Kernel (image processing)

Kernel (image processing)

In image processing, a kernel, convolution matrix, or mask is a small matrix used for blurring, sharpening, embossing, edge detection, and more. This is accomplished by doing a convolution between the kernel and an image. Or more simply, when each pixel in the output image is a function of the nearby pixels (including itself) in the input image, the kernel is that function. == Details == The general expression of a convolution is g x , y = ω ∗ f x , y = ∑ i = − a a ∑ j = − b b ω i , j f x − i , y − j , {\displaystyle g_{x,y}=\omega f_{x,y}=\sum _{i=-a}^{a}{\sum _{j=-b}^{b}{\omega _{i,j}f_{x-i,y-j}}},} where g ( x , y ) {\displaystyle g(x,y)} is the filtered image, f ( x , y ) {\displaystyle f(x,y)} is the original image, ω {\displaystyle \omega } is the filter kernel. Every element of the filter kernel is considered by − a ≤ i ≤ a {\displaystyle -a\leq i\leq a} and − b ≤ j ≤ b {\displaystyle -b\leq j\leq b} . Depending on the element values, a kernel can cause a wide range of effects: The above are just a few examples of effects achievable by convolving kernels and images. === Origin === The origin is the position of the kernel which is above (conceptually) the current output pixel. This could be outside of the actual kernel, though usually it corresponds to one of the kernel elements. For a symmetric kernel, the origin is usually the center element. == Convolution == Convolution is the process of adding each element of the image to its local neighbors, weighted by the kernel. This is related to a form of mathematical convolution. The matrix operation being performed—convolution—is not traditional matrix multiplication, despite being similarly denoted by . For example, if we have two three-by-three matrices, the first a kernel, and the second an image piece, convolution is the process of flipping both the rows and columns of the kernel and multiplying locally similar entries and summing. The element at coordinates [2, 2] (that is, the central element) of the resulting image would be a weighted combination of all the entries of the image matrix, with weights given by the kernel: ( [ a b c d e f g h i ] ∗ [ 1 2 3 4 5 6 7 8 9 ] ) [ 2 , 2 ] = {\displaystyle \left({\begin{bmatrix}a&b&c\\d&e&f\\g&h&i\end{bmatrix}}{\begin{bmatrix}1&2&3\\4&5&6\\7&8&9\end{bmatrix}}\right)[2,2]=} ( i ⋅ 1 ) + ( h ⋅ 2 ) + ( g ⋅ 3 ) + ( f ⋅ 4 ) + ( e ⋅ 5 ) + ( d ⋅ 6 ) + ( c ⋅ 7 ) + ( b ⋅ 8 ) + ( a ⋅ 9 ) . {\displaystyle (i\cdot 1)+(h\cdot 2)+(g\cdot 3)+(f\cdot 4)+(e\cdot 5)+(d\cdot 6)+(c\cdot 7)+(b\cdot 8)+(a\cdot 9).} The other entries would be similarly weighted, where we position the center of the kernel on each of the boundary points of the image, and compute a weighted sum. The values of a given pixel in the output image are calculated by multiplying each kernel value by the corresponding input image pixel values. This can be described algorithmically with the following pseudo-code: for each image row in input image: for each pixel in image row: set accumulator to zero for each kernel row in kernel: for each element in kernel row: if element position corresponding to pixel position then multiply element value corresponding to pixel value add result to accumulator endif set output image pixel to accumulator corresponding input image pixels are found relative to the kernel's origin. If the kernel is symmetric then place the center (origin) of the kernel on the current pixel. The kernel will overlap the neighboring pixels around the origin. Each kernel element should be multiplied with the pixel value it overlaps with and all of the obtained values should be summed. This resultant sum will be the new value for the current pixel currently overlapped with the center of the kernel. If the kernel is not symmetric, it has to be flipped both around its horizontal and vertical axis before calculating the convolution as above. The general form for matrix convolution is [ x 11 x 12 ⋯ x 1 n x 21 x 22 ⋯ x 2 n ⋮ ⋮ ⋱ ⋮ x m 1 x m 2 ⋯ x m n ] ∗ [ y 11 y 12 ⋯ y 1 n y 21 y 22 ⋯ y 2 n ⋮ ⋮ ⋱ ⋮ y m 1 y m 2 ⋯ y m n ] = ∑ i = 0 m − 1 ∑ j = 0 n − 1 x ( m − i ) ( n − j ) y ( 1 + i ) ( 1 + j ) {\displaystyle {\begin{bmatrix}x_{11}&x_{12}&\cdots &x_{1n}\\x_{21}&x_{22}&\cdots &x_{2n}\\\vdots &\vdots &\ddots &\vdots \\x_{m1}&x_{m2}&\cdots &x_{mn}\\\end{bmatrix}}{\begin{bmatrix}y_{11}&y_{12}&\cdots &y_{1n}\\y_{21}&y_{22}&\cdots &y_{2n}\\\vdots &\vdots &\ddots &\vdots \\y_{m1}&y_{m2}&\cdots &y_{mn}\\\end{bmatrix}}=\sum _{i=0}^{m-1}\sum _{j=0}^{n-1}x_{(m-i)(n-j)}y_{(1+i)(1+j)}} === Edge handling === Kernel convolution usually requires values from pixels outside of the image boundaries. There are a variety of methods for handling image edges. Extend The nearest border pixels are conceptually extended as far as necessary to provide values for the convolution. Corner pixels are extended in 90° wedges. Other edge pixels are extended in lines. Wrap The image is conceptually wrapped (or tiled) and values are taken from the opposite edge or corner. Mirror The image is conceptually mirrored at the edges. For example, attempting to read a pixel 3 units outside an edge reads one 3 units inside the edge instead. Crop / Avoid overlap Any pixel in the output image which would require values from beyond the edge is skipped. This method can result in the output image being slightly smaller, with the edges having been cropped. Move kernel so that values from outside of image is never required. Machine learning mainly uses this approach. Example: Kernel size 10x10, image size 32x32, result image is 23x23. Kernel Crop Any pixel in the kernel that extends past the input image isn't used and the normalizing is adjusted to compensate. Constant Use constant value for pixels outside of image. Usually black or sometimes gray is used. Generally this depends on application. === Normalization === Normalization is defined as the division of each element in the kernel by the sum of all kernel elements, so that the sum of the elements of a normalized kernel is unity. This will ensure the average pixel in the modified image is as bright as the average pixel in the original image. === Optimization === Fast convolution algorithms include: separable convolution ==== Separable convolution ==== 2D convolution with an M × N kernel requires M × N multiplications for each sample (pixel). If the kernel is separable, then the computation can be reduced to M + N multiplications. Using separable convolutions can significantly decrease the computation by doing 1D convolution twice instead of one 2D convolution. === Implementation === Here a concrete convolution implementation done with the GLSL shading language :

VideoThang

VideoThang was free video editing software for Windows 2000, XP, and Vista. The software has three parts to it which are My Stuff, Edit My Stuff, and My Mix. The software accepts MOV, AVI, MPG, MP4, PNG, WMV, FLV, and MP3 standards. Its official website is now no longer available. == Reception == Jan Ozer, of Pcmag, said that the software "suffers from several unfortunate design and implementation flaws that dramatically limit output quality and overall utility." Jon L. Jacobi, of PC World, said that the software "may not be the most flexible multimedia editor in the world, but the trim/zoom basics are there, it's free, and it's so simple to use that just about anyone in the world should be able figure it out." Amit Agarwal, of Digital Inspiration, said that the software "doesn’t offer loads of features like other video editors but is perfect for making quick video slideshows of your pictures that you can upload on the web or share via email."

Organizational information theory

Organizational Information Theory (OIT) is a communication theory, developed by Karl Weick, offering systemic insight into the processing and exchange of information within organizations and among its members. Unlike the past structure-centered theory, OIT focuses on the process of organizing in dynamic, information-rich environments. Given that, it contends that the main activity of organizations is the process of making sense of equivocal information. Organizational members are instrumental to reduce equivocality and achieve sensemaking through some strategies — enactment, selection, and retention of information. With a framework that is interdisciplinary in nature, organizational information theory's desire to eliminate both ambiguity and complexity from workplace messaging builds upon earlier findings from general systems theory and phenomenology. == Inspiration and influence of pre-existing theories == 1. General Systems Theory The General Systems Theory, on its most basic premise, describes the phenomenon of a cohesive group of interrelated parts. When one part of the system is changed or affected, it will affect the system as a whole. Weick uses this theoretical framework from 1950 to influence his organizational information theory. Likewise, organizations can be viewed as a system of related parts that work together towards a common goal or vision. Applying this to Weick's organizational information theory, organizations must work to reduce ambiguity and complexity in the workplace to maximize cohesiveness and efficiency. Weick uses the term, coupling, to describe how organizations, like a system, can be composed of interrelated and dependent parts. Coupling looks at the relationship between people and work. There are two types of coupling: 1. Loose coupling Loose coupling describes that while people within the organization or system are connected and often work together, they do not depend on one another to continue or fully complete individual work. The dependencies are weak and workflow is flexible. For example, "if the whole Science department completely shuts down because all of teachers are sick or for whatsoever reason, the school can still continue to operate because other departments are still present." 2. Tight coupling Tight coupling describes when connections within an organization are strong and dependent. If one part of the organization is not operating correctly, the organization as a whole cannot continue to their fullest potential. " For instance, the format and ink section completely shuts down hence the succeeding steps cannot be continued, so the whole process of the organization will be dropped. Thus, components of a system are directly dependent on one another." 2. Theory of evolution The theory of evolution, by Charles Darwin, is a framework for survival of the fittest. According to Darwin, organisms attempt to adapt and live in an unforgiving environment. Those that are unsuccessful in adaptation do not survive, while the strong organisms continue to thrive and reproduce. Weick invokes inspiration from Darwin, to incorporate a biological perspective to his theory. It is natural for organizations to have to adapt to incoming information that often interfere with the preexisting environment. Organizations that are able to plan and alter strategies in accordance with their constant need of organizing and sense making, will survive and be the most successful. However, there is a notable difference between animal evolution and survival of the fittest in organizations, "A given animal is what it is; variation comes through mutation. But the nature of an organization can change when its members alter their behavior." == Assumptions == 1. Human organizations exist in an information environment Unlike senders and receivers models, OIT stands on the situational perspective. Karl Weick views a human organization as an open social system. People in that system develop a mechanism to establish goals, obtain and process information, or perceive the environment. In this process, people and the environment come to conclusions on "what's going on here?". Colville believes that this attributional process is retrospective. Take an education institution as an example. A university can obtain information regarding students' needs in numerous ways. It might create feedback section in its website. It could organize alumni panels or academic affairs to attract prospective students and collect concrete questions they are interested in. It may also conduct the survey or host focus group to get the information. After that, the staff of the university have to decide how to deal with these information, based on which, it has to set and accomplish its goals for current and prospective students. 2. The information an organization receives differs in terms of equivocality Weick posits that numerous feasible interpretations of reality exist when organizations process information. Their varying levels of understandability lead to different outcomes of information inputs. In other academic works, scholars tend to say that messages are uncertain or ambiguous. While according to OIT, messages are described to be equivocal. believes that people proactively exclude a number of possibilities to perceive what is going on in the environment. Due to OIT's situational perspective, the meanings of messages consist of the messages, the interpretations of receivers, and the interactional context. However, ambiguity and uncertainty can mean that a standard answer - the only one true objective interpretation - exists. Also, Weick emphasizes that "the equivocality is the engine that motivates people to organize". Maitlis and Christianson states that the equivocality trigger sensemaking for three reasons: environment jolts and organizational crises, threats to identity, and planned change interventions. 3. Human organizations engage in information processing to reduce equivocality of information Based upon the first two assumption, OIT proposes that information processing within organizations is a social activity. Sharing is the key feature of organizational information processing. In that particular context, members jointly make sense the reality by reducing equivocality. It other words, the sensemaking is a joint responsibility which includes numerous interdependent people to accomplish. In this process, organizations and its members combine actions and attributions together in order to find the balance between the complexity of thoughts and the simplicity of actions. Weick also proposes that people create their own environment though enactment, which is the action of making sense. This is because people have different perceptual schemas and selective perception, so people create different information environments. In creating different information environments, people can arrive at the same or close to the same understanding or solution through different thought processes and overall understanding. == Key concepts == === The organization === In order to place Weick's vision regarding Organizational Information Theory into proper working context, exploring his view regarding what constitutes the organization and how its individuals embody that construct might yield significant insights. From a fundamental standpoint, he shared a belief that organizational validation is derived---not through bricks and mortar, or locale—but from a series of events which enable entities to "collect, manage and use the information they receive." In elaborating further on what constitutes an organization during early writings outlining OIT, Weick said, "The word organization is a noun and it is also a myth. if one looks for an organization, one will not find it. What will be found is that there are events linked together, that transpire within concrete walls and these sequences, their pathways, their timing, are the forms we erroneously make into substances when we talk about an organization". When viewed in this modular fashion, the organization meets Weick's theoretical vision by encompassing parameters that are less bound by concrete, wood, and structural restraints and more by an ability to serve as a repository where information can be consistently and effectively channeled. Taking these defining characteristics into account, proper channel execution relies on maximization of messaging clarity, context, delivery and evolution through any system. One example as to how these interactions might unfold on a more granular level within these confines can be gleaned through Weick's double interact loop, which he considers the "building blocks of every organization". Simply put, double interacts describe interpersonal exchanges that, inherently, occur across the organizational chain of command and in life, itself. Thus: "An act occurs when you say something (Can I have a Popsicle?). An interact occurs when you say something and I respond ("No, it will spoil your dinner

Wearable computer

A wearable computer, also known as a body-borne computer or wearable, is a computing device worn on the body. The definition of 'wearable computer' may be narrow or broad, extending to smartphones or even ordinary wristwatches. Wearables may be for general use, in which case they are just a particularly small example of mobile computing. Alternatively, they may be for specialized purposes such as fitness trackers. They may incorporate special sensors such as accelerometers, heart rate monitors, or on the more advanced side, electrocardiogram (ECG) and blood oxygen saturation (SpO2) monitors. Under the definition of wearable computers, we also include novel user interfaces such as Google Glass, an optical head-mounted display controlled by gestures. It may be that specialized wearables will evolve into general all-in-one devices, as happened with the convergence of PDAs and mobile phones into smartphones. Wearables are typically worn on the wrist (e.g. fitness trackers), hung from the neck (like a necklace), strapped to the arm or leg (electronic tagging), or on the head (as glasses or a helmet), though some have been located elsewhere (e.g. on a finger or in a shoe). Devices carried in a pocket or bag – such as smartphones and before them, pocket calculators and PDAs, may or may not be regarded as 'worn'. Wearable computers have various technical issues common to other mobile computing, such as batteries, heat dissipation, software architectures, wireless and personal area networks, and data management. Many wearable computers are active all the time, e.g. processing or recording data continuously. == Applications == Wearable computers are not only limited to computers such as fitness trackers that are worn on wrists; they also include wearables such as heart pacemakers and other prosthetics. They are used most often in research that focuses on behavioral modeling, health monitoring systems, IT and media development, where the person wearing the computer actually moves or is otherwise engaged with his or her surroundings. Wearable computers have been used for the following: general-purpose computing (e.g. smartphones and smartwatches) sensory integration, e.g. to help people see better or understand the world better (whether in task-specific applications like camera-based welding helmets or for everyday use like Google Glass) behavioral modeling health care monitoring systems service management electronic textiles and fashion design, e.g. Microsoft's 2011 prototype "The Printing Dress". Wearable computing is the subject of active research, especially the form-factor and location on the body, with areas of study including user interface design, augmented reality, and pattern recognition. The use of wearables for specific applications, for compensating disabilities or supporting elderly people steadily increases. == Operating systems == The dominant operating systems for wearable computing are: FreeRTOS is a real-time operating system kernel for embedded devices; most of the Smartbands that are currently available in the market are based on FreeRTOS, which include Huawei, Honor, Lenovo, realme, TCL and Xiaomi smartbands. LiteOS is a lightweight open source real-time operating system that is part of Huawei's "1+8+N" Internet of Things solution. Tizen OS from Samsung (there was an announcement in May 2021 that Wear OS and Tizen OS will merge and will be called simply Wear.) watchOS watchOS is a proprietary mobile operating system developed by Apple Inc. to run on the Apple Watch. Wear OS Wear OS (previously known as Android Wear) is a smartwatch operating system developed by Google Inc. == History == Due to the varied definitions of wearable and computer, the first wearable computer could be as early as the first abacus on a necklace, a 16th-century abacus ring, a wristwatch and 'finger-watch' owned by Queen Elizabeth I of England, or the covert timing devices hidden in shoes to cheat at roulette by Thorp and Shannon in the 1960s and 1970s. However, a general-purpose computer is not merely a time-keeping or calculating device, but rather a user-programmable item for arbitrary complex algorithms, interfacing, and data management. By this definition, the wearable computer was invented by Steve Mann, in the late 1970s: Steve Mann, a professor at the University of Toronto, was hailed as the father of the wearable computer and the ISSCC's first virtual panelist, by moderator Woodward Yang of Harvard University (Cambridge Mass.). The development of wearable items has taken several steps of miniaturization from discrete electronics over hybrid designs to fully integrated designs, where just one processor chip, a battery, and some interface conditioning items make the whole unit. === 1500s === Queen Elizabeth I of England received a watch from Robert Dudley in 1571, as a New Year's present; it may have been worn on the forearm rather than the wrist. She also possessed a 'finger-watch' set in a ring, with an alarm that prodded her finger. === 1600s === The Qing dynasty saw the introduction of a fully functional abacus on a ring, which could be used while it was being worn. === 1960s === In 1961, mathematicians Edward O. Thorp and Claude Shannon built some computerized timing devices to help them win a game of roulette. One such timer was concealed in a shoe and another in a pack of cigarettes. Various versions of this apparatus were built in the 1960s and 1970s. Thorp refers to himself as the inventor of the first "wearable computer". In other variations, the system was a concealed cigarette-pack-sized analog computer designed to predict the motion of roulette wheels. A data-taker would use microswitches hidden in his shoes to indicate the speed of the roulette wheel, and the computer would indicate an octant of the roulette wheel to bet on by sending musical tones via radio to a miniature speaker hidden in a collaborator's ear canal. The system was successfully tested in Las Vegas in June 1961, but hardware issues with the speaker wires prevented it from being used beyond test runs. This was not a wearable computer because it could not be re-purposed during use; rather it was an example of task-specific hardware. This work was kept secret until it was first mentioned in Thorp's book Beat the Dealer (revised ed.) in 1966 and later published in detail in 1969. === 1970s === Pocket calculators became mass-market devices in 1970, starting in Japan. Programmable calculators followed in the late 1970s, being somewhat more general-purpose computers. The HP-01 algebraic calculator watch by Hewlett-Packard was released in 1977. A camera-to-tactile vest for the blind, launched by C.C. Collins in 1977, converted images into a 1024-point, ten-inch square tactile grid on a vest. === 1980s === The 1980s saw the rise of more general-purpose wearable computers. In 1981, Steve Mann designed and built a backpack-mounted 6502-based wearable multimedia computer with text, graphics, and multimedia capability, as well as video capability (cameras and other photographic systems). Mann went on to be an early and active researcher in the wearables field, especially known for his 1994 creation of the Wearable Wireless Webcam, the first example of lifelogging. Seiko Epson released the RC-20 Wrist Computer in 1984. It was an early smartwatch, powered by a computer on a chip. In 1989, Reflection Technology marketed the Private Eye head-mounted display, which scans a vertical array of LEDs across the visual field using a vibrating mirror. This display gave rise to several hobbyist and research wearables, including Gerald "Chip" Maguire's IBM/Columbia University Student Electronic Notebook, Doug Platt's Hip-PC, and Carnegie Mellon University's VuMan 1 in 1991. The Student Electronic Notebook consisted of the Private Eye, Toshiba diskless AIX notebook computers (prototypes), a stylus based input system and a virtual keyboard. It used direct-sequence spread spectrum radio links to provide all the usual TCP/IP based services, including NFS mounted file systems and X11, which all ran in the Andrew Project environment. The Hip-PC included an Agenda palmtop used as a chording keyboard attached to the belt and a 1.44 megabyte floppy drive. Later versions incorporated additional equipment from Park Engineering. The system debuted at "The Lap and Palmtop Expo" on 16 April 1991. VuMan 1 was developed as part of a Summer-term course at Carnegie Mellon's Engineering Design Research Center, and was intended for viewing house blueprints. Input was through a three-button unit worn on the belt, and output was through Reflection Tech's Private Eye. The CPU was an 8 MHz 80188 processor with 0.5 MB ROM. === 1990s === In the 1990s PDAs became widely used, and in 1999 were combined with mobile phones in Japan to produce the first mass-market smartphone. In 1993, the Private Eye was used in Thad Starner's wearable, based on Doug Platt's system and built from a kit from Park Enterprises, a Pri

NewSQL

NewSQL is a class of relational database management systems that seek to provide the scalability of NoSQL systems for online transaction processing (OLTP) workloads while maintaining the ACID guarantees of a traditional database system. Many enterprise systems that handle high-profile data (e.g., financial and order processing systems) are too large for conventional relational databases, but have transactional and consistency requirements that are not practical for NoSQL systems. The only options previously available for these organizations were to either purchase more powerful computers or to develop custom middleware that distributes requests over conventional DBMS. Both approaches feature high infrastructure costs and/or development costs. NewSQL systems attempt to reconcile the conflicts. == History == The term was first used by 451 Group analyst Matthew Aslett in a 2011 research paper discussing the rise of a new generation of database management systems. One of the first NewSQL systems was the H-Store parallel database system. == Applications == Typical applications are characterized by heavy OLTP transaction volumes. OLTP transactions; are short-lived (i.e., no user stalls) touch small amounts of data per transaction use indexed lookups (no table scans) have a small number of forms (a small number of queries with different arguments). However, some support hybrid transactional/analytical processing (HTAP) applications. Such systems improve performance and scalability by omitting heavyweight recovery or concurrency control. == List of NewSQL-databases == Apache Trafodion Clustrix CockroachDB Couchbase CrateDB Google Spanner MySQL Cluster NuoDB OceanBase Pivotal GemFire XD SequoiaDB SingleStore was formerly known as MemSQL. TIBCO Active Spaces TiDB TokuDB TransLattice Elastic Database VoltDB YDB YugabyteDB == Features == The two common distinguishing features of NewSQL database solutions are that they support online scalability of NoSQL databases and the relational data model (including ACID consistency) using SQL as their primary interface. NewSQL systems can be loosely grouped into three categories: === New architectures === NewSQL systems adopt various internal architectures. Some systems employ a cluster of shared-nothing nodes, in which each node manages a subset of the data. They include components such as distributed concurrency control, flow control, and distributed query processing. === SQL engines === The second category are optimized storage engines for SQL. These systems provide the same programming interface as SQL, but scale better than built-in engines. === Transparent sharding === These systems automatically split databases across multiple nodes using Raft or Paxos consensus algorithm.

Dynamic texture

Dynamic texture ( sometimes referred to as temporal texture) is the texture with motion which can be found in videos of sea-waves, fire, smoke, wavy trees, etc. Dynamic texture has a spatially repetitive pattern with time-varying visual pattern. Modeling and analyzing dynamic texture is a topic of images processing and pattern recognition in computer vision. Extracting features that describe the dynamic texture can be utilized for tasks of images sequences classification, segmentation, recognition and retrieval. Comparing with texture found within static images, analyzing dynamic texture is a challenging problem. It is important that the extracted features from dynamic texture combine motion and appearance description, and also be invariance to some transformation such as rotation, translation and illumination. == Analysis methods of dynamic texture == The methods of dynamic texture recognition can categorized as follows: Methods based on optical flow: by applying optical flow to the dynamic texture, velocity with direction and magnitude can be detected and used to recognize the dynamic texture. Due to simplicity of its computation, it is currently the most popular method. Methods computing geometric properties: this methods track the surfaces of motion trajectories in spatiotemporal domain. Methods based on local spatiotemporal filtering : this methods analyze the local spatiotemporal patterns and its orientation and energy and employ them as feature used for classification. Methods based on global spatiotemporal transform: this method characterize the motion at different scale using wavelets that can decompose the motion into local and global. Model-based methods : These methods aims at generating a model to describe the motion by a set of parameters. == Applications == - Segmenting the sequence images of natural scenes. This helps on differentiate between streets and grass alongside these streets which could be used in the application of navigations. - Motion detection : Dynamic texture features extracted from footage videos can be exploited to detect abnormal crowd activities. - Video classification: video of natural scenes or other scenes that exhibit dynamic textures. - Video retrieval : Dynamic textures can be employed as a feature retrieve videos that contain, for example, sea-waves, smoke, clouds, wavy trees.

Object storage

Object storage (also known as object-based storage or blob storage) is a computer data storage approach that manages data as "blobs" or "objects", as opposed to other storage architectures like file systems, which manage data as a file hierarchy, and block storage, which manages data as blocks within sectors and tracks. Each object is typically associated with a variable amount of metadata, and a globally unique identifier. Object storage can be implemented at multiple levels, including the device level (object-storage device), the system level, and the interface level. In each case, object storage seeks to enable capabilities not addressed by other storage architectures, like interfaces that are directly programmable by the application, a namespace that can span multiple instances of physical hardware, and data-management functions like data replication and data distribution at object-level granularity. Object storage systems allow retention of massive amounts of unstructured data in which data is written once and read once (or many times). Object storage is used for purposes such as storing objects like videos and photos on Facebook, songs on Spotify, or files in online collaboration services, such as Dropbox. One of the limitations with object storage is that it is not intended for transactional data, as object storage was not designed to replace NAS file access and sharing; it does not support the locking and sharing mechanisms needed to maintain a single, accurately updated version of a file. == History == === Origins === Jim Starkey coined the term blob working at Digital Equipment Corporation to refer to opaque data entities. The terminology was adopted for Rdb/VMS. Blob is often humorously explained to be an abbreviation for binary large object. According to Starkey, this backronym arose when Terry McKiever, working in marketing at Apollo Computer felt that the term needed to be an abbreviation. McKiever began using the expansion basic large object. This was later eclipsed by the retroactive explanation of blobs as binary large objects. According to Starkey, "Blob don't stand for nothin'." Rejecting the acronym, he explained his motivation behind the coinage, saying, "A blob is the thing that ate Cincinnatti [sic], Cleveland, or whatever", referring to the 1958 science fiction film The Blob. In 1995, research led by Garth Gibson on Network-Attached Secure Disks first promoted the concept of splitting less common operations, like namespace manipulations, from common operations, like reads and writes, to optimize the performance and scale of both. In the same year, a Belgian company – FilePool – was established to build the basis for archiving functions. Object storage was proposed at Gibson's Carnegie Mellon University lab as a research project in 1996. Another key concept was abstracting the writes and reads of data to more flexible data containers (objects). Fine grained access control through object storage architecture was further described by one of the NASD team, Howard Gobioff, who later was one of the inventors of the Google File System. Other related work includes the Coda filesystem project at Carnegie Mellon, which started in 1987, and spawned the Lustre file system. There is also the OceanStore project at UC Berkeley, which started in 1999 and the Logistical Networking project at the University of Tennessee Knoxville, which started in 1998. In 1999, Gibson founded Panasas to commercialize the concepts developed by the NASD team. === Development === Seagate Technology played a central role in the development of object storage. According to the Storage Networking Industry Association (SNIA), "Object storage originated in the late 1990s: Seagate specifications from 1999 Introduced some of the first commands and how operating system effectively removed from consumption of the storage." A preliminary version of the "OBJECT BASED STORAGE DEVICES Command Set Proposal" dated 10/25/1999 was submitted by Seagate as edited by Seagate's Dave Anderson and was the product of work by the National Storage Industry Consortium (NSIC) including contributions by Carnegie Mellon University, Seagate, IBM, Quantum, and StorageTek. This paper was proposed to INCITS T-10 (International Committee for Information Technology Standards) with a goal to form a committee and design a specification based on the SCSI interface protocol. This defined objects as abstracted data, with unique identifiers and metadata, how objects related to file systems, along with many other innovative concepts. Anderson presented many of these ideas at the SNIA conference in October 1999. The presentation revealed an IP Agreement that had been signed in February 1997 between the original collaborators (with Seagate represented by Anderson and Chris Malakapalli) and covered the benefits of object storage, scalable computing, platform independence, and storage management. == Architecture == === Abstraction of storage === One of the design principles of object storage is to abstract some of the lower layers of storage away from the administrators and applications. Thus, data is exposed and managed as objects instead of blocks or (exclusively) files. Objects contain additional descriptive properties which can be used for better indexing or management. Administrators do not have to perform lower-level storage functions like constructing and managing logical volumes to utilize disk capacity or setting RAID levels to deal with disk failure. Object storage also allows the addressing and identification of individual objects by more than just file name and file path. Object storage adds a unique identifier within a bucket, or across the entire system, to support much larger namespaces and eliminate name collisions. === Inclusion of rich custom metadata within the object === Object storage explicitly separates file metadata from data to support additional capabilities. As opposed to fixed metadata in file systems (filename, creation date, type, etc.), object storage provides for full function, custom, object-level metadata in order to: Capture application-specific or user-specific information for better indexing purposes Support data-management policies (e.g. a policy to drive object movement from one storage tier to another) Centralize management of storage across many individual nodes and clusters Optimize metadata storage (e.g. encapsulated, database or key value storage) and caching/indexing (when authoritative metadata is encapsulated with the metadata inside the object) independently from the data storage (e.g. unstructured binary storage) Additionally, in some object-based file-system implementations: The file system clients only contact metadata servers once when the file is opened and then get content directly via object-storage servers (vs. block-based file systems which would require constant metadata access) Data objects can be configured on a per-file basis to allow adaptive stripe width, even across multiple object-storage servers, supporting optimizations in bandwidth and I/O Object-based storage devices (OSD) as well as some software implementations (e.g., DataCore Swarm) manage metadata and data at the storage device level: Instead of providing a block-oriented interface that reads and writes fixed sized blocks of data, data is organized into flexible-sized data containers, called objects Each object has both data (an uninterpreted sequence of bytes) and metadata (an extensible set of attributes describing the object); physically encapsulating both together benefits recoverability. The command interface includes commands to create and delete objects, write bytes and read bytes to and from individual objects, and to set and get attributes on objects Security mechanisms provide per-object and per-command access control === Programmatic data management === Object storage provides programmatic interfaces to allow applications to manipulate data. At the base level, this includes Create, read, update and delete (CRUD) functions for basic read, write and delete operations. Some object storage implementations go further, supporting additional functionality like object/file versioning, object replication, life-cycle management and movement of objects between different tiers and types of storage. Most API implementations are REST-based, allowing the use of many standard HTTP calls. == Implementation == === Cloud storage === The vast majority of cloud storage available in the market leverages an object-storage architecture. Some notable examples are Amazon S3, which debuted in March 2006, Microsoft Azure Blob Storage, IBM Cloud Object Storage, Rackspace Cloud Files (whose code was donated in 2010 to Openstack project and released as OpenStack Swift), and Google Cloud Storage released in May 2010. === Object-based file systems === Some distributed file systems use an object-based architecture, where file metadata is stored in metadata servers and file data is stored i