AI Avatar For Zoom Meetings

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

  • Cloem

    Cloem

    Cloem is a company based in Cannes, France, which applies natural language processing (NLP) technologies to assist patent applicants in creating variants of patent claims, called "cloems". According to the company, these "computer-generated claims can be published to keep potential competitors from attempting to file adjacent patent claims." == Technology == According to Cloem, dictionaries, ontologies and proprietary claim-drafting algorithms are used to draft alternative claims based on a client's original set of claims. In particular, the original set of claims is subject to various permutations and linguistic manipulations "by considering alternative definitions for terms as well as “synonyms, hyponyms, hyperonyms, meronyms, holonyms, and antonyms.”" == Possible uses == Cloem can optionally publish one or more created texts, as electronic publications or as paper-printed publications. These can potentially serve – through a defensive publication – as prior art to prevent another party for obtaining a patent on the subject-matter at stake. In other words, after an initial patent filing, an "improvement" patent (adjacent invention) can be applied for by another party, such as a competitor. By publishing variants of a patent claim, the risk of adverse patenting may potentially be decreased (improvement inventions may no longer be patentable). Cloems may also be potentially patentable. One of the issues of patentability, however, is that only a natural person can be a listed as an inventor on a patent. Since cloems are produced by a computer based on a person's input, it is not clear if the computer or the person is the inventor. The inventorship of Cloem texts is an open question.

    Read more →
  • Visualization (graphics)

    Visualization (graphics)

    Visualization (or visualisation in Commonwealth English; see spelling differences), also known as graphics visualization, is any technique for creating images, diagrams, or animations to communicate a message. Visualization through visual imagery has been an effective way to communicate both abstract and concrete ideas since the dawn of humanity. Examples from history include cave paintings, Egyptian hieroglyphs, Greek geometry, and Leonardo da Vinci's revolutionary methods of technical drawing for engineering purposes that actively involve scientific requirements. Visualization today has ever-expanding applications in science, education, engineering (e.g., product visualization), interactive multimedia, medicine, etc. Typical of a visualization application is the field of computer graphics. The invention of computer graphics (and 3D computer graphics) may be the most important development in visualization since the invention of central perspective in the Renaissance period. The development of animation also helped advance visualization. == Overview == The use of visualization to present information is not a new phenomenon. It has been used in maps, scientific drawings, and data plots for over a thousand years. Examples from cartography include Ptolemy's Geographia (2nd century AD), a map of China (1137 AD), and Minard's map (1861) of Napoleon's invasion of Russia a century and a half ago. Most of the concepts learned in devising these images carry over in a straightforward manner to computer visualization. Edward Tufte has written three critically acclaimed books that explain many of these principles. Computer graphics has from its beginning been used to study scientific problems. However, in its early days the lack of graphics power often limited its usefulness. The recent emphasis on visualization started in 1987 with the publication of Visualization in Scientific Computing, a special issue of Computer Graphics. Since then, there have been several conferences and workshops, co-sponsored by the IEEE Computer Society and ACM SIGGRAPH, devoted to the general topic, and special areas in the field, for example volume visualization. Most people are familiar with the digital animations produced to present meteorological data during weather reports on television, though few can distinguish between those models of reality and the satellite photos that are also shown on such programs. TV also offers scientific visualizations when it shows computer drawn and animated reconstructions of road or airplane accidents. Some of the most popular examples of scientific visualizations are computer-generated images that show real spacecraft in action, out in the void far beyond Earth, or on other planets. Dynamic forms of visualization, such as educational animation or timelines, have the potential to enhance learning about systems that change over time. Apart from the distinction between interactive visualizations and animation, the most useful categorization is probably between abstract and model-based scientific visualizations. The abstract visualizations show completely conceptual constructs in 2D or 3D. These generated shapes are completely arbitrary. The model-based visualizations either place overlays of data on real or digitally constructed images of reality or make a digital construction of a real object directly from the scientific data. Scientific visualization is usually done with specialized software, though there are a few exceptions, noted below. Some of these specialized programs have been released as open source software, having very often its origins in universities, within an academic environment where sharing software tools and giving access to the source code is common. There are also many proprietary software packages of scientific visualization tools. Models and frameworks for building visualizations include the data flow models popularized by systems such as AVS, IRIS Explorer, and VTK toolkit, and data state models in spreadsheet systems such as the Spreadsheet for Visualization and Spreadsheet for Images. == Applications == === Scientific visualization === As a subject in computer science, scientific visualization is the use of interactive, sensory representations, typically visual, of abstract data to reinforce cognition, hypothesis building, and reasoning. Scientific visualization is the transformation, selection, or representation of data from simulations or experiments, with an implicit or explicit geometric structure, to allow the exploration, analysis, and understanding of the data. Scientific visualization focuses and emphasizes the representation of higher order data using primarily graphics and animation techniques. It is a very important part of visualization and maybe the first one, as the visualization of experiments and phenomena is as old as science itself. Traditional areas of scientific visualization are flow visualization, medical visualization, astrophysical visualization, and chemical visualization. There are several different techniques to visualize scientific data, with isosurface reconstruction and direct volume rendering being the more common. === Data and information visualization === Data visualization is a related subcategory of visualization dealing with statistical graphics and geospatial data (as in thematic cartography) that is abstracted in schematic form. Information visualization concentrates on the use of computer-supported tools to explore large amount of abstract data. The term "information visualization" was originally coined by the User Interface Research Group at Xerox PARC and included Jock Mackinlay. Practical application of information visualization in computer programs involves selecting, transforming, and representing abstract data in a form that facilitates human interaction for exploration and understanding. Important aspects of information visualization are dynamics of visual representation and the interactivity. Strong techniques enable the user to modify the visualization in real-time, thus affording unparalleled perception of patterns and structural relations in the abstract data in question. === Educational visualization === Educational visualization is using a simulation to create an image of something so it can be taught about. This is very useful when teaching about a topic that is difficult to otherwise see, for example, atomic structure, because atoms are far too small to be studied easily without expensive and difficult to use scientific equipment. === Knowledge visualization === The use of visual representations to transfer knowledge between at least two persons aims to improve the transfer of knowledge by using computer and non-computer-based visualization methods complementarily. Thus properly designed visualization is an important part of not only data analysis but knowledge transfer process, too. Knowledge transfer may be significantly improved using hybrid designs as it enhances information density but may decrease clarity as well. For example, visualization of a 3D scalar field may be implemented using iso-surfaces for field distribution and textures for the gradient of the field. Examples of such visual formats are sketches, diagrams, images, objects, interactive visualizations, information visualization applications, and imaginary visualizations as in stories. While information visualization concentrates on the use of computer-supported tools to derive new insights, knowledge visualization focuses on transferring insights and creating new knowledge in groups. Beyond the mere transfer of facts, knowledge visualization aims to further transfer insights, experiences, attitudes, values, expectations, perspectives, opinions, and estimates in different fields by using various complementary visualizations. See also: picture dictionary, visual dictionary === Product visualization === Product visualization involves visualization software technology for the viewing and manipulation of 3D models, technical drawing and other related documentation of manufactured components and large assemblies of products. It is a key part of product lifecycle management. Product visualization software typically provides high levels of photorealism so that a product can be viewed before it is actually manufactured. This supports functions ranging from design and styling to sales and marketing. Technical visualization is an important aspect of product development. Originally technical drawings were made by hand, but with the rise of advanced computer graphics the drawing board has been replaced by computer-aided design (CAD). CAD-drawings and models have several advantages over hand-made drawings such as the possibility of 3-D modeling, rapid prototyping, and simulation. 3D product visualization promises more interactive experiences for online shoppers, but also challenges retailers to overcome hurdles in the production of 3D content, as large-scale 3D content production can be extremel

    Read more →
  • Hooked (app)

    Hooked (app)

    Hooked is a mobile application where users can write or read chat fiction, short pieces of fiction told in the format of text messages between fictional characters. The app was released in September 2015 and was developed by Telepathic Inc. == Features == Hooked is a freemium smartphone app that allows users to write or read short stories made up of text messages between characters. CEO Prerna Gupta described the app as "books for the Snapchat generation" or "Twitter for fiction." As of March 2019, the app had more than 40 million active users. The stories are written by a mix of professional authors and crowd-sourced participants. The most popular genres are suspense and horror. The stories usually lack literary elements like character arcs, are simply written and are intended to be suspenseful or addicting. Each piece of fiction on the app is approximately 1,000 to 1,300 words long and can be read in about five minutes. Some longer stories are told in "chapters" and a 32,000-word thriller called Dark Matter was released in 2018. The app provides a certain number of text messages for free, then delays the next text message by 15 minutes unless the user pays for a subscription. Prior to 2020, the app offered a three-day free trial and then required users to pay. According to Gupta, the app was intended to get the younger generation to read more without getting distracted. Most users of the app are between 13 and 24 years-old. == History == The Hooked app was first released in September 2015. Initially, Hooked featured about 200 stories that were written by professional authors selected by the app developers. The following year, Telepathic Inc. released Hooked 2.0, which allowed users of the app to create and share their own short stories. By mid-2016, the app had 700 stories written by professional authors and 9,000 stories written by users. Hooked had 1.8 million downloads by 2016 and 20 million download as of 2017, which generated $6.5 million in revenue. The response to Hooked prompted others to create similar text-message based short story apps, like Yarn and Tap. Sensor Tower reported that the Hooked app received 2.22 million downloads during the period from October 2016 to March 2017. Starting in 2020, longer stories divided into chapters debuted on the app. In March, the company launched Hooked TV, an app to showcase video pilots based on a number of scripts themed around the app's content. Out of 50 pilots, those that were most popular among users of the app and social media were expanded into original series as Hooked TV evolved into a streaming platform in the second half of 2021. == Background == The idea for Hooked was conceived when Gupta was working on writing a book of her own. Prerna Gupta and her husband Parag Chordia tested short stories with 15,000 people and found that readers were five times more likely to read a story to its end if the story was presented in a text message format. They created Telepathic Inc., which developed Hooked. According to Celebrity Secret when they first started out, the stories were basically as if two people were texting each other and some sort of drama unfolds. Some of their most popular initial stories were actually horror stories, where a mom gets a text from her daughter and something creepy is happening to her. Over time, they started to turn those into podcasts, which then led to making their own movies and TV shows. As of 2017, the Telepathic has raised $6 million in funding to develop and support the Hooked app. From the main website itself the Hooked investors include Sound Ventures, The Chernin Group, WME/Endeavor, MACRO, Greg Silverman, Steph Curry, Kevin Durant, LeBron James, Mariah Carey, Jamie Foxx, Joe Montana, Aasif Mandvi, Max Martin, Anjula Acharia, Savan Kotecha, Cyan Banister, Eric Ries, A Capital, SV Angel, Cowboy Ventures, Founders Fund and Greylock, among many others.

    Read more →
  • Display list

    Display list

    A display list, also called a command list in Direct3D 12 and a command buffer in Vulkan, is a series of graphics commands or instructions that are run when the list is executed. Systems that make use of display list functionality are called retained mode systems, while systems that do not are as opposed to immediate mode systems. In OpenGL, display lists are useful to redraw the same geometry or apply a set of state changes multiple times. This benefit is also used with Direct3D 12's bundle command lists. In Direct3D 12 and Vulkan, display lists are regularly used for per-frame recording and execution. == Origins in vector displays == The vector monitors or calligraphic displays of the 1960s and 1970s used electron beam deflection to draw line segments, points, and sometimes curves directly on a CRT screen. Because the image would immediately fade, it needed to be redrawn many times a second (storage tube CRTs retained the image until blanked, but they were unsuitable for interactive graphics). To refresh the display, a dedicated CPU called a Display Processor or Display Processing Unit (DPU) was used, which had a memory buffer for a "display list", "display file", or "display program" containing line segment coordinates and other information. Advanced Display Processors also supported control flow instructions, which were useful for drawing repetitive graphics such as text, and some could perform coordinate transformations such as 3D projection. == Home computer display list functionality == One of the earliest systems with a true display list was the Atari 8-bit computers. The display list (actually called so in Atari terminology) is a series of instructions for ANTIC, the video co-processor used in these machines. This program, stored in the computer's memory and executed by ANTIC in real-time, can specify blank lines, any of six text modes and eight graphics modes, which sections of the screen can be horizontally or vertically fine-scrolled, and trigger Display List Interrupts (called raster interrupts or HBI on other systems). The Amstrad PCW family contains a Display List function called the 'Roller RAM'. This is a 512-byte RAM area consisting of 256 16-bit pointers in RAM, one for each line of the 720 × 256 pixel display. Each pointer identifies the location of 90 bytes of monochrome pixels that hold the line's 720 pixel states. The 90 bytes of 8 pixel states are spaced at 8-byte intervals, so there are 7 unused bytes between each byte of pixel data. This suits how the text-orientated PCW constructs a typical screen buffer in RAM, where the first character's 8 rows are stored in the first 8 bytes, the second character's rows in the next 8 bytes, and so on. The Roller RAM was implemented to speed up display scrolling as it would have been unacceptably slow for its 3.4 MHz Z80 to move up the 23 KB display buffer 'by hand' i.e. in software. The Roller RAM starting entry used at the beginning of a screen refresh is controlled by a Z80-writable I/O register. Therefore, the screen can be scrolled simply by changing this I/O register. Another system using a Display List-like feature in hardware is the Amiga, which, not coincidentally, was also designed by some of the same people who developed the custom hardware for the Atari 8-bit computers. Once directed to produce a display mode, it would continue to do so automatically for every following scan line. The computer also included a dedicated co-processor, called "Copper", which ran a simple program or 'Copper List' intended for modifying hardware registers in sync with the display. The Copper List instructions could direct the Copper to wait for the display to reach a specific position on the screen, and then change the contents of hardware registers. In effect, it was a processor dedicated to servicing raster interrupts. The Copper was used by Workbench to mix multiple display modes (multiple resolutions and color palettes on the monitor at the same time), and by numerous programs to create rainbow and gradient effects on the screen. The Amiga Copper was also capable of reconfiguring the sprite engine mid-frame, with only one scanline of delay. This allowed the Amiga to draw more than its 8 hardware sprites, so long as the additional sprites did not share scanlines (or the one scanline gap) with more than 7 other sprites. i.e., so long as at least one sprite had finished drawing, another sprite could be added below it on the screen. Additionally, the later 32-bit AGA chipset allowed the drawing of bigger sprites (more pixels per row) while retaining the same multiplexing. The Amiga also had dedicated block-shifter ("blitter") hardware, which could draw larger objects into a framebuffer. This was often used in place of, or in addition to, sprites. In more primitive systems, the results of a display list can be simulated, though at the cost of CPU-intensive writes to certain display modes, color control, or other visual effect registers in the video device, rather than a series of rendering commands executed by the device. Thus, one must create the displayed image using some other rendering process, either before or while the CPU-driven display generation executes. In many cases, the image is also modified or re-rendered between frames. The image is then displayed in various ways, depending on the exact way in which the CPU-driven display code is implemented. Examples of the results possible on these older machines requiring CPU-driven video include effects such as Commodore 64/128's FLI mode, or Rainbow Processing on the ZX Spectrum. == Usage in OpenGL == To delimit a display list, the glNewList and glEndList functions are used, and to execute the list, the glCallList function is used. Almost all rendering commands that occur between the function calls are stored in the display list. Commands that affect the client state are not stored in display lists. Display lists are named with an integer value, and creating a display list with the same name as one already created overrides the first. The glNewList function expects two arguments: an integer representing the name of the list, and an enumeration for the compilation mode. The two modes include GL_COMPILE_AND_EXECUTE, which compiles and immediately executes, and GL_COMPILE, which only compiles the list. Display lists enable the use of the retained mode rendering pattern, which is a system in which graphics commands are recorded (retained) to execute in succession at a later time. This is contrary to immediate mode, where graphics commands are immediately executed on client calls. == Usage in Direct3D 12 == Command lists are created using the ID3D12Device::CreateCommandList function. Command lists may be created in several types: direct, bundle, compute, copy, video decode, video process, and video encoding. Direct command lists specify that a command list the GPU can execute, and doesn't inherit any GPU state. Bundles, are best used for storing and executing small sets of commands any number of times. This is used differently than regular command lists, where commands stored in a command list are typically executed only once. Compute command lists are used for general computations, with a common use being calculating mipmaps. A copy command list is strictly for copying and the video decode and video process command lists are for video decoding and processing respectively. Upon creation, command lists are in the recording state. Command lists may be re-used by calling the ID3D12GraphicsCommandList::Reset function. After recording commands, the command list must be transitioned out of the recording state by calling ID3D12GraphicsCommandList::Close. The command list is then executed by calling ID3D12CommandQueue::ExecuteCommandLists.

    Read more →
  • RagTime

    RagTime

    RagTime is a frame-oriented business publishing software which combines word processing, spreadsheets, simple drawings, image processing, and charts, in a single document/program, integrated software. It is often used to create forms, reports, documentation, desktop publishing, and in office environments. Typical users are business clients, educational institutions, administrations, architects, and also private users. Ragtime includes the following modules: Page layout (forms, templates etc.) Word processing Image processing Spreadsheets, similar to Microsoft Excel Formulas and functions which can be used throughout, in text, graphics, and spreadsheets Charts in different types of diagrams Drawings in vector graphics including lines, polygons, Bézier curves and more Slide show (presentation of RagTime documents) Audio/video Buttons (pop-up menus, switches, and more) that can be used within RagTime documents Import/export of various file formats Support of the AppleScript scripting language available system-wide under macOS == Principle == RagTime differs from most other comparable programs or software packages in its strict frame-oriented design: all content is contained within frames on each page. The content can have a fixed position within its frame or, if it is text or a spreadsheet, flow into another frame that is connected to the first frame via a so-called “pipeline”. RagTime has no different document types for different types of data; all content is stored in a single compound document type. Thus, a RagTime document not only can contain multiple pages, but also multiple layouts within the same document; e.g. spreadsheets in addition to text and images. The RagTime filename extension is .rtd (RagTime document); for templates the extension is .rtt (RagTime template). The current version is RagTime 6.6.5. It is available for OS X (10.6-10.14) and Windows (XP/Vista/7/8/10). == Extensions == FileTime – allows accessing “FileMaker Pro” databases from RagTime documents under OS X RagTime Connect – ODBC database connection for RagTime 6 (Mac and Windows) Johannes – print extension for the simple creation of stapled or folded brochures, booklets etc. PowerFunctions – additional functions for a more effective creation of intelligent documents for exchanging data and for use in mixed Mac/Windows environments MetaFormula – SYLK-based extension that allows calculating text as formula == History == RagTime has been developed since 1985 for the Macintosh – originally named MacFrame – and was published in 1986. When released, it already had the present name, which was chosen following the then-available software package Lotus Jazz. In the European Macintosh market, RagTime quickly gained a prominent position that continues to this day, even though the market share has decreased. Despite repeated attempts, the program could not gain acceptance in the North American market due to its high cost ($395 in 1990). The North American sales office closed in 1991, shortly after Claris Corporation released ClarisWorks which duplicated much of the functionality of RagTime for a lower price. After the manufacturer – first Brüning & Everth, followed by B&E Software and today RagTime.de Development – had focused on the Macintosh only for a very long time, it also released a Windows version, RagTime 5.0, in 1999. However, the program could not assume great significance against established competitors, especially Microsoft Office. Until mid-2006 RagTime was, in addition to the commercial version, also available as a free version (RagTime Solo) for personal use. RagTime Solo included the same features and performance (except for spelling and Syllabification) dictionaries), but was not allowed for use in commercial environments. In other languages RagTime Solo was distributed as RagTime Privat. In a press release from July 5, 2006, RagTime announced the discontinuation of RagTime Solo: “… the RagTime Solo license conditions were often misinterpreted or deliberately flouted. Therefore we discontinued RagTime Solo, there will be no private version of RagTime 6 anymore.” After a successful start of the RagTime 6.0 software, sales edged significantly lower in the following years. Disagreements arose among the shareholders about the continuation of the company, which filed for bankruptcy in July 2007. As a result, the rights to RagTime were taken over by the newly established company RagTime.de Development GmbH, which was responsible for the development. The sales partner RagTime.de Sales GmbH distributed the RagTime products until October 2015. Today RagTime.de Development GmbH is also responsible for sales. The last level of development is the extensively revamped version RagTime 6.6 of 8 October 2015, which also includes new OS X features (e.g. high-resolution “Retina” displays) and supports Windows 10. == Programming == RagTime 1-3 were developed in Pascal, since version 4 the development is completely coded in C++. External programming and automation can be implemented via AppleScript on a Mac, and via OLE/COM-API (e.g. Visual Basic) under Windows. On a Mac, RagTime provides a comprehensive AppleScript library, for the automation of almost any task, from automatic document creation to the export of PDF documents. RagTime also supports “recordings” by use of the “AppleScript Editor”, which allows recording the interactive RagTime operation as an AppleScript program sequence. AppleScripts can be saved in the RagTime document and called via menu or shortcut keys. On Windows, RagTime (since version 6) disposes over an OLE/COM API, which allows automating many RagTime components via external programming. For that purpose there is a type library that installs the available RagTime OLE/COM object catalogue. Programming can be realized in all programming languages supported by Microsoft.

    Read more →
  • Anomaly Detection at Multiple Scales

    Anomaly Detection at Multiple Scales

    Anomaly Detection at Multiple Scales, or ADAMS was a $35 million DARPA project designed to identify patterns and anomalies in very large data sets. It is under DARPA's Information Innovation office and began in 2011 and ended in August 2014 The project was intended to detect and prevent insider threats such as "a soldier in good mental health becoming homicidal or suicidal", an "innocent insider becoming malicious", or "a government employee [who] abuses access privileges to share classified information". Specific cases mentioned are Nadal Malik Hasan and WikiLeaks source Chelsea Manning. Commercial applications may include finance. The intended recipients of the system output are operators in the counterintelligence agencies. A final report was published on May 11, 2015, detailing a system known as Anomaly Detection Engine for Networks, or ADEN, developed by the University of Maryland, College Park, whose goal was to "identify malicious users within a network." Using multiple datasets from Wikipedia, Slashdot, and others, researchers were able to identify vandals and malicious users on a website using both conventional algorithms and artificial intelligence. The Proactive Discovery of Insider Threats Using Graph Analysis and Learning was part of the ADAMS project. The Georgia Tech team includes noted high-performance computing researcher David Bader (computer scientist).

    Read more →
  • The Visualization Handbook

    The Visualization Handbook

    The Visualization Handbook is a textbook by Charles D. Hansen and Christopher R. Johnson that serves as a survey of the field of scientific visualization by presenting the basic concepts and algorithms in addition to a current review of visualization research topics and tools. It is commonly used as a textbook for scientific visualization graduate courses. It is also commonly cited as a reference for scientific visualization and computer graphics in published papers, with almost 500 citations documented on Google Scholar. == Table of Contents == PART I - Introduction Overview of Visualization - William J. Schroeder and Kenneth M. Martin PART II - Scalar Field Visualization: Isosurfaces Accelerated Isosurface Extraction Approaches -Yarden Livnat Time-Dependent Isosurface Extraction - Han-Wei Shen Optimal Isosurface Extraction - Paolo Cignoni, Claudio Montani, Robert Scopigno, and Enrico Puppo Isosurface Extraction Using Extrema Graphs - Takayuki Itoh and Koji Koyamada Isosurfaces and Level-Sets - Ross Whitaker PART III - Scalar Field Visualization: Volume Rendering Overview of Volume Rendering - Arie E. Kaufman and Klaus Mueller Volume Rendering Using Splatting - Roger Crawfis, Daqing Xue, and Caixia Zhang Multidimensional Transfer Functions for Volume Rendering - Joe Kniss, Gordon Kindlmann, and Charles D. Hansen Pre-Integrated Volume Rendering - Martin Kraus and Thomas Ertl Hardware-Accelerated Volume Rendering - Hanspeter Pfister PART IV - Vector Field Visualization Overview of Flow Visualization - Daniel Weiskopf and Gordon Erlebacher Flow Textures: High-Resolution Flow Visualization - Gordon Erlebacher, Bruno Jobard, and Daniel Weiskopf Detection and Visualization of Vortices - Ming Jiang, Raghu Machiraju, and David Thompson PART V - Tensor Field Visualization Oriented Tensor Reconstruction - Leonid Zhukov and Alan H. Barr Diffusion Tensor MRI Visualization - Song Zhang, David Laidlaw, and Gordon Kindlmann Topological Methods for Flow Visualization - Gerik Scheuermann and Xavier Tricoche PART VI - Geometric Modeling for Visualization 3D Mesh Compression - Jarek Rossignac Variational Modeling Methods for Visualization - Hans Hagen and Ingrid Hotz Model Simplification - Jonathan D. Cohen and Dinesh Manocha PART VII - Virtual Environments for Visualization Direct Manipulation in Virtual Reality - Steve Bryson The Visual Haptic Workbench - Milan Ikits and J. Dean Brederson Virtual Geographic Information Systems - William Ribarsky Visualization Using Virtual Reality - R. Bowen Loftin, Jim X. Chen, and Larry Rosenblum PART VIII - Large-Scale Data Visualization Desktop Delivery: Access to Large Datasets - Philip D. Heermann and Constantine Pavlakos Techniques for Visualizing Time-Varying Volume Data - Kwan-Liu Ma and Eric B. Lum Large-Scale Data Visualization and Rendering: A Problem-Driven Approach - Patrick McCormick and James Ahrens Issues and Architectures in Large-Scale Data Visualization - Constantine Pavlakos and Philip D. Heermann Consuming Network Bandwidth with Visapult - Wes Bethel and John Shalf PART IX - Visualization Software and Frameworks The Visualization Toolkit - William J. Schroeder and Kenneth M. Martin Visualization in the SCIRun Problem-Solving Environment - David M. Weinstein, Steven Parker, Jenny Simpson, Kurt Zimmerman, and Greg M. Jones Numerical Algorithms Group IRIS Explorer - Jeremy Walton AVS and AVS/Express - Jean M. Favre and Mario Valle Vis5D, Cave5D, and VisAD - Bill Hibbard Visualization with AVS - W. T. Hewitt, Nigel W. John, Matthew D. Cooper, K. Yien Kwok, George W. Leaver, Joanna M. Leng, Paul G. Lever, Mary J. McDerby, James S. Perrin, Mark Riding, I. Ari Sadarjoen, Tobias M. Schiebeck, and Colin C. Venters ParaView: An End-User Tool for Large-Data Visualization - James Ahrens, Berk Geveci, and Charles Law The Insight Toolkit: An Open-Source Initiative in Data Segmentation and Registration - Terry S. Yoo amira: A Highly Interactive System for Visual Data Analysis - Detlev Stalling, Malte Westerhoff, and Hans-Christian Hege PART X - Perceptual Issues in Visualization Extending Visualization to Perceptualization: The Importance of Perception in Effective Communication of Information - David S. Ebert Art and Science in Visualization - Victoria Interrante Exploiting Human Visual Perception in Visualization - Alan Chalmers and Kirsten Cater PART XI - Selected Topics and Applications Scalable Network Visualization - Stephen G. Eick Visual Data-Mining Techniques - Daniel A. Keim, Mike Sips, and Mihael Ankerst Visualization in Weather and Climate Research - Don Middleton, Tim Scheitlin, and Bob Wilhelmson Painting and Visualization - Robert M. Kirby, Daniel F. Keefe, and David Laidlaw Visualization and Natural Control Systems for Microscopy - Russell M. Taylor II, David Borland, Frederick P. Brooks, Jr., Mike Falvo, Kevin Jeffay, Gail Jones, David Marshburn, Stergios J. Papadakis, Lu-Chang Qin, Adam Seeger, F. Donelson Smith, Dianne Sonnenwald, Richard Superfine, Sean Washburn, Chris Weigle, Mary Whitton, Leandra Vicci, Martin Guthold, Tom Hudson, Philip Williams, and Warren Robinett Visualization for Computational Accelerator Physics - Kwan-Liu Ma, Greg Schussman, and Brett Wilson

    Read more →
  • Unfold (app)

    Unfold (app)

    Unfold is a mobile application that allows users to create social media content using a variety of templates and other tools. It was founded in 2018 by Alfonso Cobo and Andy McCune. It enables users to add photos, video, and text with a variety of tools. In 2019, Unfold was acquired by Squarespace. == History == In January 2017, Alfonso Cobo was studying at Parsons School of Design when he realized there was no software or app that could create a portfolio of his work on an iPad. Cobo created an app called Portfolio, a basic version of a portfolio layout app, and the first one to exist for iPad. He launched it in 2017. After launching the first version of Portfolio, Cobo realized the more popular market and use case was on mobile. Around that time, Instagram was launching Stories. As a result, Cobo pivoted the app away from portfolios and instead focused on an app to showcase one's stories. Cobo later contacted Andy McCune, founder of social media account Earth, to collaborate with Unfold. Unfold also partnered with various companies to create custom templates. These include Equinox, Tommy Hilfiger, NARS, Billboard Music Awards, and Product Red. Unfold also launched a collection of Product Red templates to help eliminate HIV/AIDS in several African countries. In 2019, Squarespace acquired Unfold. The Unfold app has been downloaded over 60 million times and has been used to create over 1 billion Instagram stories. == Features == With Unfold, users can utilize hundreds of templates to make social content for social media platforms such as Instagram, Snapchat, and Facebook. The free app offers users basic templates and standard fonts, filters, and stickers, and there are also premium templates available for a monthly subscription. With Unfold+ and Unfold Pro (previously Unfold for Brands), users can access premium templates and tools, as well as upload custom brand assets and fonts. In 2020, Unfold launched Bio Sites, which allows users to link to multiple sites and platforms.

    Read more →
  • Shape factor (image analysis and microscopy)

    Shape factor (image analysis and microscopy)

    Shape factors are dimensionless quantities used in image analysis and microscopy that numerically describe the shape of a particle, independent of its size. Shape factors are calculated from measured dimensions, such as diameter, chord lengths, area, perimeter, centroid, moments, etc. The dimensions of the particles are usually measured from two-dimensional cross-sections or projections, as in a microscope field, but shape factors also apply to three-dimensional objects. The particles could be the grains in a metallurgical or ceramic microstructure, or the microorganisms in a culture, for example. The dimensionless quantities often represent the degree of deviation from an ideal shape, such as a circle, sphere or equilateral polyhedron. Shape factors are often normalized, that is, the value ranges from zero to one. A shape factor equal to one usually represents an ideal case or maximum symmetry, such as a circle, sphere, square or cube. == Aspect ratio == The most common shape factor is the aspect ratio, a function of the largest diameter and the smallest diameter orthogonal to it: A R = d min d max {\displaystyle A_{R}={\frac {d_{\min }}{d_{\max }}}} The normalized aspect ratio varies from approaching zero for a very elongated particle, such as a grain in a cold-worked metal, to near unity for an equiaxed grain. The reciprocal of the right side of the above equation is also used, such that the AR varies from one to approaching infinity. == Circularity == Another very common shape factor is the circularity (or isoperimetric quotient), a function of the perimeter P and the area A: f circ = 4 π A P 2 {\displaystyle f_{\text{circ}}={\frac {4\pi A}{P^{2}}}} The circularity of a circle is 1, and much less than one for a starfish footprint. The reciprocal of the circularity equation is also used, such that fcirc varies from one for a circle to infinity. == Elongation shape factor == The less-common elongation shape factor is defined as the square root of the ratio of the two second moments in of the particle around its principal axes. f elong = i 2 i 1 {\displaystyle f_{\text{elong}}={\sqrt {\frac {i_{2}}{i_{1}}}}} == Compactness shape factor == The compactness shape factor is a function of the polar second moment in of a particle and a circle of equal area A. f comp = A 2 2 π i 1 2 + i 2 2 {\displaystyle f_{\text{comp}}={\frac {A^{2}}{2\pi {\sqrt {{i_{1}}^{2}+{i_{2}}^{2}}}}}} The fcomp of a circle is one, and much less than one for the cross-section of an I-beam. == Waviness shape factor == The waviness shape factor of the perimeter is a function of the convex portion Pcvx of the perimeter to the total. f wav = P cvx P {\displaystyle f_{\text{wav}}={\frac {P_{\text{cvx}}}{P}}} Some properties of metals and ceramics, such as fracture toughness, have been linked to grain shapes. == An application of shape factors == Greenland, the largest island in the world, has an area of 2,166,086 km2; a coastline (perimeter) of 39,330 km; a north–south length of 2670 km; and an east–west length of 1290 km. The aspect ratio of Greenland is A R = 1290 2670 = 0.483 {\displaystyle A_{R}={\frac {1290}{2670}}=0.483} The circularity of Greenland is f circ = 4 π ( 2166086 ) 39330 2 = 0.0176. {\displaystyle f_{\text{circ}}={\frac {4\pi (2166086)}{39330^{2}}}=0.0176.} The aspect ratio is agreeable with an eyeball-estimate on a globe. Such an estimate on a typical flat map, using the Mercator projection, would be less accurate due to the distorted scale at high latitudes. The circularity is deceptively low, due to the fjords that give Greenland a very jagged coastline (see the coastline paradox). A low value of circularity does not necessarily indicate a lack of symmetry, and shape factors are not limited to microscopic objects.

    Read more →
  • Catalog server

    Catalog server

    A catalog server provides a single point of access that allows users to centrally search for information across a distributed network. In other words, it indexes databases, files and information across large network and allows keywords, Boolean and other searches. If you need to provide a comprehensive searching service for your intranet, extranet or even the Internet, a catalog server is a standard solution.

    Read more →
  • Supertoroid

    Supertoroid

    In geometry and computer graphics, a supertoroid or supertorus is usually understood to be a family of doughnut-like surfaces (technically, a topological torus) whose shape is defined by mathematical formulas similar to those that define the superellipsoids. The plural of "supertorus" is either supertori or supertoruses. The family was described and named by Alan Barr in 1994. Barr's supertoroids have been fairly popular in computer graphics as a convenient model for many objects, such as smooth frames for rectangular things. One quarter of a supertoroid can provide a smooth and seamless 90-degree joint between two superquadric cylinders. However, they are not algebraic surfaces (except in special cases). == Formulas == Alan Barr's supertoroids are defined by parametric equations similar to the trigonometric equations of the torus, except that the sine and cosine terms are raised to arbitrary powers. Namely, the generic point P(u, v) of the surface is given by P ( u , v ) = ( X ( u , v ) Y ( u , v ) Z ( u , v ) ) = ( ( a + C u s ) C v t ( b + C u s ) S v t S u s ) {\displaystyle P(u,v)=\left({\begin{array}{c}X(u,v)\\Y(u,v)\\Z(u,v)\end{array}}\right)=\left({\begin{array}{c}(a+C_{u}^{s})C_{v}^{t}\\(b+C_{u}^{s})S_{v}^{t}\\S_{u}^{s}\end{array}}\right)} where C θ ε = sgn ⁡ ( cos ⁡ θ ) | cos ⁡ θ | ε , S θ ε = sgn ⁡ ( sin ⁡ θ ) | sin ⁡ θ | ε , {\displaystyle {\begin{aligned}C_{\theta }^{\varepsilon }&=\operatorname {sgn} (\cos \theta )\,\left|\,\cos \theta \,\right|^{\varepsilon },\\S_{\theta }^{\varepsilon }&=\operatorname {sgn} (\sin \theta )\ \left|\,\sin \theta \ \right|^{\varepsilon },\end{aligned}}} sgn is the sign function, and the parameters u, v range from 0 to 360 degrees (0 to 2π radians). In these formulas, the parameter s > 0 controls the "squareness" of the vertical sections, t > 0 controls the squareness of the horizontal sections, and a, b ≥ 1 are the major radii in the x and y directions. With s = t = 1 and a = b = R one obtains the ordinary torus with major radius R and minor radius 1, with the center at the origin and rotational symmetry about the z-axis. In general, the supertorus defined as above spans the intervals: − ( a + 1 ) ≤ x ≤ + ( a + 1 ) − ( b + 1 ) ≤ y ≤ + ( b + 1 ) − 1 ≤ z ≤ + 1 {\displaystyle {\begin{array}{rcccl}-(a+1)&\leq &x&\leq &+(a+1)\\[4pt]-(b+1)&\leq &y&\leq &+(b+1)\\[4pt]-1&\leq &z&\leq &+1\end{array}}} The whole shape is symmetric about the planes x = 0, y = 0, and z = 0. The hole runs in the z direction and spans the intervals − ( a − 1 ) ≤ x ≤ + ( a − 1 ) − ( b − 1 ) ≤ y ≤ + ( b − 1 ) − ∞ ≤ z ≤ + ∞ {\displaystyle {\begin{array}{rcccl}-(a-1)&\leq &x&\leq &+(a-1)\\[4pt]-(b-1)&\leq &y&\leq &+(b-1)\\[4pt]-\infty &\leq &z&\leq &+\infty \end{array}}} A curve of constant u on this surface is a horizontal Lamé curve with exponent ⁠ 2 t , {\displaystyle {\tfrac {2}{t}},} ⁠ scaled in x and y and displaced in z. A curve of constant v, projected on the plane x = 0 or y = 0, is a Lamé curve with exponent ⁠ 2 s , {\displaystyle {\tfrac {2}{s}},} ⁠ scaled and horizontally shifted. If v = 0, the curve is planar and spans the intervals: a − 1 ≤ x ≤ a + 1 − 1 ≤ z ≤ + 1 {\displaystyle {\begin{array}{rcccl}a-1&\leq &x&\leq &a+1\\[4pt]-1&\leq &z&\leq &+1\end{array}}} and similarly if v = 90°, 180°, 270°. The curve is also planar if a = b. In general, if a ≠ b and v is not a multiple of 90 degrees, the curve of constant v will not be planar; and, conversely, a vertical plane section of the supertorus will not be a Lamé curve. The basic supertoroid shape defined above is often modified by non-uniform scaling to yield supertoroids of specific width, length, and vertical thickness. == Plotting code == The following GNU Octave code generates plots of a supertorus:

    Read more →
  • Stanza Living

    Stanza Living

    Stanza Living is the common brand name for Dtwelve Spaces Private Limited. It provides fully-managed shared living accommodations to students and young professionals. Founded by Anindya Dutta and Sandeep Dalmia, the company is present across 23 cities including Delhi, NCR, Bangalore, Visakhapatnam, Hyderabad, Chennai, Coimbatore, Indore, Pune, Baroda, Vijayawada, and Dehradun, Kota in India, with a capacity of 70,000 beds. Stanza Living is a technology-enabled housing concept which provides fully-furnished residences with amenities like meals, internet, laundry services, housekeeping, security and community engagement programmes. The company has an asset-light business model under which it engages in long-term lease agreements with property owners/developers, who convert their assets into shared living residences as per company guidelines. These assets are subsequently operated by Stanza Living. == Industry background == A report by Cushman & Wakefield (C&W) titled 'Exploring the Student Housing Universe in India City Insights', estimates that there were over 9.08 million migrant student enrolments in India's higher educational institutions (HEIs) for the year 2018-19 who need quality accommodation facilities. According to the report, Delhi-NCR, Mumbai, and Pune are the three biggest markets for student housing in the country, and these cities require an additional 4.75 lakh beds from organized co-living operators to meet the current demand. == History == Stanza Living provides tech-enabled, fully managed community living facilities for students and working professionals. The company was launched as a student housing business in Delhi NCR with a capacity of 100 beds, and grew to 14 cities by 2019. By early 2020, the company began catering to working professionals as well. The company has a combined inventory of 70,000 beds under management for both students and working professionals. Stanza Living is currently valued at $300 million. It has raised a capital of about $70 million from leading global investors like Falcon Edge Capital, Sequoia Capital, Matrix Partners and Accel Partners. November 2017 – Seed funding, September 2018 – Series A, March 2019 – Debt financing, July 2019 – Series C round, December 2019 - Debt financing. The company has invested in building technology products for business efficiency and consumer experience, like the Stanza Resident App and Stanza Real Estate App. Stanza Living has close to 1,500 employees across India. It is recognized among Top Real Estate Tech Startups of 2020 across the globe by research and analysis company Tracxn. The company has been shortlisted among Top 25 Start-ups of India in 2019 by LinkedIn == Founders == Stanza Living was co-founded by Anindya Dutta and Sandeep Dalmia. Sandeep Dalmia is an alumnus of Delhi College of Engineering and IIM Ahmedabad. Prior to Stanza, he was a Principal at Boston Consulting Group, working across India, US and South East Asia markets. Anindya Dutta was previously a Real Estate investor with Oaktree Capital and prior to that, he worked at Goldman Sachs in London. He is an alumnus of IIT Kharagpur and IIM Ahmedabad.

    Read more →
  • T-pose

    T-pose

    In computer animation, a T-pose is a default posing for a humanoid 3D model's skeleton before it is animated. It is called so because of its shape: the straight legs and arms of a humanoid model combine to form a capital letter T. When the arms are angled downwards, the pose is sometimes referred to as an A-pose instead. Likewise, if the arms are angled upward, it is called a Y-pose. Generic terms encompassing all these (especially for non-humanoid models) include bind pose, blind pose, and reference pose. == Usage == The T-pose is primarily used as the default armature pose for skeletal animation in 3D software, which is then manipulated to create animation. The purpose of the T-pose relates to the important elements of the body being axis-aligned, thereby making it easier to rig the model for animation, physics, and other controls. Depending on the exact geometry of the model, other poses such as the A-pose may be more suitable for vertex deformation around areas such as the shoulders. Outside of being default poses in animation software, T-poses are typically used as placeholders for animation not yet completed, particularly in 3D animated video games. In some motion capture software, a T-pose must be assumed by the actor in the motion capture suit before motion capturing can begin. There are other poses used, but the T-pose is the most common one. == As an Internet meme == Starting in 2016 and resurfacing in 2017, the T-pose has become a widespread Internet meme due to its bizarre and somewhat comedic appearance, especially in video game glitches where a character's animation is unexpectedly supplanted by a T-pose. In a prerelease video of the game NBA Elite 11, the demo was filled with glitches, notably one unintentionally showing a T-pose in place of the proper animation for the model of player Andrew Bynum. The glitch later gained fame as the "Jesus Bynum glitch". Publisher EA eventually cancelled the game as they found it unsatisfactory. A similar occurrence happened with Cyberpunk 2077. In the 2023 Formula One season, driver George Russell performed a T-pose in the opening credits of the series' TV broadcasts. This quickly became a meme within the motorsports community. Russell repeated the pose after claiming pole position at the 2024 Canadian Grand Prix and winning the 2024 Austrian Grand Prix.

    Read more →
  • Nobody (username)

    Nobody (username)

    In many Unix variants, "nobody" is the conventional name of a user identifier which owns no files, is in no privileged groups, and has no abilities except those which every other user has. It is normally not enabled as a user account, i.e. has no home directory or login credentials assigned. Some systems also define an equivalent group "nogroup". == Uses == The pseudo-user "nobody" and group "nogroup" are used, for example, in the NFSv4 implementation of Linux by idmapd, if a user or group name in an incoming packet does not match any known username on the system. It was once common to run daemons as nobody, especially on servers, in order to limit the damage that could be done by a malicious user who gained control of them. However, the usefulness of this technique is reduced if more than one daemon is run like this, because then gaining control of one daemon would provide control of them all. The reason is that processes owned by the same user have the ability to send signals to each other and use debugging facilities to read or even modify each other's memory. Modern practice, as recommended by the Linux Standard Base, is to create a separate user account for each daemon.

    Read more →
  • Mixed raster content

    Mixed raster content

    Mixed raster content (MRC) is a method for compressing images that contain both binary-compressible text and continuous-tone components, using image segmentation methods to improve the level of compression and the quality of the rendered image. By separating the image into components with different compressibility characteristics, the most efficient and accurate compression algorithm for each component can be applied. MRC-compressed images are typically packaged into a hybrid file format such as DjVu and sometimes PDF. This allows for multiple images, and the instructions to properly render and reassemble them, to be stored within a single file. Some image scanners optionally support MRC when scanning to PDF. A typical manual states that without MRC, the image is generated in a single process, with text and graphics not distinguished. With MRC, separate processes are used for text, graphics, and other elements, producing clearer graphics and sharper text, at the price of slightly slower processing. MRC is recommended to optimise the scanning of documents with harder-to-read text or lower-quality graphics. MRC can also reduce the size of the scanned file, though higher compression using JBIG2 can sometimes lead to character substitution errors in scanned documents. == File format == A form of MRC is defined by international standard bodies as ISO/IEC 16485, or ITU recommendation T.44 (accessible free of charge). It defines a file format with bilevel masks and two data layers in each "stripe" of the image. The mask can be encoded in ITU T.4, JBIG1, or JBIG2, while the images can be JPEG, JBIG1, or run-length encoded color. The format is loosely based on JPEG, with a APP13 segment registered for this purpose. It is not known whether this file format is actually used, as formats like DjVu and PDF have their own ways of defining layers and masks.

    Read more →