AI Detector Yang Dipakai Dosen

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

  • Quickly (software)

    Quickly (software)

    Quickly is a framework for creating software programs for a Linux distribution using Python, PyGTK, Glade Interface Designer and Desktop Couch. It then allows for easy publishing using bzr and Launchpad. Quickly is designed to speed up the start of new projects with the use of templates, not only for programs but for any type of project. These templates are used to automate project configuration and maintenance. Delegating into templates and not into a specific library allows projects created using Quickly not to require dependencies on any particular library or runtime of Quickly itself. The project was started by Rick Spencer after his frustration as a beginner Ubuntu developer. == Updates == Last available software update is on 2013-01-31 for Ubuntu 11.04.

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  • Optical recording

    Optical recording

    The history of optical recording can be divided into a few number of distinct major contributions. The pioneers of optical recording worked mostly independently, and their solutions to the many technical challenges have very distinctive features, such as reflective disc (Compaan and Kramer) transparent disc (Gregg) floppy disc (Russell) rigid disc (Compaan and Kramer) focused laser beam for read-out through transparent substrate (Compaan and Kramer). == Gregg 1958 == Laserdisc technology, using a transparent disc, was invented by David Paul Gregg in 1958 (and patented in 1970 and 1990). By 1969 Philips had developed a videodisc in reflective mode, which has great advantages over the transparent mode. MCA and Philips decided to join their efforts. They first publicly demonstrated the videodisc in 1972. Laserdisc was first available on the market, in Atlanta, on December 15, 1978, two years after the VHS VCR and four years before the CD, which is based on Laserdisc technology. Philips produced the players and MCA produced the discs. The Philips/MCA cooperation was not successful, and discontinued after a few years. Several of the scientists responsible for the early research (John Winslow, Richard Wilkinson and Ray Dakin) founded Optical Disc Corporation (now ODC Nimbus). == Russell 1965 == While working at Pacific Northwest National Laboratory, James Russell invented an optical storage system for digital audio and video, patenting the concept in 1970. The earliest patents by Russell, US 3,501,586, and 3,795,902 were filed in 1966, and 1969. respectively. He built prototypes, and the first was operating in 1973. Russell had found a way to record digital information onto a photosensitive plate in tiny dark spots, each spot one micrometre from centre to centre, with a laser that wrote the binary patterns. Russell's first optical disc was distinctly different from the eventual compact disc product: the disc in the player was not read by laser light. A key characteristic of Russell's invention is that a laser is not used for the reading the disc, instead the entire disc or oblong sheet to be read is illuminated by a large playback light source at the back of the transparent foil. As a result, the information density is relatively low. By 1985, Russell held over 25 patents to various technologies related to optical recording and playback. Russell's intellectual property was purchased by Optical Recording Corporation (ORC) in Toronto in 1985, and this firm notified a number of CD manufacturers that their CD technology was based on patents held by ORC. In 1987, ORC signed an agreement with Sony whereby Sony paid for licensing of the technology. Further licenses followed from Philips and others. Warner Communications did not sign, and was sued by ORC. In 1992, the large CD manufacturer, now called Time Warner, was ordered to pay ORC US$30 million in patent violations. In the 1970 patent, the spot diameter was around 10 micrometres. Thus, the areal information density was around a factor hundred less than that of the CD as later developed. Russell continued to refine the concept throughout the 1970s. Philips and Sony, however, were able to put far greater resources into the parallel development of the concept, arriving at a smaller and more sophisticated product in just a few years. Russell's various partners and ventures failed to produce a single consumer product. == Korpel 1968 == Adrianus Korpel worked for the Zenith Electronics Corporation, when he developed very early optical videodisc systems, including holographic storage. == Kramer and Compaan 1969 == The Philips development of the videodisc technology began in 1969 with efforts by Dutch physicists Klaas Compaan and Piet Kramer to record video images in holographic form on disc. Their prototype Laserdisc shown in 1972 used a laser beam in reflective mode to read a track of pits using an FM video signal. Together with MCA, Philips brought the optical videodisk to market in 1978. The cooperation between Philips and MCA did not last long, and discontinued after a few years. == Immink and Doi 1979 == The Compact Disc (CD), which is based on MCA/Philips Laserdisc technology, was developed by a taskforce of Sony and Philips in 1979–1980. Toshi Doi and Kees Schouhamer Immink created the digital technologies that turned the analog Laserdisc into a high-density low-cost digital audio disc. The CD, available on the market since October 1982, remains the standard physical medium for sale of commercial audio recordings Standard CDs have a diameter of 120 mm and can hold up to 80 minutes of audio (700 MB of data). The Mini CD has various diameters ranging from 60 to 80 mm; they are sometimes used for CD singles or device drivers, storing up to 24 minutes of audio. The technology was later adapted and expanded to include data storage CD-ROM, write-once audio and data storage CD-R, rewritable media CD-RW, Super Audio CD (SACD), Video Compact Discs (VCD), Super Video Compact Discs (SVCD), PhotoCD, PictureCD, CD-i, and Enhanced CD. CD-ROMs and CD-Rs remain widely used technologies in the computer industry. The CD and its extensions have been extremely successful: in 2004, worldwide sales of CD audio, CD-ROM, and CD-R reached about 30 billion discs. By 2007, 200 billion CDs had been sold worldwide.

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  • Duck face

    Duck face

    Duck face or duck lips is a photographic pose that is common on profile pictures in social networks. The lips are pressed together as in a pout and the cheeks are typically also sucked in. The pose is usually seen as an attempt to appear alluring, but it can be ironic or an attempt to hide self-conscious embarrassment. == History == Fashion models frequently use exaggerated pouts, and self-portraits with a pouty face go back to Rembrandt. In the 1994 film Four Weddings and a Funeral, one of the lead characters, Henrietta, played by Anna Chancellor, is nicknamed Duckface for her pouty expressions. Ben Stiller mocked models' pouty expressions in 1996 comedy sketches and the 2001 feature film Zoolander. The silly expressions made by his narcissistic character have retroactively been identified as an example of duck face. As social networks became popular, young women frequently made exaggeratedly pouty expressions. This became a major fad by the 2010s, provoking a strong negative reaction among some viewers. OxfordDictionaries.com added "duck face" as a new word in 2014 to their list of current and modern words, but it has not been added to the Oxford English Dictionary. In an animal communication studies of capuchin monkeys, the "duck face" term has been used synonymously with "protruded lip face", which females exhibit in the proceptive phase before mating.

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  • News ticker

    News ticker

    A news ticker (sometimes called a crawler, crawl, slide, zipper, ticker tape, or chyron) is a horizontal or vertical (depending on the language's writing system) text-based display either in the form of a graphic that typically resides in the lower third of the screen space on a television station or network (usually during news programming) or as a long, thin scoreboard-style display seen around the facades of some offices or public buildings dedicated to presenting headlines or minor pieces of news. It is an evolution of the paper strips tapes, a continuous paper print-out of stock quotes from a printing telegraph which was mainly used to transmit companies' share price information over telegraph lines before the advance of technology in the 1960s. News tickers have been used in Europe in countries such as United Kingdom, Germany and Ireland for some years; they are also used in several Asian countries and Australia. In the United States, tickers were long used on a special event basis by broadcast television stations to disseminate weather warnings, school closings, and election results. Sports telecasts occasionally used a ticker to update other contests in progress before the expansion of cable news networks and the internet for news content. In addition, some ticker displays are used to relay continuous business and financial information. Most tickers are traditionally displayed in the form of scrolling text running from right to left across the screen or building display (or in the opposite direction for right-to-left writing systems such as Arabic script and Hebrew), allowing for headlines of varying degrees of detail; some used by television broadcasters, however, display stories in a static manner (allowing for the seamless switching of each story individually programmed for display) or utilize a "flipping" effect (in which each individual headline is shown for a few seconds before transitioning to the next, instead of scrolling across the screen, usually resulting in a relatively quicker run through of all of the information programmed into the ticker). Since the growth in usage of the World Wide Web, some news tickers have syndicated news stories posted largely on websites of broadcasters or by other independent news agencies. == Current uses == === Television === The presentation of headlines or other information in a news ticker has become a common element of many different news networks. The use of the ticker has differed on a number of channels: News networks and local newscasts commonly use a setup in which news headlines are scrolled across an area near the bottom of the screen, though some variations have formed, such as showing one headline at a time with a scrolling or "flipper" effect. Financial news channels use two or more tickers displaying company shares prices and business headlines. Networks with a focus on sports often use a slightly different system, where scores and statuses of ongoing and finished games are displayed one by one, along with minor sports highlights, statistics and sports news headlines. They are typically divided into categories devoted to specific leagues and events (with college basketball and football usually focusing on the top 25 ranked teams on the AP Poll, occasionally supplemented by sections for specific conferences). Some programs, including news-based programs emphasizing viewer interactivity, or special events, may also use tickers to display messages and reactions from viewers and others that relate to the program. These comments are often sourced from social networking services such as Facebook and Twitter, typically curating comments from a specific page or hashtag. Due to their current prevalence, they have been occasionally been made targets of pranks and vandalism. In one such example, News 14 Carolina allowed viewers to submit relevant information such as school closings or traffic delays via telephone or the Internet that would be incorporated into the ticker; the system was exploited in February 2004 to display humorous and crude messages, including the infamous "All your base are belong to us". Occasionally messages intended for training accidentally end up being put on the live ticker as happened on BBC News in 2022 when "Weather rain everywhere" and "Manchester United are rubbish" appeared on the live news ticker. Some businesses and organizations have utilized tickers intended for relaying weather-related closings as a surreptitious source for free guerrilla marketing, proclaiming they were open rather than closed and giving their phone number if possible, allowing them to 'advertise' on a television station all day for free. Since then, many stations have required pre-registration of businesses or organizations with an authorized representative and a signed affidavit on company letterhead affirming their authenticity, along with filtering out unfamiliar businesses and organizations, before being able to display their closing announcements. Stations also confirm all closings involving school districts with authorized officials to prevent situations in which students either show up to canceled classes in dangerous conditions, or do not attend school due to an erroneous, prank-submitted, or false listing. === On personal computers === Various applications have been developed over time to install news tickers on personal computer desktops using RSS feeds from news organizations, which are displayed in a fashion similar to those used by television channels but enable the user to access to underlying news stories, a feature not offered by traditional television channels. The Bloomberg Terminal and other financial information-tracking programs and devices also utilize tickers. A ticker may also be used as an unobtrusive method by businesses in order to deliver important information to their staff. The ticker can be set to reappear, stay on screen, or be put into a retractable mode (where a small tab is left visible on-screen). In the United Kingdom, broadcasters have stopped using this technology as other forms of communications have become available and increased in popularity. BBC News and Sky News discontinued their respective desktop tickers in March 2011 and 2012 to focus on other products, such as smartphone applications, to deliver updated information on breaking news and sport stories. === News tickers on buildings === Since the advent of the telegraph, newspapers commonly used their buildings to share the latest headlines. At first simple chalkboard signs were used for bulletins, but limelight illumination, electric lights, magic lantern projections, and other novel techniques were later employed. The method of using electric lights to spell out moving letters was invented by Frank C. Reilly (August 20, 1888 – April 10, 1947) and patented in 1923. Reilly called his invention the Motograph News Bulletin. In 1928, The New York Times installed a Motograph News Bulletin to display news headlines on the sides of Times Tower. The display was 388 feet (118 m) long, 5 feet (1.5 m) high, and employed over 14,800 light bulbs. Popularly known as the "Zipper", the sign remained in use until the building was sold in 1961. The sign was darkened during World War II to comply with wartime lighting restrictions. The Motograph operated until 1994 and was replaced by an electronic version in 1995, which was in turn removed in 2017 due to the replacement of all individual screens on the front of One Times Square with a 350 foot (110 m)-tall LED billboard in 2018. Ticker displays appear today on the exterior of the News Corp Building, which houses the headquarters for Fox News Channel/News Corp in the west extension of Manhattan's Rockefeller Center, as well as one that displays delayed stock market data that is located in Times Square. NASDAQ itself features a large display screen on the facade of the NASDAQ MarketSite building in Times Square. The Reuters buildings at Canary Wharf and in Toronto have news and stock tickers; the latter type features market data for the New York Stock Exchange, NASDAQ and London Stock Exchange, while the Toronto building's ticker also includes quotes from the Toronto Stock Exchange. A red-LED ticker was added to the perimeter of 10 Rockefeller Center in 1994, as the building was being renovated to accommodate the studios for NBC's Today. Placed at the juncture of the first and second floors, the ticker is visible to spectators in Rockefeller Plaza and passersby on West 49th Street and updates continuously, even at times when Today is not being produced and broadcast. As of 2015, the ticker strip is only a small part of a large two-floor LCD video display that is placed within the window of the studio showing promotional information. The Martin Place Headquarters of Seven News, the news division of Australian television broadcaster Seven Network, also incorporates a ticker that wraps around the building. == In popular culture == The use of new

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  • YaDICs

    YaDICs

    YaDICs is a program written to perform digital image correlation on 2D and 3D tomographic images. The program was designed to be both modular, by its plugin strategy and efficient, by it multithreading strategy. It incorporates different transformations (Global, Elastic, Local), optimizing strategy (Gauss-Newton, Steepest descent), Global and/or local shape functions (Rigid-body motions, homogeneous dilatations, flexural and Brazilian test models)... == Theoretical background == === Context === In solid mechanics, digital image correlation is a tool that allows to identify the displacement field to register a reference image (called herein fixed image) to images during an experiment (mobile image). For example, it is possible to observe the face of a specimen with a painted speckle on it in order to determine its displacement fields during a tensile test. Before the appearance of such methods, researchers usually used strain gauges to measure the mechanical state of the material but strain gauges only measure the strain on a point and don't allow to understand material with an heterogeneous behavior. One can obtain a full in plane strain tensor by derivation of the displacement fields. Many methods are based upon the optical flow. In fluid mechanics a similar method is used, called Particle Image Velocimetry (PIV); the algorithms are similar to those of DIC but it is impossible to ensure that the optical flow is conserved so a vast majority of the software used the normalized cross correlation metric. In mechanics the displacement or velocity fields are the only concern, registering images is just a side effect. There is another process called image registration using the same algorithms (on monomodal images) but where the goal is to register images and thereby identifying the displacement field is just a side effect. YaDICs uses the general principle of image registration with a particular attention to the displacement fields basis. === Image registration principle === YaDICs can be explained using the classical image registration framework: === Image registration general scheme === The common idea of image registration and digital image correlation is to find the transformation between a fixed image and a moving one for a given metric using an optimization scheme. While there are many methods to achieve such a goal, Yadics focuses on registering images with the same modality. The idea behind the creation of this software is to be able to process data that comes from a μ-tomograph; i.e.: data cube over 10003 voxels. With such a size it is not possible to use naive approach usually used in a two-dimensional context. In order to get sufficient performances OpenMP parallelism is used and data are not globally stored in memory. As an extensive description of the different algorithms is given in. === Sampling === Contrary to image registration, Digital Image Correlation targets the transformation, one wants to extracted the most accurate transformation from the two images and not just match the images. Yadics uses the whole image as a sampling grid: it is thus a total sampling. === Interpolator === It is possible to choose between bilinear interpolation and bicubic interpolation for the grey level evaluation at non integer coordinates. The bi-cubic interpolation is the recommended one. === Metrics === ==== Sum of squared differences (SSD) ==== The SSD is also known as mean squared error. The equation below defines the SSD metric: S S D ( μ , I F , I M ) = 1 | Ω F | ∑ x i ∈ Ω F ( I F ( x i ) − I M ( T μ ( x i ) ) ) 2 , {\displaystyle SSD(\mu ,{\mathcal {I_{F}}},{\mathcal {I_{M}}})={\dfrac {1}{\left|\Omega _{F}\right|}}\sum _{x_{i}\in \Omega _{F}}\left({\mathcal {I_{F}}}(x_{i})-{\mathcal {I_{M}}}({T}_{\mu }(x_{i}))\right)^{2},} where I F {\displaystyle {\mathcal {I_{F}}}} is the fixed image, I M {\displaystyle {\mathcal {I_{M}}}} the moving one, Ω F {\displaystyle \Omega _{F}} the integration area | Ω F | {\displaystyle \left|\Omega _{F}\right|} the number of pi(vo)xels (cardinal) and T μ {\displaystyle {T}_{\mu }} the transformation parametrized by μ The transformation can be written as: T μ ( x ) = x + { Φ ( x ) } t { μ } . {\displaystyle T_{\mu }(x)=x+\left\{\Phi (x)\right\}^{t}\left\{\mu \right\}.} This metric is the main one used in the YaDICs as it works well with same modality images. One has to find the minimum of this metric ==== Normalized cross-correlation ==== The normalized cross-correlation (NCC) is used when one cannot assure the optical flow conservation; it happens in case of change of lighting or if particles disappear from the scene can occur in particle images velocimetry (PIV). The NCC is defined by: N C C ( μ , I F , I M ) = ∑ x i ∈ Ω F ( I F ( x i ) − I F ¯ ) ( I M ( T μ ( x i ) ) − I M ¯ ) ∑ x i ∈ Ω F ( I F ( x i ) − I F ¯ ) 2 ∑ x i ∈ Ω F ( I M ( T μ ( x i ) ) − I M ¯ ) 2 , {\displaystyle NCC(\mu ,{\mathcal {I_{F}}},{\mathcal {I_{M}}})={\dfrac {\sum _{x_{i}\in \Omega _{F}}\left({\mathcal {I_{F}}}(x_{i})-{\overline {\mathcal {I_{F}}}}\right)\left({\mathcal {I_{M}}}({T}_{\mu }(x_{i}))-{\overline {\mathcal {I_{M}}}}\right)}{\sqrt {\sum _{x_{i}\in \Omega _{F}}\left({\mathcal {I_{F}}}(x_{i})-{\overline {\mathcal {I_{F}}}}\right)^{2}\sum _{x_{i}\in \Omega _{F}}\left({\mathcal {I_{M}}}({T}_{\mu }(x_{i}))-{\overline {\mathcal {I_{M}}}}\right)^{2}}}},} where I F ¯ {\displaystyle {\overline {\mathcal {I_{F}}}}} and I M ¯ {\displaystyle {\overline {\mathcal {I_{M}}}}} are the mean values of the fixed and mobile images. This metric is only used to find local translation in Yadics. This metric with translation transform can be solved using cross-correlation methods, which are non iterative and can be accelerated using Fast Fourier Transform . === Classification of transformations === There are three categories of parametrization: elastic, global and local transformation. The elastic transformations respect the partition of unity, there are no holes created or surfaces counted several times. This is commonly used in Image Registration by the use of B-Spline functions and in solid mechanics with finite element basis. The global transformations are defined on the whole picture using rigid body or affine transformation (which is equivalent to homogeneous strain transformation). More complex transformations can be defined such as mechanically based one. These transformations have been used for stress intensity factor identification by and for rod strain by. The local transformation can be considered as the same global transformation defined on several Zone Of Interest (ZOI) of the fixed image. ==== Global ==== Several global transforms have been implemented: Rigid and homogeneous (Tx,Ty,Rz in 2D; Tx,Ty,Tz,Rx,Ry,Rz,Exx,Eyy,Ezz,Eyz,Exz,Exy in 3D) Brazilian (Only in 2D), Dynamic Flexion, ==== Elastic ==== First-order quadrangular finite elements Q4P1 are used in Yadics. ===== Local ===== Every global transform can be used on a local mesh. === Optimization === The YaDICs optimization process follows a gradient descent scheme. The first step is to compute the gradient of the metric regarding the transform parameters ∂ S S D ( μ , I F , I M ) ∂ μ = 2 | Ω F | ∑ x i ∈ Ω F ( I F ( x i ) − I M ( T μ ( x i ) ) ) ∂ I M ( T μ ( x i ) ∂ μ = 2 | Ω F | ∑ x i ∈ Ω F ( I F ( x i ) − I M ( T μ ( x i ) ) ) ( ∂ T μ ( x i ) ∂ μ ) t ∂ I M ( T μ ( x i ) ) ∂ x {\displaystyle {\begin{array}{lcl}{\dfrac {\partial SSD(\mu ,{\mathcal {I_{F}}},{\mathcal {I_{M}}})}{\partial \mu }}&=&{\dfrac {2}{\left|\Omega _{F}\right|}}\sum _{x_{i}\in \Omega _{F}}\left({\mathcal {I_{F}}}(x_{i})-{\mathcal {I_{M}}}({T}_{\mu }(x_{i}))\right){\dfrac {\partial {\mathcal {I_{M}}}({T}_{\mu }(x_{i})}{\partial \mu }}\\&=&{\dfrac {2}{\left|\Omega _{F}\right|}}\sum _{x_{i}\in \Omega _{F}}\left({\mathcal {I_{F}}}(x_{i})-{\mathcal {I_{M}}}({T}_{\mu }(x_{i}))\right)\left({\dfrac {\partial {T}_{\mu }(x_{i})}{\partial \mu }}\right)^{t}{\dfrac {\partial {\mathcal {I_{M}}}({T}_{\mu }(x_{i}))}{\partial x}}\\\end{array}}} ==== Gradient method ==== Once the metric gradient has been computed, one has to find an optimization strategy The gradient method principle is explained below: μ k + 1 = μ k + α k d k {\displaystyle \mu _{k+1}=\mu _{k}+\alpha _{k}d_{k}} The gradient step can be constant or updated at every iteration. d k = − γ k ∂ C ( μ , I F , I M ) ∂ μ {\displaystyle d_{k}=-\gamma _{k}{\dfrac {\partial {\mathcal {C}}(\mu ,{\mathcal {I_{F}}},{\mathcal {I_{M}}})}{\partial \mu }}} , γ k {\displaystyle \gamma _{k}} allows one to choose between the following methods : γ k {\displaystyle \gamma _{k}} ⟹ {\displaystyle \Longrightarrow } steepest descent, γ k = [ ∂ C ( μ , I F , I M ) ∂ μ ∂ C ( μ , I F , I M ) ∂ μ t ] − 1 {\displaystyle \gamma _{k}=\left[{\dfrac {\partial {\mathcal {C}}(\mu ,{\mathcal {I_{F}}},{\mathcal {I_{M}}})}{\partial \mu }}{\dfrac {\partial {\mathcal {C}}(\mu ,{\mathcal {I_{F}}},{\mathcal {I_{M}}})}{\partial \mu }}^{t}\right]^{-1}} ⟹ {\displaystyle \Longrightarrow } Gauss-Newto

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  • Industry Dive

    Industry Dive

    Industry Dive is a United States-based business-to-business news organization with an estimated 18 million readers in more than 25 industries, such as banking and waste management. Since 2022, it has been owned by Informa plc. Industry Dive aims to serve business executives who read news on their mobile phones. The company had an estimated revenue of more than of more than $110 million in 2023. As of 2020, it has more than 300 employees, including 80 journalists and 12 engineers. Its headquarters is in Washington, D.C. == History == Industry Dive was formed in 2012 by Sean Griffey (president), Eli Dickinson (chief technology officer), and Ryan Willumson (chief revenue officer). It was funded with $900,000 from private investors in 2012 and 2013. The company covered five industries: construction, education, marketing, utility, and waste. In 2016, it began its Dive Awards. Industry Dive's revenues quadrupled from 2015 to 2018, putting it in the top half of the Deloitte Technology Fast 500 and the top 20 percent of the Inc. Top 5000 list. In 2019, Falfurrias Capital Partners acquired a majority stake in the company. ID's content marketing clients included IBM, Siemens, and UPS. In 2020, DCA Live named Industry Dive to its "Red Hot Companies" list, which recognizes the D.C. area's 'fastest-growing' companies. In the same year, Industry Dive acquired CFO. In 2021, Industry Dive acquired PharmaVOICE. In 2022, it was purchased by Informa plc, which bought its majority stake from Falfurrias Capital Partners for about $530 million. == Publications == Industry Dive provides news coverage of a variety of industries including agriculture, banking, construction, education, fashion, healthcare, and manufacturing, each using a different website: == Awards == Industry Dive publications have received several national and regional Awards of Excellence from the American Society of Business Publication Editors, including for a series of 2020 articles about Big Pharma and the race for the coronavirus vaccine. The Washington Post recognized Industry Dive as a top place to work for four consecutive years, from 2016 to 2020.

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  • Verge3D

    Verge3D

    Verge3D is a real-time renderer and a toolkit used for creating interactive 3D experiences running on websites. == Overview == Verge3D enables users to convert content from 3D modelling tools (Blender, 3ds Max, and Maya are currently supported) to view in a web browser. Verge3D was created by the same core group of software engineers that previously created the Blend4Web framework. == Features == Verge3D uses WebGL for rendering. It incorporates components of the Three.js library and exposes its API to application developers. Puzzles Application functionality can be added via JavaScript, either by writing code directly or by using Puzzles, Verge3D’s visual programming environment based on Google Blockly. Puzzles is aimed primarily at non-programmers allowing quick creation of interactive scenarios in a drag-and-drop fashion. App Manager and web publishing App Manager is a lightweight web-based tool for creating, managing and publishing Verge3D projects, running on top of the local development server. Verge3D Network service integrated in the App Manager allows for publishing Verge3D applications via Amazon S3 and EC2 cloud services. PBR For purposes of authoring materials, a glTF 2.0-compliant physically based rendering pipeline is offered alongside the standard shader-based approach. PBR textures can be authored using external texturing software such as Substance Painter for which Verge3D offers the corresponding export preset. Besides the glTF 2.0 model, Verge3D supports physical materials of 3ds Max and Maya (with Autodesk Arnold as reference), and Blender's real-time Eevee materials. glTF and DCC software integration Verge3D integrates directly with Blender, 3ds Max, and Maya, enabling users to create 3D geometry, materials, and animations inside the software, then export them in the JSON-based glTF format. The Sneak Peek feature allows for exporting and viewing scenes from the DCC tool environment. Facebook 3D posts For Facebook publishing, Verge3D offers a specific GLB export option. The exported GLB files are displayed and can be opened in the App Manager. Asset compression Exported files can optionally use LZMA compression, resulting in a reduction in file size of up to 6x. UI and website layouts Interface layouts, created using external WYSIWYG editors, can be linked with Puzzles to trigger changes to a 3D scene being rendered in the browser and vice versa. Animation Verge3D supports skeletal animation, including animation of bipeds and character rigs, and allows for animation of material parameters. Model parts can also be set up to be dragged by the user. Physics The physics module can be linked separately to enable collision detection, dynamically moving objects, support for characters and vehicles, springs, ropes and cloth simulation. As of version 2.11, simple physics simulations can be created and controlled without coding via Puzzles, the visual programming system used by Verge3D. AR/VR The 2.10 update added support for WebXR, an in-development open technology designed to enable virtual reality and augmented reality experiences to be displayed in web browsers. It works with both headsets with controllers, like the HTC Vive and Oculus Rift, and those without, like Google Cardboard. AR/VR experiences can enabled via Puzzles or JavaScript. == Workflow == Verge3D's workflow differs substantially from other mainstream WebGL frameworks. Development of a new Verge3D application is usually started from modeling, texturing and animating 3D objects. The models are assembled in the 3D authoring tool. The scene file is then used as a basis for a Verge3D project initialized from the App Manager. An interactive scenario is optionally added using the Puzzles editor. A Verge3D application can be previewed in the web browser at any development stage using the App Manager. The finished web application can be deployed on the Verge3D Network, on Facebook or on the user's website. == Notable uses == NASA's Jet Propulsion Laboratory used Verge3D to create an interactive 3D visualization of the Mars InSight lander. The web application allows for exploring and interacting with the real-time model of the spacecraft, with the possibility to move different parts and unfurl the solar panels. NASA's older interactive web application Experience Curiosity was ported to Verge3D from Blend4Web. The application makes it possible to operate the rover, control its cameras and the robotic arm and reproduces some of the prominent events of the Mars Science Laboratory mission. Route 66 Digital's Escape Room used Verge3D and Blender. This interactive short explores how users can navigate 3D spaces and interact with objects without the need for instruction.

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  • FutureMedia

    FutureMedia

    FutureMedia is a program that analyzes the state and future of digital, social, and mobile media. It functions as a collaborative initiative at Georgia Tech and the Georgia Tech Research Institute. FutureMedia consults approximately 500 faculty members working in those fields. == History == In 2019, Future Media expanded into the Direct-To-Consumer market by acquiring Australian watchmaker Oak & Jackal. == Programs == === FutureMedia Fest === The organization most recently hosted FutureMedia Fest 2010, a four-day conference (Oct 4–7, 2010) with a keynote addresses from Michael Jones, the chief technology advocate at Google. The event featured panels, workshops, and technology demonstrations. === FutureMedia Outlook === Contemporaneous with FutureMedia Fest 2010, the organization released the FutureMedia Outlook, an analysis of the future of media, concentrating on six major trends in those fields, including information overload, personalization, data integrity, an expectation of multimedia, augmented reality, and collaborative software.

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  • Data preprocessing

    Data preprocessing

    Data preprocessing can refer to manipulation, filtration or augmentation of data before it is analyzed, and is often an important step in the data mining process. Data collection methods are often loosely controlled, resulting in out-of-range values, impossible data combinations, and missing values, amongst other issues. Preprocessing is the process by which unstructured data is transformed into intelligible representations suitable for machine-learning models. This phase of model deals with noise in order to arrive at better and improved results from the original data set which was noisy. This dataset also has some level of missing value present in it. The preprocessing pipeline used can often have large effects on the conclusions drawn from the downstream analysis. Thus, representation and quality of data is necessary before running any analysis. If there is a high proportion of irrelevant and redundant information present or noisy and unreliable data, then knowledge discovery during the training phase may be more difficult. Data preparation and filtering steps can take a considerable amount of processing time. Examples of methods used in data preprocessing include cleaning, instance selection, normalization, one-hot encoding, data transformation, feature extraction and feature selection. == Applications == === Data mining === Data preprocessing allows for the removal of unwanted data with the use of data cleaning, this allows the user to have a dataset to contain more valuable information after the preprocessing stage for data manipulation later in the data mining process. Editing such dataset to either correct data corruption or human error is a crucial step to get accurate quantifiers like true positives, true negatives, false positives and false negatives found in a confusion matrix that are commonly used for a medical diagnosis. Users are able to join data files together and use preprocessing to filter any unnecessary noise from the data which can allow for higher accuracy. Users use Python programming scripts accompanied by the pandas library which gives them the ability to import data from a comma-separated values as a data-frame. The data-frame is then used to manipulate data that can be challenging otherwise to do in Excel. Pandas (software) which is a powerful tool that allows for data analysis and manipulation; which makes data visualizations, statistical operations and much more, a lot easier. Many also use the R programming language to do such tasks as well. The reason why a user transforms existing files into a new one is because of many reasons. Aspects of data preprocessing may include imputing missing values, aggregating numerical quantities and transforming continuous data into categories (data binning). More advanced techniques like principal component analysis and feature selection are working with statistical formulas and are applied to complex datasets which are recorded by GPS trackers and motion capture devices. === Semantic data preprocessing === Semantic data mining is a subset of data mining that specifically seeks to incorporate domain knowledge, such as formal semantics, into the data mining process. Domain knowledge is the knowledge of the environment the data was processed in. Domain knowledge can have a positive influence on many aspects of data mining, such as filtering out redundant or inconsistent data during the preprocessing phase. Domain knowledge also works as constraint. It does this by using working as set of prior knowledge to reduce the space required for searching and acting as a guide to the data. Simply put, semantic preprocessing seeks to filter data using the original environment of said data more correctly and efficiently. There are increasingly complex problems which are asking to be solved by more elaborate techniques to better analyze existing information. Instead of creating a simple script for aggregating different numerical values into a single value, it make sense to focus on semantic based data preprocessing. The idea is to build a dedicated ontology, which explains on a higher level what the problem is about. In regards to semantic data mining and semantic pre-processing, ontologies are a way to conceptualize and formally define semantic knowledge and data. The Protégé (software) is the standard tool for constructing an ontology. In general, the use of ontologies bridges the gaps between data, applications, algorithms, and results that occur from semantic mismatches. As a result, semantic data mining combined with ontology has many applications where semantic ambiguity can impact the usefulness and efficiency of data systems. Applications include the medical field, language processing, banking, and even tutoring, among many more. There are various strengths to using a semantic data mining and ontological based approach. As previously mentioned, these tools can help during the per-processing phase by filtering out non-desirable data from the data set. Additionally, well-structured formal semantics integrated into well designed ontologies can return powerful data that can be easily read and processed by machines. A specifically useful example of this exists in the medical use of semantic data processing. As an example, a patient is having a medical emergency and is being rushed to hospital. The emergency responders are trying to figure out the best medicine to administer to help the patient. Under normal data processing, scouring all the patient’s medical data to ensure they are getting the best treatment could take too long and risk the patients’ health or even life. However, using semantically processed ontologies, the first responders could save the patient’s life. Tools like a semantic reasoner can use ontology to infer the what best medicine to administer to the patient is based on their medical history, such as if they have a certain cancer or other conditions, simply by examining the natural language used in the patient's medical records. This would allow the first responders to quickly and efficiently search for medicine without having worry about the patient’s medical history themselves, as the semantic reasoner would already have analyzed this data and found solutions. In general, this illustrates the incredible strength of using semantic data mining and ontologies. They allow for quicker and more efficient data extraction on the user side, as the user has fewer variables to account for, since the semantically pre-processed data and ontology built for the data have already accounted for many of these variables. However, there are some drawbacks to this approach. Namely, it requires a high amount of computational power and complexity, even with relatively small data sets. This could result in higher costs and increased difficulties in building and maintaining semantic data processing systems. This can be mitigated somewhat if the data set is already well organized and formatted, but even then, the complexity is still higher when compared to standard data processing. Below is a simple a diagram combining some of the processes, in particular semantic data mining and their use in ontology. The diagram depicts a data set being broken up into two parts: the characteristics of its domain, or domain knowledge, and then the actual acquired data. The domain characteristics are then processed to become user understood domain knowledge that can be applied to the data. Meanwhile, the data set is processed and stored so that the domain knowledge can applied to it, so that the process may continue. This application forms the ontology. From there, the ontology can be used to analyze data and process results. Fuzzy preprocessing is another, more advanced technique for solving complex problems. Fuzzy preprocessing and fuzzy data mining make use of fuzzy sets. These data sets are composed of two elements: a set and a membership function for the set which comprises 0 and 1. Fuzzy preprocessing uses this fuzzy data set to ground numerical values with linguistic information. Raw data is then transformed into natural language. Ultimately, fuzzy data mining's goal is to help deal with inexact information, such as an incomplete database. Currently fuzzy preprocessing, as well as other fuzzy based data mining techniques see frequent use with neural networks and artificial intelligence.

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  • Hype (marketing)

    Hype (marketing)

    Hype in marketing is a strategy of using extreme publicity. Hype as a modern marketing strategy is closely associated with social media. Marketing through hype often uses artificial scarcity to induce demand. Consumers of hyped products often participate as a form of conspicuous consumption to signify characteristics about themselves. Hype allows brands to promote their image above the actual quality of the product. Streetwear brands have collaborated with luxury fashion to justify charging premium prices for their goods. As an example, fashion label Vetements used social media channels to promote a limited-edition hoodie which sold 500 units in hours, recording sales of €445,000. When hype marketing is used to drive demand for limited-edition goods, consumers sometimes attempt resell those good on secondary markets for a profit (comparable to ticket scalping). The resale market is a $24 billion industry. == Method == Luxury brands may release products as a collaborate with ready-made garment brands as a way to build hype. Collaborations have been used by some luxury brands to circumvent fast fashion brands copying their designs. NYU Professor Adam Alter says that for an established brand to create a scarcity frenzy, they need to release a limited number of different products, frequently. Hype is often built via Pop-up retail. Comme des Garçons was one of the first to use this strategy, leasing a short-term vacant shop solved the storage problems of releasing product for quick sale. Hype campaigns also rely on influencer marketing, where brands enlist creators whose parasocial relationships with their followers help convert audience attention into demand for limited releases. == In popular culture == The term 'hypebeast' has been coined to define consumers vulnerable to hype marketing. The origins of the term come from the Hong Kong-based company Hypebeast. The behaviours of the hypebeast define hype marketing; the purchase of popular goods they can't afford to impress others. Hype also manifests itself in queues with brands often retailing hyped products through pop-up stores. Many luxury brands release hyped products via their online shop. This has led to the creation of companies that allow consumers to use bots to guarantee or improve their chances of purchasing a limited-edition product.

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  • Digital cinematography

    Digital cinematography

    Digital cinematography is the process of capturing (recording) a motion picture using digital image sensors rather than through film stock. As digital technology has improved in recent years, this practice has become dominant. Since the 2000s, most movies across the world have been captured as well as distributed digitally. Many vendors have brought products to market, including traditional film camera vendors like Arri and Panavision, as well as new vendors like Red, Blackmagic, Silicon Imaging, Vision Research and companies which have traditionally focused on consumer and broadcast video equipment, like Sony, GoPro, and Panasonic. As of 2023, professional 4K digital cameras were approximately equal to 35mm film in their resolution and dynamic range capacity. Some filmmakers still prefer to use film picture formats to achieve the desired results. == History == The basis for digital cameras are metal–oxide–semiconductor (MOS) image sensors. The first practical semiconductor image sensor was the charge-coupled device (CCD), based on MOS capacitor technology. Following the commercialization of CCD sensors during the late 1970s to early 1980s, the entertainment industry slowly began transitioning to digital imaging and digital video over the next two decades. The CCD was followed by the CMOS active-pixel sensor (CMOS sensor), developed in the 1990s. Beginning in the late 1980s, Sony began marketing the concept of "electronic cinematography," utilizing its analog Sony HDVS professional video cameras. The effort met with very little success. However, this led to one of the earliest high definition video shot feature movies, Julia and Julia (1987). Rainbow (1996) was the world's first film to utilize extensive digital post production techniques. Shot entirely with Sony's first Solid State Electronic Cinematography cameras and featuring over 35 minutes of digital image processing and visual effects, all post production, sound effects, editing and scoring were completed digitally. The Digital High Definition image was transferred to a 35mm negative via an electron beam recorder for theatrical release. The first digitally videoed and post produced feature was Windhorse, shot in Tibet and Nepal in 1996 on the Sony DVW-700WS Digital Betacam and the prosumer Sony DCR-VX1000. The offline editing (Avid) and the online post and color work (Roland House / da Vinci) were also all digital. The film, transferred to 35mm negative for theatrical release, won Best U.S. Feature at the Santa Barbara Film Festival in 1998. In 1997, with the introduction of HDCAM recorders and 1920 × 1080 pixel digital professional video cameras based on CCD technology, the idea, now re-branded as "digital cinematography," began to gain traction in the market. Shot and released in 1998, The Last Broadcast is believed by some to be the first feature-length video shot and edited entirely on consumer-level digital equipment. In May 1999, George Lucas challenged the supremacy of the movie-making medium of film for the first time by including footage filmed with high-definition digital cameras in Star Wars: Episode I – The Phantom Menace. The digital footage blended seamlessly with the footage shot on film and he announced later that year he would film its sequels entirely on hi-def digital video. Also in 1999, digital projectors were installed in four theaters for the showing of The Phantom Menace. In May 2000, Vidocq, which was directed by Pitof, began principal photography shot entirely using a Sony HDW-F900 camera, with the video being released in September the next year. According to the Guinness World Records, Vidocq is the first full length feature filmed in digital high resolution. In June 2000, Star Wars: Episode II – Attack of the Clones began principal photography shot entirely using a Sony HDW-F900 camera as Lucas had previously stated. The film was released in May 2002. In May 2001 Once Upon a Time in Mexico was also shot in 24 frame-per-second high-definition digital video, partially developed by George Lucas using a Sony HDW-F900 camera, following Robert Rodriguez's introduction to the camera at Lucas' Skywalker Ranch facility whilst editing the sound for Spy Kids. A lesser-known movie, Russian Ark (2002), was also shot with the same camera and was the first tapeless digital movie, recorded on HDD instead of tape. In 2009, Slumdog Millionaire became the first movie shot mainly in digital to be awarded the Academy Award for Best Cinematography. The highest-grossing movie in the history of cinema, Avatar (2009), not only was shot on digital cameras as well, but also made the main revenues at the box office no longer by film, but digital projection. Major movies shot on digital video overtook those shot on film in 2013. Since 2016 over 90% of major films were shot on digital video. As of 2017, 92% of films are shot on digital. Only 24 major films released in 2018 were shot on 35mm. Since the 2000s, most movies across the world have been captured as well as distributed digitally. Today, cameras from companies like Sony, Panasonic, JVC and Canon offer a variety of choices for shooting high-definition video. At the high-end of the market, there has been an emergence of cameras aimed specifically at the digital cinema market. These cameras from Sony, Vision Research, Arri, Blackmagic Design, Panavision, Grass Valley and Red offer resolution and dynamic range that exceeds that of traditional video cameras, which are designed for the limited needs of broadcast television. == Technology == Digital cinematography captures motion pictures digitally in a process analogous to digital photography. While there is a clear technical distinction that separates the images captured in digital cinematography from video, the term "digital cinematography" is usually applied only in cases where digital acquisition is substituted for film acquisition, such as when shooting a feature film. The term is seldom applied when digital acquisition is substituted for video acquisition, as with live broadcast television programs. === Recording === ==== Cameras ==== Professional cameras include the Sony CineAlta (F) Series, Blackmagic Cinema Camera, Red One, Arri D-20, D-21 and Alexa, Panavision Genesis, Silicon Imaging SI-2K, Thomson Viper, Vision Research Phantom, IMAX 3D camera based on two Vision Research Phantom cores, Weisscam HS-1 and HS-2, GS Vitec noX, and the Fusion Camera System. Independent micro-budget filmmakers have also pressed low-cost consumer and prosumer cameras into service for digital filmmaking. Flagship smartphones like the Apple iPhone have been used to shoot movies like Unsane (shot on the iPhone 7 Plus) and Tangerine (shot on three iPhone 5S phones) and in January 2018, Unsane's director and Oscar winner Steven Soderbergh expressed an interest in filming other productions solely with iPhones going forward. ==== Sensors ==== Digital cinematography cameras capture digital images using image sensors, either charge-coupled device (CCD) sensors or CMOS active-pixel sensors, usually in one of two arrangements. Single chip cameras designed specifically for the digital cinematography market often use a single sensor (much like digital photo cameras), with dimensions similar in size to a 16 or 35 mm film frame or even (as with the Vision 65) a 65 mm film frame. An image can be projected onto a single large sensor exactly the same way it can be projected onto a film frame, so cameras with this design can be made with PL, PV and similar mounts, in order to use the wide range of existing high-end cinematography lenses available. Their large sensors also let these cameras achieve the same shallow depth of field as 35 or 65 mm motion picture film cameras, which many cinematographers consider an essential visual tool. Codecs Professional raw video recording codecs include Blackmagic Raw, Red Raw, Arri Raw and Canon Raw. ==== Video formats ==== Unlike other video formats, which are specified in terms of vertical resolution (for example, 1080p, which is 1920×1080 pixels), digital cinema formats are usually specified in terms of horizontal resolution. As a shorthand, these resolutions are often given in "nK" notation, where n is the multiplier of 1024 such that the horizontal resolution of a corresponding full-aperture, digitized film frame is exactly 1024 n {\displaystyle 1024n} pixels. Here the "K" has a customary meaning corresponding to the binary prefix "kibi" (ki). For instance, a 2K image is 2048 pixels wide, and a 4K image is 4096 pixels wide. Vertical resolutions vary with aspect ratios though; so a 2K image with an HDTV (16:9) aspect ratio is 2048×1152 pixels, while a 2K image with a SDTV or Academy ratio (4:3) is 2048×1536 pixels, and one with a Panavision ratio (2.39:1) would be 2048×856 pixels, and so on. Due to the "nK" notation not corresponding to specific horizontal resolutions per format a 2K image lacking, for example, the typical 35mm film soundtrack space, is only 182

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  • Digital first

    Digital first

    Digital first is a communication theory that publishers should release content into new media channels in preference to old media. The premise behind the theory is that after the advent of Internet, most established media organizations continued to give priority to traditional media. Over time, those organizations faced a choice to either publish first in digital media or traditional media. A "digital first" decision occurs when a publisher chooses to distribute information online in preference to or at the expense of traditional media like print publishing. Many employers and employees find it challenging to imagine using digital first practices. Distributing content digital first introduces new practices, including a need to manage the data which tracks readership. Many paper print publishers feel intimidated by the idea of publishing content online before publishing it in paper media. Comedian John Oliver in the show Last Week Tonight criticized digital first practices as a cause of lower standards in journalism. == Digital-First Transformation in Business and Education == The classical perspective of an information system is that it represents and reflects physical reality. However, it is increasingly evident that digital technologies not only represent reality but also actively shape it, as, in many instances, the digital version is created first, and the physical version follows. Gradually, digital infrastructures are integrated in people's work and life, shaping a digital environment through technologies such as 5G, sensors, and blockchain. The Digital First Framework, developed by Professor Youngjin Yoo, is a conceptual approach that helps the physical companies in the integration of digital technologies into the core of product and service design. The shift from traditional cars, where the physical vehicle precedes its digital representation on Google maps, to autonomous vehicles, where the digital representation (the blue dot) is created first, emphasizes the digital-first mindset in the design and operation of systems. In today's business environment, it's critical for organizations to embrace a digital-first strategy. Companies built on digital platforms will significantly diverge from traditional, hierarchical business structures that typically focus on a single product or market. These digitally-centered enterprises will offer products and services that are tailored to individual requirements, utilizing algorithms to assess needs based on specific situations, and relying on external partners to provide these solutions. This highlights the need to transform traditional R&D practices. It's essential for R&D teams to move beyond their laboratories and immerse themselves in the environments of their users. Understanding the context of use is fundamental to creating a relevant platform. As an illustration, the concept of Digital-first, as defined by Rohm et al. (2019), involves the integration of digital projects within educational courses, exemplified by institutions like M-School. The program adopts a programmatic approach, where successive courses progressively build upon one another, adopting an all-encompassing perspective that regards all aspects of marketing as inherently digital. Students actively participate in real-world projects, including campaigns for community improvement, and are tasked with generating content for diverse platforms. Through hands-on collaboration with live clients and the utilization of tools such as Google AdWords and Facebook Advertising, students acquire practical experience in the realms of digital marketing and analytics. == vBook == A vBook is an eBook that is digital first media with embedded video, images, graphs, tables, text, and other media.

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  • IWork

    IWork

    iWork is an office suite of applications created by Apple for its macOS, iPadOS, and iOS operating systems, and also available cross-platform through the iCloud website. iWork includes the presentation application Keynote, the word-processing and desktop-publishing application Pages, and the spreadsheet application Numbers. Apple's design goals in creating iWork have been to allow Mac users to easily create attractive documents and spreadsheets, making use of macOS's extensive font library, integrated spelling checker, sophisticated graphics APIs and its AppleScript automation framework. The equivalent Microsoft Office applications to Pages, Numbers, and Keynote are Word, Excel, and PowerPoint, respectively. Although Microsoft Office applications cannot open iWork documents, iWork applications can open Office documents for editing, and export documents from iWork's native formats (.pages, .numbers, .key) to Microsoft Office formats (.docx, .xlsx, .pptx, etc.) as well as to PDF files. The oldest application in iWork is Keynote, first released as a standalone application in 2003 for use by Steve Jobs in his presentations. Steve Jobs announced Keynote saying "It's for when your presentation really matters". Pages was released with the first iWork bundle in 2004; Numbers was added in 2007 with the release of iWork '08. The next release, iWork '09, also included beta access to iWork.com, an online service that allowed users to upload and share documents on the web, now integrated into Apple's iCloud service. A version of iWork for iOS was released in 2010 with the first iPad, and the apps have been regularly updated since, including the addition of iPhone support. In 2013, Apple launched iWork web apps in iCloud; even years later, however, their functionality is somewhat limited compared to equivalents on the desktop. iWork was initially sold as a suite for $79, then later at $19.99 per app on OS X and $9.99 per app on iOS. Apple announced in October 2013 that all iOS and OS X devices purchased onwards, whether new or refurbished, would be eligible for a free download of all three iWork apps: after device setup, the user can "claim" the apps on the App Store, after which they are permanently linked to the user’s Apple ID. iWork for iCloud, which also incorporates a document hosting service, is free to all iCloud users. iWork was released for free on macOS and iOS (including older or resold devices) in April 2017. In September 2016, Apple announced that the real-time collaboration feature would be available for all iWork apps. == History == The first version of iWork, iWork '05, was announced on January 11, 2005 at the Macworld Conference & Expo and made available on January 22 in the United States and on January 29 worldwide. iWork '05 comprised two applications: Keynote 2, a presentation creation program, and Pages, a word processor. iWork '05 was sold for US$79. A 30-day trial was also made available for download on Apple's website. Originally IGG Software held the rights to the name iWork. While iWork was billed by Apple as "a successor to AppleWorks", it does not replicate AppleWorks's database and drawing tools. However, iWork integrates with existing applications from Apple's iLife suite through the Media Browser, which allows users to drag and drop music from iTunes, movies from iMovie, and photos from iPhoto and Aperture directly into iWork documents. iWork '06 was released on January 10, 2006 and contained updated versions of both Keynote and Pages. Both programs were released as universal binaries for the first time, allowing them to run natively on both PowerPC processors and the Intel processors used in the new iMac desktop computers and MacBook Pro notebooks which had been announced on the same day as the new iWork suite. The next version of the suite, iWork '08, was announced and released on August 7, 2007 at a special media event at Apple's campus in Cupertino, California. iWork '08, like previous updates, contained updated versions of Keynote and Pages. A new spreadsheet application, Numbers, was also introduced. Numbers differed from other spreadsheet applications, including Microsoft Excel, in that it allowed users to create documents containing multiple spreadsheets on a flexible canvas using a number of built-in templates. iWork '09, was announced on January 6, 2009 and released the same day. It contains updated versions of all three applications in the suite. iWork '09 also included access to a beta version of the iWork.com service, which allowed users to share documents online until that service was decommissioned at the end of July 2012. Users of iWork '09 could upload a document directly from Pages, Keynote, or Numbers and invite others to view it online. Viewers could write notes and comments in the document, and download a copy in iWork, Microsoft Office, or PDF formats. iWork '09 was also released with the Mac App Store on January 6, 2011 at $19.99 per application, and received regular updates after this point, including links to iCloud and a high-DPI version designed to match Apple's MacBook Pro with Retina Display. On January 27, 2010, Apple announced iWork for iPad, to be available as three separate $9.99 applications from the App Store. This version has also received regular updates including a version for pocket iPhone and iPod Touch devices, and an update to take advantage of Retina Display devices and the larger screens of recent iPhones. On October 22, 2013, Apple announced an overhaul of the iWork software for both the Mac and iOS. Both suites were made available via the respective App Stores. The update is free for current iWork owners and was also made available free of charge for anyone purchasing an OS X or iOS device after October 1, 2013. Any user activating the newly free iWork apps on a qualifying device can download the same apps on another iOS or OS X device logged into the same App Store account. The new OS X versions have been criticized for losing features such as multiple selection, linked text boxes, bookmarks, 2-up page views, mail merge, searchable comments, ability to read/export RTF files, default zoom and page count, integration with AppleScript. Apple has provided a road-map for feature re-introduction, stating that it hopes to reintroduce some missing features within the next six months. As of April 1, 2014 a few features—e.g., the ability to set the default zoom—had been reintroduced, though scores had not. Due to using a completely new file format that can work across macOS, Windows, and in most web browsers by using the online iCloud web apps, versions of iWork beginning with iWork 13 and later do not open or allow editing of documents created in versions prior to iWork '09, with users who attempt to open older iWork files being given a pop-up in the new iWork 13 app versions telling them to use the previous iWork '09 (which users may or may not have on their machine) in order to open and edit such files. Accordingly, the current version for OS X (which was initially only compatible with OS X Mavericks 10.9 onwards) moves any previously installed iWork '09 apps to an iWork '09 folder on the users machine (in /Applications/iWork '09/), as a work-around to allow users continued use of the earlier suite in order to open and edit older iWork documents locally on their machine. In October 2015, Apple released an update to mitigate this issue, allowing users to open documents saved in iWork '06 and iWork '08 formats in the latest version of Pages. In 2016, Apple announced that the real-time collaboration feature would be available for all iWork apps, instead of being constrained to using iWork for iCloud. The feature is comparable to Google Docs. == Versions == === Major releases === === Updates === iWork '09 received several updates: iWork 9.0.3 DVD (for Mac OS X 10.5.6 "Leopard" or newer; released August 26, 2010) iWork 9.0.4 (for Mac OS X 10.5.6 "Leopard" or newer; released August 26, 2010) iWork 9.1 (for Mac OS X 10.6.6 "Snow Leopard" or newer; released July 20, 2011) iWork 9.3 (for Mac OS X 10.7.4 "Lion" or newer; released December 4, 2012) The Mac App Store version of iWork was updated on October 15, 2015 for 10.10 "Yosemite" or newer. It is the final release to support 10.10 "Yosemite" and 10.11 "El Capitan". Keynote 6.6, Pages 5.6 and Numbers 3.6 are included. iWork received a major update again on March 28, 2019 with Keynote 9.0, Pages 8.0 and Numbers 6.0. == Components == === Common components === Products in the iWork suite share a number of components, largely as a result of sharing underlying code from the Cocoa and similar shared application programming interfaces (APIs). Among these are the well known universal multilingual spell checker, which can also be found in products like Safari and Mail. Grammar checking, find and replace, style and color pickers are similar examples of design features found throughout the Apple application space. Moreover, the applications

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  • International Teletraffic Congress

    International Teletraffic Congress

    The International Teletraffic Congress (ITC) is the first international conference in networking science and practice. It was created in 1955 by Arne Jensen to initially cater to the emerging need to understand and model traffic in telephone networks using stochastic methodologies, and to bring together researchers with these considerations as a common theme. Up through World War II, teletraffic research was done mainly by engineers and mathematicians working in telephone companies. Most of their work was published in local or company journals. In 1955, however, the field acquired a formal, international, institutional structure, with the organization of the first International Teletraffic Congress (ITC). Over the years, it has broaden its scope to address a wide spectrum ranging from the mathematical theory of traffic processes, stochastic system modelling and analysis, traffic and performance measurements, network management, traffic engineering to network capacity planning and cost optimization, including network economics and reliability for various types of networks. ITC served as a forum for all theoretical fundamentals and engineering practices for large-scale deployment and operation of telecommunications networks. Since its inception, ITC witnessed the evolution of communications and networking: the influence of computer science on telecommunication, the advent of the Internet and the massive deployment of mobile communications and optics, the appearance of peer-to-peer networking and social networks, the ever increasing speed and flexibility of new communication technologies, networks, user devices, and applications, and the ever changing operation challenges arising from this development. ITC documented this evolution with contemporary measurement studies, performance analyses of new technologies, recommendations for provisioning and configuration, and greatly contributed to the methodological toolbox of network scientists. Today, with its conferences, specialist seminars, regional seminars, training courses and publications, the ITC aims at a worldwide forum for all questions related to network and service performance, management, and assessment, both present and futuristic. The notion of traffic is broadly used to encompass data traffic from the MAC layer all the way to application traffic in the application layer. The scope of ITC is thus ranging all issues embedding operations, design, planning, economics and performance analysis of current and emerging communication networks and services, to be addressed by applying a variety of tools from different fields, such as Stochastic Processes, Information theory, Control theory, Signal and Processing, Game theory and optimization techniques, Statistical methodologies and Artificial Intelligence techniques. The target audience of such issues is experts from research organizations, universities, equipment vendors and suppliers, network operators, service providers, system integrators and international technical organizations, guaranteeing a well-balanced contribution from theory, application, and practice. The general goal remains to bring researchers and practitioners together toward operational understanding of all types of current and future networks. The ITC is ruled by the International Advisory Council (IAC) which gathers a number of technical experts, from universities and the research arms of key corporations in the industry, from countries having a strong tradition in teletraffic development. The IAC responsibilities are to disseminate information on teletraffic which is of interest for the whole community and: to select the locations of Plenary Congresses and to ensure their high-level technical programme to support Specialist Seminars on specific topics of current interest to promote Regional Seminars for the dissemination of teletraffic concepts in developing countries to facilitate the liaison activity with the ITU through participation in the standardization process and in the Development Programme The technical program and the organization of each ITC event remains within the responsibilities of the hosting country, but with significant IAC support to guarantee that the event is consistent with the quality standards established during the previous congresses. The ITC Plenary Congresses were scheduled tri-annually from 1955 until 1995 when the interval became bi-annual to account for the ever-accelerating development of network technologies, products and services and the associated dramatic increases in network demands. Similarly, to better cover the impact of dramatic changes undergoing in the field of computer and communication systems, networks and usage, it has been decided to hold the Plenary Congress on an annual basis from 2009. == Content == Teletraffic science is the traditional term for all theoretical fundamentals and engineering practices to describe data flows in telecommunication networks, the performance of the usage of network resources, procedures for sizing of resources and engineering the networks for given traffic load and quality of service requirements. For more than 50 years of the 20th century, traffic or teletraffic has been identified primarily with telephone networks. With the huge development of computers, stored program control of network nodes and computer communication, the traditional teletraffic science field naturally extended to computer networks, mobile and wireless/optical networks, and for a wide spectrum of new applications. The convergence between the voice network, the Internet, the television and mobility raised new questions that request new models and tools to be developed. In addition, the development of community networks, home networking, multiple access networking technologies, and the advent of pervasive and ambient communications dictates new challenges to be addressed. Today, ITC addresses the emerging paradigms such as an increasing diversity of distributed applications and services over various media like mobile/optical networks, enabling new markets and economy. ITC has steered the evolutions in communications since its creation in 1955 and remains at the forefront of innovation regarding modeling and performance. The scientific roots of communications traffic are based on the theory of probability and stochastic processes, modelling and performance evaluation. Modelling is the key for the mathematical description and quantitative performance analysis. Traffic flows are described by stochastic processes with complex dependencies which have to be validated by traffic measurements. Modelling also includes operational properties of resource control reflected by service strategies such as queueing disciplines, admission control, and routing. The results of such performance analyses are used for resource dimensioning (sizing), resource management, and network optimization while providing targeted Quality of Service. Teletraffic science is closely related to methods of operation research (queueing theory, optimization, forecasting) and computational sciences (simulation technology distributed systems). In this context, ITC represents a wide community of researchers and practitioners and is regularly organizing events like Congresses, Specialist Seminars and Workshops in order to discuss the latest changes in the modelling, design and performance of communication systems, networks and services. === The evolution of technologies of the 20th century === ITC has been witnessing the change of communication and networking technologies which are reflected in the proceedings and programs of the congresses. The specialist seminars and the motto of the congresses thereby reflect the hot topics of that time and the evolution. Selected topics of the 70's, 80's and 90's were 1998: Traffic Issues related to Multimedia and Nomadic Communications 1995: Traffic Modeling and Measurement in Broadband and Mobile Communications 1990: Broadband Technologies: Architectures, Applications, Control and Performance 1986: ISDN Traffic Issues 1984: Fundamentals of Teletraffic Theory 1977: Modeling of SPC Exchanges and Data Networks === Recent topics in the 21st century === With the rise of the Internet, new networking paradigms and technologies but also new challenges emerged: 2020: Teletraffic in the era of beyond-5G and AI 2019: Networked Systems and Services 2018: Teletraffic in the Smart World 2017: Ubiquitous, software-based, and sustainable networks and services 2016: Digital Connected World 2015: Traffic, Performance and Big Data 2014: Towards a Sustainable World 2013: Energy Efficient and Green Networking 2010: Multimedia Applications - Traffic, Performance and QoE 2009: Network Virtualization - Concepts and Performance 2008: Future Internet Design and Experimental Facilities 2008: Quality of Experience 2002: Internet Traffic Engineering and Traffic Management == Arne Jensen Lifetime Achievement Awards == The Arne Jensen Lifetime A

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  • Texas House Bill 20

    Texas House Bill 20

    An Act Relating to censorship of or certain other interference with digital expression, including expression on social media platforms or through electronic mail messages, also known as Texas House Bill 20 (HB20), is a Texas anti-deplatforming law enacted on September 9, 2021. It prohibits large social media platforms from removing, moderating, or labeling posts made by users in the state of Texas based on their "viewpoints", unless considered illegal under federal law or otherwise falling into exempted categories. It also requires them to make various public disclosures relating to their business practices (including the impact of algorithmic and moderation decisions on the content that is delivered to users). The bill is part of a wider array of Republican-backed legislation seeking to prohibit the censorship of political speech, based on allegations that the moderation policies of large social media platforms are not politically neutral. It has been challenged in NetChoice, LLC v. Paxton, and is currently the subject of a circuit split between the Fifth Circuit, and a decision by the Eleventh Circuit that struck down a similar bill in the state of Florida. In September 2023, the U.S. Supreme Court agreed to hear NetChoice v. Paxton jointly with NetChoice v. Moody on questions of whether the Florida and Texas state laws are in compliance with the 1st Amendment. == Content == The law applies to "social media platforms" that serve users in the state of Texas, and have more than 50 million monthly active users in the United States. They are defined as any public internet website or application that allows users to "communicate with other users for the primary purpose of posting information, comments, messages, or images", excluding internet service providers, electronic mail, and services where communication features are "incidental to, directly related to, or dependent on" content that is pre-selected by the operator. In the bill, to "censor" is defined as to "block, ban, remove, deplatform, demonetize, de-boost, restrict, deny equal access or visibility to, or otherwise discriminate against" expression. The law prohibits social media platforms from "censoring on the basis of user viewpoint, user expression, or the ability of a user to receive the expression of others", or on the basis of a user's geographic location in Texas. This includes removal or labeling posts with warnings and disclaimers. Social media platforms may only censor content if it is unlawful, they are "specifically authorized" to do so by federal law, based on requests from "an organization with the purpose of preventing the sexual exploitation of children or protecting survivors of sexual abuse from ongoing harassment", or "directly incites" criminal activity or contains threats of violence against persons based on protected categories. It is disputed over whether this provision is actually enforceable, as it may be preempted by Section 230 of the Communications Decency Act (which states that the operators of interactive computer services are not responsible for the actions of their users). Social media platforms must make public disclosures regarding the algorithmic techniques and moderation polices that are used to determine the content provided to users, must publish a compliant acceptable use policy (AUP), and must publish a biannual transparency report containing specific details on all actions made by the service regarding the moderation of users and content. The law also prohibits email providers from "intentionally imped[ing] the transmission of another person's electronic mail message based on the content." == Legislative history == Texas Governor Greg Abbott signed the bill into law on September 9, 2021. Democrat-proposed amendments excluding Holocaust denial, terrorism content, and vaccine misinformation from the bill were rejected. Following a suit by the industry groups Computer & Communications Industry Association (CCIA) and NetChoice, NetChoice, LLC v. Paxton, the bill was blocked by U.S. District Judge Robert Pitman in December 2021, on First Amendment grounds. Texas appealed to the United States Court of Appeals for the Fifth Circuit. Judges Edith Jones, Andrew Oldham, and Leslie H. Southwick, lifted the injunction on May 11, 2022, but the decision was appealed to the Supreme Court which suspended the bill pending a full review in the Fifth Circuit. On September 16, 2022, the Fifth Circuit reversed the injunction, allowing the bill to take effect; Judge Oldham stated that the bill "chills censorship" and "does not chill speech", and accused the plaintiffs of "attempt[ing] to extract a freewheeling censorship right from the Constitution's free speech guarantee. The Platforms are not newspapers. Their censorship is not speech." Southwick dissented, stating that "we are in a new arena, a very extensive one, for speakers and for those who would moderate their speech. None of the precedents fit seamlessly." The CCIA and NetChoice requested a stay on the ruling and that the case be taken to the Supreme Court, arguing that the reversal conflicts with an Eleventh Circuit decision in NetChoice v. Moody which struck down a similar anti-moderation bill imposed by the state of Florida. On October 12, 2022, the Fifth Circuit granted the stay.

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