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  • View model

    View model

    A view model or viewpoints framework in systems engineering, software engineering, and enterprise engineering is a framework which defines a coherent set of views to be used in the construction of a system architecture, software architecture, or enterprise architecture. A view is a representation of the whole system from the perspective of a related set of concerns. Since the early 1990s there have been a number of efforts to prescribe approaches for describing and analyzing system architectures. A result of these efforts have been to define a set of views (or viewpoints). They are sometimes referred to as architecture frameworks or enterprise architecture frameworks, but are usually called "view models". Usually a view is a work product that presents specific architecture data for a given system. However, the same term is sometimes used to refer to a view definition, including the particular viewpoint and the corresponding guidance that defines each concrete view. The term view model is related to view definitions. == Overview == The purpose of views and viewpoints is to enable humans to comprehend very complex systems, to organize the elements of the problem and the solution around domains of expertise and to separate concerns. In the engineering of physically intensive systems, viewpoints often correspond to capabilities and responsibilities within the engineering organization. Most complex system specifications are so extensive that no single individual can fully comprehend all aspects of the specifications. Furthermore, we all have different interests in a given system and different reasons for examining the system's specifications. A business executive will ask different questions of a system make-up than would a system implementer. The concept of viewpoints framework, therefore, is to provide separate viewpoints into the specification of a given complex system in order to facilitate communication with the stakeholders. Each viewpoint satisfies an audience with interest in a particular set of aspects of the system. Each viewpoint may use a specific viewpoint language that optimizes the vocabulary and presentation for the audience of that viewpoint. Viewpoint modeling has become an effective approach for dealing with the inherent complexity of large distributed systems. Architecture description practices, as described in IEEE Std 1471-2000, utilize multiple views to address several areas of concerns, each one focusing on a specific aspect of the system. Examples of architecture frameworks using multiple views include Kruchten's "4+1" view model, the Zachman Framework, TOGAF, DoDAF, and RM-ODP. == History == In the 1970s, methods began to appear in software engineering for modeling with multiple views. Douglas T. Ross and K.E. Schoman in 1977 introduce the constructs context, viewpoint, and vantage point to organize the modeling process in systems requirements definition. According to Ross and Schoman, a viewpoint "makes clear what aspects are considered relevant to achieving ... the overall purpose [of the model]" and determines How do we look at [a subject being modelled]? As examples of viewpoints, the paper offers: Technical, Operational and Economic viewpoints. In 1992, Anthony Finkelstein and others published a very important paper on viewpoints. In that work: "A viewpoint can be thought of as a combination of the idea of an “actor”, “knowledge source”, “role” or “agent” in the development process and the idea of a “view” or “perspective” which an actor maintains." An important idea in this paper was to distinguish "a representation style, the scheme and notation by which the viewpoint expresses what it can see" and "a specification, the statements expressed in the viewpoint's style describing particular domains". Subsequent work, such as IEEE 1471, preserved this distinction by utilizing two separate terms: viewpoint and view, respectively. Since the early 1990s there have been a number of efforts to codify approaches for describing and analyzing system architectures. These are often termed architecture frameworks or sometimes viewpoint sets. Many of these have been funded by the United States Department of Defense, but some have sprung from international or national efforts in ISO or the IEEE. Among these, the IEEE Recommended Practice for Architectural Description of Software-Intensive Systems (IEEE Std 1471-2000) established useful definitions of view, viewpoint, stakeholder and concern and guidelines for documenting a system architecture through the use of multiple views by applying viewpoints to address stakeholder concerns. The advantage of multiple views is that hidden requirements and stakeholder disagreements can be discovered more readily. However, studies show that in practice, the added complexity of reconciling multiple views can undermine this advantage. IEEE 1471 (now ISO/IEC/IEEE 42010:2011, Systems and software engineering — Architecture description) prescribes the contents of architecture descriptions and describes their creation and use under a number of scenarios, including precedented and unprecedented design, evolutionary design, and capture of design of existing systems. In all of these scenarios the overall process is the same: identify stakeholders, elicit concerns, identify a set of viewpoints to be used, and then apply these viewpoint specifications to develop the set of views relevant to the system of interest. Rather than define a particular set of viewpoints, the standard provides uniform mechanisms and requirements for architects and organizations to define their own viewpoints. In 1996 the ISO Reference Model for Open Distributed Processing (RM-ODP) was published to provide a useful framework for describing the architecture and design of large-scale distributed systems. == View model topics == === View === A view of a system is a representation of the system from the perspective of a viewpoint. This viewpoint on a system involves a perspective focusing on specific concerns regarding the system, which suppresses details to provide a simplified model having only those elements related to the concerns of the viewpoint. For example, a security viewpoint focuses on security concerns and a security viewpoint model contains those elements that are related to security from a more general model of a system. A view allows a user to examine a portion of a particular interest area. For example, an Information View may present all functions, organizations, technology, etc. that use a particular piece of information, while the Organizational View may present all functions, technology, and information of concern to a particular organization. In the Zachman Framework views comprise a group of work products whose development requires a particular analytical and technical expertise because they focus on either the “what,” “how,” “who,” “where,” “when,” or “why” of the enterprise. For example, Functional View work products answer the question “how is the mission carried out?” They are most easily developed by experts in functional decomposition using process and activity modeling. They show the enterprise from the point of view of functions. They also may show organizational and information components, but only as they relate to functions. === Viewpoints === In systems engineering, a viewpoint is a partitioning or restriction of concerns in a system. Adoption of a viewpoint is usable so that issues in those aspects can be addressed separately. A good selection of viewpoints also partitions the design of the system into specific areas of expertise. Viewpoints provide the conventions, rules, and languages for constructing, presenting and analysing views. In ISO/IEC 42010:2007 (IEEE-Std-1471-2000) a viewpoint is a specification for an individual view. A view is a representation of a whole system from the perspective of a viewpoint. A view may consist of one or more architectural models. Each such architectural model is developed using the methods established by its associated architectural system, as well as for the system as a whole. === Modeling perspectives === Modeling perspectives is a set of different ways to represent pre-selected aspects of a system. Each perspective has a different focus, conceptualization, dedication and visualization of what the model is representing. In information systems, the traditional way to divide modeling perspectives is to distinguish the structural, functional and behavioral/processual perspectives. This together with rule, object, communication and actor and role perspectives is one way of classifying modeling approaches === Viewpoint model === In any given viewpoint, it is possible to make a model of the system that contains only the objects that are visible from that viewpoint, but also captures all of the objects, relationships and constraints that are present in the system and relevant to that viewpoint. Such a model is said to be a viewpoint model, or a view of the

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  • Radar geo-warping

    Radar geo-warping

    Radar geo-warping is the adjustment of geo-referenced radar images and video data to be consistent with a geographical projection. This image warping avoids any restrictions when displaying it together with video from multiple radar sources or with other geographical data including scanned maps and satellite images which may be provided in a particular projection. There are many areas where geo warping has unique benefits: Single radar video signal displayed together with maps of different geographical projections. E.g. Mercator UTM stereographic Multiple radar video signals displayed simultaneously: Having the computing power to do so on one computer. Adapting the projection of all radar signals allowing the geographically correct display and accurate superimposition of those videos. Slant range correction: a modern 3D radar system can measure the height of a target and hence it is possible to correct the radar video by the real corrected range of the target. Slant Range Correction also allows to compensate the radar tower height e.g. for maritime surveillance radars. == Introduction == Radar video presents the echoes of electromagnetic waves a radar system has emitted and received as reflections afterwards. These echoes are typically presented on a computer screen with a color-coding scheme depicting the reflection strength. Two problems have to be solved during such a visualization process. The first problem arises from the fact that typically the radar antenna turns around its position and measures the reflection echo distances from its position in one direction. This effectively means that the radar video data are present in polar coordinates. In older systems the polar oriented picture has been displayed in so called plan position indicators (PPI). The PPI-scope uses a radial sweep pivoting about the center of the presentation. This results in a map-like picture of the area covered by the radar beam. A long-persistence screen is used so that the display remains visible until the sweep passes again. Bearing to the target is indicated by the target's angular position in relation to an imaginary line extending vertically from the sweep origin to the top of the scope. The top of the scope is either true north (when the indicator is operated in the true bearing mode) or ship's heading (when the indicator is operated in the relative bearing mode). For visualization on a modern computer screen the polar coordinates have to be converted into Cartesian coordinates. This process called radar scan conversion is presented with more detail in the next section. The second problem to solve arises from the fact that a radar system is placed in the real world and measures real world echo positions. These echoes have to be displayed together with other real world data like object positions, vector maps and satellite images in a consistent way. All this information refers to the curved earth surface but is displayed on a flat computer display. Building a link from real world earth positions to display pixels is commonly called geographical referencing or in short geo-referencing. Part of the geo-referencing process is to map the 3D earth surface onto a 2D display. This process of a geographical projection can be performed in many ways, but different data sources have their own 'natural' projection. E.g. Cartesian radar video data from a radar source on the earth surface are geo-referenced by a so-called radar projection. When using this radar projection the Cartesian radar video pixels can directly displayed on a computer screen (only being linearly transformed according to the current position on the screen and e.g. the current zoom level). A problem now arises if e.g. also a satellite map shall be shown together with the radar video data. The 'natural' geographical projection of a satellite image would be a satellite projection which depends on the satellite orbit, position and further parameters. Now either the satellite image has to be reprojected to a radar projection or the radar video has to use the satellite projection. This geographical re-projection is also called geographical warping or Geo Warping where each image pixel has to be transformed from one projection into another. This article describes in further detail the Geo Warping of radar video images in real time. It will also show that radar video Geo Warping is done most efficiently when it is integrated with the radar scan conversion process. == Radar-scan conversion == This section describes the principles of the radar-scan conversion (RSC) process. The radar supplies its measured data in polar coordinates (ρ,θ) directly from the rotating antenna. ρ defines the target/echo distance and θ the target angle in polar world coordinates. These data are measured, digitized and stored in a polar coordinate polar store or polar pixmap. The main RSC task is to convert these data to Cartesian (x, y) display coordinates, creating the necessary display pixels. The RSC process is influenced by the current zoom, shift and rotation settings defining which part of the 'world' shall be visible in the display image. As detailed later the RSC process also takes the currently used geographical projection into account when the radar video images are Geo Warped. The OpenGL RSC is implemented using a reverse scan conversion approach which calculates for every image pixel the most appropriate radar amplitude value in the polar store. This approach generates an optimal image without any artifacts known from forward spoke fill algorithms. By applying bi-linear filtering between adjacent pixels in the polar store during the conversion process the OpenGL RSC finally achieves a very high visual quality radar display image for every zoom level, creating smooth images of the radar echoes. == Radar projection == This section illustrates how radar video data are geo referenced and displayed on a computer screen. The radar sensor is positioned on the earth surface with a height h above the ground. It measures the direct distance d to the target (and not e.g. the distance the target is away from the radar if one would move on the earth surface). This distance is then used in the display plane after adjustment to the current display zoom level by the radar scan converter (RSC). Now it has to be clarified how the radar video data is geo referenced. This basically means, that if we want to display a geographical real world object (like e.g. a light house) which is at the same real world position as the radar target, that it also shall appear at the same position in the display plane. This is realized by calculating the distance from the radar sensor to the respective real world object and use that distance in the display plane. The position of the real world object is typically given in geographical coordinates (latitude, longitude and height above the earth surface). In other words, using a radar projection with geographical data is done by simulating a radar measurement process with the real world objects and use the resulting range and azimuth in the display plane. The second picture to the right shows an example radar projection with the center of projection (COP) at latitude 50.0° and longitude 0.0° which is also the radar position. The dashed lines are the equal-latitude and equal-longitude lines on top of the background map. The solid lines show equal-range and equal-azimuth with the respect to the radar position. It is a feature of the radar projection that equal-range lines are circles and equal-azimuth lines are straight lines. This is necessary to display radar video consistently with other map data when using a radar projection where the projection center has to be the radar position. == Geo Warping process == This section explains the actual geo warping or re-projection process when applied to radar video in real time. Assume we want to display radar video on top of a satellite image. As an example we use the CIB projection which is used to display satellite data in CIB (Controlled Image Base) format. The Figure Geo Warping Radar to CIB Projection shows dashed the maximal range circle for a range of 111 km or 60 miles using the radar projection. Such a range is typical for long range coastal surveillance radars. As stated in the last section this is a perfect circle also on the computer screen. The solid line ellipse shows the same range circle for the CIB projection. Typically the errors occurring without Geo Warping are smallest near the radar position if at least the projection center (COP) coincides with the radar position, as realized in our example. Otherwise the error distribution depends both on the used projection and also on the projection parameters. Thus, in our case the errors are most significant near the maximum radar range. The CIB projection error corrected in east–west direction at half the radar range is 2.6 km and is 5.3 km at the full radar range of 111 km. An error of 5.3 km is

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  • ALL-IN-1

    ALL-IN-1

    ALL-IN-1 was an office automation product developed and sold by Digital Equipment Corporation in the 1980s. It was one of the first purchasable off the shelf electronic mail products. It was later known as Office Server V3.2 for OpenVMS Alpha and OpenVMS VAX systems before being discontinued. == Overview == ALL-IN-1 was advertised as an office automation system including functionality in Electronic Messaging, Word Processing and Time Management. It offered an application development platform and customization capabilities that ranged from scripting to code-level integration. ALL-IN-1 was designed and developed by Skip Walter, John Churin and Marty Skinner from Digital Equipment Corporation who began work in 1977. Sheila Chance was hired as the software engineering manager in 1981. The first version of the software, called CP/OSS, the Charlotte Package of Office System Services, named after the location of the developers, was released in May 1982. In 1983, the product was renamed ALL-IN-1 and the Charlotte group continued to develop versions 1.1 through 1.3. Digital then made the decision to move most of the development activity to its central engineering facility in Reading, United Kingdom, where a group there took responsibility for the product from version 2.0 (released in field test in 1984 and to customers in 1985) onward. The Charlotte group continued to work on the Time Management subsystem until version 2.3 and other contributions were made from groups based in Sophia Antipolis, France (System for Customization Management and the integration with VAX Notes), Reading (Message Router and MAILbus), and Nashua, New Hampshire (FMS). ALL-IN-1 V3.0 introduced shared file cabinets and the File Cabinet Server (FCS) to lay the foundation for an eventual integration with TeamLinks, Digital's PC office client. Previous integrations with PCs included PC ALL-IN-1, a DOS-based product introduced in 1989 that never proved popular with customers. Bob Wyman was the first product manager. He oversaw the growth of the product culminating in over $2 billion per year in revenue and market leadership in the proprietary office automation sector. Other consultants from Digital Equipment Corporation involved include Frank Nicodem, Donald Vickers and Tony Redmond.

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  • Outline of automation

    Outline of automation

    The following outline is provided as an overview of and topical guide to automation: Automation – use of control systems and information technologies to reduce the need for human work in the production of goods and services. In the scope of industrialization, automation is a step beyond mechanization. == Essence of automation == Control system – a device, or set of devices to manage, command, direct or regulate the behavior of other devices or systems. Industrial control system (ICS) – encompasses several types of control systems used in industrial production, including supervisory control and data acquisition (SCADA) systems, distributed control systems (DCS), and other smaller control system configurations such as skid-mounted programmable logic controllers (PLC) often found in industrial sectors and critical infrastructures. Industrialization – period of social and economic change that transforms a human group from an agrarian society into an industrial one. Numerical control (NC) – refers to the automation of machine tools that are operated by abstractly programmed commands encoded on a storage medium, as opposed to controlled manually via handwheels or levers, or mechanically automated via cams alone. Robotics – the branch of technology that deals with the design, construction, operation, structural disposition, manufacture and application of robots and computer systems for their control, sensory feedback, and information processing. == Branches of automation == === General purpose === Autonomous automation – autonomous software agents to adapt the controllers of computer controlled industrial machinery and processes Banking automation Broadcast automation Building automation – advanced functionality provided by the control system of a building. A building automation system (BAS) is an example of a distributed control system. Home automation – control system of a home. Office automation – the varied computer machinery and software used to digitally create, collect, store, manipulate, and relay office information needed for accomplishing basic tasks such as business process automation and robotic process automation. Console automation Database automation Integrated library system Laboratory automation === Specific purpose === Automated attendant Automated guided vehicle Autonomous mobile robot Automated highway system Automated pool cleaner Automated teller machine Automatic painting (robotic) Pop music automation Remotely operated vehicle Robotic lawn mower Telephone switchboard Vending machine == Fields contributing to automation == Cybernetics – the interdisciplinary study of the structure of regulatory systems. Cognitive science – interdisciplinary scientific study of the mind and its processes. It examines what cognition is, what it does and how it works. Robotics – the branch of technology that deals with the design, construction, operation, structural disposition, manufacture and application of robots and computer systems for their control, sensory feedback, and information processing. == History of automation == History of mass production – Prerequisites of mass production were interchangeable parts, machine tools and power, especially in the form of electricity. Mass production was popularized in the 1910s and 1920s by Henry Ford's Ford Motor Company, which introduced electric motors to the then-well-known technique of chain or sequential production. History of home automation == Automated machines == Machine to Machine OLE for process control (OPC) Process control – a statistics and engineering discipline that deals with architectures, mechanisms and algorithms for maintaining the output of a specific process within a desired range. Run Book Automation (RBA) Robot – a mechanical or virtual intelligent agent that can perform tasks automatically or with guidance, typically by remote control. == Automated machine components == Artificial intelligence – the intelligence of machines and the branch of computer science that aims to create it. Friendly artificial intelligence – an artificial intelligence that has a positive rather than negative effect on humanity, and the field of knowledge required to build such an artificial intelligence. === Automation tools === Artificial neural network (ANN) – mathematical model or computational model that is inspired by the structure or functional aspects of biological neural networks. Human machine interface (HMI) – operator level local control panel that monitors field devices Laboratory information management system (LIMS) – software package that offers a set of key features that support a modern laboratory's operations. Industrial control system – encompasses several types of control systems used in industrial production, including supervisory control and data acquisition (SCADA) systems, distributed control systems (DCS), and other smaller control system configurations such as skid-mounted programmable logic controllers (PLC) often found in the industrial sectors and critical infrastructures. Distributed control system (DCS) – control system usually of a manufacturing system, process or any kind of dynamic system, in which the controller elements are not central in location (like the brain) but are distributed throughout the system with each component sub-system controlled by one or more controllers. Manufacturing execution system (MES) – system that manages manufacturing operations in a factory, including management of resources, scheduling production processes, dispatching production orders, execution of production orders, etc. Programmable automation controller (PAC) – digital computer used for automation of electromechanical processes, such as control of machinery on factory assembly lines, amusement rides, or light fixtures. Programmable logic controller (PLC)A Programmable Logic Controller, PLC or Programmable Controller is a digital computer used for automation of electromechanical processes, such as control of machinery on factory assembly lines, amusement rides, or light fixtures. The abbreviation "PLC" and the term "Programmable Logic Controller" are registered trademarks of the Allen-Bradley Company (Rockwell Automation). PLCs are used in many industries and machines. Unlike general-purpose computers, the PLC is designed for multiple inputs and output arrangements, extended temperature ranges, immunity to electrical noise, and resistance to vibration and impact. Programs to control machine operation are typically stored in battery-backed-up or non-volatile memory. A PLC is an example of a hard real time system since output results must be produced in response to input conditions within a limited time, otherwise unintended operation will result. Supervisory control and data acquisition (SCADA) – generally refers to industrial control systems (ICS): computer systems that monitor and control industrial, infrastructure, or facility-based processes, as described below: Industrial processes include those of manufacturing, production, power generation, fabrication, and refining, and may run in continuous, batch, repetitive, or discrete modes. Simulation § Engineering Technology simulation or Process simulation == Social movements == Automation-related social movement – a movement that advocates semi- or fully automatic systems to provide for human needs globally. For example, automation of farming and food distribution throughout the world so that no one will go hungry. One goal is to automate all mundane labor, to free humans to engage in more creative activities (or less work). The Technocracy movement – social movement active from the Great Depression (1930s) to date that proposes replacing politicians and business people with scientists and engineers who have the technical expertise to manage the economy. The Zeitgeist Movement – movement advocating the replacement of the market economy with an economy in which all resources are equitably, commonly and sustainably shared. == Automation in the future == Android – a robot or synthetic organism designed to look and act like a human, and with a body having a flesh-like resemblance Technological singularity – the hypothetical future emergence of greater-than-human intelligence through technological means Semi-automation – using a centralized computer controller to orchestrate the activities of man and machine. == Automation-related publications == IEEE Spectrum – the flagship publication of the Institute of Electrical and Electronics Engineers (IEEE), explores the development, applications and implications of new technologies, and provides a forum for understanding, discussion and leadership in these areas. IEEE Transactions on Information Theory – peer-reviewed scientific journal published by the Institute of Electrical and Electronics Engineers (IEEE), focused on the study of information theory, the mathematics of communications, including computer communications, robotics communications, etc. IEEE Transactions on Control S

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  • Comparison of user features of messaging platforms

    Comparison of user features of messaging platforms

    Comparison of user features of messaging platforms refers to a comparison of all the various user features of various electronic instant messaging platforms. This includes a wide variety of resources; it includes standalone apps, platforms within websites, computer software, and various internal functions available on specific devices, such as iMessage for iPhones. This entry includes only the features and functions that shape the user experience for such apps. A comparison of the underlying system components, programming aspects, and other internal technical information, is outside the scope of this entry. == Overview and background == Instant messaging technology is a type of online chat that offers real-time text transmission over the Internet. A LAN messenger operates in a similar way over a local area network. Short messages are typically transmitted between two parties when each user chooses to complete a thought and select "send". Some IM applications can use push technology to provide real-time text, which transmits messages character by character, as they are composed. More advanced instant messaging can add file transfer, clickable hyperlinks, Voice over IP, or video chat. Non-IM types of chat include multicast transmission, usually referred to as "chat rooms", where participants might be anonymous or might be previously known to each other (for example collaborators on a project that is using chat to facilitate communication). Instant messaging systems tend to facilitate connections between specified known users (often using a contact list also known as a "buddy list" or "friend list"). Depending on the IM protocol, the technical architecture can be peer-to-peer (direct point-to-point transmission) or client-server (an Instant message service center retransmits messages from the sender to the communication device). By 2010, instant messaging over the Web was in sharp decline, in favor of messaging features on social networks. The most popular IM platforms were terminated, such as AIM which closed down and Windows Live Messenger which merged into Skype. Instant messaging has since seen a revival in popularity in the form of "messaging apps" (usually on mobile devices) which by 2014 had more users than social networks. As of 2010, social networking providers often offer IM abilities. Facebook Chat is a form of instant messaging, and Twitter can be thought of as a Web 2.0 instant messaging system. Similar server-side chat features are part of most dating websites, such as OkCupid or PlentyofFish. The spread of smartphones and similar devices in the late 2000s also caused increased competition with conventional instant messaging, by making text messaging services still more ubiquitous. Many instant messaging services offer video calling features, voice over IP and web conferencing services. Web conferencing services can integrate both video calling and instant messaging abilities. Some instant messaging companies are also offering desktop sharing, IP radio, and IPTV to the voice and video features. The term "Instant Messenger" is a service mark of Time Warner and may not be used in software not affiliated with AOL in the United States. For this reason, in April 2007, the instant messaging client formerly named Gaim (or gaim) announced that they would be renamed "Pidgin". In the 2010s, more people started to use messaging apps on modern computers and devices like WhatsApp, WeChat, Viber, Facebook Messenger, Telegram, Signal and Line rather than instant messaging on computers like AIM and Windows Live Messenger. For example, WhatsApp was founded in 2009, and Facebook acquired in 2014, by which time it already had half a billion users. === Concepts === ==== Backchannel ==== Backchannel is the practice of using networked computers to maintain a real-time online conversation alongside the primary group activity or live spoken remarks. The term was coined in the field of linguistics to describe listeners' behaviours during verbal communication. (See Backchannel (linguistics).) The term "backchannel" generally refers to online conversation about the conference topic or speaker. Occasionally backchannel provides audience members a chance to fact-check the presentation. First growing in popularity at technology conferences, backchannel is increasingly a factor in education where WiFi connections and laptop computers allow participants to use ordinary chat like IRC or AIM to actively communicate during presentation. More recent research include works where the backchannel is brought publicly visible, such as the ClassCommons, backchan.nl and Fragmented Social Mirror. Twitter is also widely used today by audiences to create backchannels during broadcasting of content or at conferences. For example, television drama, other forms of entertainment and magazine programs. This practice is often also called live tweeting. Many conferences nowadays also have a hashtag that can be used by the participants to share notes and experiences; furthermore such hashtags can be user generated. == Features == Various platforms and apps are distinguished by their strengths and features in regards to specific functions. === Group messaging === === Official channels === Some apps include a feature known as "official channels" which allows companies, especially news media outlets, publications, and other mass media companies, to offer an official channel, which users can join, and thereby receive regular updates, published articles, or news updates from companies or news outlets. Two apps which have a large amount of such channels available are Line and Telegram. === Video group calls === == Basic default platforms == Basic platforms which are common across entire categories of mobile devices, computers, or operating systems. === SMS === SMS (short message service) is a text messaging service component of most telephone, Internet, and mobile device systems. It uses standardized communication protocols to enable mobile devices to exchange short text messages. An intermediary service can facilitate a text-to-voice conversion to be sent to landlines. SMS, as used on modern devices, originated from radio telegraphy in radio memo pagers that used standardized phone protocols. These were defined in 1985 as part of the Global System for Mobile Communications (GSM) series of standards. The first test SMS message was sent on December 3, 1992, when Neil Papwort, a test engineer for Sema Group, used a personal computer to send "Merry Christmas" to the phone of colleague Richard Jarvis. It commercially rolled out to many cellular networks that decade. SMS became hugely popular worldwide as a way of text communication. By the end of 2010, SMS was the most widely used data application, with an estimated 3.5 billion active users, or about 80% of all mobile phone subscribers. The protocols allowed users to send and receive messages of up to 160 characters (when entirely alpha-numeric) to and from GSM mobiles. Although most SMS messages are sent from one mobile phone to another, support for the service has expanded to include other mobile technologies, such as ANSI CDMA networks and Digital AMPS. Mobile marketing, a type of direct marketing, uses SMS. According to a 2018 market research report the global SMS messaging business was estimated to be worth over US$100 billion, accounting for almost 50 percent of all the revenue generated by mobile messaging. A Flash SMS is a type of SMS that appears directly on the main screen without user interaction and is not automatically stored in the inbox. It can be useful in emergencies, such as a fire alarm or cases of confidentiality, as in delivering one-time passwords. ==== Threaded SMS format ==== Threaded SMS is a visual styling orientation of SMS message history that arranges messages to and from a contact in chronological order on a single screen. It was first invented by a developer working to implement the SMS client for the BlackBerry, who was looking to make use of the blank screen left below the message on a device with a larger screen capable of displaying far more than the usual 160 characters, and was inspired by threaded Reply conversations in email. Visually, this style of representation provides a back-and-forth chat-like history for each individual contact. Hierarchical-threading at the conversation-level (as typical in blogs and on-line messaging boards) is not widely supported by SMS messaging clients. This limitation is due to the fact that there is no session identifier or subject-line passed back and forth between sent and received messages in the header data (as specified by SMS protocol) from which the client device can properly thread an incoming message to a specific dialogue, or even to a specific message within a dialogue. Most smart phone text-messaging-clients are able to create some contextual threading of "group messages" which narrows the context of the thread around the common interests shared by

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  • Escapex

    Escapex

    Escapex, stylized as escapex, was a mobile app developer specializing in white-label fan engagement apps for celebrities. It was founded by Sephi Shapira in 2014 and has raised $18 million in funding. It allows celebrities to reach fans directly, as well as receiving revenue from fans through its freemium model. == Overview == Shapira is Israeli and previously founded Interchan and MassiveImpact. He graduated from Ben-Gurion University of the Negev. The company has raised $18 million in funding. Its 2018 revenue was $5.5 million. In 2016, the company had 57 employees split between Tel Aviv and New York City. The company's General Manager is Joe Cuello, formerly an executive at MTV, then Chief Creative Officer at TuneCore. Their director of social engagement is Rafe Lopresti-Oakes. A press release from the company described the service as having a "proprietary loyalty program" which allows "monetization of social engagement through e-commerce and in-app advertising". App launches typically offered a contest for one fan to meet the celebrity. The app also allows Escapex to collect and monetize user profiles for advertising. The New York Times described the concept of Escapex, musing, "If people love you, why not make money from them?". == Notable apps == The company has created over 350 applications, including: Enrique Iglesias, June 2016 or earlier Akon, June 2016 or earlier Ricky Martin, June 2016 or earlier Rohan Marley and the Bob Marley estate, February 2017 Marc Anthony, March 2017 Prince Royce, March 2017 Jeremy Renner, March 2017, making over $35,000 per month in April 2019 Galen Gering, June 2017 Yandel, June 2017 Greg Vaughan, June 2017 Jason Thompson, June 2017 Niecy Nash, September 2017 Tyler Posey, September 2017 Osric Chau, January 2018 Chris D'Elia Alessandra Ambrosio, making over $35,000 per month in April 2019 Abigail Ratchford, making over $35,000 per month in April 2019 Amber Rose, making over $35,000 per month in April 2019 Dita Von Teese Tommy Chong === Bollywood stars === Escapex has a large roster of Bollywood celebrities, including: Sunny Leone, December 2016 Remo D'Souza, January 2017 Amy Jackson, March 2017 Kajal Aggarwal, March 2017 Nargis Fakhri, April 2017 Disha Patani Sonam Kapoor Salman Khan == Jeremy Renner app == Renner released a mobile app called "Jeremy Renner" (Android) and "Jeremy Renner Official" (iOS) in March 2017. FastCompany wrote extensively about Renner's app in April 2019, calling it "a surprising new kind of social media". The Ringer's Kate Knibbs, explaining how self-referential the app is, summarized it stating "Jeremy Renner’s Jeremy Renner app is the Jeremy Renner of apps." The community developed to include memes, selfies, and a "Happy Rennsday" event on Wednesdays. As early as October 2017 there were claims of censorship, bullying, and "contest-rigging". In September 2019, comedian Stefan Heck wrote about discovering that any replies through the app would appear as if they were sent by Renner himself in push notifications. Heck wrote about notifications making it appear Renner was a big enthusiast of "porno"; other users made it appear Renner was a big fan of Casey Anthony. Renner had to ask Escapex to shut down the app the following day, stating "The app has jumped the shark. Literally." In September 2020, comedian/writer Caroline Goldfarb and actress Sarah Ramos launched The Renner Files podcast, a six-part series investigating the Jeremy Renner app.

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  • Google Tasks

    Google Tasks

    Google Tasks is a task management application developed by Google and included with Google Workspace. Included initially as a feature in Gmail and Google Calendar, Google Tasks launched as a core product with a standalone app in 2018. It is available for Android and iOS, as well as in the right-hand side panel on Google Workspace apps on the web and in Google Calendar. == History and development == Google Tasks began as an integration within other apps in G Suite (now Google Workspace), allowing to-do items to be created in Calendar and Gmail. Upon graduating to a core service on June 28, 2018, Google Tasks launched as a dedicated mobile app in which tasks can be sorted into lists, managed, and completed. Google Tasks launched the ability to create tasks from Google Chat messages in 2022.

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  • Desktop Window Manager

    Desktop Window Manager

    Desktop Window Manager (DWM, previously Desktop Compositing Engine or DCE in builds of pre-reset Windows Longhorn) is the compositing window manager in Microsoft Windows since Windows Vista that enables the use of hardware acceleration to render the graphical user interface of Windows. It was originally created to enable portions of the new "Windows Aero" user experience, which allowed for effects such as transparency, 3D window switching and more. It is also included with Windows Server 2008, but requires the "Desktop Experience" feature and compatible graphics drivers to be installed. == Architecture == The Desktop Window Manager is a compositing window manager, meaning that each program has a buffer that it writes data to; DWM then composites each program's buffer into a final image. By comparison, the stacking window manager in Windows XP and earlier (and also Windows Vista and Windows 7 with Windows Aero disabled) comprises a single display buffer to which all programs write. DWM works in different ways depending on the operating system (Windows 7 or Windows Vista) and on the version of the graphics drivers it uses (WDDM 1.0 or 1.1). Under Windows 7 and with WDDM 1.1 drivers, DWM only writes the program's buffer to the video RAM, even if it is a graphics device interface (GDI) program. This is because Windows 7 supports (limited) hardware acceleration for GDI and in doing so does not need to keep a copy of the buffer in system RAM so that the CPU can write to it. Because the compositor has access to the graphics of all applications, it easily allows visual effects that string together visuals from multiple applications, such as transparency. DWM uses DirectX to perform the function of compositing and rendering in the GPU, freeing the CPU of the task of managing the rendering from the off-screen buffers to the display. However, it does not affect applications painting to the off-screen buffers – depending on the technologies used for that, this might still be CPU-bound. DWM-agnostic rendering techniques like GDI are redirected to the buffers by rendering the user interface (UI) as bitmaps. DWM-aware rendering technologies like WPF directly make the internal data structures available in a DWM-compatible format. The window contents in the buffers are then converted to DirectX textures. The desktop itself is a full-screen Direct3D surface, with windows being represented as a mesh consisting of two adjacent (and mutually inverted) triangles, which are transformed to represent a 2D rectangle. The texture, representing the UI chrome, is then mapped onto these rectangles. Window transitions are implemented as transformations of the meshes, using shader programs. With Windows Vista, the transitions are limited to the set of built-in shaders that implement the transformations. Greg Schechter, a developer at Microsoft has suggested that this might be opened up for developers and users to plug in their own effects in a future release. DWM only maps the primary desktop object as a 3D surface; other desktop objects, including virtual desktops as well as the secure desktop used by User Account Control are not. Because all applications render to an off-screen buffer, they can be read off the buffer embedded in other applications as well. Since the off-screen buffer is constantly updated by the application, the embedded rendering will be a dynamic representation of the application window and not a static rendering. This is how the live thumbnail previews and Windows Flip work in Windows Vista and Windows 7. DWM exposes a public API that allows applications to access these thumbnail representations. The size of the thumbnail is not fixed; applications can request the thumbnails at any size - smaller than the original window, at the same size or even larger - and DWM will scale them properly before returning. Aero Flip does not use the public thumbnail APIs as they do not allow for directly accessing the Direct3D textures. Instead, Aero Flip is implemented directly in the DWM engine. The Desktop Window Manager uses Media Integration Layer (MIL), the unmanaged compositor which it shares with Windows Presentation Foundation, to represent the windows as composition nodes in a composition tree. The composition tree represents the desktop and all the windows hosted in it, which are then rendered by MIL from the back of the scene to the front. Since all the windows contribute to the final image, the color of a resultant pixel can be decided by more than one window. This is used to implement effects such as per-pixel transparency. DWM allows custom shaders to be invoked to control how pixels from multiple applications are used to create the displayed pixel. The DWM includes built-in Pixel Shader 2.0 programs which compute the color of a pixel in a window by averaging the color of the pixel as determined by the window behind it and its neighboring pixels. These shaders are used by DWM to achieve the blur effect in the window borders of windows managed by DWM, and optionally for the areas where it is requested by the application. Since MIL provides a retained mode graphics system by caching the composition trees, the job of repainting and refreshing the screen when windows are moved is handled by DWM and MIL, freeing the application of the responsibility. The background data is already in the composition tree and the off-screen buffers and is directly used to render the background. In pre-Vista Windows OSs, background applications had to be requested to re-render themselves by sending them the WM_PAINT message. DWM uses double-buffered graphics to prevent flickering and tearing when moving windows. The compositing engine uses optimizations such as culling to improve performance, as well as not redrawing areas that have not changed. Because the compositor is multi-monitor aware, DWM natively supports this too. During full-screen applications, such as games, DWM does not perform window compositing and therefore performance will not appreciably decrease. On Windows 8 and Windows Server 2012, DWM is used at all times and cannot be disabled, due to the new "start screen experience" implemented. Since the DWM process is usually required to run at all times on Windows 8, users experiencing an issue with the process are seeing memory usage decrease after a system reboot. This is often the first step in a long list of troubleshooting tasks that can help. It is possible to prevent DWM from restarting temporarily in Windows 8, which causes the desktop to turn black, the taskbar grey, and break the start screen/modern apps, but desktop apps will continue to function and appear just like Windows 7 and Vista's Basic theme, based on the single-buffer renderer used by XP. They also use Windows 8's centered title bar, visible within Windows PreInstallation Environment. Starting up Windows without DWM will not work because the default lock screen requires DWM unlike the fallback lockscreen that appears as a command line interface program when Windows.UI.Logon.dll isn't present on Windows versions such as 1507 and later, so it can only be done on the fly, and does not have any practical purposes. Starting with Windows 10, disabling DWM in such a way will cause the entire compositing engine to break, even traditional desktop apps, due to Universal App implementations in the taskbar and new start menu. Windows can still be partially usable without the presence of DWM but requires Sihost.exe to not be present due to it relying on DWM. Most of the applications in Windows 11 require DWM to render UI elements and transparency, Windows 11's new task manager requires dwm to render menus unlike the fallback -d version. Unlike its predecessors, Windows 8 supports basic display adapters through Windows Advanced Rasterization Platform (WARP), which uses software rendering and the CPU to render the interface rather than the graphics card. This allows DWM to function without compatible drivers, but not at the same level of performance as with a normal graphics card. DWM on Windows 8 also adds support for stereoscopic 3D. == Redirection == For rendering techniques that are not DWM-aware, output must be redirected to the DWM buffers. With Windows, either GDI or DirectX can be used for rendering. To make these two work with DWM, redirection techniques for both are provided. With GDI, which is the most used UI rendering technique in Microsoft Windows, each application window is notified when it or a part of it comes in view and it is the job of the application to render itself. Without DWM, the rendering rasterizes the UI in a buffer in video memory, from where it is rendered to the screen. Under DWM, GDI calls are redirected to use the Canonical Display Driver (cdd.dll), a software renderer. A buffer equal to the size of the window is allocated in system memory and CDD.DLL outputs to this buffer rather than the video memory. Another buffer is allocated in the video memory to represent t

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  • AppBlock

    AppBlock

    AppBlock is a software tool for managing screen time that limits access to selected mobile applications and websites. Developed by the Czech studio MobileSoft, it is distributed for Android and iOS devices as well as through browser extensions for Google Chrome, Microsoft Edge and Brave, and as desktop solutions. The application is used primarily to restrict time spent on social media and similar distracting services while working and studying. By 2025, the application reported 700,000 monthly active users, with the domestic Czech market accounting for less than one percent of its total user base and revenue. == History == === Origins === AppBlock was created by the Czech software studio MobileSoft, based in Hradec Králové. The studio was founded in 2012 by Miroslav Novosvětský, who remains the sole owner. The idea for the application arose from the use of browser-based website blockers on desktop computers. AppBlock was conceived as a way to reduce the time spent on mobile devices. === Early releases === In its early phase, AppBlock was available only for phones running on Android. Early versions allowed users to limit access to selected applications and websites during specified periods. From the outset, the application was distributed internationally rather than only within the Czech market, and early coverage reported a multi-million number of downloads worldwide. === Expansion of functionality === Over time, AppBlock has expanded beyond basic application blocking to include additional functions related to limiting procrastination and managing attention. The development of AppBlock accelerated during the COVID-19 pandemic. Following a reduction in external client orders, the studio reallocated resources from contract development to the application. Increased digital content consumption during lockdowns contributed to a rise in the application's usage and revenue. As the application developed, it became the company's product with the largest user base. Novosvětský described an increase in downloads over a twelve-month period, which he linked in part to the company's activities abroad, including participation in events focused on mobile marketing in the United States. These activities were an important factor in the further development of AppBlock. === Internationalization and market expansion === Within roughly the first eight years of the company's existence, MobileSoft became active both in the domestic Czech market and in the United States, supported among other things by participation in the CzechAccelerator program, which is intended to help Czech firms enter foreign markets. In mid-August 2021 the developers launched a version for iOS, which soon began to attract paying users. The expansion to iOS was accompanied by plans for cooperation with the Procrastination.com platform, intended to complement the blocking functions with educational content related to digital media use, sleep and work habits. By 2025, AppBlock was localised into 15 languages, with the largest share of users in the United States, the United Kingdom, Germany, and France, with recent growth in Brazil, and usage extending across several continents. AppBlock has reached more than 10 million installations. In the same period its creators announced plans to refine existing functions and to expand support beyond mobile phones to desktop use, including through support for additional web browsers. == Features == === Supported platforms === AppBlock is distributed as a mobile application for Android and iOS users through Google Play and the Apple App Store. Browser extensions for desktop systems are available for Google Chrome, Microsoft Edge and Brave. === Functionality === AppBlock's core function is to restrict access to selected applications and websites. The mobile application shows a list of installed apps and lets the user select which ones to block. It also includes tools to block specific websites and, on iOS, to block certain phrases entered in the Safari browser. AppBlock can mute notifications from selected applications, so alerts from those apps do not appear while blocking is active. In addition to choosing which apps or content to block, the software also offers an allowlist mode, where only selected applications remain accessible and all others are blocked. Blocking rules are organized into configurable schedules, called profiles. Users can create profiles that define time periods when selected apps and websites are unavailable. Newer versions also allow profiles to be activated automatically based on the time of day, days of the week, the device's location, or connection to specific Wi-Fi networks. The iOS version lets users set limits on how often or how long certain apps can be used before they are blocked, and it can track and restrict screen time for individual apps. In addition to these recurring rules, AppBlock includes a Quick Block feature that temporarily blocks selected apps and websites with a single action, without requiring a separate long-term schedule. Strict Mode is an optional setting that limits the ability to change blocking once it is active. For a specified period, it prevents editing AppBlock's rules and can be configured to stop the app from being uninstalled during that time. While Strict Mode is enabled, users cannot modify or disable the restrictions they have set. Deactivation requires specific verification steps, such as connecting the device to a charger or obtaining approval from a designated contact person. The mobile application also includes statistical and reporting features. In addition to blocking, AppBlock lets users view statistics and data about their use of applications and websites, including screen-time summaries and focus sessions that silence notifications and enforce blocking during defined work or study periods. Browser extensions for desktop environments apply AppBlock's website-blocking functions on Windows and macOS systems through supported web browsers. == Business model == AppBlock uses a freemium revenue model. The basic version of the application is available free of charge and allows blocking of up to three applications at the same time. The premium version removes this limit and adds further configuration options. In 2020, the application shifted from a one-time payment structure to a subscription model. By 2021, AppBlock had more than seven thousand paying users and annual revenue of about four million Czech crowns. By 2025, annual revenue reached approximately 4 million US dollars (80 million CZK) before taxes and platform fees, with roughly 20 percent of active users subscribing to the paid version. == Usage == AppBlock limits access to selected applications and websites in order to reduce smartphone overuse and digital distraction. It is used to block social media, games and other services considered addictive, with the aim of reducing frequent checking of mobile devices and creating time intervals in which these services are unavailable. Reported use cases of AppBlock cover work, students, parents, ADHD, mental health, well-being and business. The application is used both by individual users and within workplace initiatives in which employees install it to reduce digital distractions during working hours.

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  • Comparison of raster graphics editors

    Comparison of raster graphics editors

    Raster graphics editors can be compared by many variables, including availability. == List == == General information == Basic general information about the editor: creator, company, license, etc. == Operating system support == The operating systems on which the editors can run natively, that is, without emulation, virtual machines or compatibility layers. In other words, the software must be specifically coded for the operation system; for example, Adobe Photoshop for Windows running on Linux with Wine does not fit. == Features == == Color spaces == == File support ==

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  • Bitstrips

    Bitstrips

    Bitstrips, Inc. was a Canadian media and technology company based in Toronto, founded in 2007 by Jacob Blackstock, David Kennedy, Shahan Panth, Dorian Baldwin, and Jesse Brown. The company created and offered a web application, Bitstrips.com, which allowed users to create comic strips using personalized avatars, and preset templates and poses. Brown and Blackstock explained that the service was meant to enable self-expression without the need to have artistic skills. Bitstrips was first presented in 2008 at South by Southwest in Austin, Texas, and the service later piloted and launched a version designed for use as educational software. The service achieved increasing prominence following the launch of versions for Facebook and mobile platforms. In 2014, Bitstrips launched a spin-off app known as Bitmoji, which allows users to create personalized stickers for use in instant messaging. In July 2016, Snapchat Inc. announced that it had acquired the company; the Bitstrips comic service was shut down, but Bitmoji remains operational, and has subsequently been given greater prominence within Snapchat's overall platform. == History == Bitstrips was co-developed by Toronto-based comic artist Jacob Blackstock and his high school friend, journalist Jesse Brown. The service was originally envisioned as a means to allow anyone to create their own comic strip without needing artistic skills. Brown explained that "it's so difficult and time-consuming to tell a story in comic book form, drawing the same characters again and again in these tiny little panels, and just the amount of craftsmanship required. And even if you can do it well, which I never could, it takes years to make a story." Brown stated that the service would be "groundwork for a whole new way to communicate", and went as far as describing the service as being a "YouTube for comics". Blackstock explained that the concept of Bitstrips was influenced by his own use of comics as a form of socialization; a student, Blackstock and his friends drew comics featuring each other and shared them during classes. He felt that Bitstrips was a "medium for self-expression", stating that "It's not just about you making the comics, but since you and your friends star in these comics, it's like you're the medium. The visual nature of comics just speaks so much louder than text." The service was publicly unveiled at South by Southwest in 2008. In 2009, the service introduced a version oriented towards the educational market, Bitstrips for Schools, which was initially piloted at a number of schools in Ontario. The service was praised by educators for being engaging to students, especially within language classes. Brown noted that students were using the service to create comics outside of class as well, stating that it was "so gratifying and shocking what people do with your tool to make their own stories in ways that you never would have anticipated. Some of them are just brilliant." In December 2012, Bitstrips launched a version for Facebook; by July 2013, Bitstrips had 10 million unique users on Facebook, having created over 50 million comics. In October 2013, Bitstrips launched a mobile app; in two months, Bitstrips became a top-downloaded app in 40 countries, and over 30 million avatars had been created with it. In November 2013, Bitstrips secured a round of funding from Horizons Ventures and Li Ka-shing. In October 2014, Bitstrips launched Bitmoji, a spin-off app that allows users to create stickers featuring Bitstrips characters in various templates. In July 2016, following unconfirmed reports earlier in the year, Snapchat Inc. announced that it had acquired Bitstrips. The company's staff continue to operate out of Toronto, but the original Bitstrips comic service was shut down in favour of focusing exclusively on Bitmoji, leaving many Bitstrips users to call for a reboot of the comic service.

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  • Fyre (software)

    Fyre (software)

    Fyre, formerly de Jong Explorer, is a cross-platform tool for producing artwork based on histograms of iterated chaotic functions. It implements the Peter de Jong map in a fixed function pipeline through either a GTK GUI frontend, or a command line facility for easier rendering of high-resolution, high quality images. The program was renamed from de Jong Explorer to Fyre simply because 'It wasn't taken yet' and so that in the future, it could support more functions than just the standard Peter de Jong map. Fyre features a sidebar on the left to which the user can input the required variables and on the right is displayed the result of the equation. == Extra features == Additional image manipulation tools such as Gaussian blurs and Gamma controls are included in the program. The advantage to using them directly within Fyre is that the image accuracy and quality do not decline. Fyre features animation capabilities so that a user can link together several maps and create uncompressed AVIs from them. However, the uncompressed animation files are very large and so should be compressed with a separate tool, such as mencoder. == Peter de Jong Map == For most values of a,b,c and d the point (x,y) moves chaotically. The resulting image is a map of the probability that the point lies within the area represented by each pixel. Therefore, the longer that the user lets Fyre render for, the larger the probability map becomes and the more accurate the resulting image.

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  • Czekanowski distance

    Czekanowski distance

    The Czekanowski distance (sometimes shortened as CZD) is a per-pixel quality metric that estimates quality or similarity by measuring differences between pixels. Because it compares vectors with strictly non-negative elements, it is often used to compare colored images, as color values cannot be negative. This different approach has a better correlation with subjective quality assessment than PSNR. == Definition == Androutsos et al. give the Czekanowski coefficient as follows: d z ( i , j ) = 1 − 2 ∑ k = 1 p min ( x i k , x j k ) ∑ k = 1 p ( x i k + x j k ) {\displaystyle d_{z}(i,j)=1-{\frac {2\sum _{k=1}^{p}{\text{min}}(x_{ik},\ x_{jk})}{\sum _{k=1}^{p}(x_{ik}+x_{jk})}}} Where a pixel x i {\displaystyle x_{i}} is being compared to a pixel x j {\displaystyle x_{j}} on the k-th band of color – usually one for each of red, green and blue. For a pixel matrix of size M × N {\displaystyle M\times N} , the Czekanowski coefficient can be used in an arithmetic mean spanning all pixels to calculate the Czekanowski distance as follows: 1 M N ∑ i = 0 M − 1 ∑ j = 0 N − 1 ( 1 − 2 ∑ k = 1 3 min ( A k ( i , j ) , B k ( i , j ) ) ∑ k = 1 3 ( A k ( i , j ) + B k ( i , j ) ) ) {\displaystyle {\frac {1}{MN}}\sum _{i=0}^{M-1}\sum _{j=0}^{N-1}{\begin{pmatrix}1-{\frac {2\sum _{k=1}^{3}{\text{min}}(A_{k}(i,j),\ B_{k}(i,j))}{\sum _{k=1}^{3}(A_{k}(i,j)+B_{k}(i,j))}}\end{pmatrix}}} Where A k ( i , j ) {\displaystyle A_{k}(i,j)} is the (i, j)-th pixel of the k-th band of a color image and, similarly, B k ( i , j ) {\displaystyle B_{k}(i,j)} is the pixel that it is being compared to. == Uses == In the context of image forensics – for example, detecting if an image has been manipulated –, Rocha et al. report the Czekanowski distance is a popular choice for Color Filter Array (CFA) identification.

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  • Framebuffer

    Framebuffer

    A framebuffer (frame buffer, or sometimes framestore) is a portion of random-access memory (RAM) containing a bitmap that drives a video display. It is a memory buffer containing data representing all the pixels in a complete video frame. Modern video cards contain framebuffer circuitry in their cores. This circuitry converts an in-memory bitmap into a video signal that can be displayed on a computer monitor. In computing, a screen buffer is a part of computer memory used by a computer application for the representation of the content to be shown on the computer display. The screen buffer may also be called the video buffer, the regeneration buffer, or regen buffer for short. The phrase "screen buffer” refers to a logical function, while video memory refers to a hardware storage location. In particular, the screen buffer may be placed in the main RAM, the video memory, or some other hardware location. To reduce latency and avoid screen tearing, multiple frames can be buffered, and this technique is called multiple buffering. When this is so, at any time, only one frame would be visible, and the others would not be. The currently invisible frames are located in the off-screen buffer. The information in the buffer typically consists of color values for every pixel to be shown on the display. Color values are commonly stored in 1-bit binary (monochrome), 4-bit palettized, 8-bit palettized, 16-bit high color and 24-bit true color formats. An additional alpha channel is sometimes used to retain information about pixel transparency. The total amount of memory required for the framebuffer depends on the resolution of the output signal, and on the color depth or palette size. == History == Computer researchers had long discussed the theoretical advantages of a framebuffer but were unable to produce a machine with sufficient memory at an economically practicable cost. In 1947, the Manchester Baby computer used a Williams tube, later the Williams-Kilburn tube, to store 1024 bits on a cathode-ray tube (CRT) memory and displayed on a second CRT. Other research labs were exploring these techniques with MIT Lincoln Laboratory achieving a 4096 display in 1950. A color-scanned display was implemented in the late 1960s, called the Brookhaven RAster Display (BRAD), which used a drum memory and a television monitor. In 1969, A. Michael Noll of Bell Telephone Laboratories, Inc. implemented a scanned display with a frame buffer, using magnetic-core memory. A year or so later, the Bell Labs system was expanded to display an image with a color depth of three bits on a standard color TV monitor. The vector graphics used in the computer had to be converted for the scanned graphics of a TV display. In the early 1970s, the development of MOS memory (metal–oxide–semiconductor memory) integrated-circuit chips, particularly high-density DRAM (dynamic random-access memory) chips with at least 1 kb memory, made it practical to create, for the first time, a digital memory system with framebuffers capable of holding a standard video image. This led to the development of the SuperPaint system by Richard Shoup at Xerox PARC in 1972. Shoup was able to use the SuperPaint framebuffer to create an early digital video-capture system. By synchronizing the output signal to the input signal, Shoup was able to overwrite each pixel of data as it shifted in. Shoup also experimented with modifying the output signal using color tables. These color tables allowed the SuperPaint system to produce a wide variety of colors outside the range of the limited 8-bit data it contained. This scheme would later become commonplace in computer framebuffers. In 1974, Evans & Sutherland released the first commercial framebuffer, the Picture System, costing about $15,000. It was capable of producing resolutions of up to 512 by 512 pixels in 8-bit grayscale, and became a boon for graphics researchers who did not have the resources to build their own framebuffer. The New York Institute of Technology would later create the first 24-bit color system using three of the Evans & Sutherland framebuffers. Each framebuffer was connected to an RGB color output (one for red, one for green and one for blue), with a Digital Equipment Corporation PDP 11/04 minicomputer controlling the three devices as one. In 1975, the UK company Quantel produced the first commercial full-color broadcast framebuffer, the Quantel DFS 3000. It was first used in TV coverage of the 1976 Montreal Olympics to generate a picture-in-picture inset of the Olympic flaming torch while the rest of the picture featured the runner entering the stadium. The rapid improvement of integrated-circuit technology made it possible for many of the home computers of the late 1970s to contain low-color-depth framebuffers. Today, nearly all computers with graphical capabilities utilize a framebuffer for generating the video signal. Amiga computers, created in the 1980s, featured special design attention to graphics performance and included a unique Hold-And-Modify framebuffer capable of displaying 4096 colors. Framebuffers also became popular in high-end workstations and arcade system boards throughout the 1980s. SGI, Sun Microsystems, HP, DEC and IBM all released framebuffers for their workstation computers in this period. These framebuffers were usually of a much higher quality than could be found in most home computers, and were regularly used in television, printing, computer modeling and 3D graphics. Framebuffers were also used by Sega for its high-end arcade boards, which were also of a higher quality than on home computers. == Display modes == Framebuffers used in personal and home computing often had sets of defined modes under which the framebuffer can operate. These modes reconfigure the hardware to output different resolutions, color depths, memory layouts and refresh rate timings. In the world of Unix machines and operating systems, such conveniences were usually eschewed in favor of directly manipulating the hardware settings. This manipulation was far more flexible in that any resolution, color depth and refresh rate was attainable – limited only by the memory available to the framebuffer. An unfortunate side-effect of this method was that the display device could be driven beyond its capabilities. In some cases, this resulted in hardware damage to the display. More commonly, it simply produced garbled and unusable output. Modern CRT monitors fix this problem through the introduction of protection circuitry. When the display mode is changed, the monitor attempts to obtain a signal lock on the new refresh frequency. If the monitor is unable to obtain a signal lock or if the signal is outside the range of its design limitations, the monitor will ignore the framebuffer signal and possibly present the user with an error message. LCD monitors tend to contain similar protection circuitry, but for different reasons. Since the LCD must digitally sample the display signal (thereby emulating an electron beam), any signal that is out of range cannot be physically displayed on the monitor. == Color palette == Framebuffers have traditionally supported a wide variety of color modes. Due to the expense of memory, most early framebuffers used 1-bit (2 colors per pixel), 2-bit (4 colors), 4-bit (16 colors) or 8-bit (256 colors) color depths. The problem with such small color depths is that a full range of colors cannot be produced. The solution to this problem was indexed color, which adds a lookup table to the framebuffer. Each color stored in framebuffer memory acts as a color index. The lookup table serves as a palette with a limited number of different colors, while the rest is used as an index table. Here is a typical indexed 256-color image and its own palette (shown as a rectangle of swatches): In some designs, it was also possible to write data to the lookup table (or switch between existing palettes) on the fly, allowing dividing the picture into horizontal bars with their own palette and thus rendering an image that had a far wider palette. For example, viewing an outdoor shot photograph, the picture could be divided into four bars: the top one with emphasis on sky tones, the next with foliage tones, the next with skin and clothing tones, and the bottom one with ground colors. This required each palette to have overlapping colors, but, carefully done, allowed great flexibility. == Memory access == While framebuffers are commonly accessed via a memory mapping directly to the CPU memory space, this is not the only method by which they may be accessed. Framebuffers have varied widely in the methods used to access memory. Some of the most common are: Mapping the entire framebuffer to a given memory range. Port commands to set each pixel, range of pixels or palette entry. Mapping a memory range smaller than the framebuffer memory, then bank switching as necessary. The framebuffer organization may be packed pixel or planar. The framebuffer may be all

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  • Autonomous logistics

    Autonomous logistics

    Autonomous logistics describes systems that provide unmanned, autonomous transfer of equipment, baggage, people, information or resources from point-to-point with minimal human intervention. Autonomous logistics is a new area being researched and currently there are few papers on the topic, with even fewer systems developed or deployed. With web enabled cloud software there are companies focused on developing and deploying such systems which will begin coming online in 2018. == Autonomous logistics vehicles == There are several subclasses of autonomous logistics vehicles: Ground autonomous logistics Based on Unmanned ground vehicle technology, a large autonomous logistics tracked carrier, which can be deployed in a tropical forest for day and night, has been developed. Another example is the TerraMax autonomous truck based on Oshkosh's Medium Tactical Vehicle Replacement (MTVR) military truck platform. Most recently, TerraMax competed in the 2007 Darpa Urban Challenge. The MTVR was designed for the U.S. Marine Corps with a 70% off-road mission profile. TerraMax's unmanned ground vehicle kit does not interfere with the conventional operation of the vehicle. A robust sensor suite allows for 360-degree situational awareness around TerraMax. Elements of the autonomous navigation kit could be used to enhance driver awareness. The complete kit could be used in applications such as snow removal on airport runways. Aerial autonomous logistics Based on unmanned aerial vehicle technology, aerial autonomous logistics (or logistics UAVs) provides transfer of resources and equipment in disaster relief situations, replenishment operations, reconnaissance operations where information is gathered, and general parcel or package delivery. Space autonomous logistics Describes the ability to provide logistics to and from space, be that orbital, lunar or beyond. Current space logistics vehicle examples are the Progress spacecraft, Russian expendable freighter uncrewed resupply spacecraft and the Automated Transfer Vehicle, expendable uncrewed resupply spacecraft developed by the European Space Agency. Above Water autonomous logistics Based on unmanned surface vehicle technology, this class of vehicles provides a range of surface fleet replenishment and equipment transfer capabilities. Subsea autonomous logistics Using autonomous underwater vehicle technology, these vehicles provide re-supply to underwater facilities, reconnaissance of underwater structures, emergency recovery capability, and so on. == Agent-based logistics == Shipping containers handle most of today's intercontinental transport of packaged goods. Managing them in terms of planning and scheduling is a challenging task due to the complexity and dynamics of the involved processes. Hence, recent developments show an increasing trend towards autonomous control with software agents acting on behalf of the logistic objects. Despite the high degree of autonomy it is still necessary to cooperate in order to achieve certain goals. The current trends and recent changes in logistics lead to new, complex and partially conflicting requirements for logistic planning and control systems. Due to the distributed nature of logistics, the usage of agent technology is promising. Due to the mobile nature of logistics, the usage of mobile agent technology is promising as well. Scenarios of usage of mobile agents in logistics has been envisioned.

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