Data preservation

Data preservation

Data preservation is the act of conserving and maintaining both the safety and integrity of data. Preservation is done through formal activities that are governed by policies, regulations and strategies directed towards protecting and prolonging the existence and authenticity of data and its metadata. Data can be described as the elements or units in which knowledge and information is created, and metadata are the summarizing subsets of the elements of data; or the data about the data. The main goal of data preservation is to protect data from being lost or destroyed and to contribute to the reuse and progression of the data. == History == Most historical data collected over time has been lost or destroyed. War and natural disasters combined with the lack of materials and necessary practices to preserve and protect data has caused this. Usually, only the most important data sets were saved, such as government records and statistics, legal contracts and economic transactions. Scientific research and doctoral theses data have mostly been destroyed from improper storage and lack of data preservation awareness and execution. Over time, data preservation has evolved and has generated importance and awareness. We now have many different ways to preserve data and many different important organizations involved in doing so. The first digital data preservation storage solutions appeared in the 1950s, which were usually flat or hierarchically structured. While there were still issues with these solutions, it made storing data much cheaper, and more easily accessible. In the 1970s relational databases as well as spreadsheets appeared. Relational data bases structure data into tables using structured query languages which made them more efficient than the preceding storage solutions, and spreadsheets hold high volumes of numeric data which can be applied to these relational databases to produce derivative data. More recently, non-relational (non-structured query language) databases have appeared as complements to relational databases which hold high volumes of unstructured or semi-structured data. == Importance == The scope of data preservation is vast. Everything from governmental to business records to art essentially can be represented as data, and is amenable to be lost. This then leads to loss of human history, for perpetuity. Data can be lost on a small or independent scale whether it's personal data loss, or data loss within businesses and organizations, as well as on a larger or national or global scale which can negatively and potentially permanently affect things such as environmental protection, medical research, homeland security, public health and safety, economic development and culture. The mechanisms of data loss are also as many as they are varied, spanning from disaster, wars, data breaches, negligence, all the way through simple forgetting to natural decay. Ways in which data collections can be used when preserved and stored properly can be seen through the U.S. Geological Survey, which stores data collections on natural hazards, natural resources, and landscapes. The data collected by the Survey is used by federal and state land management agencies towards land use planning and management, and continually needs access to historical reference data. == Related Concepts == In contrast, data holdings are collections of gathered data that are informally kept, and not necessarily prepared for long-term preservation. For example, a collection or back-up of personal files. Data holdings are generally the storage methods used in the past when data has been lost due to environmental and other historical disasters. Furthermore, data retention differs from data preservation in the sense that by definition, to retain an object (data) is to hold or keep possession or use of the object. To preserve an object is to protect, maintain and keep up for future use. Retention policies often circle around when data should be deleted on purpose as well, and held from public access, while preservation prioritizes permanence and more widely shared access. Thus, data preservation exceeds the concept of having or possessing data or back up copies of data. Data preservation ensures reliable access to data by including back-up and recovery mechanisms that precede the event of a disaster or technological change. == Methods == === Digital === Digital preservation, is similar to data preservation, but is mainly concerned with technological threats, and solely digital data. Essentially digital data is a set of formal activities to enable ongoing or persistent use and access of digital data exceeding the occurrence of technological malfunction or change. Digital preservation is aware of the inevitable change in technology and protocols, and prepares for data that will need to be accessible across new types of technologies and platforms while the integrity of the data and metadata are being conserved. Technology, while providing great process in conserving data that may not have been possible in the past, is also changing at such a quick rate that digital data may not be accessible anymore due to the format being incompatible with new software. Without the use of data preservation much of our existing digital data is at risk. The majority of methods used towards data preservation today are digital methods, which are so far the most effective methods that exist. === Archives === Archives are a collection of historical documents and records. Archives contribute and work towards the preservation of data by collecting data that is well organized, while providing the appropriate metadata to confirm it. An example of an important data archive is The LONI Image Data Archive, which is an archive that collects data regarding clinical trials and clinical research studies. === Catalogues, directories and portals === Catalogues, directories and portals are consolidated resources which are kept by individual institutions, and are associated with data archives and holdings. In other words, the data is not presented on the site, but instead might act as metadata and aggregators, and may administer thorough inventories. === Repositories === Repositories are places where data archives and holdings can be accessed and stored. The goal of repositories is to make sure that all requirements and protocols of archives and holdings are being met, and data is being certified to ensure data integrity and user trust. Single-site Repositories A repository that holds all data sets on a single site. An example of a major single-site repository the Data Archiving and Networking Services which is a repository which provides ongoing access to digital research resources for the Netherlands. Multi-Site Repositories A repository that hosts data set on multiple institutional sites. An example of a well known multi-site repository is OpenAIRE which is a repository that hosts research data and publications collaborating all of the EU countries and more. OpenAIRE promotes open scholarship and seeks to improves discover-ability and re-usability of data. Trusted Digital Repository A repository that seeks to provide reliable, trusted access over a long period of time. The repository can be single or multi-sited but must cooperate with the Reference Model for an Open Archival Information System, as well as adhere to a set of rules or attributes that contribute to its trust such as having persistent financial responsibility, organizational buoyancy, administrative responsibility security and safety. An example of a trusted digital repository is The Digital Repository of Ireland (DRI) which is a multi-site repository that hosts Ireland's humanity and social science data sets. === Cyber Infrastructures === Cyber infrastructures which consists of archive collections which are made available through the system of hardware, technologies, software, policies, services and tools. Cyber infrastructures are geared towards the sharing of data supporting peer-to-peer collaborations and a cultural community. An example of a major cyber-infrastructure is The Canadian Geo-spatial Data Infrastructure which provides access to spatial data in Canada.

Clubhouse (app)

Clubhouse is an American social audio app for iOS and Android developed by Alpha Exploration Co. that enables users to participate in real-time, audio-only communication within virtual "rooms". Launched in March 2020 by Paul Davison and Rohan Seth, the platform is characterized by its "drop-in" nature, where users can join live discussions on a wide range of topics as either listeners or speakers. The application gained attention in early 2021, operating on an invite-only model and featuring appearances from public figures such as Elon Musk, Oprah Winfrey, and Mark Zuckerberg. During this period, Clubhouse reached a reported valuation of approximately $4 billion and contributed to the expansion of similar social audio features like Twitter Spaces and Spotify Greenroom. The app later expanded to Android in May 2021 and removed its waitlist in July 2021, opening access to the general public. == History == Clubhouse began as an invite only social media startup by Paul Davison and Rohan Seth in Fall 2019. Originally designed for podcasts with the name Talkshow, the app was rebranded as "Clubhouse" and officially released for the iOS operating system in March 2020 and as of May 2021 the Android systems as well. Clubhouse was valued at $100 million after receiving funding from notable angel investors. These investors included Ryan Hoover (Founder, Product Hunt), Balaji Srinivasan (Former CTO, Coinbase), James Beshara (Co-Founder, Tilt.com), and several venture capitalists, including a $12 million Series A investment from the venture capital firm, Andreessen Horowitz, in May 2020. The app gained popularity in the early months of the COVID-19 pandemic. It had 600,000 registered users by December 2020. In January 2021, CEO Paul Davison announced that the active weekly user base on the app consisted of approximately 2 million individuals. The company announced that it would start working on an Android version of the app. In that month, the app became widely used in Germany when German podcast hosts Philipp Klöckner and Philipp Gloeckler began an invite-chain over a Telegram group. It brought German influencers, journalists, and politicians to the platform. Clubhouse raised their Series B at a $1 billion valuation. On February 1, 2021, Clubhouse had an estimated 3.5 million downloads on a global level which grew rapidly to 8.1 million downloads by February 15. This significant growth in popularity was because celebrities such as Elon Musk and Mark Zuckerberg made appearances on the app. In the same month, Clubhouse hired an Android Software Developer. A year after the app's release, the number of weekly active users was greater than 10 million, but the user base declined 21% during three weeks from late February to early March. This decline was reportedly caused by a decrease in the number of Clubhouse users after its initial release. During its initial roll out, the app was accessible only by invitation, and invitation codes on eBay were selling at up to $400. On April 5, 2021, Clubhouse partnered with Stripe to launch its first monetizing feature called Clubhouse Payments. Although testing began with only 1,000 users, after a week, the company rolled out the functionality to another 60,000 or more users in the US. In the same month, Twitter entered in discussions to purchase Clubhouse for $4 billion. The talks ended with no acquisition. Later, the company raised their Series C round of funding at a $4 billion valuation. The app also received interest in a partnership, with the National Football League announcing a content deal that month; Twitter Spaces later poached Clubhouse's exclusive NFL deal with 20 official NFL Spaces scheduled for the 2021-22 season. Finally, On May 9, 2021, Clubhouse launched a beta version of the Android app for users in the US, and on May 21, 2021, Clubhouse became available worldwide for Android users. In July 2021, Clubhouse announced a partnership with TED to offer exclusive talks. and on July 21, 2021, the company discarded its invitation system and made the application available to all, though a wait list for registration was still applied in order to manage new traffic. As of the time of the announcement, the company stated it had 10 million users on the wait list. On September 23, 2021, the company announced a new feature named "Wave". In October 2021, Clubhouse rolled out new features called "Replays and Clips". In April 2023, the company announced it was reducing its staff by half amid a "resetting" due to post-pandemic market shifts. == Features == === Rooms === The primary feature of Clubhouse is real-time virtual "rooms" in which users can communicate with each other via audio. Rooms are divided into different categories based on levels of privacy. Moderator roles are denoted by a green star that appears next to the user's name. When a user joins a room, they are initially assigned to the role of a "listener" and cannot unmute themselves. Listeners can notify the moderators of their intent to join the stage and speak by clicking on the "raise hand" icon. Users who are invited to the stage become "speakers" and can unmute themselves. Users can exit a room by tapping the "leave quietly" button or with the help of peace sign emoji. === Houses === In August 2022, Clubhouse announced a feature called Houses, an invite-based version of the rooms. === Events === A lot of conversations in Clubhouse are of spontaneous nature. However, users can schedule conversations by creating events. While scheduling an event, users can first name the event and then set the date and time at which the conversation will begin. Users can also add co-hosts to help moderate the event. Once the event has been created, it is added to the Clubhouse "bulletin". The bulletin shows upcoming scheduled events and allows users to set notifications for events by clicking the bell icon corresponding to the event. Users can access the bulletin by clicking on the calendar icon at the top of the home page. === Clubs === At the Clubhouse, clubs are user communities that regularly discuss a common interest. Many clubs are present in Clubhouse which represents a wide array of topics. Users can find clubs by name under the search tab. A club consists of three categories of users: "Admin", "Leader", and "Member". Members can create private rooms and invite more users into the club. Leaders have all the privileges of a member. Apart from that, they are authorized to create/schedule club-branded open rooms. An admin can modify club settings, add/delete users, change user privileges and create/schedule any type of room. There are three types of clubs: "Open", "By Approval", and "Closed" for membership. Any user can join an open club by pressing the "Join The Club" button on the club profile. In case of approval, users need to apply and wait for membership by clicking the "Apply To Join" button on the club profile. The admins of the respective club are privileged to accept or reject the user's request. In a closed club, membership is limited to users selected by the club admin. All users of a club will be notified when a public room within the club is created. The club creation is restricted to active users and whoever creates the club will become the club admin. Eligible users can create a club by going to their profile, press the "+" sign present in the "Member of" section. Clubs in which a user is a member are shown on their profile page. The first club to half a million members was the Human Behavior Club founded by The Digital Doctor (Dr. Sohaib Imtiaz). === Backchannel === Backchannel is the messaging function which allows users to interact individually or within a group via text. The Backchannel feature was initially leaked on June 18, 2021, in response to the launch of Spotify Greenroom. This is notable step because, until this point, Clubhouse was voice only with no way to hyperlink or message. It was entirely dependent on Instagram and Twitter for text messaging. The feature was initially leaked in the App Store, which the company says was an accident on Twitter. A month later, after multiple failed attempts, the Clubhouse Backchannel finally launched on July 14, 2021. === Explore === The homepage of Clubhouse provides access to ongoing chat rooms, which are recommended based on the people and clubs that are followed by the user. As the users tap on the magnifying glass icon, they will be redirected to the explore page. On that page, users can search for people and clubs to follow and also find conversations categorized by topics. === Clubhouse Payments === This is the direct payment service provided by the app, which allows users to send money to content creators. It includes those users who had enabled this functionality in their profile. Money can be sent from users to the creator by clicking on their profile. Press "Send Money" then enter the amount you want to send. When a user does this for the first time, they'll be prompted to reg

Color clock

The color clock, or color timer, is a part of the video circuitry of computer graphics hardware that works with analog color television systems. The clock is timed to match the timing of the color standard it works with, typically NTSC or PAL, ensuring that the data being read from the computer memory to create the image on-screen is in sync with the display. Depending on the speed of the color clock, the product of the resolution and number of colors is defined. Slow color clocks of many early games consoles and home computers resulted in limited color palettes at the highest resolutions.

Channel (digital image)

Color digital images are made of pixels, and pixels are made of combinations of primary colors represented by a series of code. A channel in this context is the grayscale image of the same size as a color image, made of just one of these primary colors. For instance, an image from a standard digital camera will have a red, green and blue channel. A grayscale image has just one channel. In geographic information systems, channels are often referred to as raster bands. Another closely related concept is feature maps, which are used in convolutional neural networks. == Overview == In the digital realm, there can be any number of conventional primary colors making up an image; a channel in this case is extended to be the grayscale image based on any such conventional primary color. By extension, a channel is any grayscale image of the same dimension as and associated with the original image. Channel is a conventional term used to refer to a certain component of an image. In reality, any image format can use any algorithm internally to store images. For instance, GIF images actually refer to the color in each pixel by an index number, which refers to a table where three color components are stored. However, regardless of how a specific format stores the images, discrete color channels can always be determined, as long as a final color image can be rendered. The concept of channels is extended beyond the visible spectrum in multispectral and hyperspectral imaging. In that context, each channel corresponds to a range of wavelengths and contains spectroscopic information. The channels can have multiple widths and ranges. Three main channel types (or color models) exist, and have respective strengths and weaknesses. === RGB images === An RGB image has three channels: red, green, and blue. RGB channels roughly follow the color receptors in the human eye, and are used in computer displays and image scanners. If the RGB image is 24-bit (the industry standard as of 2005), each channel has 8 bits, for red, green, and blue—in other words, the image is composed of three images (one for each channel), where each image can store discrete pixels with conventional brightness intensities between 0 and 255. If the RGB image is 48-bit (very high color-depth), each channel has 16-bit per pixel color, that is 16-bit red, green, and blue for each per pixel. ==== RGB color sample ==== Notice how the grey trees have similar brightness in all channels, the red dress is much brighter in the red channel than in the other two, and how the green part of the picture is shown much brighter in the green channel. === YUV === YUV images are an affine transformation of the RGB colorspace, originated in broadcasting. The Y channel correlates approximately with perceived intensity, whilst the U and V channels provide colour information. === CMYK === A CMYK image has four channels: cyan, magenta, yellow, and key (black). CMYK is the standard for print, where subtractive coloring is used. A 32-bit CMYK image (the industry standard as of 2005) is made of four 8-bit channels, one for cyan, one for magenta, one for yellow, and one for key color (typically is black). 64-bit storage for CMYK images (16-bit per channel) is not common, since CMYK is usually device-dependent, whereas RGB is the generic standard for device-independent storage. ==== CMYK color sample ==== === HSV === HSV, or hue saturation value, stores color information in three channels, just like RGB, but one channel is devoted to brightness (value), and the other two convey colour information. The value channel is similar to (but not exactly the same as) the CMYK black channel, or its negative. HSV is especially useful in lossy video compression, where loss of color information is less noticeable to the human eye. == Alpha channel == The alpha channel stores transparency information—the higher the value, the more opaque that pixel is. No camera or scanner measures transparency, although physical objects certainly can possess transparency, but the alpha channel is extremely useful for compositing digital images together. Bluescreen technology involves filming actors in front of a primary color background, then setting that color to transparent, and compositing it with a background. The GIF and PNG image formats use alpha channels on the World Wide Web to merge images on web pages so that they appear to have an arbitrary shape even on a non-uniform background. == Other channels == In 3D computer graphics, multiple channels are used for additional control over material rendering; e.g., controlling specularity and so on. == Bit depth == In digitizing images, the color channels are converted to numbers. Since images contain thousands of pixels, each with multiple channels, channels are usually encoded in as few bits as possible. Typical values are 8 bits per channel or 16 bits per channel. Indexed color effectively gets rid of channels altogether to get, for instance, 3 channels into 8 bits (GIF) or 16 bits. == Optimized channel sizes == Since the brain does not necessarily perceive distinctions in each channel to the same degree as in other channels, it is possible that differing the number of bits allocated to each channel will result in more optimal storage; in particular, for RGB images, compressing the blue channel the most and the red channel the least may be better than giving equal space to each. Among other techniques, lossy video compression uses chroma subsampling to reduce the bit depth in color channels (hue and saturation), while keeping all brightness information (value in HSV). 16-bit HiColor stores red and blue in 5 bits, and green in 6 bits.

Variable data publishing

Variable-data publishing (VDP) (also known as database publishing) is a term referring to the output of a variable composition system. While these systems can produce both electronically viewable and hard-copy (print) output, the "variable-data publishing" term today often distinguishes output destined for electronic viewing, rather than that which is destined for hard-copy print (e.g. variable data printing). Essentially the same techniques are employed to perform variable-data publishing, as those utilized with variable data printing. The difference is in the interpretation for output. While variable-data printing may be interpreted to produce various print streams or page-description files (e.g. AFP/IPDS, PostScript, PCL), variable-data publishing produces electronically viewable files, most commonly seen in the forms of PDF, HTML, or XML. Variable-data composition involves the use of data to conditionally: exhibit text (static blocks and/or variable content) exhibit images select fonts select colors format page layouts & flows Variable-data may be as simple as an address block or salutation. However, it can be any or all of the document's textual content—including words, sentences, paragraphs, pages, or the entire document. In other words, it can make up as little or as much of the document as the composer desires. Variable data may also be used to exhibit various images, such as logos, products, or membership photos. Further, variable-data can be used to build rule-based design schemes, including fonts, colors, and page formats. The possibilities are vast. The variable-data tools available today, make it possible to perform variable-data composition at nearly every stage of document production. However, the level of control that can be achieved varies, based upon how far into the document production process a variable-data tool is deployed. For example, if variable-data insertion occurs just prior to output...it's not likely that the text flow or layout can be altered with nearly as much control as would be available at the time of initial document composition. Many organizations will produce multiple forms of output (aka: multi-channel output), for the same document. This ensures that the published content is available to recipients via any form of access method they might require. When multi-channel output is utilized, integrity between those output channels often becomes important. Variable-data publishing may be performed on everything from a personal computer to a mainframe system. However, the speed and practical output volumes which can be achieved are directly affected by the computer power utilized. == Origin of the concept == The term variable-data publishing was likely an offshoot of the term "variable-data printing", first introduced to the printing industry by Frank Romano, Professor Emeritus, School of Print Media, at the College of Imaging Arts and Sciences at Rochester Institute of Technology. However, the concept of merging static document elements and variable document elements predates the term and has seen various implementations ranging from simple desktop 'mail merge', to complex mainframe applications in the financial and banking industry. In the past, the term VDP has been most closely associated with digital printing machines. However, in the past 3 years the application of this technology has spread to web pages, emails, and mobile messaging.

Language resource

In linguistics and language technology, a language resource is a "[composition] of linguistic material used in the construction, improvement and/or evaluation of language processing applications, (...) in language and language-mediated research studies and applications." According to Bird & Simons (2003), this includes data, i.e. "any information that documents or describes a language, such as a published monograph, a computer data file, or even a shoebox full of handwritten index cards. The information could range in content from unanalyzed sound recordings to fully transcribed and annotated texts to a complete descriptive grammar", tools, i.e., "computational resources that facilitate creating, viewing, querying, or otherwise using language data", and advice, i.e., "any information about what data sources are reliable, what tools are appropriate in a given situation, what practices to follow when creating new data". The latter aspect is usually referred to as "best practices" or "(community) standards". In a narrower sense, language resource is specifically applied to resources that are available in digital form, and then, "encompassing (a) data sets (textual, multimodal/multimedia and lexical data, grammars, language models, etc.) in machine readable form, and (b) tools/technologies/services used for their processing and management". == Typology == As of May 2020, no widely used standard typology of language resources has been established (current proposals include the LREMap, METASHARE, and, for data, the LLOD classification). Important classes of language resources include data lexical resources, e.g., machine-readable dictionaries, linguistic corpora, i.e., digital collections of natural language data, linguistic data bases such as the Cross-Linguistic Linked Data collection, tools linguistic annotations and tools for creating such annotations in a manual or semiautomated fashion (e.g., tools for annotating interlinear glossed text such as Toolbox and FLEx, or other language documentation tools), applications for search and retrieval over such data (corpus management systems), for automated annotation (part-of-speech tagging, syntactic parsing, semantic parsing, etc.), metadata and vocabularies vocabularies, repositories of linguistic terminology and language metadata, e.g., MetaShare (for language resource metadata), the ISO 12620 data category registry (for linguistic features, data structures and annotations within a language resource), or the Glottolog database (identifiers for language varieties and bibliographical database). == Language resource publication, dissemination and creation == A major concern of the language resource community has been to develop infrastructures and platforms to present, discuss and disseminate language resources. Selected contributions in this regard include: a series of International Conferences on Language Resources and Evaluation (LREC), the European Language Resources Association (ELRA, EU-based), and the Linguistic Data Consortium (LDC, US-based), which represent commercial hosting and dissemination platforms for language resources, the Open Languages Archives Community (OLAC), which provides and aggregates language resource metadata, the Language Resources and Evaluation Journal (LREJ), the European Language Grid is a European platform for language technologies (eg services), data and resources. As for the development of standards and best practices for language resources, these are subject of several community groups and standardization efforts, including ISO Technical Committee 37: Terminology and other language and content resources (ISO/TC 37), developing standards for all aspects of language resources, W3C Community Group Best Practices for Multilingual Linked Open Data (BPMLOD), working on best practice recommendations for publishing language resources as Linked Data or in RDF, W3C Community Group Linked Data for Language Technology (LD4LT), working on linguistic annotations on the web and language resource metadata, W3C Community Group Ontology-Lexica (OntoLex), working on lexical resources, the Open Linguistics working group of the Open Knowledge Foundation, working on conventions for publishing and linking open language resources, developing the Linguistic Linked Open Data cloud, the Text Encoding Initiative (TEI), working on XML-based specifications for language resources and digitally edited text.

Hedgeable

Hedgeable, Inc. was a U.S. based financial services company and digital wealth management platform headquartered in New York City. Hedgeable was known for not following set allocations, and instead actively managing accounts in response to market movements. On August 9, 2018, Hedgeable closed its doors to new investors, with existing investors required to transfer out of the company. The company claimed that it was not shutting down but simply removing its SEC registration. == History == Hedgeable was founded in 2009 by twin brothers Michael and Matthew Kane, who previously worked at high-net worth investment managers such as Bridgewater Associates and Spruce Private Investors. Both Michael and Matthew graduated from Penn State University with degrees in finance. Hedgeable is a Registered Investment Advisor with the U.S. Securities and Exchange Commission. The company has received funding from SixThirty and Route 66 Ventures as well as various other angel investors. On August 9, 2018, Hedgeable closed its doors to new investors. == Investing Strategies == Hedgeable did not follow a buy-and-hold approach, but instead actively manages accounts in response to market movements focusing on downside protection in bear markets. Their strategy was different from other robo-advisors, which use Modern Portfolio Theory. Hedgeable offered investment options including Exchange Traded Funds (ETFs) to individual stocks, master limited partnerships, private equity and bitcoin. Mutual funds were not used in portfolios. Although the firm's focus was to provide a direct-to-consumer service, Hedgeable's investment strategies were available to financial advisors and institutions as well through a variety of platforms. == Product Features == When it was open to external clients, Hedgeable aimed to gamify their personal finance experience. Clients could open a new account or transfer an existing account. Hedgeable accepted retirement accounts, taxable accounts, business accounts and various other account types. Hedgeable offered the following features: Downside protection Account aggregation Alternative investments Alpha rewards API Mobile app It was awarded 4/5 for client transparency by Paladin Research. Hedgeable was the winner of the Finovate Fall 2015 Best of Show Award and the GREAT 2015 Tech Award (FinTech Category). In 2016, Hedgeable launched its first iOS mobile app in order to expand their product offerings.