Enterprise architecture (EA) is a business function concerned with the structures and behaviours of a business, especially business roles and processes that create and use business data. The international definition according to the Federation of Enterprise Architecture Professional Organizations is "a well-defined practice for conducting enterprise analysis, design, planning, and implementation, using a comprehensive approach at all times, for the successful development and execution of strategy. Enterprise architecture applies architecture principles and practices to guide organizations through the business, information, process, and technology changes necessary to execute their strategies. These practices utilize the various aspects of an enterprise to identify, motivate, and achieve these changes." The United States Federal Government is an example of an organization that practices EA, in this case with its Capital Planning and Investment Control processes. Companies such as Independence Blue Cross, Intel, Volkswagen AG, and InterContinental Hotels Group also use EA to improve their business architectures as well as to improve business performance and productivity. Additionally, the Federal Enterprise Architecture's reference guide aids federal agencies in the development of their architectures. == Introduction == As a discipline, EA "proactively and holistically lead[s] enterprise responses to disruptive forces by identifying and analyzing the execution of change" towards organizational goals. EA gives business and IT leaders recommendations for policy adjustments and provides best strategies to support and enable business development and change within the information systems the business depends on. EA provides a guide for decision making towards these objectives. The National Computing Centre's EA best practice guidance states that an EA typically "takes the form of a comprehensive set of cohesive models that describe the structure and functions of an enterprise. The individual models in an EA are arranged in a logical manner that provides an ever-increasing level of detail about the enterprise." Important players within EA include enterprise architects and solutions architects. Enterprise architects are at the top level of the architect hierarchy, meaning they have more responsibilities than solutions architects. While solutions architects focus on their own relevant solutions, enterprise architects focus on solutions for and the impact on the whole organization. Enterprise architects oversee many solution architects and business functions. As practitioners of EA, enterprise architects support an organization's strategic vision by acting to align people, process, and technology decisions with actionable goals and objectives that result in quantifiable improvements toward achieving that vision. The practice of EA "analyzes areas of common activity within or between organizations, where information and other resources are exchanged to guide future states from an integrated viewpoint of strategy, business, and technology." === Definitions === The term enterprise can be defined as an organizational unit, organization, or collection of organizations that share a set of common goals and collaborate to provide specific products or services to customers. In that sense, the term enterprise covers various types of organizations, regardless of their size, ownership model, operational model, or geographical distribution. It includes those organizations' complete sociotechnical system, including people, information, processes, and technologies. Enterprise as a sociotechnical system defines the scope of EA. The term architecture refers to fundamental concepts or properties of a system in its environment; and embodied in its elements, relationships, and in the principles of its design and evolution. A methodology for developing and using architecture to guide the transformation of a business from a baseline state to a target state, sometimes through several transition states, is usually known as an enterprise architecture framework. A framework provides a structured collection of processes, techniques, artifact descriptions, reference models, and guidance for the production and use of an enterprise-specific architecture description. Open-source tools supporting EA practice, such as the Essential Project, have also been evaluated for suitability in academic and commercial training contexts. Paramount to changing the EA is the identification of a sponsor. Their mission, vision, strategy, and the governance framework define all roles, responsibilities, and relationships involved in the anticipated transformation. Changes considered by enterprise architects typically include innovations in the structure or processes of an organization; innovations in the use of information systems or technologies; the integration and/or standardization of business processes; and improvement of the quality and timeliness of business information. According to the standard ISO/IEC/IEEE 42010, the product used to describe the architecture of a system is called an architectural description. In practice, an architectural description contains a variety of lists, tables, and diagrams. These are models known as views. In the case of EA, these models describe the logical business functions or capabilities, business processes, human roles and actors, the physical organization structure, data flows and data stores, business applications and platform applications, hardware, and communications infrastructure. The first use of the term "enterprise architecture" is often incorrectly attributed to John Zachman's 1987 A framework for information systems architecture. The first publication to use it was instead a National Institute of Standards (NIST) Special Publication on the challenges of information system integration. The NIST article describes EA as consisting of several levels. Business unit architecture is the top level and might be a total corporate entity or a sub-unit. It establishes for the whole organization necessary frameworks for "satisfying both internal information needs" as well as the needs of external entities, which include cooperating organizations, customers, and federal agencies. The lower levels of the EA that provide information to higher levels are more attentive to detail on behalf of their superiors. In addition to this structure, business unit architecture establishes standards, policies, and procedures that either enhance or stymie the organization's mission. The main difference between these two definitions is that Zachman's concept was the creation of individual information systems optimized for business, while NIST's described the management of all information systems within a business unit. The definitions in both publications, however, agreed that due to the "increasing size and complexity of the [i]mplementations of [i]nformation systems... logical construct[s] (or architecture) for defining and controlling the interfaces and... [i]ntegration of all the components of a system" is necessary. Zachman in particular urged for a "strategic planning methodology." == Overview == === Schools of thought === Within the field of enterprise architecture, there are three overarching schools: Enterprise IT Design, Enterprise Integrating, and Enterprise Ecosystem Adaption. Which school one subscribes to will impact how they see the EA's purpose and scope, as well as the means of achieving it, the skills needed to conduct it, and the locus of responsibility for conducting it. Under Enterprise IT Design, the main purpose of EA is to guide the process of planning and designing an enterprise's IT/IS capabilities to meet the desired organizational objectives, often by greater alignment between IT/IS and business concerns. Architecture proposals and decisions are limited to the IT/IS aspects of the enterprise and other aspects service only as inputs. The Enterprise Integrating school believes that the purpose of EA is to create a greater coherency between the various concerns of an enterprise (HR, IT, Operations, etc.), including the link between strategy formulation and execution. Architecture proposals and decisions here encompass all aspects of the enterprise. The Enterprise Ecosystem Adaption school states that the purpose of EA is to foster and maintain the learning capabilities of enterprises so they may be sustainable. Consequently, a great deal of emphasis is put on improving the capabilities of the enterprise to improve itself, to innovate, and to coevolve with its environment. Typically, proposals and decisions encompass both the enterprise and its environment. === Benefits, challenges, and criticisms === The benefits of EA are achieved through its direct and indirect contributions to organizational goals. Notable benefits include support in the areas related to design and re-design of the organizational structures during mergers, acquisitions, or
Brownout (software engineering)
Brownout in software engineering is a technique that involves disabling certain features of an application. == Description == Brownout is used to increase the robustness of an application to computing capacity shortage. If too many users are simultaneously accessing an application hosted online, the underlying computing infrastructure may become overloaded, rendering the application unresponsive. Users are likely to abandon the application and switch to competing alternatives, hence incurring long-term revenue loss. To better deal with such a situation, the application can be given brownout capabilities: The application will disable certain features – e.g., an online shop will no longer display recommendations of related products – to avoid overload. Although reducing features generally has a negative impact on the short-term revenue of the application owner, long-term revenue loss can be avoided. The technique is inspired by brownouts in power grids, which consists in reducing the power grid's voltage in case electricity demand exceeds production. Some consumers, such as incandescent light bulbs, will dim – hence originating the term – and draw less power, thus helping match demand with production. Similarly, a brownout application helps match its computing capacity requirements to what is available on the target infrastructure. Brownout complements elasticity. The former can help the application withstand short-term capacity shortage, but does so without changing the capacity available to the application. In contrast, elasticity consists of adding (or removing) capacity to the application, preferably in advance, so as to avoid capacity shortage altogether. The two techniques can be combined; e.g., brownout is triggered when the number of users increases unexpectedly until elasticity can be triggered, the latter usually requiring minutes to show an effect. Brownout is relatively non-intrusive for the developer, for example, it can be implemented as an advice in aspect-oriented programming. However, surrounding components, such as load-balancers, need to be made brownout-aware to distinguish between cases where an application is running normally and cases where the application maintains a low response time by triggering brownout. == Usage in phased deprecation == A related use of the brownout concept in software engineering is the deliberate introduction of temporary outages to a system, API or feature that is being phased out. This is sometimes also called a "scream test" when it is used to discover unknown dependents of a system or API. The intention is to allow detection of downstream consumers of an API or service who may otherwise have missed deprecation announcements or to uncover hidden side-effects of the deprecation that may have been overlooked. The intention is that developers of dependent systems will notice their own system failures caused by the upstream brownout. Such brownouts are typically pre-announced scheduled outages or probabilistic in nature (such as artificially failing a percentage of requests). As a brownout is only a temporary or partial outage, it provides downstream consumers of an API or service time to remove any discovered dependencies on the deprecated API before it is fully retired. For consumers that have already prepared for the deprecation, a brownout provides valuable testing that the final removal of the service won't cause any unexpected problems.
TAUM system
TAUM (Traduction Automatique à l'Université de Montréal) is the name of a research group which was set up at the Université de Montréal in 1965. Most of its research was done between 1968 and 1980. It gave birth to the TAUM-73 and TAUM-METEO machine translation prototypes, using the Q-Systems programming language created by Alain Colmerauer, which were among the first attempts to perform automatic translation through linguistic analysis. The prototypes were never used in actual production. The TAUM-METEO name has been erroneously used for many years to designate the METEO System subsequently developed by John Chandioux.
Yasuo Matsuyama
Yasuo Matsuyama (born March 23, 1947) is a Japanese researcher in machine learning and human-aware information processing. Matsuyama is a Professor Emeritus and an Honorary Researcher of the Research Institute of Science and Engineering of Waseda University. == Early life and education == Matsuyama received his bachelor’s, master’s and doctoral degrees in electrical engineering from Waseda University in 1969, 1971, and 1974 respectively. The dissertation title for the Doctor of Engineering is Studies on Stochastic Modeling of Neurons. There, he contributed to the spiking neurons with stochastic pulse-frequency modulation. Advisors were Jun’ichi Takagi, Kageo, Akizuki, and Katsuhiko Shirai. Upon the completion of the doctoral work at Waseda University, he was dispatched to the United States as a Japan-U.S. exchange fellow by the joint program of the Japan Society for the Promotion of Science, Fulbright Program, and the Institute of International Education. Through this exchange program, he completed his Ph.D. program at Stanford University in 1978. The dissertation title is Process Distortion Measures and Signal Processing. There, he contributed to the theory of probabilistic distortion measures and its applications to speech encoding with spectral clustering or vector quantization. His advisor was Robert. M. Gray. == Career == From 1977 to 1078, Matsuyama was a research assistant at the Information Systems Laboratory of Stanford University Archived 2018-03-16 at the Wayback Machine. From 1979 to 1996, he was a faculty of Ibaraki University, Japan (the final position was a professor and chairperson of the Information and System Sciences Major). Since 1996, he was a Professor of Waseda University, Department of Computer Science and Engineering. From 2011 to 2013, he was the director of the Media Network Center of Waseda University. At the 2011 Tōhoku earthquake and tsunami of March 11, 2011, he was in charge of the safety inquiry of 65,000 students, staffs and faculties. Since 2017, Matsuyama is a Professor Emeritus and an Honorary Researcher of the Research Institute of Science and Engineering of Waseda University. Since 2018, he serves as an acting president of the Waseda Electrical Engineering Society. == Work == Matsuyama’s works on machine learning and human-aware information processing have dual foundations. Studies on the competitive learning (vector quantization) for his Ph.D. at Stanford University brought about his succeeding works on machine learning contributions. Studies on stochastic spiking neurons for his Dr. Engineering at Waseda University set off applications of biological signals to the machine learning. Thus, his works can be grouped reflecting these dual foundations. Statistical machine learning algorithms: The use of the alpha-logarithmic likelihood ratio in learning cycles generated the alpha-EM algorithm (alpha-Expectation maximization algorithm). Because the alpha-logarithm includes the usual logarithm, the alpha-EM algorithm contains the EM-algorithm (more precisely, the log-EM algorithm). The merit of the speedup by the alpha-EM over the log-EM is due to the ability to utilize the past information. Such a usage of the messages from the past brought about the alpha-HMM estimation algorithm (alpha-hidden Markov model estimation algorithm) that is a generalized and faster version of the hidden Markov model estimation algorithm (HMM estimation algorithm). Competitive learning on empirical data: Starting from the speech compression studies at Stanford, Matsuyama developed generalized competitive learning algorithms; the harmonic competition and the multiple descent cost competition. The former realizes the multiple-object optimization. The latter admits deformable centroids. Both algorithms generalize the batch-mode vector quantization (simply called, vector quantization) and the successive-mode vector quantization (or, called learning vector quantization). A hierarchy from the alpha-EM to the vector quantization: Matsuyama contributed to generate and identify the hierarchy of the above algorithms. Alpha-EM ⊃ log-EM ⊃ basic competitive learning (vector quantization, VQ; or clustering). On the class of the vector quantization and competitive learning, he contributed to generate and identify the hierarchy of VQs. VQ ⇔ {batch mode VQ, and learning VQ} ⊂ {harmonic competition} ⊂ {multiple descent cost competition}. Applications to Human-aware information processing: The dual foundations of his led to the applications to huma-aware information processing. Retrieval systems for similar images and videos. Bipedal humanoid operations via invasive and noninvasive brain signals as well as gestures. Continuous authentication of uses by brain signals. Self-organization and emotional feature injection based on the competitive learning. Decomposition of DNA sequences by the independent component analysis (US Patent: US 8,244,474 B2). Data compression of speech signals by the competitive learning. The above theories and applications work as contributions to IoCT (Internet of Collaborative Things) and IoXT (http://www.asc-events.org/ASC17/Workshop.php Archived 2018-02-06 at the Wayback Machine). == Awards and honors == 2016: e-Teaching Award of Waseda University 2015: Best Textbook Award by the Japanese Society of Information Processing 2014: Fellow of the Japanese Society of Information Processing 2013: IEEE Life Fellow 2008: Y. Dote Memorial Best Paper Award of CSTST 2008 from ACM and IEEE 2006: LSI Intellectual Property Design Award from the LSI IP Committee 2004: Best Paper Award for Application Oriented Research from Asia Pacific Neural Network Assembly 2002: Fellow Award from the Institute of Electronics, Information and Communication Engineers. 2001: Telecommunication System Major Award of the Telecommunications Advancement Foundation 2001: Outstanding Paper Award of IEEE Transactions on Neural Networks Archived 2013-01-17 at the Wayback Machine 1998: Fellow Award from IEEE for contributions to learning algorithms with competition. 1992: Best Paper Award from the Institute of Electronics, Information and Communication Engineers 1989: Telecommunication System Promotion Award of the Telecommunications Advancement Foundation
Markov switching multifractal
In financial econometrics (the application of statistical methods to economic data), the Markov-switching multifractal (MSM) is a model of asset returns developed by Laurent E. Calvet and Adlai J. Fisher that incorporates stochastic volatility components of heterogeneous durations. MSM captures the outliers, log-memory-like volatility persistence and power variation of financial returns. In currency and equity series, MSM compares favorably with standard volatility models such as GARCH(1,1) and FIGARCH both in- and out-of-sample. MSM is used by practitioners in the financial industry for different types of forecasts. == MSM specification == The MSM model can be specified in both discrete time and continuous time. === Discrete time === Let P t {\displaystyle P_{t}} denote the price of a financial asset, and let r t = ln ( P t / P t − 1 ) {\displaystyle r_{t}=\ln(P_{t}/P_{t-1})} denote the return over two consecutive periods. In MSM, returns are specified as r t = μ + σ ¯ ( M 1 , t M 2 , t . . . M k ¯ , t ) 1 / 2 ϵ t , {\displaystyle r_{t}=\mu +{\bar {\sigma }}(M_{1,t}M_{2,t}...M_{{\bar {k}},t})^{1/2}\epsilon _{t},} where μ {\displaystyle \mu } and σ {\displaystyle \sigma } are constants and { ϵ t {\displaystyle \epsilon _{t}} } are independent standard Gaussians. Volatility is driven by the first-order latent Markov state vector: M t = ( M 1 , t M 2 , t … M k ¯ , t ) ∈ R + k ¯ . {\displaystyle M_{t}=(M_{1,t}M_{2,t}\dots M_{{\bar {k}},t})\in R_{+}^{\bar {k}}.} Given the volatility state M t {\displaystyle M_{t}} , the next-period multiplier M k , t + 1 {\displaystyle M_{k,t+1}} is drawn from a fixed distribution M with probability γ k {\displaystyle \gamma _{k}} , and is otherwise left unchanged. The transition probabilities are specified by γ k = 1 − ( 1 − γ 1 ) ( b k − 1 ) {\displaystyle \gamma _{k}=1-(1-\gamma _{1})^{(b^{k-1})}} . The sequence γ k {\displaystyle \gamma _{k}} is approximately geometric γ k ≈ γ 1 b k − 1 {\displaystyle \gamma _{k}\approx \gamma _{1}b^{k-1}} at low frequency. The marginal distribution M has a unit mean, has a positive support, and is independent of k. ==== Binomial MSM ==== In empirical applications, the distribution M is often a discrete distribution that can take the values m 0 {\displaystyle m_{0}} or 2 − m 0 {\displaystyle 2-m_{0}} with equal probability. The return process r t {\displaystyle r_{t}} is then specified by the parameters θ = ( m 0 , μ , σ ¯ , b , γ 1 ) {\displaystyle \theta =(m_{0},\mu ,{\bar {\sigma }},b,\gamma _{1})} . Note that the number of parameters is the same for all k ¯ > 1 {\displaystyle {\bar {k}}>1} . === Continuous time === MSM is similarly defined in continuous time. The price process follows the diffusion: d P t P t = μ d t + σ ( M t ) d W t , {\displaystyle {\frac {dP_{t}}{P_{t}}}=\mu dt+\sigma (M_{t})\,dW_{t},} where σ ( M t ) = σ ¯ ( M 1 , t … M k ¯ , t ) 1 / 2 {\displaystyle \sigma (M_{t})={\bar {\sigma }}(M_{1,t}\dots M_{{\bar {k}},t})^{1/2}} , W t {\displaystyle W_{t}} is a standard Brownian motion, and μ {\displaystyle \mu } and σ ¯ {\displaystyle {\bar {\sigma }}} are constants. Each component follows the dynamics: The intensities vary geometrically with k: γ k = γ 1 b k − 1 . {\displaystyle \gamma _{k}=\gamma _{1}b^{k-1}.} When the number of components k ¯ {\displaystyle {\bar {k}}} goes to infinity, continuous-time MSM converges to a multifractal diffusion, whose sample paths take a continuum of local Hölder exponents on any finite time interval. == Inference and closed-form likelihood == When M {\displaystyle M} has a discrete distribution, the Markov state vector M t {\displaystyle M_{t}} takes finitely many values m 1 , . . . , m d ∈ R + k ¯ {\displaystyle m^{1},...,m^{d}\in R_{+}^{\bar {k}}} . For instance, there are d = 2 k ¯ {\displaystyle d=2^{\bar {k}}} possible states in binomial MSM. The Markov dynamics are characterized by the transition matrix A = ( a i , j ) 1 ≤ i , j ≤ d {\displaystyle A=(a_{i,j})_{1\leq i,j\leq d}} with components a i , j = P ( M t + 1 = m j | M t = m i ) {\displaystyle a_{i,j}=P\left(M_{t+1}=m^{j}|M_{t}=m^{i}\right)} . Conditional on the volatility state, the return r t {\displaystyle r_{t}} has Gaussian density f ( r t | M t = m i ) = 1 2 π σ 2 ( m i ) exp [ − ( r t − μ ) 2 2 σ 2 ( m i ) ] . {\displaystyle f(r_{t}|M_{t}=m^{i})={\frac {1}{\sqrt {2\pi \sigma ^{2}(m^{i})}}}\exp \left[-{\frac {(r_{t}-\mu )^{2}}{2\sigma ^{2}(m^{i})}}\right].} === Conditional distribution === === Closed-form Likelihood === The log likelihood function has the following analytical expression: ln L ( r 1 , … , r T ; θ ) = ∑ t = 1 T ln [ ω ( r t ) . ( Π t − 1 A ) ] . {\displaystyle \ln L(r_{1},\dots ,r_{T};\theta )=\sum _{t=1}^{T}\ln[\omega (r_{t}).(\Pi _{t-1}A)].} Maximum likelihood provides reasonably precise estimates in finite samples. === Other estimation methods === When M {\displaystyle M} has a continuous distribution, estimation can proceed by simulated method of moments, or simulated likelihood via a particle filter. == Forecasting == Given r 1 , … , r t {\displaystyle r_{1},\dots ,r_{t}} , the conditional distribution of the latent state vector at date t + n {\displaystyle t+n} is given by: Π ^ t , n = Π t A n . {\displaystyle {\hat {\Pi }}_{t,n}=\Pi _{t}A^{n}.\,} MSM often provides better volatility forecasts than some of the best traditional models both in and out of sample. Calvet and Fisher report considerable gains in exchange rate volatility forecasts at horizons of 10 to 50 days as compared with GARCH(1,1), Markov-Switching GARCH, and Fractionally Integrated GARCH. Lux obtains similar results using linear predictions. == Applications == === Multiple assets and value-at-risk === Extensions of MSM to multiple assets provide reliable estimates of the value-at-risk in a portfolio of securities. === Asset pricing === In financial economics, MSM has been used to analyze the pricing implications of multifrequency risk. The models have had some success in explaining the excess volatility of stock returns compared to fundamentals and the negative skewness of equity returns. They have also been used to generate multifractal jump-diffusions. == Related approaches == MSM is a stochastic volatility model with arbitrarily many frequencies. MSM builds on the convenience of regime-switching models, which were advanced in economics and finance by James D. Hamilton. MSM is closely related to the Multifractal Model of Asset Returns. MSM improves on the MMAR's combinatorial construction by randomizing arrival times, guaranteeing a strictly stationary process. MSM provides a pure regime-switching formulation of multifractal measures, which were pioneered by Benoit Mandelbrot.
Avid DS
Avid DS (which was called Avid DS Nitris until early 2008) is a high-end offline and finishing system comprising a non-linear editing system and visual effects software. It was developed by Softimage (this company was owned by Microsoft at the time of DS v1.0's launch before being acquired from Microsoft by Avid Technology, Inc. shortly thereafter) in Montreal. DS was discontinued on September 30, 2013 with support ending on the same date the following year. == Software == DS was called ‘Digital Studio’ in development. It was envisioned to be a complete platform for video/audio work. The first previews of the system were on the SGI platform, but this version was never released. The system was rewritten on Windows NT with different video hardware platforms (Matrox DigiSuite or Play Trinity running on a NetPower system) before the final system was released on Intergraph/StudioZ hardware in January 1998. After its acquisition by Avid, DS was always positioned as a high end video finishing tool. However, many users found it to be uniquely soup-to-nuts in its capabilities. From version 1.0 of the product, it competed with products like Autodesk Smoke, Quantel and Avid Symphony. The toolset in DS offered video timeline editing, an object-oriented vector-based paint tool, 2D layer compositing, sample based audio and starting with version 3.01 of the product, a 3D environment. Originally, a subset of the Softimage|XSI 3D software was planned to become part of the DS toolset, both were built on the same software foundation, but over time the code bases divided between the applications and the integration never happened. While the first version of the DS still lacked a few key features (no 3D, poor keying, no real-time effects), it had some significant features compared to the competing products at the time. It offered a large number of built in effects. Avid OMF import was available, positioning Softimage DS as a strong finishing tool for then typical off-line Avid systems. Lastly the integration of the toolset of Softimage DS was beyond what other product offered. A Softimage DS user could quickly go from editing, to paint, to compositing with a few mouse clicks all inside the same interface. Some of the lacking features were quickly resolved, within months of version 1.0 a new chroma keyer was released. Early versions of the software (up thru 4.0) added additional key features. Development continued with one of the first uncompressed HD editing systems (version 4.01) and an attempt to make the system more friendly to Media Composer editors in version 6. In later versions (v7.5 on beyond) DS was criticized for slow development of compositing tools, mainly lack of a new 3D environment and better tracking tools. Many DS users felt that Avid had not been giving DS the attention that it deserved. On July 7, 2013, Avid sent out an email marking the end of life of the DS product. "To Our Avid DS customers, We are writing to inform you that Avid will be realigning our business strategy to focus on a core suite of products to best leverage our developmental and creative resources. As part of this transition, we will be ceasing future development of Avid DS with a final sale date of September 30th, 2013" == Hardware == Up until version 10.5, DS was sold as a turn-key system; the software was not available without purchasing CPU, I/O and storage hardware from Avid. Beginning with 10.5, customers were able to configure their own systems using widely available components, based on recommended system requirements. In turn-key systems, there were many hardware refreshes over time. StudioZ single stream: Intergraph TDZ-425 with 30 minutes of uncompressed SCSI storage. CPUs at the time were Pentium II/300 MHz. StudioZ dual stream: Intergraph TDZ-2000 GT1 with one hour of fibre channel storage. CPUs on first systems were Pentium II/400 MHz, but last shipping systems had Pentium III/1 GHz. DS was one of the first applications to show that real-time effects could be processed with just the CPUs of the system, not requiring special video cards with real-time effect hardware. Equinox: Developed by Avid, it was one of the first uncompressed HD video cards available. Systems were available on CPUs from Pentium III/1 GHz to Pentium 4/2.8 GHz. Storage was typically SCSI, but fibre channel was also supported. Nitris DNA: Developed by Avid, the Nitris hardware was probably the largest hardware update to the system since it was released. 10-bit HD and SD support was standard. Real-time down and cross convert. This was the only hardware for DS that had on-board effect processing. This allowed a system at the time to play back dual-stream uncompressed HD effects in real-time at 16-bit precision. This was also the first hardware from Avid to support the DNxHD codec. Starting with Pentium 4, Intel Core Xeons were supported. SCSI storage was primarily used. AJA Video Systems: First available as a 4:4:4 option to be used in conjunction with Nitris hardware. Final-generation DS systems used the AJA Video Systems Kona 3 (Xena 2K) card as the only I/O for the system. The last systems shipped with two Intel Core Xeon 6-core processors. SAS is the recommended storage for these systems. == History ==
Leo Breiman
Leo Breiman (January 27, 1928 – July 5, 2005) was an American statistician at the University of California, Berkeley and a member of the United States National Academy of Sciences. Breiman's work helped to bridge the gap between statistics and computer science, particularly in the field of machine learning. His most important contributions were his work on classification and regression trees and ensembles of trees fit to bootstrap samples. Bootstrap aggregation was given the name bagging by Breiman. Another of Breiman's ensemble approaches is the random forest.