AI Face Generator From Photo Free

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  • Schema-agnostic databases

    Schema-agnostic databases

    Schema-agnostic databases or vocabulary-independent databases aim at supporting users to be abstracted from the representation of the data, supporting the automatic semantic matching between queries and databases. Schema-agnosticism is the property of a database of mapping a query issued with the user terminology and structure, automatically mapping it to the dataset vocabulary. The increase in the size and in the semantic heterogeneity of database schemas bring new requirements for users querying and searching structured data. At this scale it can become unfeasible for data consumers to be familiar with the representation of the data in order to query it. At the center of this discussion is the semantic gap between users and databases, which becomes more central as the scale and complexity of the data grows. == Description == The evolution of data environments towards the consumption of data from multiple data sources and the growth in the schema size, complexity, dynamicity and decentralisation (SCoDD) of schemas increases the complexity of contemporary data management. The SCoDD trend emerges as a central data management concern in Big Data scenarios, where users and applications have a demand for more complete data, produced by independent data sources, under different semantic assumptions and contexts of use, which is the typical scenario for Semantic Web Data applications. The evolution of databases in the direction of heterogeneous data environments strongly impacts the usability, semiotics and semantic assumptions behind existing data accessibility methods such as structured queries, keyword-based search and visual query systems. With schema-less databases containing potentially millions of dynamically changing attributes, it becomes unfeasible for some users to become aware of the 'schema' or vocabulary in order to query the database. At this scale, the effort in understanding the schema in order to build a structured query can become prohibitive. == Schema-agnostic queries == Schema-agnostic queries can be defined as query approaches over structured databases which allow users satisfying complex information needs without the understanding of the representation (schema) of the database. Similarly, Tran et al. defines it as "search approaches, which do not require users to know the schema underlying the data". Approaches such as keyword-based search over databases allow users to query databases without employing structured queries. However, as discussed by Tran et al.: "From these points, users however have to do further navigation and exploration to address complex information needs. Unlike keyword search used on the Web, which focuses on simple needs, the keyword search elaborated here is used to obtain more complex results. Instead of a single set of resources, the goal is to compute complex sets of resources and their relations." The development of approaches to support natural language interfaces (NLI) over databases have aimed towards the goal of schema-agnostic queries. Complementarily, some approaches based on keyword search have targeted keyword-based queries which express more complex information needs. Other approaches have explored the construction of structured queries over databases where schema constraints can be relaxed. All these approaches (natural language, keyword-based search and structured queries) have targeted different degrees of sophistication in addressing the problem of supporting a flexible semantic matching between queries and data, which vary from the completely absence of the semantic concern to more principled semantic models. While the demand for schema-agnosticism has been an implicit requirement across semantic search and natural language query systems over structured data, it is not sufficiently individuated as a concept and as a necessary requirement for contemporary database management systems. Recent works have started to define and model the semantic aspects involved on schema-agnostic queries. === Schema-agnostic structured queries === Consist of schema-agnostic queries following the syntax of a structured standard (for example SQL, SPARQL). The syntax and semantics of operators are maintained, while different terminologies are used. ==== Example 1 ==== SELECT ?y { BillClinton hasDaughter ?x . ?x marriedTo ?y . } which maps to the following SPARQL query in the dataset vocabulary: ==== Example 2 ==== which maps to the following SPARQL query in the dataset vocabulary: === Schema-agnostic keyword queries === Consist of schema-agnostic queries using keyword queries. In this case the syntax and semantics of operators are different from the structured query syntax. ==== Example ==== "Bill Clinton daughter married to" "Books by William Goldman with more than 300 pages" == Semantic complexity == As of 2016 the concept of schema-agnostic queries has been developed primarily in academia. Most of schema-agnostic query systems have been investigated in the context of Natural Language Interfaces over databases or over the Semantic Web. These works explore the application of semantic parsing techniques over large, heterogeneous and schema-less databases. More recently, the individuation of the concept of schema-agnostic query systems and databases have appeared more explicitly within the literature. Freitas et al. provide a probabilistic model on the semantic complexity of mapping schema-agnostic queries.

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  • Sports Card Investor

    Sports Card Investor

    Sports Card Investor is an American sports collectibles media platform and mobile application founded by Geoff Wilson. The platform provides market data, analysis, and editorial content focused on sports trading cards and related collectibles. It operates a website, mobile app, and digital media channels covering developments in the sports card industry. The company posted its first YouTube video in July 2019, shortly before a period of rapid growth in sports card collecting in the early 2020s, which was marked by increased trading volumes and mainstream media attention. == History == Sports Card Investor was founded by Geoff Wilson, an entrepreneur and collector who began publishing sports card–related content online before launching the platform's dedicated app and subscription tools. In February 2020, the company launched Market Movers, the first website and app to chart sports card prices and track card collections. The platform expanded its media presence through partnerships and distribution agreements. In 2023, Yahoo Sports announced a new collectibles coverage initiative that included additional content from Sports Card Investor. In February 2024, the Sports Card Investor studio relocated to CardsHQ in Atlanta, Georgia, and visitors to the facility can watch Sports Card Investor videos being filmed. == Platform and content == The Sports Card Investor app provides users with pricing data, portfolio-tracking tools, and market-trend analysis for trading cards. The company also produces video and editorial content discussing market developments, grading trends, and major card releases. Coverage in industry publications has referenced Sports Card Investor in discussions about shifts in sports card licensing rights and hobby market reactions. == Industry context == The growth of Sports Card Investor coincided with a broader resurgence in trading card markets, including record sales and expanded retail presence. Mainstream outlets have cited the company and its founder in reporting on collectibles investing trends, grading practices, and market volatility. The Sports Card Investor app has attracted over 37,000 reviews on the Apple App Store, reflecting its strong user engagement within the sports card community.

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  • Cone tracing

    Cone tracing

    Cone tracing and beam tracing are a derivative of the ray tracing algorithm that replaces rays, which have no thickness, with thick rays. == Principles == In ray tracing, rays are often modeled as geometric ray with no thickness to perform efficient geometric queries such as a ray-triangle intersection. From a physics of light transport point of view, however, this is an inaccurate model provided the pixel on the sensor plane has non-zero area. In the simplified pinhole camera optics model, the energy reaching the pixel comes from the integral of radiance from the solid angle by which the sensor pixel sees the scene through the pinhole at the focal plane. This yields the key notion of pixel footprint on surfaces or in the texture space, which is the back projection of the pixel on to the scene. Note that this approach can also represent a lens-based camera and thus depth of field effects, using a cone whose cross-section decreases from the lens size to zero at the focal plane, and then increases. Real optical system do not focus on exact points because of diffraction and imperfections. This can be modeled with a point spread function (PSF) weighted within a solid angle larger than the pixel. From a signal processing point of view, ignoring the point spread function and approximating the integral of radiance with a single, central sample (through a ray with no thickness) can lead to strong aliasing because the "projected geometric signal" has very high frequencies exceeding the Nyquist-Shannon maximal frequency that can be represented using the uniform pixel sampling rate. The physically based image formation model can be approximated by the convolution with the point spread function assuming the function is shift-invariant and linear. In practice, techniques such as multisample anti-aliasing estimate this cone-based model by oversampling the signal and then performing a convolution (the reconstruction filter). The backprojected cone footprint onto the scene can also be used to directly pre-filter the geometry and textures of the scene. Note that contrary to intuition, the reconstruction filter should not be the pixel footprint (as the pinhole camera model would suggest), since a box filter has poor spectral properties. Conversely, the ideal sinc function is not practical, having infinite support with possibly negative values which often creates ringing artifacts due to the Gibbs phenomenon. A Gaussian or a Lanczos filter are considered good compromises. == Computer graphics models == Cone and Beam early papers rely on different simplifications: the first considers a circular section and treats the intersection with various possible shapes. The second treats an accurate pyramidal beam through the pixel and along a complex path, but it only works for polyhedrical shapes. Cone tracing solves certain problems related to sampling and aliasing, which can plague conventional ray tracing. However, cone tracing creates a host of problems of its own. For example, just intersecting a cone with scene geometry leads to an enormous variety of possible results. For this reason, cone tracing has remained mostly unpopular. In recent years, increases in computer speed have made Monte Carlo algorithms like distributed ray tracing - i.e. stochastic explicit integration of the pixel - much more used than cone tracing because the results are exact provided enough samples are used. But the convergence is so slow that even in the context of off-line rendering a huge amount of time can be required to avoid noise. Differential cone-tracing, considering a differential angular neighborhood around a ray, avoids the complexity of exact geometry intersection but requires a LOD representation of the geometry and appearance of the objects. MIPmapping is an approximation of it limited to the integration of the surface texture within a cone footprint. Differential ray-tracing extends it to textured surfaces viewed through complex paths of cones reflected or refracted by curved surfaces. Raymarching methods over signed distance fields (SDFs) naturally allow easy use of cone-like tracing, at zero additional cost to the tracing, and both speeds up tracing and improves quality. Voxel cone tracing is a real-time algorithm that uses a hierarchical voxel representation of scene geometry, such as a sparse voxel octree, to support fast cone tracing for indirect illumination. This approach allows for the approximation of effects like glossy reflections and ambient occlusion at interactive framerates without the need for precomputation.

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  • Sports Card Investor

    Sports Card Investor

    Sports Card Investor is an American sports collectibles media platform and mobile application founded by Geoff Wilson. The platform provides market data, analysis, and editorial content focused on sports trading cards and related collectibles. It operates a website, mobile app, and digital media channels covering developments in the sports card industry. The company posted its first YouTube video in July 2019, shortly before a period of rapid growth in sports card collecting in the early 2020s, which was marked by increased trading volumes and mainstream media attention. == History == Sports Card Investor was founded by Geoff Wilson, an entrepreneur and collector who began publishing sports card–related content online before launching the platform's dedicated app and subscription tools. In February 2020, the company launched Market Movers, the first website and app to chart sports card prices and track card collections. The platform expanded its media presence through partnerships and distribution agreements. In 2023, Yahoo Sports announced a new collectibles coverage initiative that included additional content from Sports Card Investor. In February 2024, the Sports Card Investor studio relocated to CardsHQ in Atlanta, Georgia, and visitors to the facility can watch Sports Card Investor videos being filmed. == Platform and content == The Sports Card Investor app provides users with pricing data, portfolio-tracking tools, and market-trend analysis for trading cards. The company also produces video and editorial content discussing market developments, grading trends, and major card releases. Coverage in industry publications has referenced Sports Card Investor in discussions about shifts in sports card licensing rights and hobby market reactions. == Industry context == The growth of Sports Card Investor coincided with a broader resurgence in trading card markets, including record sales and expanded retail presence. Mainstream outlets have cited the company and its founder in reporting on collectibles investing trends, grading practices, and market volatility. The Sports Card Investor app has attracted over 37,000 reviews on the Apple App Store, reflecting its strong user engagement within the sports card community.

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  • Image translation

    Image translation

    Image translation is the machine translation of images of printed text (posters, banners, menus, screenshots etc.). This is done by applying optical character recognition (OCR) technology to an image to extract any text contained in the image, and then have this text translated into a language of their choice, and the applying digital image processing on the original image to get the translated image with a new language. == General == Machine translation made available on the internet (web and mobile) is a notable advance in multilingual communication eliminating the need for an intermediary translator/interpreter, translating foreign texts still poses a problem to the user as they cannot be expected to be able to type the foreign text they wish to translate and understand. Manually entering the foreign text may prove to be a difficulty especially in cases where an unfamiliar alphabet is used from a script which user can't read, e.g. Cyrillic, Chinese, Japanese etc. for an English speaker or any speaker of a Latin-based language or vice versa. The technical advancements in OCR made it possible to recognize text from images. The possibility to use one's mobile device's camera to capture and extract printed text is also known as mobile OCR and was first introduced in Japanese manufactured mobile telephones in 2004. Using the handheld's camera one could take a picture of (a line of) text and have it extracted (digitalized) for further manipulation such as storing the information in their contacts list, as a web page address (URL) or text to use in an SMS/email message etc. Presently, mobile devices having a camera resolution of 2 megapixels or above with an auto-focus ability, often feature the text scanner service. Taking the text scanning facility one step further, image translation emerged, giving users the ability to capture text with their mobile phone's camera, extract the text, and have it translated in their own language. More and more applications emerged on this technology including Word Lens. After getting acquired by Google, it was made a part of Google Translate mobile app. Another simultaneous advancement in Image Processing, has also made it possible now to replace the text on the image with the translated text and create a new image altogether. == History == The development of the image translation service springs from the advances in OCR technology (miniaturization and reduction of memory resources consumed) enabling text scanning on mobile telephones. Among the first to announce mobile software capable of “reading” text using the mobile device's camera is International Wireless Inc. who in February 2003 released their “CheckPoint” and “WebPoint” applications. “CheckPoint” reads critical symbolic information on checks and is aimed at reducing losses that mobile merchants suffer from “bounced” checks by scanning the MICR number on the bottom of a check, while “WebPoint” enables the visual recognition and decoding of printed URL's, which are then opened by the device's web browser. The first commercial release of a mobile text scanner, however, took place in December 2004 when Vodafone and Sharp began selling the 902SH mobile which was the first to feature a 2 megapixel digital camera with optical zoom. Among the device's various multimedia features was the built-in text/bar code/QR code scanner. The text scanner function could handle up to 60 alphabetical characters simultaneously. The scanned text could be then sent as an email or SMS message, added as a dictionary entry or, in the case of scanned URLs, opened via the device's web browser. All subsequent Sharp mobiles feature the text scanner functionality. In September 2005, NEC Corporation and the Nara Institute of Science and Technology in Japan (NAIST) announced new software capable of transforming cameraphones into text scanners. The application differs substantially from similarly equipped mobile telephones in Japan (able to scan businesscards and small bits of text and use OCR to convert that to editable text or to URL addresses) by it ability to scan a whole page. The two companies, however, said they would not release the software commercially before the end of 2008. Combining the text scanner function with machine translation technology was first made by US company RantNetwork who in July 2007 started selling the Communilator, a machine translation application for mobile devices featuring the Image Translation functionality. Using the built-in camera, the mobile user could take a picture of some printed text, apply OCR to recognize the text and then translate it into any one of over 25 language available. In April 2008 Nokia showcased their Shoot-to-Translate application for the N73 model which is capable of taking a picture using the device's camera, extracting the text and then translating it. The application only offers Chinese to English translation, and does not handle large segments of text. Nokia said they are in the process of developing their Multiscanner product which, besides scanning text and business cards, would be able to translate between 52 languages. Again in April 2008, Korean company Unichal Inc. released their handheld Dixau text scanner capable of scanning and recognizing English text and then translating it into Korean using online translation tools such as Wikipedia or Google Translate. The device is connected to a PC or a laptop via the USB port. In February 2009, Bulgarian company Interlecta presented at the Mobile World Congress in Barcelona their mobile translator including image recognition and speech synthesis. The application handles all European languages along with Chinese, Japanese and Korean. The software connects to a server over the Internet to accomplish the image recognition and the translation. In May 2014, Google acquired Word Lens to improve the quality of visual and voice translation. It is able to scan text or picture with one's device and have it translated instantly. Since the OCR has been improving many companies or website started combining OCR and translation, to read the text from an image and show the translated text. In August 2018, an Indian company created ImageTranslate. It is able to read, translate and re-create the image in another language. As of late 2018, the tool added 13 new languages, including Arabic, Thai, Vietnamese, Hindi, and Bengali, significantly increasing its utility in Asia and the Middle East. This helps users translate photos already stored in their phone's gallery, not just live, real-time views. Currently, image translation is offered by the following companies: Google Translate app with camera ImageTranslate Yandex

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  • Lost Art-Database

    Lost Art-Database

    The Lost Art-Datenbank is an online database published by the German Lost Art Foundation (Deutsches Zentrum Kulturgutverluste. It contains information on cultural objects looted from Jewish collectors or transferred due to Nazi persecution during the Nazi era. Until 2015, it was managed by the Koordinierungsstelle für Kulturgutverluste (Magdeburg Coordination Office). == Creation == Following the Washington Conference of 1998, and the commitments to provide more transparency regarding looted art, Germany launched the Lost Art Database in 2000 order to help Holocaust victims and their families track down artworks that had been looted from them or lost due to Nazi persecution. == Functionality == The Lost Art Database lists art and books and other cultural objects that were lost, seized, stolen or forceably sold during the Nazi era. The database is divided into search requests from victims' families, heirs or institutions and "found" reports from cultural institutions on items with unresolved provenance gaps from the Nazi periods. The section on reports of finds lists objects that are known to have been unlawfully seized or relocated as a result of the war. In addition, reports are published here on cultural objects for which an uncertain or incomplete provenance may indicate a possible unlawful seizure or war-related relocation. The publication of reports in the Lost Art Internet Database is carried out on behalf of and with the consent of the reporting persons and institutions. The responsibility for the content of the reports lies with these legal or natural persons. There have been controversies over which items should be included in the database. Lost Art is based on the Washington Principles adopted in 1998, which Germany has committed itself to implementing (Joint Declaration, 1999). The Lost Art Database is considered a key resource in the search for looted art and the victims of persecution. Every item in the Lost Art Database has an identifier, known as a Lost Art ID. Proveana is the linked research database. == Other lost art databases == Other countries have launched databases to help identify Nazi looted art. Each database has its own area of focus. The German Lost Art Database allows families or heirs to submit information. Other countries have databases that focus on looted artworks that have not been found or artworks that were repatriated to the national authorities after the defeat of the Nazis but were never returned to their original owners. Other databases have been created for stolen antiquities, looted art from colonial era, art stolen from Syria, Iraq, Ukraine, or from museums or collectors.

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  • Event condition action

    Event condition action

    Event condition action (ECA) is a short-cut for referring to the structure of active rules in event-driven architecture and active database systems. Such a rule traditionally consisted of three parts: The event part specifies the signal that triggers the invocation of the rule The condition part is a logical test that, if satisfied or evaluates to true, causes the action to be carried out The action part consists of updates or invocations on the local data This structure was used by the early research in active databases which started to use the term ECA. Current state of the art ECA rule engines use many variations on rule structure. Also other features not considered by the early research is introduced, such as strategies for event selection into the event part. In a memory-based rule engine, the condition could be some tests on local data and actions could be updates to object attributes. In a database system, the condition could simply be a query to the database, with the result set (if not null) being passed to the action part for changes to the database. In either case, actions could also be calls to external programs or remote procedures. Note that for database usage, updates to the database are regarded as internal events. As a consequence, the execution of the action part of an active rule can match the event part of the same or another active rule, thus triggering it. The equivalent in a memory-based rule engine would be to invoke an external method that caused an external event to trigger another ECA rule. ECA rules can also be used in rule engines that use variants of the Rete algorithm for rule processing. == ECA rule engines == Rulecore Concurrent Rules Apart Database Detect Invocation Rules ConceptBase ECArules

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  • Path tracing

    Path tracing

    Path tracing is a rendering algorithm in computer graphics that simulates how light interacts with objects and participating media to generate realistic (physically plausible) images. It is based on earlier, more limited, ray tracing algorithms. Path tracing is used to create photorealistic images for artistic purposes, and for applications such as architectural rendering and product design. It is also used to render frames for animated films, and visual effects for film and television. Because it can be very accurate and unbiased, it is commonly used to generate reference images when testing the quality of other rendering algorithms. The technique uses the Monte Carlo method to compute estimates of global illumination and simulate the ways different materials reflect (or scatter), transmit, absorb, and emit light. It can incorporate simple modeling of the effects of aperture and lens (depth of field, and bokeh) and shutter speed (motion blur), or more realistic simulation of the optical components in a camera. The algorithm works by describing illumination in a scene using the rendering equation, or light transport equation, and finding an approximate solution using Monte Carlo integration. An inefficient (but accurate) version of the algorithm can be very simple, and involves tracing a ray from the camera, allowing this ray to bounce in random directions as it hits different objects in the scene, and computing the amount of light transmitted along the path to the camera whenever the path encounters a light source. This process is repeated many times for each pixel (each repetition, with generated path and transmitted light, is called a sample), and the results are averaged. One main difference between this algorithm and standard ray tracing is that a single unbranching path is traced each time, while "Whitted-style" or "Cook-style" ray tracing recursively samples branching paths (e.g. when light is both reflected and refracted by a glass object). More practical versions incorporate improvements such as quasi-Monte Carlo methods (techniques that distribute samples more evenly), importance sampling (take more samples of paths that are likely to transport more light), and next event estimation (allow a very limited form of branching, and sample additional paths that connect to the lights more directly). Because path tracing uses random samples there is noise in the final image, which decreases as more samples are taken. Images commonly require many thousands of samples per pixel (spp) to reduce noise to an acceptable level, and denoising techniques (e.g. based on neural networks) are often used. Denoising is usually necessary when path tracing is used for real-time rendering in video games, because relatively few samples can be taken. Many alternative algorithms for path tracing have been developed, although they do not always outperform more straightforward implementations. These include bidirectional path tracing (which traces paths forwards from the light source as well as backwards from the camera), Metropolis light transport, and ways of combining path tracing with photon mapping. Video games often use biased versions of path tracing to improve performance (e.g. limiting the number of bounces in each path). A family of techniques called ReSTIR has been developed that can help real-time path tracing by sharing data between nearby pixels and consecutive frames. == History == Like all ray tracing methods, path tracing is based on ray casting, which Arthur Appel used for computer graphics rendering in the late 1960s. In 1980, John Turner Whitted published a recursive ray tracing algorithm that allows rendering images of scenes containing mirrored surfaces and refractive transparent objects. In 1984, Cook et al. described a form of ray tracing called distributed ray tracing, which uses Monte Carlo integration to render effects such as depth of field, motion blur, reflection from rough surfaces, and area lights. The same year, the radiosity method (not a ray tracing method) was published, which was the first physically based method for rendering diffuse global illumination. In 1986, Jim Kajiya published a paper exploring how to use distributed ray tracing to render physically-based global illumination, and this paper also introduced and named the method called "path tracing". Path tracing and other distributed ray tracing techniques were further refined in the late 1980s and early 1990s by researchers such as James Arvo and Peter Shirley, and by Greg Ward in the open source Radiance software. Despite being theoretically able to render any lighting, the original form of path tracing can sometimes be very inefficient (or noisy) for rendering light that is reflected or refracted before illuminating a visible surface, including diffuse global illumination where light enters an area through narrow gaps, because it traces paths only from the camera. To address this, variations of path tracing that trace paths from both the camera and from light sources, called bidirectional path tracing, were published in 1993 by Eric Lafortune and Yves Willems, and in 1997 by Eric Veach and Leonidas Guibas. In 1997 Veach and Guibas also published an alternative method called Metropolis light transport, which combines bidirectional path tracing with the Metropolis method. Veach's lengthy Ph.D. dissertation described both techniques, along with the theoretical background of path tracing; later, the book Physically Based Rendering (which won an Academy Award for Technical Achievement in 2014) helped to make information about path tracing more widely available. Path tracing requires tracing a large number of paths of light in order to produce an image with a visually acceptable amount of noise. This made path tracing very slow on computers available in the 1980s and 1990s, and noise remained a problem when trying to reproduce the style of earlier computer graphics animated films. Most animated films produced until around 2010, by studios such as Pixar, used rasterization-based rendering, with ray tracing used selectively for reflections (and later for precomputed or cached global illumination). However the speed of computers rapidly increased during the 1990s. Blue Sky Studios pioneered using Monte Carlo ray tracing for global illumination in animation, including in the 1998 short film "Bunny", but they did not disclose the precise techniques used. Path tracing gradually become more practical for film production in the early 2000s. The Arnold renderer, developed by Marcos Fajardo, was used by Sony Pictures Imageworks to produce the feature-length film Monster House, released in 2006. Pixar rewrote their RenderMan software to use path tracing, and released their first feature-length path-traced film Finding Dory in 2016. Although path tracing still had a large computational cost, animation studios discovered that less human labor was required when using it, for example because global illumination no longer needed to be faked by manually placing lights. The amount of noise present in path traced images still caused difficulties, particularly when rendering motion blur (which was used extensively by earlier animated films) but denoising techniques were developed to address this. New techniques were also needed for rendering hair and fur, and to handle the extremely large scenes sometimes required by films. Renderers such as Arnold, and Disney's Hyperion, originally only used CPUs for rendering, but as GPUs became more capable (and APIs such as CUDA, OpenCL, and OptiX were released) researchers and developers began adapting algorithms and implementations to use GPUs. GPUs can dramatically reduce rendering time: for example using a high-end GPU to accelerate portions of the rendering code can make it over 30 times faster than using only a high-end CPU. == Description == Kajiya's 1986 paper defined a recursive integral equation called the rendering equation, which describes a simplified form of light transport. Using Monte Carlo integration for the integral on the right side of the equation leads fairly directly to the path tracing algorithm: I ( x , x ′ ) = g ( x , x ′ ) [ ϵ ( x , x ′ ) + ∫ S ρ ( x , x ′ , x ″ ) I ( x ′ , x ″ ) d x ″ ] {\displaystyle I(x,x')=g(x,x')\left[\epsilon (x,x')+\int _{S}\rho (x,x',x'')I(x',x'')dx''\right]} This expresses I(x,x'), the light arriving at point x from point x', as the product of a geometry term, g(x,x'), which is 0 if there is something blocking the light between the two points and 1 otherwise, and the amount of light leaving point x' and traveling towards x. The light leaving point x' is the sum of the light emitted by the surface at x', and the integral of the light arriving at x' from all other points in the scene (the integration domain S) and being reflected towards x. The factor ρ(x,x',x''), which calculates how much light is reflected, must take into account the angles at which the light is arriving and leaving, and

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  • StyleGAN

    StyleGAN

    The Style Generative Adversarial Network, or StyleGAN for short, is an extension to the GAN architecture introduced by Nvidia researchers in December 2018, and made source available in February 2019. StyleGAN depends on Nvidia's CUDA software, GPUs, and Google's TensorFlow, or Meta AI's PyTorch, which supersedes TensorFlow as the official implementation library in later StyleGAN versions. The second version of StyleGAN, called StyleGAN2, was published on February 5, 2020. It removes some of the characteristic artifacts and improves the image quality. Nvidia introduced StyleGAN3, described as an "alias-free" version, on June 23, 2021, and made source available on October 12, 2021. == History == A direct predecessor of the StyleGAN series is the Progressive GAN, published in 2017. In December 2018, Nvidia researchers distributed a preprint with accompanying software introducing StyleGAN, a GAN for producing an unlimited number of (often convincing) portraits of fake human faces. StyleGAN was able to run on Nvidia's commodity GPU processors. In February 2019, Uber engineer Phillip Wang used the software to create the website This Person Does Not Exist, which displayed a new face on each web page reload. Wang himself has expressed amazement, given that humans are evolved to specifically understand human faces, that nevertheless StyleGAN can competitively "pick apart all the relevant features (of human faces) and recompose them in a way that's coherent." In September 2019, a website called Generated Photos published 100,000 images as a collection of stock photos. The collection was made using a private dataset shot in a controlled environment with similar light and angles. Similarly, two faculty at the University of Washington's Information School used StyleGAN to create Which Face is Real?, which challenged visitors to differentiate between a fake and a real face side by side. The faculty stated the intention was to "educate the public" about the existence of this technology so they could be wary of it, "just like eventually most people were made aware that you can Photoshop an image". The second version of StyleGAN, called StyleGAN2, was published on February 5, 2020. It removes some of the characteristic artifacts and improves the image quality. In 2021, a third version was released, improving consistency between fine and coarse details in the generator. Dubbed "alias-free", this version was implemented with PyTorch. === Illicit use === In December 2019, Facebook took down a network of accounts with false identities, and mentioned that some of them had used profile pictures created with machine learning techniques. == Architecture == === Progressive GAN === Progressive GAN is a method for training GAN for large-scale image generation stably, by growing a GAN generator from small to large scale in a pyramidal fashion. Like SinGAN, it decomposes the generator as G = G 1 ∘ G 2 ∘ ⋯ ∘ G N {\displaystyle G=G_{1}\circ G_{2}\circ \cdots \circ G_{N}} , and the discriminator as D = D N ∘ D N − 1 ∘ ⋯ ∘ D 1 {\displaystyle D=D_{N}\circ D_{N-1}\circ \cdots \circ D_{1}} . During training, at first only G N , D N {\displaystyle G_{N},D_{N}} are used in a GAN game to generate 4x4 images. Then G N − 1 , D N − 1 {\displaystyle G_{N-1},D_{N-1}} are added to reach the second stage of GAN game, to generate 8x8 images, and so on, until we reach a GAN game to generate 1024x1024 images. To avoid discontinuity between stages of the GAN game, each new layer is "blended in" (Figure 2 of the paper). For example, this is how the second stage GAN game starts: Just before, the GAN game consists of the pair G N , D N {\displaystyle G_{N},D_{N}} generating and discriminating 4x4 images. Just after, the GAN game consists of the pair ( ( 1 − α ) + α ⋅ G N − 1 ) ∘ u ∘ G N , D N ∘ d ∘ ( ( 1 − α ) + α ⋅ D N − 1 ) {\displaystyle ((1-\alpha )+\alpha \cdot G_{N-1})\circ u\circ G_{N},D_{N}\circ d\circ ((1-\alpha )+\alpha \cdot D_{N-1})} generating and discriminating 8x8 images. Here, the functions u , d {\displaystyle u,d} are image up- and down-sampling functions, and α {\displaystyle \alpha } is a blend-in factor (much like an alpha in image composing) that smoothly glides from 0 to 1. === StyleGAN === StyleGAN is designed as a combination of Progressive GAN with neural style transfer. The key architectural choice of StyleGAN-1 is a progressive growth mechanism, similar to Progressive GAN. Each generated image starts as a constant 4 × 4 × 512 {\displaystyle 4\times 4\times 512} array, and repeatedly passed through style blocks. Each style block applies a "style latent vector" via affine transform ("adaptive instance normalization"), similar to how neural style transfer uses Gramian matrix. It then adds noise, and normalize (subtract the mean, then divide by the variance). At training time, usually only one style latent vector is used per image generated, but sometimes two ("mixing regularization") in order to encourage each style block to independently perform its stylization without expecting help from other style blocks (since they might receive an entirely different style latent vector). After training, multiple style latent vectors can be fed into each style block. Those fed to the lower layers control the large-scale styles, and those fed to the higher layers control the fine-detail styles. Style-mixing between two images x , x ′ {\displaystyle x,x'} can be performed as well. First, run a gradient descent to find z , z ′ {\displaystyle z,z'} such that G ( z ) ≈ x , G ( z ′ ) ≈ x ′ {\displaystyle G(z)\approx x,G(z')\approx x'} . This is called "projecting an image back to style latent space". Then, z {\displaystyle z} can be fed to the lower style blocks, and z ′ {\displaystyle z'} to the higher style blocks, to generate a composite image that has the large-scale style of x {\displaystyle x} , and the fine-detail style of x ′ {\displaystyle x'} . Multiple images can also be composed this way. === StyleGAN2 === StyleGAN2 improves upon StyleGAN in two ways. One, it applies the style latent vector to transform the convolution layer's weights instead, thus solving the "blob" problem. The "blob" problem roughly speaking is because using the style latent vector to normalize the generated image destroys useful information. Consequently, the generator learned to create a "distraction" by a large blob, which absorbs most of the effect of normalization (somewhat similar to using flares to distract a heat-seeking missile). Two, it uses residual connections, which helps it avoid the phenomenon where certain features are stuck at intervals of pixels. For example, the seam between two teeth may be stuck at pixels divisible by 32, because the generator learned to generate teeth during stage N-5, and consequently could only generate primitive teeth at that stage, before scaling up 5 times (thus intervals of 32). This was updated by the StyleGAN2-ADA ("ADA" stands for "adaptive"), which uses invertible data augmentation. It also tunes the amount of data augmentation applied by starting at zero, and gradually increasing it until an "overfitting heuristic" reaches a target level, thus the name "adaptive". === StyleGAN3 === StyleGAN3 improves upon StyleGAN2 by solving the "texture sticking" problem, which can be seen in the official videos. They analyzed the problem by the Nyquist–Shannon sampling theorem, and argued that the layers in the generator learned to exploit the high-frequency signal in the pixels they operate upon. To solve this, they proposed imposing strict lowpass filters between each generator's layers, so that the generator is forced to operate on the pixels in a way faithful to the continuous signals they represent, rather than operate on them as merely discrete signals. They further imposed rotational and translational invariance by using more signal filters. The resulting StyleGAN-3 is able to generate images that rotate and translate smoothly, and without texture sticking.

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  • CloudPassage

    CloudPassage

    CloudPassage is a company that provides an automation platform, delivered via software as a service, that improves security for private, public, and hybrid cloud computing environments. CloudPassage is headquartered in San Francisco. == History == CloudPassage was founded by Carson Sweet, Talli Somekh, and Vitaliy Geraymovych in 2010. The company used cloud computing and big data analytics to implement security monitoring and control in a platform called Halo. CloudPassage spent a year in stealth developing the Halo technology, coming out of stealth mode to a closed beta in January 2011. In June 2012, the company launched the commercial product that included configuration security monitoring, network microsegmentation, and two-factor authentication for privileged access management. By 2013, CloudPassage expanded Halo to support large enterprises with advanced security and compliance requirements with a product called Halo Enterprise. The first round of venture funding for the company raised $6.5 million. In April 2012, CloudPassage raised $14 million. The financing round was led by Tenaya Capital. In February 2014, CloudPassage announced that it had raised $25.5 million in funding led by Shasta Ventures. In total, the company has invested over $30 million in its technology and raised approximately $88 million in capital. == Product == The CloudPassage platform provides cloud workload security and compliance for systems hosted in public or private cloud infrastructure environments, including hybrid cloud and multi-cloud workload hosting models. The flagship product the company offers is called Halo. Halo secures virtual servers in public, private, and hybrid cloud infrastructures and provides file integrity monitoring (FIM) while also administering firewall automation, vulnerability monitoring, network access control, security event alerting, and assessment. The Halo platform also provides security applications such as privileged access management, software vulnerability scanning, multifactor authentication, and log-based IDS. In December 2013, CloudPassage set up six servers with Microsoft Windows and Linux operating systems and combinations of popular programs and invited hackers to attempt to hack into the servers. The top prize was $5,000 and the winning hacker was a novice that completed the task in four hours. CloudPassage programmed the servers to use basic default security settings to show how vulnerable cloud computing programs can be to security threats. == Awards and recognition == In May 2011, Gigaom named CloudPassage in its list of the Top 50 Cloud Innovators. That same month, eWeek recognized CloudPassage as one of 16 Hot Startup Companies Flying Under the Radar. SC Magazine named CloudPassage an Industry Innovator in the Virtualization and Cloud Security category in 2012. Also in 2012, The Wall Street Journal named CloudPassage a runner-up in the Information Security category of its Technology Innovation Awards. The CloudPassage large-scale security program, Halo, won Best Security Solution in 2014 at the SIIA Codie awards.

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  • IT baseline protection

    IT baseline protection

    The IT baseline protection (German: IT-Grundschutz) approach from the German Federal Office for Information Security (BSI) is a methodology to identify and implement computer security measures in an organization. The aim is the achievement of an adequate and appropriate level of security for IT systems. To reach this goal the BSI recommends "well-proven technical, organizational, personnel, and infrastructural safeguards". Organizations and federal agencies show their systematic approach to secure their IT systems (e.g. Information Security Management System) by obtaining an ISO/IEC 27001 Certificate on the basis of IT-Grundschutz. == Overview baseline security == The term baseline security signifies standard security measures for typical IT systems. It is used in various contexts with somewhat different meanings. For example: Microsoft Baseline Security Analyzer: Software tool focused on Microsoft operating system and services security Cisco security baseline: Vendor recommendation focused on network and network device security controls Nortel baseline security: Set of requirements and best practices with a focus on network operators ISO/IEC 13335-3 defines a baseline approach to risk management. This standard has been replaced by ISO/IEC 27005, but the baseline approach was not taken over yet into the 2700x series. There are numerous internal baseline security policies for organizations, The German BSI has a comprehensive baseline security standard, that is compliant with the ISO/IEC 27000-series == BSI IT baseline protection == The foundation of an IT baseline protection concept is initially not a detailed risk analysis. It proceeds from overall hazards. Consequently, sophisticated classification according to damage extent and probability of occurrence is ignored. Three protection needs categories are established. With their help, the protection needs of the object under investigation can be determined. Based on these, appropriate personnel, technical, organizational and infrastructural security measures are selected from the IT Baseline Protection Catalogs. The Federal Office for Security in Information Technology's IT Baseline Protection Catalogs offer a "cookbook recipe" for a normal level of protection. Besides probability of occurrence and potential damage extents, implementation costs are also considered. By using the Baseline Protection Catalogs, costly security analyses requiring expert knowledge are dispensed with, since overall hazards are worked with in the beginning. It is possible for the relative layman to identify measures to be taken and to implement them in cooperation with professionals. The BSI grants a baseline protection certificate as confirmation for the successful implementation of baseline protection. In stages 1 and 2, this is based on self declaration. In stage 3, an independent, BSI-licensed auditor completes an audit. Certification process internationalization has been possible since 2006. ISO/IEC 27001 certification can occur simultaneously with IT baseline protection certification. (The ISO/IEC 27001 standard is the successor of BS 7799-2). This process is based on the new BSI security standards. This process carries a development price which has prevailed for some time. Corporations having themselves certified under the BS 7799-2 standard are obliged to carry out a risk assessment. To make it more comfortable, most deviate from the protection needs analysis pursuant to the IT Baseline Protection Catalogs. The advantage is not only conformity with the strict BSI, but also attainment of BS 7799-2 certification. Beyond this, the BSI offers a few help aids like the policy template and the GSTOOL. One data protection component is available, which was produced in cooperation with the German Federal Commissioner for Data Protection and Freedom of Information and the state data protection authorities and integrated into the IT Baseline Protection Catalog. This component is not considered, however, in the certification process. == Baseline protection process == The following steps are taken pursuant to the baseline protection process during structure analysis and protection needs analysis: The IT network is defined. IT structure analysis is carried out. Protection needs determination is carried out. A baseline security check is carried out. IT baseline protection measures are implemented. Creation occurs in the following steps: IT structure analysis (survey) Assessment of protection needs Selection of actions Running comparison of nominal and actual. === IT structure analysis === An IT network includes the totality of infrastructural, organizational, personnel, and technical components serving the fulfillment of a task in a particular information processing application area. An IT network can thereby encompass the entire IT character of an institution or individual division, which is partitioned by organizational structures as, for example, a departmental network, or as shared IT applications, for example, a personnel information system. It is necessary to analyze and document the information technological structure in question to generate an IT security concept and especially to apply the IT Baseline Protection Catalogs. Due to today's usually heavily networked IT systems, a network topology plan offers a starting point for the analysis. The following aspects must be taken into consideration: The available infrastructure, The organizational and personnel framework for the IT network, Networked and non-networked IT systems employed in the IT network. The communications connections between IT systems and externally, IT applications run within the IT network. === Protection needs determination === The purpose of the protection needs determination is to investigate what protection is sufficient and appropriate for the information and information technology in use. In this connection, the damage to each application and the processed information, which could result from a breach of confidentiality, integrity or availability, is considered. Important in this context is a realistic assessment of the possible follow-on damages. A division into the three protection needs categories "low to medium", "high" and "very high" has proved itself of value. "Public", "internal" and "secret" are often used for confidentiality. === Modelling === Heavily networked IT systems typically characterize information technology in government and business these days. As a rule, therefore, it is advantageous to consider the entire IT system and not just individual systems within the scope of an IT security analysis and concept. To be able to manage this task, it makes sense to logically partition the entire IT system into parts and to separately consider each part or even an IT network. Detailed documentation about its structure is prerequisite for the use of the IT Baseline Protection Catalogs on an IT network. This can be achieved, for example, via the IT structure analysis described above. The IT Baseline Protection Catalog’s' components must ultimately be mapped onto the components of the IT network in question in a modelling step. === Baseline security check === The baseline security check is an organisational instrument offering a quick overview of the prevailing IT security level. With the help of interviews, the status quo of an existing IT network (as modelled by IT baseline protection) relative to the number of security measures implemented from the IT Baseline Protection Catalogs are investigated. The result is a catalog in which the implementation status "dispensable", "yes", "partly", or "no" is entered for each relevant measure. By identifying not yet, or only partially, implemented measures, improvement options for the security of the information technology in question are highlighted. The baseline security check gives information about measures, which are still missing (nominal vs. actual comparison). From this follows what remains to be done to achieve baseline protection through security. Not all measures suggested by this baseline check need to be implemented. Peculiarities are to be taken into account! It could be that several more or less unimportant applications are running on a server, which have lesser protection needs. In their totality, however, these applications are to be provided with a higher level of protection. This is called the (cumulation effect). The applications running on a server determine its need for protection. Several IT applications can run on an IT system. When this occurs, the application with the greatest need for protection determines the IT system’s protection category. Conversely, it is conceivable that an IT application with great protection needs does not automatically transfer this to the IT system. This may happen because the IT system is configured redundantly, or because only an inconsequential part is running on it. This is called the (distribution effect). This is the case, fo

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  • Geofence warrant

    Geofence warrant

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

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  • Pedagogical agent

    Pedagogical agent

    A pedagogical agent is a concept borrowed from computer science and artificial intelligence and applied to education, usually as part of an intelligent tutoring system (ITS). It is a simulated human-like interface between the learner and the content, in an educational environment. A pedagogical agent is designed to model the type of interactions between a student and another person. Mabanza and de Wet define it as "a character enacted by a computer that interacts with the user in a socially engaging manner". A pedagogical agent can be assigned different roles in the learning environment, such as tutor or co-learner, depending on the desired purpose of the agent. "A tutor agent plays the role of a teacher, while a co-learner agent plays the role of a learning companion". == History == The history of Pedagogical Agents is closely aligned with the history of computer animation. As computer animation progressed, it was adopted by educators to enhance computerized learning by including a lifelike interface between the program and the learner. The first versions of a pedagogical agent were more cartoon than person, like Microsoft's Clippy which helped users of Microsoft Office load and use the program's features in 1997. However, with developments in computer animation, pedagogical agents can now look lifelike. By 2006 there was a call to develop modular, reusable agents to decrease the time and expertise required to create a pedagogical agent. There was also a call in 2009 to enact agent standards. The standardization and re-usability of pedagogical agents is less of an issue since the decrease in cost and widespread availability of animation tools. Individualized pedagogical agents can be found across disciplines including medicine, math, law, language learning, automotive, and armed forces. They are used in applications directed to every age, from preschool to adult. == Learning theories related to pedagogical agent design == === Distributed cognition theory === Distributed cognition theory is the method in which cognition progresses in the context of collaboration with others. Pedagogical agents can be designed to assist the cognitive transfer to the learner, operating as artifacts or partners with collaborative role in learning. To support the performance of an action by the user, the pedagogical agent can act as a cognitive tool as long as the agent is equipped with the knowledge that the user lacks. The interactions between the user and the pedagogical agent can facilitate a social relationship. The pedagogical agent may fulfill the role of a working partner. === Socio-cultural learning theory === Socio-cultural learning theory is how the user develops when they are involved in learning activities in which there is interaction with other agents. A pedagogical agent can: intervene when the user requests, provide support for tasks that the user cannot address, and potentially extend the learners cognitive reach. Interaction with the pedagogical agent may elicit a variety of emotions from the learner. The learner may become excited, confused, frustrated, and/or discouraged. These emotions affect the learners' motivation. === Extraneous Cognitive Load === Extraneous cognitive load is the extra effort being exerted by an individual's working memory due to the way information is being presented. A pedagogical agent can increase the user's cognitive load by distracting them and becoming the focus of their attention, causing split attention between the instructional material and the agent. Agents can reduce the perceived cognitive load by providing narration and personalization that can also promote a user's interest and motivation. While research on the reduction of cognitive load from pedagogical agents is minimal, more studies have shown that agents do not increase it. == Effectiveness == It has been suggested by researchers that pedagogical agents may take on different roles in the learning environment. Examples of these roles are: supplanting, scaffolding, coaching, testing, or demonstrating or modelling a procedure. A pedagogical agent as a tutor has not been demonstrated to add any benefit to an educational strategy in equivalent lessons with and without a pedagogical agent. According to Richard Mayer, there is some support in research for pedagogical agent increasing learning, but only as a presenter of social cues. A co-learner pedagogical agent is believed to increase the student's self-efficacy. By pointing out important features of instructional content, a pedagogical agent can fulfill the signaling function, which research on multimedia learning has shown to enhance learning. Research has demonstrated that human-human interaction may not be completely replaced by pedagogical agents, but learners may prefer the agents to non-agent multimedia systems. This finding is supported by social agency theory. Much like the varying effectiveness of the pedagogical agent roles in the learning environment, agents that take into account the user's affect have had mixed results. Research has shown pedagogical agents that make use of the users’ affect have been found to increase user knowledge retention, motivation, and perceived self-efficacy. However, with such a broad range of modalities in affective expressions, it is often difficult to utilize them. Additionally, having agents detect a user's affective state with precision remains challenging, as displays of affect are different across individuals. == Design == === Attractiveness === The appearance of a pedagogical agent can be manipulated to meet the learning requirements. The attractiveness of a pedagogical agent can enhance student's learning when the users were the opposite gender of the pedagogical agent. Male students prefer a sexy appearance of a female pedagogical agents and dislike the sexy appearance of male agents. Female students were not attracted by the sexy appearance of either male or female pedagogical agents. === Affective Response === Pedagogical agents have reached a point where they can convey and elicit emotion, but also reason about and respond to it. These agents are often designed to elicit and respond to affective actions from users through various modalities such as speech, facial expressions, and body gestures. They respond to the affective state of the given user, and make use of these modalities using a wide array of sensors incorporated into the design of the agent. Specifically in education and training applications, pedagogical agents are often designed to increasingly recognize when users or learners exhibit frustration, boredom, confusion, and states of flow. The added recognition in these agents is a step toward making them more emotionally intelligent, comforting and motivating the users as they interact. === Digital Representation === The design of a pedagogical agent often begins with its digital representation, whether it will be 2D or 3D and static or animated. Several studies have developed pedagogical agents that were both static and animated, then evaluated the relative benefits. Similar to other design considerations, the improved learning from static or animated agents remains questionable. One study showed that the appearance of an agent portrayed using a static image can impact a user's recall, based on the visual appearance. Other research found results that suggest static agent images improve learning outcomes. However, several other studies found user's learned more when the pedagogical agent was animated rather than static. Recently a meta-analysis of such research found a negligible improvement in learning via pedagogical agents, suggesting more work needs to be done in the area to support any claims.

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  • Colour banding

    Colour banding

    Colour banding is a subtle form of posterisation in digital images, caused by the colour of each pixel being rounded to the nearest of the digital colour levels. While posterisation is often done for artistic effect, colour banding is an undesired artefact. In 24-bit colour modes, 8 bits per channel is usually considered sufficient to render images in Rec. 709 or sRGB. However the eye can see the difference between the colour levels, especially when there is a sharp border between two large areas of adjacent colour levels. This will happen with gradual gradients (like sunsets, dawns or clear blue skies), and also when blurring an image a large amount. Colour banding is more noticeable with fewer bits per pixel (BPP) at 16–256 colours (4–8 BPP), where there are fewer shades with a larger difference between them. The appearance of colour banding is exaggerated by the Mach bands effect. Possible solutions include the introduction of dithering and increasing the number of bits per colour channel. Because the banding comes from limitations in the presentation of the image, blurring the image does not fix this unless the image BPP is higher than the original.

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  • Halloween Problem

    Halloween Problem

    In computing, the Halloween Problem refers to a phenomenon in databases in which an update operation causes a change in the physical location of a row, potentially allowing the row to be visited again later in the same update operation. This could even cause an infinite loop in some cases where updates continually place the updated record ahead of the scan performing the update operation. The potential for this database error was first discovered by Don Chamberlin, Pat Selinger, and Morton Astrahan in the mid-1970s, on Halloween day, while working on query optimization. They wrote a SQL query supposed to give a ten percent raise to every employee who earned less than $25,000. This query would run successfully, with no errors, but when finished all the employees in the database earned at least $25,000, because it kept giving them a raise until they reached that level. The expectation was that the query would iterate over each of the employee records with a salary less than $25,000 precisely once. In fact, because even updated records were visible to the query execution engine and so continued to match the query's criteria, salary records were matching multiple times and each time being given a 10% raise until they were all greater than $25,000. Contrary to what some believe, the name is not descriptive of the nature of the problem but rather was given due to the day it was discovered on. As recounted by Don Chamberlin: Pat and Morton discovered this problem on Halloween... I remember they came into my office and said, "Chamberlin, look at this. We have to make sure that when the optimizer is making a plan for processing an update, it doesn't use an index that is based on the field that is being updated. How are we going to do that?" It happened to be on a Friday, and we said, "Listen, we are not going to be able to solve this problem this afternoon. Let's just give it a name. We'll call it the Halloween Problem and we'll work on it next week." And it turns out it has been called that ever since.

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