European Conference on Computer Vision

European Conference on Computer Vision

The European Conference on Computer Vision (ECCV) is a biennial research conference with the proceedings published by Springer Science+Business Media. Similar to ICCV in scope and quality, it is held those years which ICCV is not. It is considered to be one of the top conferences in computer vision, alongside CVPR and ICCV, with an 'A' rating from the Australian Ranking of ICT Conferences and an 'A1' rating from the Brazilian ministry of education. The acceptance rate for ECCV 2010 was 24.4% for posters and 3.3% for oral presentations. Like other top computer vision conferences, ECCV has tutorial talks, technical sessions, and poster sessions. The conference is usually spread over five to six days with the main technical program occupying three days in the middle, and tutorial and workshops, focused on specific topics, being held in the beginning and at the end. The ECCV presents the Koenderink Prize annually to recognize fundamental contributions in computer vision. == Location == The conference is usually held in autumn in Europe.

Engineering Historical Memory

Engineering Historical Memory (EHM) is an online database in the digital humanities, serving as an open-access research tool for primary historical materials focused on 11th to 15th century Afro-Eurasia. It adopts computational methods to make historical documents machine-understandable. EHM parses traditional artifacts such as historical maps, travel accounts, chronicles and codices into computer-readable formats, and links them to secondary multi-media references, a process referred to as the "automatic narrative generation". This approach generates cultural narratives and facilitates interaction with the historical artifacts, making them accessible to audiences from various backgrounds. == History == EHM was first theorised in 2007 by researcher Andrea Nanetti when he was a visiting scholar at Princeton University, and the preliminary test results were published between 2008 and 2011. In 2013, the EHM research team was set up in Singapore following Nanetti's professorship at Nanyang Technological University (NTU). Two years later, after receiving several Microsoft research grants, EHM went live on Microsoft Azure. In 2018, the College of Humanities, Arts and Social Sciences (CoHASS) at NTU Singapore formed the Digital Humanities Research Cluster, as part of which, EHM has been an ongoing interdisciplinary research project led by Nanetti. Partnering with international educational and cultural institutions such as Ca' Foscari University of Venice, University of Florence, Taylor & Francis Group, Delft University of Technology (TUDelft), and SenticNet, EHM has been supported by over 130 scholars and engineers. == Applications == Primary historical materials on EHM are curated into several categories, including maps, travel accounts, chronicles, codices, sites, archival documents, and paintings, such as the Morosini Codex (listed under Chronicles) and Pope Gregory X's Privilege for the Holy Monastery of St Catherine of Sinai (listed under Archival Documents). EHM has been adopted by cultural organisations as an exhibition and research tool in the digital humanities field. An example is the publication of a digital interactive edition of Fra Mauro's Map of the World on EHM, a collaboration project between NTU Singapore and the Biblioteca Nazionale Marciana of Venice. The digitisation process of the map on EHM involved transcribing and geo-referencing the textual content in the 15th-century map, followed by creating semantic annotations to connect the map's content with related secondary data sources. The e-map was subsequently adopted and launched online by Museo Galileo in March 2022 and incorporated into the virtual exhibition "Venezia and Suzhou: Water Cities along the Silk Roads" (online, September-December 2022). In 2024, the Fra Mauro's Map of the World application on EHM was awarded the Digital Humanities and Multimedia Studies Prize (DHMS) by the Medieval Academy of America. Image-Based Video Search Engine is another experimental project under the EHM scope led by the research teams at Delft University of Technology (TUDelft) and NTU Singapore. This ongoing project aims to improve the efficiency of retrieving targeted objects from audio-visuals. == Awards == In 2021, EHM won the GLAMi Awards (MuseWeb Conference - Galleries, Libraries, Archives, and Museums Innovation awards) in the "Resources for Scholars and Researchers" category. In the same year, EHM was a Falling Walls finalist for Science Breakthrough of the Year in the category Social Sciences and Humanities after nominated by the School of Advanced Study at the University of London. In April 2022, the Italian National Commission for UNESCO has selected and sent the EHM project to the organisers of the "Jikji Memory of the World" Award for final evaluation. In January 2024, the Medieval Academy of America announced its 2024 Digital Humanities and Multimedia Studies Prize (DHMS) goes to the Fra Mauro's Map of the World application on EHM.

Locative media

Locative media or location-based media (LBM) is a virtual medium of communication functionally bound to a location. The physical implementation of locative media, however, is not bound to the same location to which the content refers. Location-based media delivers multimedia and other content directly to the user of a mobile device dependent upon their location. Location information determined by means such as mobile phone tracking and other emerging real-time locating system technologies like Wi-Fi or RFID can be used to customize media content presented on the device. Locative media are digital media applied to real places and thus triggering real social interactions. While mobile technologies such as the Global Positioning System (GPS), laptop computers and mobile phones enable locative media, they are not the goal for the development of projects in this field. == Description == Media content is managed and organized externally of the device on a standard desktop, laptop, server, or cloud computing system. The device then downloads this formatted content with GPS or other RTLS coordinate-based triggers applied to each media sequence. As the location-aware device enters the selected area, centralized services trigger the assigned media, designed to be of optimal relevance to the user and their surroundings. Use of locative technologies "includes a range of experimental uses of geo-technologies including location-based games, artistic critique of surveillance technologies, experiential mapping, and spatial annotation." Location based media allows for the enhancement of any given environment offering explanation, analysis and detailed commentary on what the user is looking at through a combination of video, audio, images and text. The location-aware device can deliver interpretation of cities, parklands, heritage sites, sporting events or any other environment where location based media is required. The content production and pre-production are integral to the overall experience that is created and must have been performed with ultimate consideration of the location and the users position within that location. The media offers a depth to the environment beyond that which is immediately apparent, allowing revelations about background, history and current topical feeds. == Locative, ubiquitous and pervasive computing == The term 'locative media' was coined by Karlis Kalnins. Locative media is closely related to augmented reality (reality overlaid with virtual reality) and pervasive computing (computers everywhere, as in ubiquitous computing). Whereas augmented reality strives for technical solutions, and pervasive computing is interested in embedded computers, locative media concentrates on social interaction with a place and with technology. Many locative media projects have a social, critical or personal (memory) background. While strictly spoken, any kind of link to additional information set up in space (together with the information that a specific place supplies) would make up location-dependent media, the term locative media is strictly bound to technical projects. Locative media works on locations and yet many of its applications are still location-independent in a technical sense. As in the case of digital media, where the medium itself is not digital but the content is digital, in locative media the medium itself might not be location-oriented, whereas the content is location-oriented. Japanese mobile phone culture embraces location-dependent information and context-awareness. It is projected that in the near future locative media will develop to a significant factor in everyday life. == Enabling technologies == Locative media projects use technology such as Global Positioning System (GPS), laptop computers, the mobile phone, Geographic Information System (GIS), and web map services such as Mapbox, OpenStreetMap, and Google Maps among others. Whereas GPS allows for the accurate detection of a specific location, mobile computers allow interactive media to be linked to this place. The GIS supplies arbitrary information about the geological, strategic or economic situation of a location. Web maps like Google Maps give a visual representation of a specific place. Another important new technology that links digital data to a specific place is radio-frequency identification (RFID), a successor to barcodes like Semacode. Research that contributes to the field of locative media happens in fields such as pervasive computing, context awareness and mobile technology. The technological background of locative media is sometimes referred to as "location-aware computing". == Creative representation == Place is often seen as central to creativity; in fact, "for some—regional artists, citizen journalists and environmental organizations for example—a sense of place is a particularly important aspect of representation, and the starting point of conversations." Locative media can propel such conversations in its function as a "poetic form of data visualization," as its output often traces how people move in, and by proxy, make sense of, urban environments. Given the dynamism and hybridity of cities and the networks which comprise them, locative media extends the internet landscape to physical environments where people forge social relations and actions which can be "mobile, plural, differentiated, adventurous, innovative, but also estranged, alienated, impersonalized." Moreover, in using locative technologies, users can expand how they communicate and assert themselves in their environment and, in doing so, explore this continuum of urban interactions. Furthermore, users can assume a more active role in constructing the environments they are situated in accordingly. In turn, artists have been intrigued with locative media as a means of "user-led mapping, social networking and artistic interventions in which the fabric of the urban environment and the contours of the earth become a 'canvas.'" Such projects demystify how resident behaviors in a given city contribute to the culture and sense of personality that cities are often perceived to take on. Design scholars Anne Galloway and Matthew Ward state that "various online lists of pervasive computing and locative media projects draw out the breadth of current classification schema: everything from mobile games, place-based storytelling, spatial annotation and networked performances to device-specific applications." A prominent use of locative media is in locative art. A sub-category of interactive art or new media art, locative art explores the relationships between the real world and the virtual or between people, places or objects in the real world. == Examples == Notable locative media projects include Bio Mapping by Christian Nold in 2004, locative art projects such as the SpacePlace ZKM/ZKMax bluecasting and participatory urban media access in Munich in 2005 and Britglyph by Alfie Dennen in 2009, and location-based games such as AR Quake by the Wearable Computer Lab at the University of South Australia and Can You See Me Now? in 2001 by Blast Theory in collaboration with the Mixed Reality Lab at the University of Nottingham. In 2005, the Silicon Valley–based collaborators of C5 first exhibited the C5 Landscape Initiative, a suite of four GPS inspired projects that investigate perception of landscape in light of locative media. In William Gibson's 2007 novel Spook Country, locative art is one of the main themes and set pieces in the story. Narrative projects which engage with locative media are sometimes referred to as Location-Aware Fiction, as explored in "Data and Narrative: Location Aware Fiction" a 2003 essay by Kate Armstrong. This location-aware fiction is also known as locative literature, where locative stories and poems can be experienced via digital portals, apps, QR codes and e-books, as well as via analogue forms such as labelling tape, Scrabble tiles, fridge magnets or Post-It notes, and these are forms often used by the writer and artist Matt Blackwood. The Transborder Immigrant Tool by the Electronic Disturbance Theater is a locative media project aimed at providing life saving directions to water for people trying to cross the US / Mexico border. The project attracted global media attention in 2009 and 2010. Articles included a Los Angeles Times cover story focusing on Ricardo Dominguez and an AP story interviewing Micha Cárdenas and Brett Stalbaum. The articles focused on concerns over the legality of the project and the ensuing investigations of the group, which are still underway. The Transborder Immigrant Tool has recently been included in a number of major exhibitions including Here, Not There at the Museum of Contemporary Art San Diego and the 2010 California Biennial at the Orange County Museum of Art. Invisible Threads by Stephanie Rothenberg and Jeff Crouse is a locative media project aimed at creating embodied awareness of sweatshops and just-in-time production t

Content adaptation

Content adaptation is the action of transforming content to adapt to device capabilities. Content adaptation is usually related to mobile devices, which require special handling because of their limited computational power, small screen size, and constrained keyboard functionality. Content adaptation could roughly be divided to two fields: Media content adaptation that adapts media files. Browsing content adaptation that adapts a website to mobile devices. == Browsing content adaptation == Advances in the capabilities of small, mobile devices such as mobile phones (cell phones) and Personal Digital Assistants have led to an explosion in the number of types of device that can now access the Web. Some commentators refer to the Web that can be accessed from mobile devices as the Mobile Web. The sheer number and variety of Web-enabled devices poses significant challenges for authors of websites who want to support access from mobile devices. The W3C Device Independence Working Group described many of the issues in its report Authoring Challenges for Device Independence. Content adaptation is one approach to a solution. Rather than requiring authors to create pages explicitly for each type of device that might request them, content adaptation transforms an author's materials automatically. For example, content might be converted from a device-independent markup language, such as XDIME, an implementation of the W3C's DIAL specification, into a form suitable for the device, such as XHTML Basic, C-HTML, or WML. Similarly, a suitable device-specific CSS style sheet or a set of in-line styles might be generated from abstract style definitions. Likewise, a device specific layout might be generated from abstract layout definitions. Once created, the device-specific materials form the response returned to the device from which the request was made. Another way is to use the latest trend responsive design based on CSS, covered in this article (RWD). Content adaptation requires a processor that performs the selection, modification, and generation of materials to form the device-specific result. IBM's Websphere Everyplace Mobile Portal (WEMP), BEA Systems' WebLogic Mobility Server, Morfeo's MyMobileWeb, and Apache Cocoon are examples of such processors. Wurfl and WALL are popular open source tools for content adaptation. WURFL is an XML-based Device Description Repository with APIs to access the data in Java and PHP (and other popular programming languages). WALL (Wireless Abstraction Library) lets a developer author mobile pages which look like plain HTML, but converts them to WML, C-HTML, or XHTML Mobile Profile, depending on the capabilities of the device from which the HTTP request originates. GreasySpoon lets the developer build plugins for content editing, in JavaScript, Ruby (programming language), and more, just like the Firefox application GreaseMonkey. Alembik (Media Transcoding Server) is a Java (J2EE) application providing transcoding services for variety of clients and for different media types (image, audio, video, etc.). It is fully compliant with OMA's Standard Transcoder Interface specification and is distributed under the LGPL open source license. In 2007, the first large scale carrier-grade deployments of content transformation, on existing mass-market handsets, with no software download required, were deployed by Vodafone in the UK and globally for Yahoo! oneSearch, using the Novarra Vision solution. Novarra's content adaptation solution had been used in enterprise intranet deployments as early as 2003 (at that time, the platform was named "Engines for Wireless Data"). InfoGin, the 9-year-old content-adaptation company with customers like Vodafone, Orange, Telefónica and PCCW. The patented "Web to Mobile adaptation", Mobile Matrix Transcoder, Multimedia and Documents transcoders, Video adaptation supporte. Launched in 2007, Bytemobile's Web Fidelity Service was another carrier-grade, commercial infrastructure solution, which provided wireless content adaptation to mobile subscribers on their existing mass-market handsets, with no client download required.

Digital data

Digital data or digital information, in information theory and information systems, is data or information represented as a string of discrete symbols, each of which can take on one of only a finite number of values from some alphabet, such as letters or digits. An example is a text document, which consists of a string of alphanumeric characters. The most common form of digital data in modern information systems is binary data, which is represented by a string of binary digits (bits) each of which can have one of two values, either 0 or 1. Digital data can be contrasted with analog data, which is represented by a value from a continuous range of real numbers. Analog data is transmitted by an analog signal, which not only takes on continuous values but can vary continuously with time, a continuous real-valued function of time. An example is the air pressure variation in a sound wave. Data requires interpretation to become information. In modern (post-1960) computer systems, all data is digital. The word digital comes from the same source as the words digit and digitus (the Latin word for finger), as fingers are often used for counting. Mathematician George Stibitz of Bell Telephone Laboratories used the word digital in reference to the fast electric pulses emitted by a device designed to aim and fire anti-aircraft guns in 1942. The term is most commonly used in computing and electronics, especially where real-world information is converted to binary numeric form as in digital audio and digital photography. == Symbol to digital conversion == Since symbols (for example, alphanumeric characters) are not continuous, representing symbols digitally is rather simpler than conversion of continuous or analog information to digital. Instead of sampling and quantization as in analog-to-digital conversion, such techniques as polling and encoding are used. A symbol input device usually consists of a group of switches that are polled at regular intervals to see which switches are switched. Data will be lost if, within a single polling interval, two switches are pressed, or a switch is pressed, released, and pressed again. This polling can be done by a specialized processor in the device to prevent burdening the main CPU. When a new symbol has been entered, the device typically sends an interrupt, in a specialized format, so that the CPU can read it. For devices with only a few switches (such as the buttons on a joystick), the status of each can be encoded as bits (usually 0 for released and 1 for pressed) in a single word. This is useful when combinations of key presses are meaningful, and is sometimes used for passing the status of modifier keys on a keyboard (such as shift and control). But it does not scale to support more keys than the number of bits in a single byte or word. Devices with many switches (such as a computer keyboard) usually arrange these switches in a scan matrix, with the individual switches on the intersections of x and y lines. When a switch is pressed, it connects the corresponding x and y lines together. Polling (often called scanning in this case) is done by activating each x line in sequence and detecting which y lines then have a signal, thus which keys are pressed. When the keyboard processor detects that a key has changed state, it sends a signal to the CPU indicating the scan code of the key and its new state. The symbol is then encoded or converted into a number based on the status of modifier keys and the desired character encoding. A custom encoding can be used for a specific application with no loss of data. However, using a standard encoding such as ASCII is problematic if a symbol such as 'ß' needs to be converted but is not in the standard. It is estimated that in the year 1986, less than 1% of the world's technological capacity to store information was digital and in 2007 it was already 94%. The year 2002 is assumed to be the year when humankind was able to store more information in digital than in analog format (the "beginning of the digital age"). == States == Digital data come in these three states: data at rest, data in transit, and data in use. The confidentiality, integrity, and availability have to be managed during the entire lifecycle from 'birth' to the destruction of the data. === Data at rest === Data at rest in information technology means data that is housed physically on computer data storage in any digital form (e.g. cloud storage, file hosting services, databases, data warehouses, spreadsheets, archives, tapes, off-site or cloud backups, mobile devices etc.). Data at rest includes both structured and unstructured data. This type of data is subject to threats from hackers and other malicious threats to gain access to the data digitally or physical theft of the data storage media. To prevent this data from being accessed, modified or stolen, organizations will often employ security protection measures such as password protection, data encryption, or a combination of both. The security options used for this type of data are broadly referred to as data-at-rest protection (DARP). Definitions include: "...all data in computer storage while excluding data that is traversing a network or temporarily residing in computer memory to be read or updated." "...all data in storage but excludes any data that frequently traverses the network or that which resides in temporary memory. Data at rest includes but is not limited to archived data, data which is not accessed or changed frequently, files stored on hard drives, USB thumb drives, files stored on backup tape and disks, and also files stored off-site or on a storage area network (SAN)." While it is generally accepted that archive data (i.e. which never changes), regardless of its storage medium, is data at rest and active data subject to constant or frequent change is data in use. “Inactive data” could be taken to mean data which may change, but infrequently. The imprecise nature of terms such as “constant” and “frequent” means that some stored data cannot be comprehensively defined as either data at rest or in use. These definitions could be taken to assume that Data at Rest is a superset of data in use; however, data in use, subject to frequent change, has distinct processing requirements from data at rest, whether completely static or subject to occasional change. ==== Security ==== Because of its nature data at rest is of increasing concern to businesses, government agencies and other institutions. Mobile devices are often subject to specific security protocols to protect data at rest from unauthorized access when lost or stolen and there is an increasing recognition that database management systems and file servers should also be considered as at risk; the longer data is left unused in storage, the more likely it might be retrieved by unauthorized individuals outside the network. Data encryption, which prevents data visibility in the event of its unauthorized access or theft, is commonly used to protect data in motion and increasingly promoted for protecting data at rest. The encryption of data at rest should only include strong encryption methods such as AES or RSA. Encrypted data should remain encrypted when access controls such as usernames and password fail. Increasing encryption on multiple levels is recommended. Cryptography can be implemented on the database housing the data and on the physical storage where the databases are stored. Data encryption keys should be updated on a regular basis. Encryption keys should be stored separately from the data. Encryption also enables crypto-shredding at the end of the data or hardware lifecycle. Periodic auditing of sensitive data should be part of policy and should occur on scheduled occurrences. Finally, only store the minimum possible amount of sensitive data. Tokenization is a non-mathematical approach to protecting data at rest that replaces sensitive data with non-sensitive substitutes, referred to as tokens, which have no extrinsic or exploitable meaning or value. This process does not alter the type or length of data, which means it can be processed by legacy systems such as databases that may be sensitive to data length and type. Tokens require significantly less computational resources to process and less storage space in databases than traditionally encrypted data. This is achieved by keeping specific data fully or partially visible for processing and analytics while sensitive information is kept hidden. Lower processing and storage requirements makes tokenization an ideal method of securing data at rest in systems that manage large volumes of data. A further method of preventing unwanted access to data at rest is the use of data federation especially when data is distributed globally (e.g. in off-shore archives). An example of this would be a European organisation which stores its archived data off-site in the US. Under the terms of the USA PATRIOT Act the American authorities can demand

Matrix regularization

In the field of statistical learning theory, matrix regularization generalizes notions of vector regularization to cases where the object to be learned is a matrix. The purpose of regularization is to enforce conditions, for example sparsity or smoothness, that can produce stable predictive functions. For example, in the more common vector framework, Tikhonov regularization optimizes over min x ‖ A x − y ‖ 2 + λ ‖ x ‖ 2 {\displaystyle \min _{x}\left\|Ax-y\right\|^{2}+\lambda \left\|x\right\|^{2}} to find a vector x {\displaystyle x} that is a stable solution to the regression problem. When the system is described by a matrix rather than a vector, this problem can be written as min X ‖ A X − Y ‖ 2 + λ ‖ X ‖ 2 , {\displaystyle \min _{X}\left\|AX-Y\right\|^{2}+\lambda \left\|X\right\|^{2},} where the vector norm enforcing a regularization penalty on x {\displaystyle x} has been extended to a matrix norm on X {\displaystyle X} . Matrix regularization has applications in matrix completion, multivariate regression, and multi-task learning. Ideas of feature and group selection can also be extended to matrices, and these can be generalized to the nonparametric case of multiple kernel learning. == Basic definition == Consider a matrix W {\displaystyle W} to be learned from a set of examples, S = ( X i t , y i t ) {\displaystyle S=(X_{i}^{t},y_{i}^{t})} , where i {\displaystyle i} goes from 1 {\displaystyle 1} to n {\displaystyle n} , and t {\displaystyle t} goes from 1 {\displaystyle 1} to T {\displaystyle T} . Let each input matrix X i {\displaystyle X_{i}} be ∈ R D T {\displaystyle \in \mathbb {R} ^{DT}} , and let W {\displaystyle W} be of size D × T {\displaystyle D\times T} . A general model for the output y {\displaystyle y} can be posed as y i t = ⟨ W , X i t ⟩ F , {\displaystyle y_{i}^{t}=\left\langle W,X_{i}^{t}\right\rangle _{F},} where the inner product is the Frobenius inner product. For different applications the matrices X i {\displaystyle X_{i}} will have different forms, but for each of these the optimization problem to infer W {\displaystyle W} can be written as min W ∈ H E ( W ) + R ( W ) , {\displaystyle \min _{W\in {\mathcal {H}}}E(W)+R(W),} where E {\displaystyle E} defines the empirical error for a given W {\displaystyle W} , and R ( W ) {\displaystyle R(W)} is a matrix regularization penalty. The function R ( W ) {\displaystyle R(W)} is typically chosen to be convex and is often selected to enforce sparsity (using ℓ 1 {\displaystyle \ell ^{1}} -norms) and/or smoothness (using ℓ 2 {\displaystyle \ell ^{2}} -norms). Finally, W {\displaystyle W} is in the space of matrices H {\displaystyle {\mathcal {H}}} with Frobenius inner product ⟨ … ⟩ F {\displaystyle \langle \dots \rangle _{F}} . == General applications == === Matrix completion === In the problem of matrix completion, the matrix X i t {\displaystyle X_{i}^{t}} takes the form X i t = e t ⊗ e i ′ , {\displaystyle X_{i}^{t}=e_{t}\otimes e_{i}',} where ( e t ) t {\displaystyle (e_{t})_{t}} and ( e i ′ ) i {\displaystyle (e_{i}')_{i}} are the canonical basis in R T {\displaystyle \mathbb {R} ^{T}} and R D {\displaystyle \mathbb {R} ^{D}} . In this case the role of the Frobenius inner product is to select individual elements w i t {\displaystyle w_{i}^{t}} from the matrix W {\displaystyle W} . Thus, the output y {\displaystyle y} is a sampling of entries from the matrix W {\displaystyle W} . The problem of reconstructing W {\displaystyle W} from a small set of sampled entries is possible only under certain restrictions on the matrix, and these restrictions can be enforced by a regularization function. For example, it might be assumed that W {\displaystyle W} is low-rank, in which case the regularization penalty can take the form of a nuclear norm. R ( W ) = λ ‖ W ‖ ∗ = λ ∑ i | σ i | , {\displaystyle R(W)=\lambda \left\|W\right\|_{}=\lambda \sum _{i}\left|\sigma _{i}\right|,} where σ i {\displaystyle \sigma _{i}} , with i {\displaystyle i} from 1 {\displaystyle 1} to min D , T {\displaystyle \min D,T} , are the singular values of W {\displaystyle W} . === Multivariate regression === Models used in multivariate regression are parameterized by a matrix of coefficients. In the Frobenius inner product above, each matrix X {\displaystyle X} is X i t = e t ⊗ x i {\displaystyle X_{i}^{t}=e_{t}\otimes x_{i}} such that the output of the inner product is the dot product of one row of the input with one column of the coefficient matrix. The familiar form of such models is Y = X W + b {\displaystyle Y=XW+b} Many of the vector norms used in single variable regression can be extended to the multivariate case. One example is the squared Frobenius norm, which can be viewed as an ℓ 2 {\displaystyle \ell ^{2}} -norm acting either entrywise, or on the singular values of the matrix: R ( W ) = λ ‖ W ‖ F 2 = λ ∑ i ∑ j | w i j | 2 = λ Tr ⁡ ( W ∗ W ) = λ ∑ i σ i 2 . {\displaystyle R(W)=\lambda \left\|W\right\|_{F}^{2}=\lambda \sum _{i}\sum _{j}\left|w_{ij}\right|^{2}=\lambda \operatorname {Tr} \left(W^{}W\right)=\lambda \sum _{i}\sigma _{i}^{2}.} In the multivariate case the effect of regularizing with the Frobenius norm is the same as the vector case; very complex models will have larger norms, and, thus, will be penalized more. === Multi-task learning === The setup for multi-task learning is almost the same as the setup for multivariate regression. The primary difference is that the input variables are also indexed by task (columns of Y {\displaystyle Y} ). The representation with the Frobenius inner product is then X i t = e t ⊗ x i t . {\displaystyle X_{i}^{t}=e_{t}\otimes x_{i}^{t}.} The role of matrix regularization in this setting can be the same as in multivariate regression, but matrix norms can also be used to couple learning problems across tasks. In particular, note that for the optimization problem min W ‖ X W − Y ‖ 2 2 + λ ‖ W ‖ 2 2 {\displaystyle \min _{W}\left\|XW-Y\right\|_{2}^{2}+\lambda \left\|W\right\|_{2}^{2}} the solutions corresponding to each column of Y {\displaystyle Y} are decoupled. That is, the same solution can be found by solving the joint problem, or by solving an isolated regression problem for each column. The problems can be coupled by adding an additional regularization penalty on the covariance of solutions min W , Ω ‖ X W − Y ‖ 2 2 + λ 1 ‖ W ‖ 2 2 + λ 2 Tr ⁡ ( W T Ω − 1 W ) {\displaystyle \min _{W,\Omega }\left\|XW-Y\right\|_{2}^{2}+\lambda _{1}\left\|W\right\|_{2}^{2}+\lambda _{2}\operatorname {Tr} \left(W^{T}\Omega ^{-1}W\right)} where Ω {\displaystyle \Omega } models the relationship between tasks. This scheme can be used to both enforce similarity of solutions across tasks, and to learn the specific structure of task similarity by alternating between optimizations of W {\displaystyle W} and Ω {\displaystyle \Omega } . When the relationship between tasks is known to lie on a graph, the Laplacian matrix of the graph can be used to couple the learning problems. == Spectral regularization == Regularization by spectral filtering has been used to find stable solutions to problems such as those discussed above by addressing ill-posed matrix inversions (see for example Filter function for Tikhonov regularization). In many cases the regularization function acts on the input (or kernel) to ensure a bounded inverse by eliminating small singular values, but it can also be useful to have spectral norms that act on the matrix that is to be learned. There are a number of matrix norms that act on the singular values of the matrix. Frequently used examples include the Schatten p-norms, with p = 1 or 2. For example, matrix regularization with a Schatten 1-norm, also called the nuclear norm, can be used to enforce sparsity in the spectrum of a matrix. This has been used in the context of matrix completion when the matrix in question is believed to have a restricted rank. In this case the optimization problem becomes: min ‖ W ‖ ∗ subject to W i , j = Y i j . {\displaystyle \min \left\|W\right\|_{}~~{\text{ subject to }}~~W_{i,j}=Y_{ij}.} Spectral Regularization is also used to enforce a reduced rank coefficient matrix in multivariate regression. In this setting, a reduced rank coefficient matrix can be found by keeping just the top n {\displaystyle n} singular values, but this can be extended to keep any reduced set of singular values and vectors. == Structured sparsity == Sparse optimization has become the focus of much research interest as a way to find solutions that depend on a small number of variables (see e.g. the Lasso method). In principle, entry-wise sparsity can be enforced by penalizing the entry-wise ℓ 0 {\displaystyle \ell ^{0}} -norm of the matrix, but the ℓ 0 {\displaystyle \ell ^{0}} -norm is not convex. In practice this can be implemented by convex relaxation to the ℓ 1 {\displaystyle \ell ^{1}} -norm. While entry-wise regularization with an ℓ 1 {\displaystyle \ell ^{1}} -norm will find solutions with a small number of nonzero elements, applying an ℓ 1 {

Pull technology

Pull coding or client pull is a style of network communication, where the initial request for data originates from the client, and then is responded to by the server. The reverse is known as push technology, where the server pushes data to clients. Pull requests form the foundation of network computing, where many clients request data from centralized servers. Pull is used extensively on the Internet for HTTP page requests from websites. A push can also be simulated using multiple pulls within a short amount of time. For example, when pulling POP3 email messages from a server, a client can make regular pull requests, every few minutes. To the user, the email then appears to be pushed, as emails appear to arrive close to real-time. A trade-off of this system is that it places a heavier load on both the server and network to function correctly. Many web feeds, such as RSS are technically pulled by the client. With RSS, the user's RSS reader polls the server periodically for new content; the server does not send information to the client unrequested. This continual polling is inefficient and has contributed to the shutdown or reduction of several popular RSS feeds that could not handle the bandwidth. For solving this problem, the WebSub protocol, as another example of a push code, was devised. Podcasting is specifically a pull technology. When a new podcast episode is published to an RSS feed, it sits on the server until it is requested by a feed reader, mobile podcasting app, or directory. Directories such as Apple Podcasts (iTunes), The Blubrry Directory, and many apps' directories request the RSS feed periodically to update the Podcast's listing on those platforms. Subscribers to those RSS feeds via app or reader will get the episodes when they request the RSS feed next time, independent of when the directory listing updates.