AI Art Tattoo

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  • Neural scaling law

    Neural scaling law

    In machine learning, a neural scaling law is an empirical scaling law that describes how neural network performance changes as key factors are scaled up or down. These factors typically include the number of parameters, training dataset size, and training cost. Some models also exhibit performance gains by scaling inference through increased test-time compute (TTC), extending neural scaling laws beyond training to the deployment phase. == Introduction == In general, a deep learning model can be characterized by four parameters: model size, training dataset size, training cost, and the post-training error rate (e.g., the test set error rate). Each of these variables can be defined as a real number, usually written as N , D , C , L {\displaystyle N,D,C,L} (respectively: parameter count, dataset size, computing cost, and loss). A neural scaling law is a theoretical or empirical statistical law between these parameters. There are also other parameters with other scaling laws. === Size of the model === In most cases, the model's size is simply the number of parameters. However, one complication arises with the use of sparse models, such as mixture-of-expert models. With sparse models, during inference, only a fraction of their parameters are used. In comparison, most other kinds of neural networks, such as transformer models, always use all their parameters during inference. === Size of the training dataset === The size of the training dataset is usually quantified by the number of data points within it. Larger training datasets are typically preferred, as they provide a richer and more diverse source of information from which the model can learn. This can lead to improved generalization performance when the model is applied to new, unseen data. However, increasing the size of the training dataset also increases the computational resources and time required for model training. With the "pretrain, then finetune" method used for most large language models, there are two kinds of training dataset: the pretraining dataset and the finetuning dataset. Their sizes have different effects on model performance. Generally, the finetuning dataset is less than 1% the size of pretraining dataset. In some cases, a small amount of high quality data suffices for finetuning, and more data does not necessarily improve performance. Many scaling laws, due to their inherent diminishing returns nature, value data based on a submodular set function which was shown in a paper on this topic. === Cost of training === Training cost is typically measured in terms of time (how long it takes to train the model) and computational resources (how much processing power and memory are required). It is important to note that the cost of training can be significantly reduced with efficient training algorithms, optimized software libraries, and parallel computing on specialized hardware such as GPUs or TPUs. The cost of training a neural network model is a function of several factors, including model size, training dataset size, the training algorithm complexity, and the computational resources available. In particular, doubling the training dataset size does not necessarily double the cost of training, because one may train the model for several times over the same dataset (each being an "epoch"). === Performance === The performance of a neural network model is evaluated based on its ability to accurately predict the output given some input data. Common metrics for evaluating model performance include: Negative log-likelihood per token (logarithm of perplexity) for language modeling; Accuracy, precision, recall, and F1 score for classification tasks; Mean squared error (MSE) or mean absolute error (MAE) for regression tasks; Elo rating in a competition against other models, such as gameplay or preference by a human judge. Performance can be improved by using more data, larger models, different training algorithms, regularizing the model to prevent overfitting, and early stopping using a validation set. When the performance is a number bounded within the range of [ 0 , 1 ] {\displaystyle [0,1]} , such as accuracy, precision, etc., it often scales as a sigmoid function of cost, as seen in the figures. == Examples == === (Hestness, Narang, et al, 2017) === The 2017 paper is a common reference point for neural scaling laws fitted by statistical analysis on experimental data. Previous works before the 2000s, as cited in the paper, were either theoretical or orders of magnitude smaller in scale. Whereas previous works generally found the scaling exponent to scale like L ∝ D − α {\displaystyle L\propto D^{-\alpha }} , with α ∈ { 0.5 , 1 , 2 } {\displaystyle \alpha \in \{0.5,1,2\}} , the paper found that α ∈ [ 0.07 , 0.35 ] {\displaystyle \alpha \in [0.07,0.35]} . Of the factors they varied, only task can change the exponent α {\displaystyle \alpha } . Changing the architecture optimizers, regularizers, and loss functions, would only change the proportionality factor, not the exponent. For example, for the same task, one architecture might have L = 1000 D − 0.3 {\displaystyle L=1000D^{-0.3}} while another might have L = 500 D − 0.3 {\displaystyle L=500D^{-0.3}} . They also found that for a given architecture, the number of parameters necessary to reach lowest levels of loss, given a fixed dataset size, grows like N ∝ D β {\displaystyle N\propto D^{\beta }} for another exponent β {\displaystyle \beta } . They studied machine translation with LSTM ( α ∼ 0.13 {\displaystyle \alpha \sim 0.13} ), generative language modelling with LSTM ( α ∈ [ 0.06 , 0.09 ] , β ≈ 0.7 {\displaystyle \alpha \in [0.06,0.09],\beta \approx 0.7} ), ImageNet classification with ResNet ( α ∈ [ 0.3 , 0.5 ] , β ≈ 0.6 {\displaystyle \alpha \in [0.3,0.5],\beta \approx 0.6} ), and speech recognition with two hybrid (LSTMs complemented by either CNNs or an attention decoder) architectures ( α ≈ 0.3 {\displaystyle \alpha \approx 0.3} ). === (Henighan, Kaplan, et al, 2020) === A 2020 analysis studied statistical relations between C , N , D , L {\displaystyle C,N,D,L} over a wide range of values and found similar scaling laws, over the range of N ∈ [ 10 3 , 10 9 ] {\displaystyle N\in [10^{3},10^{9}]} , C ∈ [ 10 12 , 10 21 ] {\displaystyle C\in [10^{12},10^{21}]} , and over multiple modalities (text, video, image, text to image, etc.). In particular, the scaling laws it found are (Table 1 of ): For each modality, they fixed one of the two C , N {\displaystyle C,N} , and varying the other one ( D {\displaystyle D} is varied along using D = C / 6 N {\displaystyle D=C/6N} ), the achievable test loss satisfies L = L 0 + ( x 0 x ) α {\displaystyle L=L_{0}+\left({\frac {x_{0}}{x}}\right)^{\alpha }} where x {\displaystyle x} is the varied variable, and L 0 , x 0 , α {\displaystyle L_{0},x_{0},\alpha } are parameters to be found by statistical fitting. The parameter α {\displaystyle \alpha } is the most important one. When N {\displaystyle N} is the varied variable, α {\displaystyle \alpha } ranges from 0.037 {\displaystyle 0.037} to 0.24 {\displaystyle 0.24} depending on the model modality. This corresponds to the α = 0.34 {\displaystyle \alpha =0.34} from the Chinchilla scaling paper. When C {\displaystyle C} is the varied variable, α {\displaystyle \alpha } ranges from 0.048 {\displaystyle 0.048} to 0.19 {\displaystyle 0.19} depending on the model modality. This corresponds to the β = 0.28 {\displaystyle \beta =0.28} from the Chinchilla scaling paper. Given fixed computing budget, optimal model parameter count is consistently around N o p t ( C ) = ( C 5 × 10 − 12 petaFLOP-day ) 0.7 = 9.0 × 10 − 7 C 0.7 {\displaystyle N_{opt}(C)=\left({\frac {C}{5\times 10^{-12}{\text{petaFLOP-day}}}}\right)^{0.7}=9.0\times 10^{-7}C^{0.7}} The parameter 9.0 × 10 − 7 {\displaystyle 9.0\times 10^{-7}} varies by a factor of up to 10 for different modalities. The exponent parameter 0.7 {\displaystyle 0.7} varies from 0.64 {\displaystyle 0.64} to 0.75 {\displaystyle 0.75} for different modalities. This exponent corresponds to the ≈ 0.5 {\displaystyle \approx 0.5} from the Chinchilla scaling paper. It's "strongly suggested" (but not statistically checked) that D o p t ( C ) ∝ N o p t ( C ) 0.4 ∝ C 0.28 {\displaystyle D_{opt}(C)\propto N_{opt}(C)^{0.4}\propto C^{0.28}} . This exponent corresponds to the ≈ 0.5 {\displaystyle \approx 0.5} from the Chinchilla scaling paper. The scaling law of L = L 0 + ( C 0 / C ) 0.048 {\displaystyle L=L_{0}+(C_{0}/C)^{0.048}} was confirmed during the training of GPT-3 (Figure 3.1 ). === Chinchilla scaling (Hoffmann, et al, 2022) === One particular scaling law ("Chinchilla scaling") states that, for a large language model (LLM) autoregressively trained for one epoch, with a cosine learning rate schedule, we have: { C = C 0 N D L = A N α + B D β + L 0 {\displaystyle {\begin{cases}C=C_{0}ND\\L={\frac {A}{N^{\alpha }}}+{\frac {B}{D^{\beta }}}+L_{0}\end{cases}}} where the variables are C {\displaystyle C} is the cost o

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  • Creately

    Creately

    Creately is a SaaS visual collaboration tool with diagramming and design capabilities designed by Cinergix. The application is mostly known for creating flowcharts, organization charts, project charts, UML diagrams, mind maps, and other business visuals. == History == The initial beta version of Creately was released by Chandika Jayasundara. Hiraash Thawfeek, Nick Foster and Charanjit Singh joined the project in the same year. Chandika Jayasundara is CEO of Cinergix. The headquarters of the company is located at Mentone, Victoria, Australia. == Features and reception == Creately provides predefined templates and diagram elements for incorporating in the projects. It provides drag and drop feature with which both predefined and custom made shapes can be included to build the desired diagram while the same workspace can be shared with multiple persons for collaboration. Some experts have reviewed the application by commenting on its lacking in accessible integration options as its downside. The company claims Creately to have integration feature with Slack, Confluence while not having the integration with Zapier and OneDrive yet. It is compatible with Google Drive and Dropbox. The software is available as both freemium and paid option.

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  • Ulead MediaStudio Pro

    Ulead MediaStudio Pro

    Ulead MediaStudio Pro (MSP) is real-time, timeline based prosumer level video editing software by Ulead Systems. It is a suite of 5 digital video and audio applications, including: Video Capture, Video Paint, CG Infinity, Audio Editor and Video Editor. MSP is only available on the Windows platform. Since version 8.0, CG Infinity and Video Paint are separate from the MSP suite, and are being sold as a combination product called VideoGraphics Lab (VGL). On June 18, 2008, Corel formally announced that MediaStudio Pro would be discontinued. The final MediaStudio Pro version was 8.10.0039 (Pro 8 Service Pack 1) released June 2, 2006. Corel discontinued support for MediaStudio Pro in June 2009. Version 6.0 is last version to support Windows 95, although recent versions are not compatible with Windows Vista or Windows 7. == Modules == There are 5 stand-alone modules in MSP before version 8.0, they are: Video Capture – The video capturing module in MSP. Video Paint – A frame-by-frame editor which can let user to make some image or hand-drawing effects on video frames. CG Infinity – A vector-based video editing tool which allows user to create logo animation or vector graphics on video frames. Audio Editor – The audio editing tool in MSP. It can utilize DirectX audio filters and Ulead audio filters to do audio effect processing. Video Editor – The module that users do video editing with audio/video effects. It can also utilize DirectX audio filters and 3rd party video filters to do the video editing. Since version 8.0, CG Infinity and Video Paint have been separated from the MSP suite and are being sold as a combination product called VideoGraphics Lab (VGL). == Editions == Ulead MediaStudio Pro had several editions before version 7.0. They are: Full edition: this edition includes all 5 modules. Director's Cut edition: this edition has 3 modules including Video Capture, Video Editor and Audio Editor. SE edition: SE means Simple Edition or Special Edition and is an OEM bundle version. It also includes the 3 modules as Director's Cut, however, is feature limited. Sometimes it will be given freely in video magazines. After version 7.0 only Full edition is available in the MSP suite. On June 18, 2008, Corel formally announced that MediaStudio Pro would be discontinued. == Release history ==

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  • Amaq News Agency

    Amaq News Agency

    Amaq News Agency (Arabic: وكالة أعماق الإخبارية, romanized: Wakālat Aʻmāq al-Ikhbārīyah) is a news outlet linked to the Islamic State (IS). Amaq is often the "first point of publication for claims of responsibility" for terrorist attacks in Western countries by the Islamic State. In March 2019, Amaq News Agency was designated as a foreign terrorist organization by the United States Department of State. == History == Among the founders of Amaq was Syrian journalist Baraa Kadek, who joined IS in late 2013, Abu Muhammad al-Furqan, and seven others who originally worked for Halab News Network. According to The New York Times, it has a direct connection with IS, from which it "gets tips". Its name was taken from Amik Valley in Hatay Province, which is mentioned in a hadith as the site of an "apocalyptic victory over non-believers". Amaq News Agency was first noticed by SITE during the Siege of Kobanî (Syria) in 2014, when its updates were shared among IS fighters. It became more widely known after it began reporting claims of responsibility for terrorist attacks in Western countries, such as the 2015 San Bernardino attack, for which IS officially claimed responsibility the next day. An Amaq cameraman shot the first footage of the capture of Palmyra in 2015. Amaq launched an official mobile app in 2015 and has warned against unofficial versions that reportedly have been used to spy on its users. It also uses a Telegram account. It had a WordPress-based blog, but it was removed without explanation in April 2016. On 12 June 2016, IS claimed responsibility for the Pulse nightclub shooting through Amaq, without prior knowledge of the attack. The shooter, Omar Mateen had later pledged allegiance to IS via a phone call with emergency services. On 31 May 2017, a Facebook post announced Amaq's founder, Baraa Kadek AKA Rayan Meshaal, had been killed with his daughter by an American airstrike on Mayadin. The post was reportedly made by his younger brother. Reuters could not immediately verify this account. On 27 July 2017, the US confirmed that Kadek had been killed by a coalition airstrike near Mayadin between 25 and 27 May 2017. In June 2017, German police arrested a 23-year-old Syrian man identified only as Mohammed G., accusing him of communicating with the alleged perpetrator of the 2016 Malmö Muslim community centre arson in order to report to Amaq. On 21 March 2019, the U.S. Department of State officially deemed Amaq an alias of IS, and thus a Foreign Terrorist Organization. On 22 March 2024, the Islamic State claimed responsibility for the Crocus City Hall attack through Amaq, U.S. officials confirmed the claim shortly after. A day after the attack, Amaq published a video of the attack, filmed by one of the attackers. It showed the attackers shooting victims and slitting the throat of another, while the filming attacker praises Allah and speaks against infidels. == Character == Amaq publishes a stream of short news reports, both text and video, on the mobile app Telegram. The reports take on the trappings of mainstream journalism, with "Breaking News" headings, and embedded reporters at the scenes of IS battles. The reports try to appear neutral, toning down the jihadist language and sectarian slurs IS uses in its official releases. Charlie Winter of the Transcultural Conflict and Violence Initiative at Georgia State University, and Rita Katz of SITE Intelligence Group in Washington say Amaq functions much like the state-owned news agency of IS, though the group does not acknowledge it as such. Katz said it behaves "like a state media". Amaq appears to have been allowed to develop by IS as a way to have a news outlet that is controlled by the group but is somewhat removed from it, giving IS more of the appearance of legitimacy. == Reliability == According to Rukmini Callimachi in The New York Times: "Despite a widespread view that the Islamic State opportunistically claims attacks with which it has little genuine connection, its track record—minus a handful of exceptions—suggests a more rigorous protocol. At times, the Islamic State has got details wrong, or inflated casualty figures, but the gist of its claims is typically correct." According to Callimachi, the group considers itself responsible for acts carried out by people who were inspired by its propaganda, as well as acts carried out by its own personnel and in some instances, had claimed attacks before the identities of the killers were known. Graeme Wood writing in The Atlantic in October 2017, wrote "The idea that the Islamic State simply scans the news in search of mass killings, then sends out press releases in hope of stealing glory, is false. Amaq may learn details of the attacks from mainstream media ... but its claim of credit typically flows from an Amaq-specific source." An October 2017 article in The Hill, points to two false claims made in the summer of 2017, the Resorts World Manila attack and a false claim that bombs had been planted at Charles de Gaulle Airport in Paris. Also, a claimed IS connection to the 2017 Las Vegas shooting proved to be false. According to Rita Katz on the SITE Intelligence Group website, calling a terrorist a "soldier of the caliphate (warrior from the caliphate)" in a statement issued by Amaq, was the usual way in which IS indicated that it inspired an attack. Centrally coordinated attacks were usually described as "executed by a detachment belonging to the Islamic State", and were often announced by both Amaq and by IS' central media command. == Online presence == In November 2019, Belgian police said they had carried out a successful cyberattack on Amaq, thus leaving IS without an operational communication channel. However, Amaq has since regained online presence, primarily on dark web platforms to make it harder for law enforcement to take them down without physical access to the server hosting the specific platform.

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  • Supersampling

    Supersampling

    Supersampling or supersampling anti-aliasing (SSAA) is a spatial anti-aliasing method, i.e. a method used to remove aliasing (jagged and pixelated edges, colloquially known as "jaggies") from images rendered in computer games or other computer programs that generate imagery. Aliasing occurs because unlike real-world objects, which have continuous smooth curves and lines, a computer screen shows the viewer a large number of small squares. These pixels all have the same size, and each one has a single color. A line can only be shown as a collection of pixels, and therefore appears jagged unless it is perfectly horizontal or vertical. The aim of supersampling is to reduce this effect. Color samples are taken at several instances inside the pixel (not just at the center as normal)—hence the term "supersampling"—and an average color value is calculated. This can for example be achieved by rendering the image at a much higher resolution than the one being displayed, then shrinking it to the desired size, using the extra pixels for calculation, with the result being a downsampled image with smoother transitions from one line of pixels to another along the edges of objects, but each pixel could also be supersampled using other strategies (see the Supersampling patterns section). The number of samples determines the quality of the output. == Motivation == Aliasing is manifested in the case of 2D images as moiré pattern and pixelated edges, colloquially known as "jaggies". Common signal processing and image processing knowledge suggests that to achieve perfect elimination of aliasing, proper spatial sampling at the Nyquist rate (or higher) after applying a 2D Anti-aliasing filter is required. As this approach would require a forward and inverse fourier transformation, computationally less demanding approximations like supersampling were developed to avoid domain switches by staying in the spatial domain ("image domain"). == Method == === Computational cost and adaptive supersampling === Supersampling is computationally expensive because it requires much greater video card memory and memory bandwidth, since the amount of buffer used is several times larger. A way around this problem is to use a technique known as adaptive supersampling, where only pixels at the edges of objects are supersampled. Initially only a few samples are taken within each pixel. If these values are very similar, only these samples are used to determine the color. If not, more are used. The result of this method is that a higher number of samples are calculated only where necessary, thus improving performance. === Supersampling patterns === When taking samples within a pixel, the sample positions have to be determined in some way. Although the number of ways in which this can be done is infinite, there are a few ways which are commonly used. ==== Grid ==== The simplest algorithm. The pixel is split into several sub-pixels, and a sample is taken from the center of each. It is fast and easy to implement. Although, due to the regular nature of sampling, aliasing can still occur if a low number of sub-pixels is used. ==== Random ==== Also known as stochastic sampling, it avoids the regularity of grid supersampling. However, due to the irregularity of the pattern, samples end up being unnecessary in some areas of the pixel and lacking in others. ==== Poisson disk ==== The Poisson disk sampling algorithm places the samples randomly, but then checks that any two are not too close. The end result is an even but random distribution of samples. The naive "dart throwing" algorithm is extremely slow for large data sets, which once limited its applications for real-time rendering. However, many fast algorithms now exist to generate Poisson disk noise, even those with variable density. The Delone set provides a mathematical description of such sampling. ==== Jittered ==== A modification of the grid algorithm to approximate the Poisson disk. A pixel is split into several sub-pixels, but a sample is not taken from the center of each, but from a random point within the sub-pixel. Congregation can still occur, but to a lesser degree. ==== Rotated grid ==== A 2×2 grid layout is used but the sample pattern is rotated to avoid samples aligning on the horizontal or vertical axis, greatly improving antialiasing quality for the most commonly encountered cases. For an optimal pattern, the rotation angle is arctan (⁠1/2⁠) (about 26.6°) and the square is stretched by a factor of ⁠√5/2⁠, making it also a 4-queens solution.

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  • Breakup Notifier

    Breakup Notifier

    Breakup Notifier was a web application written by product developer and programmer Dan Loewenherz that enabled its registered users to track the relationship status of their Facebook friends. An email notification was sent to the user when one of their Facebook friends changed their relationship status. The app was one of the most viral Facebook app's at the time of its release. It was mentioned in a skit on The Jay Leno Show and news of its popularity was published in Time magazine, The New York Post, CNET, and The Globe and Mail. == Popularity and Facebook controversy == Breakup Notifier gathered 100,000 users in less than 24 hours of its launch and reached a user base of more than 3,000,000 in February 2011. Facebook then blocked the app. Loewenherz later created an app named Crush Notifier, which differs from the original app in that users can check if they have a mutual crush. Breakup Notifier was later unblocked by Facebook and monetized.

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  • Cinema 4D

    Cinema 4D

    Cinema 4D is a 3D software suite developed by the German company Maxon. == Overview == As of R21, only a single version of Cinema 4D is available. It replaces all previous variants, including BodyPaint 3D, and includes all features of the past 'Studio' variant. With R21, all binaries were unified. There is no technical difference between commercial, educational, or demo versions. The difference is now only in licensing. 2014 saw the release of Cinema 4D Lite, which came packaged with Adobe After Effects Creative Cloud 2014. "Lite" acts as an introductory version, with many features withheld. This is part of a partnership between the two companies, where a Maxon-produced plug-in, called Cineware, allows any variant to create a seamless workflow with After Effects. The "Lite" variant is dependent on After Effects CC, needing the latter application running to launch, and is only sold as a package component included with After Effects CC through Adobe. Initially, Cinema 4D was developed for Amiga computers in the early 1990s, and the first three versions of the program were available exclusively for that platform. With v4, however, Maxon began to develop the application for Windows and Macintosh computers as well, citing the wish to reach a wider audience and the growing instability of the Amiga market following Commodore's bankruptcy. It was also released for BeOS. On Linux, Cinema 4D is available as a commandline rendering version. == Modules and older variants == From R12 to R20, Cinema 4D was available in four variants. A core Cinema 4D 'Prime' application, a 'Broadcast' version with additional motion-graphics features, 'Visualize,' which adds functions for architectural design and 'Studio,' which includes all modules. From Release 8 until Release 11.5, Cinema 4D had a modular approach to the application, with the ability to expand upon the core application with various modules. This ended with Release 12, though the functionality of these modules remains in the different flavors of Cinema 4D (Prime, Broadcast, Visualize, Studio) The old modules were: Advanced Render (global illumination/HDRI, caustics, ambient occlusion and sky simulation) BodyPaint 3D (direct painting on UVW meshes; now included in the core. In essence Cinema 4D Core/Prime and the BodyPaint 3D products are identical. The only difference between the two is the splash screen that is shown at startup and the default user interface.) Dynamics (for simulating soft body and rigid body dynamics) Hair (simulates hair, fur, grass, etc.) MOCCA (character animation and cloth simulation) MoGraph (Motion Graphics procedural modelling and animation toolset) NET Render (to render animations over a TCP/IP network in render farms) PyroCluster (simulation of smoke and fire effects) Prime (the core application) Broadcast (adds MoGraph2) Visualize (adds Virtual Walkthrough, Advanced Render, Sky, Sketch and Toon, data exchange, camera matching) Studio (the complete package) == Version history == == Use in industry == A number of films and related works have been modeled and rendered in Cinema 4D, including: == Cinebench == Cinebench is a cross-platform test suite which tests a computer's hardware capabilities. It can be used as a test for Cinema 4D's 3D modeling, animation, motion graphic and rendering performance on multiple CPU cores. The program "target[s] a certain niche and [is] better suited for high-end desktop and workstation platforms". Cinebench is commonly used to demonstrate hardware capabilities at tech shows to show a CPU performance, especially by tech YouTubers and review sites.

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  • Deluxe Paint Animation

    Deluxe Paint Animation

    DeluxePaint Animation is a 1990 graphics editor and animation creation package for MS-DOS, based on Deluxe Paint for the Amiga. It was adapted by Brent Iverson with additional animation features by Steve Shaw and released by Electronic Arts. The program requires VGA graphics, MS-DOS 2.1 or higher, and a mouse. == Features == Listed from the back of the box. Complete selection of painting tools — Draw any shape you want, any way you want. Turn any image into a brush. You can rotate, flip, shear, resize, smear, and shade it. 7 levels of magnification — Paint in magnified mode if you want. Use variable zoom for detailed editing at the pixel level. 3-D perspective — Move and rotate images in full 3-D, automatically. Use color cycling and gradient fills to create great special effects. Stencils — Protect your designs from the slip of the hand or a bad idea. A stencil masks your image so you can paint "behind" and "in front of" it. Use the handy Move Dialog to animate brushes in full 3-D — automatically! Ideal for creating spinning titles for low-cost videos. 37 multi-sized fonts

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  • Avizo (software)

    Avizo (software)

    Avizo (pronounce: 'a-VEE-zo') is a general-purpose commercial software application for scientific and industrial data visualization and analysis. Avizo is developed by Thermo Fisher Scientific and was originally designed and developed by the Visualization and Data Analysis Group at Zuse Institute Berlin (ZIB) under the name Amira. Avizo was commercially released in November 2007. For the history of its development, see the Wikipedia article about Amira. == Overview == Avizo is a software application which enables users to perform interactive visualization and computation on 3D data sets. The Avizo interface is modelled on the visual programming. Users manipulate data and module components, organized in an interactive graph representation (called Pool), or in a Tree view. Data and modules can be interactively connected together, and controlled with several parameters, creating a visual processing network whose output is displayed in a 3D viewer. With this interface, complex data can be interactively explored and analyzed by applying a controlled sequence of computation and display processes resulting in a meaningful visual representation and associated derived data. == Application areas == Avizo has been designed to support different types of applications and workflows from 2D and 3D image data processing to simulations. It is a versatile and customizable visualization tool used in many fields: Scientific visualization Materials Research Tomography, Microscopy, etc. Nondestructive testing, Industrial Inspection, and Visual Inspection Computer-aided Engineering and simulation data post-processing Porous medium analysis Civil Engineering Seismic Exploration, Reservoir Engineering, Microseismic Monitoring, Borehole Imaging Geology, Digital Rock Physics (DRP), Earth Sciences Archaeology Food technology and agricultural science Physics, Chemistry Climatology, Oceanography, Environmental Studies Astrophysics == Features == Data import: 2D and 3D image stack and volume data: from microscopes (electron, optical), X-ray tomography (CT, micro-/nano-CT, synchrotron), neutron tomography and other acquisition devices (MRI, radiography, GPR) Geometric models (such as point sets, line sets, surfaces, grids) Numerical simulation data (such as Computational fluid dynamics or Finite element analysis data) Molecular data Time series and animations Seismic data Well logs 4D Multivariate Climate Models 2D/3D data visualization: Volume rendering Digital Volume Correlation Visualization of sections, through various slicing and clipping methods Isosurface rendering Polygonal meshes Scalar fields, Vector fields, Tensor representations, Flow visualization (Illuminated Streamlines, Stream Ribbons) Image processing: 2D/3D Alignment of image slices, Image registration Image filtering Mathematical Morphology (erode, dilate, open, close, tophat) Watershed Transform, Distance Transform Image segmentation 3D models reconstruction: Polygonal surface generation from segmented objects Generation of tetrahedral grids Surface reconstruction from point clouds Skeletonization (reconstruction of dendritic, porous or fracture network) Surface model simplification Quantification and analysis: Measurements and statistics Analysis spreadsheet and charting Material properties computation, based on 3D images: Absolute permeability Thermal conductivity Molecular diffusivity Electrical resistivity/formation factor 3D image-based meshing for CFD and FEA: From 3D imaging modalities (CT, micro-CT, MRI, etc.) Surface and volume meshes generation Export to FEA and CFD solvers for simulation Post-processing for simulation analysis Presentation, automation: MovieMaker, Multiscreen, Video wall, collaboration, and VR support TCL Scripting, C++ extension API Avizo is based on Open Inventor 3D graphics toolkits (FEI Visualization Sciences Group).

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  • Smoothing

    Smoothing

    In statistics and image processing, to smooth a data set is to create an approximating function that attempts to capture important patterns in the data, while leaving out noise or other fine-scale structures/rapid phenomena. In smoothing, the data points of a signal are modified so individual points higher than the adjacent points (presumably because of noise) are reduced, and points that are lower than the adjacent points are increased, leading to a smoother signal. Reducing noise by smoothing may aid in data analysis in two notable ways: Help uncover more meaningful information from the underlying data, such as trends. Provide analyses that are both flexible and robust. Many different algorithms are used in smoothing, most commonly binning, kernels, and local weighted regression. == Compared to curve fitting == Smoothing may be distinguished from the related and partially overlapping concept of curve fitting in the following ways: curve fitting often involves the use of an explicit function form for the result, whereas the immediate results from smoothing are the "smoothed" values with no later use made of a functional form if there is one; the aim of smoothing is to give a general idea of relatively slow changes of value with little attention paid to the close matching of data values, while curve fitting concentrates on achieving as close a match as possible. smoothing methods often have an associated tuning parameter which is used to control the extent of smoothing. Curve fitting will adjust any number of parameters of the function to obtain the 'best' fit. == Linear smoothers == In the case that the smoothed values can be written as a linear transformation of the observed values, the smoothing operation is known as a linear smoother; the matrix representing the transformation is known as a smoother matrix or hat matrix. The operation of applying such a matrix transformation is called convolution. Thus the matrix is also called convolution matrix or a convolution kernel. In the case of simple series of data points (rather than a multi-dimensional image), the convolution kernel is a one-dimensional vector. == Algorithms == One of the most common algorithms is the "moving average", often used to try to capture important trends in repeated statistical surveys. In image processing and computer vision, smoothing ideas are used in scale space representations. The simplest smoothing algorithm is the "rectangular" or "unweighted sliding-average smooth". This method replaces each point in the signal with the average of "m" adjacent points, where "m" is a positive integer called the "smooth width". Usually m is an odd number. The triangular smooth is like the rectangular smooth except that it implements a weighted smoothing function. Some specific smoothing and filter types, with their respective uses, pros and cons are:

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  • CamScanner

    CamScanner

    CamScanner is a Chinese mobile app first released in 2010 that allows iOS and Android devices to be used as image scanners. It allows users to 'scan' documents (by taking a photo with the device's camera) and share the photo as either a JPEG or PDF. This app is available free of charge on the Google Play Store and the Apple App Store. The app is based on freemium model, with ad-supported free version and a premium version with additional functions. == History == On August 27, 2019, Russian cyber security company Kaspersky Lab discovered that recent versions of the Android app distributed an advertising library containing a Trojan Dropper, which was also included in some apps preinstalled on several Chinese mobiles. The advertising library decrypts a Zip archive which subsequently downloads additional files from servers controlled by hackers, allowing the hackers to control the device, including by showing intrusive advertising or charging paid subscriptions. Google took the app down after Kaspersky reported its findings. An updated version of the app with the advertising library removed was made available on the Google Play Store as of September 5, 2019. Kaspersky later acknowledged "We appreciate the willingness to cooperate that we've seen from CamScanner representatives, as well as the responsible attitude to user safety they demonstrated while eliminating the threat…The malicious modules were removed from the app immediately upon Kaspersky's warning, and Google Play has restored the app." In June 2020, as tensions along the Line of Actual Control between China and India continued, the Government of India decided to ban 118 Chinese apps, including TikTok and CamScanner citing data and privacy issues. On January 5, 2021, US President Donald Trump signed Executive Order 13971 banning Alipay, Tencent's QQ, QQ Wallet, WeChat Pay, CamScanner, Shareit, VMate and WPS Office to conduct US transactions. The Trump administration explained this act by saying that this move helps prevent personal information such as text, phone calls and photos collected from rivals. However, the Biden administration did not meet the February 2021 deadline for implementing the executive order, allowing these apps to operate in the US and revoked the previous executive order Executive Order 14034 of June 9, 2021.

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  • AARON

    AARON

    AARON is the collective name for a series of computer programs written by artist Harold Cohen that create original artistic images autonomously, which set it apart from previous programs. Proceeding from Cohen's initial question "What are the minimum conditions under which a set of marks functions as an image?", AARON was in development between 1972 and the 2010s. As the software is not open source, its development effectively ended with Cohen's death in 2016. The name "AARON" does not seem to be an acronym; rather, it was a name chosen to start with the letter "A" so that the names of successive programs could follow it alphabetically. However, Cohen did not create any other major programs. Initial versions of AARON created abstract drawings that grew more complex through the 1970s. More representational imagery was added in the 1980s; first rocks, then plants, then people. In the 1990s more representational figures set in interior scenes were added, along with color. AARON returned to more abstract imagery, this time in color, in the early 2000s. Cohen used machines that allowed AARON to produce physical artwork. The first machines drew in black and white using a succession of custom-built "turtle" and flatbed plotter devices. Cohen would sometimes color these images by hand in fabric dye (Procion), or scale them up to make larger paintings and murals. In the 1990s Cohen built a series of digital painting machines to output AARON's images in ink and fabric dye. His later work used a large-scale inkjet printer on canvas. Development of AARON began in the C programming language then switched to Lisp in the early 1990s. Cohen credits Lisp with helping him solve the challenges he faced in adding color capabilities to AARON. An article about Cohen appeared in Computer Answers that describes AARON and shows two line drawings that were exhibited at the Tate gallery. The article goes on to describe the workings of AARON, then running on a DEC VAX 750 minicomputer. Raymond Kurzweil's company has produced a downloadable screensaver of AARON for Microsoft Windows PCs. This version of AARON can also produce printable images. AARON's source code is not publicly available, but Cohen has described AARON's operations in various essays and it is discussed in abstract in Pamela McCorduck's book. AARON cannot learn new styles or imagery on its own; each new capability must be hand-coded by Cohen. It is capable of producing a practically infinite supply of distinct images in its own style. Examples of these images have been exhibited in galleries worldwide. AARON's artwork has been used as an artistic equivalent of the Turing test. It does seem however that AARON's output follows a noticeable formula (figures standing next to a potted plant, framed within a colored square is a common theme). Cohen is very careful not to claim that AARON is creative. But he does ask "If what AARON is making is not art, what is it exactly, and in what ways, other than its origin, does it differ from the 'real thing?' If it is not thinking, what exactly is it doing?" — The further exploits of AARON, Painter. The Whitney Museum featured AARON in 2024, showcasing the evolution of AARON as the earliest artificial intelligence (AI) program for artmaking.

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  • Two-phase locking

    Two-phase locking

    In databases and transaction processing, two-phase locking (2PL) is a pessimistic concurrency control method that guarantees conflict-serializability. It is also the name of the resulting set of database transaction schedules (histories). The protocol uses locks, applied by a transaction to data, which may block (interpreted as signals to stop) other transactions from accessing the same data during the transaction's life. By the 2PL protocol, locks are applied and removed in two phases: Expanding phase: locks are acquired and no locks are released. Shrinking phase: locks are released and no locks are acquired. Two types of locks are used by the basic protocol: Shared and Exclusive locks. Refinements of the basic protocol may use more lock types. Using locks that block processes, 2PL, S2PL, and SS2PL may be subject to deadlocks that result from the mutual blocking of two or more transactions. == Read and write locks == Locks are used to guarantee serializability. A transaction is holding a lock on an object if that transaction has acquired a lock on that object which has not yet been released. For 2PL, the only used data-access locks are read-locks (shared locks) and write-locks (exclusive locks). Below are the rules for read-locks and write-locks: A transaction is allowed to read an object if and only if it is holding a read-lock or write-lock on that object. A transaction is allowed to write an object if and only if it is holding a write-lock on that object. A schedule (i.e., a set of transactions) is allowed to hold multiple locks on the same object simultaneously if and only if none of those locks are write-locks. If a disallowed lock attempts on being held simultaneously, it will be blocked. == Variants == Note that all conflict serializable schedules are also view serializable (but not vice-versa). === Two-phase locking === According to the two-phase locking protocol, each transaction handles its locks in two distinct, consecutive phases during the transaction's execution: Expanding phase (aka Growing phase): locks are acquired and no locks are released (the number of locks can only increase). Shrinking phase (aka Contracting phase): locks are released and no locks are acquired. The two phase locking rules can be summarized as: each transaction must never acquire a lock after it has released a lock. The serializability property is guaranteed for a schedule with transactions that obey this rule. Typically, without explicit knowledge in a transaction on end of phase 1, the rule is safely determined only when a transaction has completed processing and requested commit. In this case, all the locks can be released at once (phase 2). === Conservative two-phase locking === Conservative two-phase locking (C2PL) differs from 2PL in that transactions obtain all the locks they need before the actual execution begins. This is to ensure that a transaction that already holds some locks will not block waiting for other locks. C2PL prevents deadlocks. In cases of heavy lock contention, C2PL reduces the time locks are held on average, relative to 2PL and Strict 2PL, because transactions that hold locks are never blocked. In light lock contention, C2PL holds more locks than is necessary, because it is difficult to predict which locks will be needed in the future, thus leading to higher overhead. A C2PL transaction will not obtain any locks if it cannot obtain all the locks it needs in its initial request. Furthermore, each transaction needs to declare its read and write set (the data items that will be read/written), which is not always possible. Because of these limitations, C2PL is not used very frequently. === Strict two-phase locking === To comply with the strict two-phase locking (S2PL) protocol, a transaction needs to comply with 2PL, and release its write (exclusive) locks only after the transaction has ended (i.e., either committed or aborted). On the other hand, read (shared) locks are released regularly during the shrinking phase. Unlike 2PL, S2PL provides strictness (a special case of cascade-less recoverability). This protocol is not appropriate in B-trees because it causes Bottleneck (while B-trees always starts searching from the parent root). === Strong strict two-phase locking === or Rigorousness, or Rigorous scheduling, or Rigorous two-phase locking To comply with strong strict two-phase locking (SS2PL), a transaction's read and write locks are released only after that transaction has ended (i.e., either committed or aborted). A transaction obeying SS2PL has only a phase 1 and lacks a phase 2 until the transaction has completed. Every SS2PL schedule is also an S2PL schedule, but not vice versa.

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  • Interactions Corporation

    Interactions Corporation

    Interactions LLC (also known as Interactions Corporation) is an American software company that develops voice and text-based virtual assistant applications for customer-service contact centers. Since September 2025, it has been a subsidiary of SoundHound AI. == History == Interactions was founded in 2004. In July 2011, the company announced a $12 million venture-capital funding round led by Sigma Partners. In November 2014, AT&T sold its "Watson" speech recognition platform and related patents to Interactions in exchange for equity. In May 2017, Interactions acquired the social media customer-engagement company Digital Roots; financial terms were not disclosed. On September 3, 2025, SoundHound AI completed its acquisition of Interactions Corporation, with the acquired company becoming a wholly owned subsidiary. == Products and services == Interactions' products have been described as automated voice portals and intelligent virtual assistants used for customer-service tasks. In 2011, Humana expanded the use of an Interactions voice portal for Medicare Part D enrollment.

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  • Digital Darkroom

    Digital Darkroom

    Digital Darkroom was a graphics program for editing gray-scale photos, published by Silicon Beach Software for the Macintosh in 1987. It was programmed by Ed Bomke and Don Cone. Digital Darkroom was the first Macintosh program to incorporate a plug-in architecture. Silicon Beach and Ed Bomke are credited with having coined the term "plug-in". Another innovation of Digital Darkroom was the Magic Wand tool, which also appeared later in Photoshop. When Silicon Beach Software was acquired by Aldus Corporation, Digital Darkroom continued to be published by the Aldus Consumer Division, but was never updated to include color. The trademark "Digital Darkroom" was acquired by MicroFrontier in 1997 and used for a completely new image-editing program that does work with color. The software was acquired by Digimage Arts in 2002 and was sold for both Windows and Mac systems.

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