Eimear Kenny

Eimear Kenny

Eimear E. Kenny is a researcher in population genetics and translation genomics, and is the Founding Director of the Institute for Genomic Health, and Endowed Chair and Professor of Genomic Health at the Icahn School of Medicine at Mount Sinai. She is known for novel approaches in computational genomics, advancing the study of human genetic variation and its connection to disease risk and diagnosis. Her research has laid the foundation for integrating artificial intelligence (AI) and genomics into precision medicine and routine clinical care. By combining genomics, computer science, and medicine, her work leverages genomic sequencing technologies and machine learning algorithms to uncover insights that improve patient care, accelerate genomic data analysis, and enable the future of AI-driven healthcare. She has led multiple genomics-based clinical trials, applying computational biology and AI in clinical settings to advance genomic medicine and precision healthcare. == Research == A recipient of the Early-Career Award from the American Society of Human Genetics (USA), Kenny, as of 2024, leads a team in genetics, computer science, and medicine, focusing on genetic ancestry, large-scale genomics, clinical trials, and genomic medicine at the Institute for Genomic Health. The lab works to advance understanding of genetic ancestry and its impact on health in order to inform better clinical medicine models. She is recognized for her work to leverage biobanks for translational genomics and her development of new genetic tests an strategies for health care management. In one study, she and her colleagues investigated genetic disorders that might be under-diagnosed due to insufficient data, and found a variant in a collagen gene associated with Steel syndrome. This syndrome caused short stature and bone and joint issues and was thought to be rare. However, the study revealed it is common in individuals with Puerto Rican ancestry. Three of Kenny's genomic medicine clinical trials assessed how to bring new technology, such as digital apps, or information, such as polygenic risk scores, into routine clinical care. In the 2010s, Kenny was instrumental in several large-scale sequencing studies, including the 1000 Genomes Project, the Exome Sequencing Project, the Genome Sequencing Project, and the Trans-Omics for Precision Medicine. In 2012, she led work that discovered the variant responsible for blond hair in Melanesia, work that was featured in the Smithsonian NHGRI Human Genome Exhibit in Washington, D.C. In 2017, her group was one of the first to demonstrate that polygenic risk scores derived in predominantly European populations have reduced accuracy when applied in populations now widely acknowledged as a major challenge in the field of genomic risk prediction. As of 2024, she is Principal Investigator in many NIH-funded international consortium focused on computational genomics and genomic medicine, including Electronic Medical Records and Genomics, Polygenic Risk Methods in Diverse Populations, and the Human Pangenome Reference Consortium. In 2023, Kenny played a key role in a groundbreaking advancement in genomics research by helping to map a diverse human pangenome—a major shift from reliance on a single reference genome. Unlike the earlier genetic map, based on one man of mixed European and African ancestry in Buffalo, this new pangenome project captures far greater human genetic diversity. As reported by The Washington Post, Kenny's work demonstrates how a more inclusive human genome can drive discoveries in rare genetic diseases, improve genomic medicine, and accelerate the future of precision healthcare. Kenny was co-developer and current license holder for Random Forest adMIXture (RFMix), a patented software for inferring continental and sub-continental ancestry at genomic loci. == Education and career == Kenny graduated from Trinity College Dublin with a BA in Biochemistry in 1999 and did a masters in Bioinformatics at Leeds University. She received her PhD in Computational Genomics at Rockefeller University, and did her post-doctoral work in the lab of Dr. Carlos D. Bustamante at Stanford University. === Academic appointments === As of 2024, at Mount Sinai, she serves as the Endowed Chair and Professor of Genomic Health, Professor at the Department of Medicine and Professor at the Department of Genetics and Genomic Sciences. Since 2018 she has served as the Founding Director of the Institute for Genomic Health, and since 2022, she also serves as the Founding Director of the Center for Translational Genomics. She is also the Director of Translational Research, Division for Genomic Medicine. Former appointments include Assistant Professor at the Department of Genetics and Genomic Sciences and Member at The Charles Bronfman Institute of Personalized Medicine, both at Mount Sinai. She was also Bioinformatics Programmer at the California Institute of Technology, and research assistant at the Massachusetts Institute of Technology. == Publications == As of 2024, Kenny is an advisor to Cell Genomics. Google Scholar reports 50,623 citations, an h-index of 66 and an i10-index of 130. The five most-cited articles she contributed to are: Auton, A; Brooks, LD; Durbin, RM; Garrison, EP; Kang, HM; Korbel, JO; Marchini, JL; McCarthy, S; McVean, GA; Abecasis, GR (2015). "A global reference for human genetic variation". Nature. 526 (7571): 68–74. Bibcode:2015Natur.526...68T. doi:10.1038/nature15393. PMC 4750478. PMID 26432245.. Cited by 14847 Abecasis, GR; Auton, A; Brooks, LD; DePristo, MA; Durbin, RM; Handsaker, RE; Kang, HM; Marth, GT; McVean, GA (2012). "An integrated map of genetic variation from 1,092 human genomes". Nature. 491 (7422): 56–65. Bibcode:2012Natur.491...56T. doi:10.1038/nature11632. PMC 3498066. PMID 23128226.. Cited by 8287 Jacob A. Tennessen et al. Evolution and Functional Impact of Rare Coding Variation from Deep Sequencing of Human Exomes.Science337,64–69(2012).DOI:10.1126/science.1219240 Cited by 1886 Taliun, D.; Harris, D.N.; Kessler, M.D.; et al. (2021). "Sequencing of 53,831 diverse genomes from the NHLBI TOPMed Program". Nature. 590 (7845): 290–299. Bibcode:2021Natur.590..290T. doi:10.1038/s41586-021-03205-y. PMC 7875770. PMID 33568819.. Cited by 1369 Vilhjálmsson, BJ; et al. (2015). "Modeling Linkage Disequilibrium Increases Accuracy of Polygenic Risk Scores". Am J Hum Genet. 97 (4): 576–92. doi:10.1016/j.ajhg.2015.09.001. PMC 4596916. PMID 26430803.. Cited by 1327

Construction robots

Construction robots are a subset of industrial robots used for building and infrastructure construction on site, or in the production of materials and components offsite. A 2021 survey said 55% of construction companies in the United States, Europe, and China used robots in some form. This figure, however, reflects reported use across the construction value chain rather than widespread deployment of robots on active construction sites. Real-world adoption remains limited, with many robotic systems confined to pilot projects, controlled environments, or specific task applications rather than continuous on-site construction use. One of the main challenges in deploying robots on construction sites is the unstructured and variable nature of the environment, which differs fundamentally from controlled factory settings where industrial robots have traditionally operated. Some robots currently deployed on job sites assist with physically demanding or repetitive tasks: excavating, lifting heavy materials, surveying, laying out markers, tying rebar, and installing drywall. More advanced systems are being developed for exterior finishing, steel placement, masonry, and reinforced concrete work. In practice, rather than autonomous systems performing core building tasks, the most widely adopted robot applications on construction sites involve technologies such as aerial drones (or, less frequently, robot 'dogs' - for example, Boston Dynamics' Spot - or humanoid robots) used for surveying, inspection, and progress monitoring (the robots typically carry video and/or 360-degree cameras, LiDar scanners or other data capture devices, with data analysed using artificial intelligence and machine learning). Some emerging systems are designed as multifunctional construction robots, integrating multiple tools and capabilities within a single robotic platform to perform different stages of the construction process. These systems aim to improve operational flexibility and increase automation in complex construction environments. Experimental projects using robotic construction technologies and additive manufacturing have been demonstrated in several countries as part of broader efforts to industrialize the construction sector and improve productivity through automation and digitalization. == Features == Construction robots are generally required to meet the following criteria: Mobility: the ability to navigate around a construction site, including uneven terrain and confined spaces. Adaptability: the ability to handle components of variable size, weight, and shape. Environmental awareness: the ability to sense and respond to changing on-site conditions. Interactivity: the ability to operate alongside human workers and other equipment. Multitasking: the ability to perform several different operations within a single deployment. == Capabilities == Construction robots have been developed and tested for a range of on-site tasks, including: Progress monitoring — robots equipped with cameras and sensors can track construction progress and identify deviations from plans. Inspection — robots are used to investigate infrastructure at dangerous or inaccessible locations, reducing risk to human workers and eliminating human error. Wall construction — robotic systems can lay bricks and blocks with greater speed and consistency than manual labour. Earthmoving and material handling — autonomous excavators and haul trucks use GPS, lidar, and motion sensors to perform digging, trenching, and loading tasks with minimal human input. Grading and dozing — autonomous bulldozers use GPS, gyroscopes, and laser sensors to control blade angle and depth, improving surface finish accuracy and reducing material overuse. 3D printing — additive manufacturing systems can construct walls and structural elements directly from digital models. == Notable construction-related activities undertaken by robots == The distribution of robotic applications in construction varies across the project lifecycle. Most applications are concentrated in structural construction tasks such as masonry, concrete work, and assembly, while other phases, including planning, maintenance, and demolition, remain less represented. === Automated building systems === The Nisseki Yokohama Building (also known as Rail City Yokohama), a 30-storey office building in Yokohama, Japan, was constructed between 1994 and 1997 using the SMART system (Shimizu Manufacturing system by Advanced Robotics Technology), developed by Shimizu Corporation and a consortium of seven other Japanese companies. The system used automated horizontal hoists and vertical lifts to position steel beams, columns, precast concrete floor slabs, and prefabricated facade panels, with welding robots connecting structural elements under laser-guided precision. Each component was tracked by barcode to monitor progress and coordinate just-in-time delivery of materials. Obayashi Corporation developed the Advanced Building Construction System (ABCS), a similar automated platform used in several high-rise projects in Japan in the 1990s, including the NEC Head Office in Kanagawa (1997–2000). === Progress monitoring, inspection === Boston Dynamics' Spot was used in February 2024 to inspect sections of the M5 motorway in England for National Highways. A £15,000 humanoid robot (a G1 model from Chinese manufacturer Unitree) was deployed to capture 360-degree imagery and progress reports to support health and safety monitoring and reporting for UK contractor Tilbury Douglas in April 2026. In the US, Virginia Tech's ARCADE research lab is developing MARIO (Multi-Agent Robotic system for Inspection On-site), a heterogenous robotic system deploying multiple robots capable of different locomotion to perform remote real-time construction progress monitoring in complex construction sites. === Earthmoving === === Concrete works === Obayashi Corporation developed and deployed a robotic system for placing concrete layers in dam construction in Japan. A concrete floor finishing robot was deployed by Kajima and Tokimec in Japan. The MARK series were designed in 1984 to automate the levelling and trowelling of concrete slabs on construction sites, providing consistent finishing accuracy, improved efficiency, and reduced dependence on skilled labour === Masonry === SAM100 (Semi-Automated Mason), developed by Construction Robotics, is one of the first commercially available bricklaying robots for on-site masonry construction. In 2018, it was used in the construction of the University Arts Building at the University of Nevada, Reno — a $35.5 million facility — where it laid over 60,000 of the 100,000 bricks required, reducing the brick veneer installation time by approximately 50%. Hadrian X, developed by the Australian company Fastbrick Robotics, is a fully autonomous mobile bricklaying robot. In November 2022, it completed its first commercial project — five four-bedroom houses in Wellard, Western Australia. In February 2025, PulteGroup, one of the largest homebuilders in the United States, piloted Hadrian X on a site in Florida, constructing an entire house in a single day. === 3D printing === In May 2025, a residential building in Arinaga, Gran Canaria, Spain, was completed using 3D printing construction technology, as part of broader efforts to demonstrate robotic and additive manufacturing methods in the housing sector. In 2026, a three-storey apartment block in France was constructed using concrete 3D printing technology, three months faster than conventional building methods. Finland's Hyperion Robotics has opened a UK factory and used 3D printing with concrete to produce foundations for pipelines and for electricity substation bases, reducing time-consuming and weather-dependent onsite construction processes. == Social impact == The adoption of construction robots varies significantly by region and is shaped by labour market conditions, cultural attitudes, and regulatory frameworks. In Japan, construction robots have been embraced as a response to an ageing workforce and chronic labour shortages, and are generally viewed positively by the industry. In the United States, adoption has historically been slower, partly due to resistance from labour unions concerned about job displacement. Research suggests that the impact of automation on workers is uneven: while robots can create a productivity effect that benefits some workers, displacement effects are most pronounced among younger, less-educated workers in manufacturing-heavy regions. More than 60% of construction firms now report difficulty finding skilled operators, which has increased openness to automation as a practical solution to workforce shortages rather than a replacement for workers. In the UK, during onsite deployment of a humanoid robot for monitoring purposes, there were concerns that staff might think they were being watched ("It's not there to spy on people.... So, we insist that everyone is blurred out. N

Random (software)

Random was an iOS mobile app that used algorithms and human-curation to create an adaptive interface to the Internet. The app served a remix of relevance and serendipity that allowed people to find diverse topics and interesting content that they might not have encountered otherwise. Random did not require a login or sign-up - the use of the app was anonymous. The app was powered by an artificial intelligence that learned from direct and indirect user interactions inside the app. While learning and adapting to a person, Random created a unique anonymous choice profile that was then used for recommending topics and content. The app didn't recommend the same content twice. == User interface == Random's user interface was made of ever-changing topic blocks that contained keywords and images. By choosing any of the blocks, the user would see related web content. By closing the web content, the user could access new related topics. The user interface allowed people to get more information about a specific topic area or then just leap freely from topic to topic. The content recommended by Random could be any type of web content, varying from news articles to long-form stories and from photographs to videos. Every user of the Random was curating content for other users by using the app. == History == Random was launched in March 2014. The startup was backed by Skype co-founder Janus Friis. The Random app received a strong reception from the likes of The New York Times, TechCrunch, New Scientist, Vice, and other leading publications. The app went on to gain traction with an active and loyal user community of several hundreds of thousands. This was not enough to support the free app model the team strongly believed in, and the service was terminated in December 2015. == Reception == Various reviews in media have emphasized that Random enables people to break their filter bubble and find diverse content they might not find elsewhere. Alan Henry of Lifehacker wrote: "Random... breaks you out by intentionally guiding you to new topics and interesting articles at sites you may not otherwise read." Vice Motherboard's Claire Evans says that: "Random never turns into a filter bubble, because it perpetually injects the irrational into my experience… in a cocktail of relevancy and serendipity." The app has been said to have a unique, minimalistic user experience. Kit Eaton of The New York Times commented that Random "let's you browse the news in a different way to all the other news sites you've probably ever used." Mashable reviewed Random by concluding that the "app may be one of the most simple content-discovery apps on the market."

IT8

IT8 is a set of American National Standards Institute (ANSI) standards for color communications and control specifications. Formerly governed by the IT8 Committee, IT8 activities were merged with those of the Committee for Graphics Arts Technologies Standards (CGATS Archived November 9, 2018, at the Wayback Machine) in 1994. == Standards list == The following is a list of the IT8 standards, according to the NPES Standards Blue Book Archived July 19, 2011, at the Wayback Machine: === IT8.6 - 2002 - Graphic technology - Prepress digital data exchange - Diecutting data (DDES3) === This standard establishes a data exchange format to enable transfer of numerical control information between diecutting systems and electronic prepress systems. The information will typically consist of numerical control information used in the manufacture of dies. 37 pp. === IT8.7/1 - 1993 (R2003) - Graphic technology - Color transmission target for input scanner calibration === This standard defines an input test target that will allow any color input scanner to be calibrated with any film dye set used to create the target. It is intended to address the color transparency products that are generally used for input to the preparatory process for printing and publishing. This standard defines the layout and colorimetric values of a target that can be manufactured on any positive color transparency film and that is intended for use in the calibration of a photographic film/scanner combination. 32 pp. === IT8.7/2 - 1993 (R2003) Graphic technology - Color reflection target for input scanner calibration === This standard defines an input test target that will allow any color input scanner to be calibrated with any film dye set used to create the target. It is intended to address the color photographic paper products that are generally used for input to the preparatory process for printing and publishing. It defines the layout and colorimetric values of the target that can be manufactured on any color photographic paper and is intended for use in the calibration of a photographic paper/scanner combination. 29 pp. === IT8.7/3 - 1993 (R2003) Graphic technology - Input data for characterization of 4-color process printing === The purpose of this standard is to specify an input data file, a measurement procedure and an output data format to characterize any four-color printing process. The output data (characterization) file should be transferred with any four-color (cyan, magenta, yellow and black) halftone image files to enable a color transformation to be undertaken when required. 29 pp. == Targets == Calibrating all devices involved in the process chain (original, scanner/digital camera, monitor/printer) is required for an authentic color reproduction, because their actual color spaces differ device-specifically from the reference color spaces. An IT8 calibration is done with what are called IT8 targets, which are defined by the IT8 standards. Example Special targets, implementing the IT8.7/1 (transparent target) or IT8.7/2 (reflective target) standards, are needed for calibrating scanners. These targets consists of 24 grey fields and 264 color fields in 22 columns: Column 01 to 12: HCL color model, which differ in Hue, Chroma, and Lightness Column 13 to 16: CMYK-Colors Cyan, Magenta, Yellow, and Key (black) in different steps of brightness Column 17 to 19: RGB-Colors Red, Green, and Blue in different steps of brightness Column 20 to 22: undefined, producers' choice After scanning such a target, an ICC profile gets calculated on the basis of reference values. This profile is used for all subsequent scans and assures color fidelity.

Vinted

Vinted Group UAB is a Lithuanian technology company best known for its online marketplace Vinted. Vinted is the leading second-hand fashion marketplace in Europe and a go-to destination for all kinds of second-hand items. According to the company, its mission is to make second-hand the first choice worldwide. The company operates as an ecosystem of businesses, including the Vinted Marketplace (its peer-to-peer resale platform), Vinted Go (logistics and shipping services), Vinted Pay (in-app payment solutions), and Vinted Ventures (an investment arm supporting the circular economy). Headquartered in Vilnius, Lithuania, it also has offices in Germany and the Netherlands and employs more than 2,200 people. == History == Vinted was co-founded in 2008 by Milda Mitkute and Justas Janauskas in Vilnius, Lithuania. The idea originated when Mitkute was moving house and wanted a way to sell clothes she no longer needed. Janauskas helped her create a website where users could trade clothing items. In 2016, Dutch entrepreneur Thomas Plantenga joined Vinted as a strategy consultant and later became Chief Executive Officer, leading the company through a period of international growth. In 2019, Vinted became Lithuania’s first technology unicorn after raising €128 million at a €1 billion valuation in a funding round led by Lightspeed Venture Partners. In October 2020, it acquired United Wardrobe, a Dutch competitor, and in November 2020 German Kleiderkreisel and Mamikreisel were officially merged into the Vinted platform. In 2024 it acquired Trendsales, a Danish resale platform. According to Vogue Business, Vinted’s revenue grew 61% between 2022 and 2023 and the company posted a net profit of €17.8 million in 2023. Usage of Vinted in the UK has grown from 1.2 million users in 2021, to 8 million in 2023. In 2024, the group reported consolidated revenue of €813.4 million (up 36% from 2023) and a net profit of €76.7 million, up 330% from 2023. As of 2024, Vinted was valued at approximately €5 billion, operating in more than 26 markets worldwide and announcing plans to launch in Ireland, Greece, Latvia, Slovenia, and Estonia in 2025. As of 2025 the company employed more than 2,200 people. In April 2026, Vinted completed a secondary share transaction of €880m, valuing the company at €8bn. == Products and operations == Vinted primarily resells clothing but now supports multiple categories including homeware, kidswear, electronics, books, collectibles, and high-value fashion. Vinted has worked with public figures such as Paul Mescal and Alexa Chung on exclusive wardrobe sales and has also partnered directly with charities including Oxfam on initiatives which promote the social and environmental value of second-hand fashion, such as the Style for Change fashion show at London Fashion Week. In 2025, Vinted produced its first television format, the second-hand fashion competition series RE/Style, hosted by Emma Willis. The show features emerging fashion designers from across Europe creating runway-ready looks from second-hand garments and aired on Prime Video UK. In 2025, Vinted was reported as France’s top clothing retailer by sales volume. == Criticism == Vinted has faced scrutiny from European data protection authorities in France, Lithuania, and Poland following complaints regarding GDPR compliance and account blocking practices. In July 2024, the Lithuanian authority fined the company €2,375,276. The case was coordinated by a dedicated Vinted Working Group under the European Data Protection Board. In early 2024, Swedish police reported around 300 fraud cases linked to the platform, in which users’ bank accounts were targeted by scammers. In October 2024, Channel 4 in the United Kingdom aired a documentary examining safety and privacy concerns related to the platform, including the sexualisation of underage users’ images and risks associated with second-hand baby products lacking safety certification. In November 2025, BBC News reported that Vinted’s update to its sizing system in the United Kingdom led to widespread user criticism. Vinted said the update was intended to standardise sizing across international brands.

Rapid application development

Rapid application development (RAD), also called rapid application building (RAB), is both a general term for adaptive software development approaches, and the name for James Martin's method of rapid development. In general, RAD approaches to software development put less emphasis on planning and more emphasis on an adaptive process. Prototypes are often used in addition to or sometimes even instead of design specifications. RAD is especially well suited for (although not limited to) developing software that is driven by user interface requirements. Graphical user interface builders are often called rapid application development tools. Other approaches to rapid development include the adaptive, agile, spiral, and unified models. == History == Rapid application development was a response to plan-driven waterfall processes, developed in the 1970s and 1980s, such as the Structured Systems Analysis and Design Method (SSADM). One of the problems with these methods is that they were based on a traditional engineering model used to design and build things like bridges and buildings. Software is an inherently different kind of artifact. Software can change the process used to solve a problem. As a result, knowledge gained from the development process itself can feed back to the requirements and design of the solution. Plan-driven approaches attempt to define requirements, the solution, and the implementation plan, and have a process that discourages changes. RAD approaches, on the other hand, recognize that software development is a knowledge intensive process and provide flexible processes that help take advantage of knowledge gained during the project to improve or adapt the solution. The first such RAD alternative was developed by Barry Boehm and was known as the spiral model. Boehm and other subsequent RAD approaches emphasized developing prototypes as well as or instead of rigorous design specifications. Prototypes had several advantages over traditional specifications: Risk reduction. A prototype could test some of the most difficult potential parts of the system early on in the life-cycle. This can provide valuable information as to the feasibility of a design and can prevent the team from pursuing solutions that turn out to be too complex or time-consuming to implement. This benefit of finding problems earlier in the life-cycle rather than later was a key benefit of the RAD approach. The earlier a problem can be found the cheaper it is to address. Users are better at using and reacting than at creating specifications. In the waterfall model it was common for a user to sign off on a set of requirements but then when presented with an implemented system to suddenly realize that a given design lacked some critical features or was too complex. In general most users give much more useful feedback when they can experience a prototype of the running system rather than abstractly define what that system should be. Prototypes can be usable and can evolve into the completed product. One approach used in some RAD methods was to build the system as a series of prototypes that evolve from minimal functionality to moderately useful to the final completed system. The advantage of this besides the two advantages above was that the users could get useful business functionality much earlier in the process. Starting with the ideas of Barry Boehm and others, James Martin developed the rapid application development approach during the 1980s at IBM and finally formalized it by publishing a book in 1991, Rapid Application Development. This has resulted in some confusion over the term RAD even among IT professionals. It is important to distinguish between RAD as a general alternative to the waterfall model and RAD as the specific method created by Martin. The Martin method was tailored toward knowledge intensive and UI intensive business systems. These ideas were further developed and improved upon by RAD pioneers like James Kerr and Richard Hunter, who together wrote the seminal book on the subject, Inside RAD, which followed the journey of a RAD project manager as he drove and refined the RAD Methodology in real-time on an actual RAD project. These practitioners, and those like them, helped RAD gain popularity as an alternative to traditional systems project life cycle approaches. The RAD approach also matured during the period of peak interest in business re-engineering. The idea of business process re-engineering was to radically rethink core business processes such as sales and customer support with the new capabilities of Information Technology in mind. RAD was often an essential part of larger business re engineering programs. The rapid prototyping approach of RAD was a key tool to help users and analysts "think out of the box" about innovative ways that technology might radically reinvent a core business process. Much of James Martin's comfort with RAD stemmed from Dupont's Information Engineering division and its leader Scott Schultz and their respective relationships with John Underwood who headed up a bespoke RAD development company that pioneered many successful RAD projects in Australia and Hong Kong. Successful projects that included ANZ Bank, Lendlease, BHP, Coca-Cola Amatil, Alcan, Hong Kong Jockey Club and numerous others. Success that led to both Scott Shultz and James Martin both spending time in Australia with John Underwood to understand the methods and details of why Australia was disproportionately successful in implementing significant mission critical RAD projects. == James Martin approach == The James Martin approach to RAD divides the process into four distinct phases: Requirements planning phase – combines elements of the system planning and systems analysis phases of the systems development life cycle (SDLC). Users, managers, and IT staff members discuss and agree on business needs, project scope, constraints, and system requirements. It ends when the team agrees on the key issues and obtains management authorization to continue. User design phase – during this phase, users interact with systems analysts and develop models and prototypes that represent all system processes, inputs, and outputs. The RAD groups or subgroups typically use a combination of joint application design (JAD) techniques and CASE tools to translate user needs into working models. User design is a continuous interactive process that allows users to understand, modify, and eventually approve a working model of the system that meets their needs. Construction phase – focuses on program and application development task similar to the SDLC. In RAD, however, users continue to participate and can still suggest changes or improvements as actual screens or reports are developed. Its tasks are programming and application development, coding, unit-integration and system testing. Cutover phase – resembles the final tasks in the SDLC implementation phase, including data conversion, testing, changeover to the new system, and user training. Compared with traditional methods, the entire process is compressed. As a result, the new system is built, delivered, and placed in operation much sooner. == Advantages == In modern Information Technology environments, many systems are now built using some degree of Rapid Application Development (not necessarily the James Martin approach). In addition to Martin's method, agile methods and the Rational Unified Process are often used for RAD development. The purported advantages of RAD include: Better quality. By having users interact with evolving prototypes the business functionality from a RAD project can often be much higher than that achieved via a waterfall model. The software can be more usable and has a better chance to focus on business problems that are critical to end users rather than technical problems of interest to developers. However, this excludes other categories of what are usually known as Non-functional requirements (AKA constraints or quality attributes) including security and portability. Risk control. Although much of the literature on RAD focuses on speed and user involvement a critical feature of RAD done correctly is risk mitigation. It's worth remembering that Boehm initially characterized the spiral model as a risk based approach. A RAD approach can focus in early on the key risk factors and adjust to them based on empirical evidence collected in the early part of the process. E.g., the complexity of prototyping some of the most complex parts of the system. More projects completed on time and within budget. By focusing on the development of incremental units the chances for catastrophic failures that have dogged large waterfall projects is reduced. In the Waterfall model it was common to come to a realization after six months or more of analysis and development that required a radical rethinking of the entire system. With RAD this kind of information can be discovered and acted upon earlier in the proces

Digistar

Digistar is the first computer graphics-based planetarium projection and content system. It was designed by Evans & Sutherland and released in 1983. The technology originally focused on accurate and high quality display of stars, including for the first time showing stars from points of view other than Earth's surface, travelling through the stars, and accurately showing celestial bodies from different times in the past and future. Beginning with the Digistar 3 the system now projects full-dome video. == Projector == Unlike modern full-dome systems, which use LCD, DLP, SXRD, or laser projection technology, the Digistar projection system was designed for projecting bright pinpoints of light representing stars. This was accomplished using a calligraphic display, a form of vector graphics, rather than raster graphics. The heart of the Digistar projector is a large cathode-ray tube (CRT). A phosphor plate is mounted atop the tube, and light is then dispersed by a large lens with a 160 degree field of view to cover the planetarium dome. The original lens bore the inscription: "August 1979 mfg. by Lincoln Optical Corp., L.A., CA for Evans and Sutherland Computer Corp., SLC, UT, Digital planetarium CRT projection lens, 43mm, f2.8, 160 degree field of view". The coordinates of the stars and wire-frame models to be displayed by the projector were stored in computer RAM in a display list. The display would read each set of coordinates in turn and drive the CRT's electron beam directly to those coordinates. If the electron beam was enabled while being moved a line would be painted on the phosphor plate. Otherwise, the electron beam would be enabled once at its destination and a star would be painted. Once all coordinates in the display list had been processed, the display would repeat from the top of the display list. Thus, the shorter the display list the more frequently the electron beam would refresh the charge on a given point on the phosphor plate, making the projection of the points brighter. In this way, the stars projected by Digistar were substantially brighter than could be achieved using a raster display, which has to touch every point on the phosphor plate before repeating. Likewise, the calligraphic technology allowed Digistar to have a darker black-level than full-dome projectors, since the portions of the phosphor plate representing dark sky were never hit by the electron beam. As it is only one tube, with no pixelated color filter screen, the Digistar projector is monochromatic. The Digistar projects a bright, phosphorescent green, though many (including both visitors and planetarians) report they cannot distinguish between this green and white. Additionally, unlike a raster display, the calligraphic display is not discretized into pixels, so the displayed stars were a more realistic single spot of light, without the blocky or ropy artifacts that are hard to avoid with raster graphics. Due to the use of vector graphics, as opposed to raster imaging, the Digistar does not have the resolution issues that many full-dome systems have. Thanks to this, and the brightness of the CRT, only one projector is needed to project on the entire dome, whereas most full-dome systems require up to six raster projectors, depending on dome size. The projector in the original Digistar was housed in a square pyramid-shaped sheathing. When powered on, the four sides at the tip of the pyramid would recede into the housing, exposing the lens and appearing as a cut-off pyramid. As Digistar II was being developed, many planetaria were sold Digistar LEA projectors. The LEA, called Digistar 1.5 by many users, was effectively a prototype of the D2 projector, compatible with Digistar and upgradable to Digistar II. There are no significant differences in performance between the LEA and the true D2. == History == Digistar was the brainchild of Stephen McAllister and Brent Watson, both of whom were long-time amateur astronomers and computer graphics engineers. In 1977, E&S had been consulting with Johnson Space Center regarding training simulators for astronauts. McAllister had been writing proof-of-concept software for this consultation and in summer 1977 entered the data for 400 bright stars and wrote the software to display them. Steve and Brent both originally saw the system's purpose as celestial navigation training. Brent, who had until recently worked at Hansen planetarium, asked his planetarium coworkers what they thought of a potential digital planetarium system, and then Steve and Brent both targeted the system toward planetaria. The primary goal of the planetarium system was to use computer graphics to overcome the limitation of traditional star ball technology that only allowed display of star fields from the point of view of Earth's surface. By using computer graphics the stars could be displayed from viewpoints in space, including simulating the appearance of space flight. Likewise, planets and moons within the Solar System could be displayed accurately for any time in history, from any point of view. The system used the location of real stars from the Yale Bright Star Catalogue, as well as random stars. A laboratory prototype of Digistar was used to generate the star fields and tactical displays in the 1982 science fiction film Star Trek II: The Wrath of Khan. Filming was done directly from the Digistar display in the lab. ILM projected the effort would take two weeks, but in fact it took from late November 1981 until mid-February 1982. The last shot recorded was what became the first entirely computer generated feature film sequence. It was the opening scene of the film, a rotating forward translation through a star field that lasted 3.5 minutes. It was recorded in one take, at a rate of one frame every 3.5 seconds, taking four hours for the shoot. The Digistar team members are credited in the film. After prototyping in labs at Evans and Sutherland the team repeatedly used Salt Lake City's Hansen planetarium to beta test the system at the planetarium at night. The Digistar team performed one week of shows at the planetarium as a fund raiser to benefit the planetarium. The company also later gave the planetarium an improved prototype Digistar to replace "Jake", the planetarium's aging Spitz planetarium projector. The first customer installation was to the newly constructed Universe Planetarium at the Science Museum of Virginia in 1983, the largest planetarium dome in the world at the time, for $595,000. By September 1986 there were four installed Digistars. Even at this point the long-term success of the product was very much in doubt, but as of 2019 Digistar has an installed base of over 550 planetaria. === Versions === Digistar (1983) Digistar II (1995) Digistar 3 (2002) Digistar 4 (2010?) Digistar 5 (2012) Digistar 6 (2016) Digistar 7 (2021) == Hardware == Digistar was driven by a VAX-11/780 minicomputer, with custom graphics hardware related to the E&S Picture System 2. Later versions of Digistar 1 used a DEC MicroVAX 2, driving a custom version of a PS/300. The original Digistar and Digistar 2 had a physical control panel that was used for running the star shows. This control panel was approximately 3' x 4' and contained a keyboard, a 6 DOF joystick, and a large array of back-lit buttons. One button that was used for moving the viewpoint forward in space was labeled "Boldly Go". Later iterations of Digistar replaced the physical control panel with a common graphical user interface. Digistar 3 was the first Digistar system to offer full-dome video in 2002, using six projectors. Digistar 4 was able to cover the dome using only two projectors. == System limitations == Though technologically advanced in its day, and the closest system to true full-dome video at the time of its release, the original Digistar and Digistar 2 are limited to only projecting dots and lines—meaning only wireframe models can be projected. To compensate for this, the projector is capable of defocusing specific models, blurring lines and dots together. An example of this is in the Digistar 2's built-in Milky Way model. The model is a circle of parallel lines that, when defocused, appear as the continuous band of the Milky Way across the sky. On more complex models, especially three-dimensional ones, brightness and details may be lost in this process, so it is not useful in all situations. The Digistar and Digistar 2 also suffer focus limitations. Because they use a single lens to cover the entire dome, it is difficult to gain perfect focus across the dome. Coupled with this, stars greater than a certain brightness are "multihit" points, meaning the projector draws two dots at the given position to accommodate the brightness of the star. Errors in the projector can lead the second dot to be slightly out-of-place with the first one. These two issues together, along with other issues that can occur within the projector's focus system, give the stars a blobby look. Some p