AI News and Guides

Explore the best AI News and Guides — independent reviews, comparisons, pricing and step-by-step how-to guides, curated by Aizhi.

  • Scanimate

    Scanimate

    Scanimate is an analog computer animation (video synthesizer) system created by Lee Harrison III of Denver, Colorado. Harrison had developed its predecessor, ANIMAC, which generated used a motion capture system, based on a body suit with potentiometers. In contrast, Scanimate included TV technology. Scanimate's successor was called Caesar, and used a digital computer to control the analog system. The eight Scanimate systems were used to produce much of the video-based animation seen on television between most of the 1970s and early 1980s in commercials, promotions, and show openings. One of the major advantages the Scanimate system had over film-based animation and computer animation was the ability to create animations in real time. The speed with which animation could be produced on the system because of this, as well as its range of possible effects, helped it to supersede film-based animation techniques for television graphics. By the mid-1980s, it was superseded by digital computer animation, which produced sharper images and more sophisticated 3D imagery. Animations created on Scanimate and similar analog computer animation systems have a number of characteristic features that distinguish them from film-based animation: the motion is extremely fluid, using all 60 fields per second (in NTSC format video) or 50 fields (in PAL format video) rather than the 24 frames per second that film uses; the colors are much brighter and more saturated; and the images have a very "electronic" look that results from the direct manipulation of video signals through which the Scanimate produces the images. == How it works == A special high-resolution (around 945 lines) monochrome camera records high-contrast artwork. The image is then displayed on a high-resolution screen. Unlike a normal monitor, its deflection signals are passed through a special analog computer that enables the operator to bend the image in a variety of ways. The image is then shot from the screen by either a film camera or a video camera. In the case of a video camera, this signal is then fed into a colorizer, a device that takes certain shades of grey and turns it into color as well as transparency. The idea behind this is that the output of the Scanimate itself is always monochrome. Another advantage of the colorizer is that it gives the operator the ability to continuously add layers of graphics. This makes possible the creation of very complex graphics. This is done by using two video recorders. The background is played by one recorder and then recorded by another one. This process is repeated for every layer. This requires very high-quality video recorders (such as both the Ampex VR-2000 or IVC's IVC-9000 of Scanimate's era, the IVC-9000 being used quite frequently for Scanimate composition due to its very high generational quality between re-recordings). == Current usage == Two of the Scanimates are still in use at ZFx studios in Asheville, North Carolina. The original "Black Swan" R&D machine has been updated with more modern power supplies and can produce material in standard or 1080P high definition video. The "white Pearl" machine is the last one produced and is being kept in its original configuration for historical purposes by David Sieg at ZFx inc. The machines are installed in a working production environment with Grass Valley switchers, Kaleidoscope digital video effects systems, and Accom digital disk recorders for layering. == Use in television, music and films == === Music videos === Let's Groove by Earth, Wind & Fire Get Down on It by Kool & the Gang Blame It on the Boogie by The Jacksons Knock on Wood by Amii Stewart Popcorn Love by New Edition === TV programs/movies === === TV channels/home video/TV productions ===

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  • Europa-Lehrmittel

    Europa-Lehrmittel

    The Verlag Europa-Lehrmittel Nourney, Vollmer GmbH & Co. KG (English: European educational media), based in Haan (district Gruiten) near Düsseldorf, Germany, develops educational media for vocational training and further education as used in vocational schools, universities, companies and further education institutions for industrial-technical, business, social, health as well as gastronomic professions. The contents are delivered in print as well as in digital formats, including offered as apps, simulations, software and through an exam preparation portal. The publisher has its own digital learning platform, the Europathek. General partner is Nourney, Vollmer & Co. GmbH, a school and specialist book publisher. == History == The publishing house was founded in Wuppertal in 1948, when the first books were published. In Eislingen/Fils a construction office was set up to create the technical drawings for the textbooks - today the drawing office of the publisher in Ostfildern. A little over 40 years later, in 1989, a new company building was built in Haan-Gruiten. In 1997, Europa-Lehrmittel acquired the Fachbuchverlag Pfanneberg with its program aimed at gastronomic professions. Further program expansions in vocational training were realized by adding titles of the publishing houses Lau, Gerber, Pluspunkt, parts of the Verlag Handwerk und Technik program and that of the Gildebuchverlag. In 2013, the scientific and technical university titles of Verlag Harri Deutsch were taken over, including the bestselling "Handbook of Mathematics" by Ilya Nikolaevich Bronstein and Konstantin Adolfovic Semendyayev. In addition, Europa-Lehrmittel's first exam apps appeared. In 2017, the publisher introduced its own digital learning platform named Europathek. The Prüfungsdoc (English: Examination Doc) platform, which enables targeted online preparation for exams, went online the same year. In 2018, the titles of the Düsseldorf publishing house SOL for self-organized learning were incorporated into Europa-Lehrmittel's program. == Program == The program meanwhile includes well over 2000 print and digital publications, including specialist titles on metal technology, automotive and electrical engineering (like "Tabellenbuch Metall" (English: Metal Book of Tables)), on business administration, as well as works for the gastronomic profession (e.g. "Der junge Koch" (English: The Young Cook)). Many titles also appear as licensed editions in over 20 different languages on all continents. All contents are presented in an annual catalog, on the website, in schools, in companies, and at trade fairs and congresses. The publisher is a member of the Deutscher Hauswirtschaftsrat. == Digital educational media == Europathek: In addition to digital books, Europathek also provides media packages, additional materials and e-learning contents. The online contents of the 'media shelf' can be used per web browser. There are also software versions and apps for offline use, with the help of which the obtained titles can be viewed after downloading. Prüfungsdoc (English: Examination Doc): Prüfungsdoc offers web-based learning, practice and repetition to prepare for the intermediate and final examinations. This includes simulations of the exams with direct evaluation of the results.

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  • Digital asset

    Digital asset

    A digital asset is anything that exists only in digital form and comes with a distinct usage right or distinct permission for use. Data that do not possess those rights are not considered assets. Digital assets include, but are not limited to: digital documents, audio content, motion pictures, and other relevant digital data currently in circulation or stored on digital appliances, such as personal computers, laptops, portable media players, tablets, data storage devices, and telecommunication devices. This encompasses any apparatus that currently exists or will exist as technology progresses to accommodate the conception of new modalities capable of carrying digital assets. This holds true regardless of the ownership of the physical device on which the digital asset is located. == Types == Types of digital assets include, but are not limited to: software, photography, logos, illustrations, animations, audiovisual media, presentations, spreadsheets, digital paintings, word documents, electronic mails, websites, and various other digital formats with their respective metadata. The number of different types of digital assets is exponentially increasing due to the rising number of devices that leverage these assets, such as smartphones, serving as conduits for digital media. In Intel's presentation at the 'Intel Developer Forum 2013,' they introduced several new types of digital assets related to medicine, education, voting, friendships, conversations, and reputation, among others. == Digital asset management system == A digital asset management (DAM) is an integrated structure that combines software, hardware, and/or other services to manage, store, ingest, organize, and retrieve digital assets. These systems enable users to find and use content when needed. == Digital asset metadata == Metadata is data about other data. Any structured information that defines a specification of any form of data is referred to as metadata. Metadata is also a claimed relationship between two entities, often used to establish connections or associations. Librarian Lorcan Dempsey says "Think of metadata as data which removes from a user (human or machine) the need to have full advance knowledge of the existence or characteristics of things of potential interest in the environment". At first, the term metadata was used for digital data exclusively, but nowadays metadata can apply to both physical and digital data. Catalogs, inventories, registers, and other similar standardized forms of organizing, managing, and retrieving resources contain metadata. Metadata can be stored and contained directly within the file it refers to or independently from it with the help of other forms of data management such as a DAM system. The more metadata is assigned to an asset the easier it gets to categorize it, especially as the amount of information grows. The asset's value rises the more metadata it has for it becomes more accessible, easier to manage, and more complex. Structured metadata can be shared with open protocols like OAI-PMH to allow further aggregation and processing. Open data sources like institutional repositories have thus been aggregated to form large datasets and academic search engines comprising tens of millions of open access works, like BASE, CORE, and Unpaywall. == Issues == Due to a lack of either legislation or legal precedent, there is limited existing governmental control and regulation surrounding digital assets in the United States and other large economies globally. Many of the control issues relating to access and transferability are maintained by individual companies. Some consequences of this include 'What is to become of the assets once their owner is deceased?' as well as can, and, if so, how, may they be inherited. This subject was broached in a bogus story about Bruce Willis allegedly looking to sue Apple as the end user agreement prevented him from bequeathing his iTunes collection to his children. Another case of this was when a soldier died on duty and the family requested access to the Yahoo! account. When Yahoo! refused to grant access, the probate judge ordered them to give the emails to the family but Yahoo! still was not required to give access. The Music Modernization Act was passed in September 2018 by the U.S. Congress to create a new music licensing system, with the aim to help songwriters get paid more.

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  • False answer supervision

    False answer supervision

    False answer supervision (FAS) refers to VoIP fraud where the billed duration for the caller is more than the duration of the actual connection duration. The FAS is usually performed by VoIP wholesalers in their softswitches for randomly selected calls. Adding a small amount of extra billed seconds for many calls results in significant revenue for the VoIP wholesaler. == Implementation of FAS == The FAS fraud can be implemented in a softswitch in many different ways. These include: False billing of party A without calling a party B. Usually a fake ringback tone, loopback audio or voicemail message is played Start of billing before actual answer of party B Extra billing after disconnection of party B == Detection of FAS == The FAS can be detected and blocked in a softswitch. Common methods are: Manual verification of call detail records: listening to voice recordings Identification of FAS types and using algorithms to automatically detect the FAS RTP audio signal processing: detection of voice RTP audio signal processing: detection of silence RTP audio signal processing: detection of ringback tone

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  • Automated dispensing cabinet

    Automated dispensing cabinet

    An automated dispensing cabinet (ADC), also called a unit-based cabinet (UBC), automated dispensing device (ADD), or automated dispensing machine (ADM)[1], is a computerized medicine cabinet for hospitals and healthcare settings. ADCs allow medications to be stored and dispensed near the point of care while controlling and tracking drug distribution. == Overview == Hospital pharmacies have provided medications for patients by filling patient-specific cassettes of unit-dose medications that were then delivered to the nursing unit and stored in medication cabinets or carts. ADCs, originally designed for hospital use, were introduced in hospitals in the 1980s and have facilitated the transition to alternative delivery models and more decentralized medication distribution systems.[2] Implementing automated dispensing cabinets as part of a decentralized or hybrid medication distribution system can improve patient safety and the accountability of the inventory, streamline certain billing processes. However, in the 2000s, the technology began to be deployed into other care settings where medication doses were stored onsite, and higher security methods were needed to control inventory, access, and dispensing of each patient dose. Settings that now deploy ADCs include long-term care facilities, hospice, critical access hospitals, surgery centers, group homes, residential care facilities, rehab and psych environments, animal health, dental clinics, and nursing education simulation. These diverse care settings share a common need to safely store, account for, and dispense individual doses of medications, especially narcotics and high-value medications, at the point of care.[3] ADCs track user access and dispensed medications, and their use can improve control over medication inventory. The real-time inventory reports generated by many cabinets can simplify the filling process and help the pharmacy track expired drugs. Furthermore, by restricting individual drugs – such as high-risk medications and controlled substances – to unique drawers within the cabinet, overall inventory management, patient safety, and medication security can be improved. Automated dispensing cabinets allow the pharmacy department to profile physician orders before they are dispensed.[4] ADCs can also enable providers to record medication charges upon dispensing, reducing the billing paperwork the pharmacy is responsible for. In addition, nurses can note returned medications using the cabinets' computers, enabling direct credits to patients' accounts. Since automated cabinets can be located on the nursing unit floor, nursing have speedier access to a patient's medications. Also, shorter waiting time ensures improved patient comfort and care.[5] == Role of automated dispensing in healthcare == Automated dispensing is a pharmacy practice in which a device dispenses medications and fills prescriptions. ADCs, which can handle many different medications, are available from a number of manufacturers such as BD, ARxIUM, and Omnicell. Though members of the pharmacy community have been utilizing automation technology since the 1980s, companies are constantly improving ADCs to meet changing needs and health standards in the industry. Several goals can be met by implementing an automated product in a healthcare facility. Patient safety can be ensured with the use of ADC technology such as barcoding. Anesthesia ADCs in operating rooms and perioperative areas may include label printing to prevent mix-ups such as errors between morphine and hydromorphone, two different opioid analgesics that frequently get confused. These systems also communicate with the pharmacy and its information management system to track medications removed and support inventory replenishment. == Key features == ADCs are like automated teller machines whose specific technologies such as barcode scanning and clinical decision support can improve medication safety. Some have metal locking drawers for added security and some have automated single-dose dispensing to prevent the need for a blind count each time a controlled substance is accessed. Over the years, ADCs have been adapted to facilitate compliance with emerging regulatory requirements such as pharmacy review of medication orders and safe practice recommendations. ADCs incorporate advanced software and electronic interfaces to synthesize high-risk steps in the medication use process. These unit-based medication repositories provide computer-controlled storage, dispensation, tracking, and documentation of medication distribution in the resident care unit. Since automated dispensing cabinets are not located in the pharmacy, they are considered "decentralized" medication distribution systems. Instead, they can be found at the point of care on the resident care unit. Tracking of the stocking and distribution process can occur by interfacing the unit with a central pharmacy computer. These cabinets can also be interfaced with other external databases such as resident profiles, the facility's admission/discharge/transfer system, and billing systems. Most ADC providers offer scalable systems since several important factors vary widely by facility such as budget, physical room size, patient population/demographics, type of healthcare facility, etc.

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  • Signal-to-interference-plus-noise ratio

    Signal-to-interference-plus-noise ratio

    In information theory and telecommunication engineering, the signal-to-interference-plus-noise ratio (SINR) (also known as the signal-to-noise-plus-interference ratio (SNIR)) is a quantity used to give theoretical upper bounds on channel capacity (or the rate of information transfer) in wireless communication systems such as networks. Analogous to the signal-to-noise ratio (SNR) used often in wired communications systems, the SINR is defined as the power of a certain signal of interest divided by the sum of the interference power (from all the other interfering signals) and the power of some background noise. If the power of noise term is zero, then the SINR reduces to the signal-to-interference ratio (SIR). Conversely, zero interference reduces the SINR to the SNR, which is used less often when developing mathematical models of wireless networks such as cellular networks. The complexity and randomness of certain types of wireless networks and signal propagation has motivated the use of stochastic geometry models in order to model the SINR, particularly for cellular or mobile phone networks. == Description == SINR is commonly used in wireless communication as a way to measure the quality of wireless connections. Typically, the energy of a signal fades with distance, which is referred to as a path loss in wireless networks. Conversely, in wired networks the existence of a wired path between the sender or transmitter and the receiver determines the correct reception of data. In a wireless network one has to take other factors into account (e.g. the background noise, interfering strength of other simultaneous transmission). The concept of SINR attempts to create a representation of this aspect. == Mathematical definition == The definition of SINR is usually defined for a particular receiver (or user). In particular, for a receiver located at some point x in space (usually, on the plane), then its corresponding SINR given by S I N R ( x ) = P I + N {\displaystyle \mathrm {SINR} (x){=}{\frac {P}{I+N}}} where P is the power of the incoming signal of interest, I is the interference power of the other (interfering) signals in the network, and N is some noise term, which may be a constant or random. Like other ratios in electronic engineering and related fields, the SINR is often expressed in decibels or dB. == Propagation model == To develop a mathematical model for estimating the SINR, a suitable mathematical model is needed to represent the propagation of the incoming signal and the interfering signals. A common model approach is to assume the propagation model consists of a random component and non-random (or deterministic) component. The deterministic component seeks to capture how a signal decays or attenuates as it travels a medium such as air, which is done by introducing a path-loss or attenuation function. A common choice for the path-loss function is a simple power-law. For example, if a signal travels from point x to point y, then it decays by a factor given by the path-loss function ℓ ( | x − y | ) = | x − y | α {\displaystyle \ell (|x-y|)=|x-y|^{\alpha }} , where the path-loss exponent α>2, and |x-y| denotes the distance between point y of the user and the signal source at point x. Although this model suffers from a singularity (when x=y), its simple nature results in it often being used due to the relatively tractable models it gives. Exponential functions are sometimes used to model fast decaying signals. The random component of the model entails representing multipath fading of the signal, which is caused by signals colliding with and reflecting off various obstacles such as buildings. This is incorporated into the model by introducing a random variable with some probability distribution. The probability distribution is chosen depending on the type of fading model and include Rayleigh, Rician, log-normal shadow (or shadowing), and Nakagami. == SINR model == The propagation model leads to a model for the SINR. Consider a collection of n {\displaystyle n} base stations located at points x 1 {\displaystyle x_{1}} to x n {\displaystyle x_{n}} in the plane or 3D space. Then for a user located at, say x = 0 {\displaystyle x=0} , then the SINR for a signal coming from base station, say, x i {\displaystyle x_{i}} , is given by S I N R ( x i ) = F i ℓ ( | x i | ) ∑ j ≠ i [ F j ℓ ( | x j | ) ] + N {\displaystyle \mathrm {SINR} (x_{i}){=}{\frac {\frac {F_{i}}{\ell (|x_{i}|)}}{\sum _{j\neq i}\left[{\frac {F_{j}}{\ell (|x_{j}|)}}\right]+N}}} , where F i {\displaystyle F_{i}} are fading random variables of some distribution. Under the simple power-law path-loss model becomes S I N R ( x i ) = F i | x i | α ∑ j ≠ i F j | x j | α + N {\displaystyle \mathrm {SINR} (x_{i}){=}{\frac {\frac {F_{i}}{|x_{i}|^{\alpha }}}{\sum _{j\neq i}{\frac {F_{j}}{|x_{j}|^{\alpha }}}+N}}} . == Stochastic geometry models == In wireless networks, the factors that contribute to the SINR are often random (or appear random) including the signal propagation and the positioning of network transmitters and receivers. Consequently, in recent years this has motivated research in developing tractable stochastic geometry models in order to estimate the SINR in wireless networks. The related field of continuum percolation theory has also been used to derive bounds on the SINR in wireless networks.

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  • Fan loyalty

    Fan loyalty

    Fan loyalty is the loyalty felt and expressed by a fan towards the object of their fanaticism. Fan loyalty is often used in the context of sports and the support of a specific team or institution. Fan loyalties can range from a passive support to radical allegiance and expressions of loyalty can take shape in many forms and be displayed across varying platforms. Fan loyalty can be threatened by team actions. The loyalties of sports fans in particular have been studied by psychologists, who have determined several factors that help to create such loyalties. == Underpinning psychology == Given the extensive costs involved in managing and operating a professional team sport, it is beneficial for sports marketers to be conscious of the elements that establish a strong brand and the effect they have on fan loyalty, so they can best cater to their current fans while acquiring new ones. This is because fans and spectators are considered key stakeholders of professional sports organisations. Fans directly and indirectly influence the production of operating revenue through purchasing merchandise, buying game tickets and improving the value that can be obtained from television broadcasting deals and sponsorship. Therefore, fans are a key factor to consider in determining the economic success of a sports club. Deep psychological connections with new teams can be built with individuals before a team has even played a match revealing insights can develop quickly in the mind of consumers without direct encounters or experiences e.g. watching a team compete. Brand management approaches are helping sport organisations to expand the sport experience, appeal to new fans and enable long term business to consumer relationships through multi faceted connection such as social media. To affect consumers’ loyalty with a team, they must develop a compelling, positive and distinctive brand in order to stand out amongst competitor and vie for fan support. Loyalty programmes positively shape fan attachment and behaviour as it connects teams and their fans, aside from a club's season ticketholder database. It not only provides marketers with essential information about consumers and their thinking, but also acts as a channel to promote attendance and an opportunity to add value to their game day experience. Bauer et al. concludes that non product related attributes such as contextual factors (other fans, the club history and tradition, logo, club colours and the stadium atmosphere) hold a higher place in fan experience than product related attributes such as the team's winning record. Therefore, to increase fan loyalty (customer retention) Bauer et al. suggests sports marketers focus on targeting non product related benefits and brand attributes. As a result of fostering this loyalty, sports organisations can afford to charge prices at premium. Fan loyalty also leads to dependable ratings in broadcast media which means broadcasters can also charge premiums for advertising time in team broadcasts with loyal followings. A flow on effect from fan loyalty is the ability to create additional revenue streams outside of the core product such as merchandise shops and food venues that are close to the location of the game if the team chooses to own and operate ventures or share licensing agreements. Fan loyalty, particularly with respect to team sports, is different from brand loyalty, in as much as if a consumer bought a product that was of lower quality than expected, he or she will usually abandon allegiance to the brand. However, fan loyalty continues even if the team that the fan supports continues to perform poorly year after year. Author Mark Conrad uses the Chicago Cubs as an example of a team with a loyal fan following, where fans spend their money in support of a poorly performing team that (until 2016) had not won a pennant since 1945 or a World Series since 1908. They attribute it to the following factors: Entertainment Value The entertainment value that a fan derives from spectating motivates him/her to remain a loyal fan. Entertainment value of team sports is also valuable to communities in general. Authenticity This is described by Passikoff as "the acceptance of the game as real and meaningful". Fan Bonding Fan bonding is where a fan bonds with the players, identifying with them as individuals, and bonds with the team. Team History and Tradition Shank gives the Cincinnati Reds, all-professional baseball's oldest team, as an example of a team where a long team history and tradition is a motivator for fans in the Cincinnati area. Group Affiliation Fans receive personal validation of their support for a team from being surrounded by a group of fans who also support the same team. Fair Weather Fans Fans that engage when a team is good, and lose interest when a team is bad. Bandwagon Fans Fans who support the winning team, instead of supporting the same team year after year. Diehard Fans Fans who follow their team no matter if they are winning or losing. == Factors influencing fan loyalty == === Community === Fan loyalty attachment is strengthened through communal ties that connect fans around a team, forming a community that results in regular fan interaction. This interaction is particularly important as fans may not develop solely an intra-psychic team identity but predominantly display behavioural loyalty through the group consumption of indirect sport experiences instead, such as wearing the team colours, singing, cheering, flags and interaction between the sport's team's fans (e.g. laughing, talking) Through indirect sport experiences, the stadium atmosphere can be heightened and as a result, the frequency of fan attendance can increase. Furthermore, by wearing team apparel, fans can visually identify with one another resulting an increased likelihood of opportunities to engage with others socially through this point of connection. For example, a study on NASCAR fans found that their personal identity was connected to the brand itself as they felt connected to the larger community of NASCAR revealing an emotional connection to the brand. This indicates that their fan loyalty will result in the notion that fans are naturally more resistant to the promotional efforts of competing brands (e.g. lower-price offers) as their emotional commitment to NASCAR is greatly embedded in their sense of identity. When they associate themselves with the sponsors because of the sponsor's relation to the brand, they are solidifying their relationship with NASCAR and are therefore reinforcing their identity. Consequently, their fan loyalty translates into brand loyalty so long as the sponsor remains attached to the subject of their fanaticism, NASCAR, meaning they are less price sensitive and more willing to pay premium prices for sponsor's products or services. Another aspect of consumer behaviour regarding fan loyalty is the existence of consumption communities where members feel a sense of unity when they participate in the group consumption of brand sponsors’ goods and services further strengthening their ties to a brand and its sponsors. However, a strategy sports marketers use to appeal to a wider range of fan identities is to sponsor more than one club in sports such as soccer. This is so they are careful not to come across as a singularly affiliated club brand, where the opinion or perceptions of opposing teams’ fans would be one of disfavour towards them. === Brand association === Any benefit or characteristic connected to a brand as perceived by a consumer is called a brand association. These hold significance over the thoughts and opinions a consumer holds about a brand and can therefore influence one's loyalty. These associations provide a reference point to gauge the salience of a brand which is the perceived favourability associated with it. Brand salience is vital because it ultimately effects the likelihood of brand selection and loyalty leading to steadier spectator numbers, and an increase in attention from the media such as advertisers and sponsors. However, loyalty is a developmental process. According to Bee & Havitz (2010), spectators who are highly involved in the participation of a sport and exhibit psychological commitment, possess the capability to display high levels of behavioural loyalty as they develop into committed fans. On the other hand, neutral or negative feelings towards a team are found to foster indifference or cause an individual to disidentify with a team altogether. A model of ‘escalating commitment’, put forward by Funk and James (2001), demonstrates an individual's movement from ‘awareness’ of team to a subsequent ‘allegiance’ but came to the conclusion that more research was required to find out the key influences that lead one to the highest state of commitment. However, brand association development is fostered under brand management within a sports organisation. It is important for sports management research to identify t

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  • Packard Bell Statesman

    Packard Bell Statesman

    The Packard Bell Statesman was an economy line of notebook-sized laptops introduced in 1993 by Packard Bell. They were slower in performance and lacked features compared to most competitor products, but they were lower in price. It was created in a collaboration between Packard Bell and Zenith Data Systems. The Statesman series was essentially a rebrand of Zenith Data Systems Z-Star 433 series, with the only notable difference of the logo in the middle and text on the front bezel. == History == In June 1993 Zenith Data Systems announced an alliance with Packard Bell. Zenith acquired about 20% of Packard Bell and they would both now work together to design and build PC's. Zenith would also provide Packard Bell with private-label versions of their portable PC's. The Packard Bell Statesman was a rebrand of the Zenith Z-Star notebook computer series. While the Statesman was being advertised by Packard Bell, the Z-Star series was also still being sold by Zenith. The Statesman was first introduced on October 4, 1993. Prices started at $1,500 for a monochrome or color DSTN model with a 33 MHz Cyrix Cx486SLC, 4 MB of RAM, 200 MB hard disk drive, internal 1.44 MB floppy disk drive, and MS-DOS 6.0 with Windows 3.1 for the included software. A "J mouse" pointing device was included, similar to the TrackPoint. The Statesman was expected to begin shipping within the next few weeks. == Specifications == === Hardware === CPU The first two models, the 200M and 200C, used the Cyrix Cx486SLC. This was Cyrix's first processor, which was a 386SX pin-compatible chip with on-board L1 cache and 486 instructions, being known as a "hybrid chip". The processor was clocked at 33 MHz and had 1 KB of L1 cache. It was a 16-bit processor and was pin compatible with the Intel 80386SX. On the bottom of the unit, the motherboard had an empty socket for a Cyrix FasMath co-processor, which could improve floating-point math performance. The 200M and 200C plus models had a Cyrix Cx486SLC2 clocked at 50 MHz, which was 50% faster than the original 486SLC. The SLC2 similarly had 1 KB of on-board cache and was pin compatible with the previous model. Graphics & Display For video all models used three versions of the Chips & Technologies 655xx, the CT65520, 65525, and 65530. The 65520 was first introduced in early 1992 as the first controller with Super VGA resolution. It supported resolutions up to 1024x768 in 16 colors or shades of gray. If in 800x600 resolution, it can display up to 256 colors. All 3 chips were the same, with the CT65525 identifying as a CT65530. The CT65530 had an ability of 5V and 3.3V mixed operation and linear video memory addressing. All models used a 9.5in 800x600 resolution DSTN LCD. The 200M and 200M Plus had a monochrome display, while the 200C and 200C Plus had a color display. Audio All models had only basic audio available, with just a piezo speaker soldered onto the motherboard and no sound controller. Memory Standard RAM included was 4-8 MB of EDO RAM. The RAM was on a proprietary SIPP package that could only be upgraded to 12 MB maximum if the user had compatible modules. Storage For storage all models used a hard drive with a size of 100 or 200 MB, and all models had an internal 1.44 MB floppy disk drive located on the side of the unit. The maximum capacity hard drive compatible if the user wanted to upgrade was 500 MB.Ports & Expansion For ports all models had 1x serial, 1x parallel, 1x VGA output, and 1x PS/2 keyboard/mouse input. For expansion all models only had one PCMCIA type II slot. Keyboard & Mouse All models used a small-scale keyboard with control keys. One interesting feature of the keyboard is that the J key also acted as a mouse, working similar to IBM's ThinkPad TrackPoint. On some models additional keys such as S, D, F, G and space let you do other mouse actions such as right click, left click, double click, and middle mouse click. === Software === The series shipped with MS-DOS and Windows 3.1 as the included operating system. == Model Comparison == Statesman 200M — The first Statesman model, it came with a DSTN monochrome screen, and a Nickel-cadmium battery pack which could last up to 4 hours. It weighed 7.4 lb and was $1500. Statesman 200C — The second Statesman model, it was the same as the 200M with the only notable differences of a DSTN color display rather than monochrome and a slightly decreased battery life of about 3 hours. It cost $700 more than the 200M at $2200. Statesman 200M/200C Plus — The 200M/200C Plus were both identical to their previous base models, with the only difference of them having a Cx486SLC2 running at 50 MHz. In 1994 it cost around $2,295 for the 200C plus with 4 MB of ram, with 8 MB costing an extra $400. == Reception == The Statesman received fair reception, with most reviewers giving positivity for the low price and high battery life, but mainly criticizing the performance and screen quality of the model line. A review by PC World writer Rex Farrance and Owen Linderholm said the 200M had a good price, being only $1500, and a good battery life which lasted about 4 hours. In benchmarks however, the 200M performed "noticeably below the average". It was noted that the 200M's worst feature was its monochrome display, being "cloudy and a bit dim for our tastes". The J mouse was considered a decent choice, and was said to be "highly usable" after some practice. The 200M was listed as number 3 on PC World's top 20 budget PC list. PC World also reviewed the 200C, saying the color display is only a "marginal, although an improvement on the monochrome version". The 200C placed 9 on the PC World top 20 budget PC list. Compute! Magazine reviewed the 200C Plus in September 1994 stating it "lagged far behind the others, especially the DXs, but then speed isn't everything". It was given pros for low cost and good display, but criticized for its low performance, not having a trackball, and poor external monitor support.

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  • Kindara

    Kindara

    Kindara is a femtech company headquartered in Colorado that develops apps that help women identify their fertile window. The products are used for women trying to get pregnant, or women who want to track their menstrual cycle for overall health. Their latest product, Priya Fertility and Ovulation Monitor, maximizes a woman's chance of getting pregnancy by identifying her most fertile days. == Overview == Kindara was founded in 2011 by husband-and-wife team Will Sacks and Kati Bicknell. The company launched its free mobile application in 2012. Kindara's mobile application allows women to track signs of fertility, such as basal body temperature, cervical fluid, and the position of the cervix to determine when ovulation is occurring. Kindara also sells a thermometer, Wink, which records basal body temperature and syncs automatically to the Kindara fertility application. In 2018, Kindara was acquired by the company Prima-Temp.

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  • Telecommunications

    Telecommunications

    Telecommunication, often used in its plural form or abbreviated as telecom, is the transmission of information over a distance using electrical or electronic means, typically through cables, radio waves, or other communication technologies. These means of transmission may be divided into communication channels for multiplexing, allowing for a single medium to transmit several concurrent communication sessions. Long-distance technologies invented during the 19th, 20th and 21st centuries generally use electric power, and include the electrical telegraph, telephone, television, and radio. Early telecommunication networks used metal wires as the medium for transmitting signals. These networks were used for telegraphy and telephony for many decades. In the first decade of the 20th century, a revolution in wireless communication began with breakthroughs including those made in radio communications by Guglielmo Marconi, who won the 1909 Nobel Prize in Physics. Other early pioneers in electrical and electronic telecommunications include co-inventors of the telegraph Charles Wheatstone and Samuel Morse, numerous inventors and developers of the telephone including Antonio Meucci, Philipp Reis, Elisha Gray and Alexander Graham Bell, inventors of radio Edwin Armstrong and Lee de Forest, as well as inventors of television like Vladimir K. Zworykin, John Logie Baird and Philo Farnsworth. Since the 1960s, the proliferation of digital technologies has meant that voice communications have gradually been supplemented by data. The physical limitations of metallic media prompted the development of optical fibre. The Internet, a technology independent of any given medium, has provided global access to services for individual users and further reduced location and time limitations on communications. == Definition == At the 1932 Plenipotentiary Telegraph Conference and the International Radiotelegraph Conference in Madrid, the two organizations merged to form the International Telecommunication Union (ITU). They defined telecommunication as "any telegraphic or telephonic communication of signs, signals, writing, facsimiles and sounds of any kind, by wire, wireless or other systems or processes of electric signaling or visual signaling (semaphores)." The definition was later reconfirmed, according to Article 1.3 of the ITU Radio Regulations, which defined it as "Any transmission, emission or reception of signs, signals, writings, images and sounds or intelligence of any nature by wire, radio, optical, or other electromagnetic systems". As such, slow communications technologies like postal mail and pneumatic tubes are excluded from the telecommunication's definition. The term telecommunication was coined in 1904 by the French engineer and novelist Édouard Estaunié, who defined it as "remote transmission of thought through electricity". Telecommunication is a compound noun formed from the Greek prefix tele- (τῆλε), meaning distant, far off, or afar, and the Latin verb communicare, meaning to share. Communication was first used as an English word in the late 14th century. It comes from Old French comunicacion (14c., Modern French communication), from Latin communicationem (nominative communication), noun of action from past participle stem of communicare, "to share, divide out; communicate, impart, inform; join, unite, participate in," literally, "to make common", from communis. == History == Many transmission media have been used for long-distance communication throughout history, from smoke signals, beacons, semaphore telegraphs, signal flags, and optical heliographs to wires and empty space made to carry electromagnetic signals. === Before the electrical and electronic era === Long-distance communication was used long before the discovery of electricity and electromagnetism enabled the invention of telecommunications. A few of the many ingenious methods for communicating over distances prior to that are described here. Homing pigeons have been used throughout history by different cultures. Pigeon post had Persian roots and was later used by the Romans to aid their military. Frontinus claimed Julius Caesar used pigeons as messengers in his conquest of Gaul. The Greeks also conveyed the names of the victors at the Olympic Games to various cities using homing pigeons. In the early 19th century, the Dutch government used the system in Java and Sumatra. And in 1849, Paul Julius Reuter started a pigeon service to fly stock prices between Aachen and Brussels, a service that operated for a year until the gap in the telegraph link was closed. In the Middle Ages, chains of beacons were commonly used on hilltops as a means of relaying a signal. Beacon chains suffered the drawback that they could only pass a single bit of information, so the meaning of the message, such as "the enemy has been sighted" had to be agreed upon in advance. One notable instance of their use was during the Spanish Armada, when a beacon chain relayed a signal from Plymouth to London. In 1792, Claude Chappe, a French engineer, built the first fixed visual telegraphy system (or semaphore line) between Lille and Paris. However semaphore suffered from the need for skilled operators and expensive towers at intervals of ten to thirty kilometres (six to nineteen miles). As a result of competition from the electrical telegraph, the last commercial line was abandoned in 1880. === Telegraph and telephone === On July 25, 1837, the first commercial electrical telegraph was demonstrated by English inventor Sir William Fothergill Cooke and English scientist Sir Charles Wheatstone. Both inventors viewed their device as "an improvement to the [existing] electromagnetic telegraph" and not as a new device. Samuel Morse independently developed a version of the electrical telegraph that he unsuccessfully demonstrated on September 2, 1837. His code was an important advance over Wheatstone's signaling method. The first transatlantic telegraph cable was successfully completed on July 27, 1866, allowing transatlantic telecommunication for the first time. After early attempts to develop a talking telegraph by Antonio Meucci and a telefon by Johann Philipp Reis, a patent for the conventional telephone was filed by Alexander Bell in February 1876 (just a few hours before Elisha Gray filed a patent caveat for a similar device). The first commercial telephone services were set up by the Bell Telephone Company in 1878 and 1879 on both sides of the Atlantic in the cities of New Haven and London. === Radio and television === In 1894, Italian inventor Guglielmo Marconi began developing wireless communication using the then-newly discovered phenomenon of radio waves, demonstrating, by 1901, that they could be transmitted across the Atlantic Ocean. This was the start of wireless telegraphy by radio. On 17 December 1902, a transmission from the Marconi station in Glace Bay, Nova Scotia, Canada, became the world's first radio message to cross the Atlantic from North America. In 1904, a commercial service was established to transmit nightly news summaries to subscribing ships, which incorporated them into their onboard newspapers. World War I accelerated the development of radio for military communications. After the war, commercial radio AM broadcasting began in the 1920s and became an important mass medium for entertainment and news. World War II again accelerated the development of radio for the wartime purposes of aircraft and land communication, radio navigation, and radar. Development of stereo FM broadcasting of radio began in the 1930s in the United States and the 1940s in the United Kingdom, displacing AM as the dominant commercial standard in the 1970s. On March 25, 1925, John Logie Baird demonstrated the transmission of moving pictures at the London department store Selfridges. Baird's device relied upon the Nipkow disk by Paul Nipkow and thus became known as the mechanical television. It formed the basis of experimental broadcasts done by the British Broadcasting Corporation beginning on 30 September 1929. === Vacuum tubes === Vacuum tubes use thermionic emission of electrons from a heated cathode for a number of fundamental electronic functions such as signal amplification and current rectification. The simplest vacuum tube, the diode invented in 1904 by John Ambrose Fleming, contains only a heated electron-emitting cathode and an anode. Electrons can only flow in one direction through the device—from the cathode to the anode. Adding one or more control grids within the tube enables the current between the cathode and anode to be controlled by the voltage on the grid or grids. These devices became a key component of electronic circuits for the first half of the 20th century and were crucial to the development of radio, television, radar, sound recording and reproduction, long-distance telephone networks, and analogue and early digital computers. While some applications had used earlier technologies such as the sp

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  • Anonymous social media

    Anonymous social media

    Anonymous social media is a subcategory of social media wherein the main social function is to share and interact around content and information anonymously on mobile and web-based platforms. Another key aspect of anonymous social media is that content or information posted is not connected with particular online identities or profiles. == Background == Appearing very early on the web as mostly anonymous-confession websites, this genre of social media has evolved into various types and formats of anonymous self-expression. One of the earliest anonymous social media forums was 2channel, which was first introduced online on May 30, 1999, as a Japanese text board forum. With the way digital content is consumed and created continuously changing, the trending shift from web to mobile applications is also affecting anonymous social media. This can be seen as anonymous blogging, or various other format based content platforms such as nameless question and answer online platforms like Ask.fm introduced mobile versions of their services. The number of new networks joining the anonymous social sharing scene continues to grow rapidly. == Degrees of anonymity == Across different forms of anonymous social media there are varying degrees of anonymity. Some applications, such as Librex, require users to sign up for an account, even though their profile is not linked to their posts. While these applications remain anonymous, some of these sites can sync up with the user's contact list or location to develop a context within the social community and help personalize the user's experience, such as Yik Yak or Secret. Other sites, such as 4chan and 2channel, allow for a purer form of anonymity as users are not required to create an account, and posts default to the username of "Anonymous". While users can still be traced through their IP address, there are anonymizing services like I2P or various proxy server services that encrypt a user's identity online by running it through different routers. Secret users must provide a phone number or email when signing up for the service, and their information is encrypted into their posts. Stylometry poses a risk to the anonymity or pseudonymity of social media users, who may be identifiable by writing style; in turn, they may use adversarial stylometry to resist such identification. == Controversy == Apps such as Formspring, Ask, Sarahah, Whisper, and Secret have elicited discussion around the rising popularity of anonymity apps, including debate and anticipation about this social sharing class. As more and more platforms join the league of anonymous social media, there is growing concern about the ethics and morals of anonymous social networking as cases of cyber-bullying, and personal defamation occurs. Formspring, also known as spring.me, and Ask.fm have both been associated with teen suicides as a result of cyberbullying on the sites. Formspring has been associated with at least three teen suicides and Ask.fm with at least five. For instance, the app Secret got shut down due to its escalated use of cyberbullying. The app Yik Yak has also helped to contribute to more cyberbullying situations and, in turn, was blocked on some school networks. Their privacy policy meant that users could not be identified without a subpoena, search warrant, or court order. Another app called After School also sparked controversy for its app design that lets students post any anonymous content. Due to these multiple controversies, the app has been removed from both Apple and Google app stores. As the number of people using these platforms multiplies, unintended uses of the apps have increased, urging popular networks to enact in-app warnings and prohibit the use for middle and high school students. 70% of teens admit to making an effort to conceal their online behavior from their parents. Even Snapchat has some relation to the health of children after using social media. This is an app that is meant to be quick and simple but in many ways it can be overwhelming. A person can post something, and it will be gone in seconds. Oftentimes, the post that was made was inappropriate and harmful to another person. It's a never-ending cycle. Some of these apps have also been criticized for causing chaos in American schools, such as lockdowns and evacuations. In order to limit the havoc caused, anonymous apps are currently removing all abusive and harmful posts. Apps such as Yik Yak, Secret, and Whisper are removing these posts by outsourcing the job of content supervision to oversea surveillance companies. These companies hire a team of individuals to inspect and remove any harmful or abusive posts. Furthermore, algorithms are also used to detect and remove any abusive posts the individuals may have missed. Another method used by the anonymous app named Cloaq to reduce the number of harmful and abusive posts is to limit the number of users that can register during a certain period. Under this system, all contents are still available to the public, but only registered users can post. Other websites such as YouTube have gone on to create new policies regarding anonymity. YouTube now does not allow anonymous comments on videos. Users must have a Google account to like, dislike, comment or reply to comments on videos. Once a sign-in user "likes" a video, it will be added to that user's 'Liked video playlist'. YouTube changed their "Liked video playlist" policy in December 2019, allowing a signed-in user to keep their "Liked video playlist" private. Historically, these controversies and the rise of cyberbullying have been blamed on the anonymous aspect of many social media platforms, but about half of US adult online harassment cases do not involve anonymity, and researchers have found that if targeted harassment exists offline it will also be found online, because online harassment is a reflection of existing prejudices. == As platforms for anonymous discussion == Anonymous social media can be used for political discussion in countries where political opinions opposed to the government are normally suppressed, and allow persons of different genders to communicate freely in cultures where such communication is not generally accepted. In the United States, the 2016 presidential election led to an increase in the use of anonymous social media websites to express political stances. Moreover, anonymous social media can also provide authentic connection to complete anonymous communication. There have been cases where these anonymous platforms have saved individuals from life-threatening situation or spread news about a social cause. Additionally, anonymous social websites also allow internet users to communicate while also safeguarding personal information from criminal actors and corporations that sell users' data. A study in 2017 on the content posted to 4chan's /pol/ board found that the majority of the content was unique, including 70% of the 1 million images included in the studied data set. == Revenue generated by anonymous social media == === Anonymous apps === Generating revenue from anonymous apps has been a discussion for investors. Since little information is collected about the users, it is difficult for anonymous apps to advertise to users. However some apps, such as Whisper, have found a method to overcome this obstacle. They have developed a "keyword-based" approach, where advertisements are shown to users depending on certain words they type. The app Yik Yak has been able to capitalize on the features they provide. Anonymous apps such a Chrends take the approach of using anonymity to provide freedom of speech. Telephony app Burner has regularly been a top grossing utilities app in the iOS and Android app stores using its phone number generation technology. Despite the success of some anonymous apps, there are also apps, such as Secret, which have yet to find a way to generate revenue. The idea of an anonymous app has also caused mixed opinions within investors. Some investors have invested a large sum of money because they see the potential revenue generated within these apps. Other investors have stayed away from investing these apps because they feel these apps bring more harm than good. === Anonymous sites === There are several sources to generate revenue for anonymous social media sites. One source of revenue is by implementing programs such as a premium membership or a gift-exchanging program. Another source of revenue is by merchandising goods and specific usernames to users. In addition, sites such as FMyLife, have implemented a policy where the anonymous site will receive 50% of profit from apps that makes money off it. In terms of advertisements, some anonymous sites have had troubles implementing or attracting them. There are several reasons for this problem. Anonymous sites, such as 4chan, have received few advertisement offers due to some of the contents it generates. Other anonymous sites, such as Reddit, have been ca

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  • LTE (telecommunication)

    LTE (telecommunication)

    In telecommunications, Long Term Evolution (LTE) is a standard for wireless broadband communication for cellular mobile devices and data terminals. It is considered to be a "transitional" 4G technology, and is therefore also referred to as 3.95G as a step above 3G. LTE is based on the 2G GSM/EDGE and 3G UMTS/HSPA standards. It improves on those standards' capacity and speed by using a different radio interface and core network improvements. LTE is the upgrade path for carriers with both GSM/UMTS networks and CDMA2000 networks. LTE has been succeeded by LTE Advanced, which is officially defined as a "true" 4G technology and also named "LTE+". == Terminology == The standard is developed by the 3GPP (3rd Generation Partnership Project) and is specified in its Release 8 document series, with minor enhancements described in Release 9. LTE is also called 3.95G and has been marketed as 4G LTE and Advanced 4G; but the original version did not meet the technical criteria of a 4G wireless service, as specified in the 3GPP Release 8 and 9 document series for LTE Advanced. The requirements were set forth by the ITU-R organisation in the IMT Advanced specification; but, because of market pressure and the significant advances that WiMAX, Evolved High Speed Packet Access, and LTE bring to the original 3G technologies, ITU-R later decided that LTE and the aforementioned technologies can be called 4G technologies. The LTE Advanced standard formally satisfies the ITU-R requirements for being considered IMT-Advanced. To differentiate LTE Advanced and WiMAX-Advanced from current 4G technologies, ITU has defined the latter as "True 4G". == Overview == LTE stands for Long Term Evolution and is a registered trademark owned by ETSI (European Telecommunications Standards Institute) for the wireless data communications technology and development of the GSM/UMTS standards. However, other nations and companies do play an active role in the LTE project. The goal of LTE was to increase the capacity and speed of wireless data networks using new DSP (digital signal processing) techniques and modulations that were developed around the turn of the millennium. A further goal was the redesign and simplification of the network architecture to an IP-based system with significantly reduced transfer latency compared with the 3G architecture. The LTE wireless interface is incompatible with 2G and 3G networks, so it must be operated on a separate radio spectrum. The idea of LTE was first proposed in 1998, with the use of the COFDM radio access technique to replace the CDMA and studying its Terrestrial use in the L band at 1428 MHz (TE) In 2004 by Japan's NTT Docomo, with studies on the standard officially commenced in 2005. In May 2007, the LTE/SAE Trial Initiative (LSTI) alliance was founded as a global collaboration between vendors and operators with the goal of verifying and promoting the new standard to ensure the global introduction of the technology as quickly as possible. The LTE standard was finalized in December 2008, and the first publicly available LTE service was launched by TeliaSonera in Oslo and Stockholm on December 14, 2009, as a data connection with a USB modem. The LTE services were launched by major North American carriers as well, with the Samsung SCH-r900 being the world's first LTE Mobile phone starting on September 21, 2010, and Samsung Galaxy Indulge being the world's first LTE smartphone starting on February 10, 2011, both offered by MetroPCS, and the HTC ThunderBolt offered by Verizon starting on March 17 being the second LTE smartphone to be sold commercially. In Canada, Rogers Wireless was the first to launch LTE network on July 7, 2011, offering the Sierra Wireless AirCard 313U USB mobile broadband modem, known as the "LTE Rocket stick" then followed closely by mobile devices from both HTC and Samsung. Initially, CDMA operators planned to upgrade to rival standards called UMB and WiMAX, but major CDMA operators (such as Verizon, Sprint and MetroPCS in the United States, Bell and Telus in Canada, au by KDDI in Japan, SK Telecom in South Korea and China Telecom/China Unicom in China) have announced instead they intend to migrate to LTE. The next version of LTE is LTE Advanced, which was standardized in March 2011. Services commenced in 2013. Additional evolution known as LTE Advanced Pro was approved in 2015. The LTE specification provides downlink peak rates of 300 Mbit/s, uplink peak rates of 75 Mbit/s, and QoS provisions permitting a transfer latency of less than 5 ms in the radio access network. LTE has the ability to manage fast-moving mobiles and supports multicast and broadcast streams. LTE supports scalable carrier bandwidths, from 1.4 MHz to 20 MHz and supports both frequency division duplexing (FDD) and time-division duplexing (TDD). The IP-based network architecture, called the Evolved Packet Core (EPC) designed to replace the GPRS Core Network, supports seamless handovers for both voice and data to cell towers with older network technology such as GSM, UMTS and CDMA2000. The simpler architecture results in lower operating costs (for example, each E-UTRA cell will support up to four times the data and voice capacity supported by HSPA). Because LTE frequencies and bands differ from country to country, only multi-band phones can use LTE in all countries where it is supported. == History == === 3GPP standard development timeline === In 2004, NTT Docomo of Japan proposes LTE as the international standard. In September 2006, Siemens Networks (today Nokia Networks) showed in collaboration with Nomor Research the first live emulation of an LTE network to the media and investors. As live applications, two users streaming an HDTV video in the downlink and playing an interactive game in the uplink have been demonstrated. In February 2007, Ericsson demonstrated for the first time in the world, LTE with bit rates up to 144 Mbit/s In September 2007, NTT Docomo demonstrated LTE data rates of 200 Mbit/s with power level below 100 mW during the test. In November 2007, Infineon presented the world's first RF transceiver named SMARTi LTE, supporting LTE functionality in a single-chip RF silicon processed in CMOS In early 2008, LTE test equipment began shipping from several vendors and at the Mobile World Congress 2008 in Barcelona, Ericsson demonstrated the world's first end-to-end mobile call enabled by LTE on a small handheld device. Motorola demonstrated an LTE RAN (Radio Access Network) standard compliant eNodeB and LTE chipset at the same event. At the February 2008 Mobile World Congress: Motorola demonstrated how LTE can accelerate the delivery of personal media experience with HD video demo streaming, HD video blogging, online gaming, and VoIP over LTE running a RAN standard-compliant LTE network & LTE chipset. Ericsson EMP (later ST-Ericsson) demonstrated the world's first end-to-end LTE call on handheld Ericsson demonstrated LTE FDD and TDD mode on the same base station platform. Freescale Semiconductor demonstrated streaming HD video with peak data rates of 96 Mbit/s downlink and 86 Mbit/s uplink. NXP Semiconductors (later part of ST-Ericsson) demonstrated a multi-mode LTE modem as the basis for a software-defined radio system for use in cellphones. picoChip and Mimoon demonstrated a base station reference design. This runs on a common hardware platform (multi-mode / software-defined radio) with their WiMAX architecture. In April 2008, Motorola demonstrated the first EV-DO to LTE hand-off handling over streaming a video from LTE to a commercial EV-DO network and back to LTE. In April 2008, LG Electronics and Nortel demonstrated LTE data rates of 50 Mbit/s while travelling at 110 km/h (68 mph). In November 2008, Motorola demonstrated industry first over-the-air LTE session in 700 MHz spectrum. Researchers at Nokia Siemens Networks and Heinrich Hertz Institut have demonstrated LTE with 100 Mbit/s Uplink transfer speeds. At the February 2009 Mobile World Congress: Infineon demonstrated a single-chip 65 nm CMOS RF transceiver providing 2G/3G/LTE functionality Launch of ng Connect program, a multi-industry consortium founded by Alcatel-Lucent to identify and develop wireless broadband applications. Motorola provided LTE drive tour on the streets of Barcelona to demonstrate LTE system performance in a real-life metropolitan RF environment In July 2009, Nujira demonstrated efficiencies of more than 60% for an 880 MHz LTE Power Amplifier In August 2009, Nortel and LG Electronics demonstrated the first successful handoff between CDMA and LTE networks in a standards-compliant manner In August 2009, Alcatel-Lucent receives FCC certification for LTE base stations for the 700 MHz spectrum band. In September 2009, Nokia Siemens Networks demonstrated the world's first LTE call on standards-compliant commercial software. In October 2009, Ericsson and Samsung demonstrated interoperability between the first ever commercial LTE device and the live network in

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  • Visual temporal attention

    Visual temporal attention

    Visual temporal attention is a special case of visual attention that involves directing attention to specific instant of time. Similar to its spatial counterpart visual spatial attention, these attention modules have been widely implemented in video analytics in computer vision to provide enhanced performance and human interpretable explanation of deep learning models. As visual spatial attention mechanism allows human and/or computer vision systems to focus more on semantically more substantial regions in space, visual temporal attention modules enable machine learning algorithms to emphasize more on critical video frames in video analytics tasks, such as human action recognition. In convolutional neural network-based systems, the prioritization introduced by the attention mechanism is regularly implemented as a linear weighting layer with parameters determined by labeled training data. == Application in Action Recognition == Recent video segmentation algorithms often exploits both spatial and temporal attention mechanisms. Research in human action recognition has accelerated significantly since the introduction of powerful tools such as Convolutional Neural Networks (CNNs). However, effective methods for incorporation of temporal information into CNNs are still being actively explored. Motivated by the popular recurrent attention models in natural language processing, the Attention-aware Temporal Weighted CNN (ATW CNN) is proposed in videos, which embeds a visual attention model into a temporal weighted multi-stream CNN. This attention model is implemented as temporal weighting and it effectively boosts the recognition performance of video representations. Besides, each stream in the proposed ATW CNN framework is capable of end-to-end training, with both network parameters and temporal weights optimized by stochastic gradient descent (SGD) with back-propagation. Experimental results show that the ATW CNN attention mechanism contributes substantially to the performance gains with the more discriminative snippets by focusing on more relevant video segments. == Literature == Seibold VC, Balke J and Rolke B (2023): Temporal attention. Front. Cognit. 2:1168320. doi: 10.3389/fcogn.2023.1168320.

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  • Europa-Lehrmittel

    Europa-Lehrmittel

    The Verlag Europa-Lehrmittel Nourney, Vollmer GmbH & Co. KG (English: European educational media), based in Haan (district Gruiten) near Düsseldorf, Germany, develops educational media for vocational training and further education as used in vocational schools, universities, companies and further education institutions for industrial-technical, business, social, health as well as gastronomic professions. The contents are delivered in print as well as in digital formats, including offered as apps, simulations, software and through an exam preparation portal. The publisher has its own digital learning platform, the Europathek. General partner is Nourney, Vollmer & Co. GmbH, a school and specialist book publisher. == History == The publishing house was founded in Wuppertal in 1948, when the first books were published. In Eislingen/Fils a construction office was set up to create the technical drawings for the textbooks - today the drawing office of the publisher in Ostfildern. A little over 40 years later, in 1989, a new company building was built in Haan-Gruiten. In 1997, Europa-Lehrmittel acquired the Fachbuchverlag Pfanneberg with its program aimed at gastronomic professions. Further program expansions in vocational training were realized by adding titles of the publishing houses Lau, Gerber, Pluspunkt, parts of the Verlag Handwerk und Technik program and that of the Gildebuchverlag. In 2013, the scientific and technical university titles of Verlag Harri Deutsch were taken over, including the bestselling "Handbook of Mathematics" by Ilya Nikolaevich Bronstein and Konstantin Adolfovic Semendyayev. In addition, Europa-Lehrmittel's first exam apps appeared. In 2017, the publisher introduced its own digital learning platform named Europathek. The Prüfungsdoc (English: Examination Doc) platform, which enables targeted online preparation for exams, went online the same year. In 2018, the titles of the Düsseldorf publishing house SOL for self-organized learning were incorporated into Europa-Lehrmittel's program. == Program == The program meanwhile includes well over 2000 print and digital publications, including specialist titles on metal technology, automotive and electrical engineering (like "Tabellenbuch Metall" (English: Metal Book of Tables)), on business administration, as well as works for the gastronomic profession (e.g. "Der junge Koch" (English: The Young Cook)). Many titles also appear as licensed editions in over 20 different languages on all continents. All contents are presented in an annual catalog, on the website, in schools, in companies, and at trade fairs and congresses. The publisher is a member of the Deutscher Hauswirtschaftsrat. == Digital educational media == Europathek: In addition to digital books, Europathek also provides media packages, additional materials and e-learning contents. The online contents of the 'media shelf' can be used per web browser. There are also software versions and apps for offline use, with the help of which the obtained titles can be viewed after downloading. Prüfungsdoc (English: Examination Doc): Prüfungsdoc offers web-based learning, practice and repetition to prepare for the intermediate and final examinations. This includes simulations of the exams with direct evaluation of the results.

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  • Infone

    Infone

    Infone was a service launched by Metro One Telecommunications in 2003. The service was discontinued effective December 14, 2005. == How it worked == Infone included directory assistance and other services via a toll-free phone number. A user could call 888-411-1111 to request directory assistance, directions, traffic information, movie times, call completion, dinner reservation assistance and other services. Infone provided a number of innovative 411 'concierge'-like services, including movie listings from a live operator, and offered a feature where they could provide information from a linked Microsoft Outlook calendar when set up in advance. For a period of time they advertised heavily on U.S. television, featuring ads with then Governor of Minnesota Jesse Ventura, emphasizing their use of all U.S. based operators. The price offered was $0.89 per call up to 15 minutes (for use when the operator connects you to the requested number, as well as for additional information requests afterwards), with $0.05 for each additional minute, making Infone also a competitively priced long-distance service. New users received 5–10 free calls. Infone identified a registered user (along with billing information; the service was only payable by credit card) by caller ID (numbers were registered on signing up) and by an advanced voiceprint recognition system (VPRS) from SpeechWorks that identified the user when the user called from an unregistered telephone number (or no caller ID) through the use of a personal phrase spoken by the user (e.g., "Hello Infone!") after the welcome tone.

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