AI Avatar For Zoom Meetings

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

  • Multi-focus image fusion

    Multi-focus image fusion

    Multi-focus image fusion is a multiple image compression technique using input images with different focus depths to make one output image that preserves all information. == Overview == The main idea of image fusion is gathering important and the essential information from the input images into one single image which ideally has all of the information of the input images. The research history of image fusion spans over 30 years and many scientific papers. Image fusion generally has two aspects: image fusion methods and objective evaluation metrics. In visual sensor networks (VSN), sensors are cameras which record images and video sequences. In many applications of VSN, a camera can't give a perfect illustration including all details of the scene. This is because of the limited depth of focus of the optical lens of cameras. Therefore, just the object located in the focal length of camera is focused and clear, and other parts of the image are blurred. VSN captures images with different depths of focus using several cameras. Due to the large amount of data generated by cameras compared to other sensors such as pressure and temperature sensors and some limitations of bandwidth, energy consumption and processing time, it is essential to process the local input images to decrease the amount of transmitted data. == Multi-Focus image fusion in the spatial domain == Huang and Jing have reviewed and applied several focus measurements in the spatial domain for the multi-focus image fusion process, suitable for real-time applications. They mentioned some focus measurements including variance, energy of image gradient (EOG), Tenenbaum's algorithm (Tenengrad), energy of Laplacian (EOL), sum-modified-Laplacian (SML), and spatial frequency (SF). Their experiments showed that EOL gave better results than other methods like variance and spatial frequency. == Multi-Focus image fusion in multi-scale transform and DCT domain == Image fusion based on the multi-scale transform is the most commonly used and promising technique. Laplacian pyramid transform, gradient pyramid-based transform, morphological pyramid transform and the premier ones, discrete wavelet transform, shift-invariant wavelet transform (SIDWT), and discrete cosine harmonic wavelet transform (DCHWT) are some examples of image fusion methods based on multi-scale transform. These methods are complex and have some limitations e.g. processing time and energy consumption. For example, multi-focus image fusion methods based on DWT require a lot of convolution operations, so they take more time and energy to process. Therefore, most methods in multi-scale transform are not suitable for real-time applications. Moreover, these methods are not very successful along edges, due to the wavelet transform process missing the edges of the image. They create ringing artefacts in the output image and reduce its quality. Due to the aforementioned problems in the multi-scale transform methods, researchers are interested in multi-focus image fusion in the DCT domain. DCT-based methods are more efficient in terms of transmission and archiving images coded in Joint Photographic Experts Group (JPEG) standard to the upper node in the VSN agent. A JPEG system consists of a pair of an encoder and a decoder. In the encoder, images are divided into non-overlapping 8×8 blocks, and the DCT coefficients are calculated for each. Since the quantization of DCT coefficients is a lossy process, many of the small-valued DCT coefficients are quantized to zero, which corresponds to high frequencies. DCT-based image fusion algorithms work better when the multi-focus image fusion methods are applied in the compressed domain. In addition, in the spatial-based methods, the input images must be decoded and then transferred to the spatial domain. After implementation of the image fusion operations, the output fused images must again be encoded. DCT domain-based methods do not require complex and time-consuming consecutive decoding and encoding operations. Therefore, the image fusion methods based on DCT domain operate with much less energy and processing time. Recently, a lot of research has been carried out in the DCT domain. DCT+Variance, DCT+Corr_Eng, DCT+EOL, and DCT+VOL are some prominent examples of DCT based methods.

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  • Sports Card Investor

    Sports Card Investor

    Sports Card Investor is an American sports collectibles media platform and mobile application founded by Geoff Wilson. The platform provides market data, analysis, and editorial content focused on sports trading cards and related collectibles. It operates a website, mobile app, and digital media channels covering developments in the sports card industry. The company posted its first YouTube video in July 2019, shortly before a period of rapid growth in sports card collecting in the early 2020s, which was marked by increased trading volumes and mainstream media attention. == History == Sports Card Investor was founded by Geoff Wilson, an entrepreneur and collector who began publishing sports card–related content online before launching the platform's dedicated app and subscription tools. In February 2020, the company launched Market Movers, the first website and app to chart sports card prices and track card collections. The platform expanded its media presence through partnerships and distribution agreements. In 2023, Yahoo Sports announced a new collectibles coverage initiative that included additional content from Sports Card Investor. In February 2024, the Sports Card Investor studio relocated to CardsHQ in Atlanta, Georgia, and visitors to the facility can watch Sports Card Investor videos being filmed. == Platform and content == The Sports Card Investor app provides users with pricing data, portfolio-tracking tools, and market-trend analysis for trading cards. The company also produces video and editorial content discussing market developments, grading trends, and major card releases. Coverage in industry publications has referenced Sports Card Investor in discussions about shifts in sports card licensing rights and hobby market reactions. == Industry context == The growth of Sports Card Investor coincided with a broader resurgence in trading card markets, including record sales and expanded retail presence. Mainstream outlets have cited the company and its founder in reporting on collectibles investing trends, grading practices, and market volatility. The Sports Card Investor app has attracted over 37,000 reviews on the Apple App Store, reflecting its strong user engagement within the sports card community.

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  • National Cyber Security Policy 2013

    National Cyber Security Policy 2013

    National Cyber Security Policy is a policy framework by Department of Electronics and Information Technology (DeitY) It aims at protecting the public and private infrastructure from cyber attacks. The policy also intends to safeguard "information, such as personal information (of web users), financial and banking information and sovereign data". This was particularly relevant in the wake of US National Security Agency (NSA) leaks that suggested the US government agencies are spying on Indian users, who have no legal or technical safeguards against it. Ministry of Communications and Information Technology (India) defines Cyberspace as a complex environment consisting of interactions between people, software services supported by worldwide distribution of information and communication technology. == Reason for Cyber Security policies == India had no Cyber security policy before 2013. In 2013, The Hindu newspaper, citing documents leaked by NSA whistle-blower Edward Snowden, has alleged that much of the NSA surveillance was focused on India's domestic politics and its strategic and commercial interests. This sparked a furore among people. Under pressure, the government unveiled a National Cyber Security Policy 2013 on 2 July 2013. == Vision == To build a secure and resilient cyberspace for citizens, business, and government and also to protect anyone from intervening in user's privacy.It mentioned a five year target of training five lakh cyber security personnel by 2018. == Mission == To protect information and information infrastructure in cyberspace, build capabilities to prevent and respond to cyber threat, reduce vulnerabilities and minimize damage from cyber incidents through a combination of institutional structures, people, processes, technology, and cooperation. == Objective == Ministry of Communications and Information Technology (India) define objectives as follows: To create a secure cyber ecosystem in the country, generate adequate trust and confidence in IT system and transactions in cyberspace and thereby enhance adoption of IT in all sectors of the economy. To create an assurance framework for the design of security policies and promotion and enabling actions for compliance to global security standards and best practices by way of conformity assessment (Product, process, technology & people). To strengthen the Regulatory Framework for ensuring a SECURE CYBERSPACE ECOSYSTEM. To enhance and create National and Sectoral level 24x7 mechanism for obtaining strategic information regarding threats to ICT infrastructure, creating scenarios for response, resolution and crisis management through effective predictive, preventive, protective response and recovery actions. -To improve visibility of integrity of ICT products and services by establishing infrastructure for testing & validation of security of such product. To create workforce for 500,000 professionals skilled in next 5 years through capacity building skill development and training. To provide fiscal benefit to businesses for adoption of standard security practices and processes. To enable Protection of information while in process, handling, storage & transit so as to safeguard privacy of citizen's data and reducing economic losses due to cyber crime or data theft. To enable effective prevention, investigation and prosecution of cybercrime and enhancement of law enforcement capabilities through appropriate legislative intervention. == Strategies == Creating a secured Ecosystem. Creating an assurance framework. Encouraging Open Standards. Strengthening The regulatory Framework. Creating a mechanism for Security Threats Early Warning, Vulnerability management, and response to security threats. Securing E-Governance services. Protection and resilience of Critical Information Infrastructure. Promotion of Research and Development in cyber security. Reducing supply chain risks Human Resource Development (fostering education and training programs both in formal and informal sectors to Support the Nation's cyber security needs and build capacity. Creating cyber security awareness. Developing effective Public-Private partnerships. To develop bilateral and multilateral relationships in the area of cyber security with another country. (Information sharing and cooperation) a Prioritized approach for implementation.

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  • Czekanowski distance

    Czekanowski distance

    The Czekanowski distance (sometimes shortened as CZD) is a per-pixel quality metric that estimates quality or similarity by measuring differences between pixels. Because it compares vectors with strictly non-negative elements, it is often used to compare colored images, as color values cannot be negative. This different approach has a better correlation with subjective quality assessment than PSNR. == Definition == Androutsos et al. give the Czekanowski coefficient as follows: d z ( i , j ) = 1 − 2 ∑ k = 1 p min ( x i k , x j k ) ∑ k = 1 p ( x i k + x j k ) {\displaystyle d_{z}(i,j)=1-{\frac {2\sum _{k=1}^{p}{\text{min}}(x_{ik},\ x_{jk})}{\sum _{k=1}^{p}(x_{ik}+x_{jk})}}} Where a pixel x i {\displaystyle x_{i}} is being compared to a pixel x j {\displaystyle x_{j}} on the k-th band of color – usually one for each of red, green and blue. For a pixel matrix of size M × N {\displaystyle M\times N} , the Czekanowski coefficient can be used in an arithmetic mean spanning all pixels to calculate the Czekanowski distance as follows: 1 M N ∑ i = 0 M − 1 ∑ j = 0 N − 1 ( 1 − 2 ∑ k = 1 3 min ( A k ( i , j ) , B k ( i , j ) ) ∑ k = 1 3 ( A k ( i , j ) + B k ( i , j ) ) ) {\displaystyle {\frac {1}{MN}}\sum _{i=0}^{M-1}\sum _{j=0}^{N-1}{\begin{pmatrix}1-{\frac {2\sum _{k=1}^{3}{\text{min}}(A_{k}(i,j),\ B_{k}(i,j))}{\sum _{k=1}^{3}(A_{k}(i,j)+B_{k}(i,j))}}\end{pmatrix}}} Where A k ( i , j ) {\displaystyle A_{k}(i,j)} is the (i, j)-th pixel of the k-th band of a color image and, similarly, B k ( i , j ) {\displaystyle B_{k}(i,j)} is the pixel that it is being compared to. == Uses == In the context of image forensics – for example, detecting if an image has been manipulated –, Rocha et al. report the Czekanowski distance is a popular choice for Color Filter Array (CFA) identification.

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  • Once (dating platform)

    Once (dating platform)

    Once is an online dating platform founded in 2015. The platform offers users one selected match per day for more meaningful connections. == History == Once was established in 2015, the founders included dating industry entrepreneur Jean Meyer, who became a CEO of the company, as well as Guillaume Sempe and Guilhem Duche. It focused on providing a single daily match to its users. On its early stages Once secured a $3.5 million seed round from Partech Ventures and some private investors. The same year, it opened offices in Paris, and London. By 2016, it reached 1 million users. In 2020, the company was acquired by Dating Group for $18 million. Following the acquisition, Once underwent rebranding. Alexandra Beaumont took over leadership of the brand in 2021, driving growth, rebranding, and innovation. == Overview == Once provides an online dating service with a focus on thoughtful connections. Users receive one selected match per day, which encourages meaningful interactions. The platform operates primarily in the United States, the United Kingdom, Canada, France, and Spain. The platform is supported by Android, iOS, and Apple Watch OS.

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  • Tapingo

    Tapingo

    Tapingo was an American mobile commerce application that offers advance ordering for pickup and food delivery services for college campuses. The company was acquired by Grubhub in September 2018 for approximately $150 million. Following the acquisition, Tapingo’s campus-ordering functionality was integrated into the Grubhub app (Grubhub Campus Dining) and the Tapingo service was discontinued during 2019. Tapingo is differentiated from other on-demand delivery/logistics companies, such as Waiter.com, Postmates, or DoorDash, by focusing its efforts on serving the college market. Through Tapingo, users can browse menus, place orders, pay for the meal and schedule the pickup or have it delivered. On certain campuses, students are able to use their university's meal dollars to pay for food. In the spring of 2012, Tapingo first launched its services on five campuses (Santa Clara University, Loyola Marymount University, Biola University, the University of Maine, and California Lutheran University), and has since expanded to more than 200 college campuses across the U.S. and Canada, serving 100 markets. To date, Tapingo has received venture funding from Carmel Ventures, Khosla Ventures, Kinzon Capital, DCM Ventures and Qualcomm Ventures. In fall 2015, Tapingo announced expansion plans through major partnership deals with national brands like Chipotle Mexican Grill and 7-Eleven, regional restaurants such as Taco Bueno, and global foodservice provider Aramark.

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  • Glossary of computer graphics

    Glossary of computer graphics

    This is a glossary of terms relating to computer graphics. For more general computer hardware terms, see glossary of computer hardware terms. == 0–9 == 2D convolution Operation that applies linear filtering to image with a given two-dimensional kernel, able to achieve e.g. edge detection, blurring, etc. 2D image 2D texture map A texture map with two dimensions, typically indexed by UV coordinates. 2D vector A two-dimensional vector, a common data type in rasterization algorithms, 2D computer graphics, graphical user interface libraries. 2.5D Also pseudo 3D. Rendering whose result looks 3D while actually not being 3D or having great limitations, e.g. in camera degrees of freedom. 3D graphics pipeline A graphics pipeline taking 3D models and producing a 2D bitmap image result. 3D paint tool A 3D graphics application for digital painting of multiple texture map image channels directly onto a rotated 3D model, such as zbrush or mudbox, also sometimes able to modify vertex attributes. 3D scene A collection of 3D models and lightsources in world space, into which a camera may be placed, describing a scene for 3D rendering. 3D unit vector A unit vector in 3D space. 4D vector A common datatype in graphics code, holding homogeneous coordinates or RGBA data, or simply a 3D vector with unused W to benefit from alignment, naturally handled by machines with 4-element SIMD registers. 4×4 matrix A matrix commonly used as a transformation of homogeneous coordinates in 3D graphics pipelines. 7e3 format A packed pixel format supported by some graphics processing units (GPUs) where a single 32-bit word encodes three 10-bit floating-point color channels, each with seven bits of mantissa and three bits of exponent. == A == AABB Axis-aligned bounding box (sometimes called "axis oriented"), a bounding box stored in world coordinates; one of the simplest bounding volumes. Additive blending A compositing operation where d s t = d s t + s r c , {\displaystyle dst=dst+src,} without the use of an alpha channel, used for various effects. Also known as linear dodge in some applications. Affine texture mapping Linear interpolation of texture coordinates in screen space without taking perspective into account, causing texture distortion. Aliasing Unwanted effect arising when sampling high-frequency signals, in computer graphics appearing e.g. when downscaling images. Antialiasing methods can prevent it. Alpha channel An additional image channel (e.g. extending an RGB image) or standalone channel controlling alpha blending. Ambient lighting An approximation to the light entering a region from a wide range of directions, used to avoid needing an exact solution to the rendering equation. Ambient occlusion (AO) Effect approximating, in an inexpensive way, one aspect of global illumination by taking into account how much ambient light is blocked by nearby geometry, adding visual clues about the shape. Analytic model A mathematical model for a phenomenon to be simulated, e.g. some approximation to surface shading. Contrasts with Empirical models based purely on recorded data. Anisotropic filtering Advanced texture filtering improving on mipmapping, preventing aliasing while reducing blur in textured polygons at oblique angles to the camera. Anti-aliasing Methods for filtering and sampling to avoid visual artifacts associated with the uniform pixel grid in 3D rendering. Array texture A form of texture map containing an array of 2D texture slices selectable by a 3rd 'W' texture coordinate; used to reduce state changes in 3D rendering. Augmented reality Computer-rendered content inserted into the user's view of the real world. AZDO Approaching zero driver overhead, a set of techniques aimed at reducing the CPU overhead in preparing and submitting rendering commands in the OpenGL pipeline. A compromise between the traditional GL API and other high-performance low-level rendering APIs. == B == Back-face culling Culling (discarding) of polygons that are facing backwards from the camera. Baking Performing an expensive calculation offline, and caching the results in a texture map or vertex attributes. Typically used for generating lightmaps, normal maps, or low level of detail models. Barycentric coordinates Three-element coordinates of a point inside a triangle. Beam tracing Modification of ray tracing which instead of lines uses pyramid-shaped beams to address some of the shortcomings of traditional ray tracing, such as aliasing. Bicubic interpolation Extension of cubic interpolation to 2D, commonly used when scaling textures. Bilinear interpolation Linear interpolation extended to 2D, commonly used when scaling textures. Binding Selecting a resource (texture, buffer, etc.) to be referenced by future commands. Billboard A textured rectangle that keeps itself oriented towards the camera, typically used e.g. for vegetation or particle effects. Binary space partitioning (BSP) A data structure that can be used to accelerate visibility determination, used e.g. in Doom engine. Bit depth The number of bits per pixel, sample, or texel in a bitmap image (holding one or more image channels, typical values being 4, 8, 16, 24, 32) Bitmap Image stored by pixels. Bit plane A format for bitmap images storing 1 bit per pixel in a contiguous 2D array; Several such parallel arrays combine to produce the a higher-bit-depth image. Opposite of packed-pixel format. Blend operation A render state controlling alpha blending, describing a formula for combining source and destination pixels. Bone Coordinate systems used to control surface deformation (via Weight maps) during skeletal animation. Typically stored in a hierarchy, controlled by key frames, and other procedural constraints. Bounding box One of the simplest type of bounding volume, consisting of axis-aligned or object-aligned extents. Bounding volume A mathematically simple volume, such as a sphere or a box, containing 3D objects, used to simplify and accelerate spatial tests (e.g. for visibility or collisions). BRDF Bidirectional reflectance distribution functions (BRDFs), empirical models defining 4D functions for surface shading indexed by a view vector and light vector relative to a surface. Bump mapping Technique similar to normal mapping that instead of normal maps uses so called bump maps (height maps). BVH Bounding volume hierarchy is a tree structure on a set of geometric objects. == C == Camera A virtual camera from which rendering is performed, also sometimes referred to as 'eye'. Camera space A space with the camera at the origin, aligned with the viewer's direction, after the application of the world transformation and view transformation. Cel shading Cartoon-like shading effect. Clipping Limiting specific operations to a specific region, usually the view frustum. Clipping plane A plane used to clip rendering primitives in a graphics pipeline. These may define the view frustum or be used for other effects. Clip space Coordinate space in which clipping is performed. Clip window A rectangular region in screen space, used during clipping. A clip window may be used to enclose a region around a portal in portal rendering. CLUT A table of RGB color values to be indexed by a lower-bit-depth image (typically 4–8 bits), a form of vector quantization. Color bleeding Unwanted effect in texture mapping. A color from a border of unmapped region of the texture may appear (bleed) in the mapped result due to interpolation. Color channels The set of channels in a bitmap image representing the visible color components, i.e. distinct from the alpha channel or other information. Color resolution Command buffer A region of memory holding a set of instructions for a graphics processing unit for rendering a scene or portion of a scene. These may be generated manually in bare metal programming, or managed by low level rendering APIs, or handled internally by high level rendering APIs. Command list A group of rendering commands ready for submission to a graphics processing unit, see also Command buffer. Compute API An API for efficiently processing large amounts of data. Compute shader A compute kernel managed by a rendering API, with easy access to rendering resources. Cone tracing Modification of ray tracing which instead of lines uses cones as rays in order to achieve e.g. antialiasing or soft shadows. Connectivity information Indices defining [rendering primitive]s between vertices, possibly held in index buffers. describes geometry as a graph or hypergraph. CSG Constructive solid geometry, a method for generating complex solid models from boolean operations combining simpler modelling primitives. Cube mapping A form of environment reflection mapping in which the environment is captured on a surface of a cube (cube map). Culling Before rendering begins, culling removes objects that don't significantly contribute to the rendered result (e.g. being obscured or outside camera view). == D == Decal A "sticker" picture applied onto a surface (e.g. a

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  • Drop shadow

    Drop shadow

    In graphic design and computer graphics, a drop shadow is a visual effect consisting of a drawing element which looks like the shadow of an object, giving the impression that the object is raised above the objects behind it. The drop shadow is often used for elements of a graphical user interface such as windows or menus, and for simple text. The text label for icons on desktops in many desktop environments has a drop shadow, as this effect effectively distinguishes the text from any colored background it may be in front of. A simple way of drawing a drop shadow of a rectangular object is to draw a gray or black area underneath and offset from the object. In general, a drop shadow is a copy in black or gray of the object, drawn in a slightly different position. Realism may be increased by: Darkening the colors of the pixels where the shadow casts instead of making them gray. This can be done with alpha blending the shadow with the area it is cast on. Softening the edges of the shadow. This can be done by adding Gaussian blur to the shadow's alpha channel before blending. Inset drop shadows are a type which draws the shadows inside the element. This allows the interface element to appear as if it is sunken into the interface. == Photo editing == In photo editing or photography post-production, a drop shadow may be added right beneath a model or product in the image. It is used to create contrast between the background and the subject. To add a drop shadow, retouchers use graphic editing tools like Adobe Photoshop. Drop shadows are often used as a visual effect in e-commerce. This is done to improve the presentation of product images and create depth in the image. == Use == Generally, window managers which are capable of compositing allow drop shadow effects, whereas incapable window managers do not. In some operating systems like macOS, drop shadow is used to differentiate between active and inactive windows. Websites are able to use drop shadow effects through the CSS properties box-shadow, text-shadow, and drop-shadow() filter function in filter. The first two are used for elements and text respectively, while the filter applies to the element's content, letting it support oddly shaped elements or transparent images.

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  • Salience (neuroscience)

    Salience (neuroscience)

    Salience (also called saliency, from Latin saliō meaning "leap, spring") is the property by which some thing stands out. Salient events are an attentional mechanism by which organisms learn and survive; those organisms can focus their limited perceptual and cognitive resources on the pertinent (that is, salient) subset of the sensory data available to them. Saliency typically arises from contrasts between items and their neighborhood. They might be represented, for example, by a red dot surrounded by white dots, or by a flickering message indicator of an answering machine, or a loud noise in an otherwise quiet environment. Saliency detection is often studied in the context of the visual system, but similar mechanisms operate in other sensory systems. Just what is salient can be influenced by training: for example, for human subjects particular letters can become salient by training. There can be a sequence of necessary events, each of which has to be salient, in turn, in order for successful training in the sequence; the alternative is a failure, as in an illustrated sequence when tying a bowline; in the list of illustrations, even the first illustration is a salient: the rope in the list must cross over, and not under the bitter end of the rope (which can remain fixed, and not free to move); failure to notice that the first salient has not been satisfied means the knot will fail to hold, even when the remaining salient events have been satisfied. When attention deployment is driven by salient stimuli, it is considered to be bottom-up, memory-free, and reactive. Conversely, attention can also be guided by top-down, memory-dependent, or anticipatory mechanisms, such as when looking ahead of moving objects or sideways before crossing streets. Humans and other animals have difficulty paying attention to more than one item simultaneously, so they are faced with the challenge of continuously integrating and prioritizing different bottom-up and top-down influences. == Neuroanatomy == The brain component named the hippocampus helps with the assessment of salience and context by using past memories to filter new incoming stimuli, and placing those that are most important into long term memory. The entorhinal cortex is the pathway into and out of the hippocampus, and is an important part of the brain's memory network; research shows that it is a brain region that suffers damage early on in Alzheimer's disease, one of the effects of which is altered (diminished) salience. The pulvinar nuclei (in the thalamus) modulate physical/perceptual salience in attentional selection. One group of neurons (i.e., D1-type medium spiny neurons) within the nucleus accumbens shell (NAcc shell) assigns appetitive motivational salience ("want" and "desire", which includes a motivational component), aka incentive salience, to rewarding stimuli, while another group of neurons (i.e., D2-type medium spiny neurons) within the NAcc shell assigns aversive motivational salience to aversive stimuli. The primary visual cortex (V1) generates a bottom-up saliency map from visual inputs to guide reflexive attentional shifts or gaze shifts. According to V1 Saliency Hypothesis, the saliency of a location is higher when V1 neurons give higher responses to that location relative to V1 neurons' responses to other visual locations. For example, a unique red item among green items, or a unique vertical bar among horizontal bars, is salient since it evokes higher V1 responses and attracts attention or gaze. The V1 neural responses are sent to the superior colliculus to guide gaze shifts to the salient locations. A fingerprint of the saliency map in V1 is that attention or gaze can be captured by the location of an eye-of-origin singleton in visual inputs, e.g., a bar uniquely shown to the left eye in a background of many other bars shown to the right eye, even when observers cannot tell the difference between the singleton and the background bars. == In psychology == The term is widely used in the study of perception and cognition to refer to any aspect of a stimulus that, for any of many reasons, stands out from the rest. Salience may be the result of emotional, motivational or cognitive factors and is not necessarily associated with physical factors such as intensity, clarity or size. Although salience is thought to determine attentional selection, salience associated with physical factors does not necessarily influence selection of a stimulus. === Salience bias === Salience bias (also referred to as perceptual salience) is a cognitive bias that predisposes individuals to focus on or attend to items, information, or stimuli that are more prominent, visible, or emotionally striking. This is as opposed to stimuli that are unremarkable, or less salient, even though this difference is often irrelevant by objective standards. The American Psychological Association (APA) defines the salience hypothesis as a theory regarding perception where "motivationally significant" information is more readily perceived than information with little or less significant motivational importance. Perceptual salience (salience bias) is linked to the vividness effect, whereby a more pronounced response is produced by a more vivid perception of a stimulus than the mere knowledge of the stimulus. Salience bias assumes that more dynamic, conspicuous, or distinctive stimuli engage attention more than less prominent stimuli, disproportionately impacting decision making, it is a bias which favors more salient information. ==== Application ==== ===== Cognitive Psychology ===== Salience bias, like all other cognitive biases, is an applicable concept to various disciplines. For example, cognitive psychology investigates cognitive functions and processes, such as perception, attention, memory, problem solving, and decision making, all of which could be influenced by salience bias. Salience bias acts to combat cognitive overload by focusing attention on prominent stimuli, which affects how individuals perceive the world as other, less vivid stimuli that could add to or change this perception, are ignored. Human attention gravitates towards novel and relevant stimuli and unconsciously filters out less prominent information, demonstrating salience bias, which influences behavior as human behavior is affected by what is attended to. Behavioral economists Tversky and Kahneman also suggest that the retrieval of instances is influenced by their salience, such as how witnessing or experiencing an event first-hand has a greater impact than when it is less salient, like if it were read about, implying that memory is affected by salience. ===== Language ===== It is also relevant in language understanding and acquisition. Focusing on more salient phenomena allows people to detect language patterns and dialect variations more easily, making dialect categorization more efficient. ===== Social Behavior ===== Furthermore, social behaviors and interactions can also be influenced by perceptual salience. Changes in the perceptual salience of an individual heavily influences their social behavior and subjective experience of their social interactions, confirming a "social salience effect". Social salience relates to how individuals perceive and respond to other people. ===== Behavioral Science ===== The connection between salience bias and other heuristics, like availability and representativeness, links it to the fields of behavioral science and behavioral economics. Salience bias is closely related to the availability heuristic in behavioral economics, based on the influence of information vividness and visibility, such as recency or frequency, on judgements, for example:Accessibility and salience are closely related to availability, and they are important as well. If you have personally experienced a serious earthquake, you're more likely to believe that an earthquake is likely than if you read about it in a weekly magazine. Thus, vivid and easily imagined causes of death (for example, tornadoes) often receive inflated estimates of probability, and less-vivid causes (for example, asthma attacks) receive low estimates, even if they occur with a far greater frequency (here, by a factor of twenty). Timing counts too: more recent events have a greater impact on our behavior, and on our fears, than earlier ones.Humans have bounded rationality, which refers to their limited ability to be rational in decision making, due to a limited capacity to process information and cognitive ability. Heuristics, such as availability, are employed to reduce the complexity of cognitive and social tasks or judgements, in order to decrease the cognitive load that result from bounded rationality. Despite the effectiveness of heuristics in doing so, they are limited by systematic errors that occur, often the result of influencing biases, such as salience. This can lead to misdirected or misinformed judgements, based on an overemphasis or overweighting of

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  • Smartphone kill switch

    Smartphone kill switch

    A smartphone kill switch is a software-based security feature that allows a smartphone's owner to remotely render it inoperable if it is lost or stolen, thereby deterring theft. There have been a number of initiatives to legally require kill switches on smartphones. Smartphones have high resale value, and are therefore often the target of theft, with thieves selling them to cartels for resale. A kill switch can deter theft by making devices worthless. == Legal requirements == In the United States, Minnesota was the first state to pass a bill requiring smartphones to have such a feature, and California was the first to require that the feature be turned on by default. The California law requires the kill switch to be resistant to reinstallation of the phone's operating system. The CTIA initially resisted the legislation, fearing that it would make phones easier to hack, but later supported kill switches. There is evidence that this legislation has been effective, with smartphone theft declining by 50% between 2013 and 2017 in San Francisco. Secure Our Smartphones (S.O.S.), a New York State and San Francisco initiative started by New York State Attorney General Eric Schneiderman and San Francisco District Attorney George Gascón. The initiative is co-chaired by Schneiderman, Gascón and Boris Johnson, and has 105 members. == Examples == An Android phone signed into a Google account can be remotely locked and erased via Google's Find My Device service, as long as it is connected to the Internet. To prevent this, a thief must sign the device out of Google before the owner locks or erases it. iPhones have a similar service.

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  • Morphing

    Morphing

    Morphing is a special effect in motion pictures and animations that changes (or morphs) one image or shape into another through a seamless transition. Traditionally such a depiction would be achieved through dissolving techniques on film. Since the early 1990s, this has been replaced by computer software to create more realistic transitions. A similar method is applied to audio recordings, for example, by changing voices or vocal lines. == Early transformation techniques == Long before digital morphing, several techniques were used for similar image transformations. Some of those techniques are closer to a matched dissolve – a gradual change between two pictures without warping the shapes in the images – while others did change the shapes in between the start and end phases of the transformation. === Tabula scalata === Known since at least the end of the 16th century, Tabula scalata is a type of painting with two images divided over a corrugated surface. Each image is only correctly visible from a certain angle. If the pictures are matched properly, a primitive type of morphing effect occurs when changing from one viewing angle to the other. === Mechanical transformations === Around 1790 French shadow play showman François Dominique Séraphin used a metal shadow figure with jointed parts to have the face of a young woman changing into that of a witch. Some 19th century mechanical magic lantern slides produced changes to the appearance of figures. For instance a nose could grow to enormous size, simply by slowly sliding away a piece of glass with black paint that masked part of another glass plate with the picture. === Matched dissolves === In the first half of the 19th century "dissolving views" were a popular type of magic lantern show, mostly showing landscapes gradually dissolving from a day to night version or from summer to winter. Other uses are known, for instance Henry Langdon Childe showed groves transforming into cathedrals. The 1910 short film Narren-grappen shows a dissolve transformation of the clothing of a female character. Maurice Tourneur's 1915 film Alias Jimmy Valentine featured a subtle dissolve transformation of the main character from respected citizen Lee Randall into his criminal alter ego Jimmy Valentine. The Peter Tchaikovsky Story in a 1959 TV-series episode of Disneyland features a swan automaton transforming into a real ballet dancer. In 1985, Godley & Creme created a "morph" effect using analogue cross-fades on parts of different faces in the video for "Cry". === Animation === In animation, the morphing effect was created long before the introduction of cinema. A phenakistiscope designed by its inventor Joseph Plateau was printed around 1835 and shows the head of a woman changing into a witch and then into a monster. Émile Cohl's 1908 animated film Fantasmagorie featured much morphing of characters and objects drawn in simple outlines. == Digital morphing == In the early 1990s, computer techniques capable of more convincing results saw increasing use. These involved distorting one image at the same time that it faded into another through marking corresponding points and vectors on the "before" and "after" images used in the morph. For example, one would morph one face into another by marking key points on the first face, such as the contour of the nose or location of an eye, and mark where these same points existed on the second face. The computer would then distort the first face to have the shape of the second face at the same time that it faded the two faces. To compute the transformation of image coordinates required for the distortion, the algorithm of Beier and Neely can be used. === Concerns === In 1993 concerns were raised about the authenticity of digitally altered images arising from morphing. Images of fake "tween" people found half way between two morphed people created a skeptical media long before AI. === Early examples === In or before 1986, computer graphics company Omnibus created a digital animation for a Tide commercial with a Tide detergent bottle smoothly morphing into the shape of the United States. The effect was programmed by Bob Hoffman. Omnibus re-used the technique in the movie Flight of the Navigator (1986). It featured scenes with a computer generated spaceship that appeared to change shape. The plaster cast of a model of the spaceship was scanned and digitally modified with techniques that included a reflection mapping technique that was also developed by programmer Bob Hoffman. The 1986 movie The Golden Child implemented early digital morphing effects from animal to human and back. Willow (1988) featured a more detailed digital morphing sequence with a person changing into different animals. A similar process was used a year later in Indiana Jones and the Last Crusade to create Walter Donovan's gruesome demise. Both effects were created by Industrial Light & Magic, using software developed by Tom Brigham and Doug Smythe (AMPAS). In 1991, morphing appeared notably in the Michael Jackson music video "Black or White" and in the movies Terminator 2: Judgment Day and Star Trek VI: The Undiscovered Country. The first application for personal computers to offer morphing was Gryphon Software Morph on the Macintosh. Other early morphing systems included ImageMaster, MorphPlus and CineMorph, all of which premiered for the Amiga in 1992. Other programs became widely available within a year, and for a time the effect became common to the point of cliché. For high-end use, Elastic Reality (based on MorphPlus) saw its first feature film use in In The Line of Fire (1993) and was used in Quantum Leap (work performed by the Post Group). At VisionArt Ted Fay used Elastic Reality to morph Odo for Star Trek: Deep Space Nine. The Snoop Dogg music video "Who Am I? (What's My Name?)", where Snoop Dogg and the others morph into dogs. Elastic Reality was later purchased by Avid, having already become the de facto system of choice, used in many hundreds of films. The technology behind Elastic Reality earned two Academy Awards in 1996 for Scientific and Technical Achievement going to Garth Dickie and Perry Kivolowitz. The effect is technically called a "spatially warped cross-dissolve". The first social network designed for user-generated morph examples to be posted online was Galleries by Morpheus. In late 1991 Yeti Productions employed a young Stephen Regelous to run it's 486 computer graphics system in Wellington New Zealand. After producer Barry Thomas showed him Michael Jackson's "Black or White", Regelous wrote 10,000 lines of C++ code of triangle-based digital morphing software. Together they created morphing based TV commercials for The NZ Cancer Society, Fit food, Salvation Army and others. The Fit food commercial employed morphing with 35mm, pin registered, digitally controlled motion control designed and made by Russell Collins with software by Stephen Regelous. In Taiwan, Aderans, a hair loss solutions provider, did a TV commercial featuring a morphing sequence in which people with lush, thick hair morph into one another, reminiscent of the end sequence of the "Black or White" video. === Present use === Morphing algorithms continue to advance and programs can automatically morph images that correspond closely enough with relatively little instruction from the user. This has led to the use of morphing techniques to create convincing slow-motion effects where none existed in the original film or video footage by morphing between each individual frame using optical flow technology. Morphing has also appeared as a transition technique between one scene and another in television shows, even if the contents of the two images are entirely unrelated. The algorithm in this case attempts to find corresponding points between the images and distort one into the other as they crossfade. While perhaps less obvious than in the past, morphing is used heavily today. Whereas the effect was initially a novelty, today, morphing effects are most often designed to be seamless and invisible to the eye. A particular use for morphing effects is modern digital font design. Using morphing technology, called interpolation or multiple master tech, a designer can create an intermediate between two styles, for example generating a semibold font by compromising between a bold and regular style, or extend a trend to create an ultra-light or ultra-bold. The technique is commonly used by font design studios. == Software == After Effects Animate Elastic Reality FantaMorph Gryphon Software Morph Morph Age Morpheus Nuke SilhouetteFX

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  • Ibotta

    Ibotta

    Ibotta, Inc. is an American mobile technology company headquartered in Denver, Colorado. Founded in 2011, the company offers cash back rewards on various purchases through its Ibotta Performance Network and direct to consumer app. Ibotta partners with CPG (consumer packaged goods) brands and network publishers to provide these rewards. As of 2024, the company operates solely in the United States. The company's rewards-as-a-service offering, the Ibotta Performance Network, went live in 2022. In August 2019, Ibotta received a $1 billion valuation after its Series D funding, and in 2023, the company surpassed $1.5 billion cash rewards paid to over 50 million consumers since the company's founding. Ibotta became a publicly traded company in April 2024 with a listing on the New York Stock Exchange. As of September 2025, Ibotta is trading at approximately $27.13 per share, marking a 69% decline from its initial public offering price of $88 per share on April 18, 2024. == History == === Founding through early 2019 === Ibotta was founded by current CEO Bryan Leach. The company was incorporated in 2011 and the app launched to both the App Store and Google Play stores in 2012. Early investors included entrepreneur and computer scientist Jim Clark and Tom “TJ” Jermoluk, Chairman of @Home Network. In 2015, Ibotta expanded beyond item level grocery, adding the ability to get cash back on in-store retail purchases. In 2016, in-app mobile commerce began, allowing users to navigate from the Ibotta app to its partners' apps to earn cash back on purchases. In 2016 with a Series C investment, Ibotta had raised over $73 million in funding. In March of that year, Ibotta partnered with Anheuser-Busch to offer cash back for adults who purchased its products. In May, the company partnered with LiveRamp so that companies could use their CRM data to create segmented, personalized campaigns. At the time, the company had around 200 full- and part-time employees and moved from offices in Lower Downtown Denver (LoDo) to a 40,000-square-foot office in the central Denver business district. A year later, the company had to expand to a second floor as it added almost another 100 employees. In 2017, Ibotta added cash back for Uber to its app as well as cash back rewards for online and mobile purchases. In 2018, Ibotta was listed on the Inc. 5,000 list as one of the fastest growing private companies in the U.S. A year later, in January 2019, the Ibotta app had been downloaded more than 30 million times with users receiving a reported $500 million in cash back rewards. That year, Ibotta was the largest mobile company in Colorado with six million monthly active users. === August 2019 to present === In August 2019, Ibotta was valued at $1 billion, following a Series D round of funding. The round was led by Koch Disruptive Technologies, a subsidiary of Koch Industries. 2019 was also the year the company introduced Pay with Ibotta, which allowed users to complete purchases at key retailers on the Ibotta app and earn instant cash back in the process. With that new service, users were able to enter their purchase total and use a QR code to checkout and receive immediate cash back. In 2020, the company partnered with Trees for the Future to plant up to 1 million trees as part of an Earth Month campaign to raise awareness about the waste of unused paper coupons. In response to the COVID-19 pandemic, Ibotta partnered with CPG brands in their “Here to Help” campaign and together committed over $10 million in cash back to American consumers. The company added the ability to earn cash back from online grocery pick-up and delivery orders. Later that year, Ibotta started its free Thanksgiving program, providing users with 100% cash back on select groceries needed for a Thanksgiving meal. By 2022, the company had provided approximately 10 million Thanksgiving meals. In 2021, Ibotta acquired the company OctoShop (originally InStok), a shopping browser extension company. The OctoShop app enables users to compare prices across stores and set restock and price-drop alerts. In April 2022, the Ibotta Performance Network (IPN) was launched. The IPN allows brands to deliver digital offers to consumers through third party publishers. Retailers including Walmart, Dollar General and Family Dollar, food delivery services including Instacart, and convenience stores including Shell are all part of the Ibotta Performance Network. This pay-per-sales or success-based performance network reaches over 200 million consumers. On April 18, 2024, Ibotta had its initial public offering (IPO), trading on the New York Stock Exchange (NYSE) under the ticker symbol IBTA. It was the largest technology IPO in Colorado history. In October 2025, Ibotta announced a partnership with technology and analytics company Circana, integrating Circana's Household Lift measurement into Ibotta campaigns to give CPG brands an increased understanding of the impact of their promotional campaigns. On November 3, 2025, Ibotta launched LiveLift, a tool for companies to measure the return on investment of digital promotions, in order to optimize performance marketing goals. === Athletic partnerships === Ibotta became the official jersey patch partner of the New Orleans Pelicans, a professional men's basketball team in the National Basketball Association (NBA), for the 2020–2021 and 2023–2024 seasons. Ibotta became the official jersey patch partner of the 2023 NBA champion Denver Nuggets baskeetball team beginning in the 2023–2024 season. In March 2023, F1 driver Logan Sargeant, the first U.S. racer to compete in F1 since 2015, partnered with Ibotta. The Ibotta logo was displayed on Sargeant's racing helmet throughout his F1 career. In June 2023, UConn Huskies women's basketball player Paige Bueckers entered into a "name, image, and likeness" (NIL) promotional agreement with Ibotta. According to a press release by Ibotta, the company has agreements with The Brandr Group, which finds NIL opportunities for women college athletes, and the Pearpop social media marketing platform to promote Ibotta. == Legal issues == In April 2025, shareholders filed a class action lawsuit—Fortune v. Ibotta, Inc., in the U.S. District Court for the District of Colorado (Case No. 25-cv-01213)—alleging that the registration statement in connection with Ibotta’s April 2024 initial public offering omitted material information. The complaint claims that, although Ibotta disclosed detailed terms for its contract with Walmart Inc., it failed to warn investors that its agreement with The Kroger Co., its second-largest client, was terminable at will and thus could be canceled without warning, creating a misleading impression of stability.

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  • Grammar checker

    Grammar checker

    A grammar checker, in computing terms, is a program, or part of a program, that attempts to verify written text for grammatical correctness. Grammar checkers are most often implemented as a feature of a larger program, such as a word processor, but are also available as a stand-alone application that can be activated from within programs that work with editable text. The implementation of a grammar checker makes use of natural language processing. == History == The earliest "grammar checkers" were programs that checked for punctuation and style inconsistencies, rather than a complete range of possible grammatical errors. The first system was called Writer's Workbench, and was a set of writing tools included with Unix systems as far back as the 1970s. The whole Writer's Workbench package included several separate tools to check for various writing problems. The "diction" tool checked for wordy, trite, clichéd or misused phrases in a text. The tool would output a list of questionable phrases and provide suggestions for improving the writing. The "style" tool analyzed the writing style of a given text. It performed a number of readability tests on the text and output the results, and gave some statistical information about the sentences of the text. Aspen Software of Albuquerque, New Mexico released the earliest version of a diction and style checker for personal computers, Grammatik, in 1981. Grammatik was first available for a Radio Shack - TRS-80, and soon had versions for CP/M and the IBM PC. Reference Software International of San Francisco, California, acquired Grammatik in 1985. Development of Grammatik continued, and it became an actual grammar checker that could detect writing errors beyond simple style checking. Other early diction and style checking programs included Punctuation & Style, Correct Grammar, RightWriter and PowerEdit. While all the earliest programs started as simple diction and style checkers, all eventually added various levels of language processing, and developed some level of true grammar checking capability. Until 1992, grammar checkers were sold as add-on programs. There were a large number of different word processing programs available at that time, with WordPerfect and Microsoft Word the top two in market share. In 1992, Microsoft decided to add grammar checking as a feature of Word, and licensed CorrecText, a grammar checker from Houghton Mifflin that had not yet been marketed as a standalone product. WordPerfect answered Microsoft's move by acquiring Reference Software, and the direct descendant of Grammatik is still included with WordPerfect. As of 2019, grammar checkers are built into systems like Google Docs, browser extensions like Grammarly and Qordoba, desktop applications like Ginger, free and open-source software like LanguageTool, and text editor plugins like those available from WebSpellChecker Software. == Technical issues == The earliest writing style programs checked for wordy, trite, clichéd, or misused phrases in a text. This process was based on simple pattern matching. The heart of the program was a list of many hundreds or thousands of phrases that are considered poor writing by many experts. The list of questionable phrases included alternative wording for each phrase. The checking program would simply break text into sentences, check for any matches in the phrase dictionary, flag suspect phrases and show an alternative. These programs could also perform some mechanical checks. For example, they would typically flag doubled words, doubled punctuation, some capitalization errors, and other simple mechanical mistakes. True grammar checking is more complex. While a programming language has a very specific syntax and grammar, this is not so for natural languages. One can write a somewhat complete formal grammar for a natural language, but there are usually so many exceptions in real usage that a formal grammar is of minimal help in writing a grammar checker. One of the most important parts of a natural language grammar checker is a dictionary of all the words in the language, along with the part of speech of each word. The fact that a natural word may be used as any one of several parts of speech (such as "free" being used as an adjective, adverb, noun, or verb) greatly increases the complexity of any grammar checker. A grammar checker will find each sentence in a text, look up each word in the dictionary, and then attempt to parse the sentence into a form that matches a grammar. Using various rules, the program can then detect various errors, such as agreement in tense, number, word order, and so on. It is also possible to detect some stylistic problems with the text. For example, some popular style guides such as The Elements of Style deprecate excessive use of the passive voice. Grammar checkers may attempt to identify passive sentences and suggest an active-voice alternative. The software elements required for grammar checking are closely related to some of the development issues that need to be addressed for speech recognition software. In voice recognition, parsing can be used to help predict which word is most likely intended, based on part of speech and position in the sentence. In grammar checking, the parsing is used to detect words that fail to follow accepted grammar usage. Recently, research has focused on developing algorithms which can recognize grammar errors based on the context of the surrounding words. == Criticism == Grammar checkers are considered a type of foreign language writing aid which non-native speakers can use to proofread their writings as such programs endeavor to identify syntactical errors. However, as with other computerized writing aids such as spell checkers, popular grammar checkers are often criticized when they fail to spot errors and incorrectly flag correct text as erroneous. The linguist Geoffrey K. Pullum argued in 2007 that they were generally so inaccurate as to do more harm than good: "for the most part, accepting the advice of a computer grammar checker on your prose will make it much worse, sometimes hilariously incoherent."

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  • Big data

    Big data

    Big data primarily refers to data sets that are too large or complex to be dealt with by traditional data-processing software. Data with many entries (rows) offers greater statistical power, while data with higher complexity (more attributes or columns) may lead to a higher false discovery rate. Big data analysis challenges include capturing data, data storage, data analysis, search, sharing, transfer, visualization, querying, updating, information privacy, and data sources. Big data was originally associated with three key concepts: volume, variety, and velocity. The analysis of big data that have only volume, velocity, and variety can pose challenges in sampling. A fourth concept, veracity, which refers to the level of reliability of data, was thus added. Without sufficient investment in expertise to ensure big data veracity, the volume and variety of data can produce costs and risks that exceed an organization's capacity to create and capture value from big data. Current usage of the term big data tends to refer to the use of predictive analytics, user behavior analytics, or certain other advanced data analytics methods that extract value from big data, and seldom to a particular size of data set. "There is little doubt that the quantities of data now available are indeed large, but that's not the most relevant characteristic of this new data ecosystem." Analysis of data sets can find new correlations to "spot business trends, prevent diseases, combat crime and so on". Scientists, business executives, medical practitioners, advertising and governments alike regularly meet difficulties with large datasets in areas including Internet searches, fintech, healthcare analytics, geographic information systems, urban informatics, and business informatics. Scientists encounter limitations in e-Science work, including meteorology, genomics, connectomics, complex physics simulations, biology, and environmental research. The size and number of available data sets have grown rapidly as data is collected by devices such as mobile devices, cheap and numerous information-sensing Internet of things devices, aerial (remote sensing) equipment, software logs, cameras, microphones, radio-frequency identification (RFID) readers and wireless sensor networks. The world's technological per-capita capacity to store information has roughly doubled every 40 months since the 1980s; as of 2012, every day 2.5 exabytes (2.17×260 bytes) of data are generated. Based on an IDC report prediction, the global data volume was predicted to grow exponentially from 4.4 zettabytes to 44 zettabytes between 2013 and 2020. By 2025, IDC predicts there will be 163 zettabytes of data. According to IDC, global spending on big data and business analytics (BDA) solutions is estimated to reach $215.7 billion in 2021. Statista reported that the global big data market is forecasted to grow to $103 billion by 2027. In 2011 McKinsey & Company reported, if US healthcare were to use big data creatively and effectively to drive efficiency and quality, the sector could create more than $300 billion in value every year. In the developed economies of Europe, government administrators could save more than €100 billion ($149 billion) in operational efficiency improvements alone by using big data. And users of services enabled by personal-location data could capture $600 billion in consumer surplus. One question for large enterprises is determining who should own big-data initiatives that affect the entire organization. Relational database management systems and desktop statistical software packages used to visualize data often have difficulty processing and analyzing big data. The processing and analysis of big data may require "massively parallel software running on tens, hundreds, or even thousands of servers". What qualifies as "big data" varies depending on the capabilities of those analyzing it and their tools. Furthermore, expanding capabilities make big data a moving target. "For some organizations, facing hundreds of gigabytes of data for the first time may trigger a need to reconsider data management options. For others, it may take tens or hundreds of terabytes before data size becomes a significant consideration." == Definition == The term big data has been in use since the 1990s, with some giving credit to John Mashey for popularizing the term. Big data usually includes data sets with sizes beyond the ability of commonly used software tools to capture, curate, manage, and process data within a tolerable elapsed time. Big data philosophy encompasses unstructured, semi-structured and structured data; however, the main focus is on unstructured data. Big data "size" is a constantly moving target; as of 2012 ranging from a few dozen terabytes to many zettabytes of data. Big data requires a set of techniques and technologies with new forms of integration to reveal insights from datasets that are diverse, complex, and of a massive scale. Variability is often included as an additional quality of big data. A 2018 definition states "Big data is where parallel computing tools are needed to handle data", and notes, "This represents a distinct and clearly defined change in the computer science used, via parallel programming theories, and losses of some of the guarantees and capabilities made by Codd's relational model." In a comparative study of big datasets, Kitchin and McArdle found that none of the commonly considered characteristics of big data appear consistently across all of the analyzed cases. For this reason, other studies identified the redefinition of power dynamics in knowledge discovery as the defining trait. Instead of focusing on the intrinsic characteristics of big data, this alternative perspective pushes forward a relational understanding of the object claiming that what matters is the way in which data is collected, stored, made available and analyzed. === Big data vs. business intelligence === The growing maturity of the concept more starkly delineates the difference between "big data" and "business intelligence": Business intelligence uses applied mathematics tools and descriptive statistics with data with high information density to measure things, detect trends, etc. Big data uses mathematical analysis, optimization, inductive statistics, and concepts from nonlinear system identification to infer laws (regressions, nonlinear relationships, and causal effects) from large sets of data with low information density to reveal relationships and dependencies, or to perform predictions of outcomes and behaviors. == Characteristics == Big data can be described by the following characteristics: Volume The quantity of generated and stored data. The size of the data determines the value and potential insight, and whether it can be considered big data or not. The size of big data is usually larger than terabytes and petabytes. Variety The type and nature of the data. Earlier technologies like RDBMSs were capable to handle structured data efficiently and effectively. However, the change in type and nature from structured to semi-structured or unstructured challenged the existing tools and technologies. Big data technologies evolved with the prime intention to capture, store, and process the semi-structured and unstructured (variety) data generated with high speed (velocity), and huge in size (volume). Later, these tools and technologies were explored and used for handling structured data also but preferable for storage. Eventually, the processing of structured data was still kept as optional, either using big data or traditional RDBMSs. This helps in analyzing data towards effective usage of the hidden insights exposed from the data collected via social media, log files, sensors, etc. Big data draws from text, images, audio, video; plus it completes missing pieces through data fusion. Velocity The speed at which the data is generated and processed to meet the demands and challenges that lie in the path of growth and development. Big data is often available in real-time. Compared to small data, big data is produced more continually. Two kinds of velocity related to big data are the frequency of generation and the frequency of handling, recording, and publishing. Veracity The truthfulness or reliability of the data, which refers to the data quality and the data value. Big data must not only be large in size, but also must be reliable in order to achieve value in the analysis of it. The data quality of captured data can vary greatly, affecting an accurate analysis. Value The worth in information that can be achieved by the processing and analysis of large datasets. Value also can be measured by an assessment of the other qualities of big data. Value may also represent the profitability of information that is retrieved from the analysis of big data. Variability The characteristic of the changing formats, structure, or sources of big data. Big data can include structured, unstructured,

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  • MultiValue database

    MultiValue database

    A MultiValue database is a type of NoSQL and multidimensional database. It is typically considered synonymous with PICK, a database originally developed as the Pick operating system. MultiValue databases include commercial products from Rocket Software, Revelation, InterSystems, Northgate Information Solutions, ONgroup, and other companies. These databases differ from a relational database in that they have features that support and encourage the use of attributes which can take a list of values, rather than all attributes being single-valued. They are often categorized with MUMPS within the category of post-relational databases, although the data model actually pre-dates the relational model. Unlike SQL-DBMS tools, most MultiValue databases can be accessed both with or without SQL. == History == Don Nelson designed the MultiValue data model in the early to mid-1960s. Dick Pick, a developer at TRW, worked on the first implementation of this model for the US Army in 1965. Pick considered the software to be in the public domain because it was written for the military, this was but the first dispute regarding MultiValue databases that was addressed by the courts. Ken Simms wrote DataBASIC, sometimes known as S-BASIC, in the mid-1970s. It was based on Dartmouth BASIC, but had enhanced features for data management. Simms played a lot of Star Trek (a text-based early computer game originally written in Dartmouth BASIC) while developing the language, to ensure that DataBASIC functioned to his satisfaction. Three of the implementations of MultiValue - PICK version R77, Microdata Reality 3.x, and Prime Information 1.0 - were very similar. In spite of attempts to standardize, particularly by International Spectrum and the Spectrum Manufacturers Association, who designed a logo for all to use, there are no standards across MultiValue implementations. Subsequently, these flavors diverged, although with some cross-over. These streams of MultiValue database development could be classified as one stemming from PICK R83, one from Microdata Reality, and one from Prime Information. Because of the differences, some implementations have provisions for supporting several flavors of the languages. An attempt to document the similarities and differences can be found at the Post-Relational Database Reference (PRDB). One reasonable hypothesis for this data model lasting 50 years, with new database implementations of the model even in the 21st century is that it provides inexpensive database solutions. == Data model example == In a MultiValue database system: a database or schema is called an "account" a table or collection is called a "file" a column or field is called a field or an "attribute", which is composed of "multi-value attributes" and "sub-value attributes" to store multiple values in the same attribute. a row or document is called a "record" or "item" Data is stored using two separate files: a "file" to store raw data and a "dictionary" to store the format for displaying the raw data. For example, assume there's a file (table) called "PERSON". In this file, there is an attribute called "eMailAddress". The eMailAddress field can store a variable number of email address values in a single record. The list [[email protected], [email protected], [email protected]] can be stored and accessed via a single query when accessing the associated record. Achieving the same (one-to-many) relationship within a traditional relational database system would include creating an additional table to store the variable number of email addresses associated with a single "PERSON" record. However, modern relational database systems support this multi-value data model too. For example, in PostgreSQL, a column can be an array of any base type. == MultiValue Basic Language == Multivalue Basic (now commonly styled as mvBasic) is a family of programming languages more or less common (and portable) to all the multivalue databases derived from the original Pick Operating System. The variations between implementations are known as flavours. The language originates from Dartmouth Basic and the earliest implementation of PickBASIC (now D3 FlashBasic). Over time various customisations and extensions have been added to take advantage of capabilities added to the different flavours while staying mainly in sync. mvBasic statements and functions are designed to access and take advantage of the multivalue database model and providing the usual capabilities of most modern languages. For example, cryptography and communications. mvBasic is typeless and lends itself to structured programming techniques. Example code is available but limited. Whilst there are commercial applications and tools available, the multivalue database community has not embraced the open source library/package model to the degree seen with other languages. The typical mvBasic compiler compiles program source to a P-code executable object and runs in an interpreter, with D3 FlashBasic and jBASE being notable exceptions. == MultiValue Query Language == Known as ENGLISH, ACCESS, AQL, UniQuery, Retrieve, CMQL, and by many other names over the years, corresponding to the different MultiValue implementations, the MultiValue query language differs from SQL in several respects. Each query is issued against a single dictionary within the schema, which could be understood as a virtual file or a portal to the database through which to view the data. LIST PEOPLE LAST_NAME FIRST_NAME EMAIL_ADDRESSES WITH LAST_NAME LIKE "Van..." The above statement would list all e-mail addresses for each person whose last name starts with "Van". A single entry would be output for each person, with multiple lines showing the multiple e-mail addresses (without repeating other data about the person).

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