AI Assistant Intellij

AI Assistant Intellij — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Decision list

    Decision list

    Decision lists are a representation for Boolean functions which can be easily learned from examples. Single term decision lists are more expressive than disjunctions and conjunctions; however, 1-term decision lists are less expressive than the general disjunctive normal form and the conjunctive normal form. The language specified by a k-length decision list includes as a subset the language specified by a k-depth decision tree. Learning decision lists can be used for attribute efficient learning, a type of machine learning. == Definition == A decision list (DL) of length r is of the form: if f1 then output b1 else if f2 then output b2 ... else if fr then output br where fi is the ith formula and bi is the ith boolean for i ∈ { 1... r } {\displaystyle i\in \{1...r\}} . The last if-then-else is the default case, which means formula fr is always equal to true. A k-DL is a decision list where all of formulas have at most k terms. Sometimes "decision list" is used to refer to a 1-DL, where all of the formulas are either a variable or its negation.

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  • Magnetoquasistatic field

    Magnetoquasistatic field

    A magnetoquasistatic field is a class of electromagnetic field in which a slowly oscillating magnetic field is dominant. A magnetoquasistatic field is typically generated by low-frequency induction from a magnetic dipole or a current loop. The magnetic near-field of such an emitter behaves differently from the more commonly used far-field electromagnetic radiation. At low frequencies the rate of change of the instantaneous field strength with each cycle is relatively slow, giving rise to the name "magneto-quasistatic". The near field or quasistatic region typically extends no more than a wavelength from the antenna, and within this region the electric and magnetic fields are approximately decoupled. Weakly conducting non-magnetic bodies, including the human body and many mineral rocks, are effectively transparent to magnetoquasistatic fields, allowing for the transmission and reception of signals through such obstacles. Also, long-wavelength (i.e. low-frequency) signals are better able to propagate round corners than shorter-wave signals. Communication therefore need not be line-of-sight. The communication range of such signals depends on both the wavelength and the electromagnetic properties of the intervening medium at the chosen frequency, and is typically limited to a few tens of meters. == Physical principles == The laws of primary interest are Ampère's circuital law (with the displacement current density neglected) and the magnetic flux continuity law. These laws have associated with them continuity conditions at interfaces. In the absence of magnetizable materials, these laws determine the magnetic field intensity H given its source, the current density J. H is not everywhere irrotational. However, it is solenoidal everywhere. == Equipment design == A typical antenna comprises a 50-turn coil around a polyoxymethylene tube with diameter 16.5 cm, driven by a class E oscillator circuit. Such a device is readily portable when powered by batteries. Similarly, a typical receiver consist of an active receiving loop with diameter of one meter, an ultra-low-noise amplifier, and a band-pass filter. In operation the oscillator drives current through the transmitting loop to create an oscillating magnetic field. This field induces a voltage in the receiving loop, which is then amplified. Because the quasistatic region is defined within one wavelength of the electromagnetic source, emitters are limited to a frequency range between about 1 kHz and 1 MHz. Reducing the oscillating frequency increases the wavelength and hence the range of the quasistatic region, but reduces the induced voltage in the receiving loops which worsens the signal-to-noise ratio. In experiments carried out by the Carnegie Institute of Technology, the maximum range reported by was 50 meters. == Applications == === Resonant inductive coupling === In resonant coupling, the source and receiver are tuned to resonate at the same frequency and are given similar impedances. This allows power as well as information to flow from the source to the receiver. Such coupling via the magnetoquasistatic field is called resonant inductive coupling and can be used for wireless energy transfer. Applications include induction cooking, induction charging of batteries and some kinds of RFID tag. === Communications === Conventional electromagnetic communication signals cannot pass through the ground. Most mineral rock is neither electrically conducting nor magnetic, allowing magnetic fields to penetrate. Magnetoquasistatic systems have been successfully used for underground wireless communication, both surface-to-underground and between underground parties. At extremely low frequencies, below about 1 kHz, the wavelength is long enough for long-distance communication, although at a slow data rate. Such systems have been installed in submarines, with the local antenna comprising a wire up to several kilometers in length and trailed behind the vessel when at or near the surface. === Position and orientation tracking === Wireless position tracking is being increasingly used in applications such as navigation, security, and asset tracking. Conventional position tracking devices use high frequencies or microwaves, including global positioning systems (GPS), ultra-wide band (UWB) systems, and radio frequency identification systems (RFID), but these systems can easily be blocked by obstacles in their path. Magnetoquasistatic positioning takes advantage of the fact that the fields are largely undisturbed when in the presence of human beings and physical structures, and can be used for both position and orientation tracking for ranges up to 50 meters. To accurately determine the orientation and position of a dipole/emitter, allowance must be made not only for the field pattern generated by the emitter, but also for the eddy-currents they induce in the earth, which create secondary fields detectable by the receivers. By using complex image theory to correct this field generation from earth, and by using frequencies on the order of a few hundred kilohertz to obtain the required signal-to-noise ratio (SNR), it is possible to analyze the position of the dipole through azimuthal orientation, θ {\displaystyle \theta } , and inclination orientation, ϕ {\displaystyle \phi } . A Disney research team has used this technology to effectively determine the position and orientation of an American football, something not traceable through conventional wave propagation techniques due to human body obstruction. They inserted an oscillator-driven coil, around the diameter of the center of the ball, to generate the magnetoquasistatic field. The signal was able to pass undisturbed through multiple players.

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  • NexDock

    NexDock

    NexDock is a series of lapdock devices (containing a laptop screen, keyboard, trackpad, and battery connected to a phone or other device) sold by Nex Computer LLC. The product can be used with mobile desktop environments, including Samsung DeX and the former Windows Continuum. Critical reception for the series has been mixed, with reviewers praising the concept's utility for mobile productivity while noting hardware limitations and its niche appeal. == History == The first NexDock was introduced in 2016 through a successful Indiegogo campaign. Its development coincided with interest in smartphone-powered desktop interfaces, and it was marketed as a companion for Windows 10 Mobile's Continuum feature. Subsequent models, often launched via Kickstarter, added features like higher-resolution displays, touchscreens, and convertible hinges to adapt to the growing capabilities of smartphones. == Models == === NexDock (Original, 2016) === The first model featured a 14.1-inch 1366x768 display and connected primarily via a mini HDMI port. === NexDock 2 (2019) === This model introduced a 13.3-inch 1080p IPS display and a USB-C port, improvements aimed at better supporting platforms like Samsung DeX. === NexDock Touch (2020) === A touchscreen was added to the 13.3-inch display, allowing for more direct interaction with the connected device's operating system. === NexDock 360 (2021) === This version incorporated a 360-degree hinge, allowing the device to be used in laptop, tablet, tent, or stand modes. === NexDock Wireless (2023) === Wireless display connectivity was the key feature of this model, offering a cable-free connection to compatible phones and computers. === NexDock XL (2023) === The screen size was increased to 15.6 inches. It retained the 360-degree hinge and also offered a version with wireless charging for a connected phone. == Reception == Reviews of NexDock products have been mixed, generally praising the concept while pointing out execution flaws. The devices are often lauded for their utility with Samsung DeX, turning a high-end Samsung phone into a viable portable workstation. A review of the NexDock 2 from ZDNet concluded it was a "great companion for the modern road warrior," and Digital Trends called the original a "no-brainer shell" for expanding a phone's capability. However, reviewers have consistently highlighted hardware limitations. In its review of the NexDock Touch, TechRadar stated that while it was a "compelling package for a very specific niche," the "trackpad and keyboard are a bit of a letdown and the screen could be brighter." This sentiment was echoed in other reviews, with criticism often aimed at the trackpad's performance and feel. A review of the NexDock 2 from Android Authority described the experience as being "janky at times," concluding that the device "delivers on its promise — sort of." A common point across many reviews is that the overall performance is entirely dependent on the power of the connected phone, and the experience is often best suited for light productivity tasks rather than replacing a dedicated laptop.

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  • FreePBX Distro

    FreePBX Distro

    The FreePBX Distro was a freeware unified communications software system that consisted of FreePBX, a graphical user interface (GUI) for configuring, controlling and managing Asterisk PBX software. The FreePBX Distro included packages that offer VoIP, PBX, Fax, IVR, voice-mail and email functions. The FreePBX Distro Linux distribution was based on CentOS, which maintains binary compatibility with Red Hat Enterprise Linux. FreePBX has contributed to the popularity of Asterisk. As a result of CentOS Linux being discontinued and the last version of CentOS 7 going out of support on June 30, 2024, FreePBX 17 has moved over to and is supported on Debian Linux. FreePBX will no longer be providing a pre-configured FreePBX Distro, but will provide a script to install FreePBX on a fresh install of Debian Linux. In-place migration will not be possible, but will be possible by restoring a backup on the new version from the previous version. As FreePBX 16 will be supported until the release of FreePBX 18, FreePBX on this distribution will still work and be supported, however, there will be no further support for the underlying operating system. == Installation == The Official FreePBX Distro is installed from a ISO image available by web download, that includes the system CentOS, Asterisk, FreePBX GUI and assorted dependencies. This can then either be burned to DVD or written to a USB stick for installation == Support for telephony hardware == The FreePBX Distro has built-in support for cards from multiple vendors, including Digium, OpenVox, Alto, Rhino Equipment, Xorcom and Sangoma. The FreePBX Distro supports a large number of phone models via open-source modules. Supported VoIP phone manufacturers include Algo, AND, AudioCodes, Cisco, Cyberdata, Digium, Grandstream, Mitel/Aastra, Nortel/Avaya, Panasonic, Polycom, Sangoma, Snom, Xorcom and Yealink. == Development == FreePBX made its debut in 2004 as the AMP project (Asterisk Management Portal). The FreePBX Distro was released in 2011 as an turnkey solution for building a PBX using Asterisk, CentOS and FreePBX. FreePBX has over 1 million active production PBXs and over 20,000 new systems added each month. The core telephony engine is Asterisk, as configured by the Open Source FreePBX GUI. The last stable release is FreePBX Distro Stable SNG7-PBX16-64bit-2302-1 based on these main components: FreePBX 16 CentOS 7.8 Asterisk 16, 18, 19 (20 supported by upgrade once installed)

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  • Text-to-video model

    Text-to-video model

    A text-to-video model is a form of generative artificial intelligence that uses a natural language description as input to produce a video relevant to the input text. Advancements during the 2020s in the generation of high-quality, text-conditioned videos have largely been driven by the development of video diffusion models. == Models == There are different models, including open source models. Chinese-language input CogVideo is the earliest text-to-video model "of 9.4 billion parameters" to be developed, with its demo version of open source codes first presented on GitHub in 2022. That year, Meta Platforms released a partial text-to-video model called "Make-A-Video", and Google's Brain (later Google DeepMind) introduced Imagen Video, a text-to-video model with 3D U-Net. === 2023 === In February 2023, Runway released Gen-1 and Gen-2, among the first commercially available text-to-video and video-to-video models accessible to the public through a web interface. Gen-1, initially released as a video-to-video model, allowed users to transform existing video footage using text or image prompts. Gen-2, introduced in March 2023 and made publicly available in June 2023, added text-to-video capabilities, enabling users to generate videos from text prompts alone. In March 2023, a research paper titled "VideoFusion: Decomposed Diffusion Models for High-Quality Video Generation" was published, presenting a novel approach to video generation. The VideoFusion model decomposes the diffusion process into two components: base noise and residual noise, which are shared across frames to ensure temporal coherence. By utilizing a pre-trained image diffusion model as a base generator, the model efficiently generated high-quality and coherent videos. Fine-tuning the pre-trained model on video data addressed the domain gap between image and video data, enhancing the model's ability to produce realistic and consistent video sequences. In the same month, Adobe introduced Firefly AI as part of its features. === 2024 === In January 2024, Google announced development of a text-to-video model named Lumiere which is anticipated to integrate advanced video editing capabilities. Matthias Niessner and Lourdes Agapito at AI company Synthesia work on developing 3D neural rendering techniques that can synthesise realistic video by using 2D and 3D neural representations of shape, appearances, and motion for controllable video synthesis of avatars. In June 2024, Luma Labs launched its Dream Machine video tool. That same month, Kuaishou extended its Kling AI text-to-video model to international users. In July 2024, TikTok owner ByteDance released Jimeng AI in China, through its subsidiary, Faceu Technology. By September 2024, the Chinese AI company MiniMax debuted its video-01 model, joining other established AI model companies like Zhipu AI, Baichuan, and Moonshot AI, which contribute to China's involvement in AI technology. In December 2024 Lightricks launched LTX Video as an open source model. === 2025 === Alternative approaches to text-to-video models include Google's Phenaki, Hour One, Colossyan, Runway's Gen-3 Alpha, and OpenAI's Sora, Several additional text-to-video models, such as Plug-and-Play, Text2LIVE, and TuneAVideo, have emerged. FLUX.1 developer Black Forest Labs has announced its text-to-video model SOTA. Google was preparing to launch a video generation tool named Veo for YouTube Shorts in 2025. In May 2025, Google launched the Veo 3 iteration of the model. It was noted for its impressive audio generation capabilities, which were a previous limitation for text-to-video models. In July 2025 Lightricks released an update to LTX Video capable of generating clips reaching 60 seconds, and in October 2025 it released LTX-2, with audio capabilities built in. === 2026 === In February 2026, ByteDance released Seedance 2.0, it was noted for its impressive realistic generation, motion and camera control and 15 second generation, however the model faced huge critiscism from Motion Picture Association for copyright infringement. After viewing a viral clip of a fight between actors Brad Pitt and Tom Cruise, Rhett Reese, who is the co-writer of Deadpool & Wolverine and Zombieland announced that on social media "I hate to say it. It’s likely over for us," further stating that "In next to no time, one person is going to be able to sit at a computer and create a movie indistinguishable from what Hollywood now releases." == Architecture and training == There are several architectures that have been used to create text-to-video models. Similar to text-to-image models, these models can be trained using Recurrent Neural Networks (RNNs) such as long short-term memory (LSTM) networks, which has been used for Pixel Transformation Models and Stochastic Video Generation Models, which aid in consistency and realism respectively. An alternative for these include transformer models. Generative adversarial networks (GANs), Variational autoencoders (VAEs), — which can aid in the prediction of human motion — and diffusion models have also been used to develop the image generation aspects of the model. Text-video datasets used to train models include, but are not limited to, WebVid-10M, HDVILA-100M, CCV, ActivityNet, and Panda-70M. These datasets contain millions of original videos of interest, generated videos, captioned-videos, and textual information that help train models for accuracy. Text-video datasets used to train models include, but are not limited to PromptSource, DiffusionDB, and VidProM. These datasets provide the range of text inputs needed to teach models how to interpret a variety of textual prompts. The video generation process involves synchronizing the text inputs with video frames, ensuring alignment and consistency throughout the sequence. This predictive process is subject to decline in quality as the length of the video increases due to resource limitations. The Will Smith Eating Spaghetti test is a benchmark for models. == Limitations == Despite the rapid evolution of text-to-video models in their performance, a primary limitation is that they are very computationally heavy which limits its capacity to provide high quality and lengthy outputs. Additionally, these models require a large amount of specific training data to be able to generate high quality and coherent outputs, which brings about the issue of accessibility. Moreover, models may misinterpret textual prompts, resulting in video outputs that deviate from the intended meaning. This can occur due to limitations in capturing semantic context embedded in text, which affects the model's ability to align generated video with the user's intended message. Various models, including Make-A-Video, Imagen Video, Phenaki, CogVideo, GODIVA, and NUWA, are currently being tested and refined to enhance their alignment capabilities and overall performance in text-to-video generation. Another issue with the outputs is that text or fine details in AI-generated videos often appear garbled, a problem that stable diffusion models also struggle with. Examples include distorted hands and unreadable text. == Ethics == The deployment of text-to-video models raises ethical considerations related to content generation. These models have the potential to create inappropriate or unauthorized content, including explicit material, graphic violence, misinformation, and likenesses of real individuals without consent. Ensuring that AI-generated content complies with established standards for safe and ethical usage is essential, as content generated by these models may not always be easily identified as harmful or misleading. The ability of AI to recognize and filter out NSFW or copyrighted content remains an ongoing challenge, with implications for both creators and audiences. == Impacts and applications == Text-to-video models offer a broad range of applications that may benefit various fields, from educational and promotional to creative industries. These models can streamline content creation for training videos, movie previews, gaming assets, and visualizations, making it easier to generate content. During the Russo-Ukrainian war, fake videos made with artificial intelligence were created as part of a propaganda war against Ukraine and shared in social media. These included depictions of children in the Ukrainian Armed Forces, fake ads targeting children encouraging them to denounce critics of the Ukrainian government, or fictitious statements by Ukrainian President Volodymyr Zelenskyy about the country's surrender, among others. === Movies === Kaur vs Kore is the first Indian feature film made using generative AI which features dual role for the AI character of Sunny Leone, set to release in 2026. Chiranjeevi Hanuman – The Eternal is an Indian movie made entirely using Generative AI created by Vijay Subramaniam which is set for theatrical release in 2026. The movie was widely criticised by the Film makers in the Bollywood industr

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  • Outline of electronics

    Outline of electronics

    The following outline is provided as an overview of and topical guide to electronics: Electronics – branch of physics, engineering and technology dealing with electrical circuits that involve active semiconductor components and associated passive interconnection technologies. == Branches == === Classical electronics === Analog electronics Digital electronics Electronic instrumentation Electronic engineering Microelectronics Optoelectronics Power electronics Printed electronics Semiconductor technology Schematic capture Thermal management Automation Electronics === Advanced topics === Atomtronics Bioelectronics Failure modes of electronics Flexible electronics Low-power electronics Microelectromechanical systems (MEMS) Molecular electronics Nanoelectronics Organic electronics Photonics Piezotronics Quantum electronics Spintronics === History of electronics === History of electronic engineering History of radar History of radio History of television == General concepts == === Data converters === Analog-to-digital converters (ADC) Aliasing Successive approximation ADC Dual-slope ADC Quantization Sensor resolution Sampling Delta-sigma ADC Digital-to-analog converters (DAC) Digital potentiometer Binary weighted resistor converter Charge distribution DAC Pulse width modulator Reconstruction filter The R2R ladder === Digital electronics === Binary decision diagrams Boolean algebra Combinational logic Counters (digital) De Morgan's laws Digital circuit Formal verification Karnaugh maps Logic families Logic gate Logic minimization Logic simulation Logic synthesis Registers Sequential logic State machines Truth tables Transparent latch === Electrical element/discretes === Passive elements: Capacitor Inductor Memristor Resistor Transformer Active elements: Diode Zener diode Light-emitting diode PIN diode Schottky diode Avalanche diode Laser diode Microcontroller Operational amplifier Thyristor DIAC TRIAC IGBT Transistor Bipolar transistor (BJT) Field effect transistor (FET) Darlington transistor Other components Aural devices Battery (electricity) Crystal oscillator Electromechanical devices Sensors Surface acoustic wave (SAW) === Electronics analysis === Electronic packaging Electronic circuit simulation Electronic design automation Electronic noise Mathematical methods in electronics Thermal management of electronic devices and systems === Electronic circuits === Amplifiers Differential amplifiers Feedback amplifiers Power amplifiers Comparators Converters Filters Active filters Passive filters Digital filters Oscillators Phase-locked loops Timers === Electronic equipment === Air conditioner Breathalyzer Central heating Clothes dryer Computer/Notebook Dishwasher Freezer Home robot Home entertainment system Information technologies Cooker Microwave oven Refrigerator Robotic vacuum cleaner Tablet Telephone Water heater Washing machine === Television === Analog television History of television Television show Television broadcaster Timeline of the introduction of television in countries Mechanical television Color television Digital television Digital television transition Smart television Streaming television Internet Protocol television 3D television Terrestrial television ==== Television broadcasting ==== === Electronic instrumentation === Ammeter Capacitance meter Distortionmeter Electric energy meter LCR meter Microwave power meter Multimeter Network analyzer Ohmmeter Oscilloscope Psophometer Q meter Signal analyzer Signal generator Spectrum analyzer Transistor tester Tube tester Wattmeter Vectorscope Video signal generator Voltmeter VU meter === Memory technology === Flash memory Hard drive systems Optical storage Probe Storage Programmable read-only memory Read-only memory Solid-state drive (SSD) Volatile memory === Microcontrollers === Features Analog-to-digital converter Central processing unit (CPU) Clock generator (Quartz timing crystal, resonator or RC circuit) Debugging support Digital-to-analog converters Discrete input and output bits In-circuit programming Non-volatile memory (ROM, EPROM, EEPROM or Flash) Peripherals (Timers, event counters, PWM generators, and watchdog) Serial interface (Input/output such as serial ports (UARTs)) Serial communications (I²C, Serial Peripheral Interface and Controller Area Network) Volatile memory (RAM) 8-bit microcontroller families: AVR - PIC - COP8 - MCS-48 - MCS-51 - Z8 - eZ80 - HC08 - HC11 - H8 - PSoC Some notable suppliers: ARM Atmel Cypress Semiconductor Freescale Intel MIPS Microchip Technology NXP Semiconductors Parallax Propeller PowerPC Rabbit 2000 Renesas RX, V850 Silicon Laboratories STMicroelectronics Texas Instruments Toshiba TLCS === Optoelectronics === Optical fiber Optical properties Optical receivers Optical system design Optical transmitters === Physical laws === Ampère's law Coulomb's law Faraday's law of induction/Faraday-Lenz law Gauss's law Kirchhoff's circuit laws Current law Voltage law Maxwell's equations Gauss's law Faraday's law of induction Ampère's law Ohm's law === Power electronics === Power Devices Gate turn-off thyristor MOS-controlled thyristor (MCT) Power BJT/MOSFET Static induction devices Electric power conversion DC to DC DC to DC converter Voltage stabiliser Linear regulator AC to DC Rectifier Mains power supply unit (PSU) Switched-mode power supply DC to AC Inverter AC to AC Cycloconverter Transformer Variable frequency transformer Voltage converter Voltage regulator Power applications Automotive applications Capacitor charging applications Electronic ballasts Energy harvesting technologies Flexible AC transmission systems (FACTS) High frequency inverters HVDC transmission Motor controller Photovoltaic system Conversion Power factor correction circuits Power supply Renewable energy sources Switching power converters Uninterruptible power supply Wind power === Programmable devices === Application-specific integrated circuit (ASIC) Complex programmable logic device (CPLD) Erasable programmable logic device (EPLD) Simple programmable logic device (SPLD) Macrocell array Programmable array logic (PAL) Programmable logic array (PLA) Programmable logic device (PLD) Field-programmable gate array (FPGA) VHSIC Hardware Description Language (VHDL) Verilog Hardware Description Language Some notable suppliers: Altera - Atmel - Cypress Semiconductor - Lattice Semiconductor - Xilinx === Semiconductors theory === Properties Bipolar junction transistors Capacitance voltage profiling Charge carrier Charge-transfer complex Deep-level transient spectroscopy Depletion region Density of states Diode modelling Direct band gap Electronic band structure Energy level Exciton Field-effect transistors Metal–semiconductor junction MOSFETs N-type semiconductor Organic semiconductors P–n junction P-type semiconductor Photoelectric effect Quantum tunneling Semiconductor chip Semiconductor detector Solar cell Transistor model Thin film Tight-binding model Device Fabrication Semiconductor device fabrication Semiconductor industry Semiconductor consolidation == Applications == Audio electronics Automotive electronics Avionics Control Systems Consumer electronics Data acquisition E-health Electronic book Electronics industry Electronic warfare Embedded systems Home automation Integrated circuits Marine electronics Microwave technology Military electronics Multimedia Nuclear electronics Open hardware Radar and Radionavigation Radio electronics Terahertz technology Video hardware Wired and Wireless Communications

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  • Creative work

    Creative work

    A creative work is a manifestation of creative effort in the world through a creative process involving one or more individuals. The term includes fine artwork (sculpture, paintings, drawing, sketching, performance art), dance, writing (literature), filmmaking, and musical composition. The term is frequently used in the context of copyright. It is an important concept in both philosophy and law. Creative works require a creative mindset and are not typically rendered in an arbitrary fashion, although works may demonstrate (i.e., have in common) a degree of arbitrariness, such that it is improbable that two people would independently create the same work. At its base, creative work involves two main steps – having an idea, and then turning that idea into a substantive form or process. Typically, the creative process results in work that has some aesthetic value, identified as a creative expression. Naturally, this expression generally invokes external stimuli (e.g., influences and experiences) which a person draws on because they view the source as creative or inspirational; the degree to which this is reflected may be used in determinations of the derivativeness of the created work. Alternatively, the creator may draw on imagination, and their references may be clouded even to them, for the nature of imagination is as yet not fully understood philosophically, and the level of necessary self-examination of an artist's internal processing is a challenge for even those most self-aware of their minds and mental processes. == Legal definition == === United Kingdom === For the purpose of section 221(2)(c) of the Income Tax (Trading and Other Income) Act 2005, the expression "creative works" means: (a) literary, dramatic, musical or artistic works, or (b) designs,created by the taxpayer personally or, if the qualifying trade, profession or vocation is carried on in partnership, by one or more of the partners personally.

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  • Brand networking

    Brand networking

    Brand networking is the engagement of a social networking service around a brand by providing consumers with a platform of relevant content, elements of participation, and a currency, score, or ranking. Brand networking creates communities that serve as interactive destinations to encourage brand participation online and off. This evolved level of user participation with the brand facilitates strong relationships with consumers, leverages sales, and generates fan equity. The concept builds on the marketing literature on brand communities, which describes specialized, non-geographically bound groups of consumers organized around shared interest in a brand, and on subsequent research on social-media-based brand communities that examines how such groups operate when embedded in general-purpose networking platforms. == History == The development and growth of social networking in the early 2000s gave birth to brand networking. Brands saw the immediate potential to reach and interact with consumers through online platforms like Facebook and MySpace. At first, the ability to reach consumers through these platforms was inadequate; brands had the option to join as members or simply advertise on these sites. The potential existed to not only display advertisements to consumers, but to encourage them to interact with the brand. This is when brands made the shift to create their own networking platforms. Less evolved attempts to connect brands with consumers via networking are typically built as online platforms meant only to complement a product/service and are limited in functionality. Typically these sites offer consumers the opportunity to interact through discussion boards and group pages. The Guiding Light Community was built to complement the popular CBS television soap opera. The site offers members reward points for contributing content to discussion boards and blogs (which is all geared toward the show). == Structure == Brand networking is more than the utilization of a social networking platform; it is connecting consumers together and constructing relationships directly with the brand. Three key elements, in unity, create effective brand networking: relevant content, elements of participation, and a competitive currency. Websites in conjunction with other media types (television, radio, print) present content around a vertical industry, sector of interest, or cultural and social issues for a brand. This can be in areas such as health, marketing, or business, or any content relevant to the brand message. Such content is not only provided by the brand but also in the form of consumer-generated media. Research on brand-related user-generated content across major platforms suggests that the form and tone of consumer contributions vary by platform, with promotional content more common on some networks and response-oriented content on others. A brand provides participation with consumers online and offline. This is accomplished through the combination of typical social networking features online, such as personalised pages, friend lists, groups, and messaging, alongside elements of involvement offline. This is not simply connecting an online platform with mobile devices, but providing separate mobile features jointly with a secondary media type to drive online usage and build relationships with the brand on the go. By participating in mobile campaigns, users are interacting with the brand outside of traditional brick and mortar or e-commerce destinations. Empirical work on consumer brand engagement in social media frames such participation along cognitive, affective, and behavioural dimensions. The final element of brand networking involves incentivising participation with the other two elements. The addition of a currency or point system acts as an anchor to the brand and network and creates a competitive dynamic between consumers. These points are distributed for activity carried out outside of the networking site. By incentivising usage offline, the brand image is reinforced for the consumer and strengthens the relationship. Consumers are turned into promoters for both the brand and the users' benefit. The use of points, badges, leaderboards, and similar mechanics is described in the marketing literature as gamification, and has been linked to higher participation rates in mobile and loyalty programmes. == Fan equity == Fan equity is the idea that by locking in consumers to a brand, they are turned into fans of the brand. As fans, they promote, interact, and consume on a daily basis and become assets. Apple Inc. is one example of a company often cited as possessing fan equity. Customers of Apple are extremely brand loyal and are assets to the company. Creating a fan-generated brand is a difficult but effective method of business. Through the use of brand networking, a company is able to build a consumer or fan base that provides a strong relationship between business and consumers. The trust is formed and fans do a lot of work for the brand by word of mouth. Peer-to-peer channels are the strongest means of communication for a brand, but also one in which the brand can only influence and not control. Subsequent research links community engagement with brand trust, identifying community engagement as a mediator between social-media brand community participation and trust. This method of business is argued to be a relationship handled by the brand generally for its own gain. Many fans do not realise the work they are doing for companies by using their product or service. Facebook is a fan-based brand that has become a global phenomenon through customer use, with social media features such as sharing and commenting. With the growth of social media, marketing and advertising through social media has continued to expand. Brands can display and promote their products or services at a fast rate, with consumers sharing and contributing to the brand on a global scale. This can also be seen as online word of mouth exposure that can produce positive or negative feedback for brands. Once consumers become fans they are typically loyal, which can create positive word of mouth for a brand. Fans become a valuable asset, boosting the status and reputation of a brand. Different perceptions of brands can be linked to a person's origin or religion, which creates a difficulty when trying to enter a market or gain market share. Businesses need to be aware of the types of products or services they introduce to a specific market, ensuring they are culturally sensitive. Fan pages are created on social media to maintain the relationship between brands and consumers. By engaging and interacting with consumers, brands obtain fans and produce positive imaging. Some fans become attached to brands and are often encouraged to remain as fans through the use of celebrities endorsing the brand. Research on parasocial interaction in social-media environments suggests that one-sided emotional bonds that consumers form with endorsers and brand personae help convert ordinary followers into engaged fans.

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  • List of 3D rendering software

    List of 3D rendering software

    3D rendering software products are the dedicated engines used for rendering computer-generated imagery. This is not the same as 3D modeling software, which involves the creation of 3D models, for which the software listed below can produce realistically rendered visualisations.General-purpose packages which can have their own built-in rendering capabilities are not listed here; these can be found in the list of 3D computer graphics software and list of 3D animation software. See 3D computer graphics software for more discussion about the distinctions.

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  • International Webmasters Association

    International Webmasters Association

    The International Webmasters Association (IWA) is a non-profit association for education and certification of web professionals founded in 1996. It provides a Certified Web Professional certification. One of its objectives is to build a World Wide Web that is a true global community. According to the IWA, as of 2025 it has more than 100 official chapters with over 300,000 individual members in 106 countries. In 2001, the IWA merged with the HTML Writers Guild (HWG) and joined the World Wide Web Consortium (W3C). IWA's accomplishments include the publishing of the industry's first guidelines for ethical and professional standards, web certification and education programs, specialized employment resources, and technical assistance to individuals and businesses. IWA members participate to the activities of W3C WCAG Working Group, ATAG Working Group, and the XHTML Working Group. They have also participated in other initiatives such as the Multimodal Interaction Working Group which developed EMMA, the Extensible MultiModal Annotation markup language.

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  • Proximedia Group

    Proximedia Group

    Proximedia Group is a Belgian media group. == History == Proximedia Belgium was founded in 1998, by Fabrice Wuyts and Eric Glachant. The company specializes in providing websites for SMEs. The Proximedia Group SA was founded in 1999 and became the coordinating organization of Proximedia Belgium, Online, Bizbook Channel, Globule Bleu bvba, Click+, Proximedia France, Proximedia Nederland, and Proximedia Spain. The Proximedia Group has been listed at the Free Market of Euronext Brussels since 2005. In 2007, the Proximedia Group founded the Bizbook Channel. This branch specialized in creating corporate videos. In 2008, Proximedia SA took over the web agency Globule Bleu. The following year, Proximedia launched the brand BeUP. They were also elected ‘Enterprise of The Year 2009’ by Ernst & Young. Proximedia launched two new services in 2011: Videobiz and Promobook. In 2012, the Bizbook Channel was launched. Proximedia was acquired by Publicis Groupe S.A. in July 2014. == Branches == Proximedia Belgium: the oldest branch of the Proximedia Group. It makes websites and provides support for their customers. Similar branches are Proximedia France and Proximedia Nederland. Batibouw +: specialized in bringing contractors and clients together. Bizbook Channel: specialized in creating corporate videos for SMEs. Click+: offers the management of Google AdWords campaigns. This contains advertising in Google's search results. Globule Bleu: specialized in digital campaigns for larger companies or organisations. Online: an Internet Service Provider (ISP) that provides internet access, domain names, hosting of websites and data centers, email service, etc. Bizbook: an online guestbook where users can post reviews on products and services of a company. Promobook: an online service which can be used to print promotions and coupons. == Key figures == == Sale tactics and lawsuits == There are a lot of websites, forums and blogs that warn for Proximedia. This is because of the long duration of the contract, the inability to terminate the contract and the alleged aggressive approach of Proximedia and the alleged low quality of service that Proximedia offers. Also, there are a lot of lawsuits every month, some of which are customers that wish to terminate the contract, others that allege Proximedia of misguiding. List of some example lawsuits: Mitigation of contractual termination compensation on the basis of article 6:248 paragraph 2 of the Dutch Civil Code A clause on the basis of which a termination fee is claimed can be considered a penalty clause. Mitigation of the penalty based on article 6:94 of the Dutch Civil Code? Performance claim rejected; successful appeal to breach of contract; dissolution; restitution claim awarded. Agreement for IT services. Contents of the agreement. No reflex effect of the Door-to-Door Sales Act for small entrepreneurs. Implementation Act of the Consumer Rights Directive. Breach of contract? Unreasonably onerous clause? Cassation: ECLI:NL:HR:2016:996, (Partial) annulment with referral. Final judgment: ECLI:NL:GHSHE:2014:4228 Error. Reflex effect of the unfair commercial practices law? Compelling evidentiary force of written agreement. (No summary provided by court) Proximedia case. No valid defense against the claim concerning a number of monthly invoices. Article 7.1 of the agreement (containing a termination fee) is a general term in the sense of article 6:231 introductory text and under a of the Dutch Civil Code. No "reflex effect" of article 6:237 introductory text and under i of the Dutch Civil Code. Insufficiently argued why article 7.1 would be unreasonably onerous in the sense of article 6:233 of the Dutch Civil Code and that granting the claim would be unacceptable according to standards of reasonableness and fairness. Termination fee is not a penalty in the sense of article 6:91 of the Dutch Civil Code. A retailer (sole proprietorship) is approached by a representative of a company and enters into an "agreement for IT services" with a term of four years, which includes a dissolution fee of 60% of the not yet due monthly payments. The retailer is instructed to prove that, at the time of entering the agreement, the company promised him that he could terminate the agreement without any further obligations if he terminated his business. The retailer is considered to have succeeded in the burden of proof, and the company's claim for payment of the dissolution fee is rejected.

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  • Quality of experience

    Quality of experience

    Quality of experience (QoE) is a measure of the delight or annoyance of a customer's experiences with a service (e.g., web browsing, phone call, TV broadcast). QoE focuses on the entire service experience; it is a holistic concept, similar to the field of user experience, but with its roots in telecommunication. QoE is an emerging multidisciplinary field based on social psychology, cognitive science, economics, and engineering science, focused on understanding overall human quality requirements. == Definition and concepts == In 2013, within the context of the COST Action QUALINET, QoE has been defined as:The degree of delight or annoyance of the user of an application or service. It results from the fulfillment of his or her expectations with respect to the utility and / or enjoyment of the application or service in the light of the user’s personality and current state.This definition has been adopted in 2016 by the International Telecommunication Union in Recommendation ITU-T P.10/G.100. Before, various definitions of QoE had existed in the domain, with the above-mentioned definition now finding wide acceptance in the community. QoE has historically emerged from Quality of Service (QoS), which attempts to objectively measure service parameters (such as packet loss rates or average throughput). QoS measurement is most of the time not related to a customer, but to the media or network itself. QoE however is a purely subjective measure from the user's perspective of the overall quality of the service provided, by capturing people's aesthetic and hedonic needs. QoE looks at a vendor's or purveyor's offering from the standpoint of the customer or end user, and asks, "What mix of goods, services, and support, do you think will provide you with the perception that the total product is providing you with the experience you desired and/or expected?" It then asks, "Is this what the vendor/purveyor has actually provided?" If not, "What changes need to be made to enhance your total experience?" In short, QoE provides an assessment of human expectations, feelings, perceptions, cognition and satisfaction with respect to a particular product, service or application. QoE is a blueprint of all human subjective and objective quality needs and experiences arising from the interaction of a person with technology and with business entities in a particular context. Although QoE is perceived as subjective, it is an important measure that counts for customers of a service. Being able to measure it in a controlled manner helps operators understand what may be wrong with their services and how to improve them. == QoE factors == QoE aims at taking into consideration every factor that contributes to a user's perceived quality of a system or service. This includes system, human and contextual factors. The following so-called "influence factors" have been identified and classified by Reiter et al.: Human Influence Factors Low-level processing (visual and auditory acuity, gender, age, mood, …) Higher-level processing (cognitive processes, socio-cultural and economic background, expectations, needs and goals, other personality traits…) System Influence Factors Content-related Media-related (encoding, resolution, sample rate, …) Network-related (bandwidth, delay, jitter, …) Device-related (screen resolution, display size, …) Context Influence Factors Physical context (location and space) Temporal context (time of day, frequency of use, …) Social context (inter-personal relations during experience) Economic context Task context (multitasking, interruptions, task type) Technical and information context (relationship between systems) Studies in the field of QoE have typically focused on system factors, primarily due to its origin in the QoS and network engineering domains. Through the use of dedicated test laboratories, the context is often sought to be kept constant. == QoE versus User Experience == QoE is strongly related to but different from the field of User Experience (UX), which also focuses on users' experiences with services. Historically, QoE has emerged from telecommunication research, while UX has its roots in Human–Computer Interaction. Both fields can be considered multi-disciplinary. In contrast to UX, the goal of improving QoE for users was more strongly motivated by economic needs. Wechsung and De Moor identify the following key differences between the fields: == QoE measurement == As a measure of the end-to-end performance at the service level from the user's perspective, QoE is an important metric for the design of systems and engineering processes. This is particularly relevant for video services because – due to their high traffic demands –, bad network performance may highly affect the user's experience. So, when designing systems, the expected output, i.e. the expected QoE, is often taken into account – also as a system output metric and optimization goal. To measure this level of QoE, human ratings can be used. The mean opinion score (MOS) is a widely used measure for assessing the quality of media signals. It is a limited form of QoE measurement, relating to a specific media type, in a controlled environment and without explicitly taking into account user expectations. The MOS as an indicator of experienced quality has been used for audio and speech communication, as well as for the assessment of quality of Internet video, television and other multimedia signals, and web browsing. Due to inherent limitations in measuring QoE in a single scalar value, the usefulness of the MOS is often debated. Subjective quality evaluation requires a lot of human resources, establishing it as a time-consuming process. Objective evaluation methods can provide quality results faster, but require dedicated computing resources. Since such instrumental video quality algorithms are often developed based on a limited set of subjective data, their QoE prediction accuracy may be low when compared to human ratings. QoE metrics are often measured at the end devices and can conceptually be seen as the remaining quality after the distortion introduced during the preparation of the content and the delivery through the network, until it reaches the decoder at the end device. There are several elements in the media preparation and delivery chain, and some of them may introduce distortion. This causes degradation of the content, and several elements in this chain can be considered as "QoE-relevant" for the offered services. The causes of degradation are applicable for any multimedia service, that is, not exclusive to video or speech. Typical degradations occur at the encoding system (compression degradation), transport network, access network (e.g., packet loss or packet delay), home network (e.g. WiFi performance) and end device (e.g. decoding performance). == QoE management == Several QoE-centric network management and bandwidth management solutions have been proposed, which aim to improve the QoE delivered to the end-users. When managing a network, QoE fairness may be taken into account in order to keep the users sufficiently satisfied (i.e., high QoE) in a fair manner. From a QoE perspective, network resources and multimedia services should be managed in order to guarantee specific QoE levels instead of classical QoS parameters, which are unable to reflect the actual delivered QoE. A pure QoE-centric management is challenged by the nature of the Internet itself, as the Internet protocols and architecture were not originally designed to support today's complex and high demanding multimedia services. As an example for an implementation of QoE management, network nodes can become QoE-aware by estimating the status of the multimedia service as perceived by the end-users. This information can then be used to improve the delivery of the multimedia service over the network and proactively improve the users' QoE. This can be achieved, for example, via traffic shaping. QoE management gives the service provider and network operator the capability to minimize storage and network resources by allocating only the resources that are sufficient to maintain a specific level of user satisfaction. As it may involve limiting resources for some users or services in order to increase the overall network performance and QoE, the practice of QoE management requires that net neutrality regulations are considered.

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  • Inductive programming

    Inductive programming

    Inductive programming (IP) is a special area of automatic programming, covering research from artificial intelligence and programming, which addresses learning of typically declarative (logic or functional) and often recursive programs from incomplete specifications, such as input/output examples or constraints. Depending on the programming language used, there are several kinds of inductive programming. Inductive functional programming, which uses functional programming languages such as Lisp or Haskell, and most especially inductive logic programming, which uses logic programming languages such as Prolog and other logical representations such as description logics, have been more prominent, but other (programming) language paradigms have also been used, such as constraint programming or probabilistic programming. == Definition == Inductive programming incorporates all approaches which are concerned with learning programs or algorithms from incomplete (formal) specifications. Possible inputs in an IP system are a set of training inputs and corresponding outputs or an output evaluation function, describing the desired behavior of the intended program, traces or action sequences which describe the process of calculating specific outputs, constraints for the program to be induced concerning its time efficiency or its complexity, various kinds of background knowledge such as standard data types, predefined functions to be used, program schemes or templates describing the data flow of the intended program, heuristics for guiding the search for a solution or other biases. Output of an IP system is a program in some arbitrary programming language containing conditionals and loop or recursive control structures, or any other kind of Turing-complete representation language. In many applications the output program must be correct with respect to the examples and partial specification, and this leads to the consideration of inductive programming as a special area inside automatic programming or program synthesis, usually opposed to 'deductive' program synthesis, where the specification is usually complete. In other cases, inductive programming is seen as a more general area where any declarative programming or representation language can be used and we may even have some degree of error in the examples, as in general machine learning, the more specific area of structure mining or the area of symbolic artificial intelligence. A distinctive feature is the number of examples or partial specification needed. Typically, inductive programming techniques can learn from just a few examples. The diversity of inductive programming usually comes from the applications and the languages that are used: apart from logic programming and functional programming, other programming paradigms and representation languages have been used or suggested in inductive programming, such as functional logic programming, constraint programming, probabilistic programming, abductive logic programming, modal logic, action languages, agent languages and many types of imperative languages. == History == The early works of Plotkin, and his "relative least general generalization (rlgg)", had an enormous impact in inductive logic programming. There were some encouraging results on learning recursive Prolog programs such as quicksort from examples together with suitable background knowledge, for example with GOLEM. However, after initial success, the community got disappointed by limited progress about the induction of recursive programs with ILP less and less focusing on recursive programs and leaning more and more towards a machine learning setting with applications in relational data mining and knowledge discovery. In parallel to work in ILP, Koza proposed genetic programming in the early 1990s as a generate-and-test based approach to learning programs. The idea of genetic programming was further developed into the inductive programming system ADATE and the systematic-search-based system MagicHaskeller. Here again, functional programs are learned from sets of positive examples together with an output evaluation (fitness) function which specifies the desired input/output behavior of the program to be learned. The early work in grammar induction (also known as grammatical inference) is related to inductive programming, as rewriting systems or logic programs can be used to represent production rules. In fact, early works in inductive inference considered grammar induction and Lisp program inference as basically the same problem. The results in terms of learnability were related to classical concepts, such as identification-in-the-limit, as introduced in the seminal work of Gold. More recently, the language learning problem was addressed by the inductive programming community. In the recent years, the classical approaches have been resumed and advanced with great success. Therefore, the synthesis problem has been reformulated on the background of constructor-based term rewriting systems taking into account modern techniques of functional programming, as well as moderate use of search-based strategies and usage of background knowledge as well as automatic invention of subprograms. Many new and successful applications have recently appeared beyond program synthesis, most especially in the area of data manipulation, programming by example and cognitive modelling (see below). Other ideas have also been explored with the common characteristic of using declarative languages for the representation of hypotheses. For instance, the use of higher-order features, schemes or structured distances have been advocated for a better handling of recursive data types and structures; abstraction has also been explored as a more powerful approach to cumulative learning and function invention. One powerful paradigm that has been recently used for the representation of hypotheses in inductive programming (generally in the form of generative models) is probabilistic programming (and related paradigms, such as stochastic logic programs and Bayesian logic programming). == Application areas == The first workshop on Approaches and Applications of Inductive Programming (AAIP) Archived 2016-03-03 at the Wayback Machine held in conjunction with ICML 2005 identified all applications where "learning of programs or recursive rules are called for, [...] first in the domain of software engineering where structural learning, software assistants and software agents can help to relieve programmers from routine tasks, give programming support for end users, or support of novice programmers and programming tutor systems. Further areas of application are language learning, learning recursive control rules for AI-planning, learning recursive concepts in web-mining or for data-format transformations". Since then, these and many other areas have shown to be successful application niches for inductive programming, such as end-user programming, the related areas of programming by example and programming by demonstration, and intelligent tutoring systems. Other areas where inductive inference has been recently applied are knowledge acquisition, artificial general intelligence, reinforcement learning and theory evaluation, and cognitive science in general. There may also be prospective applications in intelligent agents, games, robotics, personalisation, ambient intelligence and human interfaces.

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  • COVFEFE Act

    COVFEFE Act

    The Communications Over Various Feeds Electronically for Engagement Act (COVFEFE Act), House Bill H.R. 2884, was introduced in the United States House of Representatives on June 12, 2017, during the 115th United States Congress. The bill was intended to amend the Presidential Records Act to preserve Twitter posts and other social media interactions of the President of the United States and require the National Archives to store such items. H.R. 2884 was assigned to the House Oversight and Reform Committee for consideration. While in committee, there were no roll call votes related to the bill. The bill died in committee. U.S. Representative Mike Quigley, Democrat of Illinois, introduced the legislation due to Donald Trump's routine use of Twitter, stating "In order to maintain public trust in government, elected officials must answer for what they do and say; this includes 140-character tweets. If the president is going to take to social media to make sudden public policy proclamations, we must ensure that these statements are documented and preserved for future reference". If enacted, the bill "would bar the prolifically tweeting president from deleting his posts, as he has sometimes done". The COVFEFE Act would have also treated a president's personal social media accounts (e.g., Trump's "@realDonaldTrump" Twitter account) the same as official social media accounts (e.g., the "@POTUS" Twitter account). == Background == The bill title refers to "covfefe", a word in a May 31, 2017 tweet that Trump sent at 12:06 AM EDT, reading "Despite the constant negative press covfefe". This incomplete tweet was liked and retweeted hundreds of thousands of times, making it one of the most popular tweets of 2017, as people speculated on its meaning. The tweet was deleted at 5:48 AM EDT. At 6:09 AM EDT, Trump's account tweeted "Who can figure out the true meaning of 'covfefe' ??? Enjoy!" During the May 31 White House press briefing, Hunter Walker of Yahoo! News asked White House press secretary Sean Spicer about the tweet and if there was any concern about the president sending out incoherent tweets that stay up for hours. Spicer responded, "I think the president and a small group of people know exactly what he meant" and offered no other explanation. This unexpected response spawned additional media attention and criticism for its cryptic meaning, with commentators unsure whether or not Spicer was joking. Callum Borchers of The Washington Post's The Fix noted that the Trump administration deliberately responded in a way that encouraged the media and the public to focus on covfefe instead of other controversies like the Russia investigation, resignation of White House communications director Michael Dubke, or U.S.-Germany relations. == Legal significance of Trump's tweeting == Trump's tweets have been legally significant in the past. White House Press Secretary Sean Spicer stated that Trump's tweets are "considered official statements by the President of the United States". Some of his tweets have contradicted his agenda by undercutting or contradicting statements of public officials as well as the arguments of U.S. Department of Justice attorneys seeking to defend Trump's decisions in court. A federal appellate court cited one of Trump's tweets in upholding a lower court's order blocking Trump's Executive Order 13780 from going into effect in 2017. Courts have been clear that Twitter statements can be used as evidence of intent. Before Trump's "@realDonaldTrump" Twitter account was suspended, he blocked a number of users, preventing them from viewing his tweets or posting public replies. A group associated with Columbia University filed a lawsuit on behalf of blocked users, called Knight First Amendment Institute v. Trump. Plaintiffs successfully argued that @realDonaldTrump reply threads constituted a "designated public forum" akin to a public meeting, and therefore blocking users based on their political viewpoints violated their constitutional right to freedom of speech. The Second Circuit upheld this ruling on July 9, 2019. Regardless of the failure of the bill, Trump's tweets have been archived in accordance with the Presidential and Federal Records Act Amendments of 2014.

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  • Communications system

    Communications system

    A communications system is a collection of individual telecommunications networks systems, relay stations, tributary stations, and terminal equipment usually capable of interconnection and interoperation to form an integrated whole. Communication systems allow the transfer of information from one place to another or from one device to another through a specified channel or medium. The components of a communications system serve a common purpose, are technically compatible, use common procedures, respond to controls, and operate in union. In the structure of a communication system, the transmitter first converts the data received from the source into a light signal and transmits it through the medium to the destination of the receiver. The receiver connected at the receiving end converts it to digital data, maintaining certain protocols e.g. FTP, ISP assigned protocols etc. Telecommunications is a method of communication (e.g., for sports broadcasting, mass media, journalism, etc.). Communication is the act of conveying intended meanings from one entity or group to another through the use of mutually understood signs and semiotic rules. == Types == === By media === An optical communication system is any form of communications system that uses light as the transmission medium. Equipment consists of a transmitter, which encodes a message into an optical signal, a communication channel, which carries the signal to its destination, and a receiver, which reproduces the message from the received optical signal. Fiber-optic communication systems transmit information from one place to another by sending light through an optical fiber. The light forms a carrier signal that is modulated to carry information. A radio communication system is composed of several communications subsystems that give exterior communications capabilities. A radio communication system comprises a transmitting conductor in which electrical oscillations or currents are produced and which is arranged to cause such currents or oscillations to be propagated through the free space medium from one point to another remote therefrom and a receiving conductor at such distant point adapted to be excited by the oscillations or currents propagated from the transmitter. Power-line communication systems operate by impressing a modulated carrier signal on power wires. Different types of power-line communications use different frequency bands, depending on the signal transmission characteristics of the power wiring used. Since the power wiring system was originally intended for transmission of AC power, the power wire circuits have only a limited ability to carry higher frequencies. The propagation problem is a limiting factor for each type of power line communications. === By technology === A duplex communication system is a system composed of two connected parties or devices which can communicate with one another in both directions. The term duplex is used when describing communication between two parties or devices. Duplex systems are employed in nearly all communications networks, either to allow for a communication "two-way street" between two connected parties or to provide a "reverse path" for the monitoring and remote adjustment of equipment in the field. An antenna is basically a small length of a conductor that is used to radiate or receive electromagnetic waves. It acts as a conversion device. At the transmitting end it converts high frequency current into electromagnetic waves. At the receiving end it transforms electromagnetic waves into electrical signals that is fed into the input of the receiver. several types of antenna are used in communication. Examples of communications subsystems include the Defense Communications System (DCS). === Examples: by technology === Telephone Mobile phone Tablet computer Television Telegraph Edison Telegraph TV cable Computer === By application area === The term transmission system is used in the telecommunications industry to emphasize the intermediate media, protocols, and equipment in the circuit, rather than particular end-user applications. A tactical communications system is a communications system that (a) is used within, or in direct support of tactical forces (b) is designed to meet the requirements of changing tactical situations and varying environmental conditions, (c) provides securable communications, such as voice, data, and video, among mobile users to facilitate command and control within, and in support of, tactical forces, and (d) usually requires extremely short installation times, usually on the order of hours, in order to meet the requirements of frequent relocation. An Emergency communication system is any system (typically computer based) that is organized for the primary purpose of supporting the two way communication of emergency messages between both individuals and groups of individuals. These systems are commonly designed to integrate the cross-communication of messages between are variety of communication technologies. An Automatic call distributor (ACD) is a communication system that automatically queues, assigns and connects callers to handlers. This is used often in customer service (such as for product or service complaints), ordering by telephone (such as in a ticket office), or coordination services (such as in air traffic control). A Voice Communication Control System (VCCS) is essentially an ACD with characteristics that make it more adapted to use in critical situations (no waiting for dial tone, or lengthy recorded announcements, radio and telephone lines equally easily connected to, individual lines immediately accessible etc..) == Key components == =

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