notable difference of the logo in the middle and text on the front bezel. == History == In June 1993 Zenith Data Systems announced an alliance with Packard Bell. Zenith acquired about 20% of Packard Bell and they would both now work together to design and build PC's. Zenith would also provide Packard Bell with private-label versions of their portable PC's. The Packard Bell Statesman was a rebrand of the Zenith Z-Star notebook computer series. While the Statesman was being advertised by Packard Bell, the Z-Star series was also still being sold by Zenith. The Statesman was first introduced on October 4, 1993. Prices started at $1,500 for a monochrome or color DSTN model with a 33 MHz Cyrix Cx486SLC, 4 MB of RAM, 200 MB hard disk drive, internal 1.44 MB floppy disk drive, and MS-DOS 6.0 with Windows 3.1 for the included software. A "J mouse" pointing device was included, similar to the TrackPoint. The Statesman was expected to begin shipping within the next few weeks. == Specifications == === Hardware === CPU The first two models, the 200M and 200C, used the Cyrix Cx486SLC. This was Cyrix's first processor, which was a 386SX pin-compatible chip with on-board L1 cache and 486 instructions, being known as a "hybrid chip". The processor was clocked at 33 MHz and had 1 KB of L1 cache. It was a 16-bit processor and was pin compatible with the Intel 80386SX. On the bottom of the unit, the motherboard had an empty socket for a Cyrix FasMath co-processor, which could improve floating-point math performance. The 200M and 200C plus models had a Cyrix Cx486SLC2 clocked at 50 MHz, which was 50% faster than the original 486SLC. The SLC2 similarly had 1 KB of on-board cache and was pin compatible with the previous model. Graphics & Display For video all models used three versions of the Chips & Technologies 655xx, the CT65520, 65525, and 65530. The 65520 was first introduced in early 1992 as the first controller with Super VGA resolution. It supported resolutions up to 1024x768 in 16 colors or shades of gray. If in 800x600 resolution, it can display up to 256 colors. All 3 chips were the same, with the CT65525 identifying as a CT65530. The CT65530 had an ability of 5V and 3.3V mixed operation and linear video memory addressing. All models used a 9.5in 800x600 resolution DSTN LCD. The 200M and 200M Plus had a monochrome display, while the 200C and 200C Plus had a color display. Audio All models had only basic audio available, with just a piezo speaker soldered onto the motherboard and no sound controller. Memory Standard RAM included was 4-8 MB of EDO RAM. The RAM was on a proprietary SIPP package that could only be upgraded to 12 MB maximum if the user had compatible modules. Storage For storage all models used a hard drive with a size of 100 or 200 MB, and all models had an internal 1.44 MB floppy disk drive located on the side of the unit. The maximum capacity hard drive compatible if the user wanted to upgrade was 500 MB.Ports & Expansion For ports all models had 1x serial, 1x parallel, 1x VGA output, and 1x PS/2 keyboard/mouse input. For expansion all models only had one PCMCIA type II slot. Keyboard & Mouse All models used a small-scale keyboard with control keys. One interesting feature of the keyboard is that the J key also acted as a mouse, working similar to IBM's ThinkPad TrackPoint. On some models additional keys such as S, D, F, G and space let you do other mouse actions such as right click, left click, double click, and middle mouse click. === Software === The series shipped with MS-DOS and Windows 3.1 as the included operating system. == Model Comparison == Statesman 200M — The first Statesman model, it came with a DSTN monochrome screen, and a Nickel-cadmium battery pack which could last up to 4 hours. It weighed 7.4 lb and was $1500. Statesman 200C — The second Statesman model, it was the same as the 200M with the only notable differences of a DSTN color display rather than monochrome and a slightly decreased battery life of about 3 hours. It cost $700 more than the 200M at $2200. Statesman 200M/200C Plus — The 200M/200C Plus were both identical to their previous base models, with the only difference of them having a Cx486SLC2 running at 50 MHz. In 1994 it cost around $2,295 for the 200C plus with 4 MB of ram, with 8 MB costing an extra $400. == Reception == The Statesman received fair reception, with most reviewers giving positivity for the low price and high battery life, but mainly criticizing the performance and screen quality of the model line. A review by PC World writer Rex Farrance and Owen Linderholm said the 200M had a good price, being only $1500, and a good battery life which lasted about 4 hours. In benchmarks however, the 200M performed "noticeably below the average". It was noted that the 200M's worst feature was its monochrome display, being "cloudy and a bit dim for our tastes". The J mouse was considered a decent choice, and was said to be "highly usable" after some practice. The 200M was listed as number 3 on PC World's top 20 budget PC list. PC World also reviewed the 200C, saying the color display is only a "marginal, although an improvement on the monochrome version". The 200C placed 9 on the PC World top 20 budget PC list. Compute! Magazine reviewed the 200C Plus in September 1994 stating it "lagged far behind the others, especially the DXs, but then speed isn't everything". It was given pros for low cost and good display, but criticized for its low performance, not having a trackball, and poor external monitor support.

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  • Web3D

    Web3D

    Web3D, also called 3D Web, is a group of technologies to display and navigate websites using 3D computer graphics. These technologies enable applications such as online games, virtual reality experiences, interactive product demonstrations, and 3D data visualization directly within web browsers. The emergence of Web3D dates back to 1994, with the advent of VRML, a file format designed to store and display 3D graphical data on the World Wide Web. Modern Web3D is primarily powered by WebGL, a JavaScript API that enables hardware-accelerated 3D graphics rendering in web browsers without requiring plug-ins. == Pre-WebGL era == The emergence of Web3D dates back to 1994, with the advent of VRML, a file format designed to store and display 3D graphical data on the World Wide Web. In October 1995, at Internet World, Template Graphics Software demonstrated a 3D/VRML plug-in for the beta release of Netscape 2.0 by Netscape Communications. The Web3D Consortium was formed to further the collective development of the format. VRML and its successor, X3D, have been accepted as international standards by the International Organization for Standardization and the International Electrotechnical Commission. The main drawback of the technology was the requirement to use third-party browser plug-ins to perform 3D rendering, which slowed the adoption of the standard. Between 2000 and 2010, one of these plug-ins, Adobe Flash Player, was widely installed on desktop computers and was used to display interactive web pages and online games and to play video and audio content. Several Flash-based frameworks appeared that used software rendering and ActionScript 3 to perform 3D computations such as transformations, lighting, and texturing. Most notable among them were Papervision3D and Away3D. Eventually, Adobe developed Stage3D, an API for rendering interactive 3D graphics with GPU-acceleration for its Flash player and AIR products, which was adopted by software vendors. In 2009, an open-source 3D web technology called O3D was introduced by Google. It also required a browser plug-in, but contrary to Flash/Stage3D, was based on JavaScript API. O3D was geared not only for games but also for advertisements, 3D model viewers, product demos, simulations, engineering applications, control and monitoring systems. == WebGL and glTF == WebGL (short for "Web Graphics Library") evolved out of the Canvas 3D experiments started by Vladimir Vukićević at Mozilla Foundation. Vukićević first demonstrated a Canvas 3D prototype in 2006. By the end of 2007, both Mozilla and Opera had made their own separate implementations. In early 2009, the nonprofit technology consortium Khronos Group started the WebGL Working Group, with initial participation from Apple, Google, Mozilla, Opera, and others. Version 1.0 of the WebGL specification was released in March 2011. Major advantages of the new technology include conformity with web standards and near-native 3D performance without the use of any browser plug-ins. Since WebGL is based on OpenGL ES, it works on mobile devices without any additional abstraction layers. For other platforms, WebGL implementations leverage ANGLE to translate OpenGL ES calls to DirectX, OpenGL, or Vulkan API calls. Among notable WebGL frameworks are A-Frame, which uses HTML-based markup for building virtual reality experiences; PlayCanvas, an open-source engine alongside a proprietary cloud-hosted creation platform for building browser games; Three.js, an MIT-licensed framework used to create demoscene from the early 2000s; Unity, which obtained a WebGL back-end in version 5; and Verge3D, which integrates with Blender, 3ds Max, and Maya to create 3D web content. With the rapid adoption of WebGL, a new problem arose—the lack of a 3D file format optimized for the Web. This issue was addressed by glTF, a format that was conceived in 2012 by members of the COLLADA working group. At SIGGRAPH 2012, Khronos presented a demo of glTF, which was then called WebGL Transmissions Format (WebGL TF). On 19 October 2015, the glTF 1.0 specification was released. Version 2.0 glTF uses a physically based rendering material model, proposed by Fraunhofer. Other upgrades include sparse accessors and morph targets for techniques such as facial animation, and schema tweaks and breaking changes for corner cases or performance, such as replacing top-level glTF object properties with arrays for faster index-based access. == Future == "WebGPU" is the working name for a potential web standard and JavaScript API for accelerated graphics and computing, aiming to provide "modern 3D graphics and computation capabilities". It is developed by the W3C "GPU for the Web" Community Group, with engineers from Apple, Mozilla, Microsoft, and Google, among others. WebGPU will not be based on any existing 3D API and will use Rust-like syntax for shaders.

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  • Outline of electronics

    Outline of electronics

    The following outline is provided as an overview of and topical guide to electronics: Electronics – branch of physics, engineering and technology dealing with electrical circuits that involve active semiconductor components and associated passive interconnection technologies. == Branches == === Classical electronics === Analog electronics Digital electronics Electronic instrumentation Electronic engineering Microelectronics Optoelectronics Power electronics Printed electronics Semiconductor technology Schematic capture Thermal management Automation Electronics === Advanced topics === Atomtronics Bioelectronics Failure modes of electronics Flexible electronics Low-power electronics Microelectromechanical systems (MEMS) Molecular electronics Nanoelectronics Organic electronics Photonics Piezotronics Quantum electronics Spintronics === History of electronics === History of electronic engineering History of radar History of radio History of television == General concepts == === Data converters === Analog-to-digital converters (ADC) Aliasing Successive approximation ADC Dual-slope ADC Quantization Sensor resolution Sampling Delta-sigma ADC Digital-to-analog converters (DAC) Digital potentiometer Binary weighted resistor converter Charge distribution DAC Pulse width modulator Reconstruction filter The R2R ladder === Digital electronics === Binary decision diagrams Boolean algebra Combinational logic Counters (digital) De Morgan's laws Digital circuit Formal verification Karnaugh maps Logic families Logic gate Logic minimization Logic simulation Logic synthesis Registers Sequential logic State machines Truth tables Transparent latch === Electrical element/discretes === Passive elements: Capacitor Inductor Memristor Resistor Transformer Active elements: Diode Zener diode Light-emitting diode PIN diode Schottky diode Avalanche diode Laser diode Microcontroller Operational amplifier Thyristor DIAC TRIAC IGBT Transistor Bipolar transistor (BJT) Field effect transistor (FET) Darlington transistor Other components Aural devices Battery (electricity) Crystal oscillator Electromechanical devices Sensors Surface acoustic wave (SAW) === Electronics analysis === Electronic packaging Electronic circuit simulation Electronic design automation Electronic noise Mathematical methods in electronics Thermal management of electronic devices and systems === Electronic circuits === Amplifiers Differential amplifiers Feedback amplifiers Power amplifiers Comparators Converters Filters Active filters Passive filters Digital filters Oscillators Phase-locked loops Timers === Electronic equipment === Air conditioner Breathalyzer Central heating Clothes dryer Computer/Notebook Dishwasher Freezer Home robot Home entertainment system Information technologies Cooker Microwave oven Refrigerator Robotic vacuum cleaner Tablet Telephone Water heater Washing machine === Television === Analog television History of television Television show Television broadcaster Timeline of the introduction of television in countries Mechanical television Color television Digital television Digital television transition Smart television Streaming television Internet Protocol television 3D television Terrestrial television ==== Television broadcasting ==== === Electronic instrumentation === Ammeter Capacitance meter Distortionmeter Electric energy meter LCR meter Microwave power meter Multimeter Network analyzer Ohmmeter Oscilloscope Psophometer Q meter Signal analyzer Signal generator Spectrum analyzer Transistor tester Tube tester Wattmeter Vectorscope Video signal generator Voltmeter VU meter === Memory technology === Flash memory Hard drive systems Optical storage Probe Storage Programmable read-only memory Read-only memory Solid-state drive (SSD) Volatile memory === Microcontrollers === Features Analog-to-digital converter Central processing unit (CPU) Clock generator (Quartz timing crystal, resonator or RC circuit) Debugging support Digital-to-analog converters Discrete input and output bits In-circuit programming Non-volatile memory (ROM, EPROM, EEPROM or Flash) Peripherals (Timers, event counters, PWM generators, and watchdog) Serial interface (Input/output such as serial ports (UARTs)) Serial communications (I²C, Serial Peripheral Interface and Controller Area Network) Volatile memory (RAM) 8-bit microcontroller families: AVR - PIC - COP8 - MCS-48 - MCS-51 - Z8 - eZ80 - HC08 - HC11 - H8 - PSoC Some notable suppliers: ARM Atmel Cypress Semiconductor Freescale Intel MIPS Microchip Technology NXP Semiconductors Parallax Propeller PowerPC Rabbit 2000 Renesas RX, V850 Silicon Laboratories STMicroelectronics Texas Instruments Toshiba TLCS === Optoelectronics === Optical fiber Optical properties Optical receivers Optical system design Optical transmitters === Physical laws === Ampère's law Coulomb's law Faraday's law of induction/Faraday-Lenz law Gauss's law Kirchhoff's circuit laws Current law Voltage law Maxwell's equations Gauss's law Faraday's law of induction Ampère's law Ohm's law === Power electronics === Power Devices Gate turn-off thyristor MOS-controlled thyristor (MCT) Power BJT/MOSFET Static induction devices Electric power conversion DC to DC DC to DC converter Voltage stabiliser Linear regulator AC to DC Rectifier Mains power supply unit (PSU) Switched-mode power supply DC to AC Inverter AC to AC Cycloconverter Transformer Variable frequency transformer Voltage converter Voltage regulator Power applications Automotive applications Capacitor charging applications Electronic ballasts Energy harvesting technologies Flexible AC transmission systems (FACTS) High frequency inverters HVDC transmission Motor controller Photovoltaic system Conversion Power factor correction circuits Power supply Renewable energy sources Switching power converters Uninterruptible power supply Wind power === Programmable devices === Application-specific integrated circuit (ASIC) Complex programmable logic device (CPLD) Erasable programmable logic device (EPLD) Simple programmable logic device (SPLD) Macrocell array Programmable array logic (PAL) Programmable logic array (PLA) Programmable logic device (PLD) Field-programmable gate array (FPGA) VHSIC Hardware Description Language (VHDL) Verilog Hardware Description Language Some notable suppliers: Altera - Atmel - Cypress Semiconductor - Lattice Semiconductor - Xilinx === Semiconductors theory === Properties Bipolar junction transistors Capacitance voltage profiling Charge carrier Charge-transfer complex Deep-level transient spectroscopy Depletion region Density of states Diode modelling Direct band gap Electronic band structure Energy level Exciton Field-effect transistors Metal–semiconductor junction MOSFETs N-type semiconductor Organic semiconductors P–n junction P-type semiconductor Photoelectric effect Quantum tunneling Semiconductor chip Semiconductor detector Solar cell Transistor model Thin film Tight-binding model Device Fabrication Semiconductor device fabrication Semiconductor industry Semiconductor consolidation == Applications == Audio electronics Automotive electronics Avionics Control Systems Consumer electronics Data acquisition E-health Electronic book Electronics industry Electronic warfare Embedded systems Home automation Integrated circuits Marine electronics Microwave technology Military electronics Multimedia Nuclear electronics Open hardware Radar and Radionavigation Radio electronics Terahertz technology Video hardware Wired and Wireless Communications

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  • Mooky (app)

    Mooky (app)

    Mooky was a location-based social and dating application, designed to help its users to find the perfect match by providing a large scale of filters. Mooky was free of charge. The app made use of mobile devices' geolocation, a feature of smart phones and other devices which allows users to locate other users who are nearby. == History == Mooky was published on Google Play on April 17, 2016, by Mooky BV. The latest version of this application was version 1.0.6. == Overview == === How it works === Mooky used Facebook to build a user profile with photos and basic information, like the user's surname and age. From there on the user had to fill in their Mooky profile, which contains information about the user's height, posture, hair color, eye color, ethnicity and religion. After this the user could select its preferences to find matches nearby. === User verification === Mooky asked their users to take a selfie holding a piece of paper saying 'Mooky'. Mooky would then manually accept or decline the user verification.

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  • PureWow

    PureWow

    PureWow is an American digital media company that publishes women's lifestyle content. Acquired by Gary Vaynerchuk in 2017 as part of Gallery Media Group, PureWow tailors lifestyle topics for Millennials and Generation X, including fashion, beauty, home decor, recipes, entertainment, travel, technology, literature, wellness and money. == History == PureWow was founded by Ryan Harwood in September 2010, along with Bob Pittman's Pilot Group and the women of wowOwow Joni Evans, Mary Wells Lawrence, Whoopi Goldberg, Liz Smith, Candice Bergen, and Lesley Stahl, among others. In January 2013, PureWow hired former Real Simple editor Mary Kate McGrath as its first editor-in-chief. In August 2014, PureWow was listed as no. 352 on Inc. Magazine's 2014 list of the top 500 fastest-growing privately owned companies. In May 2015, PureWow raised $2.5 million. In 2017, serial entrepreneur Gary Vaynerchuk and Miami Dolphins' owner Stephen Ross' venture firm, RSE Ventures, acquired PureWow to form Gallery Media Group as a creative agency and media firm. PureWow's CEO, Ryan Harwood serves as the chief executive of Gallery Media Group. == Editions == PureWow publishes national content as well as local content for New York City, Los Angeles, Chicago, San Francisco, Dallas, and the Hamptons. The company publishes content across fashion, beauty, homecare topics, technology, entertainment, books, wellness and finances. PureWow articles are distributed via its website PureWow.com, email, and over social media channels.

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  • Digital signal

    Digital signal

    A digital signal is a signal that represents data as a sequence of discrete values; at any given time it can only take on, at most, one of a finite number of values. This contrasts with an analog signal, which represents continuous values; at any given time it represents a real number within an infinite set of values. Simple digital signals represent information in discrete bands of levels. All levels within a band of values represent the same information state. In most digital circuits, the signal can have two possible valid values; this is called a binary signal or logic signal. They are represented by two voltage bands: one near a reference value (typically termed as ground or zero volts), and the other a value near the supply voltage. These correspond to the two values zero and one (or false and true) of the Boolean domain, so at any given time a binary signal represents one binary digit (bit). Because of this discretization, relatively small changes to the signal levels do not leave the discrete envelope, and as a result are ignored by signal state sensing circuitry. As a result, digital signals have noise immunity; electronic noise, provided it is not too great, will not affect digital circuits, whereas noise always degrades the operation of analog signals to some degree. Digital signals having more than two states are occasionally used; circuitry using such signals is called multivalued logic. For example, signals that can assume three possible states are called three-valued logic. In a digital signal, the physical quantity representing the information may be a variable electric current or voltage, the intensity, phase or polarization of an optical or other electromagnetic field, acoustic pressure, the magnetization of a magnetic storage media, etcetera. Digital signals are used in all digital electronics, notably computing equipment and data transmission. == Definitions == The term digital signal has related definitions in different contexts. === In digital electronics === In digital electronics, a digital signal is a pulse amplitude modulated signal, i.e., a sequence of fixed-width electrical pulses or light pulses, each occupying one of a discrete number of levels of amplitude. A special case is a logic signal or a binary signal, which varies between a low and a high signal level. The pulse trains in digital circuits are typically generated by metal–oxide–semiconductor field-effect transistor (MOSFET) devices, due to their rapid on–off electronic switching speed and large-scale integration (LSI) capability. In contrast, bipolar junction transistors more slowly generate signals resembling sine waves. === In signal processing === In digital signal processing, a digital signal is a representation of a physical signal that is sampled and quantized. A digital signal is an abstraction that is discrete in time and amplitude. The signal's value only exists at regular time intervals, since only the values of the corresponding physical signal at those sampled moments are significant for further digital processing. The digital signal is a sequence of codes drawn from a finite set of values. The digital signal may be stored, processed or transmitted physically as a pulse-code modulation (PCM) signal. === In communications === In digital communications, a digital signal is a continuous-time physical signal, alternating between a discrete number of waveforms, representing a bitstream. The shape of the waveform depends on the transmission scheme, which may be either a line coding scheme allowing baseband transmission; or a digital modulation scheme, allowing passband transmission over long wires or over a limited radio frequency band. Such a carrier-modulated sine wave is considered a digital signal in literature on digital communications and data transmission, but considered as a bit stream converted to an analog signal in specific cases where the signal will be carried over a system meant for analog communication, such as an analog telephone line. In communications, sources of interference are usually present, and noise is frequently a significant problem. The effects of interference are typically minimized by filtering off interfering signals as much as possible and by using data redundancy. The main advantages of digital signals for communications are often considered to be noise immunity, and the ability, in many cases such as with audio and video data, to use data compression to greatly decrease the bandwidth that is required on the communication media. == Logic voltage levels == A waveform that switches representing the two states of a Boolean value (0 and 1, or low and high, or false and true) is referred to as a digital signal or logic signal or binary signal when it is interpreted in terms of only two possible digits. The two states are usually represented by some measurement of an electrical property: Voltage is the most common, but current is used in some logic families. Two ranges of voltages are typically defined for each logic family, which are frequently not directly adjacent. The signal is low when in the low range and high when in the high range, and in between the two ranges the behavior can vary between different types of gates. The clock signal is a special digital signal that is used to synchronize many digital circuits. The image shown can be considered the waveform of a clock signal. Logic changes are triggered either by the rising edge or the falling edge. The rising edge is the transition from a low voltage (level 1 in the diagram) to a high voltage (level 2). The falling edge is the transition from a high voltage to a low one. Although in a highly simplified and idealized model of a digital circuit, we may wish for these transitions to occur instantaneously, no real-world circuit is purely resistive, and therefore no circuit can instantly change voltage levels. This means that during a short, finite transition time, the output may not properly reflect the input, and will not correspond to either a logically high or low voltage. == Modulation == To create a digital signal, a signal must be modulated with a control signal to produce it. The simplest modulation, a type of unipolar encoding, is simply to switch on and off a DC signal so that high voltages represent a '1' and low voltages are '0'. In digital radio schemes, one or more carrier waves are amplitude, frequency or phase modulated by the control signal to produce a digital signal suitable for transmission. Asymmetric Digital Subscriber Line (ADSL) over telephone wires, does not primarily use binary logic; the digital signals for individual carriers are modulated with different-valued logics, depending on the Shannon capacity of the individual channel. == Clocking == Digital signals may be sampled by a clock signal at regular intervals by passing the signal through a flip-flop. When this is done, the input is measured at the clock edge and the signal from that time. The signal is then held steady until the next clock. This process is the basis of synchronous logic. Asynchronous logic also exists, which uses no single clock, and generally operates more quickly, and may use less power, but is significantly harder to design.

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  • Web engineering

    Web engineering

    The World Wide Web has become a major delivery platform for a variety of complex and sophisticated enterprise applications in several domains. In addition to their inherent multifaceted functionality, these Web applications exhibit complex behaviour and place some unique demands on their usability, performance, security, and ability to grow and evolve. However, a vast majority of these applications continue to be developed in an ad hoc way, contributing to problems of usability, maintainability, quality and reliability. While Web development can benefit from established practices from other related disciplines, it has certain distinguishing characteristics that demand special considerations. In recent years, there have been developments towards addressing these considerations. Web engineering focuses on the methodologies, techniques, and tools that are the foundation of Web application development and which support their design, development, evolution, and evaluation. Web application development has certain characteristics that make it different from traditional software, information systems, or computer application development. Web engineering is multidisciplinary and encompasses contributions from diverse areas: systems analysis and design, software engineering, hypermedia/hypertext engineering, requirements engineering, human-computer interaction, user interface, data engineering, information science, information indexing and retrieval, testing, modelling and simulation, project management, and graphic design and presentation. Web engineering is neither a clone nor a subset of software engineering, although both involve programming and software development. While Web Engineering uses software engineering principles, it encompasses new approaches, methodologies, tools, techniques, and guidelines to meet the unique requirements of Web-based applications. == As a discipline == Proponents of Web engineering supported the establishment of Web engineering as a discipline at an early stage of Web. Major arguments for Web engineering as a new discipline are: Web-based Information Systems (WIS) development process is different and unique. Web engineering is multi-disciplinary; no single discipline (such as software engineering) can provide a complete theory basis, body of knowledge and practices to guide WIS development. Issues of evolution and lifecycle management when compared to more 'traditional' applications. Web-based information systems and applications are pervasive and non-trivial. The prospect of Web as a platform will continue to grow and it is worth being treated specifically. However, it has been controversial, especially for people in other traditional disciplines such as software engineering, to recognize Web engineering as a new field. The issue is how different and independent Web engineering is, compared with other disciplines. Main topics of Web engineering include, but are not limited to, the following areas: === Modeling disciplines === Business Processes for Applications on the Web Process Modelling of Web applications Requirements Engineering for Web applications B2B applications === Design disciplines, tools, and methods === UML and the Web Conceptual Modeling of Web Applications (aka. Web modeling) Prototyping Methods and Tools Web design methods CASE Tools for Web Applications Web Interface Design Data Models for Web Information Systems === Implementation disciplines === Integrated Web Application Development Environments Code Generation for Web Applications Software Factories for/on the Web Web 2.0, AJAX, E4X, ASP.NET, PHP and Other New Developments Web Services Development and Deployment === Testing disciplines === Testing and Evaluation of Web systems and Applications. Testing Automation, Methods, and Tools. === Applications categories disciplines === Semantic Web applications Document centric Web sites Transactional Web applications Interactive Web applications Workflow-based Web applications Collaborative Web applications Portal-oriented Web applications Ubiquitous and Mobile Web Applications Device Independent Web Delivery Localization and Internationalization of Web Applications Personalization of Web Applications == Attributes == === Web quality === Web Metrics, Cost Estimation, and Measurement Personalisation and Adaptation of Web applications Web Quality Usability of Web Applications Web accessibility Performance of Web-based applications === Content-related === Web Content Management Content Management System (CMS) Multimedia Authoring Tools and Software Authoring of adaptive hypermedia == Education == Master of Science: Web Engineering as a branch of study within the MSc program Web Sciences at the Johannes Kepler University Linz, Austria Diploma in Web Engineering: Web Engineering as a study program at the International Webmasters College (iWMC), Germany

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  • You.com

    You.com

    You.com is an artificial intelligence search startup that has pivoted away from consumer search engine operations toward business-focused AI tools and APIs. The company was founded in 2020 by Richard Socher, the former chief scientist at Salesforce, and Bryan McCann, a former NLP researcher at Salesforce. == History == Following its 2020 founding, You.com opened its public beta on November 9, 2021, and received $20 million in funding led by Salesforce founder and CEO Marc Benioff. Other investors include Breyer Capital, Sound Ventures, and Day One Ventures. The domain You.com was initially purchased in 1996 by Benioff. Benioff invested in You.com and transferred ownership of the You.com domain name to the company. In July 2022, You.com announced its $25 million Series A funding round led by Radical Ventures with participation from Time Ventures, Breyer Capital, Norwest Venture Partners and Day One Ventures. In September 2024, You.com raised $50 million in Series B funding led by Georgian. In September 2025, You.com raised $100 million in Series C funding led by Cox Enterprises at a $1.5 billion valuation, achieving unicorn status. == Business model == You.com generates revenue primarily through enterprise sales of search APIs and AI tools. The platform provides web search capabilities that can be integrated into enterprise applications and AI agents. == Features == On December 23, 2022, You.com was the first search engine to launch an LLM chatbot with live web results alongside its responses. Initially known as YouChat, the chatbot was primarily based on the GPT-3.5 large language model and could answer questions, suggest ideas, translate text, summarize articles, compose emails, and write code snippets, while staying up-to-date with current events and citing sources. Several further versions of YouChat were released. The second version, called YouChat 2.0, was released on February 7, 2023, incorporated improved conversational AI and community-built applications by blending a large language model named C-A-L (Chat, Apps, and Links). This update enabled YouChat to provide results in various formats, such as charts, photos, videos, tables, graphs, text or code, so users can find answers without leaving the search results page. YouChat 3.0, unveiled on May 4, 2023, combined chat functionality with results from Reddit, TikTok, Stack Overflow and Wikipedia. === YouPro === On June 21, 2023, You.com introduced YouPro, a paid subscription. Both free and paid versions provide access to large language models connected to the internet with citation capabilities. === ARI === In February 2025, You.com launched ARI (Advanced Research and Insights), a deep research agent that scans over 400 sources simultaneously to produce research reports with verified citations and interactive graphs, charts, and visualizations. The platform targets regulated industries where comprehensive source verification is critical, with customers including healthcare publishers and advisory firms. == Reception == You.com was named one of TIME's Best Inventions of 2022. You.com's ARI (Advanced Research & Insights) feature was named one of TIME's Best Inventions of 2025.

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  • Bainu (website)

    Bainu (website)

    Bainu ("how are you?") is a Chinese social networking website written in the Mongolian language. As of 2020 it had about 400,000 users, concentrated in Inner Mongolia. == Core features and positioning == Language and Cultural Characteristics Bainu is based on Traditional Mongolian Script and supports social interactions in the Mongolian language, including various message formats such as text, voice, images, and video. This design aims to preserve and promote Mongolian language and culture, particularly appealing to users in Inner Mongolia and other Mongolian-populated areas. Social Features Instant Messaging: Supports one-on-one private chats and group chats. Users can create interest-based groups or join local communities. Life Sharing: Through the "Chomorlig" feature (similar to Moments or a dynamic feed), users can share daily highlights to enhance community interaction. Location-Based Socializing: Recommends nearby users based on location, making it easier to connect with Mongolian friends in the same city or neighboring regions. Multilingual Support The app interface is available in English, Mongolian, and Simplified Chinese. == Technical Features and User Experience == Cross-Platform Compatibility Supports iPhone, iPad, Mac (with M1 chip or above), and Apple Vision Pro devices, covering users across the Apple ecosystem. Pricing Model Free download and basic features are available. Premium services (e.g., ad-free experience, extended social functions) require a subscription, with pricing options including $0.99/month, $2.99/quarter, and $6.99/year. User Feedback Positive Reviews: Some users praise it as the "best Mongolian-language chat app," recognizing its cultural value and social convenience. Negative Feedback: Reports of app crashes and technical issues, with some users calling for improved stability (e.g., frequent crashes in the iOS version). == Privacy and Data Policy == Bainu collects user data such as location, contact information, and device identifiers, which are linked to user identities. Additionally, user behavior may be tracked through third-party services, raising some privacy concerns. == Current Development and Challenges == User Base As of 2020, Bainu had approximately 400,000 users, primarily concentrated in Inner Mongolia. Policy Impact It was reported by Voice of America (VOA) that the Chinese authorities blocked Bainu on 23 August 2020 in order to prohibit Mongolians from discussing the issue of the authorities’ implementation of "bilingual education" in elementary schools. But now, in 2025, this software is completely available for download and use. see:https://bainu.com/

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  • Scandiweb

    Scandiweb

    scandiweb is a web development, digital strategy, AI consultation & implementation agency specializing in the Magento (Adobe Commerce) platform. The company was established in 2003 in Latvia by Antons Sapriko. It has offices in the United States, Sweden, Latvia, and Georgia. scandiweb provides solutions for primarily eCommerce businesses and acts as a strategic partner for IT development focusing on web, mobile, and big data analysis. T == Partnerships == scandiweb is an official Adobe Gold Partner, with the largest team of Adobe Commerce-certified employees. The company holds the Google Premier Partner status for 2025, placing it among top 3% agencies globally. scandiweb is a BigCommerce Certified Partner and a Pimcore Platinum Partner. Since 2016, scandiweb has been collaborating with Oro, Inc., an open-source business application development firm. scandiweb is a Platinum Partner of Hyvä, working with the Magento 2 frontend theme to optimize performance metrics. The company is also a Sanity Agency Partner, assisting with content management through Sanity’s headless CMS.

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