AI For Business For Dummies

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

  • Cloud-based quantum computing

    Cloud-based quantum computing

    Cloud-based quantum computing refers to the remote access of quantum computing resources—such as quantum emulators, simulators, or processors—via the internet. Cloud access enables users to develop, test, and execute quantum algorithms without the need for direct interaction with specialized hardware, facilitating broader participation in quantum software development and experimentation. In 2016, IBM launched the IBM Quantum Experience, one of the first publicly accessible quantum processors connected to the cloud. In early 2017, researchers at Rigetti Computing demonstrated programmable quantum cloud access through their software platform Forest, which included the pyQuil Python library. Since the early-2020s, cloud-based quantum computing has grown significantly, with multiple providers offering access to a variety of quantum hardware modalities, including superconducting qubits, trapped ions, neutral atoms, and photonic systems. Major platforms such as Amazon Braket, Azure Quantum, and qBraid aggregate quantum devices from hardware developers like IonQ, Rigetti Computing, QuEra, Pasqal, Oxford Quantum Circuits, and IBM Quantum. These platforms provide unified interfaces for users to write and execute quantum algorithms across diverse backends, often supporting open-source SDKs such as Qiskit, Cirq, and PennyLane. The proliferation of cloud-based access has played a key role in accelerating quantum education, algorithm research, and early-stage application development by lowering the barrier to experimentation with real quantum hardware. Cloud-based quantum computing has expanded access to quantum hardware and tools beyond traditional research laboratories. These platforms support educational initiatives, algorithm development, and early-stage commercial applications. == Applications == Cloud-based quantum computing is used across education, research, and software development, offering remote access to quantum systems without the need for on-site infrastructure. === Education === Quantum cloud platforms have become valuable tools in education, allowing students and instructors to engage with real quantum processors through user-friendly interfaces. Educators use these platforms to teach foundational concepts in quantum mechanics and quantum computing, as well as to demonstrate and implement quantum algorithms in a classroom or laboratory setting. === Scientific Research === Cloud-based access to quantum hardware has enabled researchers to conduct experiments in quantum information, test quantum algorithms, and compare quantum hardware platforms. Experiments such as testing Bell's theorem or evaluating quantum teleportation protocols have been performed on publicly available quantum processors. === Software Development and Prototyping === Developers use cloud-based platforms to prototype quantum software applications across fields such as optimization, machine learning, and chemistry. These platforms offer SDKs and APIs that integrate classical and quantum workflows, enabling experimentation with quantum algorithms in real-world or simulated environments. === Public Engagement and Games === Quantum cloud tools have also been used to create educational games and interactive applications aimed at increasing public understanding of quantum concepts. These efforts help bridge the gap between theoretical content and intuitive learning. == Existing platforms == qBraid Lab by qBraid is a cloud-based platform for quantum computing. It provides software tools for researchers and developers in quantum, as well as access to quantum hardware. qBraid provides cloud based access to Microsoft Azure Quantum and Amazon Braket devices including IQM, QuEra, Pasqal, Rigetti, IonQ, QIR simulators, Amazon Braket simulators, and the NEC Vector Annealer, as of August 2025. qBraid's base version is free, where unlimited hardware and simulator access is available with the purchase of credits. Quandela Cloud by Quandela is the platform to access first cloud-accessible European photonic quantum computer. The computer is interfaced using the Perceval scripting language, with tutorials and documentation available online for free. Xanadu Quantum Cloud by Xanadu is a platform with cloud-based access to three fully programmable photonic quantum computers. Forest by Rigetti Computing is a tool suite for cloud-based quantum computing. It includes a programming language, development tools and example algorithms. LIQUi> by Microsoft is a software architecture and tool suite for quantum computing. It includes a programming language, example optimization and scheduling algorithms, and quantum simulators. Q#, a quantum programming language by Microsoft on the .NET Framework seen as a successor to LIQUi|>. IBM Quantum Platform by IBM, providing access to quantum hardware as well as HPC simulators. These can be accessed programmatically using the Python-based Qiskit framework, or via graphical interface with the IBM Q Experience GUI. Both are based on the OpenQASM standard for representing quantum operations. There is also a tutorial and online community. Quantum in the Cloud by The University of Bristol, which consists of a quantum simulator and a four qubit optical quantum system. Quantum Playground by Google is an educational resource which features a simulator with a simple interface, and a scripting language and 3D quantum state visualization. Quantum in the Cloud is an experimental quantum cloud platform for access to a four-qubit nuclear magnetic resonance-NMRCloudQ computer, managed by Tsinghua University. Quantum Inspire by Qutech is the first platform in Europe providing cloud-based quantum computing to two hardware chips. Next to a 5-qubit transmon processor, Quantum Inspire is the first platform in the world to provide online access to a fully programmable 2-qubit electron spin quantum processor. Amazon Braket is a cloud-based quantum computing platform hosted by AWS which, as of June 2025, provides access to quantum computers built by IonQ, Rigetti, IQM, and QuEra. Braket also provides a quantum algorithm development environment and simulator. Forge by QC Ware is a cloud-based quantum computing platform that provides access to D-Wave hardware, as well as Google and IBM simulators. The platform offers a 30-day free trial, including one minute of quantum computing time. Quantum-as-a-Service by Scaleway is a cloud-based platform created in 2022 to access to real quantum hardware from IQM Quantum Computers, Alpine Quantum Technologies, Quandela and Pasqal. It also include access to GPU-powered emulators such as Aer, Qsim and Quandela proprietary emulation.

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  • Screenless video

    Screenless video

    Screenless video is any system for transmitting visual information from a video source without the use of a screen. Screenless computing systems can be divided into three groups: Visual Image, Retinal Direct, and Synaptic Interface. == Visual image == Visual Image screenless display includes any image that the eye can perceive. The most common example of Visual Image screenless display is a hologram. In these cases, light is reflected off some intermediate object (hologram, LCD panel, or cockpit window) before it reaches the retina. In the case of LCD panels the light is refracted from the back of the panel, but is nonetheless a reflected source. Google has proposed a similar system to replace the screens of tablet computers and smartphones. == Retinal display == Virtual retinal display systems are a class of screenless displays in which images are projected directly onto the retina. They are distinguished from visual image systems because light is not reflected from some intermediate object onto the retina, it is instead projected directly onto the retina. Retinal Direct systems, once marketed, hold out the promise of extreme privacy when computing work is done in public places because most snooping relies on viewing the same light as the person who is legitimately viewing the screen, and retinal direct systems send light only into the pupils of their intended viewer. == Synaptic interface == Synaptic Interface screenless video does not use light at all. Visual information completely bypasses the eye and is transmitted directly to the brain. While such systems have only been implemented in humans in rudimentary form - for example, displaying single Braille characters to blind people – success has been achieved in sampling usable video signals from the biological eyes of a living horseshoe crab through their optic nerves, and in sending video signals from electronic cameras into the creatures' brains using the same method.

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  • Data remanence

    Data remanence

    Data remanence is the residual representation of digital data that remains even after attempts have been made to remove or erase the data. This residue may result from data being left intact by a nominal file deletion operation, by reformatting of storage media that does not remove data previously written to the media, or through physical properties of the storage media that allow previously written data to be recovered. Data remanence may make inadvertent disclosure of sensitive information possible should the storage media be released into an uncontrolled environment (e.g., thrown in refuse containers or lost). Various techniques have been developed to counter data remanence. These techniques are classified as clearing, purging/sanitizing, or destruction. Specific methods include overwriting, degaussing, encryption, and media destruction. Effective application of countermeasures can be complicated by several factors, including media that are inaccessible, media that cannot effectively be erased, advanced storage systems that maintain histories of data throughout the data's life cycle, and persistence of data in memory that is typically considered volatile. Several standards exist for the secure removal of data and the elimination of data remanence. == Causes == Many operating systems, file managers, and other software provide a facility where a file is not immediately deleted when the user requests that action. Instead, the file is moved to a holding area (i.e. the "trash"), making it easy for the user to undo a mistake. Similarly, many software products automatically create backup copies of files that are being edited, to allow the user to restore the original version, or to recover from a possible crash (autosave feature). Even when an explicit deleted file retention facility is not provided or when the user does not use it, operating systems do not actually remove the contents of a file when it is deleted unless they are aware that explicit erasure commands are required, like on a solid-state drive. (In such cases, the operating system will issue the Serial ATA TRIM command or the SCSI UNMAP command to let the drive know to no longer maintain the deleted data.) Instead, they simply remove the file's entry from the file system directory because this requires less work and is therefore faster, and the contents of the file—the actual data—remain on the storage medium. The data will remain there until the operating system reuses the space for new data. In some systems, enough filesystem metadata are also left behind to enable easy undeletion by commonly available utility software. Even when undelete has become impossible, the data, until it has been overwritten, can be read by software that reads disk sectors directly. Computer forensics often employs such software. Likewise, reformatting, repartitioning, or reimaging a system is unlikely to write to every area of the disk, though all will cause the disk to appear empty or, in the case of reimaging, empty except for the files present in the image, to most software. Finally, even when the storage media is overwritten, physical properties of the media may permit recovery of the previous contents. In most cases however, this recovery is not possible by just reading from the storage device in the usual way, but requires using laboratory techniques such as disassembling the device and directly accessing/reading from its components. § Complications below gives further explanations for causes of data remanence. == Countermeasures == There are three levels commonly recognized for eliminating remnant data: === Clearing === Clearing is the removal of sensitive data from storage devices in such a way that there is assurance that the data may not be reconstructed using normal system functions or software file/data recovery utilities. The data may still be recoverable, but not without special laboratory techniques. Clearing is typically an administrative protection against accidental disclosure within an organization. For example, before a hard drive is re-used within an organization, its contents may be cleared to prevent their accidental disclosure to the next user. === Purging === Purging or sanitizing is the physical rewrite of sensitive data from a system or storage device done with the specific intent of rendering the data unrecoverable at a later time. Purging, proportional to the sensitivity of the data, is generally done before releasing media beyond control, such as before discarding old media, or moving media to a computer with different security requirements. === Destruction === The storage media is made unusable for conventional equipment. Effectiveness of destroying the media varies by medium and method. Depending on recording density of the media, and/or the destruction technique, this may leave data recoverable by laboratory methods. Conversely, destruction using appropriate techniques is the most secure method of preventing retrieval. == Specific methods == === Overwriting === A common method used to counter data remanence is to overwrite the storage media with new data. This is often called wiping or shredding a disk or file, by analogy to common methods of destroying print media, although the mechanism bears no similarity to these. Because such a method can often be implemented in software alone, and may be able to selectively target only part of the media, it is a popular, low-cost option for some applications. Overwriting is generally an acceptable method of clearing, as long as the media is writable and not damaged. The simplest overwrite technique writes the same data everywhere—often just a pattern of all zeros. At a minimum, this will prevent the data from being retrieved simply by reading from the media again using standard system functions. The UEFI in modern machines may offer an ATA class disk erase function as well. The ATA-6 standard governs secure erases specifications. Bitlocker is whole disk encryption and illegible without the key. Writing a fresh GPT allows a new file system to be established. Blocks will set empty but LBA read is illegible. New data will be unaffected and work fine. In an attempt to counter more advanced data recovery techniques, specific overwrite patterns and multiple passes have often been prescribed. These may be generic patterns intended to eradicate any trace signatures; an example is the seven-pass pattern 0xF6, 0x00, 0xFF, , 0x00, 0xFF, , sometimes erroneously attributed to US standard DOD 5220.22-M. One challenge with overwriting is that some areas of the disk may be inaccessible, due to media degradation or other errors. Software overwrite may also be problematic in high-security environments, which require stronger controls on data commingling than can be provided by the software in use. The use of advanced storage technologies may also make file-based overwrite ineffective (see the related discussion below under § Complications). There are specialized machines and software that are capable of doing overwriting. The software can sometimes be a standalone operating system specifically designed for data destruction. There are also machines specifically designed to wipe hard drives to the department of defense specifications DOD 5220.22-M. Writing zero to each block on hard disks and SSDs has the advantage of affording the firmware to deploy spare blocks when bad blocks are identified. Bitlocker has the advantage that data is illegible without the key. Seatools and other tools can erase disks with zero which is typical to revive old consumer class disks but they can wipe server disks albeit slowly. Modern 28TB and larger disks have an enormous number of LBA48 blocks. 40TB and 60TB disks will take proportionately longer times to wipe. ==== Feasibility of recovering overwritten data ==== Peter Gutmann investigated data recovery from nominally overwritten media in the mid-1990s. He suggested magnetic force microscopy may be able to recover such data, and developed specific patterns, for specific drive technologies, designed to counter such. These patterns have come to be known as the Gutmann method. Gutmann's belief in the possibility of data recovery is based on many questionable assumptions and factual errors that indicate a low level of understanding of how hard drives work. Daniel Feenberg, an economist at the private National Bureau of Economic Research, claims that the chances of overwritten data being recovered from a modern hard drive amount to "urban legend". He also points to the "18+1⁄2-minute gap" Rose Mary Woods created on a tape of Richard Nixon discussing the Watergate break-in. Erased information in the gap has not been recovered, and Feenberg claims doing so would be an easy task compared to recovery of a modern high density digital signal. As of November 2007, the United States Department of Defense considers overwriting acceptable for clearing magnetic media within the same security area/

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  • Joint constraints

    Joint constraints

    Joint constraints are rotational constraints on the joints of an artificial system. They are used in an inverse kinematics chain, in fields including 3D animation or robotics. Joint constraints can be implemented in a number of ways, but the most common method is to limit rotation about the X, Y and Z axis independently. An elbow, for instance, could be represented by limiting rotation on X and Z axis to 0 degrees, and constraining the Y-axis rotation to 130 degrees. To simulate joint constraints more accurately, dot-products can be used with an independent axis to repulse the child bones orientation from the unreachable axis. Limiting the orientation of the child bone to a border of vectors tangent to the surface of the joint, repulsing the child bone away from the border, can also be useful in the precise restriction of shoulder movement.

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  • Huroof

    Huroof

    Huroof (Arabic: حروف, lit. 'letters') is an Android kids application produced by the Islamic State, specifically the Islamic States' Al-Himmah Library, which is targeted towards kids in order to teach kids the Arabic alphabet, and to also get kids to support the Islamic State and its practices. == Application == Huroof uses child-like appearances on the main menu, and throughout multiple of Huroof's in-game games for learning the alphabet, a lot of the games reference jihadist concepts, including imagery of weapons (such as missile, tank, cannon, sword,...), 'violent' images, as well as Islamic State imagery, including the flag of the Islamic State, Huroof uses nasheeds from Ajnad Media Foundation for audio production in the app. Reportedly, Huroof was released via Telegram channels of the Islamic State, as well as other file sharing websites. It is not the first moblie app released by Islamic State, but it is the first time they released a moblie application targeting children. === Nasheed game === In the Huroof app, there's a game where you listen to a radio, with the Al-Bayan logo on it, and learn the Arabic alphabet while the nasheed plays. === Writing game === In Huroof, there's a game where you can write out letters of the Arabic alphabet, as well as numbers while a small child tells you what they are. === Letter choosing game === In the app, there's a game they shows you images, and you choose which letter that image/item starts with.

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  • Scrolling

    Scrolling

    In computer displays, filmmaking, television production, video games and other kinetic displays, scrolling is sliding text, images or video across a monitor or display, vertically or horizontally. "Scrolling," as such, does not change the layout of the text or pictures but moves (pans or tilts) the user's view across what is apparently a larger image that is not wholly seen. A common television and movie special effect is to scroll credits, while leaving the background stationary. Scrolling may take place completely without user intervention (as in film credits) or, on an interactive device, be triggered by touchscreen or a keypress and continue without further intervention until a further user action, or be entirely controlled by input devices. Scrolling may take place in discrete increments (perhaps one or a few lines of text at a time), or continuously (smooth scrolling). Frame rate is the speed at which an entire image is redisplayed. It is related to scrolling in that changes to text and image position can only happen as often as the image can be redisplayed. When frame rate is a limiting factor, one smooth scrolling technique is to blur images during movement that would otherwise appear to "jump". == Computing == === Implementation === Scrolling is often carried out on a computer by the CPU (software scrolling) or by a graphics processor. Some systems feature hardware scrolling, where an image may be offset as it is displayed, without any frame buffer manipulation (see also hardware windowing). This was especially common in 8 and 16bit video game consoles. === UI paradigms === In a WIMP-style graphical user interface (GUI), user-controlled scrolling is carried out by manipulating a scrollbar with a mouse, or using keyboard shortcuts, often the arrow keys. Scrolling is often supported by text user interfaces and command line interfaces. Older computer terminals changed the entire contents of the display one screenful ("page") at a time; this paging mode requires fewer resources than scrolling. Scrolling displays often also support page mode. Typically certain keys or key combinations page up or down; on PC-compatible keyboards the page up and page down keys or the space bar are used; earlier computers often used control key combinations. Some computer mice have a scroll wheel, which scrolls the display, often vertically, when rolled; others have scroll balls or tilt wheels which allow both vertical and horizontal scrolling. Some software supports other ways of scrolling. Adobe Reader has a mode identified by a small hand icon ("hand tool") on the document, which can then be dragged by clicking on it and moving the mouse as if sliding a large sheet of paper. When this feature is implemented on a touchscreen it is called kinetic scrolling. Touch-screens often use inertial scrolling, in which the scrolling motion of an object continues in a decaying fashion after release of the touch, simulating the appearance of an object with inertia. An early implementation of such behavior was in the "Star7" PDA of Sun Microsystems ca. 1991–1992. Scrolling can be controlled in other software-dependent ways by a PC mouse. Some scroll wheels can be pressed down, functioning like a button. Depending on the software, this allows both horizontal and vertical scrolling by dragging in the direction desired; when the mouse is moved to the original position, scrolling stops. A few scroll wheels can also be tilted, scrolling horizontally in one direction until released. On touchscreen devices, scrolling is a multi-touch gesture, done by swiping a finger on the screen vertically in the direction opposite to where the user wants to scroll to. If any content is too wide to fit on a display, horizontal scrolling is required to view all of it. In applications such as graphics and spreadsheets there is often more content than can fit either the width or the height of the screen at a comfortable scale, and scrolling in both directions is necessary. === Infinite scrolling === In contrast to material divided into discrete pages, the web design approach of infinite scrolling dynamically adds new material to the user display, leading to a continuous, apparently bottomless or endless scrolling experience. === Text === In languages written horizontally, such as most Western languages, text documents longer than will fit on the screen are often displayed wrapped and sized to fit the screen width, and scrolled vertically to bring desired content into view. It is possible to display lines too long to fit the display without wrapping, scrolling horizontally to view each entire line. However, this requires inconvenient constant line-by-line scrolling, while vertical scrolling is only needed after reading a full screenful. Software such as word processors and web browsers normally uses word-wrapping to display as many words in a single line as will fit the width of the screen or window or, for text organised in columns, each column. === Demos === Scrolling texts, also referred to as scrolltexts or scrollers, played an important part in the birth of the computer demo culture. The software crackers often used their deep knowledge of computer platforms to transform the information that accompanied their releases into crack intros. The sole role of these intros was to scroll the text on the screen in an impressive way. == Film and television == Scrolling is commonly used to display the credits at the end of films and television programs. Scrolling is often used in the form of a news ticker towards the bottom of the picture for content such as television news, scrolling sideways across the screen, delivering short-form content. In the dynamic layout of kinetic typography, scrolling typography can scroll across the flat screen, or can appear to recede or advance. An iconic example is the Star Wars opening crawl inspired by the Flash Gordon serials. == Video games == In computer and video games, scrolling of a playing field allows the player to control an object in a large contiguous area. Early examples of this method include Taito's 1974 vertical-scrolling racing video game Speed Race, Sega's 1976 forward-scrolling racing games Moto-Cross (Fonz) and Road Race, and Super Bug. Previously the flip-screen method was used to indicate moving backgrounds. The Namco Galaxian arcade system board introduced with Galaxian in 1979 pioneered a sprite system that animated pre-loaded sprites over a scrolling background, which became the basis for Nintendo's Radar Scope and Donkey Kong arcade hardware and home consoles such as the Nintendo Entertainment System. Parallax scrolling, which was first featured in Moon Patrol, involves several semi-transparent layers (called playfields), which scroll on top of each other at varying rates in order to give an early pseudo-3D illusion of depth. Belt scrolling is a method used in side-scrolling beat 'em up games with a downward camera angle where players can move up and down in addition to left and right. == Studies == A 1993 article by George Fitzmaurice studied spatially aware palmtop computers. These devices had a 3D sensor, and moving the device caused the contents to move as if the contents were fixed in place. This interaction could be referred to as “moving to scroll.” Also, if the user moved the device away from their body, they would zoom in; conversely, the device would zoom out if the user pulled the device closer to them. Smartphone cameras and “optical flow” image analysis utilize this technique nowadays. A 1996 research paper by Jun Rekimoto analyzed tilting operations as scrolling techniques on small screen interfaces. Users could not only tilt to scroll, but also tilt to select menu items. These techniques proved especially useful for field workers, since they only needed to hold and control the device with one hand. A study from 2013 by Selina Sharmin, Oleg Špakov, and Kari-Jouko Räihä explored the action of reading text on a screen while the text auto-scrolls based on the user's eye tracking patterns. The control group simply read text on a screen and manually scrolled. The study found that participants preferred to read primarily at the top of the screen, so the screen scrolled down whenever participants’ eyes began to look toward the bottom of the screen. This auto-scrolling caused no statistically significant difference in reading speed or performance. An undated study occurring during or after 2010 by Dede Frederick, James Mohler, Mihaela Vorvoreanu, and Ronald Glotzbach noted that parallax scrolling "may cause certain people to experience nausea."

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  • Cowrie (honeypot)

    Cowrie (honeypot)

    Cowrie is a medium interaction SSH and Telnet honeypot designed to log brute force attacks and shell interaction performed by an attacker. Cowrie also functions as an SSH and telnet proxy to observe attacker behavior to another system. Cowrie was developed from Kippo. == Reception == Cowrie has been referenced in published papers. The Book "Hands-On Ethical Hacking and Network Defense" includes Cowrie in a list of 5 commercial honeypots. === Prior uses === Discussing a honeypot effort called the Project Heisenberg Cloud by Rapid7, Bob Rudis, the company's chief data scientist, told eWEEK, "There are custom Rapid7-developed low- and medium-interaction honeypots used within the framework, along with open-source ones, such as Cowrie." Doug Rickert has experimented with the open-source Cowrie SSH honeypot and wrote about it on Medium. Putting up a simple honeypot isn't difficult, and there are many open-source products besides Cowrie, including the original Honeyd to MongoDB and NoSQL honeypots, to ones that emulate web servers. Some appear to be SCADA or other more advanced applications. === Best practices === Researchers at the SysAdmin, Audit, Network and Security (SANS) institute urged administrators and security researchers to run the latest version of Cowrie on a honeypot to monitor shifts in the type of passwords being scanned for and pattern of attacks on IoT devices. === Discussion and further resources === Attack Detection and Forensics Using Honeypot in an IoT Environment calls Cowrie a "medium interaction honeypot" and describes results from using it for 40 days to capture "all communicated sessions in log files." The book Advances on Data Science also devotes chapter two to "Cowrie Honeypot Dataset and Logging." ICCWS 2018 13th International Conference on Cyber Warfare and Security describes using Cowrie. On the Move to Meaningful Internet Systems: OTM 2019 Conferences includes details of using Cowrie. Splunk, a security tool that can receive information from honeypots, outlines how to set up a honeypot using the open-source Cowrie package.

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  • Immediate mode (computer graphics)

    Immediate mode (computer graphics)

    Immediate mode is an API design pattern in computer graphics libraries, in which the client calls directly cause rendering of graphics objects to the display, or in which the data to describe rendering primitives is inserted frame by frame directly from the client into a command list (in the case of immediate mode primitive rendering), without the use of extensive indirection – thus immediate – to retained resources. It does not preclude the use of double-buffering. Retained mode is an alternative approach. Historically, retained mode has been the dominant style in GUI libraries; however, both can coexist in the same library and are not necessarily exclusive in practice. == Overview == In immediate mode, the scene (complete object model of the rendering primitives) is retained in the memory space of the client, instead of the graphics library. This implies that in an immediate mode application, the lists of graphical objects to be rendered are kept by the client and are not saved by the graphics library API. The application must re-issue all drawing commands required to describe the entire scene each time a new frame is required, regardless of actual changes. This method provides on the one hand a maximum of control and flexibility to the application program, but on the other hand it also generates continuous work load on the CPU. Examples of immediate mode rendering systems include Direct2D, OpenGL and Quartz. There are some immediate mode GUIs that are particularly suitable when used in conjunction with immediate mode rendering systems. == Immediate mode primitive rendering == Primitive vertex attribute data may be inserted frame by frame into a command buffer by a rendering API. This involves significant bandwidth and processor time (especially if the graphics processing unit is on a separate bus), but may be advantageous for data generated dynamically by the CPU. It is less common since the advent of increasingly versatile shaders, with which a graphics processing unit may generate increasingly complex effects without the need for CPU intervention. == Immediate mode rendering with vertex buffers == Although drawing commands have to be re-issued for each new frame, modern systems using this method are generally able to avoid the unnecessary duplication of more memory-intensive display data by referring to that unchanging data (via indirection) (e.g. textures and vertex buffers) in the drawing commands. == Immediate mode GUI == Graphical user interfaces traditionally use retained mode-style API design, but immediate mode GUIs instead use an immediate mode-style API design, in which user code directly specifies the GUI elements to draw in the user input loop. For example, rather than having a CreateButton() function that a user would call once to instantiate a button, an immediate-mode GUI API may have a DoButton() function which should be called whenever the button should be on screen. The technique was developed by Casey Muratori in 2002. Prominent implementations include Omar Cornut's Dear ImGui in C++, Nic Barker's Clay in C and Micha Mettke's Nuklear in C.

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  • Reverse correlation technique

    Reverse correlation technique

    The reverse correlation technique is a data driven study method used primarily in psychological and neurophysiological research. This method earned its name from its origins in neurophysiology, where cross-correlations between white noise stimuli and sparsely occurring neuronal spikes could be computed quicker when only computing it for segments preceding the spikes. The term has since been adopted in psychological experiments that usually do not analyze the temporal dimension, but also present noise to human participants. In contrast to the original meaning, the term is here thought to reflect that the standard psychological practice of presenting stimuli of defined categories to the participants is "reversed": Instead, the participant's mental representations of categories are estimated from interactions of the presented noise and the behavioral responses. It is used to create composite pictures of individual and/or group mental representations of various items (e.g. faces, bodies, and the self) that depict characteristics of said items (e.g. trustworthiness and self-body image). This technique is helpful when evaluating the mental representations of those with and without mental illnesses. == Terms == This technique utilizes spike-triggered average to explain what areas of signal and noise in an image are valuable for the given research question. Signal is information used to produce objects of value that help explain and connect the world around us. Noise is commonly referred to as unwanted signal that obscures the information that the signal is trying to present. Most importantly for reverse correlation studies, noise is randomly varying information. To determine the areas of importance using reverse correlation, noise is applied to a base image and then evaluated by observers. A base image is any image void of noise that relates to the research question. A base image that has noise superimposed on top is the stimuli that is presented to and evaluated by participants. Each time a new set of stimuli is presented to a participant, this is known as a trial. After a participant has responded to hundreds to thousands of trials, a researcher is ready to create a classification image. A classification image (abbreviated as "CI" in some studies) is a single image that represents the average noise patterns in the images selected by participants. A classification image can also be computed for groups by averaging the individuals’ classification images. These classification images are what researchers use to interpret the data and draw conclusions. As a whole, the reverse correlation method is a process that results in a composite image (from an individual or group) that can be used to estimate and interpret mental representations. == Basic study layout == The reverse correlation method is typically executed as an in-lab computer experiment. This method follows four broad steps. Each of the following steps are described in greater detail below. After creating a research question and determining that the reverse correlation method is the most suitable technique to answer the question, a researcher must (1) design randomly varying stimuli. After the stimuli have been prepared, a researcher should (2) collect data from participants who will see and respond to approximately 300 -1,000 trials. Each trial will either consist of one or two images (side by side) derived from the same base image with noise superimposed on top. Participant responses will depend on the chosen study design; if a researcher presents only one image at a time, participants rate the image on a 4pt scale, but when two images are shown, the participant is asked to choose which best aligns with the given category (e.g. choose the image that looks the most aggressive). Once all of the data is collected, the researcher will (3) compute classification images for each participant and using those images compute group classification images. Finally, with the classification images available, the researcher will (4) evaluate the images and draw conclusions about their results. === Step 1: making stimuli === When designing the stimuli for a reverse correlation study, the two primary factors that one should consider are (1) the base image and (2) the noise that will be used. While not all bases are images per se, the majority are and for this reason the base is typically referred to as a base image. The base image should represent whatever the research question is addressing. For example, if you are interested in peoples’ mental representations of Chinese people, it would not make sense to use a base image of a Spanish or Caucasian person. Again, if you are interested in the mental representations of male vocal patterns, it would make the most sense to use a base vocal pattern that has been produced by a male. Having a base is important because it provides a kind of anchor for participants to work from. When there is no base image, the number of trials that are required increases dramatically, thus making it harder to collect data. While there are studies that have excluded a base image, (e.g. the S study), for more elaborate and nuanced research questions, it is important to have a base image that is a fair representation of what participants are being asked to categorize. Photographs of faces are generally the most popular base image. Although the reverse correlation method is capable of investigating a wide variety of research questions, the most common application of the method is for evaluating faces on a single trait. Reverse correlation studies that address evaluations of the face are sometimes referred to as being a face space reverse correlation model (FSRCM). Thankfully, there are existing databases for face images of varying demographics and emotion that work well as base images. The reverse correlation method can also be used to help researchers identify what areas of an image (e.g. the areas on the face) have diagnostic value. In order to identify these areas of value, researchers start by minimizing the space a participant can pull information from. By imposing a “mask” on an image (e.g. blur an image while leaving random areas un-blurred), this reduces the information individuals might see, and forces them to focus on certain areas. Then, if/when participants are able to correctly identify an image with a trait repeatedly, we can draw conclusions about what areas have diagnostic value. While faces and visual stimuli are the most popular, this is not the only stimuli that can be used in a reverse correlation study. This method was originally designed for auditory stimuli which allows researchers to investigate how perceivers interpret auditory information and create trait based attributions to different sound patterns. For example, by segmenting a vocal recording of a single word (total sound time 426 ms) into six segments (71 ms each), and varying each segment's pitch using Gaussian distributions, researchers were able to uncover what vocal patterns people associated with certain traits. Specifically, this study investigated how listeners rated sound clips of the word “really” as sounding more interrogative (i.e. like the more common reverse correlation studies this study had participants listen to two sound clips per trial, choose which fit the category the best, and then created an average of the pitch contours). Beyond face and auditory perception, research utilizing the reverse correlation method has expanded to investigate how individuals see three-dimensional objects in images with noise (but no signal). After selecting your base image, regardless of what the image is, it is helpful to apply a Gaussian blur to smooth noise in the image. While noise will be applied later, it is helpful to reduce existing noise in the photo before applying your chosen noise. There are three primary choices when it comes to noise: white noise, sine-wave noise, and Gabor noise. The latter two of these constrain the configurations that the noise can have, and because of this white noise is usually the most commonly used. Regardless of the type of noise that is chosen, it is crucial that the noise randomly varies. === Step 2: data collection === Once the stimuli for the study has been developed, the researcher must make a few decisions before actually collecting the data. The researcher must come to a conclusion on how many stimuli will be presented at a time and how many trials the participants will see. In terms of stimuli presentation, a researcher can choose from either a 2-Image Forced Choice (2IFC) or a 4-Alternative Forced Choice (4AFC). The 2IFC presents two images at once (side by side) and requires participants to choose between the two on a specified category (e.g. which image looks the most like a male). Typically the noise from the left image is the mathematical inverse of the noise from the right image. This method was developed to better answer questions that could n

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  • T-pose

    T-pose

    In computer animation, a T-pose is a default posing for a humanoid 3D model's skeleton before it is animated. It is called so because of its shape: the straight legs and arms of a humanoid model combine to form a capital letter T. When the arms are angled downwards, the pose is sometimes referred to as an A-pose instead. Likewise, if the arms are angled upward, it is called a Y-pose. Generic terms encompassing all these (especially for non-humanoid models) include bind pose, blind pose, and reference pose. == Usage == The T-pose is primarily used as the default armature pose for skeletal animation in 3D software, which is then manipulated to create animation. The purpose of the T-pose relates to the important elements of the body being axis-aligned, thereby making it easier to rig the model for animation, physics, and other controls. Depending on the exact geometry of the model, other poses such as the A-pose may be more suitable for vertex deformation around areas such as the shoulders. Outside of being default poses in animation software, T-poses are typically used as placeholders for animation not yet completed, particularly in 3D animated video games. In some motion capture software, a T-pose must be assumed by the actor in the motion capture suit before motion capturing can begin. There are other poses used, but the T-pose is the most common one. == As an Internet meme == Starting in 2016 and resurfacing in 2017, the T-pose has become a widespread Internet meme due to its bizarre and somewhat comedic appearance, especially in video game glitches where a character's animation is unexpectedly supplanted by a T-pose. In a prerelease video of the game NBA Elite 11, the demo was filled with glitches, notably one unintentionally showing a T-pose in place of the proper animation for the model of player Andrew Bynum. The glitch later gained fame as the "Jesus Bynum glitch". Publisher EA eventually cancelled the game as they found it unsatisfactory. A similar occurrence happened with Cyberpunk 2077. In the 2023 Formula One season, driver George Russell performed a T-pose in the opening credits of the series' TV broadcasts. This quickly became a meme within the motorsports community. Russell repeated the pose after claiming pole position at the 2024 Canadian Grand Prix and winning the 2024 Austrian Grand Prix.

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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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  • Vero (app)

    Vero (app)

    Vero (stylized as VERO) is a social media platform and mobile app company. Vero markets itself as a social network free from advertisements, data mining and algorithms. == History == The app was founded by French-Lebanese billionaire Ayman Hariri who is the son of former Lebanese prime minister Rafic Hariri. The name is taken from the Italian word for true. The app launched officially in 2015 as an alternative to Facebook and their popular photo-blogging app Instagram. Within weeks of its release the app surged in popularity although users expressed mixed reports with some feeling confused about how the app worked. Cosplayers were early to adopt the app as their photo-sharing platform of choice, favouring the app's pinch and zoom magnification feature over Instagram's zoom feature. Other creative communities soon followed, and the app became popular with niche groups of makeup artists, tattoo artists, and skateboarders. In March 2018, Vero's popularity surged, partly helped by an exodus from Facebook and Instagram following the Cambridge Analytica data scandal. In the wake of the scandal, Vero devised an advertising campaign aimed at defected Facebook and Instagram users, hoping the app's policies and privacy settings would assuage concerns over sharing personal information on the internet. Within the space of one week, the app went from being a small service, akin to Ello or Peach, to being the most downloaded app in eighteen countries. In December 2020, Vero released its most significant update to date, Vero 2.0 which introduced new features including voice and video calls, game and app posts and bookmarks, and refinements to the UI. In October 2021, Vero introduced their Desktop app (beta) with multiple post options and a re-sizable multi-column feed. == Concept and funding == Vero's content feed resembles Instagram's although users can share a wider variety of content and the app has a chronological content feed whereas Facebook and Instagram's feeds are algorithm based. Vero's business plan is also distinct from similar social media apps. Whereas its competitors such as Facebook or Instagram make money from in-app advertising revenue and the sale of user data, Vero's business plan was to invite the first one million users to use the app for free then charge any subsequent users a subscription fee. The app was entirely funded by its founder and generated additional revenues by charging affiliate fees when someone buys a product they find on Vero. == Awards == Vero was recognized at the 2021 Webbys, being named as an Honoree in the Best Visual Design - Aesthetic Category. == Controversies == === Privacy === Vero has faced some criticism over the wording of their manifesto, in particular, the statement "Vero only collects the data we believe is necessary to provide users with a great experience and to ensure the security of their accounts." Because this policy does not explicitly state that the app will not sell data on to third parties some users fear that the need to monetise the app through data might prove too tempting. Users have also complained about not being able to delete their accounts. While this was never the case, the option was hidden deep in the app's settings. === Russian involvement === Although Vero remains transparent about the app's Russian development team, they have been caught up in concerns about Russian interference on social media platforms. The app's founder Ayman Hariri was quick to dismiss the remarks as xenophobic and defend the nationality of his employees, stating in an interview with Time Magazine; "At the end of the day, where people are from is really not how anybody should judge anyone". === Criticism of the app's founder === Until 2013, Vero's founder Ayman Harari was deputy CEO and chairman of Saudi Oger, the Saudi Arabian construction company which collapsed in 2017, mired by controversies over the welfare and treatment of their employees. However, Hariri is quick to point out that he divested from the firm in 2014 and the worker's rights violations occurred after he had left the company.

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  • Data item

    Data item

    A data item describes an atomic state of a particular object concerning a specific property at a certain time point. A collection of data items for the same object at the same time forms an object instance (or table row). Any type of complex information can be broken down to elementary data items (atomic state). Data items are identified by object (o), property (p) and time (t), while the value (v) is a function of o, p and t: v = F(o,p,t). Values typically are represented by symbols like numbers, texts, images, sounds or videos. Values are not necessarily atomic. A value's complexity depends on the complexity of the property and time component. When looking at databases or XML files, the object is usually identified by an object name or other type of object identifier, which is part of the "data". Properties are defined as columns (table row), properties (object instance) or tags (XML). Often, time is not explicitly expressed and is an attribute applying to the complete data set. Other data collections provide time on the instance level (time series), column level, or even attribute/property level.

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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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  • Vatican News App

    Vatican News App

    The Vatican News App is an official mobile application software issued by the Vatican's Dicastery for Communication. Formerly titled The Pope App, the app was launched on January 23, 2013, under the auspices of the Pontifical Council for Social Communications, a now-defunct dicastery that was merged into the Secretariat (now Dicastery) for Communication in March 2016. Initially, The Pope App was available only on iOS devices, but became available for Android phones at the end of February 2013. The app is available for download on iOS and Android in five languages: English, French, Italian, Portuguese and Spanish. It was originally promoted as an application with focus on the figure of the Pope which made it possible to follow the Pope's events while they are taking place. Alerts notified the followers by informing and offering access to "official papal-related content in a variety of formats". The app also enabled its users to see areas of the Vatican through webcams allocated throughout St. Peter's Square in Rome that broadcast images. In early 2018, The Pope App was relaunched as the Vatican News App, accompanied by a redesign that eliminated many of the previous version's features, reducing the app to a more conventional news service, with increased emphasis on news from the Vatican and the worldwide Catholic Church and less focus on the day-to-day activities of the Pope.

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