AI Avatar Creation

AI Avatar Creation — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Zero-shot learning

    Zero-shot learning

    Zero-shot learning (ZSL) is a problem setup in deep learning where, at test time, a learner observes samples from classes which were not observed during training, and needs to predict the class that they belong to. The name is a play on words based on the earlier concept of one-shot learning, in which classification can be learned from only one, or a few, examples. Zero-shot methods generally work by associating observed and non-observed classes through some form of auxiliary information, which encodes observable distinguishing properties of objects. For example, given a set of images of animals to be classified, along with auxiliary textual descriptions of what animals look like, an artificial intelligence model which has been trained to recognize horses, but has never been given a zebra, can still recognize a zebra when it also knows that zebras look like striped horses. This problem is widely studied in computer vision, natural language processing, and machine perception. == Background and history == The first paper on zero-shot learning in natural language processing appeared in a 2008 paper by Chang, Ratinov, Roth, and Srikumar, at the AAAI'08, but the name given to the learning paradigm there was dataless classification. The first paper on zero-shot learning in computer vision appeared at the same conference, under the name zero-data learning. The term zero-shot learning itself first appeared in the literature in a 2009 paper from Palatucci, Hinton, Pomerleau, and Mitchell at NIPS'09. This terminology was repeated later in another computer vision paper and the term zero-shot learning caught on, as a take-off on one-shot learning that was introduced in computer vision years earlier. In computer vision, zero-shot learning models learned parameters for seen classes along with their class representations and rely on representational similarity among class labels so that, during inference, instances can be classified into new classes. In natural language processing, the key technical direction developed builds on the ability to "understand the labels"—represent the labels in the same semantic space as that of the documents to be classified. This supports the classification of a single example without observing any annotated data, the purest form of zero-shot classification. The original paper made use of the Explicit Semantic Analysis (ESA) representation but later papers made use of other representations, including dense representations. This approach was also extended to multilingual domains, fine entity typing and other problems. Moreover, beyond relying solely on representations, the computational approach has been extended to depend on transfer from other tasks, such as textual entailment and question answering. The original paper also points out that, beyond the ability to classify a single example, when a collection of examples is given, with the assumption that they come from the same distribution, it is possible to bootstrap the performance in a semi-supervised like manner (or transductive learning). Unlike standard generalization in machine learning, where classifiers are expected to correctly classify new samples to classes they have already observed during training, in ZSL, no samples from the classes have been given during training the classifier. It can therefore be viewed as an extreme case of domain adaptation. == Prerequisite information for zero-shot classes == Naturally, some form of auxiliary information has to be given about these zero-shot classes, and this type of information can be of several types. Learning with attributes: classes are accompanied by pre-defined structured description. For example, for bird descriptions, this could include "red head", "long beak". These attributes are often organized in a structured compositional way, and taking that structure into account improves learning. While this approach was used mostly in computer vision, there are some examples for it also in natural language processing. Learning from textual description. As pointed out above, this has been the key direction pursued in natural language processing. Here class labels are taken to have a meaning and are often augmented with definitions or free-text natural-language description. This could include for example a wikipedia description of the class. Class-class similarity. Here, classes are embedded in a continuous space. A zero-shot classifier can predict that a sample corresponds to some position in that space, and the nearest embedded class is used as a predicted class, even if no such samples were observed during training. == Generalized zero-shot learning == The above ZSL setup assumes that at test time, only zero-shot samples are given, namely, samples from new unseen classes. In generalized zero-shot learning, samples from both new and known classes, may appear at test time. This poses new challenges for classifiers at test time, because it is very challenging to estimate if a given sample is new or known. Some approaches to handle this include: a gating module, which is first trained to decide if a given sample comes from a new class or from an old one, and then, at inference time, outputs either a hard decision, or a soft probabilistic decision a generative module, which is trained to generate feature representation of the unseen classes—a standard classifier can then be trained on samples from all classes, seen and unseen. == Domains of application == Zero shot learning has been applied to the following fields: image classification semantic segmentation image generation object detection natural language processing computational biology abstract reasoning

    Read more →
  • Electronic submission

    Electronic submission

    Electronic submission refers to the submission of a document by electronic means: that is, via e-mail or a web form on the Internet, or on an electronic medium such as a compact disc, a hard disk or a USB flash drive. Traditionally, the term "manuscript" referred to anything that was explicitly "written by hand". However, in popular usage and especially in the context of computers and the internet, the term "manuscript" may even refer to documents (text or otherwise) typed out or prepared on typewriters and computers and can be extended to digital photographs and videos, and online surveys too. In other words, any manuscript prepared and submitted online can be considered to be an electronic submission. == History and early usage == There is no concrete data indicating when and by whom were electronic submissions used for the first time. However, research based universities in several countries have been encouraging the collection of course assignments and projects in the form of electronic submissions for almost a decade now. Several governments and organizations are also switching to electronic submissions for the collection of research papers, grant applications and government application forms. == Types of electronic submissions == Since modern computers can store and process information and data in virtually any format and with the Internet allowing easy transfer of this data, the number of scenarios in which submissions can be collected electronically has increased exponentially in the last few years. Some of these scenarios are described below. In most of these scenarios, submissions were collected on hard paper until the Information Technology revolution occurred. === Academic Submissions === Teachers, professors and teaching assistants often collect course assignments and projects electronically. Electronic submissions are usually collected using a web-based system which more often than not also helps in the management of submissions collected and stored on it. (Explained By Henny L, University of Lethbridge, AB, Canada) === Research Papers === In call-for-paper or academic conferences, prospective presenters are usually asked to submit a short abstract or a full paper on their presentation or research work electronically, which is reviewed before being accepted for the conference. === Proposals for Grants === Several grant-giving organizations like the NSA, W3C, NIA, NIH etc. require grant seekers to submit a proposal which if accepted result in the desired grants. A majority of these proposals are now submitted electronically on systems that also help in the managing and tracking the proposals submitted. === Articles for Publication === Magazines, newspapers and other publishing houses have begun accepting electronic submissions for articles from various sources - both internal (by journalists and writers hired by them) as well as external (by users and popular readers). The submitted articles are stored on a server hosted by the publication house or by a third-party Archived 2019-10-13 at the Wayback Machine vendor and are usually evaluated before being given a green signal. === Contests and Competition Entries === Almost every kind of contest or competition requires participants to submit an entry in a format described by the organizers of the contest. If the contest is an Internet-based one, then the entries or nominations for the contest are collected electronically using e-mail or other electronic means depending on feasibility and the choice of the organizers. === Government Applications === The governments of several countries are turning to electronic submission of applications and forms for various government procedures. Electronic submissions allow easier management of the applications and forms submitted. === Legal documents === Many legal documents may be submitted to the courts electronically. In England and Wales, the Civil Procedure Rules include a suitable "document exchange" as an acceptable "method of service". Case law in employment law cases has established that where a claim is submitted electronically, a prudent legal adviser should "check that it has been received and there must be systems in place for doing that". === Resumés and CVs === It has become commonplace for job-seekers to submit soft copies (electronic versions) of their resumés and CVs to recruiting agencies and online job portals. This is usually done over the Internet using e-mail or a pre-hosted web-based system. == Submission management systems == The art and science of collecting and managing electronic submissions is called Submission Management. Certain software vendors have begun developing submission management systems to assist in the collection, tracking and management of complex submission processes realized electronically. Most of these systems are web based and accessible from any device with a browser and an Internet connection. However, a majority of these systems are application specific and cannot be applied to all submission management scenarios. == Resistance to electronic submissions == Despite the easier management and tracking of electronic submissions compared to their paper-based counterparts, widespread adoption and use of electronic submissions and systems for managing them has been hampered by several facts, which include but are not limited to: Inconvenience while drawing figures, diagrams and equations on a computer Resistance to change and adoption of new technologies Lack of or limited access to the Internet.

    Read more →
  • The Dodo (website)

    The Dodo (website)

    The Dodo is an American online publisher focused on animals. The website was launched in January 2014 by Izzie Lerer, the daughter of media executive Kenneth Lerer, and journalist Kerry Lauerman. The Dodo has become one of the most popular Facebook publishers, garnering 1 billion video views from the social network in November 2015. The Dodo is headquartered in New York, New York. == History == The company—named after the first recorded species that humans drove to extinction—was founded by Lerer out of "a personal passion for the subject manner". Lerer has a PhD in animal studies with a focus on animal ethics and human relationships from Columbia University, launching the website after noticing the viral success of animal videos online but seeing no one "really owned the space." The Dodo's editorial and video production staff unionized with the Writers Guild of America, East in April 2018.

    Read more →
  • 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.

    Read more →
  • Data-driven model

    Data-driven model

    Data-driven models are a class of computational models that primarily rely on historical data collected throughout a system's or process' lifetime to establish relationships between input, internal, and output variables. Commonly found in numerous articles and publications, data-driven models have evolved from earlier statistical models, overcoming limitations posed by strict assumptions about probability distributions. These models have gained prominence across various fields, particularly in the era of big data, artificial intelligence, and machine learning, where they offer valuable insights and predictions based on the available data. == Background == These models have evolved from earlier statistical models, which were based on certain assumptions about probability distributions that often proved to be overly restrictive. The emergence of data-driven models in the 1950s and 1960s coincided with the development of digital computers, advancements in artificial intelligence research, and the introduction of new approaches in non-behavioural modelling, such as pattern recognition and automatic classification. == Key Concepts == Data-driven models encompass a wide range of techniques and methodologies that aim to intelligently process and analyse large datasets. Examples include fuzzy logic, fuzzy and rough sets for handling uncertainty, neural networks for approximating functions, global optimization and evolutionary computing, statistical learning theory, and Bayesian methods. These models have found applications in various fields, including economics, customer relations management, financial services, medicine, and the military, among others. Machine learning, a subfield of artificial intelligence, is closely related to data-driven modelling as it also focuses on using historical data to create models that can make predictions and identify patterns. In fact, many data-driven models incorporate machine learning techniques, such as regression, classification, and clustering algorithms, to process and analyse data. In recent years, the concept of data-driven models has gained considerable attention in the field of water resources, with numerous applications, academic courses, and scientific publications using the term as a generalization for models that rely on data rather than physics. This classification has been featured in various publications and has even spurred the development of hybrid models in the past decade. Hybrid models attempt to quantify the degree of physically based information used in hydrological models and determine whether the process of building the model is primarily driven by physics or purely data-based. As a result, data-driven models have become an essential topic of discussion and exploration within water resources management and research. The term "data-driven modelling" (DDM) refers to the overarching paradigm of using historical data in conjunction with advanced computational techniques, including machine learning and artificial intelligence, to create models that can reveal underlying trends, patterns, and, in some cases, make predictions Data-driven models can be built with or without detailed knowledge of the underlying processes governing the system behavior, which makes them particularly useful when such knowledge is missing or fragmented.

    Read more →
  • Usage share of operating systems

    Usage share of operating systems

    The usage share of an operating system is the percentage of computers running that operating system (OS). These statistics are estimates as wide scale OS usage data is difficult to obtain and measure. Reliable primary sources are limited and data collection methodology is not formally agreed. Currently devices connected to the internet allow for web data collection to approximately measure OS usage. As of December 2025, Android, which uses the Linux kernel, is the world's most popular operating system with 38.94% of the global market, followed by Windows with 29.99%, iOS with 15.66%, macOS with 2.14%, and other operating systems with 10.78%. This is for all device types excluding embedded devices. For smartphones and other mobile devices, Android has 72% market share, and Apple's iOS has 28%. For desktop computers and laptops, Microsoft Windows has 60.8%, followed by unknown operating systems at 19.7%, Mac OS at 14.4%, desktop Linux at 3.2%, then Google's ChromeOS at 1.6%, as of March 2026. For tablets, Apple's iPadOS (a variant of iOS) has 52% share and Android has 48% worldwide. For the top 500 most powerful supercomputers, Linux distributions have had 100% of the market share since 2017. The global server operating system market share has Linux leading with a 63.1% marketshare, followed by Windows, Unix and other operating systems. Linux is also most used for web servers, and the most common Linux distribution is Ubuntu, followed by Debian. Linux has almost caught up with the second-most popular (desktop) OS, macOS, in some regions, such as in South America, and in Asia it's at 6.4% (7% with ChromeOS) vs 9.7% for macOS. In the US, ChromeOS is third at 5.5%, followed by (desktop) Linux at 4.3%. The most numerous type of device with an operating system are embedded systems. Not all embedded systems have operating systems, instead running their application code on the "bare metal"; of those that do have operating systems, a high percentage are standalone or do not have a web browser, which makes their usage share difficult to measure. Some operating systems used in embedded systems are more widely used than some of those mentioned above; for example, modern Intel microprocessors contain an embedded management processor running a version of the Minix operating system. == Worldwide device shipments == Shipments (to stores) do not necessarily translate to sales to consumers, therefore suggesting the numbers indicate popularity and/or usage could be misleading. Not only do smartphones sell in higher numbers than PCs, but also a lot more by dollar value, with the gap only projected to widen, to well over double. According to Gartner, the following is the worldwide device shipments (referring to wholesale) by operating system from 2012 to 2016, which includes smartphones, tablets, laptops and PCs together. On 27 January 2016, Paul Thurrott summarized the operating system market, the day after Apple announced "one billion devices": Apple's "active installed base" is now one billion devices. [..] Granted, some of those Apple devices were probably sold into the marketplace years ago. But that 1 billion figure can and should be compared to the numbers Microsoft touts for Windows 10 (200 million, most recently) or Windows more generally (1.5 billion active users, a number that hasn’t moved, magically, in years), and that Google touts for Android (over 1.4 billion, as of September). My understanding of iOS is that the user base was previously thought to be around 800 million strong, and when you factor out Macs and other non-iOS Apple devices, that's probably about right. But as you can see, there are three big personal computing platforms. And only one of them is actually declining. We’ll see how Windows 10 fares over the long term, but even if Microsoft hits the 1 billion figure in 1-2 years as promised, it will by then still be the smallest of those three platforms. In 2018, Apple stopped revealing unit sales in its reports. Since 2018, the company have been publishing only revenues per device models which, nonetheless, allowed the analysers to extrapolate the unit sales from the model revenues by applying the wholesale device prices. Other hardware manufacturers usually do not report unit sales. === PC shipments === For 2015 (and earlier), Gartner reports for "the year, worldwide PC shipments declined for the fourth consecutive year, which started in 2012 with the launch of tablets" with an 8% decline in PC sales for 2015 (not including cumulative decline in sales over the previous years). Microsoft backed away from their goal of one billion Windows 10 devices in three years (or "by the middle of 2018") and reported on 26 September 2016 that Windows 10 was running on over 400 million devices, and in March 2019, on more than 800 million. In May 2020, Gartner predicted further decline in all market segments for 2020 due to COVID-19, predicting a decline of 13.6% for all devices. while the "Work from Home Trend Saved PC Market from Collapse", with only a decline of 10.5% predicted for PCs. However, in the end, according to Gartner, PC shipments grew 10.7% in the fourth quarter of 2020 and reached 275 million units in 2020, a 4.8% increase from 2019 and the highest growth in ten years." Apple in 4th place for PCs had the largest growth in shipments for a company in Q4 of 31.3%, while "the fourth quarter of 2020 was another remarkable period of growth for Chromebooks, with shipments increasing around 200% year over year to reach 11.7 million units. In 2020, Chromebook shipments increased over 80% to total nearly 30 million units, largely due to demand from the North American education market." Chromebooks sold more (30 million) than Apple's Macs worldwide (22.5 million) in pandemic year 2020. According to the Catalyst group, the year 2021 had record high PC shipments with total shipments of 341 million units (including Chromebooks), 15% higher than 2020 and 27% higher than 2019, while being the largest shipment total since 2012. According to Gartner, worldwide PC shipments declined by 16.2% in 2022, the largest annual decrease since the mid-1990s, due to geopolitical, economic, and supply chain challenges. In 2024 and 2025, due to lower adoption of Windows 11 and Microsoft ending its support to Windows 10, the number of PCs shipped with pre-installed Windows OS dropped. Pundits attribute the low Windows 11 acceptance to its steep hardware requirements and especially the TPM 2.0 ready chipset requirement and the 2024 CrowdStrike-related IT outages. Meanwhile, the macOS device market share in PC device shipments increased to new heights, with improved numbers seen for Linux devices too. In Q3 2025, the macOS pre-installed device shipments increased by 14.9% year-over-year (YoY), while the overall PC-shipments increased only by 8.1%, in Q2 2025, it grew 21.4% YoY while the global PC-shipments increased only by 6.5%, and in Q1 2025, it grew 7% YoY while the global PC-shipments increased by 4.8%. === Tablet computers shipments === In 2015, eMarketer estimated at the beginning of the year that the tablet installed base would hit one billion for the first time (with China's use at 328 million, which Google Play doesn't serve or track, and the United States's use second at 156 million). At the end of the year, because of cheap tablets – not counted by all analysts – that goal was met (even excluding cumulative sales of previous years) as: Sales quintupled to an expected 1 billion units worldwide this year, from 216 million units in 2014, according to projections from the Envisioneering Group. While that number is far higher than the 200-plus million units globally projected by research firms IDC, Gartner and Forrester, Envisioneering analyst Richard Doherty says the rival estimates miss all the cheap Asian knockoff tablets that have been churning off assembly lines.[..] Forrester says its definition of tablets "is relatively narrow" while IDC says it includes some tablets by Amazon — but not all.[..] The top tech purchase of the year continued to be the smartphone, with an expected 1.5 billion sold worldwide, according to projections from researcher IDC. Last year saw some 1.2 billion sold.[..] Computers didn’t fare as well, despite the introduction of Microsoft's latest software upgrade, Windows 10, and the expected but not realized bump it would provide for consumers looking to skip the upgrade and just get a new computer instead. Some 281 million PCs were expected to be sold, according to IDC, down from 308 million in 2014. Folks tend to be happy with the older computers and keep them for longer, as more of our daily computing activities have moved to the smartphone.[..] While Windows 10 got good reviews from tech critics, only 11% of the 1-billion-plus Windows user base opted to do the upgrade, according to Microsoft. This suggests Microsoft has a ways to go before the software gets "hit" status. Apple's new operating system El Capitan has been

    Read more →
  • Horus Music

    Horus Music

    Horus Music Limited is a global digital distribution and label services company. Established in 2006, Horus Music allows artists, labels and right-holders to send their music to over 200 download, streaming, and interactive platforms including iTunes, Google Play, Amazon, VEVO, 7digital, Spotify, Beatport, Deezer, Tidal, as well as offering digital marketing and playlisting opportunities. == History == The company were named Best Business Partner of 2014 by Huawei Technology of China, and were also a finalist in the International Trade category as part of the Leicester Mercury Business Awards during that same year. Their client base consists of unsigned and independent musicians and record labels, as well as well known recording artists. In November 2015, Horus Music sponsored the UK’s first Independent Label Week, in order to highlight the music that is released by the UK’s indie labels. In 2016, Horus Music celebrated their 10th anniversary Horus Music's sister companies Help for Bands and Help For Writers, provide advice and opportunities for musicians and E-book distribution for writers, respectively. Anara Publishing opened in 2017 which allows the company to work closely with a handpicked roster of musicians to provide royalty administration and sync licensing services. On 21 April 2017, Her Majesty Queen Elizabeth II’s 91st birthday, Horus Music was awarded with the Queen’s Award for Enterprise in International Trade. In 2021, Horus Music, UnitedMasters, and Symphonic Distribution partnered with pioneering music fintech company, beatBread, to offer clients access to more capital. beatBread's chordCashAI technology provides an automated advance experience for independent musicians while enable clients to choose their own terms and retain ownership of their music. == Clients == Horus Music has partnered with a number of charities including Save the Children, for the recording "Look into Your Heart", featuring Beverley Knight with Rolling Stones' Mick Jagger and Ronnie Wood, 100% of proceeds from the single were donated to the charity. The Pixel Project, who produced songs about violence against women and the blood cancer charity Bloodwise. The company have spoken openly about the state of the music industry and artists' rights and were one of the first distributors to remove their catalogue from Rdio after the streaming service was acquired by Pandora. Their relationships with artists and labels, as well as leading industry contacts, means they have the ability to work with musicians in a myriad of ways, including offering performance opportunities and even local auditions for TV shows such as The Voice UK. == Horus Music India == Horus Music India opened in 2016 and is based in Mumbai. By opening Horus Music India, the company are able to expand on their local connections as well as to provide a much more personalised service to musicians based in this area. The appointment of two Business Development Managers in India cemented their move.

    Read more →
  • Cloud9 (service provider)

    Cloud9 (service provider)

    Cloud9 is a mobile network operator focussed on providing mobile subscriptions over the air to programmable SIM cards, SoftSIMs and eSIMs. Their service is used in both smartphones and IoT devices. The company is privately held with headquarters in the United Kingdom. == History == Cloud9, originally owned by Wire9 Telecom Plc, funded and established by investor and telecom specialist, Lee Jones, before being sold for an undisclosed sum by Jones to billionaire Romain Zaleski. It established in the UK, Gibraltar, and Isle of Man as a domestic Mobile Network Operator. Cloud9 obtained spectrum licenses in the Isle of Man in 2007 and Gibraltar in 2010. Around 2011, Cloud9 decided to focus on supplying global SIM cards to save roaming charges. The Gibraltar spectrum licence was sold to another company. The business relocated its core network to Telehouse in London and became a subsidiary of BlueMango Technologies Ltd. Later the company was acquired by Wireless Logic Ltd. In 2013, Cloud9 acquired the IPR of Zynetix Ltd. Through this acquisition, the company achieved sales as an MVNE. In 2014, the company was voted as a Red Herring Top 100 Europe finalist. == Features == Cloud9 has shipped several million 'Travel SIMs'; all SIM cards have been branded with the logo of these resellers. Additionally, the company provides the digital signatures ('profiles' or 'IMSIs') that provide a SIM card with the ability to register with a network and function. These can be provisioned over the air to dynamic SIM cards such as programmable removable UICCs, SoftSIMs and eSIMs. They are members of the GSM Association and are involved in the GSMA remote SIM provisioning standard for eSIMs that will be released soon. The Cloud9 core network also supports 4G (HSS/PDG). Its Mobile Country Code is 234 and its Mobile Network Code is 18. TADIG code is GBRC9. The company has been allocated the following UK number ranges by Ofcom: 4478722, 4477000, 4474409, 4479782, 4479783 and 4475588 The core network is hosted on Cloud9 servers at Telehouse near Canary Wharf in London. Additional components are hosted in Amazon Web Services facilities around the world in order to minimise latency and provide scalability.

    Read more →
  • POP-11

    POP-11

    POP-11 is a reflective, incrementally compiled programming language with many of the features of an interpreted language. It is the core language of the Poplog programming environment developed originally by the University of Sussex, and recently in the School of Computer Science at the University of Birmingham, which hosts the main Poplog website. POP-11 is an evolution of the language POP-2, developed in Edinburgh University, and features an open stack model (like Forth, among others). It is mainly procedural, but supports declarative language constructs, including a pattern matcher, and is mostly used for research and teaching in artificial intelligence, although it has features sufficient for many other classes of problems. It is often used to introduce symbolic programming techniques to programmers of more conventional languages like Pascal, who find POP syntax more familiar than that of Lisp. One of POP-11's features is that it supports first-class functions. POP-11 is the core language of the Poplog system. The availability of the compiler and compiler subroutines at run-time (a requirement for incremental compiling) gives it the ability to support a far wider range of extensions (including run-time extensions, such as adding new data-types) than would be possible using only a macro facility. This made it possible for (optional) incremental compilers to be added for Prolog, Common Lisp and Standard ML, which could be added as required to support either mixed language development or development in the second language without using any POP-11 constructs. This made it possible for Poplog to be used by teachers, researchers, and developers who were interested in only one of the languages. The most successful product developed in POP-11 was the Clementine data mining system, developed by ISL. After SPSS bought ISL, they renamed Clementine to SPSS Modeler and decided to port it to C++ and Java, and eventually succeeded with great effort, and perhaps some loss of the flexibility provided by the use of an AI language. POP-11 was for a time available only as part of an expensive commercial package (Poplog), but since about 1999 it has been freely available as part of the open-source software version of Poplog, including various added packages and teaching libraries. An online version of ELIZA using POP-11 is available at Birmingham. At the University of Sussex, David Young used POP-11 in combination with C and Fortran to develop a suite of teaching and interactive development tools for image processing and vision, and has made them available in the Popvision extension to Poplog. == Simple code examples == Here is an example of a simple POP-11 program: define Double(Source) -> Result; Source2 -> Result; enddefine; Double(123) => That prints out: 246 This one includes some list processing: define RemoveElementsMatching(Element, Source) -> Result; lvars Index; [[% for Index in Source do unless Index = Element or Index matches Element then Index; endunless; endfor; %]] -> Result; enddefine; RemoveElementsMatching("the", [[the cat sat on the mat]]) => ;;; outputs [[cat sat on mat]] RemoveElementsMatching("the", [[the cat] [sat on] the mat]) => ;;; outputs [[the cat] [sat on] mat] RemoveElementsMatching([[= cat]], [[the cat]] is a [[big cat]]) => ;;; outputs [[is a]] Examples using the POP-11 pattern matcher, which makes it relatively easy for students to learn to develop sophisticated list-processing programs without having to treat patterns as tree structures accessed by 'head' and 'tail' functions (CAR and CDR in Lisp), can be found in the online introductory tutorial. The matcher is at the heart of the SimAgent (sim_agent) toolkit. Some of the powerful features of the toolkit, such as linking pattern variables to inline code variables, would have been very difficult to implement without the incremental compiler facilities.

    Read more →
  • Locative media

    Locative media

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

    Read more →
  • The Morning After (web series)

    The Morning After (web series)

    The Morning After is a Hulu original web series that premiered on January 17, 2011, and ended April 24, 2014. It was produced by Hulu and Jace Hall's HDFilms, streaming Monday through Friday. The show originally featured Brian Kimmet and Ginger Gonzaga as hosts. Later shows used a rotation of hosts including Alison Haislip, Dave Holmes, Damien Fahey, Bradley Hasemeyer, Haley Mancini, Paul Nyhart, and Rachel Perry. The series advertises itself as "a smart, daily shot of pop culture to help Hulu users stay up to date" and typically highlights notable moments from television shows and current news in an entertaining fashion. In keeping with its focus on pop culture, The Morning After will sometimes stream an episode featuring past pop culture titled "From the Archives," such as its April Fools' Day episode. == History == While not the first original series to appear exclusively on Hulu, The Morning After is the company's first self-branded production. It was preceded by If I Can Dream, a reality series co-produced with 19 Entertainment and created by Simon Fuller. Hulu originated the idea in house, based on user feedback and observations from discussion boards hosted by the website. The concept was modeled after The Big Show with Olbermann and Patrick. The company sought out a production partner and ultimately chose Jace Hall and his team at HDFilms to executive produce. Initial stream of the series was held on January 17, 2011, and featured coverage of Piers Morgan, the Golden Globes, and The Bachelor. Senior VP of Content and Distribution Andy Forssell made the announcement for the show the same day. The show aired its last episode April 24, 2014. == Format == A typical episode usually begins with a cold open shared by the varying hosts listing the highlights to be covered. The topics focus on TV and Pop Culture Highlights from the previous night, with the intention of helping Hulu users digest hours of content in a matter of moments. The show has the hosts trade humorous remarks regarding the news and each other, taking turns reviewing the night's TV and injecting their own personality. The Morning After was named as an honoree by the Webbys on April 10, 2012, in the variety section of its online video category.

    Read more →
  • Bioelectronics

    Bioelectronics

    Bioelectronics is a field of research in the convergence of biology and electronics. == Definitions == At the first C.E.C. Workshop, in Brussels in November 1991, bioelectronics was defined as 'the use of biological materials and biological architectures for information processing systems and new devices'. Bioelectronics, specifically bio-molecular electronics, were described as 'the research and development of bio-inspired (i.e. self-assembly) inorganic and organic materials and of bio-inspired (i.e. massive parallelism) hardware architectures for the implementation of new information processing systems, sensors and actuators, and for molecular manufacturing down to the atomic scale'. The National Institute of Standards and Technology (NIST), an agency of the United States Department of Commerce, defined bioelectronics in a 2009 report as "the discipline resulting from the convergence of biology and electronics". Sources for information about the field include the Institute of Electrical and Electronics Engineers (IEEE) with its Elsevier journal Biosensors and Bioelectronics published since 1990. The journal describes the scope of bioelectronics as seeking to : "... exploit biology in conjunction with electronics in a wider context encompassing, for example, biological fuel cells, bionics and biomaterials for information processing, information storage, electronic components and actuators. A key aspect is the interface between biological materials and micro and nano-electronics." == History == The first known study of bioelectronics took place in the 18th century when Italian physician-scientist Luigi Galvani applied a voltage to a pair of detached frog legs. The legs moved, sparking the genesis of bioelectronics. Electronics technology has been applied to biology and medicine since the pacemaker was invented and with the medical imaging industry. In 2009, a survey of publications using the term in title or abstract suggested that the center of activity was in Europe (43 percent), followed by Asia (23 percent) and the United States (20 percent). == Materials == Organic bioelectronics is the application of organic electronic material to the field of bioelectronics. Organic materials (i.e. containing carbon) show great promise when it comes to interfacing with biological systems. Current applications focus around neuroscience and infection. Conducting polymer coatings, an organic electronic material, shows massive improvement in the technology of materials. It was the most sophisticated form of electrical stimulation. It improved the impedance of electrodes in electrical stimulation, resulting in better recordings and reducing "harmful electrochemical side reactions." Organic Electrochemical Transistors (OECT) were invented in 1984 by Mark Wrighton and colleagues, which had the ability to transport ions. This improved signal-to-noise ratio and gives for low measured impedance. The Organic Electronic Ion Pump (OEIP), a device that could be used to target specific body parts and organs to adhere medicine, was created by Magnuss Berggren. As one of the few materials well established in CMOS technology, titanium nitride (TiN) turned out as exceptionally stable and well suited for electrode applications in medical implants. == Significant applications == Bioelectronics is used to help improve the lives of people with disabilities and diseases. For example, the glucose monitor is a portable device that allows diabetic patients to control and measure their blood sugar levels. Electrical stimulation used to treat patients with epilepsy, chronic pain, Parkinson's, deafness, Essential Tremor and blindness. Magnuss Berggren and colleagues created a variation of his OEIP, the first bioelectronic implant device that was used in a living, free animal for therapeutic reasons. It transmitted electric currents into GABA, an acid. A lack of GABA in the body is a factor in chronic pain. GABA would then be dispersed properly to the damaged nerves, acting as a painkiller. Vagus Nerve Stimulation (VNS) is used to activate the Cholinergic Anti-inflammatory Pathway (CAP) in the vagus nerve, ending in reduced inflammation in patients with diseases like arthritis. Since patients with depression and epilepsy are more vulnerable to having a closed CAP, VNS can aid them as well. At the same time, not all the systems that have electronics used to help improving the lives of people are necessarily bioelectronic devices, but only those which involve an intimate and directly interface of electronics and biological systems. Bioelectronics could be used to develop new label-free methods for monitoring cancer cell invasion and drug resistance. For example, the electrical resistance of cancer cells could be used to predict the effectiveness of cancer drugs and to identify drugs that are most likely to be effective against a particular type of cancer. === Human tissue regeneration === Human tissue, like most tissue in multicellular life, is known to be capable of regeneration. While tissue such as skin and even large organs such as the liver have been shown significant capacity for regeneration much of the adult body is thought to possess limited natural regenerative ability. Research in the field of regenerative medicine has identified that developmental bioelectricity can be used to stimulate and modify tissue growth beyond what naturally occurs with efforts to demonstrate its feasibility in mammals underway. Some researchers believe that future advancements could allow for the regeneration of organs or even entire limbs using bioelectronic devices providing the correct signals. == Future == The improvement of standards and tools to monitor the state of cells at subcellular resolutions is lacking funding and employment. This is a problem because advances in other fields of science are beginning to analyze large cell populations, increasing the need for a device that can monitor cells at such a level of sight. Cells cannot be used in many ways other than their main purpose, like detecting harmful substances. Merging this science with forms of nanotechnology could result in incredibly accurate detection methods. The preserving of human lives like protecting against bioterrorism is the biggest area of work being done in bioelectronics. Governments are starting to demand devices and materials that detect chemical and biological threats. The more the size of the devices decrease, there will be an increase in performance and capabilities.

    Read more →
  • Cloud testing

    Cloud testing

    Cloud testing is a form of software testing in which web applications use cloud computing environments (a "cloud") to simulate real-world user traffic. == Steps == Companies simulate real world Web users by using cloud testing services that are provided by cloud service vendors such as Advaltis, Compuware, HP, Keynote Systems, Neotys, RadView and SOASTA. Once user scenarios are developed and the test is designed, these service providers leverage cloud servers (provided by cloud platform vendors such as Amazon.com, Google, Rackspace, Microsoft, etc.) to generate web traffic that originates from around the world. Once the test is complete, the cloud service providers deliver results and analytics back to corporate IT professionals through real-time dashboards for a complete analysis of how their applications and the internet will perform during peak volumes. == Applications == Cloud testing is often seen as only performance or load tests, however, as discussed earlier it covers many other types of testing. Cloud computing itself is often referred to as the marriage of software as a service (SaaS) and utility computing. In regard to test execution, the software offered as a service may be a transaction generator and the cloud provider's infrastructure software, or may just be the latter. Distributed Systems and Parallel Systems mainly use this approach for testing, because of their inherent complex nature. D-Cloud is an example of such a software testing environment. == Tools == Leading cloud computing service providers include, among others, Amazon, Microsoft, Google, RadView, Skytap, HP and SOASTA. == Benefits == The ability and cost to simulate web traffic for software testing purposes has been an inhibitor to overall web reliability. The low cost and accessibility of the cloud's extremely large computing resources provides the ability to replicate real world usage of these systems by geographically distributed users, executing wide varieties of user scenarios, at scales previously unattainable in traditional testing environments. Minimal start-up time along with quality assurance can be achieved by cloud testing. Following are some of the key benefits: Reduction in capital expenditure Highly scalable

    Read more →
  • False answer supervision

    False answer supervision

    False answer supervision (FAS) refers to VoIP fraud where the billed duration for the caller is more than the duration of the actual connection duration. The FAS is usually performed by VoIP wholesalers in their softswitches for randomly selected calls. Adding a small amount of extra billed seconds for many calls results in significant revenue for the VoIP wholesaler. == Implementation of FAS == The FAS fraud can be implemented in a softswitch in many different ways. These include: False billing of party A without calling a party B. Usually a fake ringback tone, loopback audio or voicemail message is played Start of billing before actual answer of party B Extra billing after disconnection of party B == Detection of FAS == The FAS can be detected and blocked in a softswitch. Common methods are: Manual verification of call detail records: listening to voice recordings Identification of FAS types and using algorithms to automatically detect the FAS RTP audio signal processing: detection of voice RTP audio signal processing: detection of silence RTP audio signal processing: detection of ringback tone

    Read more →
  • CSS box model

    CSS box model

    In web development, the CSS box model refers to how HTML elements are modeled in browser engines and how the dimensions of those HTML elements are derived from CSS properties. It is a fundamental concept for the composition of HTML webpages. The guidelines of the box model are described by web standards World Wide Web Consortium (W3C) specifically the CSS Working Group. For much of the late-1990s and early 2000s there had been non-standard compliant implementations of the box model in mainstream browsers. With the advent of CSS2 in 1998, which introduced the box-sizing property, the problem had mostly been resolved. == Specifics == The Cascading Style Sheets (CSS) specification describes how elements of web pages are displayed by graphical browsers. Section 4 of the CSS1 specification defines a "formatting model" that gives block-level elements—such as p and blockquote—a width and height, and three levels of boxes surrounding it: padding, borders, and margins. While the specification never uses the term "box model" explicitly, the term has become widely used by web developers and web browser vendors. All HTML elements can be considered "boxes", this includes div tag, p tag, or a tag. Each of those boxes has five modifiable dimensions: the height and width describe dimensions of the actual content of the box (text, images, ...) the padding describes the space between this content and the border of the box the border is any kind of line (solid, dotted, dashed...) surrounding the box, if present the margin is the space around the border According to the CSS1 specification, released by W3C in 1996 and revised in 1999, when a width or height is explicitly specified for any block-level element, it should determine only the width or height of the visible element, with the padding, borders, and margins applied afterward. Before CSS3, this box model was known as W3C box model, in CSS3, it is known as the content-box. The total width of a box is therefore margin-left + border-left + padding-left + width + padding-right + border-right + margin-right. Similarly, the total height of a box equals margin-top + border-top + padding-top + height + padding-bottom + border-bottom + margin-bottom. For example, the following CSS code would specify the box dimensions of each block belonging to 'my-class'. Moreover, each such box will have total height 140px and width 240px. CSS3 introduced the Internet Explorer box model to the standard, known referred to as border-box. == History == Before HTML 4 and CSS, very few HTML elements supported both border and padding, so the definition of the width and height of an element was not very contentious. However, it varied depending on the element. The HTML width attribute of a table defined the width of the table including its border. On the other hand, the HTML width attribute of an image defined the width of the image itself (inside any border). The only element to support padding in those early days was the table cell. Width for the cell was defined as "the suggested width for a cell content in pixels excluding the cell padding." In 1996, CSS introduced margin, border and padding for many more elements. It adopted a definition width in relation to content, border, margin and padding similar to that for a table cell. This has since become known as the W3C box model. At the time, very few browser vendors implemented the W3C box model to the letter. The two major browsers at the time, Netscape 4.0 and Internet Explorer 4.0 both defined width and height as the distance from border to border. This has been referred to as the traditional or the Internet Explorer box model. Internet Explorer in "quirks mode" includes the content, padding and borders within a specified width or height; this results in a narrower or shorter rendering of a box than would result following the standard behavior. The Internet Explorer box model behavior was often considered a bug, because of the way in which earlier versions of Internet Explorer handle the box model or sizing of elements in a web page, which differs from the standard way recommended by the W3C for the Cascading Style Sheets language. As of Internet Explorer 6, the browser supports an alternative rendering mode (called the "standards-compliant mode") which solves this discrepancy. However, for backward compatibility reasons, all versions still behave in the usual, non-standard way by default (see quirks mode). Internet Explorer for Mac is not affected by this non-standard behavior. === Workarounds === Internet Explorer versions 6 and onward are not affected by the bug if the page contains certain HTML document type declarations. These versions maintain the buggy behavior when in quirks mode for reasons of backward compatibility. For example, quirks mode is triggered: When the document type declaration is absent or incomplete; When an HTML 3 or earlier document is encountered; When an HTML 4.0 Transitional or Frameset document type declaration is used and a system identifier (URI) is not present; When an SGML comment or other unrecognized content appears before the document type declaration Internet Explorer 6 also uses quirks mode if there is an XML declaration prior to the document type declaration. Various workarounds have been devised to force Internet Explorer versions 5 and earlier to display Web pages using the W3C box model. These workarounds generally exploit unrelated bugs in Internet Explorer's CSS selector processing in order to hide certain rules from the browser. The best known of these workarounds is the "box model hack" developed by Tantek Çelik, a former Microsoft employee who developed this idea while working on Internet Explorer for the Macintosh. It involves specifying a width declaration for Internet Explorer for Windows, and then overriding it with another width declaration for CSS-compliant browsers. This second declaration is hidden from Internet Explorer for Windows by exploiting other bugs in the way that it parses CSS rules. The implementation of these CSS “hacks” has been further complicated by the public release of Internet Explorer 7, which has had some issues fixed, but not others, causing undesired results in pages using these hacks. Box model hacks have proven unreliable because they rely on bugs in browsers' CSS support that may be fixed in later versions. For this reason, some Web developers have instead recommended either avoiding specifying both width and padding for the same element or using conditional comment and/or CSS filters to work around the box model bug in older versions of Internet Explorer. == Support for Internet Explorer's box model == Web designer Doug Bowman has said that the original Internet Explorer box model represents a better, more logical approach. Peter-Paul Koch gives the example of a physical box, whose dimensions always refer to the box itself, including potential padding, but never its content. He says that this box model is more useful for graphic designers, who create designs based on the visible width of boxes rather than the width of their content. Bernie Zimmermann says that the Internet Explorer box model is closer to the definition of cell dimensions and padding used in the HTML table model. The W3C has included a "box-sizing" property in CSS3. When box-sizing: border-box; is specified for an element, any padding or border of the element is drawn inside the specified width and height, "as commonly implemented by legacy HTML user agents". Internet Explorer 8, WebKit browsers such as Apple Safari 5.1+ and Google Chrome, Gecko-based browsers such as Mozilla Firefox 29.0 and later, Opera 7.0 and later, and Konqueror 3.3.2 and later support the CSS3 box-sizing property. Gecko browsers previous than 29.0 support the same functionality using the browser-specific -moz-box-sizing property. border-box is the default box model used in Bootstrap framework.

    Read more →