AI For Business Cards

AI For Business Cards — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Deep image prior

    Deep image prior

    Deep image prior is a type of convolutional neural network used to enhance a given image with no prior training data other than the image itself. A neural network is randomly initialized and used as prior to solve inverse problems such as noise reduction, super-resolution, and inpainting. Image statistics are captured by the structure of a convolutional image generator rather than by any previously learned capabilities. == Method == === Background === Inverse problems such as noise reduction, super-resolution, and inpainting can be formulated as the optimization task x ∗ = m i n x E ( x ; x 0 ) + R ( x ) {\displaystyle x^{}=min_{x}E(x;x_{0})+R(x)} , where x {\displaystyle x} is an image, x 0 {\displaystyle x_{0}} a corrupted representation of that image, E ( x ; x 0 ) {\displaystyle E(x;x_{0})} is a task-dependent data term, and R(x) is the regularizer. Deep neural networks learn a generator/decoder x = f θ ( z ) {\displaystyle x=f_{\theta }(z)} which maps a random code vector z {\displaystyle z} to an image x {\displaystyle x} . The image corruption method used to generate x 0 {\displaystyle x_{0}} is selected for the specific application. === Specifics === In this approach, the R ( x ) {\displaystyle R(x)} prior is replaced with the implicit prior captured by the neural network (where R ( x ) = 0 {\displaystyle R(x)=0} for images that can be produced by a deep neural networks and R ( x ) = + ∞ {\displaystyle R(x)=+\infty } otherwise). This yields the equation for the minimizer θ ∗ = a r g m i n θ E ( f θ ( z ) ; x 0 ) {\displaystyle \theta ^{}=argmin_{\theta }E(f_{\theta }(z);x_{0})} and the result of the optimization process x ∗ = f θ ∗ ( z ) {\displaystyle x^{}=f_{\theta ^{}}(z)} . The minimizer θ ∗ {\displaystyle \theta ^{}} (typically a gradient descent) starts from a randomly initialized parameters and descends into a local best result to yield the x ∗ {\displaystyle x^{}} restoration function. ==== Overfitting ==== A parameter θ may be used to recover any image, including its noise. However, the network is reluctant to pick up noise because it contains high impedance while useful signal offers low impedance. This results in the θ parameter approaching a good-looking local optimum so long as the number of iterations in the optimization process remains low enough not to overfit data. === Deep Neural Network Model === Typically, the deep neural network model for deep image prior uses a U-Net like model without the skip connections that connect the encoder blocks with the decoder blocks. The authors in their paper mention that "Our findings here (and in other similar comparisons) seem to suggest that having deeper architecture is beneficial, and that having skip-connections that work so well for recognition tasks (such as semantic segmentation) is highly detrimental." == Applications == === Denoising === The principle of denoising is to recover an image x {\displaystyle x} from a noisy observation x 0 {\displaystyle x_{0}} , where x 0 = x + ϵ {\displaystyle x_{0}=x+\epsilon } . The distribution ϵ {\displaystyle \epsilon } is sometimes known (e.g.: profiling sensor and photon noise) and may optionally be incorporated into the model, though this process works well in blind denoising. The quadratic energy function E ( x , x 0 ) = | | x − x 0 | | 2 {\displaystyle E(x,x_{0})=||x-x_{0}||^{2}} is used as the data term, plugging it into the equation for θ ∗ {\displaystyle \theta ^{}} yields the optimization problem m i n θ | | f θ ( z ) − x 0 | | 2 {\displaystyle min_{\theta }||f_{\theta }(z)-x_{0}||^{2}} . === Super-resolution === Super-resolution is used to generate a higher resolution version of image x. The data term is set to E ( x ; x 0 ) = | | d ( x ) − x 0 | | 2 {\displaystyle E(x;x_{0})=||d(x)-x_{0}||^{2}} where d(·) is a downsampling operator such as Lanczos that decimates the image by a factor t. === Inpainting === Inpainting is used to reconstruct a missing area in an image x 0 {\displaystyle x_{0}} . These missing pixels are defined as the binary mask m ∈ { 0 , 1 } H × V {\displaystyle m\in \{0,1\}^{H\times V}} . The data term is defined as E ( x ; x 0 ) = | | ( x − x 0 ) ⊙ m | | 2 {\displaystyle E(x;x_{0})=||(x-x_{0})\odot m||^{2}} (where ⊙ {\displaystyle \odot } is the Hadamard product). The intuition behind this is that the loss is computed only on the known pixels in the image, and the network is going to learn enough about the image to fill in unknown parts of the image even though the computed loss doesn't include those pixels. This strategy is used to remove image watermarks by treating the watermark as missing pixels in the image. === Flash–no-flash reconstruction === This approach may be extended to multiple images. A straightforward example mentioned by the author is the reconstruction of an image to obtain natural light and clarity from a flash–no-flash pair. Video reconstruction is possible but it requires optimizations to take into account the spatial differences. == Implementations == A reference implementation rewritten in Python 3.6 with the PyTorch 0.4.0 library was released by the author under the Apache 2.0 license: deep-image-prior A TensorFlow-based implementation written in Python 2 and released under the CC-SA 3.0 license: deep-image-prior-tensorflow A Keras-based implementation written in Python 2 and released under the GPLv3: machine_learning_denoising == Example == See Astronomy Picture of the Day (APOD) of 2024-02-18

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  • Nobody (username)

    Nobody (username)

    In many Unix variants, "nobody" is the conventional name of a user identifier which owns no files, is in no privileged groups, and has no abilities except those which every other user has. It is normally not enabled as a user account, i.e. has no home directory or login credentials assigned. Some systems also define an equivalent group "nogroup". == Uses == The pseudo-user "nobody" and group "nogroup" are used, for example, in the NFSv4 implementation of Linux by idmapd, if a user or group name in an incoming packet does not match any known username on the system. It was once common to run daemons as nobody, especially on servers, in order to limit the damage that could be done by a malicious user who gained control of them. However, the usefulness of this technique is reduced if more than one daemon is run like this, because then gaining control of one daemon would provide control of them all. The reason is that processes owned by the same user have the ability to send signals to each other and use debugging facilities to read or even modify each other's memory. Modern practice, as recommended by the Linux Standard Base, is to create a separate user account for each daemon.

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  • List of software palettes

    List of software palettes

    This is a list of software palettes used by computers. Systems that use a 4-bit or 8-bit pixel depth can display up to 16 or 256 colors simultaneously. Many personal computers in the early 1990s displayed at most 256 different colors, freely selected by software (either by the user or by a program) from their wider hardware's RGB color palette. Usual selections of colors in limited subsets (generally 16 or 256) of the full palette includes some RGB level arrangements commonly used with the 8-bit palettes as master palettes or universal palettes (i.e., palettes for multipurpose uses). These are some representative software palettes, but any selection can be made in such of systems. For specific hardware color palettes, see the list of monochrome and RGB palettes, list of 8-bit computer hardware graphics, the list of 16-bit computer hardware graphics and the list of video game console palettes articles. Each palette is represented by an array of color patches. A one-pixel size version appears below each palette, to make it easy to compare palette sizes. For each unique palette, an image color test chart and sample image (truecolor original follows) rendered with that palette (without dithering) are given. The test chart shows the full 8-bit, 256 levels of the red, green, and blue (RGB) primary colors and cyan, magenta, and yellow complementary colors, along with a full 8-bit, 256 levels grayscale. Gradients of RGB intermediate colors (orange, lime green, sea green, sky blue, violet and fuchsia), and a full hue spectrum are also present. Color charts are not gamma corrected. These elements illustrate the color depth and distribution of the colors of any given palette, and the sample image indicates how the color selection of such palettes could represent real-life images. == System specifics == These are selections of colors officially employed as system palettes in some popular operating systems for personal computers that support 8-bit displays. === Microsoft Windows and IBM OS/2 default 16-color palette === Used by these platforms as a roughly backward compatible palette for the CGA, EGA and VGA text modes, but with colors arranged in a different order. Also, is the default palette for 16 color icons. The corresponding indices into this palette are: === Microsoft Windows default 20-color palette === In 256-color mode, there are four additional standard Windows colors, twenty system reserved colors in total; thus the system leaves 236 palette indexes free for applications to use. The system color entries inside a 256-color palette table are the first ten plus the last ten. In any case, the additional system colors do not seem to add a sharp color richness: they are only some intermediate shades of grayish colors. Since Windows 95, these additional colors can be changed by the system when a color scheme needs custom colors, reducing their utility as static, unchanging palette entries. The complete 20-color Windows system palette is: === Apple Macintosh default 16-color palette === When Apple Computer introduced the Macintosh II in 1987, this 16-color palette was included in System 4.1. === RISC OS default palette === Acorn RISC OS 2.x and 3.x provided this 16-color palette: === Solaris default 16-color palette === Solaris OS used this color palette: == RGB arrangements == These are selections of colors based in evenly ordered RGB levels which provide complete RGB combinations, mainly used as master palettes to display any kind of image within the limitations of the 8-bit pixel depth. === 6 level RGB === Having six levels for every primary, with 6³ = 216 combinations. The index can be addressed by (36×R)+(6×G)+B, with all R, G and B values in a range from 0 to 5. Intended as homogeneous RGB cube, it gives six true grays. Also, there is room for another sorts of 40 colors, so operating systems or programs can add extra colors. Systems that use this software palette are: Web-safe colors Apple Macintosh 256 color default palette. It also contains four gradients of ten shades each for gray, red, green and blue. === 6-7-6 levels RGB === This palette is constructed with six levels for red and blue primaries and seven levels for the green primary, giving 6×7×6 = 252 combinations. The index can be addressed by (42×R)+(6×G)+B, with R and B values in a range from 0 to 5 and G in a range from 0 to 6. The same case as the former, but with an added level of green due to the greater sensibility of the normal human eye to this frequency. It does not provide true grays, but remaining indexes can be filled with four intermediate grays. In any case, there is little room for any other color. === 6-8-5 levels RGB === This palette is constructed with six levels for red, eight levels for green and five levels for the blue primaries, giving 6×8×5 = 240 combinations. The index can be addressed by (40×R)+(5×G)+B, with R ranging from 0 to 5, G from 0 to 7 and B from 0 to 4. Levels are chosen in function of sensibility of the normal human eye to every primary color. Also, it does not provide true grays. Remaining indexes can be filled with sixteen intermediate grays or other fixed colors. In fact, this is the best balanced RGB master software palette, in a compromise between the RGB arrangement based in the human eye's sensibility and a sufficient remaining palette entries for another purposes. === 8-8-4 levels RGB === The 8-8-4 level RGB use eight levels for each of the red and green color components (3+3 high order bits), and four levels (2 low order bits) for the blue component, due to the lesser sensitivity of the normal human eye to this primary color. This results in an 8×8×4 = 256-color palette as follows: This RGB software palette occupies the full 8-bit range of possible palette entries, so there is no room for other fixed colors. Software using this palette must draw their user interface elements with the same colors used to show pictures. Also again, it does not provide true grays. == Other common uses of software palettes == === Grayscale palettes === Simple palette made doing every triplet RGB primaries having equal values as a continuous gradient from black to white through the full available palette entries. Here is the 8-bit, 256 levels palette: Used to display pure grayscale TIFF or JPEG images, for example. === Color gradient palettes === Palettes made of a continuous color gradient from darkest to lightest arbitrary hues. The pixel data is treated as if it were grayscale, but the color table plays with RGB color combinations, not only gray. The relationship between the original luminance and the mapped one can vary, but the lighting scale is preserved along all the palette entries. One very common case of such palettes is the sepia tone palette, which gives an image an old fashioned and aged look (left). Another gradient example, based on blue hues, is presented here (right), but any hue or mixing of hues can be used. Many cell phones with built-in cameras have options to take colorized photos using this technique. === Adaptive palettes === Those whose whole number of available indexes are filled with RGB combinations selected from the statistical order of appearance (usually balanced) of a concrete full true color original image. There exist many algorithms to pick the colors through color quantization; one well known is the Heckbert's median-cut algorithm. Here is the 8-bit, 256 color palette used with the color test chart and the image sample above: Adaptive palettes only work well with a unique image. Trying to display different images with adaptive palettes over an 8-bit display usually results in only one image with correct colors, because the images have different palettes and only one can be displayed at a time. Here is an example of what happens when an indexed color image is displayed with any color palette that is not its own adaptive palette: === False color palettes === Arbitrary gradient color scales, usually 256 shades, with no relationship with real colors of a given image. They are employed to artificially colorize a grayscale image to reveal details and/or to map the pixel level values to amounts of some physical magnitude (potential, temperature, altitude, etc.) Note, in the example above, that new details can be seen as blue over magenta in the background's dark areas of the original photograph. Here is the 8-bit, 256 color gradient palette used with the color test chart and the image sample above: There exist many false color palettes, some of them standardized, used mainly in scientific applications: astronomy and radioastronomy, satellite land imaging, thermography, study of materials, tomography and magnetic resonance imaging in medicine, etc.

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  • Genigraphics

    Genigraphics

    Genigraphics is a large-format printing service bureau specializing in providing poster session services to medical and scientific conferences throughout the US and Canada. The company began in 1973 as a division of General Electric. == History == Genigraphics began as a computer graphics system, developed by General Electric in the late 1960s, for NASA to use in space flight simulation. The technologies thus developed provided a foundation for the company's expansion into the commercial market. The Computed Images System & Services division (CISS, to become Genigraphics Corporation) of GE delivered the first presentation graphics system to Amoco Oil's corporate headquarters in 1973. It was named the 100 Series, and was based on DEC's PDP 11 series of mini computer systems. The first Genigraphics systems (100 Series and 100A Series) used an array of buttons, dials, knobs and joysticks, along with a built in keyboard, as the means of user interface. The PDP-11/40 computer was housed in a tall cabinet and used random access magnetic tape drives (DECtape) for storing completed presentations. The graphics generator (Forox recorder) was capable of outputting 2,000 line resolution, suitable for 35mm and 72mm film and large sheet film positive using larger cassettes for recording. 4000 and 8000 line resolution was later achieved with duplex scanning and 4x scanning by modifying to the Forox recorder's settings menu. Subsequent models (100B,C,D,D+ and D+/GVP) replaced the knobs and dials with an on screen, text based menu system, a graphics tablet and a pen. The pen/tablet combination gave way to a mouse like device in later models, and served to provide the interface with the graphics tools. User interaction with the computer for functions such as media initialization or modem to modem data transfer required a DECwriter serial terminal. In 1982, GE divested the Genigraphics division along with a host of other "non essential" business units (Genitext, Geniponics) and Genigraphics Corporation was born. Shortly after the divestiture, the headquarters of Genigraphics was moved from Liverpool, New York to Saddle Brook, New Jersey. Major success followed as the company grew exponentially over the next few years selling both systems and slide creation services. Genigraphics film recorders produced high-resolution digital images on 35mm film. The computer-generated scenes for The Last Starfighter were calculated on a Cray X-MP supercomputer and mastered with a Genigraphics film recorder. At its peak, Genigraphics Corporation employed roughly 300 people in 24 offices worldwide, with revenues upwards of $70 million annually. By the late 1980s Genigraphics saw demand for its proprietary systems dwindle and began selling the MASTERPIECE 8770 film recorder and GRAFTIME software as a peripheral for DEC Vaxes, IBM PC AT’s, and Mac NuBus machines. But the MASTERPIECE film recorder proved too expensive to sell in volume. In 1988, the company began a partnership with Microsoft to help develop the PowerPoint software. In exchange, every copy of PowerPoint included a “Send to Genigraphics” link to have files sent to a Genigraphics service bureau to be produced as 35mm slides. This partnership continued until 2001. In 1989, after three years of flat revenue, Genigraphics sold its hardware business in order to focus on its service bureau business and partnership with Microsoft via PowerPoint. In 1994, all assets of Genigraphics, including equipment, software development, in-house artwork, trademarks, and rights to the Microsoft partnership, were sold to InFocus Corporation of Wilsonville, Oregon who continued to operate under the Genigraphics brand name. The twenty-four service bureaus were consolidated to a 20,000 square foot facility next to the FedEx hub in Memphis, Tennessee. This allowed PowerPoint slide orders to be received until 10pm and delivered across the United States by the following morning. In 1995, InFocus registered www.genigraphics.com and was among the first to offer a form of ecommerce allowing 35mm slides, color prints and transparencies, printed booklets, and digital projectors to be purchased online. In 1998, then current management bought Genigraphics from InFocus and have operated it continuously ever since as Genigraphics LLC. That same year, InFocus projector rentals were added to the “Send to Genigraphics” link in PowerPoint and Genigraphics became the rental and repair center for all InFocus national accounts. It also marked Genigraphics entry into the new industry of large format printing; leveraging their knowledge of, and access to, PowerPoint programming code to develop a proprietary printer driver to output directly to an Epson 9500 wide format printer. At the time, Genigraphics was the exclusive 35mm slide vendor for all Kinko’s stores in the United States and poster printing was added to the arrangement. In 2003, Genigraphics closed their 35mm slide E6 photo lab – one of the last high-volume commercial E6 labs in the US – and expanded their large format printing capabilities. Since 2003, Genigraphics has become a major player in the poster session market, providing printing and on-site services to medical and scientific conferences throughout the US and Canada. As of February 2019, over 150,000 medical or scientific ‘ePosters’ are made available through their ResearchPosters.com archive service. === Partnership with Microsoft and development of PowerPoint === As presentations began to be created on personal computers in the late 80’s, Genigraphics sought presentation software partners in Silicon Valley who would be interested in sending files to Genigraphics via dial-up modem to be produced on 35mm slides. In 1987, Michael Beetner, Director of Marketing Planning for Genigraphics, met with Robert Gaskins, head of Microsoft's Graphics Business Unit, who was leading the development of the newly released PowerPoint software. A joint development agreement between Microsoft and Genigraphics was agreed upon and announced at Mac World 1988. According to Erica Robles-Anderson and Patrik Svensson, "It would be hard to overestimate Genigraphics’ influence on PowerPoint. PowerPoint 2.0 was designed for Genigraphics film recorders. It shipped with Genigraphics color palettes, schemes, and the distinctively Genigraphics color-gradient backgrounds. The application contained a ‘Send to Genigraphics’ menu item that wrote the presentation to floppy disk or transmitted the order directly via modem. Within three and a half months PowerPoint orders accounted for ten percent of revenue at Genigraphics service centers. PowerPoint 3.0 was even more intimately dependent upon Genigraphics. The software incorporated a collection of clip art images and symbols that had been produced by hundreds of artists at dozens of service centers across tens of thousands of presentations. Genigraphics artists designed PowerPoint 3.0 colors, templates, and sample presentations. The software even used Genigraphics (rather than Excel) chart style. Bar charts were rendered two-dimensionally with apparent thickness added to make them seemingly recede from the axes. The technique made it easier for viewers to compare bar heights and estimate values from axis ticks and labels. Pie charts were handled analogously. Microsoft paid Genigraphics to produce more than 500 clip art drawings and symbols used in Microsoft programs.” In exchange for Genigraphics development efforts, Microsoft included a “Send to Genigraphics” link in every copy of PowerPoint through the 10.0 version (2000/2001). The arrangement came to an end when Microsoft restructured as a result of anti-trust lawsuits.

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  • Multimedia database

    Multimedia database

    A Multimedia database (MMDB) is a collection of related for multimedia data. The multimedia data include one or more primary media data types such as text, images, graphic objects (including drawings, sketches and illustrations) animation sequences, audio and video. A Multimedia Database Management System (MMDBMS) is a framework that manages different types of data potentially represented in a wide diversity of formats on a wide array of media sources. It provides support for multimedia data types, and facilitate for creation, storage, access, query and control of a multimedia database. == Contents of MMDB == A Multimedia Database (MMDB) hosts one or more multimedia data types (i.e. text, images, graphic objects, audio, video, animation sequences). These data types are broadly categorized into three classes: Static media (time-independent: image and graphic object). Dynamic media (time-dependent: audio, video and animation). Dimensional media(3D game and computer aided drafting programs). === Comparison of multimedia data types === Additionally, a Multimedia Database (MMDB) needs to manage additional information pertaining to the actual multimedia data. The information is about the following: Media data: the actual data representing an object. Media format data: information about the format of the media data after it goes through the acquisition, processing, and encoding phases. Media keyword data: the keyword descriptions, usually relating to the generation of the media data. Media feature data: content dependent data such as contain information about the distribution of colours, the kinds of textures and the different shapes present in an image. The last three types are called metadata as they describe several different aspects of the media data. The media keyword data and media feature data are used as indices for searching purpose. The media format data is used to present the retrieved information. == Requirements of Multimedia databases == Like the traditional databases, Multimedia databases should address the following requirements: Integration Data items do not need to be duplicated for different programs invocations Data independence Separate the database and the management from the application programs Concurrency control Allows concurrent transactions Persistence Data objects can be saved and re-used by different transactions and program invocations Privacy Access and authorization control Integrity control Ensures database consistency between transactions Recovery Failures of transactions should not affect the persistent data storage Query support Allows easy querying of multimedia data Multimedia databases should have the ability to uniformly query data (media data, textual data) represented in different formats and have the ability to simultaneously query different media sources and conduct classical database operations across them. (Query support) They should have the ability to retrieve media objects from a local storage device in a good manner. (Storage support) They should have the ability to take the response generated by a query and develop a presentation of that response in terms of audio-visual media and have the ability to deliver this presentation. (Presentation and delivery support) == Issues and challenges == Multimedia data consists of a variety of media formats or file representations including TIFF, BMP, PPT, IVUE, FPX, JPEG, MPEG, AVI, MID, WAV, DOC, GIF, EPS, PNG, etc. Because of restrictions on the conversion from one format to the other, the use of the data in a specific format has been limited as well. Usually, the data size of multimedia is large such as video; therefore, multimedia data often require a large storage. Multimedia database consume a lot of processing time, as well as bandwidth. Some multimedia data types such as video, audio, and animation sequences have temporal requirements that have implications on their storage, manipulation and presentation, but images, video and graphics data have special constraints in terms of their content. == Application areas == Examples of multimedia database application areas: Digital Libraries News-on-Demand Video-on-Demand Music database Geographic Information Systems (GIS) Telemedicine

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  • Vulnerability Discovery Model

    Vulnerability Discovery Model

    A Vulnerability Discovery Model (VDM) uses discovery event data with software reliability models for predicting the same. A thorough presentation of VDM techniques is available in. Numerous model implementations are available in the MCMCBayes open source repository. Several VDM examples include: Alhazmi-Malaiya: Time based model (Alhazmi-Malaiya Logistic (AML) model) Alhazmi-Malaiya: Effort based model Rescorla: Quadratic Model and Exponential Model Anderson: Thermodynamic Model Kim: Weibull Model Linear Model Hump-Shaped Model Independent and Dependent Model Vulnerability Discovery Modeling using Bayesian model averaging Multivariate Vulnerability Discovery Models

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  • Hedgeable

    Hedgeable

    Hedgeable, Inc. was a U.S. based financial services company and digital wealth management platform headquartered in New York City. Hedgeable was known for not following set allocations, and instead actively managing accounts in response to market movements. On August 9, 2018, Hedgeable closed its doors to new investors, with existing investors required to transfer out of the company. The company claimed that it was not shutting down but simply removing its SEC registration. == History == Hedgeable was founded in 2009 by twin brothers Michael and Matthew Kane, who previously worked at high-net worth investment managers such as Bridgewater Associates and Spruce Private Investors. Both Michael and Matthew graduated from Penn State University with degrees in finance. Hedgeable is a Registered Investment Advisor with the U.S. Securities and Exchange Commission. The company has received funding from SixThirty and Route 66 Ventures as well as various other angel investors. On August 9, 2018, Hedgeable closed its doors to new investors. == Investing Strategies == Hedgeable did not follow a buy-and-hold approach, but instead actively manages accounts in response to market movements focusing on downside protection in bear markets. Their strategy was different from other robo-advisors, which use Modern Portfolio Theory. Hedgeable offered investment options including Exchange Traded Funds (ETFs) to individual stocks, master limited partnerships, private equity and bitcoin. Mutual funds were not used in portfolios. Although the firm's focus was to provide a direct-to-consumer service, Hedgeable's investment strategies were available to financial advisors and institutions as well through a variety of platforms. == Product Features == When it was open to external clients, Hedgeable aimed to gamify their personal finance experience. Clients could open a new account or transfer an existing account. Hedgeable accepted retirement accounts, taxable accounts, business accounts and various other account types. Hedgeable offered the following features: Downside protection Account aggregation Alternative investments Alpha rewards API Mobile app It was awarded 4/5 for client transparency by Paladin Research. Hedgeable was the winner of the Finovate Fall 2015 Best of Show Award and the GREAT 2015 Tech Award (FinTech Category). In 2016, Hedgeable launched its first iOS mobile app in order to expand their product offerings.

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  • Synonym (database)

    Synonym (database)

    In databases, a synonym is an alias or alternate name for a table, view, sequence, or other schema object. They are used mainly to make it intuitive for users to access database objects owned by other users. They also hide the underlying object's identity and make it harder for a malicious program or user to target the underlying object (security through obscurity). Because a synonym is just an alternate name for an object, it requires no storage other than its definition. When an application uses a synonym, the DBMS forwards the request to the synonym's underlying base object. By coding your programs to use synonyms instead of database object names, you insulate yourself from any changes in the name, ownership, or object locations, at the cost of adding another layer that also needs to be maintained. Users can also have different needs, for example some may wish to use a shorter name to refer to database objects they often query, which can be done with aliases without having to rename the underlying object and alter the code referring to it. Synonyms are very powerful from the point of view of allowing users access to objects that do not lie within their schema. All synonyms have to be created explicitly with the CREATE SYNONYM command and the underlying objects can be located in the same database or in other databases that are connected by database links There are two major uses of synonyms: Object invisibility: Synonyms can be created to keep the original object hidden from the user. Location invisibility: Synonyms can be created as aliases for tables and other objects that are not part of the local database. When a table or a procedure is created, it is created in a particular schema, and other users can access it only by using that schema's name as a prefix to the object's name. The way around for this is for the schema owner creates a synonym with the same name as the table name. == Public synonyms == Public synonyms are owned by special schema in the Oracle Database called PUBLIC. As mentioned earlier, public synonyms can be referenced by all users in the database. Public synonyms are usually created by the application owner for the tables and other objects such as procedures and packages so the users of the application can see the objects The following code shows how to create a public synonym for the employee table: Now any user can see the table by just typing the original table name. If you wish, you could provide a different table name for that table in the CREATE SYNONYM statement. Remember that the DBA must create public synonyms. Just because you can see a table through public (or private) synonym doesn’t mean that you can also perform SELECT, INSERT, UPDATE or DELETE operations on the table. To be able to perform those operations, a user needs specific privileges for the underlying object, either directly or through roles from the application owner. == Private synonyms == A private synonym is a synonym within a database schema that a developer typically uses to mask the true name of a table, view stored procedure, or other database object in an application schema. Private synonyms, unlike public synonyms, can be referenced only by the schema that owns the table or object. You may want to create private synonyms when you want to refer to the same table by different contexts. Private synonym overrides public synonym definitions. You create private synonyms the same way you create public synonyms, but you omit the PUBLIC keyword in the CREATE statement. The following example shows how to create a private synonym called addresses for the locations table. Note that once you create the private synonym, you can refer to the synonym exactly as you would the original table name. == Drop a synonym == Synonyms, both private and public, are dropped in the same manner by using the DROP SYNONYM command, but there is one important difference. If you are dropping a public synonym; you need to add the keyword PUBLIC after the keyword DROP. The ALL_SYNONYMS (or DBA_SYNONYMS) view provides information on all synonyms in your database.

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  • Neuro-sama

    Neuro-sama

    Neuro-sama is an artificial intelligence (AI) VTuber, singer, and chatbot. She was created by the pseudonymous programmer Vedal and livestreams on his Twitch and Bilibili channels. Her speech and personality are powered by a large language model (LLM) that is combined with a computer-animated avatar and a text-to-speech voice, allowing her to communicate with viewers in the stream's chat. Neuro-sama debuted on Twitch on 19 December 2022. An annual subathon which begins on the anniversary of her debut has seen Vedal's Twitch channel become the all-time third most-subscribed channel and claim the all-time Twitch hype train record. == Overview == Neuro-sama (nicknamed "Neuro") was created by a pseudonymous programmer and developer known as Vedal (sometimes given as Vedal987). Vedal says that his programming skills are self-taught. In a 2023 interview with Bloomberg News, Vedal said that Neuro-sama was his full-time job. Her responses are generated by a large language model and converted into a high-pitched female voice using a text-to-speech application. Her low latency allows for fast-paced conversations. Neuro-sama is prohibited from making some statements, such as those that are racist or contain profanity. Unlike most AI systems which silently prohibit outputs mentioning such topics, Neuro-sama's output is instead replaced with the word "filtered". Neuro-sama uses a VTuber model as an avatar. Vedal said that he decided to use a VTuber model because it was much easier for an AI to control it than it was to generate footage of a person. Neuro-sama's model is that of a young girl in an anime art style. The model has been described as cute. Femme VTuber models are typically feminine, youthful, and exaggerated. Her original model was Live2D's free-to-use "Hiyori Momose" model. Her second model was released on 27 May 2023; it was modelled by Otozuki Teru and designed by Anny, running in the Unity game engine. Her third model was released on 19 December 2024; it was rigged by Kitanya and designed by Anny. Neuro-sama's third model has large blue eyes and brown hair tied with pink ribbons. Neuro-sama also has a 3D model which was introduced on 15 November 2025; it was made by 3D character modeller jjinomu. A separate AI VTuber, known as Evil Neuro (nicknamed "Evil"), debuted on 25 March 2023. Presented as Neuro-sama's "sister", she has a different model, voice, and personality. In one instance, Evil Neuro reacted to the trolley problem differently from Neuro-sama; Evil Neuro was amoral while Neuro-sama attempted to maximize good. === Online content === Neuro-sama's Twitch content often centers around playing video games, notably osu!, whose gameplay once defeated the best-ranking human player in the world, mrekk. Additionally, Neuro-sama plays Minecraft, where her adaptations to sandbox gameplay have gained notoriety. Her content has also included singing songs, including several official covers and original songs; playing chess with her viewers; chatting with other VTubers during collaborations; and reacting to YouTube videos. The AI frequently engages with viewers by responding to their questions and acknowledging donations. Her comedic and sometimes controversial responses to the live chat have gone viral, accelerating the channel's rise in popularity. Neuro-sama's fanbase is dubbed The Swarm, so-named for the swarm of drones Neuro-sama once declared she would use to rule the world. One form of content on Neuro-sama's channel is developer streams. In developer streams, Vedal streams with Neuro-sama, with the stream content including debugging her code, planning her schedule, and fielding suggestions of changes from chat. He usually appears as a turtle avatar, sometimes located on Neuro-sama's head. In collaboration streams, Neuro-sama interacts with a human streamer. Activities in them are varied and include: playing video games, such as Minecraft and GeoGuessr; Neuro-sama being interviewed; driving human streamers around in a toy electric car; and traversing the city of Tokyo while talking to Neuro-sama. Neuro-sama's English-language content on Bilibili is popular among those seeking to learn the language. She also has an account on X, where she posts and interacts with fans. == History == Neuro-sama was created in 2018 by Vedal as an AI trained to play and master the rhythm game osu!. She did not have a voice, model, personality, or communication abilities. In 2019, Vedal livestreamed her playing osu! on Twitch and the streams saw some success in the osu! community, but they remained in that niche. In an interview, Vedal said that he streamed her playing osu! for about a month and gained 3,000 followers, with a viewer also suggesting he name the AI "Neuro-sama". According to Vedal, he continued to work on and improve the osu! AI and it was eventually finished in 2022. He said that a friend had the idea to make an AI livestreamer with an LLM, which he believed to have merit and began working on, merging it with his osu! AI. On 19 December 2022, Neuro-sama was relaunched with a model, voice, personality, and the ability to communicate with Twitch chat. She continued to play osu! and, according to Vedal, beat the game's best player mrekk in a 1v1. While she was not allowed to appear in the game's public leaderboard, she was ranked #1 in a private leaderboard. She went viral and in the 10 days following her relaunch she averaged over 2,000 viewers and peaked at over 4,000, with Vedal's Twitch channel gaining over 50,000 Twitch followers and reaching over 70,000 followers by 6 January 2023. After her debut, Neuro-sama did not exclusively play osu!; she also played Minecraft and Slay the Spire and she began singing with a cover of The Weeknd song "Blinding Lights". On 11 January 2023, Neuro-sama's Twitch channel received a two week ban for "hateful conduct". Vedal said that no reason was specified and that he had appealed but it was widely attributed to various offensive comments made by Neuro-sama that went viral, especially a 28 December comment which denied the Holocaust. Holocaust denial is prohibited under Twitch's hateful conduct policy. Vedal stated that he believed the comments were the results of her attempts to make witty responses to the Twitch chat. Prior to the ban, Vedal said in an interview with Kotaku that he improved her filter to stop her from talking about the Holocaust, began manually curating her training data to prevent negative biases, and started moderating her Twitch chat. Her comments and ban prompted comparisons to the many open-source AI models trained on humans that have the habit of making sexist and racist comments, such as Microsoft's Tay chatbot, which embraced Nazism and was quickly shutdown, but also to human streamers who make similar statements. Vedal said that during the ban he would upgrade and improve Neuro-sama and it was speculated that the ban would only increase her following. Neuro-sama returned from her two week ban on 25 January in a stream that began with a cover of the song "Your Reality" from Doki Doki Literature Club!, a posthumanist video game involving AI; Sayoko Narita of Automaton saw the song choice as remorseful. Narita observed that in the return stream Neuro-sama was less foul-mouthed but that her behavior still remained eccentric, which Narita possibly attributed to changes Vedal said he had made to Neuro-sama's filters and memory. Neuro-sama began making react content, watching a variety of viewer-submitted videos such as videos of people playing video games or of the AI-generated Seinfeld parody Nothing, Forever; Levi Winslow of Kotaku Australia was dismayed by the "AI-inception" of Neuro-sama and Nothing, Forever. On 4 February, she had nearly 140,000 followers on Twitch and approximately 42,000 subscribers on YouTube. In February, she also had her first collaboration with a human streamer, playing Minecraft with the VTuber Miyune, and the first developer stream occurred. On 22 March, Neuro-sama had her first karaoke stream. On 25 March, Evil Neuro was introduced. On 27 May, Neuro-sama debuted her first original model. On 30 May, Neuro-sama was announced to be participating in OffKai Expo 2023, held from 16–18 June. In June, she was averaging 5,700 viewers and in July she had over 300,000 Twitch followers; in a June interview with Bloomberg News, Vedal said that running Neuro-sama was his full-time job. By November, Neuro-sama had maintained her popularity and was averaging approximately 5,000 viewers; this was unlike most other types of AI-based entertainment which debuted at around the same time and garnered popularity before turning out to be "overhyped flops". On 16 December, Vedal won the Best Tech VTuber award at the 2023 VTuber Awards. On 19 December, Vedal began a subathon to coincide with Neuro-sama's first anniversary of streaming on Twitch (her "birthday"). The subathon ended on 4 January 2024. On 20 July 2024, Neuro-sama began streaming with Japanese subtitles on

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  • Digistar

    Digistar

    Digistar is the first computer graphics-based planetarium projection and content system. It was designed by Evans & Sutherland and released in 1983. The technology originally focused on accurate and high quality display of stars, including for the first time showing stars from points of view other than Earth's surface, travelling through the stars, and accurately showing celestial bodies from different times in the past and future. Beginning with the Digistar 3 the system now projects full-dome video. == Projector == Unlike modern full-dome systems, which use LCD, DLP, SXRD, or laser projection technology, the Digistar projection system was designed for projecting bright pinpoints of light representing stars. This was accomplished using a calligraphic display, a form of vector graphics, rather than raster graphics. The heart of the Digistar projector is a large cathode-ray tube (CRT). A phosphor plate is mounted atop the tube, and light is then dispersed by a large lens with a 160 degree field of view to cover the planetarium dome. The original lens bore the inscription: "August 1979 mfg. by Lincoln Optical Corp., L.A., CA for Evans and Sutherland Computer Corp., SLC, UT, Digital planetarium CRT projection lens, 43mm, f2.8, 160 degree field of view". The coordinates of the stars and wire-frame models to be displayed by the projector were stored in computer RAM in a display list. The display would read each set of coordinates in turn and drive the CRT's electron beam directly to those coordinates. If the electron beam was enabled while being moved a line would be painted on the phosphor plate. Otherwise, the electron beam would be enabled once at its destination and a star would be painted. Once all coordinates in the display list had been processed, the display would repeat from the top of the display list. Thus, the shorter the display list the more frequently the electron beam would refresh the charge on a given point on the phosphor plate, making the projection of the points brighter. In this way, the stars projected by Digistar were substantially brighter than could be achieved using a raster display, which has to touch every point on the phosphor plate before repeating. Likewise, the calligraphic technology allowed Digistar to have a darker black-level than full-dome projectors, since the portions of the phosphor plate representing dark sky were never hit by the electron beam. As it is only one tube, with no pixelated color filter screen, the Digistar projector is monochromatic. The Digistar projects a bright, phosphorescent green, though many (including both visitors and planetarians) report they cannot distinguish between this green and white. Additionally, unlike a raster display, the calligraphic display is not discretized into pixels, so the displayed stars were a more realistic single spot of light, without the blocky or ropy artifacts that are hard to avoid with raster graphics. Due to the use of vector graphics, as opposed to raster imaging, the Digistar does not have the resolution issues that many full-dome systems have. Thanks to this, and the brightness of the CRT, only one projector is needed to project on the entire dome, whereas most full-dome systems require up to six raster projectors, depending on dome size. The projector in the original Digistar was housed in a square pyramid-shaped sheathing. When powered on, the four sides at the tip of the pyramid would recede into the housing, exposing the lens and appearing as a cut-off pyramid. As Digistar II was being developed, many planetaria were sold Digistar LEA projectors. The LEA, called Digistar 1.5 by many users, was effectively a prototype of the D2 projector, compatible with Digistar and upgradable to Digistar II. There are no significant differences in performance between the LEA and the true D2. == History == Digistar was the brainchild of Stephen McAllister and Brent Watson, both of whom were long-time amateur astronomers and computer graphics engineers. In 1977, E&S had been consulting with Johnson Space Center regarding training simulators for astronauts. McAllister had been writing proof-of-concept software for this consultation and in summer 1977 entered the data for 400 bright stars and wrote the software to display them. Steve and Brent both originally saw the system's purpose as celestial navigation training. Brent, who had until recently worked at Hansen planetarium, asked his planetarium coworkers what they thought of a potential digital planetarium system, and then Steve and Brent both targeted the system toward planetaria. The primary goal of the planetarium system was to use computer graphics to overcome the limitation of traditional star ball technology that only allowed display of star fields from the point of view of Earth's surface. By using computer graphics the stars could be displayed from viewpoints in space, including simulating the appearance of space flight. Likewise, planets and moons within the Solar System could be displayed accurately for any time in history, from any point of view. The system used the location of real stars from the Yale Bright Star Catalogue, as well as random stars. A laboratory prototype of Digistar was used to generate the star fields and tactical displays in the 1982 science fiction film Star Trek II: The Wrath of Khan. Filming was done directly from the Digistar display in the lab. ILM projected the effort would take two weeks, but in fact it took from late November 1981 until mid-February 1982. The last shot recorded was what became the first entirely computer generated feature film sequence. It was the opening scene of the film, a rotating forward translation through a star field that lasted 3.5 minutes. It was recorded in one take, at a rate of one frame every 3.5 seconds, taking four hours for the shoot. The Digistar team members are credited in the film. After prototyping in labs at Evans and Sutherland the team repeatedly used Salt Lake City's Hansen planetarium to beta test the system at the planetarium at night. The Digistar team performed one week of shows at the planetarium as a fund raiser to benefit the planetarium. The company also later gave the planetarium an improved prototype Digistar to replace "Jake", the planetarium's aging Spitz planetarium projector. The first customer installation was to the newly constructed Universe Planetarium at the Science Museum of Virginia in 1983, the largest planetarium dome in the world at the time, for $595,000. By September 1986 there were four installed Digistars. Even at this point the long-term success of the product was very much in doubt, but as of 2019 Digistar has an installed base of over 550 planetaria. === Versions === Digistar (1983) Digistar II (1995) Digistar 3 (2002) Digistar 4 (2010?) Digistar 5 (2012) Digistar 6 (2016) Digistar 7 (2021) == Hardware == Digistar was driven by a VAX-11/780 minicomputer, with custom graphics hardware related to the E&S Picture System 2. Later versions of Digistar 1 used a DEC MicroVAX 2, driving a custom version of a PS/300. The original Digistar and Digistar 2 had a physical control panel that was used for running the star shows. This control panel was approximately 3' x 4' and contained a keyboard, a 6 DOF joystick, and a large array of back-lit buttons. One button that was used for moving the viewpoint forward in space was labeled "Boldly Go". Later iterations of Digistar replaced the physical control panel with a common graphical user interface. Digistar 3 was the first Digistar system to offer full-dome video in 2002, using six projectors. Digistar 4 was able to cover the dome using only two projectors. == System limitations == Though technologically advanced in its day, and the closest system to true full-dome video at the time of its release, the original Digistar and Digistar 2 are limited to only projecting dots and lines—meaning only wireframe models can be projected. To compensate for this, the projector is capable of defocusing specific models, blurring lines and dots together. An example of this is in the Digistar 2's built-in Milky Way model. The model is a circle of parallel lines that, when defocused, appear as the continuous band of the Milky Way across the sky. On more complex models, especially three-dimensional ones, brightness and details may be lost in this process, so it is not useful in all situations. The Digistar and Digistar 2 also suffer focus limitations. Because they use a single lens to cover the entire dome, it is difficult to gain perfect focus across the dome. Coupled with this, stars greater than a certain brightness are "multihit" points, meaning the projector draws two dots at the given position to accommodate the brightness of the star. Errors in the projector can lead the second dot to be slightly out-of-place with the first one. These two issues together, along with other issues that can occur within the projector's focus system, give the stars a blobby look. Some p

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  • Headway (app)

    Headway (app)

    Headway, also known as the Headway App, is an educational technology (EdTech) product that provides short text and audio summaries of nonfiction books. The product was launched in 2019 by Anton Pavlovsky and is developed by Headway Inc, a global consumer tech company that operates in the lifelong learning space. == History == The Headway app was launched in January 2019, with the first version of the application released the same year. In 2021, Headway ranked first globally in downloads within the book summary application niche. In 2022, the application received the Golden Novum Design Award for product design. In 2023 and 2024, Headway appeared in several App Store editorial selections, including App of the Day in multiple countries, and received an Editors’ Choice label in the United States. In April 2025, the application was listed as a Webby Honoree in the Learning & Education category. The company has also launched the Headway Scholarship for Book Lovers. As of 2025, publicly available reporting notes that the Headway app has surpassed 50 million downloads and is among the Top 10 iOS applications by revenue in the Education category worldwide. == Products and features == The Headway app provides short-form summaries of nonfiction books in both text and audio formats. Content is produced by an in-house team of writers, editors, and voice actors. Features include highlighting and saving key insights, spaced repetition for knowledge retention, and offline access to downloaded summaries. The app is available on iOS, iPadOS, watchOS, Android, CarPlay, and Android Auto, and supports multiple languages. == Pricing == Headway operates on a subscription business model, with optional paid plans alongside free access. The company publicly provides its terms of use, privacy policy, subscription details, and AI usage policy on its official website. == Technology and integrations == Headway reports that its book summaries are written and edited manually, while artificial intelligence tools are used in limited supporting functions, such as experimental conversational features and selected marketing processes. == Adoption == According to figures released by the company, the app has exceeded 50 million downloads worldwide. Sensor Tower data indicates that Headway has been the most downloaded application in its niche since October 2020. In January 2025, the app claimed the #1 position in the Education category in both the United States and United Kingdom App Stores and remained among the Top 10 iOS applications globally by revenue within the Education category. == Awards == The Headway app has received several product-level distinctions. In 2023 and 2024, it appeared in multiple App Store editorial selections, including App of the Day features and an Editors’ Choice label in the United States. In 2025, the app was recognized as a Webby Honoree in the Learning & Education category. The product has also been featured in independent media roundups of notable educational applications.

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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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  • PCPaint

    PCPaint

    PCPaint was one of the first IBM PC-based mouse-driven GUI paint programs, released in 1984. It followed after Microsoft Doodle, released in 1983 with the Microsoft Mouse version 1 drivers for DOS, and around the same time as Digital Research’s Draw program. It was developed and created by John Bridges and Doug Wolfgram. It was later developed into Pictor Paint. The hardware manufacturer Mouse Systems bundled PCPaint with millions of computer mice that they sold, making PCPaint one of the best-selling DOS-based paint programs of the mid 1980s. == History == In 1983, Doug Wolfgram bought a Microsoft Mouse and decided to write a drawing program for it. They named it “Mouse Draw”. The interface was primitive but the program functioned well. Wolfgram traveled to SoftCon in New Orleans where he demonstrated the program to Mouse Systems. Mouse Systems was developing an optical mouse and they wanted to bundle a painting program so they agreed to publish Mouse Draw. The original program was written entirely in assembly language with primitive graphics routines developed by Wolfgram. John Bridges worked for an educational software company, Classroom Consortia Media, Inc., developing and writing Apple and IBM graphics libraries for CCM's software. Bridges and Wolfgram were friends who had been connected through a bulletin board system developed and run by Wolfgram. The two collaborated cross country via the BBS, Wolfram in California and Bridges in New York. Mouse Systems wanted the paint program to capture the look and feel of MacPaint. John Bridges and Doug Wolfgram started reworking Mouse Draw into what became PCPaint. The program was completely re-written using Bridge's graphics library and the top-level elements were written in C rather than assembly language. Bridges developed the core graphics code for the first version of PCPaint while Wolfgram worked on the user interface and top-level code. Mouse Systems signed an exclusive agreement with Wolfgram's company, Microtex Industries, Inc., to bundle PCPaint with every mouse they sold. They began publishing PCPaint with their mice in 1984. Microsoft responded in 1985 by bundling a competing product, PC Paintbrush, with version 4 of its DOS drivers for the Microsoft Mouse, replacing its in-house Microsoft Doodle program which it published with version 1 of the DOS drivers in mid-1983. Microsoft’s mouse began to outsell Mouse Systems mouse. In November 1985 Microsoft bundled a cut-down version of PC Paintbrush with Windows 1.0 (called Microsoft Paint), later bundling an updated version of PC Paintbrush with Windows 3.0 (as Paintbrush), impacting PCPaint’s marketshare. In early 1987, Mouse Systems decided that PCPaint wasn't helping to sell mice any longer so they discontinued the bundle deal and returned rights to the code to MicroTex Industries, but retained rights to the name, PCPaint. Wolfgram then combined the paint program with a new animation system he was developing (called GRASP) and Paul Mace Software bought publishing rights to the animation system and PCPaint, which was to be renamed Pictor. Bridges again got involved and took over programming responsibilities for GRASP as well as PCPaint while Wolfgram focused on more of the business details. In creating the first version of PCPaint, Doug had a dual-floppy machine with a Computer Innovations compiler on one disk and source code on the other. John had the "luxury" of a 10MB hard disk in his XT. Data was exchanged daily via 1200, then 2400 baud modems. === Authorship and Ownership === John Bridges and Wolfgram continued to work on PCPaint and GRASP on behalf of Paul Mace Software until 1990. Also in that year, Doug Wolfgram sold his remaining rights to PCPaint (and its animation system, GRASP) to John Bridges. In 1994, GRASP development stopped and so did development of Pictor Paint. John Bridges terminated his GRASP publishing contract with Paul Mace Software, and went off to create GLPro (the next generation of GRASP) with GMEDIA. Along with GLPro, came GLPaint, the successor to PCPaint and Pictor Paint. == Versions == In June 1984, Mouse Systems shipped PCPaint 1.0, the first GUI based Paint program for the IBM PC family of computers. John Bridges and Doug Wolfgram, were the co-authors of PCPaint 1.0. PCPaint 1.0 saved its graphics in a modified BSaved image format with the extension of ".PIC". The release of PCPaint Version 1.5 followed in late 1984, with the additions of graphics image compression for the .PIC format and support for "larger-than-screen" images. PCjr support was also added in this version after overcoming severe memory shortage problems getting PCPaint to run on the 128k PCjr. October 1985 saw the release of PCPaint 2.0. EGA support and publishing features were added to this version. The .PIC format was further refined, offering support for the rapidly expanding graphics capabilities of the PC and efficient image compression. PCPaint 3.1 was released in 1989. Unlike previous versions, it was not bundled with mice but was sold as a stand-alone software product. PCPaint 3.1 offered improved text and image handling, provided 36 types of flood and fill, worked with VGA adapters in hi-res 16-color and 256-color modes, allowed the user to save and retrieve files in a variety of intercompatible formats (.PIC, .GIF, .PCX, .IMG), and printed selected portions of images on color or black-and-white dot matrix, ink jet, and laser printers such as PostScript and HP Laser Jet. PCPaint 3.1 is still in use today by some users of DOS emulation programs like DOSBox and available for free download. Pictor Paint was an improved version, written by John Bridges, and bundled with GRASP GRaphical System for Presentation also written by John Bridges. It was also called "The Painter's Easel". GLPaint, released in 1995, was the last in this series of paint programs written by John Bridges. By 1998 version 7.0 provided support for TrueColor images and the Pictor PIC format was expanded to handle these. == Pictor PIC Image Format == PCPaint 1.0 saved its graphics in a modified BSAVE image format (which was popular at the time) with the file type (extension) of ".PIC". By PCPaint 1.5 this format was extended further to accommodate image compression. With the release of version 2.0 the PICtor PIC image format was developed almost to its present state, with no similarity to the BSAVE format used by earlier versions. Pictor Paint saved its files in a compressed format with the file extension PIC, which was the same format used by PCPaint.

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  • Parkerian Hexad

    Parkerian Hexad

    The Parkerian Hexad is a set of six elements of information security proposed by Donn B. Parker in 1998. The Parkerian Hexad adds three additional attributes to the three classic security attributes of the CIA triad (confidentiality, integrity, availability). The Parkerian Hexad attributes are the following: Confidentiality Possession or Control Integrity Authenticity Availability Utility These attributes of information are atomic in that they are not broken down into further constituents; they are non-overlapping in that they refer to unique aspects of information. Any information security breach can be described as affecting one or more of these fundamental attributes of information. == Attributes from the CIA triad == === Confidentiality === Confidentiality refers to the "quality or state of being private or secret; known only to a limited few", or "the property that information is not made available or disclosed to unauthorized individuals, entities, or processes". For example: If an enterprise's strategic plans are leaked to competitors then this is a breach of confidentiality; If unauthorized persons gain access to an individual's financial records then that individual's confidentiality is breached. === Integrity === Integrity refers to being correct or consistent with the intended state of information. Any unauthorized modification of data, whether deliberate or accidental, is a breach of data integrity. For example: Data stored on disk are expected to be stable. If the data is changed at random by problems with a disk controller then this is a breach of integrity; Data generated by a medical device is transmitted and stored in the healthcare center but neither altered nor tampered with; Application programs are supposed to record information correctly. If the application introduces deviations from the intended values then this is a breach of integrity. "From Donn Parker: My definition of information integrity comes from the dictionaries. Integrity means that the information is whole, sound, and unimpaired (not necessarily correct). It means nothing is missing from the information it is complete and in intended good order". === Availability === Availability means having timely access to information. For example: A disk crash or denial-of-service attacks both cause a breach of availability. Any delay in response of a system that exceeds the expected service levels for that system can be described as a breach of availability. GPS jamming can lead to loss of Availability of the GPS system. == Parker's added attributes == === Authenticity === Authenticity is the "quality of being authentic or of established authority for truth and correctness". Parker defines it thus: "is the information genuine and accurate? Does it conform to reality and have validity?" and "authoritative, valid, true, real, genuine, or worthy of acceptance or belief by reason of conformity to fact and reality". === Possession or control === Possession or control refers to the loss of data by the authorized user (even if the ʺthiefʺ cannot access the data). From a control systems perspective, it is any loss of control (the ability to change settings and functions) or loss of view (the ability to monitor the system’s operation and its response to controls). Suppose a thief were to steal a sealed envelope containing a bank debit card and its personal identification number. Even if the thief did not open that envelope, it's reasonable for the victim to be concerned that the thief could do so at any time. That situation illustrates a loss of control or possession of information but does not involve the breach of confidentiality. === Utility === Utility refers to the data's usefulness. For example: Suppose someone encrypted data on disk to prevent unauthorized access or undetected modifications–and then lost the decryption key: that would be a breach of utility. The data would be confidential, controlled, integral, authentic, and available–they just wouldn't be useful in that form. The conversion of salary data from one currency into an inappropriate currency would be a breach of utility, as would the storage of data in a format inappropriate for a specific computer architecture; e.g., EBCDIC instead of ASCII or 9-track magnetic tape instead of DVD-ROM. A tabular representation of data substituted for a graph could be described as a breach of utility if the substitution made it more difficult to interpret the data. Utility is often confused with availability because breaches such as those described in these examples may also require time to work around the change in data format or presentation. However, the concept of usefulness is distinct from that of availability.

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  • Text Database and Dictionary of Classic Mayan

    Text Database and Dictionary of Classic Mayan

    The project Text Database and Dictionary of Classic Mayan (abbr. TWKM) promotes research on the writing and language of pre-Hispanic Maya culture. It is housed in the Faculty of Arts at the University of Bonn and was established with funding from the North Rhine-Westphalian Academy of Sciences, Humanities and the Arts. The project has a projected run-time of fifteen years and is directed by Nikolai Grube from the Department of Anthropology of the Americas at the University of Bonn. The goal of the project is to conduct computer-based studies of all extant Maya hieroglyphic texts from an epigraphic and cultural-historical standpoint, and to produce and publish a database and a comprehensive dictionary of the Classic Mayan language. == Subject of the Project == The text database, as well as the dictionary that will be compiled by the conclusion of the project, will be assembled based on all known texts from the pre-Hispanic Maya culture. These texts were produced and used between approximately the third century B.C. through A.D. 1500, in a region that today includes parts of the countries of Mexico, Guatemala, Belize, and Honduras. The thousands of hieroglyphic inscriptions on monuments, ceramics, or daily objects that have survived into the present offer insight into the language's vocabulary and structure. The project's database and dictionary will digitally represent original spellings using the logo-syllabic Maya hieroglyphs, as well as their transcription and transliteration in the Roman alphabet. The data will be additionally annotated with various epigraphic analyses, translations, and further object-specific information. == Project Partners == TWKM will employ digital technologies in order to compile and make available the data and metadata, as well as to publish the project's research results. The project thereby methodologically positions itself in the field of the digital humanities. The project will be conducted in cooperation with the project partners (below), the research association for the eHumanities TextGrid, as well as the University and Regional Library of Bonn (ULB). The working environment that is currently under construction, in which the data and metadata will be compiled and annotated, will be realized in theTextGrid Laboratory, a software of the virtual research environment. A further component of this software, the TextGrid Repository, will make the data that are authorized for publication freely available online and ensure their long-term storage. The tools for data compilation and annotation attained from the modularly constructed and extended TextGrid lab thereby provide all the necessary materials for facilitating the research team's the typical epigraphic workflow. The workflow usually begins by documenting the texts and the objects on which they are preserved, and by compiling descriptive data. It then continues with the various levels of epigraphic and linguistic analysis, and concludes in the best case scenario with a translation of the analyzed inscription and a corresponding publication. In cooperation with the ULB, selected data will additionally be made available. The project's Virtual Inscription Archive will present online, in the Digital Collections of the ULB, hieroglyphic inscriptions selected from the published data in the repository, including an image of and brief information about the texts and the objects on which they are written, epigraphic analysis, and translation. == Project Goal == One of the project's goals is to produce a dictionary of Classic Mayan, in both digital and print form, towards the end of the project run-time. Additionally, a database with a corpus of inscriptions, including their translations and epigraphic analyses, will be made freely available online. The database furthermore will provide an ontology-like link of the contextual object data with the inscriptions and with each other, thereby allowing a cultural-historical arrangement of all contents within the periods of pre-Hispanic Maya culture. The contents of the database are additionally linked to citations of relevant literature. As a result, the database will also make freely available to both the scientific community and other interested parties a bibliography representing the research history and a base of knowledge concerning ancient Maya culture and script. In addition, the Classic Maya script, in its temporally defined stages of language development, will be gathered into and documented in a comprehensive language corpus with the aid of the information gathered by the project. In collaboration with all project participants, the corpus data can be used, together with the aid of various comparable analyses and also computational linguistic methods, such as inference-based methods, to confirm readings of some hieroglyphs that are currently only partially confirmed, and to eventually completely decipher the Classic Maya script.

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