Film-out is the process in the computer graphics, video production and filmmaking disciplines of transferring images or animation from videotape or digital files to a traditional film print. Film-out is a broad term that encompasses the conversion of frame rates, color correction, as well as the actual printing, also called scannior recording. The film-out process is different depending on the regional standard of the master videotape in question – NTSC, PAL, or SECAM – or likewise on the several emerging region-independent formats of high definition video (HD video); thus each type is covered separately, taking into account regional film-out industries, methods and technical considerations. == Live action video == Many modern documentaries and low-budget films are shot on videotape or other digital video media, instead of film stock, and completed as digital video. Video production means substantially lower costs than 16 mm or 35 mm film production on all levels. Until recently, the relatively low cost of video ended when the issue of a theatrical presentation was raised, which required a print for film projection. With the growing presence of digital projection, this is becoming less of a factor. === Standard definition (SD) video === Film-out of standard-definition video – or any source that has an incompatible frame rate – is the up-conversion of video media to film for theatrical viewing. The video-to-film conversion process consists of two major steps: first, the conversion of video into digital film frames which are then stored on a computer or on HD videotape; and secondly, the printing of these digital film frames onto actual film. To understand these two steps, it is important to understand how video and film differ. Film (sound film, at least) has remained unchanged for almost a century and creates the illusion of moving images through the rapid projection of still images, frames, upon a screen, typically 24 per second. Traditional interlaced SD video has no real frame rate, (though the term frame is applied to video, it has a different meaning). Instead, video consists of a very fast succession of horizontal lines that continually cascade down the television screen – streaming top to bottom, before jumping back to the top and then streaming down to the bottom again, repeatedly, almost 60 alternating screen-fulls every second for NTSC, or exactly 50 such screen-fulls per second for PAL and SECAM. Since visual movement in video is infused in this continuous cascade of scan lines, there is no discrete image or real frame that can be identified at any one time. Therefore, when transferring video to film, it is necessary to invent individual film frames, 24 for every second of elapsed time. The bulk of the work done by a film-out company is this first step, creating film frames out of the stream of interlaced video. Each company employs its own (often proprietary) technology for turning interlaced video into high-resolution digital video files of 24 discrete images every second, called 24 progressive video or 24p. The technology must filter out all the visually unappealing artifacting that results from the inherent mismatch between video and film movement. Moreover, the conversion process usually requires human intervention at every edit point of a video program, so that each type of scene can be calibrated for maximum visual quality. The use of archival footage in video especially calls for extra attention. Step two, the scanning to film, is the rote part of the process. This is the mechanical step where lasers print each of the newly created frames of the 24p video, stored on computer files or HD videotape, onto rolls of film. Most companies that do film-out, do all the stages of the process themselves for a lump sum. The job includes converting interlaced video into 24p and often a color correction session – (calibrating the image for theatrical projection), before scanning to physical film, (possibly followed by color correction of the film print made from the digital intermediary) – is offered. At the very least, film-out can be understood as the process of converting interlaced video to 24p and then scanning it to film. ==== NTSC video ==== NTSC is the most challenging of the formats when it comes to standards conversion and, specifically, converting to film prints. NTSC runs at the approximate rate of 29.97 video frames (consisting of two interlaced screen-fulls of scan lines, called fields, per frame) per second. In this way, NTSC resolves actual live action movement at almost – but not quite – 60 alternating half-resolution images every second. Because of this 29.97 rate, no direct correlation to film frames at 24 frames per second can be achieved. NTSC is hardest to reconcile with film, thus motivating its own unique processes. ==== PAL and SECAM video ==== PAL and SECAM run at 25 interlaced video frames per second, which can be slowed down or frame-dropped, then deinterlaced, to correlate frame for frame with film running at 24 actual frames per second. PAL and SECAM are less complex and demanding than NTSC for film-out. PAL and SECAM conversions do agitate, though, with the unpleasant choice between slowing down video (and audio pitch, noticeably) by four percent, from 25 to 24 frames per second, in order to maintain a 1:1 frame match, slightly changing the rhythm and feel of the program; or maintaining original speed by periodically dropping frames, thereby creating jerkiness and possible loss of vital detail in fast-moving action or precise edits. === High definition (HD) digital video === High definition digital video can be shot at a variety of frame rates, including 29.97 interlaced (like NTSC) or progressive; or 25 interlaced (like PAL) or progressive; or even 24-progressive (just like film). HD, if shot in 24-progressive, scans nearly perfectly to film without the need for a frame or field conversion process. Other issues remain though, based on the different resolutions, color spaces, and compression schemes that exist in the high-definition video world. == Computer graphics and animation == Artists working with CGI-Computer-generated imagery animation computers create pictures frame by frame. Once the finished product is done, the frames are outputted, normally in a DPX file. These picture data files can then be put on to film using a film recorder for film out. SGI computers started the high-end CGI-Computer-generated imagery animation systems, but with faster computers and the growth of Linux-based systems, many others are on the market now. Movies fully rendered and animated in CGI such as Toy Story, and Antz utilize the film-out method to produce 35mm copies for archival and release prints. Most CGI work is done in 2K Display resolution files (about the size of QXGA) and then output to the Film-out device for creation of 35 mm elements. With 4K Display resolution digital intermediates on the rise, newer types of film-out recorders are being developed to accept 4k resolution files. A 2K movie requires a Storage Area Network storage several terabytes in size to be properly stored and played out. Computer graphics files are handled the same way but in single frames and may use DPX, TIFF or other file formats. == Digital intermediates == Film-out-recording is the last step of digital intermediate workflow. DPX files that were scanned on a motion picture film scanner are stored on a storage area network (often abbreviated as SAN). The scanned DPX footage is edited and composited-FX on workstations, then mastered back on film. Film restoration is also done this way. A "film intermediate" is an analog variation of a digital intermediate, where a project shot on digital video is printed onto film stock and transferred back to digital video to emulate film. The term was coined after it was used on the Oscar-winning 2012 short film "Curfew". The process was also used on the films Dune (2021) and The Batman (2022). == Images for graphic design and print industries == The days of newspapers and magazines shooting 35mm film are almost gone. Digital cameras can now shoot all the images needed, storing them as files (e.g. JPEG, DPX or another format) that are readily edited prior to use. Once the final copy is approved, it can be filmed out for publishing. Digital stills are not the only way to get pictures used in the graphic design and print industries. Film scanners and computer graphics programs are also common sources for graphic design and print industries. == Types of devices == The following devices are used in film-out processes: CRT recorder. Camera and a special TV display Kinescope – early type Electronic Video Recording or EVR – early type EBR Electron Beam Film Recorder 16 mm by 3M Laser film recorder, like Kodak's high-end Lightning II recorder and Arri's Arrilaser. DLP Film recorder, like Cinevation's real-time Cinevator. == History == Lately it has become possible to transfer video images, inclu
Workplace robotics safety
Workplace robotics safety is an aspect of occupational safety and health when robots are used in the workplace. This includes traditional industrial robots as well as emerging technologies such as drone aircraft and wearable robotic exoskeletons. Types of accidents include collisions, crushing, and injuries from mechanical parts. Hazard controls include physical barriers, good work practices, and proper maintenance. == Background == Many workplace robots are industrial robots used in manufacturing. According to the International Federation of Robotics, 1.7 million new robots are expected to be used in factories between 2017 and 2020. Emerging robot technologies include collaborative robots, personal care robots, construction robots, exoskeletons, autonomous vehicles, and drone aircraft (also known as unmanned aerial vehicles or UAVs). Advances in automation technologies (e.g. fixed robots, collaborative and mobile robots, and exoskeletons) have the potential to improve work conditions but also to introduce workplace hazards in manufacturing workplaces. Fifty-six percent of robot injuries are classified as pinch injuries and 44% of injuries are classified as impact injuries. A 1987 study found that line workers are at the greatest risk, followed by maintenance workers, and programmers. Poor workplace design and human error caused most injuries. Despite the lack of occupational surveillance data on injuries associated specifically with robots, researchers from the US National Institute for Occupational Safety and Health (NIOSH) identified 61 robot-related deaths between 1992 and 2015 using keyword searches of the Bureau of Labor Statistics (BLS) Census of Fatal Occupational Injuries research database (see info from Center for Occupational Robotics Research). Using data from the Bureau of Labor Statistics, NIOSH and its state partners have investigated 4 robot-related fatalities under the Fatality Assessment and Control Evaluation Program. In addition the Occupational Safety and Health Administration (OSHA) has investigated robot-related deaths and injuries, which can be reviewed at OSHA Accident Search page. Injuries and fatalities could increase over time because of the increasing number of collaborative and co-existing robots, powered exoskeletons, and autonomous vehicles into the work environment. Safety standards are being developed by the Robotic Industries Association (RIA) in conjunction with the American National Standards Institute (ANSI). On October 5, 2017, OSHA, NIOSH and RIA signed an alliance to work together to enhance technical expertise, identify and help address potential workplace hazards associated with traditional industrial robots and the emerging technology of human-robot collaboration installations and systems, and help identify needed research to reduce workplace hazards. On October 16 NIOSH launched the Center for Occupational Robotics Research to "provide scientific leadership to guide the development and use of occupational robots that enhance worker safety, health, and well being". So far, the research needs identified by NIOSH and its partners include: tracking and preventing injuries and fatalities, intervention and dissemination strategies to promote safe machine control and maintenance procedures, and on translating effective evidence-based interventions into workplace practice. == Hazards == Many hazards and injuries can result from the use of robots in the workplace. Some robots, notably those in a traditional industrial environment, are fast and powerful. This increases the potential for injury as one swing from a robotic arm, for example, could cause serious bodily harm. There are additional risks when a robot malfunctions or is in need of maintenance. A worker who is working on the robot may be injured because a malfunctioning robot is typically unpredictable. For example, a robotic arm that is part of a car assembly line may experience a jammed motor. A worker who is working to fix the jam may suddenly get hit by the arm the moment it becomes unjammed. Additionally, if a worker is standing in a zone that is overlapping with nearby robotic arms, he or she may get injured by other moving equipment. There are four types of accidents that can occur with robots: impact or collision accidents, crushing and trapping accidents, mechanical part accidents, and other accidents. Impact or collision accidents occur generally from malfunctions and unpredicted changes. Crushing and trapping accidents occur when a part of a worker's body becomes trapped or caught on robotic equipment. Mechanical part accidents can occur when a robot malfunctions and starts to "break down", where the ejection of parts or exposed wire can cause serious injury. Other accidents at just general accidents that occur from working with robots. There are seven sources of hazards that are associated with human interaction with robots and machines: human errors, control errors, unauthorized access, mechanical failures, environmental sources, power systems, and improper installation. Human errors could be anything from one line of incorrect code to a loose bolt on a robotic arm. Many hazards can stem from human-based error. Control errors are intrinsic and are usually not controllable nor predictable. Unauthorized access hazards occur when a person who is not familiar with the area enters the domain of a robot. Mechanical failures can happen at any time, and a faulty unit is usually unpredictable. Environmental sources are things such as electromagnetic or radio interference in the environment that can cause a robot to malfunction. Power systems are pneumatic, hydraulic, or electrical power sources; these power sources can malfunction and cause fires, leaks, or electrical shocks. Improper installation is fairly self-explanatory; a loose bolt or an exposed wire can lead to inherent hazards. === Emerging technologies === Emerging robotic technologies can reduce hazards to workers, but can also introduce new hazards. For example, robotic exoskeletons can be used in construction to reduce load to the spine, improve posture, and reduce fatigue; however, they can also increase chest pressure, limit mobility when moving out of the way of a falling object, and cause balance problems. Unmanned aerial vehicles are being used in the construction industry to do monitoring and inspections of buildings under construction. This reduces the need for humans to be in hazardous locations, but the risk of a UAV collision presents a hazard to workers. For collaborative robots, isolation is not possible. Possible hazard controls include collision avoidance systems, and making the robot less stiff to lessen the impact force. Robotic tech vest is a wearable device for humans, worn in Amazon warehouses. == Hazard controls == There are a few ways to prevent injuries by implementing hazard controls. There can be risk assessments at each of the various stages of a robot's development. Risk assessments can help gather information about a robot's status, how well it is being maintained, and if repairs are needed soon. By being aware of the status of a robot, injuries can be prevented and hazards reduced. Safeguarding devices can be implemented to reduce the risk of injuries. These can include engineering controls such as physical barriers, guard rails, presence-sensing safeguarding devices, etc. Awareness devices are usually used in conjunction with safeguarding devices. They are usually a system of rope or chain barriers with lights, signs, whistles, and horns. Their purpose it to be able to alert workers or personnel of certain dangers. Operator safeguards can also be in place. These usually utilize safeguarding devices to protect the operator and reduce risk of injury. Additionally, when an operator is within close proximity of a robot, the working speed of the robot can be reduced to ensure that the operator is in full control. This can be done by placing the robot in the manual or teach mode. It is also crucial to inform the programmer of the robot of what type of work the robot will be doing, how it will interact with other robots, and how it will work in relation to an operator. Proper maintenance of robotic equipment is also critical in order to reduce hazards. Maintaining a robot insures that it continues to function properly, thereby reducing the risks associated with a malfunction. One common safeguard used in industrial settings is the installation of robot safety fencing. These barriers, often made from durable materials such as mesh or polycarbonate, prevent accidental interactions between workers and robotic systems, reducing the risk of injury. Robot safety fencing is particularly important in environments where high-speed or powerful robots are used. == Regulations == Some existing regulations regarding robots and robotic systems include: ANSI/RIA R15.06 OSHA 29 CFR 1910.333 OSHA 29 CFR 1910.147 ISO 10218 ISO/TS 15066 ISO/DIS 13482
Social media use by the Islamic State
The Islamic State is widely known for its posting of disturbing content, such as beheading videos, on the internet. This propaganda is disseminated through websites and many social media platforms such as Twitter, Facebook, Telegram, and YouTube. By utilizing social media, the organization has garnered a strong following and successfully recruited tens of thousands of followers from around the world. In response to its successful use of social media, many websites and social media platforms have banned accounts and removed content promoting the Islamic State from their platforms. == Background == The Islamic State is a Jihadist militant group and a former unrecognised proto-state. The group sophisticatedly utilizes social media as a tool for spreading its message and for international recruitment. == Target audience == IS targets a variety of different groups both in the Middle East and Western Countries. There are a wide variety of motives for why fighters may be prompted to join IS. Researchers from Quantum cite nine attributes characteristic of a fighter looking to join IS: status seeking, identity seeking, revenge, redemption, thrill, ideology, justice, and death. The standard IS recruit, both from the Middle East and Western countries, is relatively young. The average age of IS fighters is around 26 years old, with 86% of recruits being male. Middle Eastern recruits come from economically disadvantaged backgrounds in Northern Iraq. Recent destruction in the Iraq War and Syrian Civil War has created hatred of Western Powers in the region. By 2025, researchers identified a significant shift toward targeting minors and adolescents, a phenomenon dubbed the "Alt-Jihad." This younger demographic is targeted not through theological arguments, but through a "victimhood-revenge" narrative that blends extremist ideology with pop-culture aesthetics in gaming environments like Roblox and Minecraft. In 2024 alone, 42 minors were arrested in Europe for involvement in IS-related plotting or propaganda. Western recruits are often second or third-generation immigrants. Computer scientists Zeeshan ul-hassan Usmani also found that the majority of the Western recruits do not feel "at home" in their home country. As a result, these fighters often have desires to go abroad and escape conditions in their home country. In addition to recruitment, IS's social media presence is also meant to intimidate and spread terror around the world. IS's posting of beheadings and other execution videos primarily target the Western world. == Content and messages == IS produces propaganda videos that range from video executions to full-length documentaries. The videos have a high production quality and incorporate montages, slow motion scenes, and are often accompanied by a short dialogue. IS has a dedicated team of over 100 media insurgents dedicated to recording these videos. While the group previously relied on glossy magazines like Dabiq, post-territorial strategies have shifted focus to the weekly newsletter Al-Naba. Unlike previous publications designed for recruitment, Al-Naba serves as a "central pillar" of the group's media strategy, focusing on bureaucratic reporting and military statistics to project a narrative of endurance and maintain internal cohesion among dispersed fighters. The IS executions typically consist of beheadings or mass shootings in retaliation to western intervention in IS territory. The particular videos that IS often post include executions of "enemies of the Caliphate," which often consist of westerners or Jordanian nationals. Most infamously, an executioner nicknamed Jihadi John was seen in many of these videos prior to his death in 2015. Jihadi John is notorious for executing many US, UK, and Japanese citizens such as Steven Sotloff, David Haines, and Alan Henning. In many of the videos and materials produced by IS, there is the theme of inclusion and brotherhood. Additionally, the videos also focus on three main messages: Convey narrative of global war and ultimate victory Radicalize populations globally Encourage international lone state actor and small cell attacks in support of IS These messages can be seen throughout all content produced by the Islamic State such as war documentaries, execution videos, and Rumiyah (magazine). == Social media usage == From 2013 to 2014, the organization primarily used mainstream platforms such as Twitter, Facebook, and YouTube. In 2014, these large social media platforms removed IS content. Since then, IS has chosen to utilize social media platforms that either protect their content or allow for content to quickly be reposted. These platforms of choice are Telegram, Justpaste.it, and Surespot, until the latter's shutdown in 2022. By 2025, the group had further diversified into decentralized platforms like Rocket.Chat and TamTam to evade moderation. IS also implements marketing initiatives like “Jihadist Follow Friday,” which encourages users to follow new IS-related accounts each Friday. This specific hashtag mirrors commonly used hashtags such as #motivation monday or #throwbackthursday. To augment their online presence and popularity, the organization encourages their followers to use a plethora of Arabic hashtags, which translate to #theFridayofSupportingISIS, and #CalamityWillBefalltheUS. This allows them to gain followers each week while promoting their community and message on a weekly basis. === Twitter === During 2014, there were an estimated 46,000 to 90,000 Twitter accounts that advocated for IS or were run by supporters of the group. In 2015, Twitter reported that it banned 125,000 IS sympathetic accounts. In 2016, it published an update of 325,000 deleted accounts. Though many accounts have been suspended, IS supporters often create new accounts. Twitter defines those who recreate accounts as “resurgents” and explains that these are often difficult accounts to remove completely, since they tend to pop back up in alternate forms. It is estimated that approximately 20% of all IS affiliated Twitter accounts can be traced back to fake accounts created by the same user. Many of these accounts are traced back to the “Baqiya family,” which is an online network of thousands of IS followers. Many of these accounts are active during important IS military victories. During the IS march on Mosul, there were about 42,000 tweets on Twitter supporting the invasion. === Telegram === During 2014, IS became very active on Telegram after many major social media platforms banned IS content and sympathetic accounts. Telegram is an encrypted messaging application. The platform by nature is created as an end-to-end user encryption platform. Further, it also has special features such as the self-destruct timer which erase all evidence and messages. The app has a user data protection policy because violating this policy could potentially damage the app’s brand of customer privacy. Government agencies have been unable to break Telegram's encryption technology. On Telegram, IS often uses the hashtag #KhilafahNews to attract their users. Telegram is used by IS to plan social media campaigns on alternate platforms. The organization also uses Telegram as an anchor platform to connect with their user base when their other accounts are banned on Twitter and Facebook. On 28 February 2016 a video was uploaded threatening to expose the najaasah and shoot the hesitates. Produced by Ibn-Altayb and distributed by Al-Hayat, the video shows footage of Bruxelles attacks and the victims. In July 2017, Telegram came under scrutiny from the media and news media outlets. It has been documented that IS gunmen have used this app to maintain contact with IS leaders in Raqqa days before terror attacks in Turkey, Berlin, and St. Petersburg. Despite concerns from Western media, there has been little to no action taken against IS accounts on Telegram. In April 2019 a video was uploaded in which they urged lone wolves to attempt to attack during the Holy Week in Sevilla and Málaga. In Sevilla, a jihadist who intended to perform a lone wolf attack was arrested. === TikTok === In October 2019, it was reported that IS recruitment content was discovered on TikTok. Approximately two dozen accounts were subsequently shut down in response. By 2025, TikTok had evolved into a "low-threshold" gateway for extremist recruitment, characterized by researchers as part of a "Virtual Caliphate Complex." Nearly 93 unofficial IS support groups, known as "feeder groups," were found to be repackaging official IS content into short-form videos with pink hearts, catchy music, and internet memes to evade detection and appeal to the "TikTok generation." This content often promotes a "victimhood-revenge" narrative rather than complex theology, specifically designed to radicalize minors. === Justpaste.it === Justpaste.it, an anonymous photo and text sharing website, has also been utilized heavily. With the option to lock images, the website allows anonymous
Harmonic
In physics, acoustics, and telecommunications, a harmonic is a sinusoidal wave with a frequency that is a positive integer multiple of the fundamental frequency of a periodic signal. The fundamental frequency is also called the 1st harmonic; the other harmonics are known as higher harmonics. As all harmonics are periodic at the fundamental frequency, the sum of harmonics is also periodic at that frequency. The set of harmonics forms a harmonic series. The term is employed in various disciplines, including music, physics, acoustics, electronic power transmission, radio technology, and other fields. For example, if the fundamental frequency is 50 Hz, a common AC power supply frequency, the frequencies of the first three higher harmonics are 100 Hz (2nd harmonic), 150 Hz (3rd harmonic), 200 Hz (4th harmonic) and any addition of waves with these frequencies is periodic at 50 Hz. An n {\displaystyle \ n} th characteristic mode, for n > 1 , {\displaystyle \ n>1\ ,} will have nodes that are not vibrating. For example, the 3rd characteristic mode will have nodes at 1 3 L {\displaystyle \ {\tfrac {1}{3}}\ L\ } and 2 3 L , {\displaystyle \ {\tfrac {2}{3}}\ L\ ,} where L {\displaystyle \ L\ } is the length of the string. In fact, each n {\displaystyle \ n} th characteristic mode, for n {\displaystyle \ n\ } not a multiple of 3, will not have nodes at these points. These other characteristic modes will be vibrating at the positions 1 3 L {\displaystyle \ {\tfrac {1}{3}}\ L\ } and 2 3 L . {\displaystyle \ {\tfrac {2}{3}}\ L~.} If the player gently touches one of these positions, then these other characteristic modes will be suppressed. The tonal harmonics from these other characteristic modes will then also be suppressed. Consequently, the tonal harmonics from the n {\displaystyle \ n} th characteristic characteristic modes, where n {\displaystyle \ n\ } is a multiple of 3, will be made relatively more prominent. In music, harmonics are used on string instruments and wind instruments as a way of producing sound on the instrument, particularly to play higher notes and, with strings, obtain notes that have a unique sound quality or "tone colour". On strings, bowed harmonics have a "glassy", pure tone. On stringed instruments, harmonics are played by touching (but not fully pressing down the string) at an exact point on the string while sounding the string (plucking, bowing, etc.); this allows the harmonic to sound, a pitch which is always higher than the fundamental frequency of the string. == Terminology == Harmonics may be called "overtones", "partials", or "upper partials", and in some music contexts, the terms "harmonic", "overtone" and "partial" are used fairly interchangeably. But more precisely, the term "harmonic" includes all pitches in a harmonic series (including the fundamental frequency) while the term "overtone" only includes pitches above the fundamental. == Characteristics == A whizzing, whistling tonal character, distinguishes all the harmonics both natural and artificial from the firmly stopped intervals; therefore their application in connection with the latter must always be carefully considered. Most acoustic instruments emit complex tones containing many individual partials (component simple tones or sinusoidal waves), but the untrained human ear typically does not perceive those partials as separate phenomena. Rather, a musical note is perceived as one sound, the quality or timbre of that sound being a result of the relative strengths of the individual partials. Many acoustic oscillators, such as the human voice or a bowed violin string, produce complex tones that are more or less periodic, and thus are composed of partials that are nearly matched to the integer multiples of fundamental frequency and therefore resemble the ideal harmonics and are called "harmonic partials" or simply "harmonics" for convenience (although it's not strictly accurate to call a partial a harmonic, the first being actual and the second being theoretical). Oscillators that produce harmonic partials behave somewhat like one-dimensional resonators, and are often long and thin, such as a guitar string or a column of air open at both ends (as with the metallic modern orchestral transverse flute). Wind instruments whose air column is open at only one end, such as trumpets and clarinets, also produce partials resembling harmonics. However they only produce partials matching the odd harmonics—at least in theory. In practical use, no real acoustic instrument behaves as perfectly as the simplified physical models predict; for example, instruments made of non-linearly elastic wood, instead of metal, or strung with gut instead of brass or steel strings, tend to have not-quite-integer partials. Partials whose frequencies are not integer multiples of the fundamental are referred to as inharmonic partials. Some acoustic instruments emit a mix of harmonic and inharmonic partials but still produce an effect on the ear of having a definite fundamental pitch, such as pianos, strings plucked pizzicato, vibraphones, marimbas, and certain pure-sounding bells or chimes. Antique singing bowls are known for producing multiple harmonic partials or multiphonics. Other oscillators, such as cymbals, drum heads, and most percussion instruments, naturally produce an abundance of inharmonic partials and do not imply any particular pitch, and therefore cannot be used melodically or harmonically in the same way other instruments can. Building on of Sethares (2004), dynamic tonality introduces the notion of pseudo-harmonic partials, in which the frequency of each partial is aligned to match the pitch of a corresponding note in a pseudo-just tuning, thereby maximizing the consonance of that pseudo-harmonic timbre with notes of that pseudo-just tuning. == Partials, overtones, and harmonics == An overtone is any partial higher than the lowest partial in a compound tone. The relative strengths and frequency relationships of the component partials determine the timbre of an instrument. The similarity between the terms overtone and partial sometimes leads to their being loosely used interchangeably in a musical context, but they are counted differently, leading to some possible confusion. In the special case of instrumental timbres whose component partials closely match a harmonic series (such as with most strings and winds) rather than being inharmonic partials (such as with most pitched percussion instruments), it is also convenient to call the component partials "harmonics", but not strictly correct, because harmonics are numbered the same even when missing, while partials and overtones are only counted when present. This chart demonstrates how the three types of names (partial, overtone, and harmonic) are counted (assuming that the harmonics are present): In many musical instruments, it is possible to play the upper harmonics without the fundamental note being present. In a simple case (e.g., recorder) this has the effect of making the note go up in pitch by an octave, but in more complex cases many other pitch variations are obtained. In some cases it also changes the timbre of the note. This is part of the normal method of obtaining higher notes in wind instruments, where it is called overblowing. The extended technique of playing multiphonics also produces harmonics. On string instruments it is possible to produce very pure sounding notes, called harmonics or flageolets by string players, which have an eerie quality, as well as being high in pitch. Harmonics may be used to check at a unison the tuning of strings that are not tuned to the unison. For example, lightly fingering the node found halfway down the highest string of a cello produces the same pitch as lightly fingering the node 1 / 3 of the way down the second highest string. For the human voice see Overtone singing, which uses harmonics. While it is true that electronically produced periodic tones (e.g. square waves or other non-sinusoidal waves) have "harmonics" that are whole number multiples of the fundamental frequency, practical instruments do not all have this characteristic. For example, higher "harmonics" of piano notes are not true harmonics but are "overtones" and can be very sharp, i.e. a higher frequency than given by a pure harmonic series. This is especially true of instruments other than strings, brass, or woodwinds. Examples of these "other" instruments are xylophones, drums, bells, chimes, etc.; not all of their overtone frequencies make a simple whole number ratio with the fundamental frequency. (The fundamental frequency is the reciprocal of the longest time period of the collection of vibrations in some single periodic phenomenon.) == On stringed instruments == Harmonics may be singly produced [on stringed instruments] (1) by varying the point of contact with the bow, or (2) by slightly pressing the string at the nodes, or divisions of its aliquot parts ( 1 2 {\displaystyle {\tfrac {1}{2}}} , 1
Nitro Zeus
Nitro Zeus is the project name for a well funded comprehensive cyber attack plan created as a mitigation strategy after the Stuxnet malware campaign and its aftermath. Unlike Stuxnet, that was loaded onto a system after the design phase to affect its proper operation, Nitro Zeus's objectives are built into a system during the design phase unbeknownst to the system users. This built-in feature allows a more assured and effective cyber attack against the system's users. The information about its existence was raised during research and interviews carried out by Alex Gibney for his Zero Days documentary film. The proposed long term widespread infiltration of major Iranian systems would disrupt and degrade communications, power grid, and other vital systems as desired by the cyber attackers. This was to be achieved by electronic implants in Iranian computer networks. The project was seen as one pathway in alternatives to full-scale war.
Outline of machine learning
The following outline is provided as an overview of, and topical guide to, machine learning: Machine learning (ML) is a subfield of artificial intelligence within computer science that evolved from the study of pattern recognition and computational learning theory. In 1959, Arthur Samuel defined machine learning as a "field of study that gives computers the ability to learn without being explicitly programmed". ML involves the study and construction of algorithms that can learn from and make predictions on data. These algorithms operate by building a model from a training set of example observations to make data-driven predictions or decisions expressed as outputs, rather than following strictly static program instructions. == How can machine learning be categorized? == An academic discipline A branch of science An applied science A subfield of computer science A branch of artificial intelligence A subfield of soft computing Application of statistics === Paradigms of machine learning === Supervised learning, where the model is trained on labeled data Unsupervised learning, where the model tries to identify patterns in unlabeled data Reinforcement learning, where the model learns to make decisions by receiving rewards or penalties. == Applications of machine learning == Applications of machine learning Bioinformatics Biomedical informatics Computer vision Customer relationship management Data mining Earth sciences Email filtering Inverted pendulum (balance and equilibrium system) Natural language processing Named Entity Recognition Automatic summarization Automatic taxonomy construction Dialog system Grammar checker Language recognition Handwriting recognition Optical character recognition Speech recognition Text to Speech Synthesis Speech Emotion Recognition Machine translation Question answering Speech synthesis Text mining Term frequency–inverse document frequency Text simplification Pattern recognition Facial recognition system Handwriting recognition Image recognition Optical character recognition Speech recognition Recommendation system Collaborative filtering Content-based filtering Hybrid recommender systems Search engine Search engine optimization Social engineering == Machine learning hardware == Graphics processing unit Tensor processing unit Vision processing unit == Machine learning tools == Comparison of machine learning software Comparison of deep learning software === Machine learning frameworks === ==== Proprietary machine learning frameworks ==== Amazon Machine Learning Microsoft Azure Machine Learning Studio DistBelief (replaced by TensorFlow) ==== Open source machine learning frameworks ==== Apache Singa Apache MXNet Caffe PyTorch mlpack TensorFlow Torch CNTK Accord.Net Jax MLJ.jl – A machine learning framework for Julia === Machine learning libraries === Deeplearning4j Theano scikit-learn Keras === Machine learning algorithms === == Machine learning methods == === Instance-based algorithm === K-nearest neighbors algorithm (KNN) Learning vector quantization (LVQ) Self-organizing map (SOM) === Regression analysis === Logistic regression Ordinary least squares regression (OLSR) Linear regression Stepwise regression Multivariate adaptive regression splines (MARS) Regularization algorithm Ridge regression Least Absolute Shrinkage and Selection Operator (LASSO) Elastic net Least-angle regression (LARS) Classifiers Probabilistic classifier Naive Bayes classifier Binary classifier Linear classifier Hierarchical classifier === Dimensionality reduction === Dimensionality reduction Canonical correlation analysis (CCA) Factor analysis Feature extraction Feature selection Independent component analysis (ICA) Linear discriminant analysis (LDA) Multidimensional scaling (MDS) Non-negative matrix factorization (NMF) Partial least squares regression (PLSR) Principal component analysis (PCA) Principal component regression (PCR) Projection pursuit Sammon mapping t-distributed stochastic neighbor embedding (t-SNE) === Ensemble learning === Ensemble learning AdaBoost Boosting Bootstrap aggregating (also "bagging" or "bootstrapping") Ensemble averaging Gradient boosted decision tree (GBDT) Gradient boosting Random Forest Stacked Generalization === Meta-learning === Meta-learning Inductive bias Metadata === Reinforcement learning === Reinforcement learning Q-learning State–action–reward–state–action (SARSA) Temporal difference learning (TD) Learning Automata === Supervised learning === Supervised learning Averaged one-dependence estimators (AODE) Artificial neural network Case-based reasoning Gaussian process regression Gene expression programming Group method of data handling (GMDH) Inductive logic programming Instance-based learning Lazy learning Learning Automata Learning Vector Quantization Logistic Model Tree Minimum message length (decision trees, decision graphs, etc.) Nearest Neighbor Algorithm Analogical modeling Probably approximately correct learning (PAC) learning Ripple down rules, a knowledge acquisition methodology Symbolic machine learning algorithms Support vector machines Random Forests Ensembles of classifiers Bootstrap aggregating (bagging) Boosting (meta-algorithm) Ordinal classification Conditional Random Field ANOVA Quadratic classifiers k-nearest neighbor Boosting SPRINT Bayesian networks Naive Bayes Hidden Markov models Hierarchical hidden Markov model ==== Bayesian ==== Bayesian statistics Bayesian knowledge base Naive Bayes Gaussian Naive Bayes Multinomial Naive Bayes Averaged One-Dependence Estimators (AODE) Bayesian Belief Network (BBN) Bayesian Network (BN) ==== Decision tree algorithms ==== Decision tree algorithm Decision tree Classification and regression tree (CART) Iterative Dichotomiser 3 (ID3) C4.5 algorithm C5.0 algorithm Chi-squared Automatic Interaction Detection (CHAID) Decision stump Conditional decision tree ID3 algorithm Random forest SLIQ ==== Linear classifier ==== Linear classifier Fisher's linear discriminant Linear regression Logistic regression Multinomial logistic regression Naive Bayes classifier Perceptron Support vector machine === Unsupervised learning === Unsupervised learning Expectation-maximization algorithm Vector Quantization Generative topographic map Information bottleneck method Association rule learning algorithms Apriori algorithm Eclat algorithm ==== Artificial neural networks ==== Artificial neural network Feedforward neural network Extreme learning machine Convolutional neural network Recurrent neural network Long short-term memory (LSTM) Logic learning machine Self-organizing map ==== Association rule learning ==== Association rule learning Apriori algorithm Eclat algorithm FP-growth algorithm ==== Hierarchical clustering ==== Hierarchical clustering Single-linkage clustering Conceptual clustering ==== Cluster analysis ==== Cluster analysis BIRCH DBSCAN Expectation–maximization (EM) Fuzzy clustering Hierarchical clustering k-means clustering k-medians Mean-shift OPTICS algorithm ==== Anomaly detection ==== Anomaly detection k-nearest neighbors algorithm (k-NN) Local outlier factor === Semi-supervised learning === Semi-supervised learning Active learning Generative models Low-density separation Graph-based methods Co-training Transduction === Deep learning === Deep learning Deep belief networks Deep Boltzmann machines Deep Convolutional neural networks Deep Recurrent neural networks Hierarchical temporal memory Generative Adversarial Network Style transfer Transformer Stacked Auto-Encoders === Other machine learning methods and problems === Anomaly detection Association rules Bias-variance dilemma Classification Multi-label classification Clustering Data Pre-processing Empirical risk minimization Feature engineering Feature learning Learning to rank Occam learning Online machine learning PAC learning Regression Reinforcement Learning Semi-supervised learning Statistical learning Structured prediction Graphical models Bayesian network Conditional random field (CRF) Hidden Markov model (HMM) Unsupervised learning VC theory == Machine learning research == List of artificial intelligence projects List of datasets for machine learning research == History of machine learning == History of machine learning Timeline of machine learning == Machine learning projects == Machine learning projects: DeepMind Google Brain OpenAI Meta AI Hugging Face == Machine learning organizations == === Machine learning conferences and workshops === Artificial Intelligence and Security (AISec) (co-located workshop with CCS) Conference on Neural Information Processing Systems (NIPS) ECML PKDD International Conference on Machine Learning (ICML) ML4ALL (Machine Learning For All) == Machine learning publications == === Books on machine learning === Mathematics for Machine Learning Hands-On Machine Learning Scikit-Learn, Keras, and TensorFlow The Hundred-Page Machine Learning Book === Machine learning journals === Machine Learning Journal of Machine Learning Research (JMLR) Neural Computation == Pe
Prix Ars Electronica
The Prix Ars Electronica is one of the best known and longest running yearly prizes in the field of electronic and interactive art, computer animation, digital culture and music. It has been awarded since 1987 by Ars Electronica (Linz, Austria). In 2005, the Golden Nica, the highest prize, was awarded in six categories: "Computer Animation/Visual Effects," "Digital Musics," "Interactive Art," "Net Vision," "Digital Communities" and the "u19" award for "freestyle computing." Each Golden Nica came with a prize of €10,000, apart from the u19 category, where the prize was €5,000. In each category, there are also Awards of Distinction and Honorary Mentions. The Golden Nica trophy is a replica of the Greek Nike of Samothrace. It is a handmade gold-plated wooden statuette that is approximately 35 cm high with a wingspan of about 20 cm. "Prix Ars Electronica" is a phrase composed of French, Latin and Spanish words, loosely translated as "Electronic Arts Prize." == Golden Nica winners == === Computer animation / film / vfx === The "Computer Graphics" category (1987–1994) was open to different kinds of computer images. The "Computer Animation" (1987–1997) was replaced by the current "Computer Animation/Visual Effects" category in 1998. ==== Computer Graphics ==== 1987 – Figur10 by Brian Reffin Smith, UK 1988 – The Battle by David Sherwin, US 1989 – Gramophone by Tamás Waliczky, HU 1990 – P-411-A by Manfred Mohr, Germany 1991 – Having encountered Eve for the second time, Adam begins to speak by Bill Woodard, US 1992 – RD Texture Buttons by Michael Kass and Andrew Witkin, US 1993 – Founders Series by Michael Tolson, US 1994 – Jellylife / Jellycycle / Jelly Locomotion by Michael Joaquin Grey, US ==== Computer Animation ==== 1987 – Luxo Jr. by John Lasseter, US 1988 – Red's Dream by John Lasseter, US 1989 – Broken Heart by Joan Staveley, US 1990 – Footprint by Mario Sasso and Nicola Sani, IT 1991 – Panspermia by Karl Sims, US 1992 – Liquid Selves / Primordial Dance by Karl Sims, US 1993 – Lakmé by Pascal Roulin, BE 1994 – Jurassic Park by Dennis Muren, Mark Dippé and Steve Williams, US/CA Distinction: Quarxs by Maurice Benayoun, FR Distinction: K.O. Kid by Marc Caro, FR 1995 – God's Little Monkey by David Atherton and Bob Sabiston, US 1996 – Toy Story by John Lasseter, Lee Unkrich and Ralph Eggleston, US 1997 – Dragonheart by Scott Squires, Industrial Light & Magic (ILM), US ==== Computer Animation/Visual Effects ==== 1998 – The Sitter by Liang-Yuan Wang, TW Titanic by Robert Legato and Digital Domain, US 1999 – Bunny by Chris Wedge, US What Dreams May Come by Mass Illusions, POP, Digital Domain, Vincent Ward, Stephen Simon and Barnet Bain, US 2000 – Maly Milos by Jakub Pistecky, CA Maaz by Christian Volckman, FR 2001 – Le Processus by Xavier de l’Hermuzičre and Philippe Grammaticopoulos, FR 2002 – Monsters, Inc. by Andrew Stanton, Lee Unkrich, Pete Docter and David Silverman, US 2003 – Tim Tom by Romain Segaud and Cristel Pougeoise, FR 2004 – Ryan by Chris Landreth, US. Distinction: Parenthèse from Francois Blondeau, Thibault Deloof, Jérémie Droulers, Christophe Stampe, France Distinction: Birthday Boy from Sejong Park, Australia 2005 – Fallen Art by Tomek Baginski, Poland. Distinction: The Incredibles from Pixar Distinction: City Paradise by Gaëlle Denis (UK), Passion Pictures (FR) 2006 – 458nm by Jan Bitzer, Ilija Brunck, Tom Weber, Filmakademie Baden-Württemberg, Germany. Distinction: Kein platz Für Gerold by Daniel Nocke / Studio Film Bilder, Germany Distinction: Negadon, the monster from Mars, by Jun Awazu, Japan 2007 – Codehunters by Ben Hibon, (UK) 2008 – Madame Tutli-Putli by Chris Lavis, Maciek Szczerbowski. (Directors), Jason Walker (Special Visual Effects), National Film Board of Canada 2009 – HA'Aki by Iriz Pääbo, National Film Board of Canada 2010 – Nuit Blanche by Arev Manoukian (Director), Marc-André Gray (Visual Effects Artist), National Film Board of Canada 2011 – Metachaos by Alessandro Bavari (IT) 2012 – Rear Window Loop by Jeff Desom (LU) Distinction: Caldera by Evan Viera/Orchid Animation (US) Distinction: Rise of the Planet of the Apes by Weta Digital (NZ)/Twentieth Century Fox 2013 – Forms by Quayola (IT), Memo Akten (TR) Distinction: Duku Spacemarines by La Mécanique du Plastique (FR) Distinction: Oh Willy… by Emma De Swaef (BE), Marc James Roels (BE) / Beast Animation 2014 – Walking City by Universal Everything (UK) 2015 – Temps Mort by Alex Verhaest (BE)[1] Distinction: Bär by Pascal Floerks (DE) Distinction: The Reflection of Power by Mihai Grecu (RO/HU) === Digital Music === This category is for those making electronic music and sound art through digital means. From 1987 to 1998 the category was known as "Computer music." Two Golden Nicas were awarded in 1987, and none in 1990. There was no Computer Music category in 1991. 1987 – Peter Gabriel and Jean-Claude Risset 1988 – Denis Smalley 1989 – Kaija Saariaho 1990 – None 1991 – Category omitted 1992 – Alejandro Viñao 1993 – Bernard Parmegiani 1994 – Ludger Brümmer Distinction: Jonathan Impett 1995 – Trevor Wishart 1996 – Robert Normandeau 1997 – Matt Heckert 1998 – Peter Bosch and Simone Simons (joint award) 1999 – Come to Daddy by Aphex Twin (Richard D. James) and Chris Cunningham (joint award) Distinction: Birthdays by Ikue Mori (JP) Distinction: Mego (label), Hotel Paral.lel by Christian Fennesz, Seven Tons For Free by Peter Rehberg (a.k.a. Pita) 2000 – 20' to 2000 by Carsten Nicolai Distinction: Minidisc by Gescom Distinction: Outside the Circle of Fire by Chris Watson 2001 – Matrix by Ryoji Ikeda 2002 – Man'yo Wounded 2001 by Yasunao Tone 2003 – Ami Yoshida, Sachiko M and Utah Kawasaki (joint award) 2004 – Banlieue du Vide by Thomas Köner 2005 – TEO! A Sonic Sculpture by Maryanne Amacher 2006 – L'île ré-sonante by Éliane Radigue 2007 – Reverse-Simulation Music by Mashiro Miwa 2008 – Reactable by Sergi Jordà (ES), Martin Kaltenbrunner (AT), Günter Geiger (AT) and Marcos Alonso (ES) 2009 – Speeds of Time versions 1 and 2 by Bill Fontana (US) 2010 – rheo: 5 horizons by Ryoichi Kurokawa (JP) 2011 – Energy Field by Jana Winderen (NO) 2012 – "Crystal Sounds of a Synchrotron" by Jo Thomas (GB) 2013 – frequencies (a) by Nicolas Bernier (CA) Distinction: SjQ++ by SjQ++ (JP) Distinction: Borderlands Granular by Chris Carlson (US) 2015 – Chijikinkutsu by Nelo Akamatsu (JP) Distinction: Drumming is an elastic concept by Josef Klammer (AT) Distinction: Under Way by Douglas Henderson (DE) 2017 – Not Your World Music: Noise In South East Asia by Cedrik Fermont (CD/BE/DE), Dimitri della Faille (BE/CA) Distinction: Gamelan Wizard by Lucas Abela (AU), Wukir Suryadi (ID) und Rully Shabara (ID) Distinction: Corpus Nil by Marco Donnarumma (DE/IT) === Hybrid art === 2007 – Symbiotica 2008 – Pollstream – Nuage Vert by Helen Evans (FR/UK) and Heiko Hansen (FR/DE) HeHe 2009 – Natural History of the Enigma by Eduardo Kac (US) 2010 – Ear on Arm by Stelarc (AU) 2011 – May the Horse Live in me by Art Orienté Objet (FR) 2012 – Bacterial radio by Joe Davis (US) Distinction: Free Universal Construction Kit (F.U.C.K.) by Golan Levin and Shawn Sims 2013 – Cosmopolitan Chicken Project, Koen Vanmechelen (BE) 2015 – Plantas Autofotosintéticas, Gilberto Esparza (MX) 2017 – K-9_topology, Maja Smrekar (SI) === [the next idea] voestalpine Art and Technology Grant === 2009 – Open_Sailing by Open_Sailing Crew led by Cesar Harada. 2010 – Hostage by [Frederik De Wilde]. 2011 – Choke Point Project by P2P Foundation (NL). 2012 – qaul.net – tools for the next revolution by Christoph Wachter & Mathias Jud 2013 – Hyperform by Marcelo Coelho (BR), Skylar Tibbits (US), Natan Linder (IL), Yoav Reaches (IL) Honorary Mentions: GravityLight by Martin Riddiford (GB), Jim Reeves (GB) 2014 – BlindMaps by Markus Schmeiduch, Andrew Spitz and Ruben van der Vleuten 2015 – SOYA C(O)U(L)TURE by XXLab (ID) – Irene Agrivina Widyaningrum, Asa Rahmana, Ratna Djuwita, Eka Jayani Ayuningtias, Atinna Rizqiana === Interactive Art === Prizes in the category of interactive art have been awarded since 1990. This category applies to many categories of works, including installations and performances, characterized by audience participation, virtual reality, multimedia and telecommunication. 1990 – Videoplace installation by Myron Krueger 1991 – Think About the People Now project by Paul Sermon 1992 – Home of the Brain installation by Monika Fleischmann and Wolfgang Strauss 1993 – Simulationsraum-Mosaik mobiler Datenklänge (smdk) installation by Knowbotic Research 1994 – A-Volve environment by Christa Sommerer and Laurent Mignonneau 1995 – the concept of Hypertext, attributed to Tim Berners-Lee 1996 – Global Interior Project installation by Masaki Fujihata 1997 – Music Plays Images X Images Play Music concert by Ryuichi Sakamoto and Toshio Iwai 1998 – World Skin, a Photo Safari in the Land of War installation by Jean-Baptiste Barrière and Maurice Benayoun 1999 – Difference Engine #3 by construct and Lynn Hershman 2000 – Vectorial Elevati