AI Art Pragmata

AI Art Pragmata — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Multi-armed bandit

    Multi-armed bandit

    In probability theory and machine learning, the multi-armed bandit problem (sometimes called the K- or N-armed bandit problem) is named from imagining a gambler at a row of slot machines (sometimes known as "one-armed bandits"), who has to decide which machines to play, how many times to play each machine and in which order to play them, and whether to continue with the current machine or try a different machine. More generally, it is a problem in which a decision maker iteratively selects one of multiple fixed choices (i.e., arms or actions) when the properties of each choice are only partially known at the time of allocation, and may become better understood as time passes. A fundamental aspect of bandit problems is that choosing an arm does not affect the properties of the arm or other arms. Instances of the multi-armed bandit problem include the task of iteratively allocating a fixed, limited set of resources between competing (alternative) choices in a way that minimizes the regret. A notable alternative setup for the multi-armed bandit problem includes the "best arm identification (BAI)" problem where the goal is instead to identify the best choice by the end of a finite number of rounds. The multi-armed bandit problem is a classic reinforcement learning problem that exemplifies the exploration–exploitation tradeoff dilemma. In contrast to general reinforcement learning, the selected actions in bandit problems do not affect the reward distribution of the arms. The multi-armed bandit problem also falls into the broad category of stochastic scheduling. In the problem, each machine provides a random reward from a probability distribution specific to that machine, that is not known a priori. The objective of the gambler is to maximize the sum of rewards earned through a sequence of lever pulls. The crucial tradeoff the gambler faces at each trial is between "exploitation" of the machine that has the highest expected payoff and "exploration" to get more information about the expected payoffs of the other machines. The trade-off between exploration and exploitation is also faced in machine learning. In practice, multi-armed bandits have been used to model problems such as managing research projects in a large organization, like a science foundation or a pharmaceutical company. In early versions of the problem, the gambler begins with no initial knowledge about the machines. Herbert Robbins in 1952, realizing the importance of the problem, constructed convergent population selection strategies in "some aspects of the sequential design of experiments". A theorem, the Gittins index, first published by John C. Gittins, gives an optimal policy for maximizing the expected discounted reward. == Empirical motivation == The multi-armed bandit problem models an agent that simultaneously attempts to acquire new knowledge (called "exploration") and optimize their decisions based on existing knowledge (called "exploitation"). The agent attempts to balance these competing tasks in order to maximize their total value over the period of time considered. There are many practical applications of the bandit model, for example: clinical trials investigating the effects of different experimental treatments while minimizing patient losses, adaptive routing efforts for minimizing delays in a network, financial portfolio design In these practical examples, the problem requires balancing reward maximization based on the knowledge already acquired with attempting new actions to further increase knowledge. This is known as the exploitation vs. exploration tradeoff in machine learning. The model has also been used to control dynamic allocation of resources to different projects, answering the question of which project to work on, given uncertainty about the difficulty and payoff of each possibility. Originally considered by Allied scientists in World War II, it proved so intractable that, according to Peter Whittle, the problem was proposed to be dropped over Germany so that German scientists could also waste their time on it. The version of the problem now commonly analyzed was formulated by Herbert Robbins in 1952. == The multi-armed bandit model == The multi-armed bandit (short: bandit or MAB) can be seen as a set of real distributions B = { R 1 , … , R K } {\displaystyle B=\{R_{1},\dots ,R_{K}\}} , each distribution being associated with the rewards delivered by one of the K ∈ N + {\displaystyle K\in \mathbb {N} ^{+}} levers. Let μ 1 , … , μ K {\displaystyle \mu _{1},\dots ,\mu _{K}} be the mean values associated with these reward distributions. The gambler iteratively plays one lever per round and observes the associated reward. The objective is to maximize the sum of the collected rewards. The horizon H {\displaystyle H} is the number of rounds that remain to be played. The bandit problem is formally equivalent to a one-state Markov decision process. The regret ρ {\displaystyle \rho } after T {\displaystyle T} rounds is defined as the expected difference between the reward sum associated with an optimal strategy and the sum of the collected rewards: ρ = T μ ∗ − ∑ t = 1 T r ^ t {\displaystyle \rho =T\mu ^{}-\sum _{t=1}^{T}{\widehat {r}}_{t}} , where μ ∗ {\displaystyle \mu ^{}} is the maximal reward mean, μ ∗ = max k { μ k } {\displaystyle \mu ^{}=\max _{k}\{\mu _{k}\}} , and r ^ t {\displaystyle {\widehat {r}}_{t}} is the reward in round t {\displaystyle t} . A zero-regret strategy is a strategy whose average regret per round ρ / T {\displaystyle \rho /T} tends to zero with probability 1 when the number of played rounds tends to infinity. Intuitively, zero-regret strategies are guaranteed to converge to a (not necessarily unique) optimal strategy if enough rounds are played. == Variations == A common formulation is the Binary multi-armed bandit or Bernoulli multi-armed bandit, which issues a reward of one with probability p {\displaystyle p} , and otherwise a reward of zero. Another formulation of the multi-armed bandit has each arm representing an independent Markov machine. Each time a particular arm is played, the state of that machine advances to a new one, chosen according to the Markov state evolution probabilities. There is a reward depending on the current state of the machine. In a generalization called the "restless bandit problem", the states of non-played arms can also evolve over time. There has also been discussion of systems where the number of choices (about which arm to play) increases over time. Computer science researchers have studied multi-armed bandits under worst-case assumptions, obtaining algorithms to minimize regret in both finite and infinite (asymptotic) time horizons for both stochastic and non-stochastic arm payoffs. === Best arm identification === An important variation of the classical regret minimization problem in multi-armed bandits is best arm identification (BAI), also known as pure exploration. This problem is crucial in various applications, including clinical trials, adaptive routing, recommendation systems, and A/B testing. In BAI, the objective is to identify the arm having the highest expected reward. An algorithm in this setting is characterized by a sampling rule, a decision rule, and a stopping rule, described as follows: Sampling rule: ( a t ) t ≥ 1 {\displaystyle (a_{t})_{t\geq 1}} is a sequence of actions at each time step Stopping rule: τ {\displaystyle \tau } is a (random) stopping time which suggests when to stop collecting samples Decision rule: a ^ τ {\displaystyle {\hat {a}}_{\tau }} is a guess on the best arm based on the data collected up to time τ {\displaystyle \tau } There are two predominant settings in BAI: Fixed budget setting: Given a time horizon T ≥ 1 {\displaystyle T\geq 1} , the objective is to identify the arm with the highest expected reward a ⋆ ∈ arg ⁡ max k μ k {\displaystyle a^{\star }\in \arg \max _{k}\mu _{k}} minimizing probability of error δ {\displaystyle \delta } . Fixed confidence setting: Given a confidence level δ ∈ ( 0 , 1 ) {\displaystyle \delta \in (0,1)} , the objective is to identify the arm with the highest expected reward a ⋆ ∈ arg ⁡ max k μ k {\displaystyle a^{\star }\in \arg \max _{k}\mu _{k}} with the least possible amount of trials and with probability of error P ( a ^ τ ≠ a ⋆ ) ≤ δ {\displaystyle \mathbb {P} ({\hat {a}}_{\tau }\neq a^{\star })\leq \delta } . For example using a decision rule, we could use m 1 {\displaystyle m_{1}} where m {\displaystyle m} is the machine no.1 (you can use a different variable respectively) and 1 {\displaystyle 1} is the amount for each time an attempt is made at pulling the lever, where ∫ ∑ m 1 , m 2 , ( . . . ) = M {\displaystyle \int \sum m_{1},m_{2},(...)=M} , identify M {\displaystyle M} as the sum of each attempts m 1 + m 2 {\displaystyle m_{1}+m_{2}} , (...) as needed, and from there you can get a ratio, sum or mean as quantitative probability and sample your formulation for each slots. You can also do ∫ ∑ k ∝ i N − (

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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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  • Vacuum tube characteristics

    Vacuum tube characteristics

    Vacuum tube characteristics (also called tube curves, valve characteristics or valve curves) describes the electrical relationships between electrode voltages and currents in a vacuum tube. These relationships are commonly presented as characteristic curves in tube manuals and engineering references. The curves typically show plate current versus plate voltage for several fixed control-grid voltages, showing how current varies with electrode potentials under controlled conditions. Designers use them to select operating points, determine voltage gain, estimate output power, and construct graphical load-line analyses. The use of characteristic curves as an engineering tool for analyzing vacuum-tube operation was established in the 1910s, notably in work by Edwin Howard Armstrong. Examples of such curves appear in early tube manuals and textbooks and form the basis of classical vacuum-tube circuit design. Different types of vacuum tubes are characterized using plots appropriate to their electrode structure and intended use. Two-electrode devices such as diodes are described primarily by the relation between plate voltage and plate current. Amplifying tubes containing control grids, such as triodes, tetrodes, pentodes, and beam tetrodes, are represented by families of curves measured for different grid voltages. From these families additional parameters such as amplification factor (μ), transconductance (gm), and plate resistance (rp) may be obtained. Although these plots are used primarily for circuit design, their shapes arise from the underlying physics of electron flow in vacuum tubes. The physical principles responsible for the observed characteristics are discussed in later sections. == 3/2 power law == In high-vacuum thermionic diodes operating under normal conditions, plate current increases nonlinearly with plate voltage. Over the space-charge-limited region, the current is well approximated by the three-halves power relation I p = P ⋅ V p 3 / 2 {\displaystyle I_{p}=P\cdot V_{p}^{3/2}} where P {\displaystyle P} is the perveance of the tube. Perveance is determined primarily by electrode geometry, including cathode area and cathode-to-plate spacing. It provides a practical measure of current-producing capability and is often used in tube manuals in place of a complete family of plate-characteristic curves. == Signal diode characterization == For small-signal diodes, tube manuals typically publish a single static anode characteristic showing anode current (Ia) as a function of anode voltage (Va), measured with the heater operating at its rated voltage. Because the diode contains no control grid, only one such I–V curve is required. The low-voltage portion of the curve is particularly important in detector service, where the nonlinear curvature of the current–voltage relation allows a small alternating signal to produce a net direct-current output, resulting in rectification. In addition to the static characteristic, tube manuals specify heater ratings, maximum plate voltage, permissible average current, and interelectrode capacitance. These parameters define the allowable operating region and high-frequency behavior. Another typical data sheet for a diode is for the Philips EB91 double diode. This book includes curves of the diode response in use as a detector. The output voltage is non-zero for an input voltage of 0 due to the Edison effect. == Rectifier characterization == Vacuum-tube rectifiers intended for power-supply service are specified differently from signal diodes. Their data emphasize heater requirements, peak inverse voltage, maximum peak plate current, permissible DC output current for various filter configurations, and regulation characteristics. Rectifier tubes exhibit nonlinear voltage drop that increases with current. For limited operating ranges this behavior may be represented by an equivalent or effective series resistance corresponding to the local slope of the plate characteristic (dynamic plate resistance, dV/dI). Diode voltages can be determied by use of a graphical aide. In capacitor-input supplies, conduction occurs in pulses near the peaks of the AC waveform, producing peak currents substantially greater than the average DC load current. Data sheets therefore specify maximum peak plate current and permissible filter capacitance in addition to average DC ratings. Under varying load conditions, the supply voltage changes in accordance with the rectifier's nonlinear characteristic and effective impedance. == Triode characterization == === Early use === The systematic use of characteristic curves to explain and quantify vacuum-tube amplification was introduced by Edwin Howard Armstrong in 1914. Using measured plate voltage-current curves, Armstrong demonstrated the mechanism of triode amplification and clarified the operation of grid-leak detection. ==== Plate and transfer characteristics ==== Triode data sheets present families of plate characteristics showing plate current I p {\displaystyle I_{p}} as a function of plate voltage E p {\displaystyle E_{p}} for several fixed grid voltages E g {\displaystyle E_{g}} . From these curves the operating point, voltage gain, and load-line behavior may be determined graphically. In normal operation, plate current depends on both grid and plate voltage. Classical analysis shows that the characteristics for different grid voltages are similar in form and differ primarily by horizontal displacement. In triodes, plate current may be approximated by I p = k ( E g + E p μ ) 3 / 2 {\displaystyle I_{p}=k\left(E_{g}+{\frac {E_{p}}{\mu }}\right)^{3/2}} where E g {\displaystyle E_{g}} is the grid voltage, E p {\displaystyle E_{p}} the plate voltage, μ {\displaystyle \mu } the amplification factor, and k {\displaystyle k} a constant determined by the tube geometry.. The amplification factor μ represents the relative effectiveness of grid voltage compared with plate voltage in controlling current. It is fundamentally determined by structural dimensions, particularly grid-to-cathode spacing relative to plate-to-cathode spacing. ==== Small-signal parameters ==== Triodes are commonly characterized by three interrelated small-signal parameters: Amplification factor ( μ {\displaystyle \mu } ) — the change in plate voltage divided by the change in grid voltage at constant plate current: μ = ( ∂ E p ∂ E g ) I p {\displaystyle \mu =\left({\frac {\partial E_{p}}{\partial E_{g}}}\right)_{I_{p}}} Transconductance ( g m {\displaystyle g_{m}} ) — the change in plate current divided by the change in grid voltage at constant plate voltage: g m = ( ∂ I p ∂ E g ) E p {\displaystyle g_{m}=\left({\frac {\partial I_{p}}{\partial E_{g}}}\right)_{E_{p}}} Plate resistance ( r p {\displaystyle r_{p}} ) — the change in plate voltage divided by the change in plate current at constant grid voltage: r p = ( ∂ E p ∂ I p ) E g {\displaystyle r_{p}=\left({\frac {\partial E_{p}}{\partial I_{p}}}\right)_{E_{g}}} These parameters are related by μ = g m r p {\displaystyle \mu =g_{m}r_{p}} as shown in classical tube theory treatments. These parameters are obtained either from slopes of the characteristic curves or from tabulated operating-point data. ==== Comparison of ECC81, ECC82, and ECC83 ==== The ECC81, ECC82, and ECC83 (also known respectively as 12AT7, 12AU7, and 12AX7) are closely related dual triodes widely used in small-signal amplifier stages. Although similar in construction and envelope size, they differ significantly in electrical parameters due to differences in electrode spacing and grid structure. (Data representative of manufacturer specifications.) The ECC83 exhibits high μ {\displaystyle \mu } and high plate resistance, producing large voltage gain but relatively low current drive capability. The ECC82 has lower μ {\displaystyle \mu } and lower plate resistance, allowing greater current delivery and reduced voltage gain. The ECC81 occupies an intermediate position with comparatively high transconductance and moderate amplification factor. These differences arise primarily from variations in grid pitch, cathode area, and electrode spacing, which determine perveance and amplification factor. Although the external envelope is similar, the internal geometry governs the characteristic curves and small-signal parameters. == Tetrode (screen-grid) characterization == The screen-grid tube (tetrode) was developed primarily to reduce the electrostatic coupling between plate and control grid that limited gain and stability in radio-frequency triode amplifiers. In triodes, the grid–plate capacitance provides feedback from plate to grid, restricting obtainable gain and often requiring neutralization circuits such as those used in neutrodyne receivers. By inserting a positively biased screen grid between control grid and plate, this capacitive coupling is greatly reduced, permitting higher stable gain at radio frequencies. The screen grid, also known as the shield grid or grid 2 (to distinguish it from t

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  • Svelte

    Svelte

    Svelte is a free and open-source component-based front-end software framework and language created by Rich Harris and maintained by the Svelte core team. Svelte is not a monolithic JavaScript library imported by applications: instead, Svelte compiles HTML templates to specialized code that manipulates the DOM directly, which may reduce the size of transferred files and give better client performance. Application code is also processed by the compiler, inserting calls to automatically recompute data and re-render UI elements when the data they depend on is modified. This also avoids the overhead associated with runtime intermediate representations, such as virtual DOM, unlike traditional frameworks (such as React and Vue) which carry out the bulk of their work at runtime, i.e. in the browser. The compiler itself is written in JavaScript. Its source code is licensed under MIT License and hosted on GitHub. Among comparable frontend libraries, Svelte has one of the smallest bundle footprints at merely 2KB. == History == The predecessor of Svelte is Ractive.js, which Rich Harris created in 2013. Version 1 of Svelte was written in JavaScript and was released on 29 November 2016. The name Svelte was chosen by Rich Harris and his coworkers at The Guardian. Version 2 of Svelte was released on 19 April 2018. It set out to correct what the maintainers viewed as mistakes in the earlier version such as replacing double curly braces with single curly braces. Version 3 of Svelte was written in TypeScript and was released on 21 April 2019. It rethought reactivity by using the compiler to instrument assignments behind the scenes. The SvelteKit web framework was announced in October 2020 and entered beta in March 2021. SvelteKit 1.0 was released in December 2022 after two years in development. Version 4 of Svelte was released on 22 June 2023. It was a maintenance release, smaller and faster than version 3. A part of this release was an internal rewrite from TypeScript back to JavaScript, with JSDoc type annotations. This was met with confusion from the developer community, which was addressed by the creator of Svelte, Rich Harris. Version 5 of Svelte was released on October 19, 2024 at Svelte Summit Fall 2024 with Rich Harris cutting the release live while joined by other Svelte maintainers. Svelte 5 was a ground-up rewrite of Svelte, changing core concepts such as reactivity and reusability. Its primary feature, runes, reworked how reactive state is declared and used. Runes are function-like macros that are used to declare a reactive state, or code that uses reactive states. These runes are used by the compiler to indicate values that may change and are depended on by other states or the DOM. Svelte 5 also introduces Snippets, which are reusable "snippets" of code that are defined once and can be reused anywhere else in the component. Svelte 5 was initially met with controversy due to its many changes, and thus deprecations caused primarily by runes. However, most of this has subsided since the initial announcement of runes, and the further refining of Svelte 5. Also at Svelte Summit Fall 2024, Ben McCann announced the Svelte CLI under the sv package name on npm. In early 2025, the Svelte team announced Asynchronous Svelte, an experimental feature set centered around asynchronous reactivity in Svelte using await expressions. As of August 2025, the feature is available via an experimental compiler option. This coincided with the experimental release of remote functions, an RPC feature in SvelteKit, Svelte's metaframework. Key early contributors to Svelte became involved with Conduitry joining with the release of Svelte 1, Tan Li Hau joining in 2019, and Ben McCann joining in 2020. Rich Harris and Simon Holthausen joined Vercel to work on Svelte fulltime in 2022. Dominic Gannaway joined Vercel from the React core team to work on Svelte fulltime in 2023. == Syntax == Svelte applications and components are defined in .svelte files, which are HTML files extended with templating syntax that is based on JavaScript and is similar to JSX. Svelte's core features are accessed through runes, which syntactically look like functions, but are used as macros by the compiler. These runes include: The $state rune, used for declaring a reactive state value The $derived rune, used for declaring reactive state derived from one or more states The $effect rune, used for declaring code that reruns whenever its dependencies change Starting with Svelte 5, the framework introduced a significant reactivity overhaul that replaces the previous `$:` reactive declarations with new runes such as $state, $derived, and $effect. The $effect rune is now used for post-render operations without modifying state, while $derived is used for computations that depend on other reactive values. This change aims to simplify the mental model of reactivity and make component logic more explicit. Additionally, the { JavaScript code } syntax can be used for templating in HTML elements and components, similar to template literals in JavaScript. This syntax can also be used in element attributes for uses such as two-way data binding, event listeners, and CSS styling. A Todo List example made in Svelte is below: == Associated projects == The Svelte maintainers created SvelteKit as the official way to build projects with Svelte. It is a Next.js/Nuxt-style full-stack framework that dramatically reduces the amount of code that gets sent to the browser. The maintainers had previously created Sapper, which was the predecessor of SvelteKit. The Svelte maintainers also maintain a number of integrations for popular software projects under the Svelte organization including integrations for Vite, Rollup, Webpack, TypeScript, VS Code, Chrome Developer Tools, ESLint, and Prettier. A number of external projects such as Storybook have also created integrations with Svelte and SvelteKit. == Influence == Vue.js modeled its API and single-file components after Ractive.js, the predecessor of Svelte. == Adoption == Svelte is widely praised by developers. Taking the top ranking in multiple large scale developer surveys, it was chosen as the Stack Overflow 2021 most loved web framework and 2020 State of JS frontend framework with the most satisfied developers. Recent surveys continue to show Svelte's strong developer satisfaction, with the 2024 State of JS survey maintaining its position among the most praised frontend frameworks. The 2024 Stack Overflow Developer Survey reported that 73% of developers who used Svelte want to continue working with it, and noted that Stack Overflow's own team used Svelte for building their 2024 Developer Survey results site. Svelte has been adopted by a number of high-profile web companies including The New York Times, Google, Apple, Spotify, Radio France, Square, Yahoo, ByteDance, Rakuten, Bloomberg, Reuters, Ikea, Facebook, Logitech, and Brave. A community group of primarily non-maintainers, known as the Svelte Society, run the Svelte Summit conference, write a Svelte newsletter, host a Svelte podcast, and host a directory of Svelte tooling, components, and templates.

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  • Fuse Services Framework

    Fuse Services Framework

    Fuse Services Framework is an open source SOAP and REST web services platform based on Apache CXF for use in enterprise IT organizations. It is productized and supported by the Fuse group at FuseSource Corp. Fuse Services Framework service-enables new and existing systems for use in enterprise SOA infrastructure. Fuse Services Framework is a pluggable, small-footprint engine that creates high performance, secure and robust services in minutes using front-end programming APIs like JAX-WS and JAX-RS. It supports multiple transports and bindings and is extensible so developers can add bindings for additional message formats so all systems can work together without having to communicate through a centralized server. Fuse Services Framework is now a part of Red Hat JBoss Fuse. Fabric8 is a free Apache 2.0 Licensed upstream community for the JBoss Fuse product from Red Hat.

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  • Filter (social media)

    Filter (social media)

    Filters are digital image effects often used on social media. They initially simulated the effects of camera filters, and they have since developed with facial recognition technology and computer-generated augmented reality. Social media filters—especially beauty filters—are often used to alter the appearance of selfies taken on smartphones or other similar devices. While filters are commonly associated with beauty enhancement and feature alterations, there is a wide range of filters that have different functions. From adjusting photo tones to using face animations and interactive elements, users have access to a range of tools. These filters allow users to enhance photos and allow room for creative expression and fun interactions with digital content. == History == Beauty filters originate from Purikura ("print club"), a type of Japanese photographic arcade game machine conceived in 1994 by Sasaki Miho, a female employee at Atlus, and released in 1995 by Atlus and Sega primarily for female visitors at Japanese arcades. They allowed the manipulation of digital selfie photos with kawaii beauty filters similar to later Snapchat filters. Purikura filters included beautifying the image, cat whiskers, bunny ears, writing text, scribbling graffiti, selecting backdrops, borders, insertable decorations, icons, hair extensions, twinkling diamond tiaras, tenderized light effects, and predesigned decorative margins. To capitalize on the Purikura phenomenon in Japan during the late 1990s, Japanese mobile phones began including a front-facing camera, starting with the Kyocera Visual Phone VP‑210 in 1999. The Sanyo SCP-5300 released in 2002 was the first camera phone with filter effects, such as illumination, white‑balance control, sepia, black and white, and negative colors. Purikura-like beauty filters later appeared in smartphone apps such as Instagram and Snapchat in the 2010s. In 2010, Apple introduced the iPhone 4—the first iPhone model with a front-facing camera. It gave rise to a dramatic increase in selfies, which could be touched up with more flattering lighting effects with applications such as Instagram. The American photographer Cole Rise was involved in the creation of the original filters for Instagram around 2010, designing several of them himself, including Sierra, Mayfair, Sutro, Amaro, and Willow. However, the technology for virtual lens filters was invented and patented by Patrick Levy-Rosenthal in 2007. The patent received 100 citations, including Facebook, Nvidia, Microsoft, Samsung, and Snap. In September, 2011, the Instagram 2.0 update for the application introduced "live filters," which allowed the user to preview the effect of the filter while shooting with the application's camera. #NoFilter, a hashtag label to describe an image that had not been filtered, became popular around 2013. An update in 2014 allowed users to adjust the intensity of the filters as well as fine-tune other aspects of the image, features that had been available for years on applications such as VSCO and Litely. In 2014, Snapchat started releasing sponsored filters to monetize the participatory use of the application. In September 2015, Snapchat acquired Looksery and released a feature called "lenses," animated filters using facial recognition technology. Some of the early lenses available on Snapchat at the time were Heart Eyes, Terminator, Puke Rainbows, Old, Scary, Rage Face, Heart Avalanche. The Coachella filter released April 2016 was a popular early augmented reality filter. In April 2017, Facebook released the Camera Effects Platform, which is the first augmented reality platform that allows developers to create their own filters and effects on Facebook's Camera. In December 2017, Snapchat also launched their Lens Studio augmented reality developer tool that allows users and advertisers to do the same on the Snapchat application. In April 2022,TikTok joined the two, and launched their own augmented reality developer platform called Effect house. In February 2023, Effect House gave opened up the access to generative AI tools that allowed creators to change facial features in real time. In November 2023, TikTok released a feature where users no longer needed Effect House to create their own filters, as they are now able to create their own effects on the TikTok application. In August 2024, Meta announced that it would be removing third-party filter effects from its family of apps by January 14, 2025. The AR development software Meta Spark AR will also be retired at the same time; it was at one point the "world's largest mobile AR platform". Brand and creator effects represent the vast majority of filters available on Meta platforms, with over 2 million third-party filters available as of 2021. == Beauty filter == A beauty filter is a filter applied to still photographs, or to video in real time, to enhance the physical attractiveness of the subject. Typical effects of such filters include smoothing skin texture and modifying the proportions of facial features, for example enlarging the eyes or narrowing the nose. Filters may be included as a built-in feature of social media apps such as Instagram or Snapchat, or implemented through standalone applications such as Facetune. In 2020, the "Perfect Skin" filter for Snapchat and Instagram which was created by Brazilian augmented reality developer Brenno Faustino gained more than 36 million impressions in the first 24 hours of its release. In 2021, TikTok users pointed out how the default front-facing camera on the platform automatically applied the retouch and other feature-altering filters. Users noted that these filters slimmed down faces, smoothed skin, whitened teeth, and altered facial features such as nose and eye size, without the option to disable this feature through settings. In March 2023, the "Bold Glamour" filter was released on TikTok and instantly went viral with over 18 million videos created within its first week. This filter subtly enhances the user's facial features seamlessly, giving the illusion of fuller eyebrows, taller cheekbones, enhanced eye make up, a smaller nose, plumper lips, and clearer skin, giving off a natural yet distinct effect. As of May 2024, the filter has been used in over 220 million videos and has become a pivotal moment for beauty filters on digital platforms. Critics have raised concerns that the widespread use of such filters on social media may lead to negative body image, particularly among girls. Though Meta's intention of removing third-party filters will likely see all beauty filters removed, academics feel that the damage of beautifying filters is already done. === Background === The manipulation of photos to enhance attractiveness has long been possible using software such as Adobe Photoshop and, before that, analogue techniques such as airbrushing. However, such tools required considerable technical and artistic skill, and so their use was mostly limited to professional contexts, such as magazines or advertisements. By contrast, filters work in an automated fashion through the use of complex algorithms, requiring little or no input from the user. This ease of use, in combination with the increase in processing power of smartphones, and the rise of social media and selfie culture, have led to photographic manipulation occurring on a much wider scale than ever before. One of the earliest examples of a content-aware digital photographic filter is red-eye reduction. === Effects === Typical changes applied by beauty filters include: Smoothing skin texture; minimizing fine lines and blemishes Erasing under-eye bags Erasing naso-labial lines ("laugh lines") Application of virtual makeup, such as lipstick or eyeshadow Slimming the face; erasing double chins Enlarging the eyes Whitening teeth Narrowing the nose Increasing fullness of the lips Beauty filters most frequently target the face, though in some cases they may affect other body parts. For example, the app "Retouch Me" was reported to have a feature which allows users to superimpose visible abdominal muscles (a "six pack") onto photos featuring the subject's bare stomach. === Reception and psychological effects === Some commentators have expressed concern that beauty filters may create unrealistic beauty standards, particularly among girls, and contribute to rates of body dysmorphic disorder. A correlation has been established between negative body image and the use of beautifying filters, though the direction of causation is unknown. The inability to discern whether a particular image has been filtered is thought to exacerbate their negative psychological effects. Policymakers have advocated for social networks to disclose the use of filters; TikTok, Instagram, and Snapchat all label filtered photos and videos with the name of the filter applied. It has also been noted that beauty filters on social media tend to highlight Eurocentric features, like lighter eyes, a smaller nose, and flushed ch

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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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  • Elonis v. United States

    Elonis v. United States

    Elonis v. United States, 575 U.S. 723 (2015), was a United States Supreme Court case concerning whether conviction of threatening another person over interstate lines (under 18 U.S.C. § 875(c)) requires proof of subjective intent to threaten or whether it is enough to show that a "reasonable person" would regard the statement as threatening. In controversy were the purported threats of violent rap lyrics written by Anthony Douglas Elonis and posted to Facebook under a pseudonym. The ACLU filed an amicus brief in support of the petitioner. It was the first time the Court has heard a case considering true threats and the limits of speech on social media. == Background == In May 2010, Elonis was in the process of divorce and made a number of public Facebook posts. Prior to his postings, he had lost his job at an amusement park. He "posted the script of a sketch" by The Whitest Kids U' Know, which originally referenced saying "I want to kill the President of the United States" and replaced the president with his wife: Elonis ended the post with this statement: "Art is about pushing limits. I'm willing to go to jail for my constitutional rights. Are you?" A week later, Elonis posted about local law enforcement and a kindergarten class, which caught the attention of the Federal Bureau of Investigation. Then, he wrote a post on Facebook about one of the agents who visited him: He concluded: == Arrest and Conviction == These actions led to Elonis's arrest on December 8, 2010. He was indicted by a grand jury on five counts of threats to his estranged ex-wife, park employees and visitors, local law enforcement, an FBI agent, and a kindergarten class that had been relayed through interstate communication. At the district court, Elonis moved to dismiss the indictment for failing to allege that he had intended to threaten anyone, claiming his Facebook post was not were not intended as a threat. He argued that, as an aspiring rap artist, his posts were intended to be a form of artistic expression to help him cope with his recent loses. According to him, he did not mean anything said in his posts in a literal sense. His motion was denied. He requested a jury instruction that "the government must prove that he intended to communicate a true threat", which was also denied. He was convicted on the last four of the five counts, and was sentenced to 44 months in prison and three years on supervised release. He appealed unsuccessfully to the Third Circuit, renewing his challenge to the jury instructions. He then appealed to the U.S. Supreme Court based on lack of any attempt to show intent to threaten and on First Amendment rights. == Decision == On June 1, 2015, the U.S. Supreme Court reversed Elonis's conviction in an 8–1 decision. Chief Justice John Roberts wrote for a seven-justice majority, Samuel Alito authored an opinion concurring in part and dissenting in part, and Clarence Thomas authored a dissenting opinion. The finding of the circuit court was reversed and the matter remanded. === Majority opinion === The majority opinion, written by Roberts, did not rule on First Amendment matters or on the question of whether recklessness was sufficient mens rea to show intent. It ruled that mens rea was required to prove the commission of a crime under §875(c). Importantly, the mens rea issue had been preserved for review, since Elonis had raised that objection at every stage of the previous proceedings. The government contended that the presence of the words "intent to extort" in §875(b) and §875(d) implied that the absence in §875(c) was constructive. The court disagreed, holding that the absence of the language in §875(c) was because the section was intended to have a broader scope than threats relating to extortion. The opinion drew on many Supreme Court cases holding that in criminal law, mens rea was required though it had not been mentioned explicitly in statute. Consequently, the Supreme Court ruled in favor of Elonis. === Alito's concurrence === Justice Samuel Alito, concurring in part and dissenting in part, opined that while agreeing that mens rea was required and specifically that showing negligence was not sufficient, the court should have ruled on the question of recklessness. He further opined that recklessness was sufficient to show a crime under that provision on the basis that going further would amount to amending the statute, rather than interpreting it. Since Elonis explicitly argued that recklessness was not sufficient, Alito said: I would therefore remand for the Third Circuit to determine if Elonis’s failure (indeed, refusal) to argue for recklessness prevents reversal of his conviction. The Third Circuit should also have the opportunity to consider whether the conviction could be upheld on harmless error grounds. Alito also addressed the First Amendment question, elided by the majority opinion. He held that "lyrics in songs that are performed for an audience or sold in recorded form are unlikely to be interpreted as a real threat to a real person. ... Statements on social media that are pointedly directed at their victims, by contrast, are much more likely to be taken seriously." === Thomas's dissent === Justice Clarence Thomas, dissenting, wrote against discarding the "general intent" standard without replacing it with a clearer standard. Thomas argued that "there is no historical practice requiring more than general intent when a statute regulates speech." Thomas cited Rosen v. United States, arguing that general intent was sufficient in this case. However, the majority opinion offers refutation in that Rosen turned on ignorance of the law: knowledge as to whether material was legally obscene, not on whether it was intended to be obscene. Thomas also supported the government's claim that the presence of "intent to extort" language in the adjacent §875(b) and did not address the majority's reasoning on that language. Thomas used precedent, notably from the states and 18th-century England based on other but similar and, arguably, influencing legislation to support his "general intent" claim. Thomas also drew a parallel with general intent in tort. While he sought to address the First Amendment issues, he never strayed far from "general intent". == Aftermath == On remand, the Third Circuit reaffirmed the conviction "concluding beyond a reasonable doubt that Elonis would have been convicted if the jury had been properly instructed" and therefore was harmless error. In 2022, Elonis was once again arrested and indicted on three counts of cyberstalking involving three people. It was discovered that between 2018 and 2021, Elonis had sent numerous threatening messages over email, text, voice mail, and social media platforms like Twitter to a former prosecutor of the Eastern District of Pennsylvania, his ex-girlfriend, and ex-wife. On August 5, after a five-day trial, Elonis was found guilty on all three counts, and on March 23, 2023, he was sentenced by U.S. District Court Judge Edward G. Smith of Easton, Pennsylvania to twelve years and seven months in prison.

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  • Ware report

    Ware report

    Security Controls for Computer Systems, commonly called the Ware report, is a 1970 text by Willis Ware that was foundational in the field of computer security. == Development == A defense contractor in St. Louis, Missouri, had bought an IBM mainframe computer, which it was using for classified work on a fighter aircraft. To provide additional income, the contractor asked the Department of Defense (DoD) for permission to sell computer time on the mainframe to local businesses via remote terminals, while the classified work continued. At the time, the DoD did not have a policy to cover this. The DoD's Advanced Research Projects Agency (DARPA) asked Ware - a RAND employee - to chair a committee to examine and report on the feasibility of security controls for computer systems. The committee's report was a classified document given in January 1970 to the Defense Science Board (DSB), which had taken over the project from ARPA. After declassification, the report was published by RAND in October 1979. == Influence == The IEEE Computer Society said the report was widely circulated, and the IEEE Annals of the History of Computing said that it, together with Ware's 1967 Spring Joint Computer Conference session, marked the start of the field of computer security. The report influenced security certification standards and processes, especially in the banking and defense industries, where the report was instrumental in creating the Orange Book.

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  • Web syndication

    Web syndication

    Web syndication is making content available from one website to other sites. Most commonly, websites are made available to provide either summaries or full renditions of a website's recently added content. The term may also describe other kinds of content licensing for reuse. Contemporary web syndicates include: MSN, Excite, and Yahoo! News. == Motivation == For the subscribing sites, syndication is an effective way of adding greater depth and immediacy of information to their pages, making them more attractive to users. For the provider site, syndication increases exposure. This generates new traffic for the provider site—making syndication an easy and relatively cheap, or even free, form of advertisement. Content syndication has become an effective strategy for link building, as search engine optimization has become an increasingly important topic among website owners and online marketers. Links embedded within the syndicated content are typically optimized around anchor terms that will point an optimized link back to the website that the content author is trying to promote. These links tell the algorithms of the search engines that the website being linked to is an authority for the keyword that is being used as the anchor text. However the rollout of Google Panda's algorithm may not reflect this authority in its SERP rankings based on quality scores generated by the sites linking to the authority. The prevalence of web syndication is also of note to online marketers, since web surfers are becoming increasingly wary of providing personal information for marketing materials (such as signing up for a newsletter) and expect the ability to subscribe to a feed instead. Although the format could be anything transported over HTTP, such as HTML or JavaScript, it is more commonly XML. Web syndication formats include RSS, Atom, and JSON Feed. == History == Syndication first arose in earlier media such as print, radio, and television, allowing content creators to reach a wider audience. In the case of radio, the United States Federal government proposed a syndicate in 1924 so that the country's executives could quickly and efficiently reach the entire population. In the case of television, it is often said that "Syndication is where the real money is." Additionally, syndication accounts for the bulk of TV programming. One predecessor of web syndication is the Meta Content Framework (MCF), developed in 1996 by Ramanathan V. Guha and others in Apple Computer's Advanced Technology Group. Today, millions of online publishers, including newspapers, commercial websites, and blogs, distribute their news headlines, product offers, and blog postings in the news feed. == As a commercial model == Conventional syndication businesses such as Reuters and Associated Press thrive on the internet by offering their content to media partners on a subscription basis, using business models established in earlier media forms. Commercial web syndication can be categorized in three ways: by business models by types of content by methods for selecting distribution partners Commercial web syndication involves partnerships between content producers and distribution outlets. There are different structures of partnership agreements. One such structure is licensing content, in which distribution partners pay a fee to the content creators for the right to publish the content. Another structure is ad-supported content, in which publishers share revenues derived from advertising on syndicated content with that content's producer. A third structure is free, or barter syndication, in which no currency changes hands between publishers and content producers. This requires the content producers to generate revenue from another source, such as embedded advertising or subscriptions. Alternatively, they could distribute content without remuneration. Typically, those who create and distribute content free are promotional entities, vanity publishers, or government entities. Types of content syndicated include RSS or Atom Feeds and full content. With RSS feeds, headlines, summaries, and sometimes a modified version of the original full content is displayed on users' feed readers. With full content, the entire content—which might be text, audio, video, applications/widgets, or user-generated content—appears unaltered on the publisher's site. There are two methods for selecting distribution partners. The content creator can hand-pick syndication partners based on specific criteria, such as the size or quality of their audiences. Alternatively, the content creator can allow publisher sites or users to opt into carrying the content through an automated system. Some of these automated "content marketplace" systems involve careful screening of potential publishers by the content creator to ensure that the material does not end up in an inappropriate environment. Just as syndication is a source of profit for TV producers and radio producers, it also functions to maximize profit for Internet content producers. As the Internet has increased in size it has become increasingly difficult for content producers to aggregate a sufficiently large audience to support the creation of high-quality content. Syndication enables content creators to amortize the cost of producing content by licensing it across multiple publishers or by maximizing the distribution of advertising-supported content. A potential drawback for content creators, however, is that they can lose control over the presentation of their content when they syndicate it to other parties. Distribution partners benefit by receiving content either at a discounted price, or free. One potential drawback for publishers, however, is that because the content is duplicated at other publisher sites, they cannot have an "exclusive" on the content. For users, the fact that syndication enables the production and maintenance of content allows them to find and consume content on the Internet. One potential drawback for them is that they may run into duplicate content, which could be an annoyance. == E-commerce == Web syndication has been used to distribute product content such as feature descriptions, images, and specifications. As manufacturers are regarded as authorities and most sales are not achieved on manufacturer websites, manufacturers allow retailers or dealers to publish the information on their sites. Through syndication, manufacturers may pass relevant information to channel partners. Such web syndication has been shown to increase sales. Web syndication has also been found effective as a search engine optimization technique.

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  • Computer aided transceiver

    Computer aided transceiver

    Computer aided transceiver (CAT) is a non-generic serial protocol used by radio amateurs for (remotely) controlling a transceiver radio receiver equipment using a computer. Conventional transmitters are manually controlled and used to transmit voice using buttons, dials, etc. However, advances in electronics have come to market devices that can be controlled by a computer and allow digital modes such as packet radio and also the use of satellite tracking, because it can continuously change the device's frequency according to the Doppler effect. This is done by connecting a Radio receiver and a PC using a CAT interface and a CAT Program Additionally, CAT interfaces can also be used to position tracking antennas, in controllers. As a satellite moves overhead. A CAT interface is a piece of hardware that connects the PC and radio that provides a connection to allows the radio and the PC to communicate with each other. The CAT interface provides the signals to and fro via correct voltage levels and in the case of a Universal Serial Bus (USB) CAT interface it requires a "protocol" for communication but communication itself is down to the radio and the software on the PC. Software that may be called a CAT program allows a radio to be controlled through the PC. Changes made on the radio through user interactions on the CAT Program are (generally) shown on the PC's screen. The functionality of CAT equipment (software & interface) depends on the radio and what features the software writers included in the CAT software. Modern radio systems do have more CAT functionality If you run a logging program that supports CAT, then that software may take advantage of the CAT system by retrieving information from the radio to help fill in log details, such as the frequency that the contact was made. CAT is also useful on many radios where there are many sub-menus in the radios menu system, and many of the sub-menu items can be easily changed via the PC. On many HF radios, the CAT system is also used to program the memories on the radio, but you would need to use appropriate programming software. A CAT interface does not receive or transmit any DATA mode, that is the purpose of a DATA interface. Although, both may be used at the same time with the correct CAT Equipment. DATA modes, and getting audio to and from the PC is the function of a DATA interface. A completely different thing but it is easier and more useful when CAT and DATA are used at the same time. Wouldn't it be nice to have an interface that could operate Frequency-shift keying (FSK), Audio FSK (AFSK), (real) Morse Code (CW), with a CAT interface and its own sound card..... (eg. The DigiMaster Pro3).

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  • Mediated intercultural communication

    Mediated intercultural communication

    Mediated intercultural communication is digital communication between people of different cultural backgrounds. Media include social networks, blogs and conferencing services. Digital communication is distinct from traditional media, creating new avenues for intercultural communication. User take online classes; post, consume and comment on others content; and play multi-player video games. This creates spaces to form virtual communities that can ease communication across boundaries of space, time and culture. New media technologies can change culture in positive ways or become a tool of repression. == History == Intercultural communication is as ancient as human movement in search of food sources. The systematic study of intercultural communication began with Edward Hall's labor at the Foreign Service Institute, and the publication of his The Silent Language (1959). Later research, primarily focused on face-to-face communication in various areas such as interpersonal, group, and organizational and cultural identity. International and development media have been studied under the umbrella of international communication. Media imperialism, cultural imperialism and dependency theories inform this research. Mediated intercultural communication examines the bidirectional relationships between media and intercultural communication.

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  • Adobe Presenter Video Express

    Adobe Presenter Video Express

    Adobe Presenter Video Express is screencasting and video editing software developed by Adobe Systems. == Description == Adobe Presenter Video Express is primarily used as a software by video creators, to record and mix webcam and screen video feeds. It allows users to simultaneously record video from their webcam and the screen, and easily mix the 2 tracks with a simple user interface. Users can change the background in their recorded video without needing equipment like a green screen. This is unlike other video tools which rely on chroma keying technology, and only work with green or blue screens. They can also add annotations and quizzes to their content and publish the video to MP4 or HTML5 formats. == List of notable features == === Record and mix, screen and webcam === Support for simultaneous recording of screen and webcam video feeds, with a simple editing interface to mix the two video streams. This lets the author rapidly create screencasts, software demos, etc. === Make my background awesome === This feature allows authors to change the background of their webcam recording without needing a green screen, provided they use a solid-colored backdrop which contrasts well against them. Authors can select images, videos or even the screen recording as their background. === In-video quizzing === Authors can insert quizzes within their video content. On success/failure attempts, the author can decide what message to display, and can also configure the video to jump to a certain point and play. Quizzes are published as part of the interactive HTML 5 player, which cannot be hosted on YouTube and Vimeo. === LMS Reporting === Authors can publish to any SCORM compliant LMS (Learning Management System) for quiz reporting, or to Adobe Captivate Prime. === In-app assets and branding === Adobe Presenter Video Express ships with a large number of branding videos, backgrounds and video filters to help authors create studio quality videos. === MP4 and HTML5 Output === The tool publishes a single MP4 video file containing all the video content, within an HTML 5 wrapper that contains the interactive player. The interactive HTML 5 player can be hosted on any website. == Common uses == === Screencasting === Screencasting is the process of recording one's computer screen as a video, usually with an audio voice over, to create a software demonstration, tutorial, presentation, etc. Adobe Presenter Video Express supports simultaneous recording of full screen video and microphone audio for creating screencasts. === Product marketing and demos === The ability to record the webcam video in addition to everything that is visible on the screen in Adobe Presenter Video Express, allows the author to add their personality to their screencasts. Features like video mixing and 'make my background awesome' further enhance the presentation, allowing effortless creation of marketing and demo videos. === Education === Adobe Presenter Video Express supports in-video quizzes and LMS reporting, along with screencasting and webcam recording. These features make it a powerful tool for creating educational content. == Differences from Adobe Presenter and Adobe Captivate == Adobe Presenter is a Microsoft PowerPoint plug-in for converting PowerPoint slides into interactive eLearning content, available only on Windows. Starting with Adobe Presenter 8, the video creation tool Adobe Presenter Video Express was bundled with every purchase of Adobe Presenter. From September 2015, Adobe Presenter Video Express 11 was also made available as a stand-alone product on Windows and Mac. A subscription license for Adobe Presenter Video Express, valid on Windows and Mac, is available for $9.99/month. Adobe Presenter Video Express continues to be bundled with purchases of Adobe Presenter on Windows as well. Adobe Captivate is an authoring tool for creating numerous forms of interactive eLearning content. Unlike Adobe Presenter, it uses a proprietary editing interface instead of Microsoft PowerPoint. While it is possible to create screen captures with Adobe Captivate, you cannot record the webcam feed. Adobe Captivate does not bundle Adobe Presenter or Adobe Presenter Video Express.

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  • 1tik

    1tik

    1tik, pronounced Antik (Arabic: أنتيك; lit. "Everything is going well") is a fully Algerian instant messaging, social media and mobile payment app. designed, developed and built locally by the Algerian start-up, INTAJ Digital, with backing from the state-owned company ATM Mobilis (who's the company's main sponsor). It is described as Algeria's first super-app that is entirely designed and built by local developers. == Etymology == The name "1tik" (Arabic: أنتيك) is drawn from the popular Algerian vernacular (Antik), the neologism, which appeared several years ago, means "everything is going well" or "it's all good". == History == 1tik was officially launched and announced the 20th December 2025 by INTAJ Digital's founder Youcef Toulaib and a team of 50 employees, making it the first ever Algerian instant messaging, social media and mobile payment app, rivaling with the growing influence of Yassir in Algeria. it grew in popularity after the presidency of Algeria and several other state-owned companies, medias, and ministries opened official accounts on the app.

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  • List of operating systems

    List of operating systems

    This is a list of operating systems. Computer operating systems can be categorized by technology, ownership, licensing, working state, usage, and by many other characteristics. In practice, many of these groupings may overlap. Criteria for inclusion is notability, as shown either through an existing Wikipedia article or citation to a reliable source. == Proprietary == === Acorn Computers === Arthur ARX MOS RISC iX RISC OS === Amazon === Fire OS === Amiga Inc. === AmigaOS AmigaOS 1.0-3.9 (Motorola 68000) AmigaOS 4 (PowerPC) Amiga Unix (a.k.a. Amix) === Amstrad === AMSDOS Contiki CP/M 2.2 CP/M Plus SymbOS === Apple === Apple II Apple DOS Apple Pascal ProDOS GS/OS GNO/ME Contiki Apple III Apple SOS Apple Lisa Mac Classic Mac OS A/UX (UNIX System V with BSD extensions) Copland MkLinux Pink Rhapsody macOS (formerly Mac OS X and OS X) macOS Server (formerly Mac OS X Server and OS X Server) Apple Network Server IBM AIX (Apple-customized) Apple MessagePad Newton OS iPhone and iPod Touch iOS (formerly iPhone OS) iPad iPadOS Apple Watch watchOS Apple TV tvOS Embedded operating systems bridgeOS Apple Vision Pro visionOS Embedded operating systems A/ROSE iPod software (unnamed embedded OS for iPod) Unnamed NetBSD variant for Airport Extreme and Time Capsule === Apollo Computer, Hewlett-Packard === Domain/OS – One of the first network-based systems. Run on Apollo/Domain hardware. Later bought by Hewlett-Packard. === Atari === Atari DOS (for 8-bit computers) Atari TOS Atari MultiTOS Contiki (for 8-bit, ST, Portfolio) === BAE Systems === XTS-400 === Be Inc. === BeOS BeIA BeOS r5.1d0 magnussoft ZETA (based on BeOS r5.1d0 source code, developed by yellowTAB) === Bell Labs === Unix ("Ken's new system," for its creator (Ken Thompson), officially Unics and then Unix, the prototypic operating system created in Bell Labs in 1969 that formed the basis for the Unix family of operating systems) UNIX Time-Sharing System v1 UNIX Time-Sharing System v2 UNIX Time-Sharing System v3 UNIX Time-Sharing System v4 UNIX Time-Sharing System v5 UNIX Time-Sharing System v6 MINI-UNIX PWB/UNIX USG CB Unix UNIX Time-Sharing System v7 (It is from Version 7 Unix (and, to an extent, its descendants listed below) that almost all Unix-based and Unix-like operating systems descend.) Unix System III Unix System IV Unix System V Unix System V Releases 2.0, 3.0, 3.2, 4.0, and 4.2 UNIX Time-Sharing System v8 UNIX Time-Sharing System v9 UNIX Time-Sharing System v10 Non-Unix Operating Systems: BESYS Plan 9 from Bell Labs Inferno === Burroughs Corporation, Unisys === Burroughs MCP === CII === Siris 8 === Commodore International === GEOS AmigaOS AROS Research Operating System === Control Data Corporation === ==== Lower 3000 series ==== SCOPE (Supervisory Control Of Program Execution) ==== Upper 3000 series ==== SCOPE (Supervisory Control Of Program Execution) Drum SCOPE ==== 6x00 and related Cyber ==== Chippewa Operating System (COS) MACE (Mansfield and Cahlander Executive) Kronos (Kronographic OS) NOS (Network Operating System) NOS/VE (NOS Virtual Environment) SCOPE (Supervisory Control Of Program Execution) NOS/BE NOS Batch Environment SIPROS (Simultaneous Processing Operating System) ==== Star-100 ==== Multiple Console Time Sharing System (MCTS), from General Motors Research === CloudMosa === Puffin OS === Convergent Technologies === Convergent Technologies Operating System (CTOS) – later acquired by Unisys === Cromemco === Cromemco DOS (CDOS) – a Disk Operating system compatible with CP/M Cromix – a multitasking, multi-user, Unix-like OS for Cromemco microcomputers with Z80A and/or 68000 CPU === Data General === AOS for 16-bit Data General Eclipse computers and AOS/VS for 32-bit (MV series) Eclipses, MP/AOS for microNOVA-based computers DG/UX RDOS Real-time Disk Operating System, with variants: RTOS and DOS (not related to PC DOS, MS-DOS etc.) === Datapoint === CTOS Cassette Tape Operating System for the Datapoint 2200 DOS Disk Operating System for the Datapoint 2200, 5500, and 1100 === DDC-I, Inc. === Deos – Time & Space Partitioned RTOS, Certified to DO-178B, Level A since 1998 HeartOS – POSIX-based Hard Real-Time Operating System === Digital Research, Inc. === CP/M CP/M CP/M for Intel 8080/8085 and Zilog Z80 Personal CP/M, a refinement of CP/M CP/M Plus with BDOS 3.0 CP/M-68K CP/M for Motorola 68000 CP/M-8000 CP/M for Zilog Z8000 CP/M-86 CP/M for Intel 8088/8086 CP/M-86 Plus Personal CP/M-86 MP/M Multi-user version of CP/M-80 MP/M II MP/M-86 Multi-user version of CP/M-86 MP/M 8-16, a dual-processor variant of MP/M for 8086 and 8080 CPUs. Concurrent CP/M, the successor of CP/M-80 and MP/M-80 Concurrent CP/M-86, the successor of CP/M-86 and MP/M-86 Concurrent CP/M 8-16, a dual-processor variant of Concurrent CP/M for 8086 and 8080 CPUs. Concurrent CP/M-68K, a variant for the 68000 DOS Concurrent DOS, the successor of Concurrent CP/M-86 with PC-MODE Concurrent PC DOS, a Concurrent DOS variant for IBM compatible PCs Concurrent DOS 8-16, a dual-processor variant of Concurrent DOS for 8086 and 8080 CPUs Concurrent DOS 286 Concurrent DOS XM, a real-mode variant of Concurrent DOS with EEMS support Concurrent DOS 386 Concurrent DOS 386/MGE, a Concurrent DOS 386 variant with advanced graphics terminal capabilities Concurrent DOS 68K, a port of Concurrent DOS to Motorola 68000 CPUs with DOS source code portability capabilities FlexOS 1.0 – 2.34, a derivative of Concurrent DOS 286 FlexOS 186, a variant of FlexOS for terminals FlexOS 286, a variant of FlexOS for hosts Siemens S5-DOS/MT, an industrial control system based on FlexOS IBM 4680 OS, a POS operating system based on FlexOS IBM 4690 OS, a POS operating system based on FlexOS Toshiba 4690 OS, a POS operating system based on IBM 4690 OS and FlexOS FlexOS 386, a later variant of FlexOS for hosts IBM 4690 OS, a POS operating system based on FlexOS Toshiba 4690 OS, a POS operating system based on IBM 4690 OS and FlexOS FlexOS 68K, a derivative of Concurrent DOS 68K Multiuser DOS, the successor of Concurrent DOS 386 CCI Multiuser DOS Datapac Multiuser DOS Datapac System Manager, a derivative of Datapac Multiuser DOS IMS Multiuser DOS IMS REAL/32, a derivative of Multiuser DOS IMS REAL/NG, the successor of REAL/32 DOS Plus 1.1 – 2.1, a single-user, multi-tasking system derived from Concurrent DOS 4.1 – 5.0 DR-DOS 3.31 – 6.0, a single-user, single-tasking native DOS derived from Concurrent DOS 6.0 Novell PalmDOS 1.0 Novell "Star Trek" Novell DOS 7, a single-user, multi-tasking system derived from DR DOS Caldera OpenDOS 7.01 Caldera DR-DOS 7.02 and higher === Digital Equipment Corporation, Compaq, Hewlett-Packard, Hewlett Packard Enterprise === Batch-11/DOS-11 OS/8 RSTS/E – multi-user time-sharing OS for PDP-11s RSX-11 – multiuser, multitasking OS for PDP-11s RT-11 – single user OS for PDP-11 TOPS-10 – for the PDP-10 TENEX – an ancestor of TOPS-20 from BBN, for the PDP-10 TOPS-20 – for the PDP-10 DEC MICA – for the DEC PRISM Digital UNIX – derived from OSF/1, became HP's Tru64 UNIX Ultrix VMS – originally by DEC (now by VMS Software Inc.) for the VAX mini-computer range; later renamed OpenVMS and ported to Alpha, and subsequently ported to Intel Itanium and then to x86-64 WAITS – for the PDP-6 and PDP-10 === ENEA AB === OSE – Flexible, small footprint, high-performance RTOS for control processors === Fujitsu === Towns OS XSP OS/IV MSP MSP-EX === GEC Computers === COS DOS OS4000 === General Electric, Honeywell, Bull === Real-Time Multiprogramming Operating System GCOS Multics === Google === ChromiumOS is an open source operating system development version of ChromeOS. Both operating systems are based on the Linux kernel. ChromeOS is designed to work exclusively with web applications, though has been updated to run Android apps with full support for Google Play Store. Announced on July 7, 2009, ChromeOS is currently publicly available and was released summer 2011. The ChromeOS source code was released on November 19, 2009, under the BSD license as ChromiumOS. Container-Optimized OS (COS) is an operating system that is optimized for running Docker containers, based on ChromiumOS. Android is an operating system for mobile devices. It consists of Android Runtime (userland) with Linux (kernel), with its Linux kernel modified to add drivers for mobile device hardware and to remove unused Vanilla Linux drivers. gLinux, a Linux distribution that Google uses internally Fuchsia is a capability-based real-time operating system (RTOS) scalable to universal devices, in early development, from the tiniest embedded hardware, wristwatches, tablets to the largest personal computers. Unlike ChromeOS and Android, it is not based on the Linux kernel, but instead began on a new microkernel called "Zircon", derived from "Little Kernel". Wear OS a version of Google's Android operating system designed for smartwatches and other wearables. === Green Hills Software === INTEGRITY – Reliable Operating system INTEGRITY-178B – A DO-178B certified version of INTEGRITY. μ-

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