AI For Business Cards

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

  • Eyes of Things

    Eyes of Things

    Eyes of Things (EoT) is the name of a project funded by the European Union’s Horizon 2020 Research and Innovation Programme under grant agreement number 643924. The purpose of the project, which is funded under the Smart Cyber-physical systems topic, is to develop a generic hardware-software platform for embedded, efficient (i.e. battery-operated, wearable, mobile), computer vision, including deep learning inference. On November 29, 2018, the European Space Agency announced that it was testing the suitability of the device for space applications in advance of a flight in a Cubesat. == Motivation == EoT is based on the following tenets: Future embedded systems will have more intelligence and cognitive functionality. Vision is paramount to such intelligent capacity Unlike other sensors, vision requires intensive processing. Power consumption must be optimized if vision is to be used in mobile and wearable applications Cloud processing of edge-captured images is not sustainable. The sheer amount of visual data generated cannot be transferred to the cloud. Bandwidth is not sufficient and cloud servers cannot cope with it. == Partners == VISILAB group at University of Castilla–La Mancha (Coordinator) Movidius Awaiba Thales Security Solutions & Systems DFKI Fluxguide Evercam nVISO == Awards == 2019 Electronic Component and Systems Innovation Award by the European Commission 2018 HiPEAC Tech Transfer Award 2018 EC Innovation Radar - highlighting excellent innovations Award 2018 Internet of Things (IoT) Technology Research Award Pilot by Google 2016 Semifinalist "THE VISION SHOW STARTUP COMPETITION", Global Association for Vision Information, Boston US

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  • OARnet

    OARnet

    The Ohio Academic Resources Network (OARnet) is a state-funded IT organization that provides member organizations with intrastate networking, virtualization and cloud computing applications, advanced videoconferencing, connections to regional and international research networks and the commodity Internet, colocation services, and emergency web-hosting. The OARnet network (known for a time as Third Frontier Network and later, OSCnet) is a dedicated, statewide, high-speed fiber-optic network that serves Ohio K-12 schools, college and university campuses, academic medical centers, public broadcasting stations and state and local/state government. OARnet is connected in Cleveland and Cincinnati to Internet2, the United States' most advanced nationwide research and education network. OARnet also maintains direct connections to Michigan's Merit network and OmniPoP in Chicago. OARnet offices are located on the West Campus of Ohio State University in Columbus, Ohio, United States. OARnet additionally serves as the delegated registrar for many third-level domains (both generic and locality-based) under .oh.us and some under .in.us and .ky.us. == History == A member-organization of the Ohio Technology Consortium, the technology and information division of the Ohio Board of Regents (now the Ohio Department of Higher Education), OARnet was created by the Ohio General Assembly in 1987 to provide Ohio researchers with network connectivity to the resources of the Ohio Supercomputer Center (OSC). It was recognized at the time that the network would serve a much broader audience, so when a network name was selected in early 1988, OARnet was chosen to emphasize the many uses of the network. The initial plan (1987) was to make use of a number of existing BITNET and CCnet (regional DECnet network) connections to get started. Three network (compatible) protocols were used, NJE, DECnet, and TCP/IP. The first OARnet-funded line was installed between Case Western Reserve University and John Carroll University in June 1987. Many subsequent lines at 9.6 kbit/s, 56 kbit/s, and T1 (1.544 Mbit/s) were installed with the aid of an Ohio Department of Administrative Services contract with Litel Corp. Internet (then NSFNET) connections were obtained in the spring of 1988. The non-TCP/IP protocols were soon phased out, and a process of upgrading connections took place regularly. In 1991, it was decided that OARnet would accept commercial business, at appropriate rates, for Internet connection services. Thus OARnet became one of the first Internet service providers (ISPs) in Ohio. After commercial ISPs entered the business extensively, OARnet stopped seeking new commercial accounts. A very large increase in backbone capacity occurred (planning 2000–02, installation 2003–04) when it became possible to lease optical fiber lines themselves ("dark fiber"). A new network backbone of 1,850 miles was installed at much higher capacity, and the eTech Ohio Commission and the Ohio Department of Education joined in funding and using OARnet. The fiber-optic backbone was launched in November 2004. In 2006, OARnet provided one of the first networks for delivery of live TV via Internet Protocol, known today as IPTV. OARnet served as the backbone for Ohio News Network to transmit Miami Redhawks hockey. The team finished the 2008-2009 season at the Frozen Four with a 4-3 OT loss to Boston University in the championship. It was one of the first live sports transmission deliveries over IPTV in the US. Another sharp jump in capacity occurred in 2012, when the State of Ohio funded an upgrade of the OARnet backbone to 100 Gigabits per second. Today, more than 1,500 miles of Ohio’s network backbone runs at an ultra-fast 100 Gbit/s, which was recognized by ComputerWorld in the Emerging Technology category of their 2013 Computerworld Honors Laureates program. In November 2012, Case Western Reserve University became the first member institution to connect at 100 Gbit/s to the OARnet backbone. The OARnet leaders have been: Russell M. Pitzer, director, 1987–88 Alison Brown, director, 1988–94 John Ritter, acting director, 1995 Larry Buell, acting director, 1996–97 Douglas Gale, director, 1998–2002 Alvin Stutz, director, 2002–05 Pankaj Shah, executive director, 2005–15 Paul Schopis, interim executive director, 2015–2018, executive director 2018–19 Denis Walsh, interim executive director, 2019–20 Pankaj Shah, executive director, 2020–

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  • Computer network

    Computer network

    In computer science, computer engineering, and telecommunications, a network is a group of communicating computers and peripherals known as hosts, which communicate data to other hosts via communication protocols, as facilitated by networking hardware. Within a computer network, hosts are identified by network addresses, which allow networking hardware to locate and identify hosts. Hosts may also have hostnames, memorable labels for the host nodes, which can be mapped to a network address using a hosts file or a name server such as Domain Name Service. The physical medium that supports information exchange includes wired media like copper cables, optical fibers, and wireless radio-frequency media. The arrangement of hosts and hardware within a network architecture is known as the network topology. The first computer network was created in 1940 when George Stibitz connected a terminal at Dartmouth to his Complex Number Calculator at Bell Labs in New York. Today, almost all computers are connected to a computer network, such as the global Internet or embedded networks such as those found in many modern electronic devices. Many applications have only limited functionality unless they are connected to a network. Networks support applications and services, such as access to the World Wide Web, digital video and audio, application and storage servers, printers, and email and instant messaging applications. == History == === Early origins (1940 – 1960s) === In 1940, George Stibitz of Bell Labs connected a teletype at Dartmouth to a Bell Labs computer running his Complex Number Calculator to demonstrate the use of computers at long distance. This was the first real-time, remote use of a computing machine. In the late 1950s, a network of computers was built for the U.S. military Semi-Automatic Ground Environment (SAGE) radar system using the Bell 101 modem. It was the first commercial modem for computers, released by AT&T Corporation in 1958. The modem allowed digital data to be transmitted over regular unconditioned telephone lines at a speed of 110 bits per second (bit/s). In 1959, Christopher Strachey filed a patent application for time-sharing in the United Kingdom and John McCarthy initiated the first project to implement time-sharing of user programs at MIT. Strachey passed the concept on to J. C. R. Licklider at the inaugural UNESCO Information Processing Conference in Paris that year. McCarthy was instrumental in the creation of three of the earliest time-sharing systems (the Compatible Time-Sharing System in 1961, the BBN Time-Sharing System in 1962, and the Dartmouth Time-Sharing System in 1963). In 1959, Anatoly Kitov proposed to the Central Committee of the Communist Party of the Soviet Union a detailed plan for the re-organization of the control of the Soviet armed forces and of the Soviet economy on the basis of a network of computing centers. Kitov's proposal was rejected, as later was the 1962 OGAS economy management network project. During the 1960s, Paul Baran and Donald Davies independently invented the concept of packet switching for data communication between computers over a network. Baran's work addressed adaptive routing of message blocks across a distributed network, but did not include routers with software switches, nor the idea that users, rather than the network itself, would provide the reliability. Davies' hierarchical network design included high-speed routers, communication protocols and the essence of the end-to-end principle. The NPL network, a local area network at the National Physical Laboratory (United Kingdom), pioneered the implementation of the concept in 1968-69 using 768 kbit/s links. Both Baran's and Davies' inventions were seminal contributions that influenced the development of computer networks. === ARPANET (1969 – 1974) === In 1962 and 1963, J. C. R. Licklider sent a series of memos to office colleagues discussing the concept of the "Intergalactic Computer Network", a computer network intended to allow general communications among computer users. This ultimately became the basis for the ARPANET, which began in 1969. That year, the first four nodes of the ARPANET were connected using 50 kbit/s circuits between the University of California at Los Angeles, the Stanford Research Institute, the University of California, Santa Barbara, and the University of Utah. Designed principally by Bob Kahn, the network's routing, flow control, software design and network control were developed by the IMP team working for Bolt Beranek & Newman. In the early 1970s, Leonard Kleinrock carried out mathematical work to model the performance of packet-switched networks, which underpinned the development of the ARPANET. His theoretical work on hierarchical routing in the late 1970s with student Farouk Kamoun remains critical to the operation of the Internet today. In 1973, Peter Kirstein put internetworking into practice at University College London (UCL), connecting the ARPANET to British academic networks, the first international heterogeneous computer network. That same year, Robert Metcalfe wrote a formal memo at Xerox PARC describing Ethernet, a local area networking system he created with David Boggs. It was inspired by the packet radio ALOHAnet, started by Norman Abramson and Franklin Kuo at the University of Hawaii in the late 1960s. Metcalfe and Boggs, with John Shoch and Edward Taft, also developed the PARC Universal Packet for internetworking. That year, the French CYCLADES network, directed by Louis Pouzin was the first to make the hosts responsible for the reliable delivery of data, rather than this being a centralized service of the network itself. === The internet (1974 – present) === In 1974, Vint Cerf and Bob Kahn published their seminal 1974 paper on internetworking, A Protocol for Packet Network Intercommunication. Later that year, Cerf, Yogen Dalal, and Carl Sunshine wrote the first Transmission Control Protocol (TCP) specification, RFC 675, coining the term Internet as a shorthand for internetworking. In July 1976, Metcalfe and Boggs published their paper "Ethernet: Distributed Packet Switching for Local Computer Networks" and in December 1977, together with Butler Lampson and Charles P. Thacker, they received U.S. patent 4063220A for their invention. In 1976, John Murphy of Datapoint Corporation created ARCNET, a token-passing network first used to share storage devices. In 1979, Robert Metcalfe pursued making Ethernet an open standard. In 1980, Ethernet was upgraded from the original 2.94 Mbit/s protocol to the 10 Mbit/s protocol, which was developed by Ron Crane, Bob Garner, Roy Ogus, Hal Murray, Dave Redell and Yogen Dalal. In 1986, the National Science Foundation (NSF) launched the National Science Foundation Network (NSFNET) as a general-purpose research network connecting various NSF-funded sites to each other and to regional research and education networks. In 1995, the transmission speed capacity for Ethernet increased from 10 Mbit/s to 100 Mbit/s. By 1998, Ethernet supported transmission speeds of 1 Gbit/s. Subsequently, higher speeds of up to 800 Gbit/s were added (as of 2025). The scaling of Ethernet has been a contributing factor to its continued use. In the 1980s and 1990s, as embedded systems were becoming increasingly important in factories, cars, and airplanes, network protocols were developed to allow the embedded computers to communicate. In the late 1990s and 2000s, ubiquitous computing and an Internet of Things became popular. === Commercial usage === In 1960, the commercial airline reservation system semi-automatic business research environment (SABRE) went online with two connected mainframes. In 1965, Western Electric introduced the first widely used telephone switch that implemented computer control in the switching fabric. In 1972, commercial services were first deployed on experimental public data networks in Europe. Public data networks in Europe, North America and Japan began using X.25 in the late 1970s and interconnected with X.75. This underlying infrastructure was used for expanding TCP/IP networks in the 1980s. In 1977, the first long-distance fiber network was deployed by GTE in Long Beach, California. == Hardware == === Network links === The transmission media used to link devices to form a computer network include electrical cable, optical fiber, and free space. In the OSI model, the software to handle the media is defined at layers 1 and 2 — the physical layer and the data link layer. Common examples of networking technologies include: Ethernet is a widely adopted family of networking technologies that use copper and fiber media in local area networks (LAN). The media and protocol standards that enable communication between networked devices over Ethernet are defined by IEEE 802.3. Wireless LAN standards, which use radio waves. Some standards use infrared signals as a transmission medium. Power line communication uses a building's power cabling to transmit

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  • Letter frequency

    Letter frequency

    Letter frequency is the number of times letters of the alphabet appear on average in written language. Letter frequency analysis dates back to the Arab mathematician Al-Kindi (c. AD 801–873), who formally developed the method to break ciphers. Letter frequency analysis gained importance in Europe with the development of movable type in AD 1450, wherein one must estimate the amount of type required for each letterform. Linguists use letter frequency analysis as a rudimentary technique for language identification, where it is particularly effective as an indication of whether an unknown writing system is alphabetic, syllabic, or logographic. The use of letter frequencies and frequency analysis plays a fundamental role in cryptograms and several word puzzle games, including hangman, Scrabble, Wordle and the television game show Wheel of Fortune. One of the earliest descriptions in classical literature of applying the knowledge of English letter frequency to solving a cryptogram is found in Edgar Allan Poe's famous story "The Gold-Bug", where the method is successfully applied to decipher a message giving the location of a treasure hidden by Captain Kidd. Herbert S. Zim, in his classic introductory cryptography text Codes and Secret Writing, gives the English letter frequency sequence as "ETAON RISHD LFCMU GYPWB VKJXZQ", the most common letter pairs as "TH HE AN RE ER IN ON AT ND ST ES EN OF TE ED OR TI HI AS TO", and the most common doubled letters as "LL EE SS OO TT FF RR NN PP CC". Different ways of counting can produce somewhat different orders. Letter frequencies also have a strong effect on the design of some keyboard layouts. The most frequent letters are placed on the home row of the Blickensderfer typewriter, the Dvorak keyboard layout, Colemak and other optimized layouts, while the commonly used QWERTY layout places common letters apart from each other to prevent typewriter jamming. == Background == The frequency of letters in text has been studied for use in cryptanalysis, and frequency analysis in particular, dating back to the Arab mathematician al-Kindi (c. AD 801–873 ), who formally developed the method (the ciphers breakable by this technique go back at least to the Caesar cipher used by Julius Caesar, so this method could have been explored in classical times). Letter frequency analysis gained additional importance in Europe with the development of movable type in AD 1450, wherein one must estimate the amount of type required for each letterform, as evidenced by the variations in letter compartment size in typographer's type cases. No exact letter frequency distribution underlies a given language, since all writers write slightly differently. However, most languages have a characteristic distribution which is strongly apparent in longer texts. Even language changes as extreme as from Old English to modern English (regarded as mutually unintelligible) show strong trends in related letter frequencies: over a small sample of Biblical passages, from most frequent to least frequent, enaid sorhm tgþlwu æcfy ðbpxz of Old English compares to eotha sinrd luymw fgcbp kvjqxz of modern English, with the most extreme differences concerning letterforms not shared. Linotype machines for the English language assumed the letter order, from most to least common, to be etaoin shrdlu cmfwyp vbgkqj xz based on the experience and custom of manual compositors. The equivalent for the French language was elaoin sdrétu cmfhyp vbgwqj xz. Arranging the alphabet in Morse into groups of letters that require equal amounts of time to transmit, and then sorting these groups in increasing order, yields e it san hurdm wgvlfbk opxcz jyq. Letter frequency was used by other telegraph systems, such as the Murray Code. Similar ideas are used in modern data-compression techniques such as Huffman coding. Letter frequencies, like word frequencies, tend to vary, both by writer and by subject. For instance, ⟨d⟩ occurs with greater frequency in fiction, as most fiction is written in past tense and thus most verbs will end in the inflectional suffix -ed / -d. One cannot write an essay about x-rays without using ⟨x⟩ frequently, and the essay will have an idiosyncratic letter frequency if the essay is about, say, Queen Zelda of Zanzibar requesting X-rays from Qatar to examine hypoxia in zebras. Different authors have habits which can be reflected in their use of letters. Hemingway's writing style, for example, is visibly different from Faulkner's. Letter, bigram, trigram, word frequencies, word length, and sentence length can be calculated for specific authors and used to prove or disprove authorship of texts, even for authors whose styles are not so divergent. Accurate average letter frequencies can only be gleaned by analyzing a large amount of representative text. With the availability of modern computing and collections of large text corpora, such calculations are easily made. Examples can be drawn from a variety of sources (press reporting, religious texts, scientific texts and general fiction) and there are differences especially for general fiction with the position of ⟨h⟩ and ⟨i⟩, with ⟨h⟩ becoming more common. Different dialects of a language will also affect a letter's frequency. For example, an author in the United States would produce something in which ⟨z⟩ is more common than an author in the United Kingdom writing on the same topic: words like "analyze", "apologize", and "recognize" contain the letter in American English, whereas the same words are spelled "analyse", "apologise", and "recognise" in British English. This would highly affect the frequency of the letter ⟨z⟩, as it is rarely used by British writers in the English language. The "top twelve" letters constitute about 80% of the total usage. The "top eight" letters constitute about 65% of the total usage. Letter frequency as a function of rank can be fitted well by several rank functions, with the two-parameter Cocho/Beta rank function being the best. Another rank function with no adjustable free parameter also fits the letter frequency distribution reasonably well (the same function has been used to fit the amino acid frequency in protein sequences.) A spy using the VIC cipher or some other cipher based on a straddling checkerboard typically uses a mnemonic such as "a sin to err" (dropping the second "r") or "at one sir" to remember the top eight characters. == Relative frequencies of letters in the English language == There are three ways to count letter frequency that result in very different charts for common letters. The first method, used in the chart below, is to count letter frequency in lemmas of a dictionary. The lemma is the word in its canonical form. The second method is to include all word variants when counting, such as "abstracts", "abstracted" and "abstracting" and not just the lemma of "abstract". This second method results in letters like ⟨s⟩ appearing much more frequently, such as when counting letters from lists of the most used English words on the Internet. ⟨s⟩ is especially common in inflected words (non-lemma forms) because it is added to form plurals and third person singular present tense verbs. A final method is to count letters based on their frequency of use in actual texts, resulting in certain letter combinations like ⟨th⟩ becoming more common due to the frequent use of common words like "the", "then", "both", "this", etc. Absolute usage frequency measures like this are used when creating keyboard layouts or letter frequencies in old fashioned printing presses. An analysis of entries in the Concise Oxford dictionary, ignoring frequency of word use, gives an order of "EARIOTNSLCUDPMHGBFYWKVXZJQ". The letter-frequency table above is taken from Pavel Mička's website, which cites Robert Lewand's Cryptological Mathematics. According to Lewand, arranged from most to least common in appearance, the letters are: etaoinshrdlcumwfgypbvkjxqz. Lewand's ordering differs slightly from others, such as Cornell University Math Explorer's Project, which produced a table after measuring 40,000 words. In English, the space character occurs almost twice as frequently as the top letter (⟨e⟩) and the non-alphabetic characters (digits, punctuation, etc.) collectively occupy the fourth position (having already included the space) between ⟨t⟩ and ⟨a⟩. == Relative frequencies of the first letters of a word in the English language == The frequency of the first letters of words or names is helpful in pre-assigning space in physical files and indexes. Given 26 filing cabinet drawers, rather than a 1:1 assignment of one drawer to one letter of the alphabet, it is often useful to use a more equal-frequency-letter code by assigning several low-frequency letters to the same drawer (often one drawer is labeled VWXYZ), and to split up the most-frequent initial letters (⟨s, a, c⟩) into several drawers (often 6 drawers Aa-An, Ao-Az, Ca-Cj, Ck-Cz, Sa-Si, Sj-Sz). The same system is used in some mult

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  • Digital image processing

    Digital image processing

    Digital image processing is the use of a digital computer to process digital images through an algorithm. As a subcategory or field of digital signal processing, digital image processing has many advantages over analog image processing. It allows a much wider range of algorithms to be applied to the input data and can avoid problems such as the build-up of noise and distortion during processing. Since images are defined over two dimensions (perhaps more), digital image processing may be modeled in the form of multidimensional systems. The generation and development of digital image processing are mainly affected by three factors: first, the development of computers; second, the development of mathematics (especially the creation and improvement of discrete mathematics theory); and third, the demand for a wide range of applications in environment, agriculture, military, industry and medical science has increased. == History == Many of the techniques of digital image processing, or digital picture processing as it often was called, were developed in the 1960s, at Bell Laboratories, the Jet Propulsion Laboratory, Massachusetts Institute of Technology, University of Maryland, and a few other research facilities, with application to satellite imagery, wire-photo standards conversion, medical imaging, videophone, character recognition, and photograph enhancement. The purpose of early image processing was to improve the quality of the image. In image processing, the input is a low-quality image, and the output is an image with improved quality. Common image processing includes image enhancement, restoration, encoding, and compression. The first successful application was the American Jet Propulsion Laboratory (JPL). They used image processing techniques such as geometric correction, gradation transformation, noise removal, etc. on the thousands of lunar photos sent back by the Space Detector Ranger 7 in 1964, taking into account the position of the Sun and the environment of the Moon. The impact of the successful mapping of the Moon's surface map by the computer has been a success. Later, more complex image processing was performed on the nearly 100,000 photos sent back by the spacecraft, so that the topographic map, color map and panoramic mosaic of the Moon were obtained, which achieved extraordinary results and laid a solid foundation for human landing on the Moon. The cost of processing was fairly high, however, with the computing equipment of that era. That changed in the 1970s, when digital image processing proliferated as cheaper computers and dedicated hardware became available. This led to images being processed in real-time, for some dedicated problems such as television standards conversion. As general-purpose computers became faster, they started to take over the role of dedicated hardware for all but the most specialized and computer-intensive operations. With the fast computers and signal processors available in the 2000s, digital image processing has become the most common form of image processing, and is generally used because it is not only the most versatile method, but also the cheapest. === Image sensors === The basis for modern image sensors is metal–oxide–semiconductor (MOS) technology, invented at Bell Labs between 1955 and 1960, This led to the development of digital semiconductor image sensors, including the charge-coupled device (CCD) and later the CMOS sensor. The charge-coupled device was invented by Willard S. Boyle and George E. Smith at Bell Labs in 1969. While researching MOS technology, they realized that an electric charge was the analogy of the magnetic bubble and that it could be stored on a tiny MOS capacitor. As it was fairly straightforward to fabricate a series of MOS capacitors in a row, they connected a suitable voltage to them so that the charge could be stepped along from one to the next. The CCD is a semiconductor circuit that was later used in the first digital video cameras for television broadcasting. The NMOS active-pixel sensor (APS) was invented by Olympus in Japan during the mid-1980s. This was enabled by advances in MOS semiconductor device fabrication, with MOSFET scaling reaching smaller micron and then sub-micron levels. The NMOS APS was fabricated by Tsutomu Nakamura's team at Olympus in 1985. The CMOS active-pixel sensor (CMOS sensor) was later developed by Eric Fossum's team at the NASA Jet Propulsion Laboratory in 1993. By 2007, sales of CMOS sensors had surpassed CCD sensors. MOS image sensors are widely used in optical mouse technology. The first optical mouse, invented by Richard F. Lyon at Xerox in 1980, used a 5 μm NMOS integrated circuit sensor chip. Since the first commercial optical mouse, the IntelliMouse introduced in 1999, most optical mouse devices use CMOS sensors. === Image compression === An important development in digital image compression technology was the discrete cosine transform (DCT), a lossy compression technique first proposed by Nasir Ahmed in 1972. DCT compression became the basis for JPEG, which was introduced by the Joint Photographic Experts Group in 1992. JPEG compresses images down to much smaller file sizes, and has become the most widely used image file format on the Internet. Its highly efficient DCT compression algorithm was largely responsible for the wide proliferation of digital images and digital photos, with several billion JPEG images produced every day as of 2015. Medical imaging techniques produce very large amounts of data, especially from CT, MRI and PET modalities. As a result, storage and communications of electronic image data are prohibitive without the use of compression. JPEG 2000 image compression is used by the DICOM standard for storage and transmission of medical images. The cost and feasibility of accessing large image data sets over low or various bandwidths are further addressed by use of another DICOM standard, called JPIP, to enable efficient streaming of the JPEG 2000 compressed image data. === Digital signal processor (DSP) === Electronic signal processing was revolutionized by the wide adoption of MOS technology in the 1970s. MOS integrated circuit technology was the basis for the first single-chip microprocessors and microcontrollers in the early 1970s, and then the first single-chip digital signal processor (DSP) chips in the late 1970s. DSP chips have since been widely used in digital image processing. The discrete cosine transform (DCT) image compression algorithm has been widely implemented in DSP chips, with many companies developing DSP chips based on DCT technology. DCTs are widely used for encoding, decoding, video coding, audio coding, multiplexing, control signals, signaling, analog-to-digital conversion, formatting luminance and color differences, and color formats such as YUV444 and YUV411. DCTs are also used for encoding operations such as motion estimation, motion compensation, inter-frame prediction, quantization, perceptual weighting, entropy encoding, variable encoding, and motion vectors, and decoding operations such as the inverse operation between different color formats (YIQ, YUV and RGB) for display purposes. DCTs are also commonly used for high-definition television (HDTV) encoder/decoder chips. == Tasks == Digital image processing allows the use of much more complex algorithms, and hence, can offer both more sophisticated performance at simple tasks, and the implementation of methods which would be impossible by analogue means. In particular, digital image processing is a concrete application of, and a practical technology based on: Classification Feature extraction Multi-scale signal analysis Pattern recognition Projection Some techniques that are used in digital image processing include: Anisotropic diffusion Hidden Markov models Image editing Image restoration Independent component analysis Linear filtering Neural networks Partial differential equations Pixelation Point feature matching Principal components analysis Self-organizing maps Wavelets == Digital image transformations == === Filtering === Digital filters are used to blur and sharpen digital images. Filtering can be performed by: convolution with specifically designed kernels (filter array) in the spatial domain masking specific frequency regions in the frequency (Fourier) domain The following examples show both methods: ==== Image padding in Fourier domain filtering ==== Images are typically padded before being transformed to the Fourier space, the highpass filtered images below illustrate the consequences of different padding techniques: Notice that the highpass filter shows extra edges when zero padded compared to the repeated edge padding. ==== Filtering code examples ==== MATLAB example for spatial domain highpass filtering. === Affine transformations === Affine transformations enable basic image transformations including scale, rotate, translate, mirror and shear as is shown in the following examples: To apply the affine

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  • List of network buses

    List of network buses

    List of electrical characteristics of single collision domain segment "slow speed" network buses: The number of nodes can be limited by either number of available addresses or bus capacitance. None of the above use any analog domain modulation techniques like MLT-3 encoding, PAM-5 etc. PSI5 designed with automation applications in mind is a bit unusual in that it uses Manchester code.

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  • KLJN Secure Key Exchange

    KLJN Secure Key Exchange

    Random-resistor-random-temperature Kirchhoff-law-Johnson-noise key exchange, also known as RRRT-KLJN or simply KLJN, is an approach for distributing cryptographic keys between two parties that claims to offer unconditional security. This claim, which has been contested, is significant, as the only other key exchange approach claiming to offer unconditional security is Quantum key distribution. The KLJN secure key exchange scheme was proposed in 2005 by Laszlo Kish and Granqvist. It has the advantage over quantum key distribution in that it can be performed over a metallic wire with just four resistors, two noise generators, and four voltage measuring devices---equipment that is low-priced and can be readily manufactured. It has the disadvantage that several attacks against KLJN have been identified which must be defended against. "Given that the amount of effort and funding that goes into Quantum Cryptography is substantial (some even mock it as a distraction from the ultimate prize which is quantum computing), it seems to me that the fact that classic thermodynamic resources allow for similar inherent security should give one pause," wrote Henning Dekant, the founder of the Quantum Computing Meetup, in April 2013. The Cybersecurity Curricula 2017, a joint project of the Association for Computing Machinery, the IEEE Computer Society, the Association for Information Systems, and the International Federation for Information Processing Technical Committee on Information Security Education (IFIP WG 11.8) recommends teaching the KLJN Scheme as part of teaching "Advanced concepts" in its knowledge unit on cryptography. == See Also/Further Reading ==

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  • Government Secure Intranet

    Government Secure Intranet

    Government Secure Intranet (GSi) was a United Kingdom government wide area network, whose main purpose was to enable connected organisations to communicate electronically and securely at low protective marking levels. It was known for the '.gsi.gov.uk' family of domains for government email. Migration away from these domains began in 2019 and was completed in 2023. == History == === Use === Many UK government organisations used the GSi to transfer files on a peer-to-peer (P2P) basis between similarly accredited networks. The network itself was open within the context of its accreditation – it imposed no restrictions on traffic types carried across the network, restrictions and policy control were left to the connecting departments. Email traffic in and out of the network was filtered by an external provider. === Origin === The concept of GSi was defined by the Cabinet Office, and was turned into practical reality by the Internet Special Products group of Cable & Wireless (then known as Mercury Communications) at their Brentford premises. GSi development started late 1996, and can be roughly dated by checking the registration date of its first domain name, 'gsi.net', registered 30 May 1997. The formal go-live date was several months later (according to the Central Computer and Telecommunications Agency (CCTA) this was February 1998). The main drivers behind the development of GSi was the plethora of inter-agency connections in UK government which made managing security and connectivity budgets problematic. GSi not only provided better oversight, it also normalised connectivity. GSi was designed as an accredited, dual link connected Internet Protocol backbone, it imposed no restrictions on what type of traffic it carried; any restrictions were considered a policy decision for each connecting department. The design of GSi partly supported the then developing eGIF interoperability standards. This was a direct consequence of the two key technical people driving the project, one from Cable & Wireless, one from the UK government in the form of the CCTA. GSi used SMTP as mail transport protocol, and the conversion from the then prevalent X.400 email facilities to SMTP proved for many departments an improvement in reliability and speed. In the case of X.400, this conversion also cut email costs substantially as X.400 message conversions were still chargeable even if the conversion failed due to message size. In some cases, the ROI of such an email conversion was as short as two months. The creation of GSi handed Cable & Wireless a monopoly on UK government data connectivity. GSi can be considered one of the more successful UK government IT projects from the point of view of take up - even when still in pilot phase, demand increased to a point where service windows had to be imposed to continue building the platform to full strength. The development of GSi was also the root of the creation of the CESG Listed Adviser Scheme (CLAS). During the build of GSi, the need for accredited advisers became clear as advice on connectivity invariably involved discussing government confidential matters. CESG eventually responded with the above CLAS scheme. === Operations contract === GSi was operated on a five-year renewable contract basis. Energis won this contract from Cable & Wireless in August 2003. Cable & Wireless then bought Energis in 2005, thus regaining control over the platform. Cable and Wireless Worldwide won the GSi Convergence Framework (GCF) contract in 2011. The GSi and Managed Telecommunications Service (MTS) framework agreements finished in August 2011 with contracts running on to 12 February 2012. GCF is intended to facilitate the migration to the Public Services Network. === Previous developments === Government Connect went live across local authorities in England and Wales. Government Connect is a pan-government programme providing an accredited and secure network between central government and every local authority in England and Wales and allows exchange of RESTRICTED information between authorities. The GCSX network is part of the wider GSi and provides connectivity to nearly all central departments. Scottish local authorities have already established a similar network known as the Government Secure Extranet (GSX). Local authorities with a GCSX connection can now use a GCSX email account to exchange sensitive data, including DWP benefits data, patient identifiable data, with health sector staff who have a NHS.net email address, e.g. PCT staff and GPs. As both GCSX and the Police National Network (PNN) are both connected to the wider Government Secure Intranet (GSi), data can be transferred securely between local authorities and the Police. GC Mail can be used now to replace the existing less efficient and less secure methods of exchanging data between local authorities and the Police. Local authorities that deliver Housing and Council Tax benefits are taking part in the e-Transfers programme, which is e-enabling the process for delivery of Local Authority Input Documents (LAIDs) and Local Authority Claim Information (LACIs). Version 4.1 of the Code of Connection for compliance was introduced in 2010. Compared with version 3.2 the main Code of Connection version 4.1 areas of are: Mobile working - full implementation of compliant service Firewall specification (EAL 4) Execution of unauthorised software Requirement for IT Healthchecks (CHECK / CREST / TigerScheme) Labelling e-mails with protective markings. == Public Services Network == The Public Services Network is a UK Government programme that unified the provision of network infrastructure across the United Kingdom public sector into an interconnected "network of networks". This included large elements of GSi. It is now a legacy network. Centrally procured public sector networks migrated across to the PSN framework as they reached the end of their contract terms, either through an interim framework or directly. The Government Secure Intranet (GSi) contracts expired in September 2011, running on to 12 February 2012 and were replaced by the transitional Government Secure Intranet Convergence Framework (GCF).

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  • Kubity

    Kubity

    Kubity is a cloud-based 3D communication tool that works on desktop computers, the web, smartphones, tablets, augmented reality gear, and virtual reality glasses. Kubity is powered by several proprietary 3D processing engines including "Paragone" and "Etna" that prepare the 3D file for transfer over mobile devices. Kubity has practical applications for architecture, interior design, engineering, product design, film, and video games among others. The majority of its users create 3D models using SketchUp or Autodesk Revit software. Kubity products include the Kubity web app and Kubity Go (a mobile application for iOS and Android). Kubity is compatible across many platforms, devices and operating systems including: iOS, Android, Firefox, Chrome, Windows, MacOS, and Linux. == History == Kubity was created by SPK Technology (ex Kubity S.A.S.), a Paris-based software company specializing in automatic 3D data optimization and visualization. Founded in 2012 by a group of software engineers and an urban projects developer, they united around a simple idea: create a way for anyone, anywhere to simply and intuitively explore 3D models on smartphones and computers. In order to bring architects, engineers and designers together with their clients around a 3D model, it was essential to develop an interactive platform that supported multiple desktop and mobile devices for instantaneous and fluid 3D navigation. With specifications in place, 15 engineers fused together several technologies: 3D design, data compression, decimation and rendering optimization, web and mobile transfer, and virtual reality headset integration. In January 2014, the first public Kubity prototype (1.0 Amethyst) was launched to a small group of beta testers with a plug-in that allowed users to import 3D models from SketchUp to their browser. A global release was announced in April 2014 at the SketchUp Basecamp in Vail, Colorado. In May 2015, Kubity launched a web application that worked using WebGL technology (2.0 Citrine). For the first time, users were able to drag and drop any SketchUp file in a web browser without having to install a plug-in. In December 2015, Kubity launched a mobile application on the App Store for iPhone, iPod, and iPad as well as on Google Play for Android devices (3.0 Druzy). In November 2016, Kubity launched support for Oculus Rift and HTC Vive (4.0 Emerald). Beginning in November 2017, Kubity launched a full suite rollout of mobile applications over six months that included Kubity AR for augmented reality, Kubity VR for virtual reality, and Kubity Mirror for remote presentations and screen mirroring (5.0 Feldspar). In September 2018, a one-click plugin for SketchUp and Revit (Kubity PRO), along with a mobile-first revamp of Kubity Go was launched, allowing PRO-to-Go device pairing for automatic mobile sync (6.0 Gypsum). In early 2019, the Kubity Go application was updated to include fully integrated AR, VR, and screen mirroring functionalities, killing off the dedicated companion apps Kubity AR, Kubity VR and Kubity Mirror in the process (7.0 Heliotrope). In January 2020, support for the Kubity PRO plugin for SketchUp and Revit was migrated to a SketchUp-only web app. == Technology == Kubity is powered by a proprietary 3D crystallization engine known as "Paragone"; a technology developed by SPK Technology. Paragone takes constrained information from a 3D file and runs it through the "BlockWave" algorithm (US Patent 10,482.629), also developed by SPK Technology. BlockWave is a multiphase optimization algorithm that combines 3D design, data compression, decimation and rendering optimization, web and mobile transfer, and mixed reality headset integration to create a crystallized universal format of the original file. One phase of the BlockWave algorithm is based on the quadric-based polygonal surface simplification algorithm, performed using predefined heuristics, and is associated with a plurality of simplified versions of the 3D model, each version being associated with a predefined level of detail adapted to the user specific end device. BlockWave extracts data content, geometry and textures, then sets quadrics for each top of the original 3D model, and identifies pairs of adjacent tops linked by vertices. The algorithm uses a local collapsing operator and a top-plan error metric to obtain a fixed number of faces or a maximum defined error; 3D meshing is simplified by replacing two points with one, then deleting the degrading faces and updating adjacent relations. Once decimation is completed, texture optimization is set using texture target parameters allowing maximized GPU memory to improve computing time. With texture encoding completed, the crystallized universal 3D file can now be easily opened on any user-specific end device and played across most digital devices with real-time rendering. == Features == === 3D Crystallization === A user converts (or crystallizes) a 3D file by exporting it with the Kubity web app. Crystallization adds features like AR/VR and cinematic fly-through tour as well as assigns the model a dedicated QR code. === Automatic Mobile Sync === When a 3D model is exported, it is automatically synced to Kubity Go on the user's mobile device. From there, it can be accessed, explored, and shared with others with or without an internet connection. === Security and Management === User models can be managed all in one place on Kubity Go or in a browser from their account. Models can be renamed, password-protected, shared, and played. === Augmented Reality === Developed using Apple ARKit and Google ARCore technology, Kubity Go's augmented reality feature maps the environment in a room detecting horizontal planes like tables and floors to track and place 3D objects. By blending digital objects and information with the environment, Kubity allows users to interact with 3D models in true augmented reality. Built-in communication features allows users to instantly share 3D models with anyone over text, email, social media, or direct device-to-device with a QR Code. Platform Support AR supports devices running iOS11 including: iPhone SE, iPhone 6s, iPhone 6s Plus, iPhone 7, iPhone 7 Plus, iPhone 8, iPhone X, all iPad Pro models, and iPad (2017). AR for Android requires Android 7.0 or later and access to the Google Play Store. === Virtual Reality === VR allows users to explore SketchUp models and Revit projects on-the-go right from a mobile device using Oculus Go, Google Cardboard, Samsung Gear VR, or the glasses-free Magic Window feature. Kubity's virtual reality feature is compatible with Oculus Go, Google Cardboard viewers and other cardboard compatible devices including clip-on style VR glasses like Homido Mini, as well as the mobile virtual reality headset, Samsung Gear VR. Samsung Gear VR supports: Galaxy S6, Galaxy S6 Edge, Galaxy S6 Edge+, Samsung Galaxy Note 5, Galaxy S7, Galaxy S7 Edge, Galaxy S8, Galaxy S8+, Samsung Galaxy Note Fan Edition, Samsung Galaxy Note 8, Samsung Galaxy A8/A8+ (2018), and Samsung Galaxy S9/Galaxy S9+. === Screen Mirroring === Screen mirroring allows a user to sync the sender device to a receiver on a webpage, then control from the sender device to give a remote presentation of the 3D model. Devices are easily synced by entering a six-digit number displayed on the receiving computer. == Platform support == On iOS, the Kubity application is compatible with devices running on the version 9.0 or higher. On Android, Kubity is compatible with devices running on the version 4.4 “Kit Kat” or higher. The web version of Kubity applications currently support web browsers compatible with WebGL2 : Mozilla Firefox and Google Chrome. AR is compatible with devices running iOS11 including: iPhone SE, iPhone 6s, iPhone 6s Plus, iPhone 7, iPhone 7 Plus, iPhone 8, iPhone X, all iPad Pro models, and iPad (2017), and Android devices. Requires Android 7.0 or later and access to the Google Play Store. VR is compatible with Google Cardboard viewers and other cardboard compatible devices including clip-on style VR glasses like Homido Mini, as well as the Samsung Gear VR and Oculus Go. Samsung Gear VR supports: Galaxy S6, Galaxy S6 Edge, Galaxy S6 Edge+, Samsung Galaxy Note 5, Galaxy S7, Galaxy S7 Edge, Galaxy S8, Galaxy S8+, Samsung Galaxy Note Fan Edition, Samsung Galaxy Note 8, Samsung Galaxy A8/A8+ (2018) and Samsung Galaxy S9/Galaxy S9+.

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  • Branch number

    Branch number

    In cryptography, the branch number is a numerical value that characterizes the amount of diffusion introduced by a vectorial Boolean function F that maps an input vector a to output vector F ( a ) {\displaystyle F(a)} . For the (usual) case of a linear F the value of the differential branch number is produced by: applying nonzero values of a (i.e., values that have at least one non-zero component of the vector) to the input of F; calculating for each input value a the Hamming weight W {\displaystyle W} (number of nonzero components), and adding weights W ( a ) {\displaystyle W(a)} and W ( F ( a ) ) {\displaystyle W(F(a))} together; selecting the smallest combined weight across for all nonzero input values: B d ( F ) = min a ≠ 0 ( W ( a ) + W ( F ( a ) ) ) {\displaystyle B_{d}(F)={\underset {a\neq 0}{\min }}(W(a)+W(F(a)))} . If both a and F ( a ) {\displaystyle F(a)} have s components, the result is obviously limited on the high side by the value s + 1 {\displaystyle s+1} (this "perfect" result is achieved when any single nonzero component in a makes all components of F ( a ) {\displaystyle F(a)} to be non-zero). A high branch number suggests higher resistance to the differential cryptanalysis: the small variations of input will produce large changes on the output and in order to obtain small variations of the output, large changes of the input value will be required. The term was introduced by Daemen and Rijmen in early 2000s and quickly became a typical tool to assess the diffusion properties of the transformations. == Mathematics == The branch number concept is not limited to the linear transformations, Daemen and Rijmen provided two general metrics: differential branch number, where the minimum is obtained over inputs of F that are constructed by independently sweeping all the values of two nonzero and unequal vectors a, b ( ⊕ {\displaystyle \oplus } is a component-by-component exclusive-or): B d ( F ) = min a ≠ b ( W ( a ⊕ b ) + W ( F ( a ) ⊕ F ( b ) ) {\displaystyle B_{d}(F)={\underset {a\neq b}{\min }}(W(a\oplus b)+W(F(a)\oplus F(b))} ; for linear branch number, the independent candidates α {\displaystyle \alpha } and β {\displaystyle \beta } are independently swept; they should be nonzero and correlated with respect to F (the L A T ( α , β ) {\displaystyle LAT(\alpha ,\beta )} coefficient of the linear approximation table of F should be nonzero): B l ( F ) = min α ≠ 0 , β , L A T ( α , β ) ≠ 0 ( W ( α ) + W ( β ) ) {\displaystyle B_{l}(F)={\underset {\alpha \neq 0,\beta ,LAT(\alpha ,\beta )\neq 0}{\min }}(W(\alpha )+W(\beta ))} .

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  • Influencer

    Influencer

    An influencer is an individual who has the capacity to shape the attitudes, behavior, or decisions of others through authority, knowledge, position, or the nature of the relationship with the audience. The term is used in various fields such as media, business, politics, religion, and communication, referring to influencers such as social media influencers, podcasters, public speakers, religious influencers, writers, and newsletter writers etc who have dedicated followings in various areas. One writer defines influencers as "a range of third parties who exercise influence over the organization and its potential customers." Another writer defines an influencer as a "third party who significantly shapes the customer's purchasing decision but may never be accountable for it." According to another writer, influencers are "well-connected, create an impact, have active minds, and are trendsetters". Just because a person has many followers does not necessarily mean they have much influence over those people. In contemporary usage, the term frequently refers to a social media influencer, (also known as an online influencer or simply influencer) a person who builds a grassroots online presence through engaging content such as photos, videos, and updates. This is done by using direct audience interaction to establish authenticity, expertise, and appeal, and by standing apart from traditional celebrities by growing their platform through social media rather than pre-existing fame. The modern referent of the term is commonly a paid role in which a business entity pays for the social media influence-for-hire activity to promote its products and services, known as influencer marketing. A 1% increase in spending on influencer marketing can lead to a 0.5% increase in audience engagement. As such, an influencer effectively acts as a modern salesperson or a marketer. Types of influencers include fashion influencer, travel influencer, and virtual influencer, and they involve content creators and streamers. Some influencers are associated primarily with specific social media apps such as TikTok, Instagram, or Pinterest; many influencers are also considered internet celebrities. As of 2023, Instagram is the social media platform businesses spend the most advertising money towards marketing with influencers. However, influencers can have an impact on any social media network. == History == === Origins === The word influencer in its general sense of a person or thing that exerts influence, is attested in historical sources at least since the 17th century. The Oxford English Dictionary (OED) gives 1664 as the earliest example of usage and cites a sentence from Henry More's A Modest Enquiry into the Mystery of Iniquity: "The head and influencer of the whole Church". The origins of online influencing can be traced back to the emergence of digital blogs and platforms in the early 2000s. Nevertheless, recent studies demonstrate that Instagram, an application with more than one billion users, harbors the majority of the influencer demographic. These individuals are sometimes referred to as "Instagrammers" or "Instafamous". A crucial aspect of influencing is their association with sponsors. The 2015 debut of Vamp, a company that links influencers with sponsorships, transformed the landscape of influencing. There is much debate about whether social media influencers can be considered celebrities, as their path to fame is often less traditional and arguably easier. Melody Nouri addressed the differences between the two types in her article "The Power of Influence: Traditional Celebrities vs Social Media Influencer". Nouri asserts that social media platforms have a greater negative impact on young, impressionable audiences in comparison with traditional media such as magazines, billboards, advertisements, and tabloids featuring celebrities. Online, it is thought to be simpler to manipulate an image and lifestyle in such a way that viewers are more susceptible to believing it. One theory considers the former American First Lady Eleanor Roosevelt (1884–1962) to be the "original media influencer." While she achieved celebrity in her role as First Lady, she built a global personal brand as a wise, informative, trustworthy American woman. Her voice was her own, unrestricted by political advisors and powerful men, and with it, Roosevelt exerted unprecedented social and cultural influence in radio, print, public speaking, film, and television until she died. In one notable example, it may have been Roosevelt's television support of John F. Kennedy which nudged his "hairline victory" during the 1960 Presidential campaign. In another example, David Ogilvy paid Roosevelt more than a quarter of a million dollars in today's currency to make a TV commercial for Good Luck margarine (1959), in which Roosevelt also managed to mention world hunger. As a content creator, she wrote My Day, a popular daily newspaper column that ran nationwide for twenty-six years. Like a social media post, My Day covered all aspects of her life, and in it Roosevelt often recommended movies, books, and products that she admired. Roosevelt also had a hand in designing all three of her public affairs television shows. Unlike contemporary influencers, she was less motivated by a pay-to-play situation than by a desire to educate and inspire; but she did use her influence to benefit the entertainment industry careers of her children, and she welcomed the revenue that her influence bought, most of which was donated to charity. === 2000s === The early 2000s showed corporate endeavors to leverage the internet for influence, with some companies participating in forums for promotions or providing bloggers with complimentary products in return for favorable reviews. A few of these practices were viewed as unethical for taking advantage of the labor of young individuals without providing remuneration. In 2004, The Blogstar Network was established by Ted Murphy of MindComet. Bloggers were encouraged to join an email list and receive remunerated offers from corporations in exchange for creating specific posts. For instance, bloggers were compensated for writing reviews of fast-food meals on their blogs. Blogstar is widely regarded as the first influencer marketing network. Murphy succeeded Blogstar with PayPerPost, which was introduced in 2006. This platform compensated significant posters on prominent forums and social media platforms for every post made about a corporate product. Payment rates were determined by the influencer's status. Though very popular, PayPerPost, received a great deal of criticism as these influencers were not required to disclose their involvement with PayPerPost as traditional journalism would have. With the success of PayPerPost, the public became aware that there was a drive for corporate interests to influence what some people were posting to these sites. The platform also incentivized other firms to establish comparable programs. Despite concerns, marketing networks with influencers continued to grow throughout the 2000s and into the 2010s. The influencer marketing industry was worth as much as $8 billion in 2019, according to estimates from Business Insider Intelligence, which are based on Mediakix data. Evan Asano, the Former CEO and founder of the agency Mediakix, previously spoke with Business Insider and said he believed influencer marketing on Instagram would continue to grow despite likes being hidden. === 2010s === By the 2010s, the term "influencer" described digital content creators with a large following, distinctive brand persona, and a patterned relationship with commercial sponsors. By this period, influencer marketing had become a widely researched field globally, with systematic reviews drawing on hundreds of studies that documented the growing role of authenticity, audience engagement, and parasocial relationships in shaping how consumers responded to influencer content across different markets. During this period, influencer culture also developed through distinct channels outside Western markets. In South Korea, the global spread of Korean pop culture, also called K-Pop, through platforms such as YouTube, Facebook, and Twitter gave rise to what scholars have called 'Hallyu 2.0' or the 'New Korean Wave', where fans throughout Southeast Asia, North America, Latin America, and Europe shared, subtitled, and redistributed Korean music and film content on a large scale. This helped Korean entertainers to build substantial followings internationally. Consumers often mistakenly view celebrities as reliable, leading to trust and confidence in the products being promoted. A 2001 study from Rutgers University discovered that individuals were using "internet forums as influential sources of consumer information." The study proposes that consumers preferred internet forums and social media when making purchasing decisions over conventional advertising and print sources. An in

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  • Data stream management system

    Data stream management system

    A data stream management system (DSMS) is a computer software system to manage continuous data streams. It is similar to a database management system (DBMS), which is, however, designed for static data in conventional databases. A DBMS also offers a flexible query processing so that the information needed can be expressed using queries. However, in contrast to a DBMS, a DSMS executes a continuous query that is not only performed once, but is permanently installed. Therefore, the query is continuously executed until it is explicitly uninstalled. Since most DSMS are data-driven, a continuous query produces new results as long as new data arrive at the system. This basic concept is similar to complex event processing so that both technologies are partially coalescing. == Functional principle == One important feature of a DSMS is the possibility to handle potentially infinite and rapidly changing data streams by offering flexible processing at the same time, although there are only limited resources such as main memory. The following table provides various principles of DSMS and compares them to traditional DBMS. == Processing and streaming models == One of the biggest challenges for a DSMS is to handle potentially infinite data streams using a fixed amount of memory and no random access to the data. There are different approaches to limit the amount of data in one pass, which can be divided into two classes. For the one hand, there are compression techniques that try to summarize the data and for the other hand there are window techniques that try to portion the data into (finite) parts. === Synopses === The idea behind compression techniques is to maintain only a synopsis of the data, but not all (raw) data points of the data stream. The algorithms range from selecting random data points called sampling to summarization using histograms, wavelets or sketching. One simple example of a compression is the continuous calculation of an average. Instead of memorizing each data point, the synopsis only holds the sum and the number of items. The average can be calculated by dividing the sum by the number. However, it should be mentioned that synopses cannot reflect the data accurately. Thus, a processing that is based on synopses may produce inaccurate results. === Windows === Instead of using synopses to compress the characteristics of the whole data streams, window techniques only look on a portion of the data. This approach is motivated by the idea that only the most recent data are relevant. Therefore, a window continuously cuts out a part of the data stream, e.g. the last ten data stream elements, and only considers these elements during the processing. There are different kinds of such windows like sliding windows that are similar to FIFO lists or tumbling windows that cut out disjoint parts. Furthermore, the windows can also be differentiated into element-based windows, e.g., to consider the last ten elements, or time-based windows, e.g., to consider the last ten seconds of data. There are also different approaches to implementing windows. There are, for example, approaches that use timestamps or time intervals for system-wide windows or buffer-based windows for each single processing step. Sliding-window query processing is also suitable to being implemented in parallel processors by exploiting parallelism between different windows and/or within each window extent. == Query processing == Since there are a lot of prototypes, there is no standardized architecture. However, most DSMS are based on the query processing in DBMS by using declarative languages to express queries, which are translated into a plan of operators. These plans can be optimized and executed. A query processing often consists of the following steps. === Formulation of continuous queries === The formulation of queries is mostly done using declarative languages like SQL in DBMS. Since there are no standardized query languages to express continuous queries, there are a lot of languages and variations. However, most of them are based on SQL, such as the Continuous Query Language (CQL), StreamSQL and ESP. There are also graphical approaches where each processing step is a box and the processing flow is expressed by arrows between the boxes. The language strongly depends on the processing model. For example, if windows are used for the processing, the definition of a window has to be expressed. In StreamSQL, a query with a sliding window for the last 10 elements looks like follows: This stream continuously calculates the average value of "price" of the last 10 tuples, but only considers those tuples whose prices are greater than 100.0. In the next step, the declarative query is translated into a logical query plan. A query plan is a directed graph where the nodes are operators and the edges describe the processing flow. Each operator in the query plan encapsulates the semantic of a specific operation, such as filtering or aggregation. In DSMSs that process relational data streams, the operators are equal or similar to the operators of the Relational algebra, so that there are operators for selection, projection, join, and set operations. This operator concept allows the very flexible and versatile processing of a DSMS. === Optimization of queries === The logical query plan can be optimized, which strongly depends on the streaming model. The basic concepts for optimizing continuous queries are equal to those from database systems. If there are relational data streams and the logical query plan is based on relational operators from the Relational algebra, a query optimizer can use the algebraic equivalences to optimize the plan. These may be, for example, to push selection operators down to the sources, because they are not so computationally intensive like join operators. Furthermore, there are also cost-based optimization techniques like in DBMS, where a query plan with the lowest costs is chosen from different equivalent query plans. One example is to choose the order of two successive join operators. In DBMS this decision is mostly done by certain statistics of the involved databases. But, since the data of a data streams is unknown in advance, there are no such statistics in a DSMS. However, it is possible to observe a data stream for a certain time to obtain some statistics. Using these statistics, the query can also be optimized later. So, in contrast to a DBMS, some DSMS allows to optimize the query even during runtime. Therefore, a DSMS needs some plan migration strategies to replace a running query plan with a new one. === Transformation of queries === Since a logical operator is only responsible for the semantics of an operation but does not consist of any algorithms, the logical query plan must be transformed into an executable counterpart. This is called a physical query plan. The distinction between a logical and a physical operator plan allows more than one implementation for the same logical operator. The join, for example, is logically the same, although it can be implemented by different algorithms like a Nested loop join or a Sort-merge join. Notice, these algorithms also strongly depend on the used stream and processing model. Finally, the query is available as a physical query plan. === Execution of queries === Since the physical query plan consists of executable algorithms, it can be directly executed. For this, the physical query plan is installed into the system. The bottom of the graph (of the query plan) is connected to the incoming sources, which can be everything like connectors to sensors. The top of the graph is connected to the outgoing sinks, which may be for example a visualization. Since most DSMSs are data-driven, a query is executed by pushing the incoming data elements from the source through the query plan to the sink. Each time when a data element passes an operator, the operator performs its specific operation on the data element and forwards the result to all successive operators. == Examples == AURORA, StreamBase Systems, Inc. Archived 23 March 2009 at the Wayback Machine Hortonworks DataFlow IBM Streams NIAGARA Query Engine NiagaraST: A Research Data Stream Management System at Portland State University Odysseus, an open source Java-based framework for Data Stream Management Systems Pipeline DB PIPES Archived 24 December 2016 at the Wayback Machine, webMethods Business Events QStream SAS Event Stream Processing SQLstream STREAM StreamGlobe StreamInsight TelegraphCQ WSO2 Stream Processor

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  • Instance selection

    Instance selection

    Instance selection (or dataset reduction, or dataset condensation) is an important data pre-processing step that can be applied in many machine learning (or data mining) tasks. Approaches for instance selection can be applied for reducing the original dataset to a manageable volume, leading to a reduction of the computational resources that are necessary for performing the learning process. Algorithms of instance selection can also be applied for removing noisy instances, before applying learning algorithms. This step can improve the accuracy in classification problems. Algorithm for instance selection should identify a subset of the total available data to achieve the original purpose of the data mining (or machine learning) application as if the whole data had been used. Considering this, the optimal outcome of IS would be the minimum data subset that can accomplish the same task with no performance loss, in comparison with the performance achieved when the task is performed using the whole available data. Therefore, every instance selection strategy should deal with a trade-off between the reduction rate of the dataset and the classification quality. == Instance selection algorithms == The literature provides several different algorithms for instance selection. They can be distinguished from each other according to several different criteria. Considering this, instance selection algorithms can be grouped in two main classes, according to what instances they select: algorithms that preserve the instances at the boundaries of classes and algorithms that preserve the internal instances of the classes. Within the category of algorithms that select instances at the boundaries it is possible to cite DROP3, ICF and LSBo. On the other hand, within the category of algorithms that select internal instances, it is possible to mention ENN and LSSm. In general, algorithm such as ENN and LSSm are used for removing harmful (noisy) instances from the dataset. They do not reduce the data as the algorithms that select border instances, but they remove instances at the boundaries that have a negative impact on the data mining task. They can be used by other instance selection algorithms, as a filtering step. For example, the ENN algorithm is used by DROP3 as the first step, and the LSSm algorithm is used by LSBo. There is also another group of algorithms that adopt different selection criteria. For example, the algorithms LDIS, CDIS and XLDIS select the densest instances in a given arbitrary neighborhood. The selected instances can include both, border and internal instances. The LDIS and CDIS algorithms are very simple and select subsets that are very representative of the original dataset. Besides that, since they search by the representative instances in each class separately, they are faster (in terms of time complexity and effective running time) than other algorithms, such as DROP3 and ICF. Besides that, there is a third category of algorithms that, instead of selecting actual instances of the dataset, select prototypes (that can be synthetic instances). In this category it is possible to include PSSA, PSDSP and PSSP. The three algorithms adopt the notion of spatial partition (a hyperrectangle) for identifying similar instances and extract prototypes for each set of similar instances. In general, these approaches can also be modified for selecting actual instances of the datasets. The algorithm ISDSP adopts a similar approach for selecting actual instances (instead of prototypes).

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  • Group key

    Group key

    In cryptography, a group key is a cryptographic key that is shared between a group of users. Typically, group keys are distributed by sending them to individual users, either physically, or encrypted individually for each user using either that user's pre-distributed private key. A common use of group keys is to allow a group of users to decrypt a broadcast message that is intended for that entire group of users, and no one else. For example, in the Second World War, group keys (known as "iodoforms", a term invented by a classically educated non-chemist, and nothing to do with the chemical of the same name) were sent to groups of agents by the Special Operations Executive. These group keys allowed all the agents in a particular group to receive a single coded message. In present-day applications, group keys are commonly used in conditional access systems, where the key is the common key used to decrypt the broadcast signal, and the group in question is the group of all paying subscribers. In this case, the group key is typically distributed to the subscribers' receivers using a combination of a physically distributed secure cryptoprocessor in the form of a smartcard and encrypted over-the-air messages.

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  • Memory-hard function

    Memory-hard function

    In cryptography, a memory-hard function (MHF) is a function that costs a significant amount of memory to efficiently evaluate. It differs from a memory-bound function, which incurs cost by slowing down computation through memory latency. MHFs have found use in key stretching and proof of work as their increased memory requirements significantly reduce the computational efficiency advantage of custom hardware over general-purpose hardware compared to non-MHFs. == Introduction == MHFs are designed to consume large amounts of memory on a computer in order to reduce the effectiveness of parallel computing. In order to evaluate the function using less memory, a significant time penalty is incurred. As each MHF computation requires a large amount of memory, the number of function computations that can occur simultaneously is limited by the amount of available memory. This reduces the efficiency of specialised hardware, such as application-specific integrated circuits and graphics processing units, which utilise parallelisation, in computing a MHF for a large number of inputs, such as when brute-forcing password hashes or mining cryptocurrency. == Motivation and examples == Bitcoin's proof-of-work uses repeated evaluation of the SHA-256 function, but modern general-purpose processors, such as off-the-shelf CPUs, are inefficient when computing a fixed function many times over. Specialized hardware, such as application-specific integrated circuits (ASICs) designed for Bitcoin mining, can use 30,000 times less energy per hash than x86 CPUs whilst having much greater hash rates. This led to concerns about the centralization of mining for Bitcoin and other cryptocurrencies. Because of this inequality between miners using ASICs and miners using CPUs or off-the shelf hardware, designers of later proof-of-work systems utilised hash functions for which it was difficult to construct ASICs that could evaluate the hash function significantly faster than a CPU. As memory cost is platform-independent, MHFs have found use in cryptocurrency mining, such as for Litecoin, which uses scrypt as its hash function. They are also useful in password hashing because they significantly increase the cost of trying many possible passwords against a leaked database of hashed passwords without significantly increasing the computation time for legitimate users. == Measuring memory hardness == There are various ways to measure the memory hardness of a function. One commonly seen measure is cumulative memory complexity (CMC). In a parallel model, CMC is the sum of the memory required to compute a function over every time step of the computation. Other viable measures include integrating memory usage against time and measuring memory bandwidth consumption on a memory bus. Functions requiring high memory bandwidth are sometimes referred to as "bandwidth-hard functions". == Variants == MHFs can be categorized into two different groups based on their evaluation patterns: data-dependent memory-hard functions (dMHF) and data-independent memory-hard functions (iMHF). As opposed to iMHFs, the memory access pattern of a dMHF depends on the function input, such as the password provided to a key derivation function. Examples of dMHFs are scrypt and Argon2d, while examples of iMHFs are Argon2i and catena. Many of these MHFs have been designed to be used as password hashing functions because of their memory hardness. A notable problem with dMHFs is that they are prone to side-channel attacks such as cache timing. This has resulted in a preference for using iMHFs when hashing passwords. However, iMHFs have been mathematically proven to have weaker memory hardness properties than dMHFs.

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