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  • Automotive security

    Automotive security

    Automotive security refers to the branch of computer security focused on the cyber risks related to the automotive context. The increasingly high number of ECUs in vehicles and, alongside, the implementation of multiple different means of communication from and towards the vehicle in a remote and wireless manner led to the necessity of a branch of cybersecurity dedicated to the threats associated with vehicles. Not to be confused with automotive safety. == Causes == The implementation of multiple ECUs (Electronic Control Units) inside vehicles began in the early '70s thanks to the development of integrated circuits and microprocessors that made it economically feasible to produce the ECUs on a large scale. Since then the number of ECUs has increased to up to 100 per vehicle. These units nowadays control almost everything in the vehicle, from simple tasks such as activating the wipers to more safety-related ones like brake-by-wire or ABS (Anti-lock Braking System). Autonomous driving is also strongly reliant on the implementation of new, complex ECUs such as the ADAS, alongside sensors (lidars and radars) and their control units. Inside the vehicle, the ECUs are connected with each other through cabled or wireless communication networks, such as CAN bus (controller area network), MOST bus (Media Oriented System Transport), FlexRay (Automotive Network Communications Protocol) or RF (radio frequency) as in many implementations of TPMSs (tire-pressure monitoring systems). Many of these ECUs require data received through these networks that arrive from various sensors to operate and use such data to modify the behavior of the vehicle (e.g., the cruise control modifies the vehicle's speed depending on signals arriving from a button usually located on the steering wheel). Since the development of cheap wireless communication technologies such as Bluetooth, LTE, Wi-Fi, RFID and similar, automotive producers and OEMs have designed ECUs that implement such technologies with the goal of improving the experience of the driver and passengers. Safety-related systems such as the OnStar from General Motors, telematic units, communication between smartphones and the vehicle's speakers through Bluetooth, Android Auto and Apple CarPlay. == Threat model == Threat models of the automotive world are based on both real-world and theoretically possible attacks. Most real-world attacks aim at the safety of the people in and around the car, by modifying the cyber-physical capabilities of the vehicle (e.g., steering, braking, accelerating without requiring actions from the driver), while theoretical attacks have been supposed to focus also on privacy-related goals, such as obtaining GPS data on the vehicle, or capturing microphone signals and similar. Regarding the attack surfaces of the vehicle, they are usually divided in long-range, short-range, and local attack surfaces: LTE and DSRC can be considered long-range ones, while Bluetooth and Wi-Fi are usually considered short-range although still wireless. Finally, USB, OBD-II and all the attack surfaces that require physical access to the car are defined as local. An attacker that is able to implement the attack through a long-range surface is considered stronger and more dangerous than the one that requires physical access to the vehicle. In 2015 the possibility of attacks on vehicles already on the market has been proven possible by Miller and Valasek, that managed to disrupt the driving of a Jeep Cherokee while remotely connecting to it through remote wireless communication. === Controller area network attacks === The most common network used in vehicles and the one that is mainly used for safety-related communication is CAN, due to its real-time properties, simplicity, and cheapness. For this reason the majority of real-world attacks have been implemented against ECUs connected through this type of network. The majority of attacks demonstrated either against actual vehicles or in testbeds fall in one or more of the following categories: ==== Sniffing ==== Sniffing in the computer security field generally refers to the possibility of intercepting and logging packets or more generally data from a network. In the case of CAN, since it is a bus network, every node listens to all communication on the network. It is useful for the attacker to read data to learn the behavior of the other nodes of the network before implementing the actual attack. Usually, the final goal of the attacker is not to simply sniff the data on CAN, since the packets passing on this type of network are not usually valuable just to read. ==== Denial of service ==== Denial of service (DoS) in information security is usually described as an attack that has the objective of making a machine or a network unavailable. DoS attacks against ECUs connected to CAN buses can be done both against the network, by abusing the arbitration protocol used by CAN to always win the arbitration, and targeting the single ECU, by abusing the error handling protocol of CAN. In this second case the attacker flags the messages of the victim as faulty to convince the victim of being broken and therefore shut itself off the network. ==== Spoofing ==== Spoofing attacks comprise all cases in which an attacker, by falsifying data, sends messages pretending to be another node of the network. In automotive security usually spoofing attacks are divided into masquerade and replay attacks. Replay attacks are defined as all those where the attacker pretends to be the victim and sends sniffed data that the victim sent in a previous iteration of authentication. Masquerade attacks are, on the contrary, spoofing attacks where the data payload has been created by the attacker. == Real life automotive threat example == Security researchers Charlie Miller and Chris Valasek have successfully demonstrated remote access to a wide variety of vehicle controls using a Jeep Cherokee as the target. They were able to control the radio, environmental controls, windshield wipers, and certain engine and brake functions. The method used to hack the system was implementation of pre-programmed chip into the controller area network (CAN) bus. By inserting this chip into the CAN bus, he was able to send arbitrary message to CAN bus. One other thing that Miller has pointed out is the danger of the CAN bus, as it broadcasts the signal which the message can be caught by the hackers throughout the network. The control of the vehicle was all done remotely, manipulating the system without any physical interaction. Miller states that he could control any of some 1.4 million vehicles in the United States regardless of the location or distance, the only thing needed is for someone to turn on the vehicle to gain access. The work by Miller and Valasek replicated earlier work completed and published by academics in 2010 and 2011 on a different vehicle. The earlier work demonstrated the ability to compromise a vehicle remotely, over multiple wireless channels (including cellular), and the ability to remotely control critical components on the vehicle post-compromise, including the telematics unit and the car's brakes. While the earlier academic work was publicly visible, both in peer-reviewed scholarly publications and in the press, the Miller and Valesek work received even greater public visibility. == Security measures == The increasing complexity of devices and networks in the automotive context requires the application of security measures to limit the capabilities of a potential attacker. Since the early 2000 many different countermeasures have been proposed and, in some cases, applied. Following, a list of the most common security measures: Sub-networks: to limit the attacker capabilities even if he/she manages to access the vehicle from remote through a remotely connected ECU, the networks of the vehicle are divided in multiple sub-networks, and the most critical ECUs are not placed in the same sub-networks of the ECUs that can be accessed from remote. Gateways: the sub-networks are divided by secure gateways or firewalls that block messages from crossing from a sub-network to the other if they were not intended to. Intrusion Detection Systems (IDS): on each critical sub-network, one of the nodes (ECUs) connected to it has the goal of reading all data passing on the sub-network and detect messages that, given some rules, are considered malicious (made by an attacker). The arbitrary messages can be caught by the passenger by using IDS which will notify the owner regarding with unexpected message. Authentication protocols: in order to implement authentication on networks where it is not already implemented (such as CAN), it is possible to design an authentication protocol that works on the higher layers of the ISO OSI model, by using part of the data payload of a message to authenticate the message itself. Hardware Security Modules: since many ECUs are not powerful enough to keep real-time delays whi

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  • Creepiness

    Creepiness

    Creepiness is the state of being creepy, or causing an unpleasant feeling of fear or unease to someone and/or something. Certain traits or hobbies may make people seem creepy to others; interest in horror or the macabre might come across as 'creepy', and often people who are perverted or exhibit predatory behavior are called 'creeps'. The internet, especially some functions of social media, has been described as increasingly creepy. Adam Kotsko has compared the modern conception of creepiness to the Freudian concept of unheimlich. The term has also been used to describe paranormal or supernatural phenomena. Some people have phobias which are irrational fears, which can make them perceive something as creepy. == History and studies == "Creepiness" is subjective: for example some dolls have been described as creepy, while what makes something "creepy" or "strange" to someone might seem normal to someone else. The adjective "creepy", referring to a feeling of creeping in the flesh, was first used in 1831, but it was Charles Dickens who coined and popularized the term "the creeps" in his 1849 novel David Copperfield. In the 20th century, association was made between involuntary celibacy and creepiness. The concept of creepiness has only recently been formally addressed in social media marketing. The sensation of creepiness has only recently been the subject of psychological research, despite the widespread colloquial use of the word throughout the years. Francis T. McAndrew of Knox College is the first psychologist to do an empirical study on creepiness. == Causes == The state of creepiness has been associated with "feeling scared, nervous, anxious or worried", "awkward or uncomfortable", "vulnerable or violated" in a study conducted by Watt et al. This state arises in the presence of a creepy element, which can be an individual or, as recently observed, new technologies. === Individuals === Creepiness can be caused by the appearance of an individual. Another study investigated the characteristics that make people creepy. Creepy people were thought to be more often male than female by an overwhelming majority of participants (around 95% of both male and female participants). Another study conducted by Watt et al. also found that participants associated the ectomorphic body type (more linear) with creepiness, more than the other two body types (51% vs mesomorphic, 24% and endomorphic, 23%). Other cues of creepiness included low hygiene, especially according to female participants, and a disheveled appearance. Participants also identified the face as an area with potentially creepy features: in particular the eyes and the teeth. Both of those physical features were deemed creepy not only for their unpleasant appearance (ex. squinty eyes or crooked teeth) but also for the movements and expressions they engaged it (ex. darting eye movements and odd smiles). In fact, appearance does not seem to be the only factor making an individual creepy: behaviors provide cues as well. Behaviors such as "being unusually quiet and staring (34%), following or lurking (15%), behaving abnormally (21%), or in a socially awkward, "sketchy" or suspicious way (20%)" are all contributing to a feeling of creepiness, as described by Watt et al.'s study. === Technology === In addition to other individuals, new technologies, such as marketing's targeted ads and AI, have been qualified as creepy. A study by Moore et al. described what aspect of marketing participants considered creepy. The main three reasons are the following: using invasive tactics, causing discomfort and violating of norms. Invasive tactics are practiced by marketers that know so much about the consumer that the ads are "creepily" personalized. Secondly, some ads create discomfort by making the consumer question "the motives of the company advertising the product". Finally, some ads violate social norms by having inappropriate content, for example by unnecessarily sexualizing it. It is marketing's extensive knowledge used in an improper way, together with a certain loss of control over our data, that creates a feeling of creepiness. Another creepy aspect of technology is human-looking AI: this phenomenon is called the uncanny valley. Humans find robots creepy when they start closely resembling humans. It has been hypothesized that the reason why they are viewed as creepy is because they violate our notion of how a robot should look. A study focusing on children's responses to this phenomenon found evidence to support the hypothesis. == Evolutionary explanation == Several studies have hypothesized that creepiness is an evolutionary response to potentially dangerous situations. It could be linked to a mechanism called agent detection which makes individuals expect malignant agents to be responsible for small changes in the environment. McAndrew et al. illustrates the idea with the example of a person hearing some noises while walking in a dark alley. That person would go in high alert, fearing that some dangerous individual was there. If that was not the case the loss would be small. If, on the other hand, a dangerous individual was actually in the alley and the person had not been alerted by this creepy feeling, the loss could have been significant. Creepiness would therefore serve the purpose of alerting us in situations in which the danger is not outright obvious but rather ambiguous. In this case, ambiguity both refers to the possible presence of a threat and to its nature, sexual or physical for example. Creepiness "may reside in between the unknowing and the fear" in the sense that individuals experiencing it are unsure if there truly is something to fear or not. Creepy characteristics are not simply caused by threat potential: in fact, ectomorphic body types are not the most powerful bodies and facial expressions are not a proxy of physical strength either. Therefore, creepiness is not only related to how threatening a characteristic is, in the sense of how dangerous and strong the individual can be. There are more facets to consider. Another characteristic of creepiness is unpredictable behavior. Unpredictability links back to this idea of ambiguity. When an individual is unpredictable it is not possible to tell when their behavior will turn violent: this adds to the ambiguity of a potentially dangerous situation. This theory is endorsed by studies. Not only is unpredictability directly listed as a creepy characteristic, but other behaviors, such as norm-breaking behaviors are indirectly linked with unpredictability. Such behaviors show that the individual does not conform to some social standards others would expect in a given situation. For example, the aforementioned staring at strangers or lack of hygiene—behaviors that make us uneasy or creeped out because they do not fit the norm and therefore are not expected. More generally, participants tended to define creepiness as "different" in the sense of not behaving, or looking, socially acceptable. Such differences point towards a "social mismatch". Humans have a natural system of detection of such mismatch: a physical feeling of coldness. When an individual is creeped out, they report feeling those "cold chills". This phenomenon has been studied by Leander et al, with relation to nonverbal mimicry in social interactions, meaning the unintentional copying of another's behavior. Inappropriate mimicry may leave a person feeling like something is off about the other. Absence of non-verbal mimicry in a friendly interaction, or the presence of it in a professional setting, raises suspicion as it does not follow the relevant social norms. Individuals are left wondering what other unusual behavior the other might engage in.

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  • Digital citizen

    Digital citizen

    The term digital citizen is used with different meanings. According to the definition provided by Karen Mossberger, one of the authors of Digital Citizenship: The Internet, Society, and Participation, digital citizens are "those who use the internet regularly and effectively". In this sense, a digital citizen is a person who uses information technology (IT) to engage in society, politics, and government. More recent elaborations of the concept define digital citizenship as the self-enactment of people’s role in society through the use of digital technologies, stressing the empowering and democratizing characteristics of the citizenship idea. These theories aim at taking into account the ever-increasing datafication of contemporary societies (symbolically linked to the Snowden leaks), which has called into question the meaning of “being (digital) citizens in a datafied society”. This condition is also referred to as the “algorithmic society”, characterised by the increasing datafication of social life and the pervasive presence of surveillance practices – see surveillance and surveillance capitalism, the use of artificial intelligence, and Big Data. Datafication presents crucial challenges for the very notion of citizenship, so that data collection can no longer be seen as an issue of privacy alone so that:We cannot simply assume that being a citizen online already means something (whether it is the ability to participate or the ability to stay safe) and then look for those whose conduct conforms to this meaning Instead, the idea of digital citizenship shall reflect the idea that we are no longer mere “users” of technologies since they shape our agency both as individuals and as citizens. Digital citizenship refers to the responsible and respectful use of technology to engage online, evaluate information, and protect human rights. It encompasses skills for communication, collaboration, empathy, privacy protection, and security to prevent data breaches and identity theft. == Digital citizenship in the "algorithmic society" == In the context of the algorithmic society, the question of digital citizenship "becomes one of the extents to which subjects are able to challenge, avoid or mediate their data double in this datafied society”. These reflections put the emphasis on the idea of the digital space (or cyberspace) as a political space where the respect of fundamental rights of the individual shall be granted (with reference both to the traditional ones as well as to new specific rights of the internet [see “digital constitutionalism”]) and where the agency and the identity of the individuals as citizens is at stake. This idea of digital citizenship is thought to be not only active but also performative, in the sense that “in societies that are increasingly mediated through digital technologies, digital acts become important means through which citizens create, enact and perform their role in society.” In particular, for Isin and Ruppert this points towards an active meaning of (digital) citizenship based on the idea that we constitute ourselves as digital citizen by claiming rights on the internet, either by saying or by doing something. == Types of digital participation == People who characterize themselves as digital citizens often use IT extensively—creating blogs, using social networks, and participating in online journalism. Although digital citizenship begins when any child, teen, or adult signs up for an email address, posts pictures online, uses e-commerce to buy merchandise online, and/or participates in any electronic function that is B2B or B2C, the process of becoming a digital citizen goes beyond simple internet activity. According to Thomas Humphrey Marshall, a British sociologist known for his work on social citizenship, a primary framework of citizenship comprises three different traditions: liberalism, republicanism, and ascriptive hierarchy. Within this framework, the digital citizen needs to exist in order to promote equal economic opportunities and increase political participation. In this way, digital technology helps to lower the barriers to entry for participation as a citizen within a society. They also have a comprehensive understanding of digital citizenship, which is the appropriate and responsible behavior when using technology. Since digital citizenship evaluates the quality of an individual's response to membership in a digital community, it often requires the participation of all community members, both visible and those who are less visible. A large part in being a responsible digital citizen encompasses digital literacy, etiquette, online safety, and an acknowledgement of private versus public information. The development of digital citizen participation can be divided into two main stages. The first stage is through information dissemination, which includes subcategories of its own: static information dissemination, characterized largely by citizens who use read-only websites where they take control of data from credible sources in order to formulate judgments or facts. Many of these websites where credible information may be found are provided by the government. dynamic information dissemination, which is more interactive and involves citizens as well as public servants. Both questions and answers can be communicated, and citizens have the opportunity to engage in question-and-answer dialogues through two-way communication platforms The second stage of digital citizen participation is citizen deliberation, which evaluates what type of participation and role that they play when attempting to ignite some sort of policy change. static citizen participants can play a role by engaging in online polls as well as through complaints and recommendations sent up, mainly toward the government who can create changes in policy decisions. dynamic citizen participants can deliberate amongst others on their thoughts and recommendations in town hall meetings or various media sites. One potential advantage of online participation through digital citizenship is increased social inclusion. In a report on civic engagement, citizen-powered democracy can be initiated either through information shared through the web, direct communication signals made by the state toward the public, and social media tactics from both private and public companies. In fact, it was found that the community-based nature of social media platforms allow individuals to feel more socially included and informed about political issues that peers have also been found to engage with, otherwise known as a "second-order effect." Understanding strategic marketing on social media would further explain social media customers’ participation. Two types of opportunities rise as a result, the first being the ability to lower barriers that can make exchanges much easier. In addition, they have the chance to participate in transformative disruption, giving people who have a historically lower political engagement to mobilize in a much easier and convenient fashion. Nonetheless, there are several challenges that face the presence of digital technologies in political participation. Both current as well as potential challenges can create significant risks for democratic processes. Not only is digital technology still seen as relatively ambiguous, it was also seen to have "less inclusivity in democratic life." Demographic groups differ considerably in the use of technology, and thus, one group could potentially be more represented than another as a result of digital participation. Another primary challenge consists in the ideology of a "filter bubble" effect. Alongside a tremendous spread of false information, internet users could reinforce existing prejudices and assist in polarizing disagreements in the public sphere. This can lead to misinformed voting and decisions based on exposure rather than on pure knowledge. A communication technology director, Van Dijk, stated, "Computerized information campaigns and mass public information systems have to be designed and supported in such a way that they help to narrow the gap between the 'information rich' and 'information poor' otherwise the spontaneous development of ICT will widen it." Access and equivalent amounts of knowledge behind digital technology must be equivalent in order for a fair system to put into place. Alongside a lack of evidenced support for technology that can be proven to be safe for citizens, the OECD has identified five struggles for the online engagement of citizens: Scale: To what extent can a society allow every individual's voice to be heard, but also not be lost in the mass debate? This can be extremely challenging for the government, which may not effectively know how to listen and respond to each individual contribution. Capacity: How can digital technology offer citizens more information on public policy-making? The opportunity for citizens to debate with one another is lacking for acti

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  • Glossary of operating systems terms

    Glossary of operating systems terms

    This page is a glossary of Operating systems terminology. == A == access token: In Microsoft Windows operating systems, an access token contains the security credentials for a login session and identifies the user, the user's groups, the user's privileges, and, in some cases, a particular application. == B == binary semaphore: See semaphore. booting: In computing, booting (also known as booting up) is the initial set of operations that a computer performs after electrical power is switched on or when the computer is reset. This can take tens of seconds and typically involves performing a power-on self-test, locating and initializing peripheral devices, and then finding, loading and starting the operating system. == C == cache: In computer science, a cache is a component that transparently stores data so that future requests for that data can be served faster. The data that is stored within a cache might be values that have been computed earlier or duplicates of original values that are stored elsewhere. cloud: Cloud computing operating systems are recent, and were not mentioned in Gagne's 8th Edition (2009). In contrast, by Gagne's 9th (2012), cloud o/s received 3 pages of coverage (41, 42, 716). Doeppner (2011) mentions them (p. 3), but only to prove that operating systems "are not a solved problem" and that even if the day of the dedicated PC is waning, cloud computing has created an entirely new opportunity for o/s development ala sharing, networks, memory, parallelism, etc. Gagne (2012) adds that in addition to numerous traditional o/s's at cloud warehouses, Virtual machine o/s (VMMs), Eucalyptus, Vware, vCloud Director and others are being developed specifically for cloud management with numerous traditional o/s features (security, threads, file and memory management, guis, etc.) (p. 42). Microsoft's investment in cloud aspects of o/s tend to support that argument. concurrency == D == daemon: Operating systems often start daemons at boot time and serve the function of responding to network requests, hardware activity, or other programs by performing some task. Daemons can also configure hardware (like udevd on some Linux systems), run scheduled tasks (like cron), and perform a variety of other tasks. == E == == F == == G == == H == == I == == J == == K == kernel: In computing, the kernel is a computer program that manages input/output requests from software and translates them into data processing instructions for the central processing unit and other electronic components of a computer. The kernel is a fundamental part of a modern computer's operating system. == L == lock: In computer science, a lock or mutex (from mutual exclusion) is a synchronization mechanism for enforcing limits on access to a resource in an environment where there are many threads of execution. A lock is designed to enforce a mutual exclusion concurrency control policy. == M == mutual exclusion: Mutual exclusion is to allow only one process at a time to access the same critical section (a part of code which accesses the critical resource). This helps prevent race conditions. mutex: See lock. == N == == O == == P == paging daemon: See daemon. process == Q == == R == == S == semaphore: In computer science, particularly in operating systems, a semaphore is a variable or abstract data type that is used for controlling access, by multiple processes, to a common resource in a parallel programming or a multi user environment. == T == thread: In computer science, a thread of execution is the smallest sequence of programmed instructions that can be managed independently by an operating system scheduler. The scheduler itself is a light-weight process. The implementation of threads and processes differs from one operating system to another, but in most cases, a thread is contained inside a process. templating: In an o/s context, templating refers to creating a single virtual machine image as a guest operating system, then saving it as a tool for multiple running virtual machines (Gagne, 2012, p. 716). The technique is used both in virtualization and cloud computing management, and is common in large server warehouses. == U == == V == == W == == Z ==

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  • Superquadrics

    Superquadrics

    In mathematics, the superquadrics or super-quadrics (also superquadratics) are a family of geometric shapes defined by formulas that resemble those of ellipsoids and other quadrics, except that the squaring operations are replaced by arbitrary powers. They can be seen as the three-dimensional relatives of the superellipses. The term may refer to the solid object or to its surface, depending on the context. The equations below specify the surface; the solid is specified by replacing the equality signs by less-than-or-equal signs. The superquadrics include many shapes that resemble cubes, octahedra, cylinders, lozenges and spindles, with rounded or sharp corners. Because of their flexibility and relative simplicity, they are popular geometric modeling tools, especially in computer graphics. It becomes an important geometric primitive widely used in computer vision, robotics, and physical simulation. Some authors, such as Alan Barr, define "superquadrics" as including both the superellipsoids and the supertoroids. In modern computer vision literatures, superquadrics and superellipsoids are used interchangeably, since superellipsoids are the most representative and widely utilized shape among all the superquadrics. Comprehensive coverage of geometrical properties of superquadrics and methods of their recovery from range images and point clouds are covered in several computer vision literatures. == Formulas == === Implicit equation === The surface of the basic superquadric is given by | x | r + | y | s + | z | t = 1 {\displaystyle \left|x\right|^{r}+\left|y\right|^{s}+\left|z\right|^{t}=1} where r, s, and t are positive real numbers that determine the main features of the superquadric. Namely: less than 1: a pointy octahedron modified to have concave faces and sharp edges. exactly 1: a regular octahedron. between 1 and 2: an octahedron modified to have convex faces, blunt edges and blunt corners. exactly 2: a sphere greater than 2: a cube modified to have rounded edges and corners. infinite (in the limit): a cube Each exponent can be varied independently to obtain combined shapes. For example, if r=s=2, and t=4, one obtains a solid of revolution which resembles an ellipsoid with round cross-section but flattened ends. This formula is a special case of the superellipsoid's formula if (and only if) r = s. If any exponent is allowed to be negative, the shape extends to infinity. Such shapes are sometimes called super-hyperboloids. The basic shape above spans from -1 to +1 along each coordinate axis. The general superquadric is the result of scaling this basic shape by different amounts A, B, C along each axis. Its general equation is | x A | r + | y B | s + | z C | t = 1. {\displaystyle \left|{\frac {x}{A}}\right|^{r}+\left|{\frac {y}{B}}\right|^{s}+\left|{\frac {z}{C}}\right|^{t}=1.} === Parametric description === Parametric equations in terms of surface parameters u and v (equivalent to longitude and latitude if m equals 2) are x ( u , v ) = A g ( v , 2 r ) g ( u , 2 r ) y ( u , v ) = B g ( v , 2 s ) f ( u , 2 s ) z ( u , v ) = C f ( v , 2 t ) − π 2 ≤ v ≤ π 2 , − π ≤ u < π , {\displaystyle {\begin{aligned}x(u,v)&{}=Ag\left(v,{\frac {2}{r}}\right)g\left(u,{\frac {2}{r}}\right)\\y(u,v)&{}=Bg\left(v,{\frac {2}{s}}\right)f\left(u,{\frac {2}{s}}\right)\\z(u,v)&{}=Cf\left(v,{\frac {2}{t}}\right)\\&-{\frac {\pi }{2}}\leq v\leq {\frac {\pi }{2}},\quad -\pi \leq u<\pi ,\end{aligned}}} where the auxiliary functions are f ( ω , m ) = sgn ⁡ ( sin ⁡ ω ) | sin ⁡ ω | m g ( ω , m ) = sgn ⁡ ( cos ⁡ ω ) | cos ⁡ ω | m {\displaystyle {\begin{aligned}f(\omega ,m)&{}=\operatorname {sgn}(\sin \omega )\left|\sin \omega \right|^{m}\\g(\omega ,m)&{}=\operatorname {sgn}(\cos \omega )\left|\cos \omega \right|^{m}\end{aligned}}} and the sign function sgn(x) is sgn ⁡ ( x ) = { − 1 , x < 0 0 , x = 0 + 1 , x > 0. {\displaystyle \operatorname {sgn}(x)={\begin{cases}-1,&x<0\\0,&x=0\\+1,&x>0.\end{cases}}} === Spherical product === Barr introduces the spherical product which given two plane curves produces a 3D surface. If f ( μ ) = ( f 1 ( μ ) f 2 ( μ ) ) , g ( ν ) = ( g 1 ( ν ) g 2 ( ν ) ) {\displaystyle f(\mu )={\begin{pmatrix}f_{1}(\mu )\\f_{2}(\mu )\end{pmatrix}},\quad g(\nu )={\begin{pmatrix}g_{1}(\nu )\\g_{2}(\nu )\end{pmatrix}}} are two plane curves then the spherical product is h ( μ , ν ) = f ( μ ) ⊗ g ( ν ) = ( f 1 ( μ ) g 1 ( ν ) f 1 ( μ ) g 2 ( ν ) f 2 ( μ ) ) {\displaystyle h(\mu ,\nu )=f(\mu )\otimes g(\nu )={\begin{pmatrix}f_{1}(\mu )\ g_{1}(\nu )\\f_{1}(\mu )\ g_{2}(\nu )\\f_{2}(\mu )\end{pmatrix}}} This is similar to the typical parametric equation of a sphere: x = x 0 + r sin ⁡ θ cos ⁡ φ y = y 0 + r sin ⁡ θ sin ⁡ φ ( 0 ≤ θ ≤ π , 0 ≤ φ < 2 π ) z = z 0 + r cos ⁡ θ {\displaystyle {\begin{aligned}x&=x_{0}+r\sin \theta \;\cos \varphi \\y&=y_{0}+r\sin \theta \;\sin \varphi \qquad (0\leq \theta \leq \pi ,\;0\leq \varphi <2\pi )\\z&=z_{0}+r\cos \theta \end{aligned}}} which give rise to the name spherical product. Barr uses the spherical product to define quadric surfaces, like ellipsoids, and hyperboloids as well as the torus, superellipsoid, superquadric hyperboloids of one and two sheets, and supertoroids. == Plotting code == The following GNU Octave code generates a mesh approximation of a superquadric:

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  • Digital cassettes

    Digital cassettes

    Digital audio cassette formats introduced to the professional audio and consumer markets: Digital Audio Tape (or DAT) is the most well-known, and had some success as an audio storage format among professionals and "prosumers" before the prices of hard drive and solid-state flash memory-based digital recording devices dropped in the late 1990s. Hard-drive recording has mostly made DAT obsolete, as hard disk recorders offer more editing versatility than tape, and easier importation into digital audio workstations (DAWs) and non-linear video editing (NLE) systems. Digital Compact Cassette was intended as a digital replacement for the mass-market analog cassette tape, but received very little attention or adaptation. Its failure is generally attributed to higher production costs than audio CDs, durability and indifferent reception by consumers. Digital video cassettes include: Betacam IMX (Sony) D-VHS (JVC) D1 (Sony) D2 (Sony) D3 D5 HD Digital-S D9 (JVC) Digital Betacam (Sony) Digital8 (Sony) DV HDV ProHD (JVC) MiniDV MicroMV == Analog cassettes used as digital data storage == Historically, the compact audio cassette which was originally designed for analog storage of music was used as an alternative to disk drives in the late 1970s and early 1980s to provide data storage for home computers. There is a number of unique and incompatible cassette tape data storage formats that all use the same analog compact audio cassette tape media. The ADAT system uses Super VHS tapes to record 8 synchronized digital audiotracks at once. There have also been several audio recording systems that used VHS video recorders as storage devices and video tape transports, generally by encoding the digital data to be recorded into an analog composite video signal (which resembles static) and then recording this to magnetic tape. These systems were often used as "mixdown" recorders, to record the finished mix from a multi-track recorder in preparation for the manufacture of a vinyl record, cassette tape, or CD. An example was the Dbx Model 700. Another example is the Sony PCM adaptor series. Several companies sold VHS backup solutions in the 1980s and 1990s where data was converted to a video image which was then saved onto a VHS tape. the Corvus "Mirror" ( U.S. patent 4380047A ) the Metrum Model 64 on S-VHS tape, the Danmere Backer tape backup system, the Alpha Microsystems Videotrax the Legacy Storage Systems International VAST (Variable Array Storage) the ArVid the Video Backup System Amiga, The S2 VLBI system at three NASA Deep Space Network complexes and over 20 other radio telescopes stores digital data on SVHS tapes.

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  • Digital zombie

    Digital zombie

    A digital zombie is a person so engaged with digital technology or social media they are unable to separate themselves from a persistent online presence. Writing in 2017, University of Sydney researcher Andrew Campbell expressed concerns over whether or not the individual can truly live a full and healthy life while they are preoccupied with the digital world. Other individuals have also begun referencing certain types of behaviour with being a digital zombie. Stefanie Valentic, managing editor of EHS Today, refers to it as people hunting digital creatures through their smartphones in public spaces, always fixed on their phones. The University of Warwick has used the term to argue that further research needs to be done with people who exist in digital form after death to help people grieve their loss. == Modern applications == === Distracted walking === The term digital zombie can refer to a person performing distracted walking, which has been labelled dangerous by the American Academy of Orthopaedic Surgeons. They created the "Digital Deadwalkers" campaign after physicians became aware of the risks associated with walking across intersections and sidewalks while paying attention only to smartphones and not one's surroundings. Also stating that the name is derived from the fact that "they're oblivious to everyone else, so it's like they're dead-walking, sleepwalking." === Living through media === The Department of Sociology, University of Warwick has also identified the term, digital zombie, to refer to an individual who has died but is digitally resurrected, reanimated and socially active. These digital zombies do things in death they did not do when they were alive as they "live" again through a digital self on a digital medium. Dead celebrities sometimes become digital zombies when they are reanimated to appear in commercial advertisements (such as Audrey Hepburn and Bob Monkhouse). Other accidental digital zombies include Tupac Shakur and Michael Jackson who were both digitally resurrected and recreated to perform "live" on stage years after their death. Researchers at the University of Warwick have carried out research into the area of human-computer interaction. in an effort to understand the affect these digital zombies have on grief and bereavement. === Mobile gaming === Writer for EHS Today, Stefanie Valentic, has made observations with the mobile phone video game Pokémon Go, which offers players the experience to hunt and collect digital creatures called Pokémon through their smartphone in real world. Players can be observed simultaneously gazing at their phone while also obliviously walking around their environments looking for Pokémon. Stefanie references these individuals as "digital zombies" since they walk around with no cognition of their surroundings while engaged with their phone. == Health risks == === Heavy use of technology === Research by the University of Sydney has begun looking at how new technology such as digital media and smartphones impact our lives and questioning whether they can create new compulsions and obsessions. The research demonstrates that increased heavy technological use can have negative health consequences similar to drugs, smoking, and alcohol. Marcel O'Gorman, an associate professor of English at the University of Waterloo, has commented on the body of research examining how technology impacts cognition, stating currently that there is no empirical evidence to support any theories that suggest that technology can damage memory and attention span. === Heightened risk to children === Manfred Spitzer, a German psychiatrist, has raised concerns with providing digital devices to children. During the early childhood stage while their brains are rapidly growing, increased exposure to digital devices may deprive them of necessary development required to facilitate brain growth. These concerns are also shared by Korean doctors who believe giving digital devices, like smartphones to children, limits their cognitive development.

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  • Far-Play

    Far-Play

    Far-Play (stylized fAR-Play, from augmented reality) was a software platform developed at the University of Alberta, for creating location-based, scavenger-hunt style games which use the GPS and web-connectivity features of a player's smartphone. According to the development team, "our long-term objective is to develop a general framework that supports the implementation of AARGs that are fun to play and also educational". It utilizes Layar, an augmented reality smartphone application, QR codes located at particular real-world sites, or a phone's web browser, to facilitate games which require players to be in close physical proximity to predefined "nodes". A node, referred to by the developers as a Virtual Point of Interest (vPOI), is a point in space defined by a set of map coordinates; fAR-Play uses the GPS function of a player's smartphone — or, for indoor games, which are not easily tracked by GPS satellites, specially-created QR codes— to confirm that they are adequately near a given node. Once a player is within a node's proximity, Layar's various augmented reality features can be utilized to display a range of extra content overlaid upon the physical play-space or launch another application for extra functionality. == Development and features == fAR-Play began development in 2008, emerging from a collaborative project undertaken by a group of University of Alberta students from the Computer Science and Humanities Computing departments. fAR-Play is still under development, but a beta version is available for testing by request. fAR-Play's development is managed by a team of interdisciplinary professors and students at the University of Alberta. Currently, the developing team's roster includes Supervising Professors Geoffrey Rockwell and Eleni Stroulia, Developers Lucio Gutierrez and Matthew Delaney, and Website Developers Calen Henry and Garry Wong. === Technology === fAR-Play relies on a number of open- and closed-source web technologies as tools to create, and enhance the users' experience. Layar is the recommended client-side frontend for delivering game content to the player; it is available on Android and iOS, which covers over 91% of smartphones. While Layar is not a requirement to play fAR-Play games, the application does supply additional augmented reality functionality; Layar also includes a built-in QR scanner. Depending on the design of the particular game, the player may instead use a dedicated QR code scanner; the developers recommend BeeTagg, but any such application will do. Layar or a QR code scanner are the maximum software requirements to play a fAR-Play game, making implementation of games on a wide variety of platforms relatively straightforward. fAR-Play games can also be designed for play strictly within a mobile phone's web browser. On the server side, fAR-Play's engine is composed of an Apache server which manages the system's web interface, including the mobile and desktop versions of the fAR-Play website, and a Java-based REST framework for managing the database of nodes. === Features === As a platform for designing AR games, as opposed to an AR game itself, fAR-Play offers little in the way of explicit shapes or patterns for games to take; instead, these elements are left to the game designer or players to develop. However, the nonspecific nature of nodes, the many options they offer for content delivery, and the open design of the platform are such that these elements can be developed extensively. Functionally, fAR-Play is a tool for tracking arbitrary points in space and a given player's proximity to them; what it does beyond that is up to the developers' and players' discretion. However, the fAR-Play website contains a leaderboard which tracks registered user's total scores. Players are assigned levels based on their total score, ranging from Novice — Super Player. Player profiles will display nodes that the player has recently caught, and any achievements the player has gained. Additionally, players can share their adventure progress, achievements, and the capture of vPOIs on Facebook. == How to play == In order to participate in the locative aspects of fAR-Play games, users must have an Android or iOS mobile device and access to wireless internet. Players can participate in fAR-Play anonymously, or create and sign into a fAR-Play account. Those who choose to play anonymously will lose the ability to track their progress across multiple games. When signed in, the player is presented with a list of games that are currently available for play. Each game includes a brief description and the various "adventures" available to the player. Once the game has been started, the player has three different methods for capturing nodes: they may scan a QR in the physical space, discover a node through the Layar camera virtual view, or receive a link in their device's web browser. === QR codes and Layar === QR codes can only be used as a method for capturing nodes and initiating games when there is a physical code present. In order to scan a QR code, players are required to have an application which can capture and recognize QR codes. If the player is utilizing a QR scanning application that has a built in browser, they will be required to log into fAR-Play through the app. Layar is a free to download augmented reality app, containing a built in QR code scanner, which enables its users to participate in fAR-Play games. === Capturing nodes === Layar permits the player to see nodes on their mobile device, guiding the player to their goal. Using this application, the player is able to navigate to their objective with map provided by Google Maps' API or by using their camera — Layar overlays a virtual image onto the real-world scene presented by the camera. The representations on screen expand in size as the player approaches the node destination, simulating relative distance. If the player taps any of the nodes that are presented on the screen, they will be provided additional information about that node, including the node's name and a brief description. Nodes can be captured by tapping the "capture" button. === Playing on browsers === The player can also play fAR-Play games within their mobile device's browser. By visiting https://archive.today/20131123223038/http://farplay.ualberta.ca/far-play/ on a mobile device, players will be presented with a fully realized user interface, permitting full interaction with the games. The player can capture the in game vPOIs through their browser by tapping the "nodes" button. This will bring up a list of all the accessible nodes, complete with a brief description for each location. By clicking on one of the nodes, the player is shown to a screen with a mapped location of the vPOI, an in-depth description of it, and hints. At the top of the page, the player can tap "CAPTURE THIS NODE" and advance in the game. When attempting to capture a node, the developer may or may not associate a challenge with the node. For example, in the game "Zombies ate my Campus", when players are attempting to capture a node, they're presented with a multiple choice question associated with the current node. === Game types === Players complete an adventure when they have captured all of the nodes within it. fAR-Play provides two game modes: in a Virtual Scavenger Hunt, nodes must be captured in a specific order; in a Virtual Treasure Hunt, the order is unimportant. == Existing fAR-Play games == Games currently available through fAR-Play include: Giselle Ever After Thought Hub Comics Arts Capture Challenge Pioneering Edmonton The Intelliphone Challenge A Tour of Atwater Zombies ate my Campus == For developers == fAR-Play's ultimate goal is to provide a simple, effective platform for the creation of locative augmented reality games, but the developer tools are still under active development and not openly available to the public. Access can be granted on a case-by-case basis, however, and a developer's manual is available. Users with development privileges can create new games or edit their existing games, in addition to playing their own or others' games. === Adventures === Games that are developed with fAR-Play are segmented into components called "Adventures". To progress through each game adventure, the player must reach and capture virtual points of interest, referred to in the game as vPOIs. In order to capture a vPOI, the player must travel to a physical location that is set by the developer. It is the developer's choice to include a challenge question to capture the vPOI, though it is not mandatory. A deduction of points can be implemented if the player submits an incorrect answer to a challenge question. === Points and achievements === Each of the nodes will reward the player with a predetermined number of points once they have been captured by the player. These points are added to the player's total points. Each of the adventures that are created require a predetermined number of vPOIs

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  • NIS2 Directive

    NIS2 Directive

    The Directive (EU) 2022/2555, commonly known as NIS2 is a directive of the European Union aimed at protecting digital infrastructure, in particular critical infrastructure. It broadened the sectors covered by EU network and information security rules and updated incident reporting and oversight compared to the NIS1. Member States were required to transpose NIS2 by 17 October 2024, and the earlier NIS Directive was repealed on 18 October 2024. Only 23 Member States have fully implemented the measures contained with the NIS Directive. Infringement proceedings against them to enforce the Directive have not taken place, and they are not expected to take place in the near future. This failed implementation has led to the fragmentation of cybersecurity capabilities across the EU, with differing standards, incident reporting requirements and enforcement requirements being implemented in different Member States. From the EFTA countries (to April 2026) only Liechtenstein has fully transposed the NIS2 Directive. While the EFTA commission is conducting preparations to transpose the directive into its legislation. == National implementations == === Czech Republic === It is implemented through the Act No. 264/2025 Coll. also called Zákon o kybernetické bezpečnosti (Cybersecurity law) and through another five implementing regulations. The transposing legislation came into force on November 1st, 2025. === Germany === It is implemented through the Gesetz zur Umsetzung der NIS-2-Richtlinie und zur Regelung wesentlicher Grundzüge des Informationssicherheitsmanagements in der Bundesverwaltung. === Ireland === It is implemented through the National Cyber Security Bill. === The Netherlands === It is implemented through the Cyberbeveiligingswet (Cbw). === Slovakia === It is implemented through via an amendment of the Act No. 69/2018 Coll. also called Zákon o kybernetickej bezpečnosti a o zmene a doplnení niektorých zákonov (Law on Cybersecurity and change and amendment of certain laws). It came into force on November 1st, 2025. === Spain === It is implemented through the Esquema Nacional de Seguridad (ENS).

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  • MX1 Ltd

    MX1 Ltd

    MX1 was a global media services provider founded in July 2016 from a merger between digital media services companies, RR Media and SES Platform Services, and a wholly owned subsidiary of global satellite owner and operator, SES. In September 2019, MX1 was merged into the SES Video division and the MX1 brand dropped. Broadcast and streamed content management, playout, distribution, and monetisation services from both MX1 and SES Video are now provided under the SES name. Before merger with SES, MX1 claimed to manage more than 5 million media assets and every day to distribute more than 3,600 TV channels, manage the playout of over 525 channels, distribute content to more than 120 subscription VOD platforms, and deliver over 8,400 hours of online video streaming and more than 620 hours of premium sports and live events. == Services == MX1 video and media services are provided through a single hybrid, cloud and on-premises solution, called MX1 360, which enables video and media solutions including content and metadata management, archiving, localisation solutions, channel playout, VOD, online video (OTT) and content distribution. Services provided by MX1 include: === Content aggregation === Acquisition of content via satellite, fibre or IP with satellite downlinking services (for encryption, re-encryption and re-muxing into different platforms), fibre reception from any location, and IP reception via the public Internet. Live sports, news and entertainment production (including in-studio, outside broadcasting, and SNG) with mobile live streaming and video contribution. === Content management === Digital mastering including scanning, conversion, restoration, quality control and localisation/versioning. Content archiving including secure, cloud and on-premises digital storage, and disaster recovery services. Metadata packaging and platform validation to enhance content discovery, searchability and cataloguing. Playout preparation and delivery to any format. === Channel origination and playout === Managed TV channel origination in SD, HD and UHD including 3D graphics, and video and audio effects, using cloud-based solution accessible from any location, with live content insertion and operation, and 24/7 monitoring. === Online video/VOD services === Content preparation and management for online video, VOD, live streaming services and Online video platforms using an ultra-high capacity content delivery network, including subscriber management, apps, DRM, social media, advertising tools, monetisation tools, metadata management, and analytics. === Content delivery === Delivery in all video formats over hybrid distribution network of satellite (using over 150 platforms), fibre (60 digital media hubs worldwide) and the Internet with complete downlink/uplink turnaround services and OTT content delivery. == Locations == MX1 has 16 offices worldwide, the most recent opened in March 2017 in Seoul, South Korea, as well as media centres in UK (London), US (Hawley, PA), Israel (Emeq Ha'Ela), Romania (Bucharest) and at the headquarters in Unterföhring near Munich, Germany. In the early part of 2017, significant upgrades were made to MX1's US media centre in Hawley, Pennsylvania, including expanding its capabilities for US based and global content aggregation, management and delivery to support US broadcasters and content providers. == History == RRsat was founded in Israel by David Rivel, an electronics, computers and communications engineer in 1981 as a communications provider, and in 2014 changed its name to RR Media to reflect its expanding global service offering. In 2015, RR Media acquired Eastern Space Systems (ESS), a Romanian provider of content management and content distribution services and satellite transmission services provider, SatLink Communications. Digital Playout Centre GmbH (DPC) was founded in 1996 by German media company, Kirch to provide playout, multiplexing, satellite uplinks and other broadcast services to Kirch's Premiere pay-TV platform (now Sky Deutschland) and other private and public German broadcasters. In 2005, SES Astra (a subsidiary of SES Global, now SES) bought 100% of DPC from Premiere and the company renamed ASTRA Platform Services GmbH (APS). In 2012, to reflect the company's expanding worldwide reach, the name was changed to SES Platform Services. In February 2016, it was announced that SES Platform Services had agreed, subject to regulatory approvals, to purchase RR Media. The acquisition was completed in July 2016, with the merged company renamed MX1 and headed by Avi Cohen, the former CEO of RR Media. In October 2017, Cohen was replaced as CEO by Wilfred Urner, the former CEO of SES Platform Services, CEO of SES subsidiary, HD+ and Head of Media Platforms and Product Development, SES Video.

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  • Daylight Computer Co.

    Daylight Computer Co.

    Daylight Computer Co. is a Public Benefit Company that designs and manufactures devices that do not emit blue light or flicker. Anjan Katta, the company's founder and CEO, stated that he started the company to reduce his personal eyestrain and the distraction that came with conventional devices. The first device that the company released is the Daylight DC-1, a tablet using a monochrome transflective liquid-crystal display designed for outdoor use, while also being usable indoors with an amber backlight. The company's goal is to create a "healthy computer." == History == In June 2018, Anjan Katta began the process of designing a device that did not emit blue light or flicker. He was inspired by the Kindle stating that he wanted to create a device that was, "an analog object that happens to have digital magical capabilities.” By 2020, he created his first scientific prototype and created the first proof-of-concept prototype in 2021. In the early research and development stages of the device, Katta had spent $300,000 of his own money. Eventually, Katta obtained a $12 million investment from current and former executives of companies such as Oculus, Pinterest, and Dropbox. In 2024, the company held a launch party at the Conservatory of Flowers in Golden Gate Park for the Daylight DC1, the company's first device. The event had roughly 200 attendees. Later that year, Daylight sold out its first run of 5,000 devices. The Daylight DC1 is a 1.2 pound tablet that runs its own operating system, SolOS, based on Android 13. It has a refresh rate of 60 Hz, fast enough to process video. In 2025, the product was demonstrated by Danny Jones on the Joe Rogan Experience. The company has been described by outlets such as Wired and VentureBeat as a "returning computing to hippie ideals" and being a product for "techno-hippies." The company is headquartered in San Francisco, California.

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  • Full30

    Full30

    Full30 was an American online video-sharing platform primarily dedicated to firearms and shooting sports-related content. The service was established in 2014 by Tim Harmsen and Mark Hammonds as a result of YouTube's increasing restrictions on gun-related videos. == History == After the 2018 Parkland high school shooting, many companies attempted to distance themselves from any association with the firearms industry. As a result, YouTube began demonetizing and sometimes outright deleting firearms-related videos, and in one case, popular YouTube poster Hickok45's channel was completely deleted but later restored. In response, Harmsen, who operates the Military Arms Channel on YouTube, decided to create his own video-hosting website to allow himself and other firearms content creators a platform free from such restrictions; he named the website Full30 — a reference to the popular 30-round STANAG magazine. In July 2020, site representatives announced the site had new ownership. By the end of 2022, the site began to be redirected to a series of other websites. By 2025, it was largely deactivated with the front page replaced by a form to be filled out to receive "updates", with no other explanation. == Contributors == Hickok45 Military Arms Channel Forgotten Weapons Bavarian Shooter Liberty Doll CloverTac

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  • Nouvelle AI

    Nouvelle AI

    Nouvelle artificial intelligence (Nouvelle AI) is an approach to artificial intelligence pioneered in the 1980s by Rodney Brooks, who was then part of MIT artificial intelligence laboratory. Nouvelle AI differs from classical AI by aiming to produce robots with intelligence levels similar to insects. Researchers believe that intelligence can emerge organically from simple behaviors as these intelligences interacted with the "real world", instead of using the constructed worlds which symbolic AIs typically needed to have programmed into them. == Motivation == The differences between nouvelle AI and symbolic AI are apparent in early robots Shakey and Freddy. These robots contained an internal model (or "representation") of their micro-worlds consisting of symbolic descriptions. As a result, this structure of symbols had to be renewed as the robot moved or the world changed. Shakey's planning programs assessed the program structure and broke it down into the necessary steps to complete the desired action. This level of computation required a large amount time to process, so Shakey typically performed its tasks very slowly. Symbolic AI researchers had long been plagued by the problem of updating, searching, and otherwise manipulating the symbolic worlds inside their AIs. A nouvelle system refers continuously to its sensors rather than to an internal model of the world. It processes the external world information it needs from the senses when it is required. As Brooks puts it, "the world is its own best model--always exactly up to date and complete in every detail." A central idea of nouvelle AI is that simple behaviors combine to form more complex behaviors over time. For example, simple behaviors can include elements like "move forward" and "avoid obstacles." A robot using nouvelle AI with simple behaviors like collision avoidance and moving toward a moving object could possibly come together to produce a more complex behavior like chasing a moving object. === The frame problem === The frame problem describes an issue with using first-order logic (FOL) to express facts about a robot in the world. Representing the state of a robot with traditional FOL requires the use of many axioms (symbolic language) to imply that things about an environment do not change arbitrarily. Nouvelle AI seeks to sidestep the frame problem by dispensing with filling the AI or robot with volumes of symbolic language and instead letting more complex behaviors emerge by combining simpler behavioral elements. === Embodiment === The goal of traditional AI was to build intelligences without bodies, which would only have been able to interact with the world via keyboard, screen, or printer. However, nouvelle AI attempts to build embodied intelligence situated in the real world. Brooks quotes approvingly from the brief sketches that Turing gave in 1948 and 1950 of the "situated" approach. Turing wrote of equipping a machine "with the best sense organs that money can buy" and teaching it "to understand and speak English" by a process that would "follow the normal teaching of a child." This approach was contrasted to the others where they focused on abstract activities such as playing chess. == Brooks' robots == === Insectoid robots === Brooks focused on building robots that acted like simple insects while simultaneously working to remove some traditional AI characteristics. He created insect-like robots, named Allen and Herbert after cognitive science and AI pioneers Allen Newell and Herbert A. Simon. Brooks's insectoid robots contained no internal models of the world. Herbert, for example, discarded a high volume of the information received from its sensors and never stored information for more than two seconds. ==== Allen ==== Allen had a ring of twelve ultrasonic sonars as its primary sensors and three independent behavior-producing modules. These modules were programmed to avoid both stationary and moving objects. With only this module activated, Allen stayed in the middle of a room until an object approached and then it ran away while avoiding obstacles in its way. ==== Herbert ==== Herbert used infrared sensors to avoid obstacles and a laser system to collect 3D data over a distance of about 12 feet. Herbert also carried a number of simple sensors in its "hand." The robot's testing ground was the real world environment of the busy offices and workspaces of the MIT AI lab where it searched for empty soda cans and carried them away, a seemingly goal-oriented activity that emerged as a result of 15 simple behavior units combining. As a parallel, Simon noted that an ant's complicated path is due to the structure of its environment rather than the depth of its thought processes. ==== Other insectoid robots ==== Other robots by Brooks' team were Genghis and Squirt. Genghis had six legs and was able to walk over rough terrain and follow a human. Squirt's behavior modules had it stay in dark corners until it heard a noise, then it would begin to follow the source of the noise. Brooks agreed that the level of nouvelle AI had come near the complexity of a real insect, which raised a question about whether or not insect level-behavior was and is a reasonable goal for nouvelle AI. === Humanoid robots === Brooks' own recent work has taken the opposite direction to that proposed by Von Neumann in the quotations "theorists who select the human nervous system as their model are unrealistically picking 'the most complicated object under the sun,' and that there is little advantage in selecting instead the ant, since any nervous system at all exhibits exceptional complexity." ==== Cog ==== In the 1990s, Brooks decided to pursue the goal of human-level intelligence and, with Lynn Andrea Stein, built a humanoid robot called Cog. Cog is a robot with an extensive collection of sensors, a face, and arms (among other features) that allow it to interact with the world and gather information and experience so as to assemble intelligence organically in the manner described above by Turing. The team believed that Cog would be able to learn and able to find a correlation between the sensory information it received and its actions, and to learn common sense knowledge on its own. As of 2003, all development of the project had ceased.

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  • News ticker

    News ticker

    A news ticker (sometimes called a crawler, crawl, slide, zipper, ticker tape, or chyron) is a horizontal or vertical (depending on the language's writing system) text-based display either in the form of a graphic that typically resides in the lower third of the screen space on a television station or network (usually during news programming) or as a long, thin scoreboard-style display seen around the facades of some offices or public buildings dedicated to presenting headlines or minor pieces of news. It is an evolution of the paper strips tapes, a continuous paper print-out of stock quotes from a printing telegraph which was mainly used to transmit companies' share price information over telegraph lines before the advance of technology in the 1960s. News tickers have been used in Europe in countries such as United Kingdom, Germany and Ireland for some years; they are also used in several Asian countries and Australia. In the United States, tickers were long used on a special event basis by broadcast television stations to disseminate weather warnings, school closings, and election results. Sports telecasts occasionally used a ticker to update other contests in progress before the expansion of cable news networks and the internet for news content. In addition, some ticker displays are used to relay continuous business and financial information. Most tickers are traditionally displayed in the form of scrolling text running from right to left across the screen or building display (or in the opposite direction for right-to-left writing systems such as Arabic script and Hebrew), allowing for headlines of varying degrees of detail; some used by television broadcasters, however, display stories in a static manner (allowing for the seamless switching of each story individually programmed for display) or utilize a "flipping" effect (in which each individual headline is shown for a few seconds before transitioning to the next, instead of scrolling across the screen, usually resulting in a relatively quicker run through of all of the information programmed into the ticker). Since the growth in usage of the World Wide Web, some news tickers have syndicated news stories posted largely on websites of broadcasters or by other independent news agencies. == Current uses == === Television === The presentation of headlines or other information in a news ticker has become a common element of many different news networks. The use of the ticker has differed on a number of channels: News networks and local newscasts commonly use a setup in which news headlines are scrolled across an area near the bottom of the screen, though some variations have formed, such as showing one headline at a time with a scrolling or "flipper" effect. Financial news channels use two or more tickers displaying company shares prices and business headlines. Networks with a focus on sports often use a slightly different system, where scores and statuses of ongoing and finished games are displayed one by one, along with minor sports highlights, statistics and sports news headlines. They are typically divided into categories devoted to specific leagues and events (with college basketball and football usually focusing on the top 25 ranked teams on the AP Poll, occasionally supplemented by sections for specific conferences). Some programs, including news-based programs emphasizing viewer interactivity, or special events, may also use tickers to display messages and reactions from viewers and others that relate to the program. These comments are often sourced from social networking services such as Facebook and Twitter, typically curating comments from a specific page or hashtag. Due to their current prevalence, they have been occasionally been made targets of pranks and vandalism. In one such example, News 14 Carolina allowed viewers to submit relevant information such as school closings or traffic delays via telephone or the Internet that would be incorporated into the ticker; the system was exploited in February 2004 to display humorous and crude messages, including the infamous "All your base are belong to us". Occasionally messages intended for training accidentally end up being put on the live ticker as happened on BBC News in 2022 when "Weather rain everywhere" and "Manchester United are rubbish" appeared on the live news ticker. Some businesses and organizations have utilized tickers intended for relaying weather-related closings as a surreptitious source for free guerrilla marketing, proclaiming they were open rather than closed and giving their phone number if possible, allowing them to 'advertise' on a television station all day for free. Since then, many stations have required pre-registration of businesses or organizations with an authorized representative and a signed affidavit on company letterhead affirming their authenticity, along with filtering out unfamiliar businesses and organizations, before being able to display their closing announcements. Stations also confirm all closings involving school districts with authorized officials to prevent situations in which students either show up to canceled classes in dangerous conditions, or do not attend school due to an erroneous, prank-submitted, or false listing. === On personal computers === Various applications have been developed over time to install news tickers on personal computer desktops using RSS feeds from news organizations, which are displayed in a fashion similar to those used by television channels but enable the user to access to underlying news stories, a feature not offered by traditional television channels. The Bloomberg Terminal and other financial information-tracking programs and devices also utilize tickers. A ticker may also be used as an unobtrusive method by businesses in order to deliver important information to their staff. The ticker can be set to reappear, stay on screen, or be put into a retractable mode (where a small tab is left visible on-screen). In the United Kingdom, broadcasters have stopped using this technology as other forms of communications have become available and increased in popularity. BBC News and Sky News discontinued their respective desktop tickers in March 2011 and 2012 to focus on other products, such as smartphone applications, to deliver updated information on breaking news and sport stories. === News tickers on buildings === Since the advent of the telegraph, newspapers commonly used their buildings to share the latest headlines. At first simple chalkboard signs were used for bulletins, but limelight illumination, electric lights, magic lantern projections, and other novel techniques were later employed. The method of using electric lights to spell out moving letters was invented by Frank C. Reilly (August 20, 1888 – April 10, 1947) and patented in 1923. Reilly called his invention the Motograph News Bulletin. In 1928, The New York Times installed a Motograph News Bulletin to display news headlines on the sides of Times Tower. The display was 388 feet (118 m) long, 5 feet (1.5 m) high, and employed over 14,800 light bulbs. Popularly known as the "Zipper", the sign remained in use until the building was sold in 1961. The sign was darkened during World War II to comply with wartime lighting restrictions. The Motograph operated until 1994 and was replaced by an electronic version in 1995, which was in turn removed in 2017 due to the replacement of all individual screens on the front of One Times Square with a 350 foot (110 m)-tall LED billboard in 2018. Ticker displays appear today on the exterior of the News Corp Building, which houses the headquarters for Fox News Channel/News Corp in the west extension of Manhattan's Rockefeller Center, as well as one that displays delayed stock market data that is located in Times Square. NASDAQ itself features a large display screen on the facade of the NASDAQ MarketSite building in Times Square. The Reuters buildings at Canary Wharf and in Toronto have news and stock tickers; the latter type features market data for the New York Stock Exchange, NASDAQ and London Stock Exchange, while the Toronto building's ticker also includes quotes from the Toronto Stock Exchange. A red-LED ticker was added to the perimeter of 10 Rockefeller Center in 1994, as the building was being renovated to accommodate the studios for NBC's Today. Placed at the juncture of the first and second floors, the ticker is visible to spectators in Rockefeller Plaza and passersby on West 49th Street and updates continuously, even at times when Today is not being produced and broadcast. As of 2015, the ticker strip is only a small part of a large two-floor LCD video display that is placed within the window of the studio showing promotional information. The Martin Place Headquarters of Seven News, the news division of Australian television broadcaster Seven Network, also incorporates a ticker that wraps around the building. == In popular culture == The use of new

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  • Vinyl cutter

    Vinyl cutter

    A vinyl cutter is an entry-level machine for making signs. Computer-designed vector files with patterns and letters are directly cut on the roll of vinyl which is mounted and fed into the vinyl cutter through USB or serial cable. Vinyl cutters are mainly used to make signs, banners and advertisements. Advertisements seen on automobiles and vans are often made with vinyl cut letters. While these machines were designed for cutting vinyl, they can also cut through computer and specialty papers, as well as thicker items like thin sheets of magnet. In addition to sign business, vinyl cutters are commonly used for apparel decoration. To decorate apparel, a vector design needs to be cut in mirror image, weeded, and then heat applied using a commercial heat press or a hand iron for home use. Some businesses use their vinyl cutter to produce both signs and custom apparel. Many crafters also have vinyl cutters for home use. These require little maintenance, and the vinyl can be bought in bulk relatively cheaply. Vinyl cutters are also often used by stencil artists to create single use or reusable stencil art and lettering == How it works == A vinyl cutter is a type of computer-controlled machine tool. The computer controls the movement of a sharp blade over the surface of the material as it would the nozzles of an ink-jet printer. This blade is used to cut out shapes and letters from sheets of thin self-adhesive plastic (vinyl). The vinyl can then be stuck to a variety of surfaces depending on the adhesive and type of material. To cut out a design, a vector-based image must be created using vector drawing software. Some vinyl cutters are marketed to small in-home businesses and require download and use of a proprietary editing software. The design is then sent to the cutter where it cuts along the vector paths laid out in the design. The cutter is capable of moving the blade on an X and Y axis over the material, cutting it into the required shapes. The vinyl material comes in long rolls allowing projects with significant length like banners or billboards to be easily cut. A major limitation with vinyl cutters is that they can only cut shapes from solid colours of vinyl, paper, card or thin plastic sheets such as Mylar. The type and thickness of material will vary for each cutter and how much downforce the cutter is capable of. If the material has no backing, a backing sheet, material or cutting mat and a temporary adhesive are needed to allow the cutter to cut through the material. A design with multiple colours must have each colour cut separately and then layered on top of each other as it is applied to the substrate. This is a process that is often applied in stencil art. Also, since the shapes are cut out of solid colours, photographs and gradients cannot be reproduced with a stand-alone cutter. === Design creation === Designs are created using vector-based software like Adobe Illustrator, FlexiSign, EasyCutPro, or other software. Vector artwork is either drawn with lines, shapes and text or images are vectorized thus create vector shapes. Most cutters (also called plotters) require special software to load/edit the artwork and communicate with the cutter. Computer designed images are loaded onto the vinyl cutter via a wired connection or over a wireless protocol. Then the vinyl is loaded into the machine where it is automatically fed through and cut to follow the set design. The vinyl can be placed on an adhesive mat to stabilize the vinyl when cutting smaller designs. === Types of vinyl === Adhesive vinyl is the type of vinyl used for store windows, car decals, signage, and more. Adhesive vinyl is applied with a transfer medium often called "transfer tape" or "carrier sheet". Heat transfer vinyl is the type of vinyl used to apply a design to fabric including t-shirts, tea towels, canvas bags, and more. Heat Transfer vinyl can be applied using a heat press or an iron, though the constant pressure and heat from a heat press is recommended by experts. === Using other materials === In addition to vinyl some cutters are capable of cutting other materials such as paper, card, plastic sheets and even thin wood. The thickness and type of material that can be cut will depend on the model of the cutter and heavily depends on the downforce. Cricut is a popular home cutter used by arts and craft enthusiasts since it allows for a wide use of different materials and is similar in size to a household printer and has strong downforce for its size. === Backing and cutting mat === If you cut material that doesn't have an adhesive backing you will require a cutting mat that you need to attach your material to. Some cutting mats are sticky, others will require you to use a temporary adhesive and/or masking tape to keep the material in place when cutting. === Cutting === The vinyl cutter uses a small knife or blade to precisely cut the outline of figures into a sheet or piece of vinyl, but not the release liner. The process of cutting vinyl material without penetrating it completely is referred to as "kiss cutting". The knife moves side to side and turns, while the vinyl is moved beneath the knife. The results from the cut process is an image cut into the material. === Weeding === The material is then 'weeded' where the excess parts of the figures are removed from the release liner. It is possible to remove the positive parts, which would give a negative decal, or remove the negative parts, giving a positive decal. Removing the figure would be like removing the positive, giving a negative image of the figures. === Transfer tape === A sheet of transfer tape with an adhesive backing is laid on the weeded vinyl when necessary. Heat Transfer vinyl often does not require use of a separate transfer tape. A roller is applied to the tape, causing it to adhere to the vinyl. The transfer tape and the weeded vinyl is pulled off the release liner, and applied to a substrate, such as a sheet of aluminium. This results in an aluminium sign with vinyl figures. == Uses == In addition to the capabilities of the cutter itself, adhesive vinyl comes in a wide variety of colors and materials including gold and silver foil, vinyl that simulates frosted glass, holographic vinyl, reflective vinyl, thermal transfer material, and even clear vinyl embedded with gold leaf. (Often used in the lettering on fire trucks and rescue vehicles.) As the vinyl film is supplied by the manufacturer, it comes attached to a release liner. == Challenges when cutting on a vinyl cutter == Cutting on a vinyl cutter requires careful calibration to achieve clean and accurate results, especially when the goal is to cut through only the top layer of material while leaving the backing intact. One of the most common challenges is setting the correct cutting depth. If the blade is not lowered enough, the vinyl material may not separate properly; if it goes too deep, it can cut through the backing layer and potentially damage the cutting mat. The cutting depth on the vinyl cutter machines typically does not exceed 1 mm. Another frequent issue is the mismatch between the blade and the type of material being processed. Using an inappropriate blade can lead to uneven cuts, premature dulling of the edge, and torn or frayed material. The overall quality of the output also depends on factors such as the cutting speed, blade sharpening and cutting angle, and the material the knife is made of.

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