AI For Work Kore

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  • Graph cut optimization

    Graph cut optimization

    Graph cut optimization is a combinatorial optimization method applicable to a family of functions of discrete variables, named after the concept of cut in the theory of flow networks. Thanks to the max-flow min-cut theorem, determining the minimum cut over a graph representing a flow network is equivalent to computing the maximum flow over the network. Given a pseudo-Boolean function f {\displaystyle f} , if it is possible to construct a flow network with positive weights such that each cut C {\displaystyle C} of the network can be mapped to an assignment of variables x {\displaystyle \mathbf {x} } to f {\displaystyle f} (and vice versa), and the cost of C {\displaystyle C} equals f ( x ) {\displaystyle f(\mathbf {x} )} (up to an additive constant) then it is possible to find the global optimum of f {\displaystyle f} in polynomial time by computing a minimum cut of the graph. The mapping between cuts and variable assignments is done by representing each variable with one node in the graph and, given a cut, each variable will have a value of 0 if the corresponding node belongs to the component connected to the source, or 1 if it belong to the component connected to the sink. Not all pseudo-Boolean functions can be represented by a flow network, and in the general case the global optimization problem is NP-hard. There exist sufficient conditions to characterise families of functions that can be optimised through graph cuts, such as submodular quadratic functions. Graph cut optimization can be extended to functions of discrete variables with a finite number of values, that can be approached with iterative algorithms with strong optimality properties, computing one graph cut at each iteration. Graph cut optimization is an important tool for inference over graphical models such as Markov random fields or conditional random fields, and it has applications in computer vision problems such as image segmentation, denoising, registration and stereo matching. == Representability == A pseudo-Boolean function f : { 0 , 1 } n → R {\displaystyle f:\{0,1\}^{n}\to \mathbb {R} } is said to be representable if there exists a graph G = ( V , E ) {\displaystyle G=(V,E)} with non-negative weights and with source and sink nodes s {\displaystyle s} and t {\displaystyle t} respectively, and there exists a set of nodes V 0 = { v 1 , … , v n } ⊂ V − { s , t } {\displaystyle V_{0}=\{v_{1},\dots ,v_{n}\}\subset V-\{s,t\}} such that, for each tuple of values ( x 1 , … , x n ) ∈ { 0 , 1 } n {\displaystyle (x_{1},\dots ,x_{n})\in \{0,1\}^{n}} assigned to the variables, f ( x 1 , … , x n ) {\displaystyle f(x_{1},\dots ,x_{n})} equals (up to a constant) the value of the flow determined by a minimum cut C = ( S , T ) {\displaystyle C=(S,T)} of the graph G {\displaystyle G} such that v i ∈ S {\displaystyle v_{i}\in S} if x i = 0 {\displaystyle x_{i}=0} and v i ∈ T {\displaystyle v_{i}\in T} if x i = 1 {\displaystyle x_{i}=1} . It is possible to classify pseudo-Boolean functions according to their order, determined by the maximum number of variables contributing to each single term. All first order functions, where each term depends upon at most one variable, are always representable. Quadratic functions f ( x ) = w 0 + ∑ i w i ( x i ) + ∑ i < j w i j ( x i , x j ) . {\displaystyle f(\mathbf {x} )=w_{0}+\sum _{i}w_{i}(x_{i})+\sum _{i 0 {\displaystyle p>0} then w i j k ( x i , x j , x k ) = w i j k ( 0 , 0 , 0 ) + p 1 ( x i − 1 ) + p 2 ( x j − 1 ) + p 3 ( x k − 1 ) + p 23 ( x j − 1 ) x k + p 31 x i ( x k − 1 ) + p 12 ( x i − 1 ) x j − p x i x j x k {\displaystyle w_{ijk}(x_{i},x_{j},x_{k})=w_{ijk}(0,0,0)+p_{1}(x_{i}-1)+p_{2}(x_{j}-1)+p_{3}(x_{k}-1)+p_{23}(x_{j}-1)x_{k}+p_{31}x_{i}(x_{k}-1)+p_{12}(x_{i}-1)x_{j}-px_{i}x_{j}x_{k}} with p 1 = w i j k ( 1 , 0 , 1 ) − w i j k ( 0 , 0 , 1 ) p 2 = w i j k ( 1 , 1 , 0 ) − w i j k ( 1 , 0 , 1 ) p 3 = w i j k ( 0 , 1 , 1 ) − w i j k ( 0 , 1 , 0 ) p 23 = w i j k ( 0 , 0 , 1 ) + w i j k ( 0 , 1 , 0 ) − w i j k ( 0 , 0 , 0 ) − w i j k ( 0 , 1 , 1 ) p 31 = w i j k ( 0 , 0 , 1 ) + w i j k ( 1 , 0 , 0 ) − w i j k ( 0 , 0 , 0 ) − w i j k ( 1 , 0 , 1 ) p 12 = w i j k ( 0 , 1 , 0 ) + w i j k ( 1 , 0 , 0 ) − w i j k ( 0 , 0 , 0 ) − w i j k ( 1 , 1 , 0 ) . {\displaystyle {\begin{aligned}p_{1}&=w_{ijk}(1,0,1)-w_{ijk}(0,0,1)\\p_{2}&=w_{ijk}(1,1,0)-w_{ijk}(1,0,1)\\p_{3}&=w_{ijk}(0,1,1)-w_{ijk}(0,1,0)\\p_{23}&=w_{ijk}(0,0,1)+w_{ijk}(0,1,0)-w_{ijk}(0,0,0)-w_{ijk}(0,1,1)\\p_{31}&=w_{ijk}(0,0,1)+w_{ijk}(1,0,0)-w_{ijk}(0,0,0)-w_{ijk}(1,0,1)\\p_{12}&=w_{ijk}(0,1,0)+w_{ijk}(1,0,0)-w_{ijk}(0,0,0)-w_{ijk}(1,1

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  • Electronic kit

    Electronic kit

    An electronic kit is a package of electrical components used to build an electronic device. Generally, kits are composed of electronic components, a circuit diagram (schematic), assembly instructions, and often a printed circuit board (PCB) or another type of prototyping board. There are two types of kits. Some build a single device or system. Other types used for education demonstrate a range of circuits. These will include a solderless construction board of some type, such as: Components mounted in plastic blocks with side contacts, that are held together in a base, e.g. Denshi blocks Springs on a card board, the springs trap wire leads, or component leads, such as Philips EE electronic experiment kits. These are a cheap and flexible option Professional type prototyping boards, (breadboards) into which component leads are inserted, following documentation of the "kit". The first type of kit for constructing a single device normally uses a PCB on which components are soldered. They normally come with extended documentation describing which component goes where into the PCB. For advanced hobby projects, sometimes the kit may only consist of a printed circuit board and assembly instructions, and the purchaser may have to source all the parts independently; or, the vendor may provide hard-to-get or pre-programmed parts while expecting the purchaser to obtain the rest of the components. People primarily purchase electronic kits to have fun and learn how things work. They were once popular as a means to reduce the cost of buying goods, but there is usually no cost saving in buying a kit today. Some electronic kits were assembled to make complete complex devices such as color television sets, oscilloscopes, high-end audio amplifiers, amateur radio equipment, electric organs, and even computers such as the Heathkit H-8, and the LNW-80. Many of the early microprocessor computers were sold as either electronic kits or assembled and tested. Heathkit sold millions of electronic kits during its 45-year history. Home assembly of common consumer electronics items no longer provides a cost advantage over commercially manufactured and distributed devices. People still build kits for custom devices and special-purpose electronics for professional and educational use and as a hobby. Also emerging is a trend to simplify the complexity by providing preprogrammed or modular kits often provided by many suppliers online. The fun and thrill of making your own electronics have shifted, in many cases, from easy-to-comprehend applications and analog devices to more sophisticated digital devices. == Examples == The Altair 8800 (the first home computer) was also sold as a kit, as were the MK14, Sinclair ZX80, Sinclair ZX81 and Acorn Atom computers. Many S-100 bus system cards were sold only as kits. Building a Robot kit, most often with a micro controller inside, is now in fashion.

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  • HtmlUnit

    HtmlUnit

    HtmlUnit is a headless web browser written in Java. It allows high-level manipulation of websites from other Java code, including filling and submitting forms and clicking hyperlinks. It also provides access to the structure and the details within received web pages. HtmlUnit emulates parts of browser behaviour including the lower-level aspects of TCP/IP and HTTP. A sequence such as getPage(url), getLinkWith("Click here"), click() allows a user to navigate through hypertext and obtain web pages that include HTML, JavaScript, Ajax and cookies. This headless browser can deal with HTTPS security, basic HTTP authentication, automatic page redirection and other HTTP headers. It allows Java test code to examine returned pages either as text, an XML DOM, or as collections of forms, tables, and links. The goal is to simulate real browsers; namely Chrome, Firefox and Edge. The most common use of HtmlUnit is test automation of web pages, but sometimes it can be used for web scraping, or downloading website content. == Benefits == Provides high-level API, taking away lower-level details away from the user. Compared to other WebDriver implementations, HtmlUnitDriver is the fastest to implement. It can be configured to simulate a specific browser. == Drawbacks == Element layout and rendering can not be tested. The JavaScript support is not complete, which is one of the areas of ongoing enhancements. == Used technologies == W3C DOM HTTP connection, using Apache HttpComponents JavaScript, using forked Rhino HTML Parsing, NekoHTML CSS: using CSS Parser XPath support, using Xalan == Libraries using HtmlUnit == Selenium WebDriver Spring MVC Test Framework Google Web Toolkit tests WebTest Wetator

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  • Contact cleaner

    Contact cleaner

    Contact cleaner, also known as switch-cleaner, is any of various chemicals, or mixtures of chemicals, intended to remove or prevent the build-up of oxides or other unwanted substances on the conductive surfaces of connectors, switches, and other electronic components with moving surface-contacts, and thus reduce the contact resistance encountered. The use of contact cleaner can help to minimize the wetting current across a pair of contacts. An example of a simple contact cleaner is isopropyl alcohol Some contact cleaners are designed to evaporate completely and rapidly, leaving no residue. Others may contain lubricants. Lubricants themselves should not necessarily be used as contact cleaners, especially if they are designed to leave an unsuitable residue. However, appropriate lubricants may work well as contact cleaners.

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  • ObjectVision

    ObjectVision

    ObjectVision was a forms-based programming language and environment for Windows 3.x developed by Borland. The latest version, 2.1, was released in 1992. An ObjectVision application is composed by forms designed in a graphic way that contains objects and events to provide interactivity. Forms are connected together with logic in the form of decision trees. ObjectVision applications also can interact with databases using multiple engines, like Paradox and dBase. A finished project is saved as an OVD file, that is executed by an interpreted runtime that can be freely distributed. ObjectVision was not used broadly except in some niche segments, but the visual programming ideas were the basis for Borland Delphi.

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  • ISO/IEC 11801

    ISO/IEC 11801

    International standard ISO/IEC 11801 Information technology — Generic cabling for customer premises specifies general-purpose telecommunication cabling systems (structured cabling) that are suitable for a wide range of applications (analog and ISDN telephony, various data communication standards, building control systems, factory automation). It is published by ISO/IEC JTC 1/SC 25/WG 3 of the International Organization for Standardization (ISO) and the International Electrotechnical Commission (IEC). It covers both balanced copper cabling and optical fibre cabling. The standard was designed for use within commercial premises that may consist of either a single building or of multiple buildings on a campus. It was optimized for premises that span up to 3 km, up to 1 km2 office space, with between 50 and 50,000 persons, but can also be applied for installations outside this range. A major revision was released in November 2017, unifying requirements for commercial, home and industrial networks. == Classes and categories == The standard defines several link/channel classes and cabling categories of twisted-pair copper interconnects, which differ in the maximum frequency for which a certain channel performance is required: Class A: Up to 100 kHz using Category 1 cable and connectors Class B: Up to 1 MHz using Category 2 cable and connectors Class C: Up to 16 MHz using Category 3 cable and connectors Class D: Up to 100 MHz using Category 5e cable and connectors Class E: Up to 250 MHz using Category 6 cable and connectors Class EA: Up to 500 MHz using category 6A cable and connectors (Amendments 1 and 2 to ISO/IEC 11801, 2nd Ed.) Class F: Up to 600 MHz using Category 7 cable and connectors Class FA: Up to 1 GHz (1000 MHz) using Category 7A cable and connectors (Amendments 1 and 2 to ISO/IEC 11801, 2nd Ed.) Class BCT-B: Up to 1 GHz (1000 MHz) using with coaxial cabling for BCT applications. (ISO/IEC 11801-1, Edition 1.0 2017-11) Class I: Up to 2 GHz (2000 MHz) using Category 8.1 cable and connectors (ISO/IEC 11801-1, Edition 1.0 2017-11) Class II: Up to 2 GHz (2000 MHz) using Category 8.2 cable and connectors (ISO/IEC 11801-1, Edition 1.0 2017-11) The standard link impedance is 100 Ω. (The older 1995 version of the standard also permitted 120 Ω and 150 Ω in Classes A−C, but this was removed from the 2002 edition.) The standard defines several classes of optical fiber interconnect: OM1: Multimode, 62.5 μm core; minimum modal bandwidth of 200 MHz·km at 850 nm OM2: Multimode, 50 μm core; minimum modal bandwidth of 500 MHz·km at 850 nm OM3: Multimode, 50 μm core; minimum modal bandwidth of 2000 MHz·km at 850 nm OM4: Multimode, 50 μm core; minimum modal bandwidth of 4700 MHz·km at 850 nm OM5: Multimode, 50 μm core; minimum modal bandwidth of 4700 MHz·km at 850 nm and 2470 MHz·km at 953 nm OS1: Single-mode, maximum attenuation 1 dB/km at 1310 and 1550 nm OS1a: Single-mode, maximum attenuation 1 dB/km at 1310, 1383, and 1550 nm OS2: Single-mode, maximum attenuation 0.4 dB/km at 1310, 1383, and 1550 nm Grandfathered === OM5 === OM5 fiber is designed for wideband applications using SWDM multiplexing of 4–16 carriers (40G=4λ×10G, 100G=4λ×25G, 400G=4×4λ×25G) in the 850–953 nm range. === Category 7 === Class F channel and Category 7 cable are backward compatible with Class D/Category 5e and Class E/Category 6. Class F features even stricter specifications for crosstalk and system noise than Class E. To achieve this, shielding was added for individual wire pairs and the cable as a whole. Unshielded cables rely on the quality of the twists to protect from EMI. This involves a tight twist and carefully controlled design. Cables with individual shielding per pair such as Category 7 rely mostly on the shield and therefore have pairs with longer twists. The Category 7 cable standard was ratified in 2002, and primarily introduced to support 10 gigabit Ethernet over 100 m of copper cabling. Like the earlier standards, it contains four twisted copper wire pairs rated for transmission frequencies of up to 600 MHz. However, in 2006, Category 6A was ratified for Ethernet to allow 10 Gbit/s while still using the conventional 8P8C connector. Care is required to avoid signal degradation by mixing cable and connectors not designed for that use, however similar. Most manufacturers of active equipment and network cards have chosen to support the 8P8C for their 10 gigabit Ethernet products on copper and not GG45, ARJ45, or TERA connectors as Class F would have originally called for. Therefore, the Category 6 specification was revised to Category 6A to permit this use; products therefore require a Class EA channel (ie, Cat 6A). As of 2019, some equipment has been introduced which has connectors supporting the Class F (Category 7) channel. Note, however, that Category 7 is not recognized by the TIA/EIA. === Category 7A === Class FA (Class F Augmented) channels and Category 7A cables, introduced by ISO 11801 Edition 2 Amendment 2 (2010), are defined at frequencies up to 1000 MHz. The intent of the Class FA was to possibly support the future 40 gigabit Ethernet: 40GBASE-T. Simulation results have shown that 40 gigabit Ethernet may be possible at 50 meters and 100 gigabit Ethernet at 15 meters. In 2007, researchers at Pennsylvania State University predicted that either 32 nm or 22 nm circuits would allow for 100 gigabit Ethernet at 100 meters. However, in 2016, the IEEE 802.3bq working group ratified the amendment 3 which defines 25GBASE-T and 40GBASE-T on Category 8 cabling specified to 2000 MHz. The Class FA therefore does not support 40G Ethernet. As of 2025, there is no equipment that has connectors supporting the Class FA (Category 7A) channel. Category 7A is not recognized in TIA/EIA. === Category 8 === Category 8 was ratified by the TR43 working group under ANSI/TIA 568-C.2-1. It is defined up to 2000 MHz and only for distances up to 30 m or 36 m, depending on the patch cords used. ISO/IEC JTC 1/SC 25/WG 3 developed the equivalent standard ISO/IEC 11801-1:2017/COR 1:2018, with two options: Class I channel (Category 8.1 cable): minimum cable design U/FTP or F/UTP, fully backward compatible and interoperable with Class EA (Category 6A) using 8P8C connectors; Class II channel (Category 8.2 cable): F/FTP or S/FTP minimum, interoperable with Class FA (Category 7A) using TERA or GG45. == Abbreviations for twisted pairs == Annex E, Acronyms for balanced cables, provides a system to specify the exact construction for both unshielded and shielded balanced twisted pair cables. It uses three letters—U for unshielded, S for braided shielding, and F for foil shielding—to form a two-part abbreviation in the form of xx/xTP, where the first part specifies the type of overall cable shielding, and the second part specifies shielding for individual cable elements. Common cable types include U/UTP (unshielded cable); U/FTP (individual pair shielding without the overall screen); F/UTP, S/UTP, or SF/UTP (overall screen without individual shielding); and F/FTP, S/FTP, or SF/FTP (overall screen with individual foil shielding). == 2017 edition == In November 2017, a new edition was released by ISO/IEC JTC 1/SC 25 "Interconnection of information technology equipment" subcommittee. It is a major revision of the standard which has unified several prior standards for commercial, home, and industrial networks, as well as data centers, and defines requirements for generic cabling and distributed building networks. The new series of standards replaces the former 11801 standard and includes six parts: == Versions == ISO/IEC 11801:1995 (Ed. 1) ISO/IEC 11801:2000 (Ed. 1.1) – Edition 1, Amendment 1 ISO/IEC 11801:2002 (Ed. 2) ISO/IEC 11801:2008 (Ed. 2.1) – Edition 2, Amendment 1 ISO/IEC 11801:2010 (Ed. 2.2) – Edition 2, Amendment 2 ISO/IEC 11801-1:2017, -1:2017/Cor 1:2018, -2:2017, -3:2017, -3:2017/Amd 1:2021, -3:2017/Cor 1:2018, -4:2017, -4:2017/Cor 1:2018, -5:2017, -5:2017/Cor 1:2018, -6:2017, -6:2017/Cor 1:2018 (As of September 2023, this set is current.)

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  • Hyperscale computing

    Hyperscale computing

    In computing, hyperscale is the ability of an architecture to scale appropriately as increased demand is added to the system. This typically involves the ability to seamlessly provide and add computing, memory, networking, and storage resources to a given node or set of nodes that make up a larger computing, distributed computing, or grid computing environment. Hyperscale computing is necessary in order to build a robust and scalable cloud, big data, map reduce, or distributed storage system and is often associated with the infrastructure required to run large distributed sites such as Google, Facebook, Twitter, Amazon, Microsoft, IBM Cloud, Oracle Cloud, or Cloudflare. Companies like Ericsson, AMD, and Intel provide hyperscale infrastructure kits for IT service providers. Companies like Scaleway, Switch, Alibaba, IBM, QTS, Neysa, Digital Realty Trust, Equinix, Oracle, Meta, Amazon Web Services, SAP, Microsoft, Google, and Cloudflare build data centers for hyperscale computing. Such companies are sometimes called "hyperscalers". They are recognized for their massive scale in cloud computing and data management, operating in environments that require extensive infrastructure to accommodate large-scale data processing and storage.

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  • Digital history

    Digital history

    Digital history is the use of digital media to further historical analysis, presentation, and research. It is a branch of the digital humanities and an extension of quantitative history, cliometrics, and computing. Digital history is commonly known as digital public history, concerned primarily with engaging online audiences with historical content, or digital research methods, that further academic research. Digital history outputs include: digital archives, online presentations, data and information visualizations, interactive maps, timelines, audio files, and virtual worlds. These outputs are designed to enhance accessibility to users, facilitating engagement with historical content. Recent digital history projects focus on creativity, collaboration, and technical innovation, text mining, corpus linguistics, network analysis, 3D modeling, and big data analysis. By utilizing these resources, the user can rapidly develop new analyses that can link to, extend, and bring to life existing histories. == History == Rooted in earlier social science history work, particularly around the history of enslavement in the United States, early digital history in the 1960s and 70s focused on using computers to conduct quantitative analyses, primarily of demographic and social history data - censuses, election returns, city directories, and other tabular or countable data. - with the aim of producing defensible research findings These early computers could be programmed to conduct statistical analyses of these records, creating tallies, or seeking trends across records. This research into historical demography was rooted in the rise of social history as a field of historical interest. The historians involved in this work sought to quantify past societies, to come to new conclusions about communities and population. Computers proved capable tools for that type of work. By the late 1970s younger historians turned to cultural studies, most of these studies involved online databases that were checked by Professionals in Great Britain about once a year. The outpouring of quantitative studies by established scholars continued. Since then, quantitative history and cliometrics have been used primarily by historically minded economists and political scientists. In the late 1980s quantifiers founded the Association for History and Computing. This movement provided some of the impetus for the rise of digital history in the 1990s. The more recent roots of digital history were in software rather than online networks. In 1982, the Library of Congress embarked on its Optical Disk Pilot Project, which placed text and images from its collection on to laserdiscs and CD-ROMs. The library started offering online exhibits in 1992 when it launched Selected Civil War Photographs. In 1993, Roy Rosenzweig, along with Steve Brier and Josh Brown, produced their award-winning CD-ROM Who Built America? From the Centennial Exposition of 1876 to the Great War of 1914, designed for Apple, Inc. that integrated images, text, film and sound clips, displayed in a visual interface that supported a text narrative. Among the earliest online digital history projects were The Heritage Project of the University of Kansas, and medieval historian Dr. Lynn Nelson's World History Index and History Central Catalogue. Another was The Valley of the Shadow, conceived in 1991 by current University of Richmond professor of humanities and president emeritus, Edward L. Ayers, who was then at the University of Virginia. The Institute for Advanced Technology in the Humanities (IATH) at the University of Virginia adopted the Valley Project and partnered with IBM to collect and transcribe historical sources into digital files. The project collected data related to Augusta County in Virginia and Franklin County in Pennsylvania during the American Civil War. In 1996, William G. Thomas III joined Ayers on the Valley Project. Together, they produced an online article entitled "The Differences Slavery Made: A Close Analysis of Two American Communities," which also appeared in The American Historical Review in 2003. A CD-ROM also accompanied the Valley Project, published by W. W. Norton and Company in 2000. Rosenzweig, who died October 11, 2007, founded the Center for History and New Media (CHNM) at George Mason University in 1994. Today, CHNM boasts several digital tools available to historians, such as Zotero, Omeka or Tropy. In 1997, Ayers and Thomas used the term "digital history" when they proposed and founded the Virginia Center for Digital History (VCDH) at the University of Virginia, the earliest center devoted exclusively to history. Several other institutions promoting digital history include the Center for Humane Arts, Letters, and Social Sciences Online (MATRIX) at Michigan State University, Maryland's Institute for Technology in the Humanities, and the Center for Digital Research in the Humanities at the University of Nebraska. In 2004, Emory University launched Southern Spaces, a "peer-reviewed Internet journal and scholarly forum" examining the history of the South. == Applications == There are many potential benefits to the use of digital history when combined with traditional historical methods. Some of these applications include: Combining traditional historical methods and new research methods in order to come to new conclusions. Using different tools to extract and analyse larger amounts of data that would not be manageable otherwise. Create models and maps of data extracted to create a visualisation of the data. Data extracted and analysed can be placed alongside existing historiography to increase combined historical knowledge. By adding new research methods to existing historical method, historians can benefit greatly from the ability to work with larger amounts of data and develop new interpretations from this. == Notable Projects == The collaborative nature of most digital history endeavors has meant that the discipline has developed primarily at institutions with the resources to sponsor content research and technical innovation. Two of the first centers, George Mason University's Center for History and New Media and the Virginia Center for Digital History at the University of Virginia have been among the leaders in the development of digital history projects and the education of digital historians. Some of the noteworthy projects emerging from these pioneering centers are The Geography of Slavery, The Texas Slavery Project, and The Countryside Transformed at VCDH and Liberty, Equality, Fraternity: Exploring the French Revolution and The Lost Museum at the CHNM. In each of these projects, mediated archives holding multiple types of sources are combined with digital tools to analyze and illuminate an historical question to a varying degree; this integration of content and tools with analysis is one of the hallmarks of digital history—projects move beyond archives or collections and into scholarly analysis and the use of digital tools to develop that analysis. The differences between the ways projects incorporate these integrations are a measure of the development of the field and point to the ongoing debates over what digital history can and should be. While many of the projects at VCDH, CHNM, and other university's centers have been geared towards academics and post-secondary education, the University of Victoria (British Columbia), in conjunction with the Université de Sherbrooke and the Ontario Institute for Studies in Education at the University of Toronto, has created as series of projects for all ages, "Great Unsolved Mysteries in Canadian History." Laden with instructional aids, this site asks teachers to introduce students to historical research methods to help them develop analytical skills and a sense of the complexities of their national history. Issues of race, religion, and gender are addressed in carefully constructed modules that cover incidents in Canadian history from Viking exploration through the 1920s. One of the original co-creators of the project, John Lutz has also developed Victoria's Victoria with the University of Victoria and Malaspina University-College. In addition to Ayers, Thomas, Lutz, and Rosenzweig, numerous other individual scholars work with digital history techniques and have made and/or continue to make important contributions to the field. Robert Darnton's 2000 article, "An Early Information Society: News and the Media in Eighteenth-Century Paris" was supplemented with electronic resources and is an early model of the discussions around digital history and its future in the humanities. One of the first major digital projects to be reviewed by the American Historical Review (AHR) was Philip Ethington's "Los Angeles and the Problem of Urban Historical Knowledge"—a multimedia exploration of changes to Los Angeles' physical profile over the course of several decades. In this essay, he also expresses his beliefs that historians have major power in

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  • Jeremy Renner Official

    Jeremy Renner Official

    Jeremy Renner Official (or Jeremy Renner on the Google Play Store) was a mobile app created by American actor Jeremy Renner. He created the app in March 2017 to hear the input and comments of his fans. The app was shut down in September 2019 in part due to the frequent bullying and trolling that the platform had experienced. The app featured optional microtransactions, with some ranging up to roughly US$400 despite the app itself being free. Upon shutting down the app, Renner issued a mass-refund for the collectible "stars" in the app for purchases made within the last ninety days, from the day the announcement was posted. He then posted an apology to the app itself, and the app was deleted from both the Google Play Store and the App Store shortly after. == Usage == Upon downloading the app, the user was faced with a video of Renner speaking about his fans and superfans, regular giveaways, and real-life updates. While the app was active, Renner posted regular questions and comments for fans. Renner occasionally livestreamed about his work and day-to-day life. The community developed to include memes, selfies, and a "Happy Rennsday" event on Wednesdays. == History == === 2017–2019 === The app launched in March 2017 with a promotional contest. Renner's fans were encouraged to download the app and create comments about being Renner's biggest fan; Renner would then choose a winner and transport the winner and a guest to have lunch with him at the Calgary Expo. In the first few months Renner teased behind-the-scenes of projects he was working on, which he now sporadically does on Instagram. The app was similarly designed to Instagram as well, with a near identically styled layout. Around midway through 2019, a hoax account of Renner was made to mock the celebrity, joking about masturbating to porn and defending another hoax account of Casey Anthony. FastCompany wrote extensively about Renner's app in April 2019, calling it "a surprising new kind of social media". The Ringer stated "Jeremy Renner's Jeremy Renner app is the Jeremy Renner of apps." === After deletion (2019–2020) === After the shutdown of the app, a comedy-based pseudo-app with modular endings was released, called "The Jeremy Renner App Experience", in which the player plays as Jeremy Renner on the day of the Jeremy Renner Official app's shutdown. The app details several different choices on how Renner handles the situation. A six-part podcast was also created to mock the app's deletion, called The Renner Files, featuring Carolyn Goldfarb and Sarah Ramos. == Controversies == === Marketing === One of the main controversies of Renner's app was its marketing. The app's developers, Escapex, specialized in and grew famous for making similar monetized apps for celebrities. The marketing campaign was based on direct contact with Renner, whose chances were increased with regular payments for "stars", although very few encounters seemed to happen with Renner himself. The multiple problems with the app led the CEO of Escapex, Sephi Shapira, to call the app a "freak situation", and added "Am I concerned about this? Not more than I'm concerned about 50 other things I'm dealing with as a startup company." Along with the marketing failures, the app was seen as misrepresenting itself as seemingly erotic with some advertisements featuring Renner suggestively staring at the camera, despite the actual app being initially considered safe for children. === Harassment === After its release in 2017, the app was met with waves of harassment and bullying by many users on the app, most frequently by using impersonation — referenced in Renner's apology/deletion notice. Some death threats were made across the app by fraud accounts pretending to be several controversial celebrities, including O. J. Simpson and Casey Anthony. As early as October 2017, there were claims of censorship, bullying, and "contest-rigging". In September 2019, comedian Stefan Heck publicized his discovery of the fact that replies through the app appeared as if they were sent by Renner himself in push notifications. After several users abused this feature, Renner asked Escapex to shut down the app.

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  • The Big Book of Social Media

    The Big Book of Social Media

    The Big Book of Social Media: Case Studies, Stories, Perspectives, released in November 2010 by Yorkshire Publishing, is a compilation of non-fiction articles and chapters written by social media experts in their respective fields and edited by Robert Fine, organizer of the Cool Social Conferences World Tour and founder of Cool Blue Press, with a foreword by Sam Feist, political director for CNN. == Synopsis == The publisher, on its site, summed up the book as, "Not business. Not marketing. This is an idea book." And an article in Business Insider described the book as bringing "the social back into social media." == Contributors == Contributing authors include: Alan Rosenblatt, Alane Anderson, Alecia Dantico, Alex Priest, Alfred Naranjo, Becky Carroll, Carri Bugbee, Cathy Scott, Colleen Crinklaw, Constantine Markides, Cordelia Mendoza, Craig Kanalley, Dave Ingland, Eric Andersen, Eric Brown, Gary Zukowski, Haja Rasambainarivo, Jennifer Kaplan, Kari Quaas, Lauri Stevens, Lev Ekster, Mark Stelzner, Matthew Felling, Matt Stewart, Melani Gordon, Michael Bourne, Michele Mattia, Mirna Bard, Neal Schaffer, Nic Evans, Noaf Ereiqat, Pek Pongpaet, Perri Gorman, Phil Baumann, Regina Holliday, Rory Cooper, Sam Feist, Shashi Bellamkonda, Shrinath Navghane, Steve Pratt, Ted Nguyen, Todd Schnick, Tonia Ries, Wayne Burke, as well as Robert Fine. In December 2011, some of the contributing authors organized "Tweet It Forward," a holiday charity fundraiser, with net proceeds benefitting the Food Bank for New York City. == Reception == Reviewer Mike Brown wrote on the Brainzooming blog that the book goes "beyond the valueless chatter out there; it provides solid discussions of real-life social media strategy implementations that have truly integrated organizational objectives and delivered real metrics." And Tech Cocktail wrote it in its review, "Through a collection of entertaining anecdotes and insightful marketing agendas, one sees what social media is truly all about and how it is revolutionizing the communications industry." In 2011, at the SXSW social media festival in Austin, Texas, Fine launched Cool Blue Press and reintroduced The Big Book of Social Media, with plans, he told a reporter from the Washington Examiner, for other new media books and publishing projects, including The Social Media Monthly magazine. The book was reviewed in 2012 by SAGE Publications for its Journalism and Mass Communication Educator magazine. It is also cited in several books and journals. === Awards === The book was a winner in the 4th Annual Reader's Choice "Small Business Book Awards" for 2011. Windmill Networking named it the Top 15 recommended social media books of 2010.

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  • Asynchronous module definition

    Asynchronous module definition

    Asynchronous module definition (AMD) is a specification for the programming language JavaScript. It defines an application programming interface (API) that defines code modules and their dependencies, and loads them asynchronously if desired. Implementations of AMD provide the following benefits: Website performance improvements. AMD implementations load smaller JavaScript files, and then only when they are needed. Fewer page errors. AMD implementations allow developers to define dependencies that must load before a module is executed, so the module does not try to use outside code that is not available yet.... In addition to loading multiple JavaScript files at runtime, AMD implementations allow developers to encapsulate code in smaller, more logically-organized files, in a way similar to other programming languages such as Java. For production and deployment, developers can concatenate and minify JavaScript modules based on an AMD API into one file, the same as traditional JavaScript. AMD provides some CommonJS interoperability. It allows for using a similar exports and require() interface in the code, although its own define() interface is more basal and preferred. The AMD specification is implemented by Dojo Toolkit, RequireJS, and other libraries.

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  • Greedy embedding

    Greedy embedding

    In distributed computing and geometric graph theory, greedy embedding is a process of assigning coordinates to the nodes of a telecommunications network in order to allow greedy geographic routing to be used to route messages within the network. Although greedy embedding has been proposed for use in wireless sensor networks, in which the nodes already have positions in physical space, these existing positions may differ from the positions given to them by greedy embedding, which may in some cases be points in a virtual space of a higher dimension, or in a non-Euclidean geometry. In this sense, greedy embedding may be viewed as a form of graph drawing, in which an abstract graph (the communications network) is embedded into a geometric space. The idea of performing geographic routing using coordinates in a virtual space, instead of using physical coordinates, is due to Rao et al. Subsequent developments have shown that every network has a greedy embedding with succinct vertex coordinates in the hyperbolic plane, that certain graphs including the polyhedral graphs have greedy embeddings in the Euclidean plane, and that unit disk graphs have greedy embeddings in Euclidean spaces of moderate dimensions with low stretch factors. == Definitions == In greedy routing, a message from a source node s to a destination node t travels to its destination by a sequence of steps through intermediate nodes, each of which passes the message on to a neighboring node that is closer to t. If the message reaches an intermediate node x that does not have a neighbor closer to t, then it cannot make progress and the greedy routing process fails. A greedy embedding is an embedding of the given graph with the property that a failure of this type is impossible. Thus, it can be characterized as an embedding of the graph with the property that for every two nodes x and t, there exists a neighbor y of x such that d(x,t) > d(y,t), where d denotes the distance in the embedded space. == Graphs with no greedy embedding == Not every graph has a greedy embedding into the Euclidean plane; a simple counterexample is given by the star K1,6, a tree with one internal node and six leaves. Whenever this graph is embedded into the plane, some two of its leaves must form an angle of 60 degrees or less, from which it follows that at least one of these two leaves does not have a neighbor that is closer to the other leaf. In Euclidean spaces of higher dimensions, more graphs may have greedy embeddings; for instance, K1,6 has a greedy embedding into three-dimensional Euclidean space, in which the internal node of the star is at the origin and the leaves are a unit distance away along each coordinate axis. However, for every Euclidean space of fixed dimension, there are graphs that cannot be embedded greedily: whenever the number n is greater than the kissing number of the space, the graph K1,n has no greedy embedding. == Hyperbolic and succinct embeddings == Unlike the case for the Euclidean plane, every network has a greedy embedding into the hyperbolic plane. The original proof of this result, by Robert Kleinberg, required the node positions to be specified with high precision, but subsequently it was shown that, by using a heavy path decomposition of a spanning tree of the network, it is possible to represent each node succinctly, using only a logarithmic number of bits per point. In contrast, there exist graphs that have greedy embeddings in the Euclidean plane, but for which any such embedding requires a polynomial number of bits for the Cartesian coordinates of each point. == Special classes of graphs == === Trees === The class of trees that admit greedy embeddings into the Euclidean plane has been completely characterized, and a greedy embedding of a tree can be found in linear time when it exists. For more general graphs, some greedy embedding algorithms such as the one by Kleinberg start by finding a spanning tree of the given graph, and then construct a greedy embedding of the spanning tree. The result is necessarily also a greedy embedding of the whole graph. However, there exist graphs that have a greedy embedding in the Euclidean plane but for which no spanning tree has a greedy embedding. === Planar graphs === Papadimitriou & Ratajczak (2005) conjectured that every polyhedral graph (a 3-vertex-connected planar graph, or equivalently by Steinitz's theorem the graph of a convex polyhedron) has a greedy embedding into the Euclidean plane. By exploiting the properties of cactus graphs, Leighton & Moitra (2010) proved the conjecture; the greedy embeddings of these graphs can be defined succinctly, with logarithmically many bits per coordinate. However, the greedy embeddings constructed according to this proof are not necessarily planar embeddings, as they may include crossings between pairs of edges. For maximal planar graphs, in which every face is a triangle, a greedy planar embedding can be found by applying the Knaster–Kuratowski–Mazurkiewicz lemma to a weighted version of a straight-line embedding algorithm of Schnyder. The strong Papadimitriou–Ratajczak conjecture, that every polyhedral graph has a planar greedy embedding in which all faces are convex, remains unproven. === Unit disk graphs === The wireless sensor networks that are the target of greedy embedding algorithms are frequently modeled as unit disk graphs, graphs in which each node is represented as a unit disk and each edge corresponds to a pair of disks with nonempty intersection. For this special class of graphs, it is possible to find succinct greedy embeddings into a Euclidean space of polylogarithmic dimension, with the additional property that distances in the graph are accurately approximated by distances in the embedding, so that the paths followed by greedy routing are short.

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  • Texture artist

    Texture artist

    A texture artist is an individual who develops textures for digital media, usually for video games, movies, web sites and television shows or things like 3D posters. These textures can be in the form of 2D or (rarely) 3D art that may be overlaid onto a polygon mesh to create a realistic 3D model. Texture artists often take advantage of web sites for the purposes of marketing their art and self-promotion of their skills with the goal of gaining employment from a professional game studio or to join a team working on a "mod" (modification) of an existing game in hopes of establishing industry or trade credentials.

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  • Media Block

    Media Block

    A Media Block or Integrated Media Block (IMB) is a component in a digital cinema projection system. Its purpose is to convert the Digital Cinema Package (DCP) content into data that ultimately produces picture and sound in a theater in compliance with DCI anti-piracy encryption requirements. == Terminology == DCI specification allows for two different security system architectures. In the first the Media Block is outside of the projector. This design is simply referred to as a "Media Block" and is typically a device attached directly to the motherboard of a Digital Cinema server. The media block is usually connected to the projector by dual-link SDI cables. Such media block is limited to processing 2K output, downscaling 4K DCPs if necessary. The second architecture describes an "Integrated Media Block". This refers to a device attached and integrated directly into the projector, which receives image data from the server, usually via a cat6 Ethernet connection. They can process 2K and 4K output. Some hardware implementations integrate the entire server on a single board and are able to work both as a MB as well as an IMB. == Security features == All security functions are contained within a Secure Processing Block (SPB), a tamper-proof physical device. Upon ingestion into a DCP server, Key Delivery Messages (KDM) are stored on flash memory in the media block or IMB. A KDM is written to enable the playback of a specific DCP during a specific time window and on a specific media block or IMB, identified by its serial number during the authoring process. Media blocks and IMBs also contain a secure clock that is set in the factory cannot be altered by the end user, which the DCP servers to which they are attached use to determine showtimes. The secure clock prevents theaters from showing encrypted movies outside the times authorized by the KDM (e.g. after it has expired) by simply changing the date and time in the server's BIOS. Media blocks and IMBs also typically include anti-tamper devices, designed to self-destruct the unit if unauthorized modification of its hardware, software or secure clock is attempted.

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  • Computer aided transceiver

    Computer aided transceiver

    Computer aided transceiver (CAT) is a non-generic serial protocol used by radio amateurs for (remotely) controlling a transceiver radio receiver equipment using a computer. Conventional transmitters are manually controlled and used to transmit voice using buttons, dials, etc. However, advances in electronics have come to market devices that can be controlled by a computer and allow digital modes such as packet radio and also the use of satellite tracking, because it can continuously change the device's frequency according to the Doppler effect. This is done by connecting a Radio receiver and a PC using a CAT interface and a CAT Program Additionally, CAT interfaces can also be used to position tracking antennas, in controllers. As a satellite moves overhead. A CAT interface is a piece of hardware that connects the PC and radio that provides a connection to allows the radio and the PC to communicate with each other. The CAT interface provides the signals to and fro via correct voltage levels and in the case of a Universal Serial Bus (USB) CAT interface it requires a "protocol" for communication but communication itself is down to the radio and the software on the PC. Software that may be called a CAT program allows a radio to be controlled through the PC. Changes made on the radio through user interactions on the CAT Program are (generally) shown on the PC's screen. The functionality of CAT equipment (software & interface) depends on the radio and what features the software writers included in the CAT software. Modern radio systems do have more CAT functionality If you run a logging program that supports CAT, then that software may take advantage of the CAT system by retrieving information from the radio to help fill in log details, such as the frequency that the contact was made. CAT is also useful on many radios where there are many sub-menus in the radios menu system, and many of the sub-menu items can be easily changed via the PC. On many HF radios, the CAT system is also used to program the memories on the radio, but you would need to use appropriate programming software. A CAT interface does not receive or transmit any DATA mode, that is the purpose of a DATA interface. Although, both may be used at the same time with the correct CAT Equipment. DATA modes, and getting audio to and from the PC is the function of a DATA interface. A completely different thing but it is easier and more useful when CAT and DATA are used at the same time. Wouldn't it be nice to have an interface that could operate Frequency-shift keying (FSK), Audio FSK (AFSK), (real) Morse Code (CW), with a CAT interface and its own sound card..... (eg. The DigiMaster Pro3).

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