AI Content Generator

AI Content Generator — hands-on reviews, top picks, pricing, pros and cons and a practical how-to guide on Aizhi.

  • Geofence warrant

    Geofence warrant

    A geofence warrant or a reverse location warrant is a search warrant issued by a court to allow law enforcement to search a database to find all active mobile devices within a particular geo-fence area. Courts have granted law enforcement geo-fence warrants to obtain information from databases such as Google's Sensorvault, which collects users' historical geolocation data. Geo-fence warrants are a part of a category of warrants known as reverse search warrants. == History == Geofence warrants were first used in 2016. Google reported that it had received 982 such warrants in 2018, 8,396 in 2019, and 11,554 in 2020. A 2021 transparency report showed that 25% of data requests from law enforcement to Google were geo-fence data requests. Google is the most common recipient of geo-fence warrants and the main provider of such data, although companies including Apple, Snapchat, Lyft, and Uber have also received such warrants. == Legality == === United States === Some lawyers and privacy experts believe reverse search warrants are unconstitutional under the Fourth Amendment to the United States Constitution, which protects people from unreasonable searches and seizures, and requires any search warrants be specific to what and to whom they apply. The Fourth Amendment specifies that warrants may only be issued "upon probable cause, supported by Oath or affirmation, and particularly describing the place to be searched, and the persons or things to be seized." Some lawyers, legal scholars, and privacy experts have likened reverse search warrants to general warrants, which were made illegal by the Fourth Amendment. Groups including the Electronic Frontier Foundation have opposed geo-fence warrants in amicus briefs filed in motions to quash such orders to disclose geo-fence data. In 2024, a panel of the United States Fourth Circuit Court of Appeals considered data acquired from Google’s Sensorvault not to be a search, but non-private business records when users opt-in to Google’s location history. However, upon a rehearing en banc, the Court vacated that decision. In April 2025, the full Court affirmed the judgment solely on the 'good faith' exception, leaving the underlying constitutional question of whether geofence warrants constitute a search unsettled in the Circuit. However, the United States Fifth Circuit Court of Appeals found that geofence warrants are "categorically prohibited by the Fourth Amendment." The split in Circuits prompted the United States Supreme Court to agree to hear Chatrie v. United States in January 2026.

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  • The Future of Work and Death

    The Future of Work and Death

    The Future of Work and Death is a 2016 documentary by Sean Blacknell and Wayne Walsh about the exponential growth of technology. The film showed at several film festivals including Raindance Film Festival, International Film Festival Rotterdam, Academia Film Olomouc and CPH:DOX. In May 2017 it received an official screening at the European Commission. It was distributed by First Run Features and Journeyman Pictures and was released on iTunes, Amazon Prime and On-demand on 9 May 2017. The film was made available on Sundance Now on 27 November 2017. A companion piece to the film, The Cost of Living, a documentary concerning universal basic income in Britain, was released on Amazon Prime on 8 October 2020. == Synopsis == World experts in the fields of futurology, anthropology, neuroscience, and philosophy consider the impact of technological advances on the two 'certainties' of human life; work and death. Charting human developments from Homo habilis, past the Industrial Revolution, to the digital age and beyond, the film looks at the shocking exponential rate at which mankind has managed to create technologies to ease the process of living. As we embark on the next phase of our adaptation, with automation and artificial intelligence signifying the complete move from man to machine, the film asks what the implications are for human fulfilment in an approaching era of job obsolescence and extreme longevity. == Cast == Dudley Sutton – Narrator Aubrey de Grey – Biomedical gerontologist and CSO of the SENS Research Foundation Will Self – Writer, journalist, political commentator and Professor of Contemporary Thought at Brunel University Rudolph E. Tanzi – Professor of Neurology at Harvard University and Director of the Genetics and Aging Research Unit at Massachusetts General Hospital (MGH) Martin Ford – Futurist and author Steve Fuller – Auguste Comte Chair in Social Epistemology at the Department of sociology at University of Warwick Murray Shanahan – Professor of Cognitive Robotics at Imperial College London Gray Scott – Futurist, executive producer of this production Vivek Wadhwa – Entrepreneur, academic and Director of Research at the Center for Entrepreneurship and Research Commercialization at the Pratt School of Engineering, Duke University Zoltan Istvan – Transhumanist and journalist Joanna Cook – Anthropologist, University College London Nicholas Kamara – Physician, Kable Hospital David Pearce – Transhumanist philosopher and co-founder of Humanity+ Peter Cochrane – Futurist and entrepreneur John Harris – Bioethicist, philosopher and Director of the Institute for Science, Ethics and Innovation at the University of Manchester Riva Melissa-Tez – Entrepreneur and transhumanist Ian Pearson – Futurologist Stuart Armstrong – Artificial intelligence researcher at Future of Humanity Institute

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  • Network Abstraction Layer

    Network Abstraction Layer

    The Network Abstraction Layer (NAL) is a part of the H.264/AVC and HEVC video coding standards. The main goal of the NAL is the provision of a "network-friendly" video representation addressing "conversational" (video telephony) and "non conversational" (storage, broadcast, or streaming) applications. NAL has achieved a significant improvement in application flexibility relative to prior video coding standards. == Introduction == An increasing number of services and growing popularity of high definition TV are creating greater needs for higher coding efficiency. Moreover, other transmission media such as cable modem, xDSL, or UMTS offer much lower data rates than broadcast channels, and enhanced coding efficiency can enable the transmission of more video channels or higher quality video representations within existing digital transmission capacities. Video coding for telecommunication applications has diversified from ISDN and T1/E1 service to embrace PSTN, mobile wireless networks, and LAN/Internet network delivery. Throughout this evolution, continued efforts have been made to maximize coding efficiency while dealing with the diversification of network types and their characteristic formatting and loss/error robustness requirements. The H.264/AVC and HEVC standards are designed for technical solutions including areas like broadcasting (over cable, satellite, cable modem, DSL, terrestrial, etc.) interactive or serial storage on optical and magnetic devices, conversational services, video-on-demand or multimedia streaming, multimedia messaging services, etc. Moreover, new applications may be deployed over existing and future networks. This raises the question about how to handle this variety of applications and networks. To address this need for flexibility and customizability, the design covers a NAL that formats the Video Coding Layer (VCL) representation of the video and provides header information in a manner appropriate for conveyance by a variety of transport layers or storage media. The NAL is designed in order to provide "network friendliness" to enable simple and effective customization of the use of VCL for a broad variety of systems. The NAL facilitates the ability to map VCL data to transport layers such as: RTP/IP for any kind of real-time wire-line and wireless Internet services. File formats, e.g., ISO MP4 for storage and MMS. H.32X for wireline and wireless conversational services. MPEG-2 systems for broadcasting services, etc. The full degree of customization of the video content to fit the needs of each particular application is outside the scope of the video coding standardization effort, but the design of the NAL anticipates a variety of such mappings. Some key concepts of the NAL are NAL units, byte stream, and packet formats uses of NAL units, parameter sets, and access units. A short description of these concepts is given below. == NAL units == The coded video data is organized into NAL units, each of which is effectively a packet that contains an integer number of bytes. The first byte of each H.264/AVC NAL unit is a header byte that contains an indication of the type of data in the NAL unit. For HEVC the header was extended to two bytes. All the remaining bytes contain payload data of the type indicated by the header. The NAL unit structure definition specifies a generic format for use in both packet-oriented and bitstream-oriented transport systems, and a series of NAL units generated by an encoder is referred to as a NAL unit stream. == NAL Units in Byte-Stream Format Use == Some systems require delivery of the entire or partial NAL unit stream as an ordered stream of bytes or bits within which the locations of NAL unit boundaries need to be identifiable from patterns within the coded data itself. For use in such systems, the H.264/AVC and HEVC specifications define a byte stream format. In the byte stream format, each NAL unit is prefixed by a specific pattern of three bytes called a start code prefix. The boundaries of the NAL unit can then be identified by searching the coded data for the unique start code prefix pattern. The use of emulation prevention bytes guarantees that start code prefixes are unique identifiers of the start of a new NAL unit. A small amount of additional data (one byte per video picture) is also added to allow decoders that operate in systems that provide streams of bits without alignment to byte boundaries to recover the necessary alignment from the data in the stream. Additional data can also be inserted in the byte stream format that allows expansion of the amount of data to be sent and can aid in achieving more rapid byte alignment recovery, if desired. == NAL Units in Packet-Transport System Use == In other systems (e.g., IP/RTP systems), the coded data is carried in packets that are framed by the system transport protocol, and identification of the boundaries of NAL units within the packets can be established without use of start code prefix patterns. In such systems, the inclusion of start code prefixes in the data would be a waste of data carrying capacity, so instead the NAL units can be carried in data packets without start code prefixes. == VCL and Non-VCL NAL Units == NAL units are classified into VCL and non-VCL NAL units. VCL NAL units contain the data that represents the values of the samples in the video pictures. Non-VCL NAL units contain any associated additional information such as parameter sets (important header data that can apply to a large number of VCL NAL units) and supplemental enhancement information (timing information and other supplemental data that may enhance usability of the decoded video signal but are not necessary for decoding the values of the samples in the video pictures). == Parameter Sets == A parameter set contains shared configuration data that is carried in non-VCL NAL units. Parameter sets are typically reused when decoding many coded pictures within a video sequence. Each VCL NAL unit references a picture parameter set (PPS), which in turn references a sequence parameter set (SPS). There are two types of parameter sets: Sequence parameter set (SPS), which specifies mostly constant configuration such as resolution, bit depth, or chroma format. (For a concrete implementation, see FFmpeg's SPS struct.) Picture parameter set (PPS), which applies on top of an SPS, and specifies configuration such as QP offsets. (For a concrete implementation, see FFmpeg's PPS struct.) The sequence and picture parameter-set mechanism decouples the transmission of infrequently changing information from the transmission of coded representations of the values of the samples in the video pictures. Each VCL NAL unit contains an identifier that refers to the content of the relevant picture parameter set and each picture parameter set contains an identifier that refers to the content of the relevant sequence parameter set. In this manner, a small amount of data (the identifier) can be used to refer to a larger amount of information (the parameter set) without repeating that information within each VCL NAL unit. Sequence and picture parameter sets can be sent well ahead of the VCL NAL units that they apply to, and can be repeated to provide robustness against data loss. In some applications, parameter sets may be sent within the channel that carries the VCL NAL units (termed "in-band" transmission). In other applications, it can be advantageous to convey the parameter sets "out-of-band" using a more reliable transport mechanism than the video channel itself. == Access Units == A set of NAL units in a specified form is referred to as an access unit. The decoding of each access unit results in one decoded picture. Each access unit contains a set of VCL NAL units that together compose a primary coded picture. It may also be prefixed with an access unit delimiter to aid in locating the start of the access unit. Some supplemental enhancement information containing data such as picture timing information may also precede the primary coded picture. The primary coded picture consists of a set of VCL NAL units consisting of slices or slice data partitions that represent the samples of the video picture. Following the primary coded picture may be some additional VCL NAL units that contain redundant representations of areas of the same video picture. These are referred to as redundant coded pictures, and are available for use by a decoder in recovering from loss or corruption of the data in the primary coded pictures. Decoders are not required to decode redundant coded pictures if they are present. Finally, if the coded picture is the last picture of a coded video sequence (a sequence of pictures that is independently decodable and uses only one sequence parameter set), an end of sequence NAL unit may be present to indicate the end of the sequence; and if the coded picture is the last coded picture in the entire NAL unit stream, an end of stream NAL unit may be present to

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  • Lucy–Hook coaddition method

    Lucy–Hook coaddition method

    The Lucy–Hook coaddition method is an image processing technique for combining sub-stepped astronomical image data onto a finer grid. The method allows the option of resolution and contrast enhancement or the choice of a conservative, re-convolved, output. Tests with very deep Hubble Space Telescope Wide Field and Planetary Camera 2 (WFPC2) imaging data of excellent quality show that these methods can be very effective and allow fine-scale features to be studied better than on the unprocessed images. The Lucy–Hook coaddition method is an extension of the standard Richardson–Lucy deconvolution iterative restoration method. For many purposes it may be more convenient to combine dithered datasets using the Drizzle method.

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  • Meta-Labeling

    Meta-Labeling

    Meta-labeling, also known as corrective AI, is a machine learning (ML) technique utilized in quantitative finance to enhance the performance of investment and trading strategies, developed in 2017 by Marcos López de Prado at Guggenheim Partners and Cornell University. The core idea is to separate the decision of trade direction (side) from the decision of trade sizing, addressing the inefficiencies of simultaneously learning both side and size predictions. The side decision involves forecasting market movements (long, short, neutral), while the size decision focuses on risk management and profitability. It serves as a secondary decision-making layer that evaluates the signals generated by a primary predictive model. By assessing the confidence and likely profitability of those signals, meta-labeling allows investors and algorithms to dynamically size positions and suppress false positives. == Motivation == Meta-labeling is designed to improve precision without sacrificing recall. As noted by López de Prado, attempting to model both the direction and the magnitude of a trade using a single algorithm can result in poor generalization. By separating these tasks, meta-labeling enables greater flexibility and robustness: Enhances control over capital allocation. Reduces overfitting by limiting model complexity. Allows the use of interpretability tools and tailored thresholds to manage risk. Enables dynamic trade suppression in unfavorable regimes. == Applications == Meta-labeling has been applied in a variety of financial ML contexts, including: Algorithmic trading: Filtering and sizing trades to reduce false positives. Portfolio optimization: Scaling exposure across multiple signals with differing confidence levels. Risk management: Dynamically disabling strategies in adverse market conditions. Model validation: Interpreting when and why a model may be underperforming due to regime shifts. == General architecture == Meta-labeling decouples two core components of systematic trading strategies: directional prediction and position sizing. The process involves training a primary model to generate trade signals (e.g., buy, sell, or hold) and then training a secondary model to determine whether each signal is likely to lead to a profitable trade. The second model outputs a probability that is interpreted as the confidence in the forecast, which can be used to adjust the position size or to filter out unreliable trades. Meta-labeling is typically implemented as a three-stage process: Primary model (M1): Predicts the direction or label of a financial outcome using features such as market prices, returns, or volatility indicators. A typical output is directional, e.g., Y ∈ {−1,0,1}, representing short, neutral, or long positions. Secondary model (M2): A binary classifier trained to predict whether the primary model's prediction will be profitable. The target variable is a binary meta-label F ∈ { 0 , 1 } {\displaystyle F\in \{0,1\}} . Inputs can include features used in the primary model, performance diagnostics, or market regime data. Position sizing algorithm (M3): Translates the output probability of the secondary model into a position size. Higher confidence scores result in larger allocations, while lower confidence leads to reduced or zero exposure. === Stage 1: Forecasting side === Primary model architecture Figure 1 Figure 1 presents the architecture of a primary model. It focuses on forecasting the side of the trade. Following the example, this model (M1) takes in input data – such as open-high-low-close data and determines the side of the position to take: a negative number is a short position, and positive number is a long position, the range is set between −1 and 1 (the closer it is to −1 or 1, the stronger the models conviction is). When training the model, the labels are −1 and 1, based on the direction of forward returns for some predefined investment horizon. The researcher may decide to apply a recall check (τ: "Tau") by setting a minimum threshold that the initial output needs to be to qualify of a short or long position (if the threshold is not met, no side forecast is predicted, leading to closing of any open positions), this leads to the primary model output which is one of three possible side forecasts: −1, 0, or 1. The primary model also generates evaluation data which can be used by the secondary model, to improve performance of size forecasts. Some examples of evaluation data include rolling accuracy, F1, recall, precision, and AUC scores. === Stage 2: Filtering out false positives === General meta-labeling architecture Figure 2 Next comes the phase of filtering out false positives, by applying a secondary machine learning model (M2), which is a binary classifier trained to determine if the trade will be profitable or not. The model takes as input four general groupings of data: General input data which is predictive of a false positive. For example the last 30 days rolling volatility of the underlying asset. Evaluation data. Market state and regime data, one may find that macro economic data or clustering the market into regimes may help as specific trading strategies are known to perform better in particular regimes. Example: momentum based strategies perform best in periods with low volatility and strong directional moves. Primary models initial input which is a value between −1 and 1. This highlights the strength of the primary models conviction. The output of the model is a value between −1 and 1 (if using a Tanh function) which will indicate the strength of the conviction that a short or long position is profitable, or it could simply be between 0 and 1 (using a sigmoid function) if one only wanted to know if it made money or not. This output allows filtering out trades that are likely to lead to losses. One could stop at this point or use the outputs of the secondary model as inputs to a position sizing algorithm (M3) which could further enhance strategy performance metrics by translating the output probability of the secondary model into a position size. Higher confidence scores result in larger allocations, while lower confidence leads to reduced or zero exposure. === Stage 3: Optimizing position sizes === ==== Position sizing methods (M3) ==== Various algorithms have been proposed for transforming predicted probabilities into trade sizes: All-or-nothing: Allocate 100% of capital if the probability exceeds a predefined threshold (e.g., 0.5); otherwise, do not trade. Model confidence: Use the probability score directly as the fraction of capital allocated. Linear scaling: Rescale the model's probabilities using min-max normalization based on the training data. Normal CDF (NCDF): Use a normal cumulative distribution function applied to a z-statistic derived from the predicted probability. Empirical CDF (ECDF): Rank probabilities based on their percentile in the training data to ensure relative allocation. Sigmoid Optimal Position Sizing (SOPS): Applies a smooth non-linear sigmoid transformation optimized to maximize risk-adjusted returns (Sharpe ratio). ==== Model calibration ==== Each machine learning algorithm used in meta-labeling tends to produce outputs with different characteristic distributions; for example, some are approximately normally distributed, whereas others exhibit a pronounced U-shape, concentrating probabilities near the extremes. Due to these varying distributions, simply summing the outputs of different models can inadvertently lead to uneven weighting of signals, biasing trade decisions. To address this, model calibration techniques are essential to adjust the predicted probabilities towards frequentist probabilities, ensuring that model outputs reflect true likelihoods more accurately. Two common calibration techniques are: Platt scaling (Sigmoid scaling): Suitable for correcting S-shaped calibration plots typically produced by models such as support vector machines (SVMs). Isotonic regression: Fits a non-decreasing step function to probabilities and is effective particularly with larger datasets, though it can sometimes lead to overfitting. Transforming predictions to frequentist probabilities is crucial as it provides probabilistic outputs that are directly interpretable as the actual likelihood of an event occurring. Such calibration significantly enhances the effectiveness of fixed position sizing methods, reducing maximum drawdowns and increasing risk-adjusted returns. However, calibration has less impact on position sizing methods that directly estimate parameters from the training data, such as ECDF and SOPS, suggesting that calibration is a critical step mainly for fixed methods that rely heavily on raw model outputs. =

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  • Alexis Spectral Data

    Alexis Spectral Data

    Alexis Spectral Data is a software developed for colour matching processes that calculates from available spectral data the colour numbers used by computers to display colours on screen. It displays the colour for each spectral reflectance curve and records the calculated trichromatic values and colour numbers along with the spectral curves. This eliminates the need to scan the samples separately with a truecolour Scanner while creating the database. The spectral data can be introduced manually as a series of reflectance values at wavelengths measured in different standard illuminants with an arbitrary but fixed increment that must be kept for each spectral curve throughout the creation of the whole database. Therefore, older UV-VIS Spectrophotometers that can't be interfaced with computers can also be used for creating the database needed for colour matching. Alexis Spectral Data determines the whiteness degree in a less time-consuming method, which permits storage and easier handling of the obtained data. Alexis Spectral Data can export the trichromatic values, calculated from the spectral curves, to Alexis Analyser, software that handles only trichromatic data. The earliest information about the development of this software comes from a paper published by a student at the University Politehnica Bucharest in 1993. The software runs on Windows based computers but not on other operating systems.

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  • Adobe GoLive

    Adobe GoLive

    Adobe GoLive was a WYSIWYG HTML editor and web site management application from Adobe Systems. It replaced Adobe PageMill as Adobe's primary HTML editor and was itself discontinued in favor of Dreamweaver. The last version of GoLive that Adobe released was GoLive 9. == History == GoLive originated as the flagship product of a company named GoNet Communication, Inc. then based in Menlo Park, California, and the development company GoNet Communications GmbH in Hamburg, Germany, in 1996. Later GoNet changed its name to GoLive Systems, Inc, and the name of its product to GoLive CyberStudio. Adobe acquired GoLive in 1999 and re-branded the GoLive CyberStudio product to what became Adobe GoLive. Adobe took over the Hamburg office as an Adobe development site to continue to develop the product. At the time of the acquisition, CyberStudio was a Macintosh-only application. In the spring of 1999 Adobe released Adobe GoLive for both Macintosh and Microsoft Windows. The first versions of Dreamweaver and CyberStudio were released in a similar timeframe. However, Dreamweaver eventually became the dominant WYSIWYG HTML editor in market share. After the Adobe acquisition of Macromedia (the company that had owned Dreamweaver), GoLive was progressively re-targeted toward Adobe's traditional design market, and the product became better integrated with Adobe's existing suite of design-oriented software products and less focused on the professional web development market. The Adobe CS2 Premium suite contained GoLive CS2. With the release of Creative Suite 3, Adobe integrated Dreamweaver as a replacement for GoLive and released GoLive 9 as a standalone product. In April 2008, Adobe announced that sales and development of GoLive would cease in favor of Dreamweaver. == General description and distinctive aspects == GoLive incorporated a largely modeless workflow that relied heavily on drag-and-drop. Most user interaction was done via a contextual inspector rather than the modal workflow found in Dreamweaver. Among its features were a separate editor for tables that supported nesting, and a two-dimensional panel for applying CSS styles to elements. GoLive supported drag-and-drop of native Adobe Photoshop and Adobe Illustrator files via what the company called "Smart Objects", which then automatically guided the user through saving those files in web-supported formats. Updates to the original Photoshop or Illustrator assets were automatically tracked by GoLive. It also implemented a tool called "Components" which allowed updates to interface elements throughout a site to be updated globally by changing one single file. As a website management tool, GoLive allowed users to transfer and publish content directly from within the application, and allowed individual files to be excluded from uploading. == Features == One of the new features of GoLive version 5 was Dynamic Link, which was a method of creating dynamic, database-driven web content without the need to know a server-side language and with full WYSIWYG support in the GoLive user interface. GoLive had a powerful set of extensibility API which could be used to add additional functionality to the product. The GoLive SDK provided interfaces which allowed developers to use a combination of XML, JavaScript and C/C++ to create plugins for the product. The extensibility API allowed developers access to custom drawing and event handling using JavaScript, as well as a full JavaScript debugger and command line interpreter. This allowed intermediate-level developers using interpreted JavaScript to create sophisticated user interfaces. == Language and framework structure == Adobe GoLive is coded in the C++ programming language. It uses a custom C++ framework called SCL (Simple Class Library) which was initially built from scratch by the engineers at GoLive Systems Inc. The SCL framework was also used in the short-lived Adobe Atmosphere 3D software. == Release history == As the final version, GoLive 9 was discontinued in April 2008.

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  • Logistics automation

    Logistics automation

    Logistics automation is the application of computer software or automated machinery to logistics operations in order to improve its efficiency. Typically this refers to operations within a warehouse or distribution center, with broader tasks undertaken by supply chain engineering systems and enterprise resource planning systems. Logistics automation systems can powerfully complement the facilities provided by these higher level computer systems. The focus on an individual node within a wider logistics network allows systems to be highly tailored to the requirements of that node. == Components == Logistics automation systems comprise a variety of hardware and software components: Fixed machinery Automated storage and retrieval systems, including: Cranes serve a rack of locations, allowing many levels of stock to be stacked vertically, and allowing for higher storage densities and better space utilization than alternatives. In systems produced by Amazon Robotics, automated guided vehicles move items to a human picker. Conveyors: Containers can enter automated conveyors in one area of the warehouse and, either through hard-coded rules or data input, be moved to a selected destination. Vertical carousels based on the paternoster lift system or using space optimization, similar to vending machines, but on a larger scale. Sortation systems: similar to conveyors but typically with higher capacity and able to divert containers more quickly. Typically used to distribute high volumes of small cartons to a large set of locations. Industrial robots: four- to six-axis industrial robots, e.g. palletizing robots, are used for palletizing, depalletizing, packaging, commissioning and order picking. Typically all of these will automatically identify and track containers using barcodes or, increasingly, RFID tags. Motion check weighers may be used to reject cases or individual products that are under or over their specified weight. They are often used in kitting conveyor lines to ensure all pieces belonging in the kit are present. Mobile technology Radio data terminals: these are handheld or truck-mounted terminals which connect by radio to logistics automation software and provide instructions to operators moving throughout the warehouse. Many also have barcode scanners to allow identification of containers more quickly and accurately than manual keyboard entry. Software Integration software: this provides overall control of the automation machinery and allows cranes to be connected to conveyors for seamless stock movements. Operational control software: provides low-level decision-making, such as where to store incoming containers, and where to retrieve them when requested. Business control software: provides higher-level functionality, such as identification of incoming deliveries/stock, scheduling order fulfillment, and assignment of stock to outgoing trailers. == Benefits == A typical warehouse or distribution center will receive stock of a variety of products from suppliers and store these until the receipt of orders from customers, whether individual buyers (e.g. mail order), retail branches (e.g. chain stores), or other companies (e.g. wholesalers). A logistics automation system may provide the following: Automated goods in processes: Incoming goods can be marked with barcodes and the automation system notified of the expected stock. On arrival, the goods can be scanned and thereby identified, and taken via conveyors, sortation systems, and automated cranes into an automatically assigned storage location. Automated goods retrieval for orders: On receipt of orders, the automation system is able to immediately locate goods and retrieve them to a pick-face location. Automated dispatch processing: Combining knowledge of all orders placed at the warehouse the automation system can assign picked goods into dispatch units and then into outbound loads. Sortation systems and conveyors can then move these onto the outgoing trailers. If needed, repackaging to ensure proper protection for further distribution or to change the package format for specific retailers/customers. A complete warehouse automation system can drastically reduce the workforce required to run a facility, with human input required only for a few tasks, such as picking units of product from a bulk packed case. Even here, assistance can be provided with equipment such as pick-to-light units. Smaller systems may only be required to handle part of the process. Examples include automated storage and retrieval systems, which simply use cranes to store and retrieve identified cases or pallets, typically into a high-bay storage system which would be unfeasible to access using fork-lift trucks or any other means. The use of Automatic Guided Vehicles maximizes the output compared to humans since they can do repetitive tasks for long hours and with least to no supervision. An AGV is built and programmed for precision and accuracy thereby reducing the chances of errors in a warehouse, especially when dealing with fragile goods. == Automation software == Software or cloud-based SaaS solutions are used for logistics automation which helps the supply chain industry in automating the workflow as well as management of the system. Knowledge @ Wharton staff writers noted in 2011 that some manufacturers and retailers were weathering the Great Recession "by signing up for pay-as-you-go logistics services available through the Internet 'cloud'". They identified the benefits and reduced costs which came from sharing information about shipments with suppliers, hauliers and end users. There is little generalized software available in this market. This is because there is no rule to generalize the system as well as work flow even though the practice is more or less the same. Most of the commercial companies do use one or the other of the custom solutions. But there are various software solutions that are being used within the departments of logistics. There are a few departments in Logistics, namely: Conventional Department, Container Department, Warehouse, Marine Engineering, Heavy Haulage, etc. Software used in these departments Conventional department : CVT software / CTMS software. Container Trucking: CTMS software Warehouse : WMS/WCS Improving Effectiveness of Logistics Management Logistical Network Information Transportation Sound Inventory Management Warehousing, Materials Handling & Packaging

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  • Shaded Picture System

    Shaded Picture System

    The Shaded Picture System was a 3D raster computer display processor introduced by Evans & Sutherland in October 1973. The Shaded Picture System was the first general-purpose, commercially available raster computer graphics display processor capable of real-time, shaded 3D graphics. It could only display black and white graphics at a resolution of 256 by 256. It was extremely expensive, and very few units were ever sold. == History == The principles of shaded, hidden-line true 3D graphics were pioneered at the University of Utah in 1967. However, this algorithm was slow and would take several minutes to produce an image. In 1970, Gary Watkins developed a FORTRAN simulator of a faster algorithm that would theoretically generate shaded 3D images in real-time, "if implemented in suitable hardware". The simulator itself was still not capable of real-time shaded 3D image rendering. Evans & Sutherland developed a functional prototype of this "suitable hardware", which was later sold as the Shaded Picture System in 1973. About a year earlier in 1972, Evans & Sutherland sold the first and only CT1 to Case Western Reserve University. The CT1, or Continuous Tone 1, was a specialized image generator, not meant as a marketable or mass-produced product. At the time, the CT1, along with G.E./NASA's upgraded Electronic Scene Generator from 1971, would have been the only real-time raster graphics systems sold to customers comparable to the Shaded Picture System, although both the CT1 and Electronic Scene Generator were intentionally produced as one-off products and specialized for the needs of their customers. The Shaded Picture System, in contrast, was intentionally marketed.In early 1975, Evans & Sutherland demonstrated a random-access video frame buffer using relatively low-cost semiconductor memory, which was much more capable than the Shaded Picture System. When interfaced with a (non-shaded) E&S Picture System, the frame buffer had a resolution of 512 by 512 in grayscale and partial color capabilities. By the end of 1975, this frame buffer was commercially available.

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  • ALL-IN-1

    ALL-IN-1

    ALL-IN-1 was an office automation product developed and sold by Digital Equipment Corporation in the 1980s. It was one of the first purchasable off the shelf electronic mail products. It was later known as Office Server V3.2 for OpenVMS Alpha and OpenVMS VAX systems before being discontinued. == Overview == ALL-IN-1 was advertised as an office automation system including functionality in Electronic Messaging, Word Processing and Time Management. It offered an application development platform and customization capabilities that ranged from scripting to code-level integration. ALL-IN-1 was designed and developed by Skip Walter, John Churin and Marty Skinner from Digital Equipment Corporation who began work in 1977. Sheila Chance was hired as the software engineering manager in 1981. The first version of the software, called CP/OSS, the Charlotte Package of Office System Services, named after the location of the developers, was released in May 1982. In 1983, the product was renamed ALL-IN-1 and the Charlotte group continued to develop versions 1.1 through 1.3. Digital then made the decision to move most of the development activity to its central engineering facility in Reading, United Kingdom, where a group there took responsibility for the product from version 2.0 (released in field test in 1984 and to customers in 1985) onward. The Charlotte group continued to work on the Time Management subsystem until version 2.3 and other contributions were made from groups based in Sophia Antipolis, France (System for Customization Management and the integration with VAX Notes), Reading (Message Router and MAILbus), and Nashua, New Hampshire (FMS). ALL-IN-1 V3.0 introduced shared file cabinets and the File Cabinet Server (FCS) to lay the foundation for an eventual integration with TeamLinks, Digital's PC office client. Previous integrations with PCs included PC ALL-IN-1, a DOS-based product introduced in 1989 that never proved popular with customers. Bob Wyman was the first product manager. He oversaw the growth of the product culminating in over $2 billion per year in revenue and market leadership in the proprietary office automation sector. Other consultants from Digital Equipment Corporation involved include Frank Nicodem, Donald Vickers and Tony Redmond.

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  • Adobe GoLive

    Adobe GoLive

    Adobe GoLive was a WYSIWYG HTML editor and web site management application from Adobe Systems. It replaced Adobe PageMill as Adobe's primary HTML editor and was itself discontinued in favor of Dreamweaver. The last version of GoLive that Adobe released was GoLive 9. == History == GoLive originated as the flagship product of a company named GoNet Communication, Inc. then based in Menlo Park, California, and the development company GoNet Communications GmbH in Hamburg, Germany, in 1996. Later GoNet changed its name to GoLive Systems, Inc, and the name of its product to GoLive CyberStudio. Adobe acquired GoLive in 1999 and re-branded the GoLive CyberStudio product to what became Adobe GoLive. Adobe took over the Hamburg office as an Adobe development site to continue to develop the product. At the time of the acquisition, CyberStudio was a Macintosh-only application. In the spring of 1999 Adobe released Adobe GoLive for both Macintosh and Microsoft Windows. The first versions of Dreamweaver and CyberStudio were released in a similar timeframe. However, Dreamweaver eventually became the dominant WYSIWYG HTML editor in market share. After the Adobe acquisition of Macromedia (the company that had owned Dreamweaver), GoLive was progressively re-targeted toward Adobe's traditional design market, and the product became better integrated with Adobe's existing suite of design-oriented software products and less focused on the professional web development market. The Adobe CS2 Premium suite contained GoLive CS2. With the release of Creative Suite 3, Adobe integrated Dreamweaver as a replacement for GoLive and released GoLive 9 as a standalone product. In April 2008, Adobe announced that sales and development of GoLive would cease in favor of Dreamweaver. == General description and distinctive aspects == GoLive incorporated a largely modeless workflow that relied heavily on drag-and-drop. Most user interaction was done via a contextual inspector rather than the modal workflow found in Dreamweaver. Among its features were a separate editor for tables that supported nesting, and a two-dimensional panel for applying CSS styles to elements. GoLive supported drag-and-drop of native Adobe Photoshop and Adobe Illustrator files via what the company called "Smart Objects", which then automatically guided the user through saving those files in web-supported formats. Updates to the original Photoshop or Illustrator assets were automatically tracked by GoLive. It also implemented a tool called "Components" which allowed updates to interface elements throughout a site to be updated globally by changing one single file. As a website management tool, GoLive allowed users to transfer and publish content directly from within the application, and allowed individual files to be excluded from uploading. == Features == One of the new features of GoLive version 5 was Dynamic Link, which was a method of creating dynamic, database-driven web content without the need to know a server-side language and with full WYSIWYG support in the GoLive user interface. GoLive had a powerful set of extensibility API which could be used to add additional functionality to the product. The GoLive SDK provided interfaces which allowed developers to use a combination of XML, JavaScript and C/C++ to create plugins for the product. The extensibility API allowed developers access to custom drawing and event handling using JavaScript, as well as a full JavaScript debugger and command line interpreter. This allowed intermediate-level developers using interpreted JavaScript to create sophisticated user interfaces. == Language and framework structure == Adobe GoLive is coded in the C++ programming language. It uses a custom C++ framework called SCL (Simple Class Library) which was initially built from scratch by the engineers at GoLive Systems Inc. The SCL framework was also used in the short-lived Adobe Atmosphere 3D software. == Release history == As the final version, GoLive 9 was discontinued in April 2008.

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  • Fully probabilistic design

    Fully probabilistic design

    Decision making (DM) can be seen as a purposeful choice of action sequences. It also covers control, a purposeful choice of input sequences. As a rule, it runs under randomness, uncertainty and incomplete knowledge. A range of prescriptive theories have been proposed how to make optimal decisions under these conditions. They optimise sequence of decision rules, mappings of the available knowledge on possible actions. This sequence is called strategy or policy. Among various theories, Bayesian DM is broadly accepted axiomatically based theory that solves the design of optimal decision strategy. It describes random, uncertain or incompletely known quantities as random variables, i.e. by their joint probability expressing belief in their possible values. The strategy that minimises expected loss (or equivalently maximises expected reward) expressing decision-maker's goals is then taken as the optimal strategy. While the probabilistic description of beliefs is uniquely and deductively driven by rules for joint probabilities, the composition and decomposition of the loss function have no such universally applicable formal machinery. Fully probabilistic design (of decision strategies or control, FPD) removes the mentioned drawback and expresses also the DM goals of by the "ideal" probability, which assigns high (small) values to desired (undesired) behaviours of the closed DM loop formed by the influenced world part and by the used strategy. FPD has axiomatic basis and has Bayesian DM as its restricted subpart. FPD has a range of theoretical consequences , and, importantly, has been successfully used to quite diverse application domains.

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  • Productivity software

    Productivity software

    Productivity software (also called personal productivity software or office productivity software) is application software used for producing information (such as documents, presentations, worksheets, databases, charts, graphs, digital paintings, electronic music and digital video). Its names arose from it increasing productivity, especially of individual office workers, from typists to knowledge workers, although its scope is now wider than that. Office suites, which brought word processing, spreadsheet, and relational database programs to the desktop in the 1980s, are the core example of productivity software. They revolutionized the office with the magnitude of the productivity increase they brought as compared with the pre-1980s office environments of typewriters, paper filing, and handwritten lists and ledgers. In the United States, as of 2015, some 78% of "middle-skill" occupations (those that call for more than a high school diploma but less than a bachelor's degree) required the use of productivity software. == Details == Productivity software traditionally runs directly on a computer. For example, Plus/4 model of computer contains in ROM for applications of productivity software. Productivity software is one of the reasons people use personal computers. == Office suite == An office suite is a bundle of productivity software (a software suite) intended to be used by office workers. The components are generally distributed together, have a consistent user interface and usually can interact with each other, sometimes in ways that the operating system would not normally allow. The earliest office suite for personal computers was MicroPro International's StarBurst in the early 1980s, comprising the WordStar word processor, the CalcStar spreadsheet and the DataStar database software. Other suites arose in the 1980s, and Microsoft Office came to dominate the market in the 1990s, a position it retains as of 2024. During the 1990s, office suite products gained popularity by offering bundles of applications that, when bought as part of a suite, effectively discounted the individual applications, with four or five applications being bundled for the price of two applications bought separately. When faced with such potential savings, customers could be "tempted by the suite, rather than the value of a particular product", and by 1994 more than 60 percent of the sales of Microsoft Word and around 70 percent of the sales of Microsoft Excel were as part of sales of Microsoft Office. Such considerations had an impact on vendors of individual applications, often smaller companies, raising concerns that office suites were "stifling innovation", and even established vendors such as Borland and WordPerfect were having to adapt to the suite phenomenon, Borland ultimately deciding to sell its Quattro Pro spreadsheet to WordPerfect as the latter sought to assemble its own suite product. The dominant suite vendors, Microsoft and Lotus, downplayed competition and innovation concerns, claiming that users were still able to exercise choice and that "user-driven development" was guiding the evolution of office suites. Another view was that component-based software would eventually emerge, focusing development on more specialised components used by productivity software, empowering "a plethora of third-party developers", and that a "mix and match" approach of such components would adapt to the user's way of working. === Office suite components === The base components of office suites are: Word processor Spreadsheet Presentation program Other components include: Database software Graphics suite (raster graphics editor, vector graphics editor, image viewer) Desktop publishing software Formula editor Diagramming software Email client Communication software Personal information manager Notetaking Groupware Project management software Table (information) Web log analysis software

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  • Outline of robotics

    Outline of robotics

    The following outline is provided as an overview of and topical guide to robotics: Robotics is a branch of mechanical engineering, electrical engineering and computer science that deals with the design, construction, operation, and application of robots, as well as computer systems for their control, sensory feedback, and information processing. These technologies deal with automated machines that can take the place of humans in dangerous environments or manufacturing processes, or resemble humans in appearance, behaviour, and or cognition. Many of today's robots are inspired by nature contributing to the field of bio-inspired robotics. The word "robot" was introduced to the public by Czech writer Karel Čapek in his play R.U.R. (Rossum's Universal Robots), published in 1920. The term "robotics" was coined by Isaac Asimov in his 1941 science fiction short-story "Liar!" == Nature of robotics == Robotics can be described as: An applied science – scientific knowledge transferred into a physical environment. A branch of computer science – A branch of electrical engineering – A branch of mechanical engineering – Research and development – A branch of technology – == Branches of robotics == Adaptive control – control method used by a controller which must adapt to a controlled system with parameters which vary, or are initially uncertain. For example, as an aircraft flies, its mass will slowly decrease as a result of fuel consumption; a control law is needed that adapts itself to such changing conditions. Aerial robotics – development of unmanned aerial vehicles (UAVs), commonly known as drones, aircraft without a human pilot aboard. Their flight is controlled either autonomously by onboard computers or by the remote control of a pilot on the ground or in another vehicle. Android science – interdisciplinary framework for studying human interaction and cognition based on the premise that a very humanlike robot (that is, an android) can elicit human-directed social responses in human beings. Anthrobotics – science of developing and studying robots that are either entirely or in some way human-like. Artificial intelligence – the intelligence of machines and the branch of computer science that aims to create it. Artificial neural networks – a mathematical model inspired by biological neural networks. Autonomous car – an autonomous vehicle capable of fulfilling the human transportation capabilities of a traditional car Autonomous research robotics – Bayesian network – BEAM robotics – a style of robotics that primarily uses simple analogue circuits instead of a microprocessor in order to produce an unusually simple design (in comparison to traditional mobile robots) that trades flexibility for robustness and efficiency in performing the task for which it was designed. Behavior-based robotics – the branch of robotics that incorporates modular or behavior based AI (BBAI). Bio-inspired robotics – making robots that are inspired by biological systems. Biomimicry and bio-inspired design are sometimes confused. Biomimicry is copying the nature while bio-inspired design is learning from nature and making a mechanism that is simpler and more effective than the system observed in nature. Biomimetic – see Bionics. Biomorphic robotics – a sub-discipline of robotics focused upon emulating the mechanics, sensor systems, computing structures and methodologies used by animals. Bionics – also known as biomimetics, biognosis, biomimicry, or bionical creativity engineering is the application of biological methods and systems found in nature to the study and design of engineering systems and modern technology. Biorobotics – a study of how to make robots that emulate or simulate living biological organisms mechanically or even chemically. Cloud robotics – is a field of robotics that attempts to invoke cloud technologies such as cloud computing, cloud storage, and other Internet technologies centered around the benefits of converged infrastructure and shared services for robotics. Cognitive robotics – views animal cognition as a starting point for the development of robotic information processing, as opposed to more traditional Artificial Intelligence techniques. Clustering – Computational neuroscience – study of brain function in terms of the information processing properties of the structures that make up the nervous system. Robot control – a study of controlling robots Robotics conventions – Data mining Techniques – Degrees of freedom – in mechanics, the degree of freedom (DOF) of a mechanical system is the number of independent parameters that define its configuration. It is the number of parameters that determine the state of a physical system and is important to the analysis of systems of bodies in mechanical engineering, aeronautical engineering, robotics, and structural engineering. Developmental robotics – a methodology that uses metaphors from neural development and developmental psychology to develop the mind for autonomous robots Digital control – a branch of control theory that uses digital computers to act as system controllers. Digital image processing – the use of computer algorithms to perform image processing on digital images. Dimensionality reduction – the process of reducing the number of random variables under consideration, and can be divided into feature selection and feature extraction. Distributed robotics – Electronic stability control – is a computerized technology that improves the safety of a vehicle's stability by detecting and reducing loss of traction (skidding). Evolutionary computation – Evolutionary robotics – a methodology that uses evolutionary computation to develop controllers for autonomous robots Extended Kalman filter – Flexible Distribution functions – Feedback control and regulation – Human–computer interaction – a study, planning and design of the interaction between people (users) and computers Human robot interaction – a study of interactions between humans and robots Intelligent vehicle technologies – comprise electronic, electromechanical, and electromagnetic devices - usually silicon micromachined components operating in conjunction with computer controlled devices and radio transceivers to provide precision repeatability functions (such as in robotics artificial intelligence systems) emergency warning validation performance reconstruction. Computer vision – Machine vision – Kinematics – study of motion, as applied to robots. This includes both the design of linkages to perform motion, their power, control and stability; also their planning, such as choosing a sequence of movements to achieve a broader task. Laboratory robotics – the act of using robots in biology or chemistry labs Robot learning – learning to perform tasks such as obstacle avoidance, control and various other motion-related tasks Direct manipulation interface – In computer science, direct manipulation is a human–computer interaction style which involves continuous representation of objects of interest and rapid, reversible, and incremental actions and feedback. The intention is to allow a user to directly manipulate objects presented to them, using actions that correspond at least loosely to the physical world. Manifold learning – Microrobotics – a field of miniature robotics, in particular mobile robots with characteristic dimensions less than 1 mm Motion planning – (a.k.a., the "navigation problem", the "piano mover's problem") is a term used in robotics for the process of detailing a task into discrete motions. Motor control – information processing related activities carried out by the central nervous system that organize the musculoskeletal system to create coordinated movements and skilled actions. Nanorobotics – the emerging technology field creating machines or robots whose components are at or close to the scale of a nanometer (10−9 meters). Passive dynamics – refers to the dynamical behavior of actuators, robots, or organisms when not drawing energy from a supply (e.g., batteries, fuel, ATP). Programming by Demonstration – an End-user development technique for teaching a computer or a robot new behaviors by demonstrating the task to transfer directly instead of programming it through machine commands. Quantum robotics – a subfield of robotics that deals with using quantum computers to run robotics algorithms more quickly than digital computers can. Rapid prototyping – automatic construction of physical objects via additive manufacturing from virtual models in computer aided design (CAD) software, transforming them into thin, virtual, horizontal cross-sections and then producing successive layers until the items are complete. As of June 2011, used for making models, prototype parts, and production-quality parts in relatively small numbers. Reinforcement learning – an area of machine learning in computer science, concerned with how an agent ought to take actions in an environment so as to maximize some notion of cumulative reward. Robot

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  • ALL-IN-1

    ALL-IN-1

    ALL-IN-1 was an office automation product developed and sold by Digital Equipment Corporation in the 1980s. It was one of the first purchasable off the shelf electronic mail products. It was later known as Office Server V3.2 for OpenVMS Alpha and OpenVMS VAX systems before being discontinued. == Overview == ALL-IN-1 was advertised as an office automation system including functionality in Electronic Messaging, Word Processing and Time Management. It offered an application development platform and customization capabilities that ranged from scripting to code-level integration. ALL-IN-1 was designed and developed by Skip Walter, John Churin and Marty Skinner from Digital Equipment Corporation who began work in 1977. Sheila Chance was hired as the software engineering manager in 1981. The first version of the software, called CP/OSS, the Charlotte Package of Office System Services, named after the location of the developers, was released in May 1982. In 1983, the product was renamed ALL-IN-1 and the Charlotte group continued to develop versions 1.1 through 1.3. Digital then made the decision to move most of the development activity to its central engineering facility in Reading, United Kingdom, where a group there took responsibility for the product from version 2.0 (released in field test in 1984 and to customers in 1985) onward. The Charlotte group continued to work on the Time Management subsystem until version 2.3 and other contributions were made from groups based in Sophia Antipolis, France (System for Customization Management and the integration with VAX Notes), Reading (Message Router and MAILbus), and Nashua, New Hampshire (FMS). ALL-IN-1 V3.0 introduced shared file cabinets and the File Cabinet Server (FCS) to lay the foundation for an eventual integration with TeamLinks, Digital's PC office client. Previous integrations with PCs included PC ALL-IN-1, a DOS-based product introduced in 1989 that never proved popular with customers. Bob Wyman was the first product manager. He oversaw the growth of the product culminating in over $2 billion per year in revenue and market leadership in the proprietary office automation sector. Other consultants from Digital Equipment Corporation involved include Frank Nicodem, Donald Vickers and Tony Redmond.

    Read more →