AI Email Helper

AI Email Helper — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Equalized odds

    Equalized odds

    Equalized odds, also referred to as conditional procedure accuracy equality and disparate mistreatment, is a measure of fairness in machine learning. A classifier satisfies this definition if the subjects in the protected and unprotected groups have equal true positive rate and equal false positive rate, satisfying the formula: P ( R = + | Y = y , A = a ) = P ( R = + | Y = y , A = b ) y ∈ { + , − } ∀ a , b ∈ A {\displaystyle P(R=+|Y=y,A=a)=P(R=+|Y=y,A=b)\quad y\in \{+,-\}\quad \forall a,b\in A} For example, A {\displaystyle A} could be gender, race, or any other characteristics that we want to be free of bias, while Y {\displaystyle Y} would be whether the person is qualified for the degree, and the output R {\displaystyle R} would be the school's decision whether to offer the person to study for the degree. In this context, higher university enrollment rates of African Americans compared to whites with similar test scores might be necessary to fulfill the condition of equalized odds, if the "base rate" of Y {\displaystyle Y} differs between the groups. The concept was originally defined for binary-valued Y {\displaystyle Y} . In 2017, Woodworth et al. generalized the concept further for multiple classes.

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  • Drop shadow

    Drop shadow

    In graphic design and computer graphics, a drop shadow is a visual effect consisting of a drawing element which looks like the shadow of an object, giving the impression that the object is raised above the objects behind it. The drop shadow is often used for elements of a graphical user interface such as windows or menus, and for simple text. The text label for icons on desktops in many desktop environments has a drop shadow, as this effect effectively distinguishes the text from any colored background it may be in front of. A simple way of drawing a drop shadow of a rectangular object is to draw a gray or black area underneath and offset from the object. In general, a drop shadow is a copy in black or gray of the object, drawn in a slightly different position. Realism may be increased by: Darkening the colors of the pixels where the shadow casts instead of making them gray. This can be done with alpha blending the shadow with the area it is cast on. Softening the edges of the shadow. This can be done by adding Gaussian blur to the shadow's alpha channel before blending. Inset drop shadows are a type which draws the shadows inside the element. This allows the interface element to appear as if it is sunken into the interface. == Photo editing == In photo editing or photography post-production, a drop shadow may be added right beneath a model or product in the image. It is used to create contrast between the background and the subject. To add a drop shadow, retouchers use graphic editing tools like Adobe Photoshop. Drop shadows are often used as a visual effect in e-commerce. This is done to improve the presentation of product images and create depth in the image. == Use == Generally, window managers which are capable of compositing allow drop shadow effects, whereas incapable window managers do not. In some operating systems like macOS, drop shadow is used to differentiate between active and inactive windows. Websites are able to use drop shadow effects through the CSS properties box-shadow, text-shadow, and drop-shadow() filter function in filter. The first two are used for elements and text respectively, while the filter applies to the element's content, letting it support oddly shaped elements or transparent images.

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  • Period-tracking app

    Period-tracking app

    Period-tracking apps are mobile applications used to track the menstrual cycle. They may be used to predict menstruation, to plan fertility, and to track health. Examples include Clue, Glow, and Flo. == Function == Users enter their dates of menstruation, and frequently other experiences such as vaginal discharge and spotting; premenstrual syndrome; changes in mood; menstrual cramps and other pain; and other symptoms such as appetite changes, bloating, and acne. The apps predict the date of users' next period, and often also their ovulation and fertile window. Some apps have additional features such as contraceptive reminders, educational content, tracking modes for use during pregnancy, or the ability to share one's menstrual cycle data with a partner. == Privacy == Period-tracking apps collect personal health data, potentially raising concerns about privacy. Researchers have warned that data may be transferred to third parties and used for consumer profiling and targeted advertising, used for employment and health insurance discrimination, or used to prosecute users for seeking abortions. After the 2022 decision by the United States Supreme Court to overturn Roe v. Wade, and the bans and restrictions on abortion in many US states that followed, many American women uninstalled the apps amidst fear that the data could be accessed by law enforcement and used to prosecute users. WIRED published a ranking of several period-tracking apps by data privacy.

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  • Wargame (hacking)

    Wargame (hacking)

    In hacking, a wargame (or war game) is a cyber-security challenge and mind sport in which the competitors must exploit or defend a vulnerability in a system or application, and/or gain or prevent access to a computer system. A wargame usually involves a capture the flag logic, based on pentesting, semantic URL attacks, knowledge-based authentication, password cracking, reverse engineering of software (often JavaScript, C and assembly language), code injection, SQL injections, cross-site scripting, exploits, IP address spoofing, forensics, and other hacking techniques. == Wargames for preparedness == Wargames are also used as a method of cyberwarfare preparedness. The NATO Cooperative Cyber Defence Centre of Excellence (CCDCOE) organizes an annual event, Locked Shields, which is an international live-fire cyber exercise. The exercise challenges cyber security experts through real-time attacks in fictional scenarios and is used to develop skills in national IT defense strategies. == Additional applications == Wargames can be used to teach the basics of web attacks and web security, giving participants a better understanding of how attackers exploit security vulnerabilities. Wargames are also used as a way to "stress test" an organization's response plan and serve as a drill to identify gaps in cyber disaster preparedness.

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  • Kai's Power Tools

    Kai's Power Tools

    Kai's Power Tools (KPT) are a set of API plugins created by the German computer scientist Kai Krause in 1992 that were designed for use with Adobe Photoshop and Corel Photo-Paint. Kai's Power Tools were sold to Corel in 2000 when MetaCreations was closed. There are various versions of Kai's Power Tools. KPT 3, 5, 6, and X sets are compilations of different filters. The program interface features a reward-based function in which a bonus function is revealed as the user moves towards more complex aspects of the tool. == Filters == The KPT Convolver is a mathematics based filter; the level of precision and varying effects can be achieved by using numerical values of colour, tint, hue, saturation, contrast, brightness, luminosity, and posterize. The KPT Projector takes the current image or selection and offers a number of interactive perspective warp effects. To a large extent, with its draggable distortion handles and its moving, scaling and rotating options, this simply duplicates Adobe Photoshop's Free Transform capabilities. What is completely different is the ability to rotate the bitmap image in 3D space and to tile the results if desired. It can also animate the distortions by dragging keyframes from the preview window into an animation palette. KPT 6 will then preview the animation and output it to various sizes in avi or mov format. This animation capability is even more useful with the KPT Turbulence filter. This is another distortion filter, but one that treats the image as if it was completely liquid. The preview panel shows the animation in real time. The KPT Goo filter is used to produce a single frame freeform liquid distortion. This filter is available both with KPT 6 and the standalone version. It works by effectively turning a bitmap image into a liquid that can be interactively smeared, smudged, twirled, and pinched with the range of tools on offer. The obvious use is to distort photographic portraits into caricatures. KPT Materializer can create advanced surface textures based on bump maps that define troughs and peaks. It can use any external image for the basis of the bump map or alternatively the user can pick out the hue, saturation, luminance or red, green, or blue channel of the current image. It can then offset, scale and rotate the texture map, control its lighting, and even blend in a reflection map. The filter can be used for anything from providing an oil-painting feel to an entire image, to giving the illusion of depth to a selection. Also producing the impression of depth is the KPT Gel filter which uses various paint tools to synthesize photo-realistic 3D materials such as metals, liquids, or plastics. Gel painting is very different from traditional 2D painting as the brush strokes pool together when they touch and refract the underlying image. It can also manipulate 3D paint—once it has been added—by twirling, pinching, and carving it. The opposite is true of the Equalizer filter, which is used for applying variations on sharpening effects. The filter has three modes. The first mode, Equalizer, looks and works rather like the graphic equalizer on a stereo system, enabling adjustment of the level of pixel contrast within nine bands of different visual frequencies. The second mode, Contrast Sharpen, allows for increasing the contrast between light and dark areas in an image. The third mode, Bounded Sharpen, can sharpen an image without causing oversharpening, which can lead to halo effects. This feature is particularly useful when pulling out the detail in an image softened by resizing. KPT SceneBuilder is used for producing photorealistic 3D scenes by importing and rendering 3DS files. The main image window offers three tabs for editing in 2D and 3D mode and for setting up the object's final texture. Many users regard this filter as being the most impressive because it acts as a standalone 3D rendering tool and provides control over everything from transparency, reflection, refraction, bump mapping through to multiple light sources, and so on but without the ability to create or edit objects. The final filter, KPT SkyEffects, also has its roots in Metacreations' experience with 3D programs such as Bryce and RayDream. This filter is designed to simulate the interaction between the light from the sun or moon with no less than six atmospheric layers of haze, fog and cloud. The filter is typical of the KPT 6 collection as a whole: at times the interface is inspired and offers the ability to create beautiful reddening sunsets simply by interactively dragging the sun toward the horizon, producing realistic sunsets and moonscapes. == Other effects == Kai's Power Tools 6 features a lens flare effect for precisely managing the type of glow, halo, streaks, and reflection. The addition of a library of preset effects helps to overcome this by allowing the user to choose a standard effect and then interactively position the flare in the image preview. KPT 6 provides a new engine in the form of the KPT Reaction, which takes a reaction seed and turns it into a seamlessly tiling pattern based on a reaction diffusion process. It offers random noise, regular dots or reticulated voronoi patterns or a bitmap image itself as the seed. Corel has no plans for any updates.

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  • Metadatabase

    Metadatabase

    Metadatabase is a database model for (1) metadata management, (2) global query of independent databases, and (3) distributed data processing. The word metadatabase is an addition to the dictionary. Originally, metadata was only a common term referring simply to "data about data", such as tags, keywords, and markup headers. However, in this technology, the concept of metadata is extended to also include such data and knowledge representation as information models (e.g., relations, entities-relationships, and objects), application logic (e.g., production rules), and analytic models (e.g., simulation, optimization, and mathematical algorithms). In the case of analytic models, it is also referred to as a Modelbase. These classes of metadata are integrated with some modeling ontology to give rise to a stable set of meta-relations (tables of metadata). Individual models are interpreted as metadata and entered into these tables. As such, models are inserted, retrieved, updated, and deleted in the same manner as ordinary data do in an ordinary (relational) database. Users will also formulate global queries and requests for processing of local databases through the Metadatabase, using the globally integrated metadata. The Metadatabase structure can be implemented in any open technology for relational databases. == Significance == The Metadatabase technology is developed at Rensselaer Polytechnic Institute at Troy, New York, by a group of faculty and students (see the references at the end of the article), starting in late 1980s. Its main contribution includes the extension of the concept of metadata and metadata management, and the original approach of designing a database for metadata applications. These conceptual results continue to motivate new research and new applications. At the level of particular design, its openness and scalability is tied to that of the particular ontology proposed: It requires reverse-representation of the application models in order to save them into the meta-relations. In theory, the ontology is neutral, and it has been proven in some industrial applications. However, it needs more development to establish it for the field as an open technology. The requirement of reverse-representation is common to any global information integration technology. A way to facilitate it in the Metadatabase approach is to distribute a core portion of it at each local site, to allow for peer-to-peer translation on the fly.

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  • Local coordinates

    Local coordinates

    Local coordinates are the ones used in a local coordinate system or a local coordinate space. Simple examples: Houses. In order to work in a house construction, the measurements are referred to a control arbitrary point that will allow to check it: stick/sticks on the ground, steel bar, nails... Addresses. Using house numbers to locate a house on a street; the street is a local coordinate system within a larger system composed of city townships, states, countries, postal codes, etc. Local systems exist for convenience. On ancient times, every work was made on relative bases as there was no conception of global systems. Practically, it is better to use local systems for small works as houses, buildings... For most of the applications, it is desired the position of one element relative to one building or location, and in a more local way, relative to one furniture or person. In a regular way, you will not give your position by geographical coordinates rather than "I am 15 meters away of the entry to the building". So it is a pretty common way to locate things. It is possible to bring latitude and longitude for all terrestrial locations, but unless one has a highly precise GPS device or you make astronomical observations, this is impractical. It is much simpler to use a tape, a rope, a chain... The position information (global) should be transformed into a location. Position refers to a numeric or symbolic description within a spatial reference system, whereas location refers to information about surrounding objects and their interrelationships. (Topological space) == Use == In computer graphics and computer animation, local coordinate spaces are also useful for their ability to model independently transformable aspects of geometrical scene graphs. When modeling a car, for example, it is desirable to describe the center of each wheel with respect to the car's coordinate system, but then specify the shape of each wheel in separate local spaces centered about these points. This way, the information describing each wheel can be simply duplicated four times, and independent transformations (e.g., steering rotation) can be similarly effected. Bounding volumes of objects may be described more accurately using extents in the local coordinates, (i.e. an object oriented bounding box, contrasted with the simpler axis aligned bounding box). The trade-off for this flexibility is additional computational cost: the rendering system must access the higher-level coordinate system of the car and combine it with the space of each wheel in order to draw everything in its proper place. Local coordinates also afford digital designers a means around the finite limits of numerical representation. The tread marks on a tire, for example, can be described using millimeters by allowing the whole tire to occupy the entire range of numeric precision available. The larger aspects of the car, such as its frame, might be described in centimeters, and the terrain that the car travels on could be specified in meters. In differential topology, local coordinates on a manifold are defined by means of an atlas of charts. The basic idea behind coordinate charts is that each small patch of a manifold can be endowed with a set of local coordinates. These are collected together into an atlas, and stitched together in such a way that they are self-consistent on the manifold. In Cartography and Maps, the traditional way of works are local datum. With a local datum the land can be mapped on relative small areas as a country. With the need of global systems, the transformations on between datum became a problem, so geodetic datum have been created. More than 150 local datum have been used in the world.

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  • Data access layer

    Data access layer

    A data access layer (DAL) is a software architectural layer that provides access to data from one or more sources, such as a relational database, NoSQL database, SQL query engine, file system, or other persistent storage. It separates client code from the details of storage systems, query execution, connection handling, and data retrieval. Data access layers are commonly used to centralize data access logic, reduce coupling between applications and data sources, and provide a consistent interface for retrieving, writing, or querying data. Depending on the system, a data access layer may be implemented as application code, a shared library, an intermediary service, or part of a broader database abstraction layer. == In application architecture == In application software, a data access layer provides a boundary between business logic or application code and the systems used to store or retrieve data. For example, a data access layer may expose methods or interfaces for retrieving, writing, or querying data while hiding details such as connection management, SQL statements, storage APIs, error handling, and result conversion. Depending on the application, the layer may return objects, records, tabular results, documents, streams, or other representations of data. A common implementation is a set of classes, functions, or methods that directly reference database queries, stored procedures, storage APIs, or other data sources. For example, instead of using commands such as insert, delete, and update throughout an application to access a specific table, methods such as registerUser or loginUser may be implemented inside the data access layer. Business logic methods from an application can also be mapped to the data access layer. Instead of making several database queries directly, an application can call a single DAL method that abstracts those database calls. Applications using a data access layer may be either dependent on or independent from a particular database server. If the data access layer supports multiple database systems, the application can use any database system that the DAL can access. In either case, the data access layer provides a centralized location for calls into the underlying data store, which can make it easier to maintain, test, or port the application to other storage systems. == Implementation patterns == A data access layer can be implemented using several patterns and technologies, including data access objects, repositories, stored procedures, query builders, database drivers, or object–relational mapping tools. These mechanisms may implement part or all of a data access layer, but are not always equivalent to the layer itself. Object–relational mapping tools are commonly used in data access layers for object-oriented applications that map records in a relational database to objects in a programming language. Other data access layers may expose lower-level database interfaces, tabular results, document-oriented data, files, streams, or protocol-level interfaces. == Use with multiple underlying data systems == A data access layer may be used to abstract differences between multiple underlying data systems, allowing applications to access them through a more consistent interface. In such designs, applications call the DAL rather than interacting directly with each database or storage system. The layer may then handle connection management, query generation, result mapping, error handling, and other implementation details. A data access layer may be implemented as a shared library or as an intermediary service, such as a proxy or gateway. In this configuration, client applications or services connect to the data access layer, which then communicates with one or more underlying databases or query engines. This can provide a common location for authentication, authorization, logging, routing, and translation between different database interfaces. == Interfaces and protocols == Data access layers may expose or use standardized interfaces and protocols for database access. Examples include Open Database Connectivity (ODBC), Java Database Connectivity (JDBC), database-native wire protocols, and newer interfaces such as Apache Arrow Database Connectivity (ADBC) and Arrow Flight SQL. In systems that support multiple data stores, a data access layer may provide a consistent interface while using different drivers, protocols, or query mechanisms internally. == Distinction from related patterns == A data access layer is related to, but broader than, a data access object, which is usually an object-oriented design pattern for encapsulating access to a persistence mechanism. It is also related to a database abstraction layer, which focuses on hiding differences between database systems. In practice, the terms may overlap.

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  • Spotify Kids

    Spotify Kids

    Spotify Kids is a Swedish kid-friendly Music streaming service developed by Spotify. It offers curated content for children, including music, audiobooks, lullabies, and bedtime stories, while providing their parents with parental controls. The service is only available to subscribers to Spotify's Premium Family subscription plan. == Function == Spotify Kids is a Swedish Kid-friendly Music Streaming Service that allows children to browse Spotify with parental controls. Using the app, parents can view their children's listening history, block specific songs, and share playlists with their children. The app also includes sing-along songs, playlists designed for young children, and curated audiobooks, lullabies, and bedtime stories. Access is included in Spotify's Premium Family subscription plan, and is exclusive to subscribers to the plan. Users can configure the app for a specific age group upon first launch. The playlists on Spotify Kids are curated by groups including Discovery Kids, Nickelodeon, Universal Pictures, and The Walt Disney Company. All content on the Spotify Kids app is curated by editors. As of March 2021, there were roughly 8,000 songs available on the platform. The design of the Spotify Kids app is colorful, and user interface varies depending on the age group for which the app is configured. Spotify Kids is designed to comply with consent and data collection regulations for apps used by children. TechCrunch explains that it is "designed on a grand scale to drive subscriptions to Spotify's top-tier $14.99-per-month Premium Family Plan." == Release == After being beta tested in Ireland in October 2019, it was released as a beta across the United Kingdom on February 11, 2020. It was later released in Sweden, Denmark, Australia, New Zealand, Mexico, Argentina, and Brazil. On March 31, 2021, it was made available in France, Canada, and the United States.

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  • FoundationDB

    FoundationDB

    FoundationDB is a free and open-source multi-model distributed NoSQL database owned by Apple Inc. with a shared-nothing architecture. The product was designed around a "core" database, with additional features supplied in "layers." The core database exposes an ordered key–value store with transactions. The transactions are able to read or write multiple keys stored on any machine in the cluster while fully supporting ACID properties. Transactions are used to implement a variety of data models via layers. The FoundationDB Alpha program began in January 2012 and concluded on March 4, 2013, with their public Beta release. Their 1.0 version was released for general availability on August 20, 2013. On March 24, 2015, it was reported that Apple has acquired the company. A notice on the FoundationDB web site indicated that the company has "evolved" its mission and would no longer offer downloads of the software. On April 19, 2018, Apple open sourced the software, releasing it under the Apache 2.0 license. == Main features == The main features of FoundationDB include the following: Ordered key–value store In addition to supporting standard key-based reads and writes, the ordering property enables range reads that can efficiently scan large swaths of data. Transactions Transaction processing employs multiversion concurrency control for reads and optimistic concurrency for writes. Transactions can span multiple keys stored on multiple machines. ACID properties FoundationDB guarantees serializable isolation and strong durability via redundant storage on disk before transactions are considered committed. Layers Layers map new data models, APIs, and query languages to the FoundationDB core. They employ FoundationDB's ability to update multiple data elements in a single transaction, ensuring consistency. An example is their SQL layer. Commodity clusters FoundationDB is designed for deployment on distributed clusters of commodity hardware running Linux. Replication FoundationDB stores each piece of data on multiple machines according to a configurable replication factor. Triple replication is the recommended mode for clusters of 5 or more machines. Scalability FoundationDB is designed to support horizontal scaling through the addition of machines to a cluster while automatically handling data replication and partitioning. Systems supported FoundationDB supports packages for Linux, Windows, and macOS. The Linux version supports production clusters, while the Windows and macOS versions support local operation for development purposes. Configurations on Amazon EC2 are also supported. Programming language bindings FoundationDB supports language bindings for Python, Go, Ruby, Node.js, Java, PHP, and C, all of which are made available with the product. == Design limitations == The design of FoundationDB results in several limitations: Long transactions FoundationDB does not support transactions running over five seconds. Large transactions Transaction size cannot exceed 10 MB of total written keys and values. Large keys and values Keys cannot exceed 10 kB in size. Values cannot exceed 100 kB in size. == History == FoundationDB, headquartered in Vienna, Virginia, was started in 2009 by Nick Lavezzo, Dave Rosenthal, and Dave Scherer, drawing on their experience in executive and technology roles at their previous company, Visual Sciences. In March 2015 the FoundationDB Community site was updated to state that the company had changed directions and would no longer be offering downloads of its product. The company was acquired by Apple Inc., which was confirmed March 25, 2015. On April 19, 2018, Apple open sourced the software, releasing it under the Apache 2.0 license.

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  • Data commingling

    Data commingling

    Data commingling, in computer science, occurs when different items or kinds of data are stored in such a way that they become commonly accessible when they are supposed to remain separated. In cloud computing, this can occur where different customer data sits on the same server. Data that is commingled can present a security vulnerability. Data commingling can also occur due to high speed data transmission mixing. In this situation, data of one security level can inadvertently or purposely be mixed with data of a lower or higher security level on the same transmission portal. Portal vehicles can be wire, fiber optics, microwave or various radio frequency transmission portals. This commingling can cause breaches of security and become a source of legal issues to any entity, corporation or individual. Data commingling can also occur when personal computers and personal software programs are used for business, security, government, etc. uses. In the early formulation stages of entities, non-profit or profit corporations, LLC's, LLP's, etc., the creation and use of stand-alone computers and stand-alone networks, "absolutely unconnected" to involved individuals, is the easiest, and safest way to prevent Data Commingling.

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  • I Am Rich

    I Am Rich

    I Am Rich is a discontinued 2008 mobile app for iPhones which had minimal function and was priced at US$999.99 (equivalent to $1,495 in 2025). The app was pulled from the App Store less than 24 hours after its launch. Receiving negative reviews from critics, only eight copies were sold. In the years since, several similar applications have been released at lower prices. == Overview == I Am Rich was developed as a joke by German software developer, Armin Heinrich, after he saw iPhone users complaining about software priced above $0.99. The app only showed a glowing red gem and an icon that, when pressed, displayed the following mantra in large text: I am richI deserv [sic] itI am good,healthy & successful Heinrich told The New York Times that "I regard it as art. I did not expect many people to buy it and did not expect all the fuss about it." The application is described as "a work of art with no hidden function at all", with its only purpose being to show other people that they were able to afford it. Vox writer Zachary Crockett called it "the ultimate Veblen good in app form". == Release == Heinrich released and distributed I Am Rich through the App Store on 5 August 2008. The app was sold for US$999.99 (equivalent to $1,495 in 2025), €799.99 (equivalent to €1,078 in 2023), and £599.99 (equivalent to £978.12 in 2025)—the highest prices Apple allowed for App Store content. Without explanation, the application was removed from the App Store by Apple less than a day after its release. === Purchases === Eight people bought the application, at least one of whom claimed to have done so accidentally. Six US sales and two European sales netted $5,600 for Heinrich and $2,400 for Apple (respectively equivalent to $8,374 and $3,589 in 2025). In correspondence with the Los Angeles Times, Heinrich told the newspaper that Apple had refunded two purchasers of his app, and that he was happy to not have dissatisfied customers. == Reception == Discussing the app on the website Silicon Alley Insider, Dan Frommer described the program as a "scam", "worthless", and finally "a joke that smells like a scammy rip-off" on August 5, 6, and 8, respectively. Without purchasing the app, Fox News's Paul Wagenseil guessed that the secret mantra was "German for 'Sucker!'" (Heinrich is German). Wired's Brian X. Chen described I Am Rich as a waste of money to "prove you're a jerk", and contrasted the expenditure with donating to cancer foundations and Third World countries. Heinrich told the Los Angeles Times's Mark Milian that he had received correspondence from satisfied customers: "I've got e-mails from customers telling me that they really love the app [... and that they had] no trouble spending the money". In an interview with The New York Times, though, he told of receiving many insulting emails and telephone messages. == Similar applications == The next year, Heinrich released I Am Rich LE. Priced at US$9.99 (equivalent to $14.99 in 2025), the new app has several new features (including a calculator, "help system", and the "famous mantra without the spelling mistakes") to meet Apple's requirement that apps have "definable content". Some customers were disappointed by the new functionality, poorly rating the app due to its ostensible improvements. On 23 February 2009, CNET Asia reported on the "conceptually similar" app, I Am Richer, developed by Mike DG for Google's Android. The app was released on the Android Market for US$200 (equivalent to $300.14 in 2025), a limit imposed by Google, who had no objection to the application. With the same name, the I Am Rich that was released on the Windows Phone Marketplace on 22 December 2010, was developed by DotNetNuzzi. Described by MobileCrunch as equally useless as the original, this app cost US$499.99 (equivalent to $738.2 in 2025), the price cap imposed by Microsoft.

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  • Evaluation of binary classifiers

    Evaluation of binary classifiers

    Evaluation of a binary classifier typically assigns a numerical value, or values, to a classifier that represent its accuracy. An example is error rate, which measures how frequently the classifier makes a mistake. There are many metrics that can be used; different fields have different preferences. For example, in medicine sensitivity and specificity are often used, while in computer science precision and recall are preferred. An important distinction is between metrics that are independent of the prevalence or skew (how often each class occurs in the population), and metrics that depend on the prevalence – both types are useful, but they have very different properties. Often, evaluation is used to compare two methods of classification, so that one can be adopted and the other discarded. Such comparisons are more directly achieved by a form of evaluation that results in a single unitary metric rather than a pair of metrics. == Contingency table == Given a data set, a classification (the output of a classifier on that set) gives two numbers: the number of positives and the number of negatives, which add up to the total size of the set. To evaluate a classifier, one compares its output to another reference classification – ideally a perfect classification, but in practice the output of another gold standard test – and cross tabulates the data into a 2×2 contingency table, comparing the two classifications. One then evaluates the classifier relative to the gold standard by computing summary statistics of these 4 numbers. Generally these statistics will be scale invariant (scaling all the numbers by the same factor does not change the output), to make them independent of population size, which is achieved by using ratios of homogeneous functions, most simply homogeneous linear or homogeneous quadratic functions. Say we test some people for the presence of a disease. Some of these people have the disease, and our test correctly says they are positive. They are called true positives (TP). Some have the disease, but the test incorrectly claims they don't. They are called false negatives (FN). Some don't have the disease, and the test says they don't – true negatives (TN). Finally, there might be healthy people who have a positive test result – false positives (FP). These can be arranged into a 2×2 contingency table (confusion matrix), conventionally with the test result on the vertical axis and the actual condition on the horizontal axis. These numbers can then be totaled, yielding both a grand total and marginal totals. Totaling the entire table, the number of true positives, false negatives, true negatives, and false positives add up to 100% of the set. Totaling the columns (adding vertically) the number of true positives and false positives add up to 100% of the test positives, and likewise for negatives. Totaling the rows (adding horizontally), the number of true positives and false negatives add up to 100% of the condition positives (conversely for negatives). The basic marginal ratio statistics are obtained by dividing the 2×2=4 values in the table by the marginal totals (either rows or columns), yielding 2 auxiliary 2×2 tables, for a total of 8 ratios. These ratios come in 4 complementary pairs, each pair summing to 1, and so each of these derived 2×2 tables can be summarized as a pair of 2 numbers, together with their complements. Further statistics can be obtained by taking ratios of these ratios, ratios of ratios, or more complicated functions. The contingency table and the most common derived ratios are summarized below; see sequel for details. Note that the rows correspond to the condition actually being positive or negative (or classified as such by the gold standard), as indicated by the color-coding, and the associated statistics are prevalence-independent, while the columns correspond to the test being positive or negative, and the associated statistics are prevalence-dependent. There are analogous likelihood ratios for prediction values, but these are less commonly used, and not depicted above. == Pairs of metrics == Often accuracy is evaluated with a pair of metrics composed in a standard pattern. === Sensitivity and specificity === The fundamental prevalence-independent statistics are sensitivity and specificity. Sensitivity or True Positive Rate (TPR), also known as recall, is the proportion of people that tested positive and are positive (True Positive, TP) of all the people that actually are positive (Condition Positive, CP = TP + FN). It can be seen as the probability that the test is positive given that the patient is sick. With higher sensitivity, fewer actual cases of disease go undetected (or, in the case of the factory quality control, fewer faulty products go to the market). Specificity (SPC) or True Negative Rate (TNR) is the proportion of people that tested negative and are negative (True Negative, TN) of all the people that actually are negative (Condition Negative, CN = TN + FP). As with sensitivity, it can be looked at as the probability that the test result is negative given that the patient is not sick. With higher specificity, fewer healthy people are labeled as sick (or, in the factory case, fewer good products are discarded). The relationship between sensitivity and specificity, as well as the performance of the classifier, can be visualized and studied using the Receiver Operating Characteristic (ROC) curve. In theory, sensitivity and specificity are independent in the sense that it is possible to achieve 100% in both (such as in the red/blue ball example given above). In more practical, less contrived instances, however, there is usually a trade-off, such that they are inversely proportional to one another to some extent. This is because we rarely measure the actual thing we would like to classify; rather, we generally measure an indicator of the thing we would like to classify, referred to as a surrogate marker. The reason why 100% is achievable in the ball example is because redness and blueness is determined by directly detecting redness and blueness. However, indicators are sometimes compromised, such as when non-indicators mimic indicators or when indicators are time-dependent, only becoming evident after a certain lag time. The following example of a pregnancy test will make use of such an indicator. Modern pregnancy tests do not use the pregnancy itself to determine pregnancy status; rather, human chorionic gonadotropin is used, or hCG, present in the urine of gravid females, as a surrogate marker to indicate that a woman is pregnant. Because hCG can also be produced by a tumor, the specificity of modern pregnancy tests cannot be 100% (because false positives are possible). Also, because hCG is present in the urine in such small concentrations after fertilization and early embryogenesis, the sensitivity of modern pregnancy tests cannot be 100% (because false negatives are possible). === Positive and negative predictive values === In addition to sensitivity and specificity, the performance of a binary classification test can be measured with positive predictive value (PPV), also known as precision, and negative predictive value (NPV). The positive prediction value answers the question "If the test result is positive, how well does that predict an actual presence of disease?". It is calculated as TP/(TP + FP); that is, it is the proportion of true positives out of all positive results. The negative prediction value is the same, but for negatives, naturally. ==== Impact of prevalence on predictive values ==== Prevalence has a significant impact on prediction values. As an example, suppose there is a test for a disease with 99% sensitivity and 99% specificity. If 2000 people are tested and the prevalence (in the sample) is 50%, 1000 of them are sick and 1000 of them are healthy. Thus about 990 true positives and 990 true negatives are likely, with 10 false positives and 10 false negatives. The positive and negative prediction values would be 99%, so there can be high confidence in the result. However, if the prevalence is only 5%, so of the 2000 people only 100 are really sick, then the prediction values change significantly. The likely result is 99 true positives, 1 false negative, 1881 true negatives and 19 false positives. Of the 19+99 people tested positive, only 99 really have the disease – that means, intuitively, that given that a patient's test result is positive, there is only 84% chance that they really have the disease. On the other hand, given that the patient's test result is negative, there is only 1 chance in 1882, or 0.05% probability, that the patient has the disease despite the test result. === Precision and recall === Precision and recall can be interpreted as (estimated) conditional probabilities: Precision is given by P ( C = P | C ^ = P ) {\displaystyle P(C=P|{\hat {C}}=P)} while recall is given by P ( C ^ = P | C = P ) {\displaystyle P({\hat {C}}=P|C=P)} , where C ^ {\

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  • Non-photorealistic rendering

    Non-photorealistic rendering

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

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  • Big data

    Big data

    Big data primarily refers to data sets that are too large or complex to be dealt with by traditional data-processing software. Data with many entries (rows) offers greater statistical power, while data with higher complexity (more attributes or columns) may lead to a higher false discovery rate. Big data analysis challenges include capturing data, data storage, data analysis, search, sharing, transfer, visualization, querying, updating, information privacy, and data sources. Big data was originally associated with three key concepts: volume, variety, and velocity. The analysis of big data that have only volume, velocity, and variety can pose challenges in sampling. A fourth concept, veracity, which refers to the level of reliability of data, was thus added. Without sufficient investment in expertise to ensure big data veracity, the volume and variety of data can produce costs and risks that exceed an organization's capacity to create and capture value from big data. Current usage of the term big data tends to refer to the use of predictive analytics, user behavior analytics, or certain other advanced data analytics methods that extract value from big data, and seldom to a particular size of data set. "There is little doubt that the quantities of data now available are indeed large, but that's not the most relevant characteristic of this new data ecosystem." Analysis of data sets can find new correlations to "spot business trends, prevent diseases, combat crime and so on". Scientists, business executives, medical practitioners, advertising and governments alike regularly meet difficulties with large datasets in areas including Internet searches, fintech, healthcare analytics, geographic information systems, urban informatics, and business informatics. Scientists encounter limitations in e-Science work, including meteorology, genomics, connectomics, complex physics simulations, biology, and environmental research. The size and number of available data sets have grown rapidly as data is collected by devices such as mobile devices, cheap and numerous information-sensing Internet of things devices, aerial (remote sensing) equipment, software logs, cameras, microphones, radio-frequency identification (RFID) readers and wireless sensor networks. The world's technological per-capita capacity to store information has roughly doubled every 40 months since the 1980s; as of 2012, every day 2.5 exabytes (2.17×260 bytes) of data are generated. Based on an IDC report prediction, the global data volume was predicted to grow exponentially from 4.4 zettabytes to 44 zettabytes between 2013 and 2020. By 2025, IDC predicts there will be 163 zettabytes of data. According to IDC, global spending on big data and business analytics (BDA) solutions is estimated to reach $215.7 billion in 2021. Statista reported that the global big data market is forecasted to grow to $103 billion by 2027. In 2011 McKinsey & Company reported, if US healthcare were to use big data creatively and effectively to drive efficiency and quality, the sector could create more than $300 billion in value every year. In the developed economies of Europe, government administrators could save more than €100 billion ($149 billion) in operational efficiency improvements alone by using big data. And users of services enabled by personal-location data could capture $600 billion in consumer surplus. One question for large enterprises is determining who should own big-data initiatives that affect the entire organization. Relational database management systems and desktop statistical software packages used to visualize data often have difficulty processing and analyzing big data. The processing and analysis of big data may require "massively parallel software running on tens, hundreds, or even thousands of servers". What qualifies as "big data" varies depending on the capabilities of those analyzing it and their tools. Furthermore, expanding capabilities make big data a moving target. "For some organizations, facing hundreds of gigabytes of data for the first time may trigger a need to reconsider data management options. For others, it may take tens or hundreds of terabytes before data size becomes a significant consideration." == Definition == The term big data has been in use since the 1990s, with some giving credit to John Mashey for popularizing the term. Big data usually includes data sets with sizes beyond the ability of commonly used software tools to capture, curate, manage, and process data within a tolerable elapsed time. Big data philosophy encompasses unstructured, semi-structured and structured data; however, the main focus is on unstructured data. Big data "size" is a constantly moving target; as of 2012 ranging from a few dozen terabytes to many zettabytes of data. Big data requires a set of techniques and technologies with new forms of integration to reveal insights from datasets that are diverse, complex, and of a massive scale. Variability is often included as an additional quality of big data. A 2018 definition states "Big data is where parallel computing tools are needed to handle data", and notes, "This represents a distinct and clearly defined change in the computer science used, via parallel programming theories, and losses of some of the guarantees and capabilities made by Codd's relational model." In a comparative study of big datasets, Kitchin and McArdle found that none of the commonly considered characteristics of big data appear consistently across all of the analyzed cases. For this reason, other studies identified the redefinition of power dynamics in knowledge discovery as the defining trait. Instead of focusing on the intrinsic characteristics of big data, this alternative perspective pushes forward a relational understanding of the object claiming that what matters is the way in which data is collected, stored, made available and analyzed. === Big data vs. business intelligence === The growing maturity of the concept more starkly delineates the difference between "big data" and "business intelligence": Business intelligence uses applied mathematics tools and descriptive statistics with data with high information density to measure things, detect trends, etc. Big data uses mathematical analysis, optimization, inductive statistics, and concepts from nonlinear system identification to infer laws (regressions, nonlinear relationships, and causal effects) from large sets of data with low information density to reveal relationships and dependencies, or to perform predictions of outcomes and behaviors. == Characteristics == Big data can be described by the following characteristics: Volume The quantity of generated and stored data. The size of the data determines the value and potential insight, and whether it can be considered big data or not. The size of big data is usually larger than terabytes and petabytes. Variety The type and nature of the data. Earlier technologies like RDBMSs were capable to handle structured data efficiently and effectively. However, the change in type and nature from structured to semi-structured or unstructured challenged the existing tools and technologies. Big data technologies evolved with the prime intention to capture, store, and process the semi-structured and unstructured (variety) data generated with high speed (velocity), and huge in size (volume). Later, these tools and technologies were explored and used for handling structured data also but preferable for storage. Eventually, the processing of structured data was still kept as optional, either using big data or traditional RDBMSs. This helps in analyzing data towards effective usage of the hidden insights exposed from the data collected via social media, log files, sensors, etc. Big data draws from text, images, audio, video; plus it completes missing pieces through data fusion. Velocity The speed at which the data is generated and processed to meet the demands and challenges that lie in the path of growth and development. Big data is often available in real-time. Compared to small data, big data is produced more continually. Two kinds of velocity related to big data are the frequency of generation and the frequency of handling, recording, and publishing. Veracity The truthfulness or reliability of the data, which refers to the data quality and the data value. Big data must not only be large in size, but also must be reliable in order to achieve value in the analysis of it. The data quality of captured data can vary greatly, affecting an accurate analysis. Value The worth in information that can be achieved by the processing and analysis of large datasets. Value also can be measured by an assessment of the other qualities of big data. Value may also represent the profitability of information that is retrieved from the analysis of big data. Variability The characteristic of the changing formats, structure, or sources of big data. Big data can include structured, unstructured,

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