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  • IT8

    IT8

    IT8 is a set of American National Standards Institute (ANSI) standards for color communications and control specifications. Formerly governed by the IT8 Committee, IT8 activities were merged with those of the Committee for Graphics Arts Technologies Standards (CGATS Archived November 9, 2018, at the Wayback Machine) in 1994. == Standards list == The following is a list of the IT8 standards, according to the NPES Standards Blue Book Archived July 19, 2011, at the Wayback Machine: === IT8.6 - 2002 - Graphic technology - Prepress digital data exchange - Diecutting data (DDES3) === This standard establishes a data exchange format to enable transfer of numerical control information between diecutting systems and electronic prepress systems. The information will typically consist of numerical control information used in the manufacture of dies. 37 pp. === IT8.7/1 - 1993 (R2003) - Graphic technology - Color transmission target for input scanner calibration === This standard defines an input test target that will allow any color input scanner to be calibrated with any film dye set used to create the target. It is intended to address the color transparency products that are generally used for input to the preparatory process for printing and publishing. This standard defines the layout and colorimetric values of a target that can be manufactured on any positive color transparency film and that is intended for use in the calibration of a photographic film/scanner combination. 32 pp. === IT8.7/2 - 1993 (R2003) Graphic technology - Color reflection target for input scanner calibration === This standard defines an input test target that will allow any color input scanner to be calibrated with any film dye set used to create the target. It is intended to address the color photographic paper products that are generally used for input to the preparatory process for printing and publishing. It defines the layout and colorimetric values of the target that can be manufactured on any color photographic paper and is intended for use in the calibration of a photographic paper/scanner combination. 29 pp. === IT8.7/3 - 1993 (R2003) Graphic technology - Input data for characterization of 4-color process printing === The purpose of this standard is to specify an input data file, a measurement procedure and an output data format to characterize any four-color printing process. The output data (characterization) file should be transferred with any four-color (cyan, magenta, yellow and black) halftone image files to enable a color transformation to be undertaken when required. 29 pp. == Targets == Calibrating all devices involved in the process chain (original, scanner/digital camera, monitor/printer) is required for an authentic color reproduction, because their actual color spaces differ device-specifically from the reference color spaces. An IT8 calibration is done with what are called IT8 targets, which are defined by the IT8 standards. Example Special targets, implementing the IT8.7/1 (transparent target) or IT8.7/2 (reflective target) standards, are needed for calibrating scanners. These targets consists of 24 grey fields and 264 color fields in 22 columns: Column 01 to 12: HCL color model, which differ in Hue, Chroma, and Lightness Column 13 to 16: CMYK-Colors Cyan, Magenta, Yellow, and Key (black) in different steps of brightness Column 17 to 19: RGB-Colors Red, Green, and Blue in different steps of brightness Column 20 to 22: undefined, producers' choice After scanning such a target, an ICC profile gets calculated on the basis of reference values. This profile is used for all subsequent scans and assures color fidelity.

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  • Online service provider

    Online service provider

    An online service provider (OSP) can, for example, be an Internet service provider, an email provider, a news provider (press), an entertainment provider (music, movies), a search engine, an e-commerce site, an online banking site, a health site, an official government site, social media, a wiki, or a Usenet newsgroup. In its original more limited definition, it referred only to a commercial computer communication service in which paid members could dial via a computer modem the service's private computer network and access various services and information resources such as bulletin board systems, downloadable files and programs, news articles, chat rooms, and electronic mail services. The term "online service" was also used in references to these dial-up services. The traditional dial-up online service differed from the modern Internet service provider in that they provided a large degree of content that was only accessible by those who subscribed to the online service, while ISP mostly serves to provide access to the Internet and generally provides little if any exclusive content of its own. In the U.S., the Online Copyright Infringement Liability Limitation Act (OCILLA) portion of the U.S. Digital Millennium Copyright Act has expanded the legal definition of online service in two different ways for different portions of the law. It states in section 512(k)(1): (A) As used in subsection (a), the term "service provider" means an entity offering the transmission, routing, or providing of connections for digital online communications, between or among points specified by a user, of material of the user's choosing, without modification to the content of the material as sent or received. (B) As used in this section, other than subsection (a), the term "service provider" means a provider of online services or network access, or the operator of facilities therefore, and includes an entity described in subparagraph (A). These broad definitions make it possible for numerous web businesses to benefit from the OCILLA. == History == The first commercial online services went live in 1969. CompuServe (owned in the 1980s and 1990s by H&R Block) and The Source (for a time owned by The Reader's Digest) are considered the first major online services created to serve the market of personal computer users. Utilizing text-based interfaces and menus, these services allowed anyone with a modem and communications software to use email, chat, news, financial and stock information, bulletin boards, special interest groups (SIGs), forums and general information. Subscribers could exchange email only with other subscribers of the same service. (For a time a service called DASnet carried mail among several online services, and CompuServe, MCI Mail, and other services experimented with X.400 protocols to exchange email until the Internet rendered these outmoded.) Other text-based online services followed such as Delphi, GEnie and MCI Mail. The 1980s also saw the rise of independent Computer Bulletin Boards, or BBSes. (Online services are not BBSes. An online service may contain an electronic bulletin board, but the term "BBS" is reserved for independent dialup, microcomputer-based services that are usually single-user systems.) The commercial services used pre-existing packet-switched (X.25) data communications networks, or the services' own networks (as with CompuServe). In either case, users dialed into local access points and were connected to remote computer centers where information and services were located. As with telephone service, subscribers paid by the minute, with separate day-time and evening/weekend rates. As the use of computers that supported color and graphics, such the Atari 8-bit computers, Commodore 64, TI-99/4A, Apple II, and early IBM PC compatibles, increased, online services gradually developed framed or partially graphical information displays. Early services such as CompuServe added increasingly sophisticated graphics-based front end software to present their information, though they continued to offer text-based access for those who needed or preferred it. In 1985 Viewtron, which began as a Videotex service requiring a dedicated terminal, introduced software allowing home computer owners access. Beginning in the mid-1980s graphics based online services such as PlayNET, Prodigy, and Quantum Link (aka Q-Link) were developed. Quantum Link, which was based on Commodore-only Playnet software, later developed AppleLink Personal Edition, PC-Link (based on Tandy's DeskMate), and Promenade (for IBM), all of which (including Q-Link) were later combined as America Online. These online services presaged the web browser that would change global online life 10 years later. Before Quantum Link, Apple computer had developed its own service, called AppleLink, which was mostly a support network targeted at Apple dealers and developers. Later, Apple offered the short-lived eWorld, targeted at Mac consumers and based on the Mac version of the America Online software. Beginning in 1992, the Internet, which had previously been limited to government, academic, and corporate research settings, was opened to commercial entities. The first online service to offer Internet access was DELPHI, which had developed TCP/IP access much earlier, in connection with an environmental group that rated Internet access. The explosion of popularity of the World Wide Web in 1994 accelerated the development of the Internet as an information and communication resource for consumers and businesses. The sudden availability of low- to no-cost email and appearance of free independent web sites broke the business model that had supported the rise of the early online service industry. CompuServe, BIX, AOL, DELPHI, and Prodigy gradually added access to Internet e-mail, Usenet newsgroups, ftp, and to web sites. At the same time, they moved from usage-based billing to monthly subscriptions. Similarly, companies that paid to have AOL host their information or early online stores began to develop their own web sites, putting further stress on the economics of the online industry. Only the largest services like AOL (which later acquired CompuServe, just as CompuServe acquired The Source) were able to make the transition to the Internet-centric world. A new class of online service provider arose to provide access to the Internet, the internet service provider or ISP. Internet-only service providers like UUNET, The Pipeline, Panix, Netcom, the World, EarthLink, and MindSpring provided no content of their own, concentrating their efforts on making it easy for nontechnical users to install the various software required to "get online" before consumer operating systems came internet-enabled out of the box. In contrast to the online services' multitiered per-minute or per-hour rates, many ISPs offered flat-fee, unlimited access plans. Independent companies sprang up to offer access and packages to compete with the big networks (eg, the-wire.com, 1994 in Toronto and bway.net 1995 in New York). These providers first offered access through telephone and modem, just as did the early online services providers. By the early 2000s, these independent ISPs had largely been supplanted by high speed and broadband access through cable and phone companies, as well as wireless access. The importance of the online services industry was vital in "paving the road" for the information superhighway. When Mosaic and Netscape were released in 1994, they had a ready audience of more than 10 million people who were able to download their first web browser through an online service. Though ISPs quickly began offering software packages with setup to their customers, this brief period gave many users their first online experience. Two online services in particular, Prodigy and AOL, are often confused with the Internet, or the origins of the Internet. Prodigy's Chief Technical Officer said in 1999: "Eleven years ago, the Internet was just an intangible dream that Prodigy brought to life. Now it is a force to be reckoned with." Despite that statement, neither service provided the back bone for the Internet, nor did either start the Internet. == Online service interfaces == The first online service used a simple text-based interface in which content was largely text only and users made choices via a command prompt. This allowed just about any computer with a modem and terminal communications program the ability to access these text-based online services. CompuServe would later offer, with the advent of the Apple Macintosh and Microsoft Windows-based PCs, a GUI interface program for their service. This provided a very rudimentary GUI interface. CompuServe continued to offer text-only access for those needing it. Online services like Prodigy and AOL developed their online service around a GUI and thus unlike CompuServe's early GUI-based software, these online services provided a more robust GUI interface. Early GUI-base

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  • AI content watermarking

    AI content watermarking

    AI content watermarking is the process of embedding imperceptible yet detectable signals into content generated by artificial intelligence systems, such as text, images, audio, or video. The technique allows the content to be traced and identified as machine-generated without compromising its quality for the end user. AI watermarking has emerged as a key approach to address growing concerns about misinformation, deepfakes, copyright infringement, and the traceability of synthetic content in the context of the rapid development of generative artificial intelligence. Unlike traditional visible watermarks used in photography, AI content watermarks are typically invisible to humans and can only be detected and deciphered algorithmically. The concept is distinct from the watermarking of AI models themselves (to prevent model theft) and from the watermarking of training data (to combat unauthorized data use). Modern AI watermarking schemes are typically formalized as a pair of algorithms, an embedding (or generation) algorithm and a detection algorithm, sharing a secret key, whose performance is evaluated along three competing axes: quality (the watermark must not noticeably degrade outputs), detectability (the watermark must be statistically distinguishable from unwatermarked content), and robustness (the watermark must persist under adversarial or incidental modifications). == Background == Digital watermarking has been used for decades to protect physical and digital media, from paper currency to photographs. Classical schemes typically embedded a fixed bit-string into a fixed cover signal, with robustness criteria defined against a small fixed set of distortions such as JPEG compression or additive Gaussian noise. The rapid advancement of generative AI in the early 2020s, however, created a new and qualitatively different demand: rather than protecting a single artifact, watermarks for AI content must be embedded automatically across an open-ended distribution of generated outputs while remaining robust to a much wider class of adversarial transformations, including paraphrasing, image regeneration via diffusion models, and re-recording. Large image generation models such as DALL-E, Stable Diffusion, and Midjourney, along with large language models like ChatGPT, made it possible to produce highly realistic synthetic text, images, audio, and video at scale, raising significant ethical and security concerns. In July 2023, the Biden administration secured voluntary commitments from leading AI companies, including OpenAI, Alphabet, Meta, and Amazon, to develop watermarking and other provenance technologies to help users identify AI-generated content. == Formal definitions and design goals == Most modern AI watermarking schemes can be formalized as a pair of algorithms ( W m , D e t e c t ) {\displaystyle ({\mathsf {Wm}},{\mathsf {Detect}})} parameterized by a secret key k {\displaystyle k} . The embedding algorithm W m {\displaystyle {\mathsf {Wm}}} takes a generative model M {\displaystyle M} (and optionally a prompt) and returns a watermarked output x {\displaystyle x} ; the detection algorithm D e t e c t ( x , k ) {\displaystyle {\mathsf {Detect}}(x,k)} outputs a real-valued score (typically a p-value or log-likelihood ratio) used to decide whether x {\displaystyle x} was produced by the watermarked generator. The literature evaluates such schemes along several largely conflicting criteria: Criteria for evaluation include imperceptibility or quality preservation, measured for text via perplexity and human preference judgments, and for images and audio via metrics such as PSNR, SSIM, LPIPS, or PESQ. Detectability is typically expressed as the true positive rate at a fixed false positive rate (e.g. 1% or 10^-6), or as the number of tokens or pixels needed to reach a given confidence level. Robustness refers to the requirement that the watermark should survive expected modifications like JPEG or MP3 compression, cropping, noise, paraphrasing, or machine translation. Distortion-freeness is a stronger property requiring that the marginal distribution of any single watermarked output be statistically identical to the unwatermarked model's distribution. Schemes due to Aaronson, Christ et al., and Kuditipudi et al. are distortion-free in this sense, while the original Kirchenbauer et al. scheme is not. Forgery resistance or unforgeability means an adversary without the secret key should be unable to produce content that passes detection. == Techniques == AI watermarking techniques vary significantly depending on the type of content being watermarked. At its core, the process involves two main stages: embedding (or encoding) the watermark, and detection. There are two primary methods for embedding: watermarking during content generation, which requires access to the AI model itself but is generally more robust, and post-generation watermarking, which can be applied to content from any source, including closed-source models. Watermarks can be broadly classified as visible, including overt marks such as logos or text overlays, or imperceptible, which are detectable only by algorithms. They can also be classified by durability: robust watermarks are designed to withstand common transformations such as compression, cropping, and re-encoding, while fragile watermarks are easily destroyed by any alteration, making them useful for tamper detection. A further axis distinguishes zero-bit watermarks, which only signal "this content was generated by model M," from multi-bit watermarks, which embed an arbitrary payload (such as a user identifier) that can be recovered at detection time. === Text === Text watermarking is considered one of the most challenging modalities because natural language offers relatively limited redundancy compared to images or audio. Modern approaches for large language models alter the autoregressive sampling process so that some statistical signature is left in the choice of tokens, while leaving the surface form of the text unchanged. The literature distinguishes three main families of generation-time text watermarks. Logit-biasing schemes (e.g. KGW) add a fixed bias δ {\displaystyle \delta } to a pseudorandomly selected subset of vocabulary logits before softmax sampling. Reweighting or sampling-based schemes (e.g. SynthID-Text) compose multiple pseudorandom tournaments over the model's full distribution. Distortion-free schemes based on the Gumbel-max trick or inverse transform sampling (Aaronson 2022; Kuditipudi et al. 2023; Christ et al. 2024) preserve the marginal output distribution of the model. ==== KGW: token-probability shifting ==== The pioneering "green list / red list" scheme of Kirchenbauer et al. (KGW), introduced at ICML 2023, is the foundation for most subsequent text watermarks. At each decoding step t {\displaystyle t} , a pseudorandom function (PRF) keyed by a secret k {\displaystyle k} is applied to a context window of h {\displaystyle h} previous tokens to deterministically partition the vocabulary V {\displaystyle V} of size N {\displaystyle N} into a "green list" G ⊂ V {\displaystyle G\subset V} of size γ N {\displaystyle \gamma N} and its complement, the "red list" R = V ∖ G {\displaystyle R=V\setminus G} , where γ ∈ ( 0 , 1 ) {\displaystyle \gamma \in (0,1)} (typically γ = 1 / 2 {\displaystyle \gamma =1/2} ) is the green fraction. A logits processor then increments every green-list logit by a fixed bias δ > 0 {\displaystyle \delta >0} before softmax: ℓ v ′ = ℓ v + δ ⋅ 1 [ v ∈ G ] {\displaystyle \ell '_{v}=\ell _{v}+\delta \cdot \mathbf {1} [v\in G]} so that, after sampling, green tokens are over-represented but generation is not constrained to green tokens alone; high-entropy positions tolerate the bias gracefully, while low-entropy positions (where one token dominates the logits) override the watermark and preserve correctness on factual content. Detection requires only the secret key and the candidate text, not the language model itself. The detector recomputes the partition g ( ⋅ ) {\displaystyle g(\cdot )} for each token, counts the number of green hits | G | hits {\displaystyle |G|_{\text{hits}}} in a sequence of length T {\displaystyle T} , and computes a one-proportion z-test statistic: z = | G | hits − γ T T γ ( 1 − γ ) {\displaystyle z={\frac {|G|_{\text{hits}}-\gamma T}{\sqrt {T\gamma (1-\gamma )}}}} Under the null hypothesis that the text was written by an unwatermarked source (human or another model), the green-hit count is approximately binomially distributed with mean γ T {\displaystyle \gamma T} ; a large positive z {\displaystyle z} rejects the null hypothesis. The original paper reports that fewer than 25 watermarked tokens are sufficient to detect a watermark with a false positive rate below 10^-5 on the OPT-1.3B model. A follow-up study by the same group documented robustness under temperature sampling, top-p (nucleus) sampling, and human paraphrasing, and proposed sliding-window

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  • North Atlantic Population Project

    North Atlantic Population Project

    The North Atlantic Population Project (NAPP) is a collaboration of historical demographers in Britain, Canada, Denmark, Germany, Iceland, Norway, and Sweden to produce a massive census microdata collection for the North Atlantic Region in the late-nineteenth century. The database includes complete individual-level census enumerations for each country, and provides information on over 110 million people. This large scale allows detailed analysis of small geographic areas and population subgroups. The NAPP database is designed to be compatible with the Integrated Public Use Microdata Series (IPUMS), and is disseminated through the IPUMS data-access system at the Minnesota Population Center, University of Minnesota. Major collaborators on the project include Lisa Dillon, University of Montreal; Chad Gaffield, University of Ottawa; Ólöf Garðarsdóttir, Statistics Iceland; Marianne Jarnes Erikstad, University of Tromsø; Jan Oldervall University of Bergen; Evan Roberts, University of Minnesota; Steven Ruggles, University of Minnesota; Kevin Schürer, UK Data Archive; Gunnar Thorvaldsen, University of Tromsø; and Matthew Woollard, UK Data Archive. The project is also coordinated by the Minnesota Population Center at the University of Minnesota.

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  • Genigraphics

    Genigraphics

    Genigraphics is a large-format printing service bureau specializing in providing poster session services to medical and scientific conferences throughout the US and Canada. The company began in 1973 as a division of General Electric. == History == Genigraphics began as a computer graphics system, developed by General Electric in the late 1960s, for NASA to use in space flight simulation. The technologies thus developed provided a foundation for the company's expansion into the commercial market. The Computed Images System & Services division (CISS, to become Genigraphics Corporation) of GE delivered the first presentation graphics system to Amoco Oil's corporate headquarters in 1973. It was named the 100 Series, and was based on DEC's PDP 11 series of mini computer systems. The first Genigraphics systems (100 Series and 100A Series) used an array of buttons, dials, knobs and joysticks, along with a built in keyboard, as the means of user interface. The PDP-11/40 computer was housed in a tall cabinet and used random access magnetic tape drives (DECtape) for storing completed presentations. The graphics generator (Forox recorder) was capable of outputting 2,000 line resolution, suitable for 35mm and 72mm film and large sheet film positive using larger cassettes for recording. 4000 and 8000 line resolution was later achieved with duplex scanning and 4x scanning by modifying to the Forox recorder's settings menu. Subsequent models (100B,C,D,D+ and D+/GVP) replaced the knobs and dials with an on screen, text based menu system, a graphics tablet and a pen. The pen/tablet combination gave way to a mouse like device in later models, and served to provide the interface with the graphics tools. User interaction with the computer for functions such as media initialization or modem to modem data transfer required a DECwriter serial terminal. In 1982, GE divested the Genigraphics division along with a host of other "non essential" business units (Genitext, Geniponics) and Genigraphics Corporation was born. Shortly after the divestiture, the headquarters of Genigraphics was moved from Liverpool, New York to Saddle Brook, New Jersey. Major success followed as the company grew exponentially over the next few years selling both systems and slide creation services. Genigraphics film recorders produced high-resolution digital images on 35mm film. The computer-generated scenes for The Last Starfighter were calculated on a Cray X-MP supercomputer and mastered with a Genigraphics film recorder. At its peak, Genigraphics Corporation employed roughly 300 people in 24 offices worldwide, with revenues upwards of $70 million annually. By the late 1980s Genigraphics saw demand for its proprietary systems dwindle and began selling the MASTERPIECE 8770 film recorder and GRAFTIME software as a peripheral for DEC Vaxes, IBM PC AT’s, and Mac NuBus machines. But the MASTERPIECE film recorder proved too expensive to sell in volume. In 1988, the company began a partnership with Microsoft to help develop the PowerPoint software. In exchange, every copy of PowerPoint included a “Send to Genigraphics” link to have files sent to a Genigraphics service bureau to be produced as 35mm slides. This partnership continued until 2001. In 1989, after three years of flat revenue, Genigraphics sold its hardware business in order to focus on its service bureau business and partnership with Microsoft via PowerPoint. In 1994, all assets of Genigraphics, including equipment, software development, in-house artwork, trademarks, and rights to the Microsoft partnership, were sold to InFocus Corporation of Wilsonville, Oregon who continued to operate under the Genigraphics brand name. The twenty-four service bureaus were consolidated to a 20,000 square foot facility next to the FedEx hub in Memphis, Tennessee. This allowed PowerPoint slide orders to be received until 10pm and delivered across the United States by the following morning. In 1995, InFocus registered www.genigraphics.com and was among the first to offer a form of ecommerce allowing 35mm slides, color prints and transparencies, printed booklets, and digital projectors to be purchased online. In 1998, then current management bought Genigraphics from InFocus and have operated it continuously ever since as Genigraphics LLC. That same year, InFocus projector rentals were added to the “Send to Genigraphics” link in PowerPoint and Genigraphics became the rental and repair center for all InFocus national accounts. It also marked Genigraphics entry into the new industry of large format printing; leveraging their knowledge of, and access to, PowerPoint programming code to develop a proprietary printer driver to output directly to an Epson 9500 wide format printer. At the time, Genigraphics was the exclusive 35mm slide vendor for all Kinko’s stores in the United States and poster printing was added to the arrangement. In 2003, Genigraphics closed their 35mm slide E6 photo lab – one of the last high-volume commercial E6 labs in the US – and expanded their large format printing capabilities. Since 2003, Genigraphics has become a major player in the poster session market, providing printing and on-site services to medical and scientific conferences throughout the US and Canada. As of February 2019, over 150,000 medical or scientific ‘ePosters’ are made available through their ResearchPosters.com archive service. === Partnership with Microsoft and development of PowerPoint === As presentations began to be created on personal computers in the late 80’s, Genigraphics sought presentation software partners in Silicon Valley who would be interested in sending files to Genigraphics via dial-up modem to be produced on 35mm slides. In 1987, Michael Beetner, Director of Marketing Planning for Genigraphics, met with Robert Gaskins, head of Microsoft's Graphics Business Unit, who was leading the development of the newly released PowerPoint software. A joint development agreement between Microsoft and Genigraphics was agreed upon and announced at Mac World 1988. According to Erica Robles-Anderson and Patrik Svensson, "It would be hard to overestimate Genigraphics’ influence on PowerPoint. PowerPoint 2.0 was designed for Genigraphics film recorders. It shipped with Genigraphics color palettes, schemes, and the distinctively Genigraphics color-gradient backgrounds. The application contained a ‘Send to Genigraphics’ menu item that wrote the presentation to floppy disk or transmitted the order directly via modem. Within three and a half months PowerPoint orders accounted for ten percent of revenue at Genigraphics service centers. PowerPoint 3.0 was even more intimately dependent upon Genigraphics. The software incorporated a collection of clip art images and symbols that had been produced by hundreds of artists at dozens of service centers across tens of thousands of presentations. Genigraphics artists designed PowerPoint 3.0 colors, templates, and sample presentations. The software even used Genigraphics (rather than Excel) chart style. Bar charts were rendered two-dimensionally with apparent thickness added to make them seemingly recede from the axes. The technique made it easier for viewers to compare bar heights and estimate values from axis ticks and labels. Pie charts were handled analogously. Microsoft paid Genigraphics to produce more than 500 clip art drawings and symbols used in Microsoft programs.” In exchange for Genigraphics development efforts, Microsoft included a “Send to Genigraphics” link in every copy of PowerPoint through the 10.0 version (2000/2001). The arrangement came to an end when Microsoft restructured as a result of anti-trust lawsuits.

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  • Simple interactive object extraction

    Simple interactive object extraction

    Simple interactive object extraction (SIOX) is an algorithm for extracting foreground objects from color images and videos with very little user interaction. It has been implemented as "foreground selection" tool in the GIMP (since version 2.3.3), as part of the tracer tool in Inkscape (since 0.44pre3), and as function in ImageJ and Fiji (plug-in). Experimental implementations were also reported for Blender and Krita. Although the algorithm was originally designed for videos, virtually all implementations use SIOX primarily for still image segmentation. In fact, it is often said to be the current de facto standard for this task in the open-source world. Initially, a free hand selection tool is used to specify the region of interest. It must contain all foreground objects to extract and as few background as possible. The pixels outside the region of interest form the sure background while the inner region define a superset of the foreground, i.e. the unknown region. A so-called foreground brush is then used to mark representative foreground regions. The algorithm outputs a selection mask. The selection can be refined by either adding further foreground markings or by adding background markings using the background brush. Technically, the algorithm performs the following steps: Create a set of representative colors for sure foreground and sure background, the so-called color signatures. Assign all image points to foreground or background by a weighted nearest neighbor search in the color signatures. Apply some standard image processing operations like erode, dilate, and blur to remove artifacts. Find the connected foreground components that are either large enough or marked by the user. For video segmentation the sure background and sure foreground regions are learned from motion statistics. SIOX also features tools that allow sub-pixel accurate refinement of edges and high texture areas, the so-called "detail refinement brushes". As with all segmentation algorithms, there are always pictures where the algorithm does not yield perfect results. The most critical drawback of SIOX is the color dependence. Although many photos are well-separable by color, the algorithm cannot deal with camouflage. If the foreground and background share many identical shades of similar colors, the algorithm might give a result with parts missing or incorrectly classified foreground. SIOX performs about equally well on different benchmarks compared to graph-based segmentation methods, such as Grabcut. SIOX is, however, more noise robust and can therefore also be used for the segmentation of videos. Graph-based segmentation methods search for a minimum cut and therefore tend to not perform optimally with complex structures. The algorithm has initially been developed at the department of computer science at Freie Universitaet Berlin. The main developer, Gerald Friedland, is now faculty at the EECS department of the University of California at Berkeley and also a Principal Data Scientist at Lawrence Livermore National Lab. He continues to support the development through mentoring, e.g. in the Google Summer of Code.

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  • Data access layer

    Data access layer

    A data access layer (DAL) is a software architectural layer that provides access to data from one or more sources, such as a relational database, NoSQL database, SQL query engine, file system, or other persistent storage. It separates client code from the details of storage systems, query execution, connection handling, and data retrieval. Data access layers are commonly used to centralize data access logic, reduce coupling between applications and data sources, and provide a consistent interface for retrieving, writing, or querying data. Depending on the system, a data access layer may be implemented as application code, a shared library, an intermediary service, or part of a broader database abstraction layer. == In application architecture == In application software, a data access layer provides a boundary between business logic or application code and the systems used to store or retrieve data. For example, a data access layer may expose methods or interfaces for retrieving, writing, or querying data while hiding details such as connection management, SQL statements, storage APIs, error handling, and result conversion. Depending on the application, the layer may return objects, records, tabular results, documents, streams, or other representations of data. A common implementation is a set of classes, functions, or methods that directly reference database queries, stored procedures, storage APIs, or other data sources. For example, instead of using commands such as insert, delete, and update throughout an application to access a specific table, methods such as registerUser or loginUser may be implemented inside the data access layer. Business logic methods from an application can also be mapped to the data access layer. Instead of making several database queries directly, an application can call a single DAL method that abstracts those database calls. Applications using a data access layer may be either dependent on or independent from a particular database server. If the data access layer supports multiple database systems, the application can use any database system that the DAL can access. In either case, the data access layer provides a centralized location for calls into the underlying data store, which can make it easier to maintain, test, or port the application to other storage systems. == Implementation patterns == A data access layer can be implemented using several patterns and technologies, including data access objects, repositories, stored procedures, query builders, database drivers, or object–relational mapping tools. These mechanisms may implement part or all of a data access layer, but are not always equivalent to the layer itself. Object–relational mapping tools are commonly used in data access layers for object-oriented applications that map records in a relational database to objects in a programming language. Other data access layers may expose lower-level database interfaces, tabular results, document-oriented data, files, streams, or protocol-level interfaces. == Use with multiple underlying data systems == A data access layer may be used to abstract differences between multiple underlying data systems, allowing applications to access them through a more consistent interface. In such designs, applications call the DAL rather than interacting directly with each database or storage system. The layer may then handle connection management, query generation, result mapping, error handling, and other implementation details. A data access layer may be implemented as a shared library or as an intermediary service, such as a proxy or gateway. In this configuration, client applications or services connect to the data access layer, which then communicates with one or more underlying databases or query engines. This can provide a common location for authentication, authorization, logging, routing, and translation between different database interfaces. == Interfaces and protocols == Data access layers may expose or use standardized interfaces and protocols for database access. Examples include Open Database Connectivity (ODBC), Java Database Connectivity (JDBC), database-native wire protocols, and newer interfaces such as Apache Arrow Database Connectivity (ADBC) and Arrow Flight SQL. In systems that support multiple data stores, a data access layer may provide a consistent interface while using different drivers, protocols, or query mechanisms internally. == Distinction from related patterns == A data access layer is related to, but broader than, a data access object, which is usually an object-oriented design pattern for encapsulating access to a persistence mechanism. It is also related to a database abstraction layer, which focuses on hiding differences between database systems. In practice, the terms may overlap.

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  • Computer security compromised by hardware failure

    Computer security compromised by hardware failure

    Computer security compromised by hardware failure is a branch of computer security applied to hardware. The objective of computer security includes protection of information and property from theft, corruption, or natural disaster, while allowing the information and property to remain accessible and productive to its intended users. Such secret information could be retrieved by different ways. This article focus on the retrieval of data thanks to misused hardware or hardware failure. Hardware could be misused or exploited to get secret data. This article collects main types of attack that can lead to data theft. Computer security can be compromised by devices, such as keyboards, monitors or printers (thanks to electromagnetic or acoustic emanation for example) or by components of the computer, such as the memory, the network card or the processor (thanks to time or temperature analysis for example). == Devices == === Monitor === The monitor is the main device used to access data on a computer. It has been shown that monitors radiate or reflect data on their environment, potentially giving attackers access to information displayed on the monitor. ==== Electromagnetic emanations ==== Video display units radiate: narrowband harmonics of the digital clock signals; broadband harmonics of the various 'random' digital signals such as the video signal. Known as compromising emanations or TEMPEST radiation, a code word for a U.S. government programme aimed at attacking the problem, the electromagnetic broadcast of data has been a significant concern in sensitive computer applications. Eavesdroppers can reconstruct video screen content from radio frequency emanations. Each (radiated) harmonic of the video signal shows a remarkable resemblance to a broadcast TV signal. It is therefore possible to reconstruct the picture displayed on the video display unit from the radiated emission by means of a normal television receiver. If no preventive measures are taken, eavesdropping on a video display unit is possible at distances up to several hundreds of meters, using only a normal black-and-white TV receiver, a directional antenna and an antenna amplifier. It is even possible to pick up information from some types of video display units at a distance of over 1 kilometer. If more sophisticated receiving and decoding equipment is used, the maximum distance can be much greater. ==== Compromising reflections ==== What is displayed by the monitor is reflected on the environment. The time-varying diffuse reflections of the light emitted by a CRT monitor can be exploited to recover the original monitor image. This is an eavesdropping technique for spying at a distance on data that is displayed on an arbitrary computer screen, including the currently prevalent LCD monitors. The technique exploits reflections of the screen's optical emanations in various objects that one commonly finds close to the screen and uses those reflections to recover the original screen content. Such objects include eyeglasses, tea pots, spoons, plastic bottles, and even the eye of the user. This attack can be successfully mounted to spy on even small fonts using inexpensive, off-the-shelf equipment (less than 1500 dollars) from a distance of up to 10 meters. Relying on more expensive equipment allowed to conduct this attack from over 30 meters away, demonstrating that similar attacks are feasible from the other side of the street or from a close by building. Many objects that may be found at a usual workplace can be exploited to retrieve information on a computer's display by an outsider. Particularly good results were obtained from reflections in a user's eyeglasses or a tea pot located on the desk next to the screen. Reflections that stem from the eye of the user also provide good results. However, eyes are harder to spy on at a distance because they are fast-moving objects and require high exposure times. Using more expensive equipment with lower exposure times helps to remedy this problem. The reflections gathered from curved surfaces on close by objects indeed pose a substantial threat to the confidentiality of data displayed on the screen. Fully invalidating this threat without at the same time hiding the screen from the legitimate user seems difficult, without using curtains on the windows or similar forms of strong optical shielding. Most users, however, will not be aware of this risk and may not be willing to close the curtains on a nice day. The reflection of an object, a computer display, in a curved mirror creates a virtual image that is located behind the reflecting surface. For a flat mirror this virtual image has the same size and is located behind the mirror at the same distance as the original object. For curved mirrors, however, the situation is more complex. === Keyboard === ==== Electromagnetic emanations ==== Computer keyboards are often used to transmit confidential data such as passwords. Since they contain electronic components, keyboards emit electromagnetic waves. These emanations could reveal sensitive information such as keystrokes. Electromagnetic emanations have turned out to constitute a security threat to computer equipment. The figure below presents how a keystroke is retrieved and what material is necessary. The approach is to acquire the raw signal directly from the antenna and to process the entire captured electromagnetic spectrum. Thanks to this method, four different kinds of compromising electromagnetic emanations have been detected, generated by wired and wireless keyboards. These emissions lead to a full or a partial recovery of the keystrokes. The best practical attack fully recovered 95% of the keystrokes of a PS/2 keyboard at a distance up to 20 meters, even through walls. Because each keyboard has a specific fingerprint based on the clock frequency inconsistencies, it can determine the source keyboard of a compromising emanation, even if multiple keyboards from the same model are used at the same time. The four different kinds way of compromising electromagnetic emanations are described below. ===== The Falling Edge Transition Technique ===== When a key is pressed, released or held down, the keyboard sends a packet of information known as a scan code to the computer. The protocol used to transmit these scan codes is a bidirectional serial communication, based on four wires: Vcc (5 volts), ground, data and clock. Clock and data signals are identically generated. Hence, the compromising emanation detected is the combination of both signals. However, the edges of the data and the clock lines are not superposed. Thus, they can be easily separated to obtain independent signals. ===== The Generalized Transition Technique ===== The Falling Edge Transition attack is limited to a partial recovery of the keystrokes. This is a significant limitation. The GTT is a falling edge transition attack improved, which recover almost all keystrokes. Indeed, between two traces, there is exactly one data rising edge. If attackers are able to detect this transition, they can fully recover the keystrokes. ===== The Modulation Technique ===== Harmonics compromising electromagnetic emissions come from unintentional emanations such as radiations emitted by the clock, non-linear elements, crosstalk, ground pollution, etc. Determining theoretically the reasons of these compromising radiations is a very complex task. These harmonics correspond to a carrier of approximately 4 MHz which is very likely the internal clock of the micro-controller inside the keyboard. These harmonics are correlated with both clock and data signals, which describe modulated signals (in amplitude and frequency) and the full state of both clock and data signals. This means that the scan code can be completely recovered from these harmonics. ===== The Matrix Scan Technique ===== Keyboard manufacturers arrange the keys in a matrix. The keyboard controller, often an 8-bit processor, parses columns one-by-one and recovers the state of 8 keys at once. This matrix scan process can be described as 192 keys (some keys may not be used, for instance modern keyboards use 104/105 keys) arranged in 24 columns and 8 rows. These columns are continuously pulsed one-by-one for at least 3μs. Thus, these leads may act as an antenna and generate electromagnetic emanations. If an attacker is able to capture these emanations, he can easily recover the column of the pressed key. Even if this signal does not fully describe the pressed key, it still gives partial information on the transmitted scan code, i.e. the column number. Note that the matrix scan routine loops continuously. When no key is pressed, we still have a signal composed of multiple equidistant peaks. These emanations may be used to remotely detect the presence of powered computers. Concerning wireless keyboards, the wireless data burst transmission can be used as an electromagnetic trigger to detect exactly when a key is pressed, while the matrix s

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  • Deductive language

    Deductive language

    A deductive language is a computer programming language in which the program is a collection of predicates ('facts') and rules that connect them. Such a language is used to create knowledge based systems or expert systems which can deduce answers to problem sets by applying the rules to the facts they have been given. An example of a deductive language is Prolog, or its database-query cousin, Datalog. == History == As the name implies, deductive languages are rooted in the principles of deductive reasoning; making inferences based upon current knowledge. The first recommendation to use a clausal form of logic for representing computer programs was made by Cordell Green (1969) at Stanford Research Institute (now SRI International). This idea can also be linked back to the battle between procedural and declarative information representation in early artificial intelligence systems. Deductive languages and their use in logic programming can also be dated to the same year when Foster and Elcock introduced Absys, the first deductive/logical programming language. Shortly after, the first Prolog system was introduced in 1972 by Colmerauer through collaboration with Robert Kowalski. == Components == The components of a deductive language are a system of formal logic and a knowledge base upon which the logic is applied. === Formal Logic === Formal logic is the study of inference in regards to formal content. The distinguishing feature between formal and informal logic is that in the former case, the logical rule applied to the content is not specific to a situation. The laws hold regardless of a change in context. Although first-order logic is described in the example below to demonstrate the uses of a deductive language, no formal system is mandated and the use of a specific system is defined within the language rules or grammar. As input, a predicate takes any object(s) in the domain of interest and outputs either one of two Boolean values: true or false. For example, consider the sentences "Barack Obama is the 44th president" and "If it rains today, I will bring an umbrella". The first is a statement with an associated truth value. The second is a conditional statement relying on the value of some other statement. Either of these sentences can be broken down into predicates which can be compared and form the knowledge base of a deductive language. Moreover, variables such as 'Barack Obama' or 'president' can be quantified over. For example, take 'Barack Obama' as variable 'x'. In the sentence "There exists an 'x' such that if 'x' is the president, then 'x' is the commander in chief." This is an example of the existential quantifier in first order logic. Take 'president' to be the variable 'y'. In the sentence "For every 'y', 'y' is the leader of their nation." This is an example of the universal quantifier. === Knowledge Base === A collection of 'facts' or predicates and variables form the knowledge base of a deductive language. Depending on the language, the order of declaration of these predicates within the knowledge base may or may not influence the result of applying logical rules. Upon application of certain 'rules' or inferences, new predicates may be added to a knowledge base. As new facts are established or added, they form the basis for new inferences. As the core of early expert systems, artificial intelligence systems which can make decisions like an expert human, knowledge bases provided more information than databases. They contained structured data, with classes, subclasses, and instances. == Prolog == Prolog is an example of a deductive, declarative language that applies first- order logic to a knowledge base. To run a program in Prolog, a query is posed and based upon the inference engine and the specific facts in the knowledge base, a result is returned. The result can be anything appropriate from a new relation or predicate, to a literal such as a Boolean (true/false), depending on the engine and type system.

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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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  • MoFA Mitra

    MoFA Mitra

    MoFA Mitra is a mobile application launched by the Ministry of Foreign Affairs of Nepal to provide digital consular services, emergency support, rescue coordination, and complaint registration facilities for Nepali citizens living and working abroad. The application allows Nepali migrant workers, students, tourists, and Non-Resident Nepalis (NRNs) to access embassy services, emergency help, and official information directly from their smartphones. == Background == The need for a centralized digital support platform for Nepalis abroad had been discussed for several years due to increasing complaints related to labor exploitation, rescue delays, documentation problems, and lack of communication with Nepali diplomatic missions. Media organizations and migrant rights advocates had continuously highlighted issues faced by Nepali workers abroad, including human trafficking, fraudulent recruitment, delayed repatriation, and difficulties in receiving emergency assistance. In response, the Ministry of Foreign Affairs developed the MoFA Mitra app to digitize complaint handling, improve communication between embassies and citizens, and make emergency response faster and more accessible. == Features == The app includes several services and features for Nepali citizens abroad, including complaint registration, rescue coordination, embassy communication, and digital consular support services. Features of the application include: Online complaint registration Emergency rescue request system Direct contact with Nepali embassies and consulates Digital consular information Passport and document-related assistance Labor and migration support information Emergency hotline access Real-time notifications and alerts Location-based embassy information Tracking and coordination support for stranded citizens According to reports, the application was designed to simplify access to diplomatic services and strengthen emergency response coordination for Nepalis abroad. == Launch == The application was officially launched by Nepal’s Ministry of Foreign Affairs in Kathmandu in May 2026. Government officials stated that the app would strengthen Nepal’s digital governance system and improve support mechanisms for Nepali citizens residing overseas. Officials said the platform would help improve communication between Nepali diplomatic missions and citizens during emergencies and rescue operations. == Reception == The launch of the app received positive coverage from Nepali and international media outlets. Commentators described the initiative as a significant step toward modernization of Nepal’s diplomatic and consular services and digital governance infrastructure. Some observers also emphasized the importance of effective implementation, rapid response mechanisms, and continuous monitoring to ensure practical benefits for migrant workers abroad.

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  • Engineering Historical Memory

    Engineering Historical Memory

    Engineering Historical Memory (EHM) is an online database in the digital humanities, serving as an open-access research tool for primary historical materials focused on 11th to 15th century Afro-Eurasia. It adopts computational methods to make historical documents machine-understandable. EHM parses traditional artifacts such as historical maps, travel accounts, chronicles and codices into computer-readable formats, and links them to secondary multi-media references, a process referred to as the "automatic narrative generation". This approach generates cultural narratives and facilitates interaction with the historical artifacts, making them accessible to audiences from various backgrounds. == History == EHM was first theorised in 2007 by researcher Andrea Nanetti when he was a visiting scholar at Princeton University, and the preliminary test results were published between 2008 and 2011. In 2013, the EHM research team was set up in Singapore following Nanetti's professorship at Nanyang Technological University (NTU). Two years later, after receiving several Microsoft research grants, EHM went live on Microsoft Azure. In 2018, the College of Humanities, Arts and Social Sciences (CoHASS) at NTU Singapore formed the Digital Humanities Research Cluster, as part of which, EHM has been an ongoing interdisciplinary research project led by Nanetti. Partnering with international educational and cultural institutions such as Ca' Foscari University of Venice, University of Florence, Taylor & Francis Group, Delft University of Technology (TUDelft), and SenticNet, EHM has been supported by over 130 scholars and engineers. == Applications == Primary historical materials on EHM are curated into several categories, including maps, travel accounts, chronicles, codices, sites, archival documents, and paintings, such as the Morosini Codex (listed under Chronicles) and Pope Gregory X's Privilege for the Holy Monastery of St Catherine of Sinai (listed under Archival Documents). EHM has been adopted by cultural organisations as an exhibition and research tool in the digital humanities field. An example is the publication of a digital interactive edition of Fra Mauro's Map of the World on EHM, a collaboration project between NTU Singapore and the Biblioteca Nazionale Marciana of Venice. The digitisation process of the map on EHM involved transcribing and geo-referencing the textual content in the 15th-century map, followed by creating semantic annotations to connect the map's content with related secondary data sources. The e-map was subsequently adopted and launched online by Museo Galileo in March 2022 and incorporated into the virtual exhibition "Venezia and Suzhou: Water Cities along the Silk Roads" (online, September-December 2022). In 2024, the Fra Mauro's Map of the World application on EHM was awarded the Digital Humanities and Multimedia Studies Prize (DHMS) by the Medieval Academy of America. Image-Based Video Search Engine is another experimental project under the EHM scope led by the research teams at Delft University of Technology (TUDelft) and NTU Singapore. This ongoing project aims to improve the efficiency of retrieving targeted objects from audio-visuals. == Awards == In 2021, EHM won the GLAMi Awards (MuseWeb Conference - Galleries, Libraries, Archives, and Museums Innovation awards) in the "Resources for Scholars and Researchers" category. In the same year, EHM was a Falling Walls finalist for Science Breakthrough of the Year in the category Social Sciences and Humanities after nominated by the School of Advanced Study at the University of London. In April 2022, the Italian National Commission for UNESCO has selected and sent the EHM project to the organisers of the "Jikji Memory of the World" Award for final evaluation. In January 2024, the Medieval Academy of America announced its 2024 Digital Humanities and Multimedia Studies Prize (DHMS) goes to the Fra Mauro's Map of the World application on EHM.

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  • Electronic sell-through

    Electronic sell-through

    Electronic sell-through (EST) is a method of media distribution whereby consumers pay a one-time fee to download a media file for storage on a hard drive. Although EST is often described as a transaction that grants content "ownership" to the consumer, the content may become unusable after a certain period and may not be viewable using competing platforms. EST is used by a wide array of digital media products, including movies, television, music, games, and mobile applications. The term is sometimes used interchangeably with download to own (DTO). == Film and television == The film and television industry's $18.8 billion home entertainment market consists of rental and sell-through segments, the latter of which includes the electronic sell-through of digital content. In 2010, EST generated $683 million of total home entertainment revenues, putting it behind the more lucrative revenue streams of cable video-on-demand (VOD) and internet video-on-demand (iVOD), which brought in a combined $1.8 billion in the same period. In 2010, Apple's iTunes Store accounted for three quarters of the U.S. EST business. The rest of the EST market was captured by Microsoft (via its Zune Video platform), Sony, Amazon VOD (now Amazon Video), and Walmart (via its VUDU service). A number of industry trends indicate the future expansion of EST's share of digital distribution revenues. David Bishop, worldwide president of Sony Pictures Home Entertainment, describes the following outlook: "With the launch of UltraViolet (the cloud-based digital copy locker system) establishing a common digital distribution platform later this year, prices potentially coming down on digital sales, more marketing devoted to digital sellthrough, and studios adding more value to the sellthrough product by making HD available and building in smarter extra features, we see the balance tilting even more toward owning and collecting digital movies."

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  • Hedgeable

    Hedgeable

    Hedgeable, Inc. was a U.S. based financial services company and digital wealth management platform headquartered in New York City. Hedgeable was known for not following set allocations, and instead actively managing accounts in response to market movements. On August 9, 2018, Hedgeable closed its doors to new investors, with existing investors required to transfer out of the company. The company claimed that it was not shutting down but simply removing its SEC registration. == History == Hedgeable was founded in 2009 by twin brothers Michael and Matthew Kane, who previously worked at high-net worth investment managers such as Bridgewater Associates and Spruce Private Investors. Both Michael and Matthew graduated from Penn State University with degrees in finance. Hedgeable is a Registered Investment Advisor with the U.S. Securities and Exchange Commission. The company has received funding from SixThirty and Route 66 Ventures as well as various other angel investors. On August 9, 2018, Hedgeable closed its doors to new investors. == Investing Strategies == Hedgeable did not follow a buy-and-hold approach, but instead actively manages accounts in response to market movements focusing on downside protection in bear markets. Their strategy was different from other robo-advisors, which use Modern Portfolio Theory. Hedgeable offered investment options including Exchange Traded Funds (ETFs) to individual stocks, master limited partnerships, private equity and bitcoin. Mutual funds were not used in portfolios. Although the firm's focus was to provide a direct-to-consumer service, Hedgeable's investment strategies were available to financial advisors and institutions as well through a variety of platforms. == Product Features == When it was open to external clients, Hedgeable aimed to gamify their personal finance experience. Clients could open a new account or transfer an existing account. Hedgeable accepted retirement accounts, taxable accounts, business accounts and various other account types. Hedgeable offered the following features: Downside protection Account aggregation Alternative investments Alpha rewards API Mobile app It was awarded 4/5 for client transparency by Paladin Research. Hedgeable was the winner of the Finovate Fall 2015 Best of Show Award and the GREAT 2015 Tech Award (FinTech Category). In 2016, Hedgeable launched its first iOS mobile app in order to expand their product offerings.

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  • Spyglass (app)

    Spyglass (app)

    Spyglass is a navigation and orientation mobile application developed by Pavel Ahafonau. It combines data from a digital compass, GNSS positioning, motion sensors, maps, and the device camera to provide direction finding, waypoint navigation, and measurement tools. The application is designed for offline and off-road use and is used in outdoor navigation, orientation tasks, astronomy, and fieldwork. == History == Spyglass was created by independent software developer Pavel Ahafonau as a personal project in 2009, following the introduction of a digital compass sensor in the iPhone. It initially focused on combining compass, GPS, and camera data into an augmented-reality tool for navigation and orientation. In September 2009, a public prototype was demonstrated, showing a live camera view combined with a digital compass overlay aligned to device orientation, presenting an early augmented-reality, location-aware heads-up display. The application was released on the Apple App Store in October 2009. In February 2010, a major update introduced target-based navigation, allowing users to navigate to saved locations, bearings, and selected celestial objects. The update also added visual measurement tools, including an optical-style rangefinder, as well as a vertical speed indicator displaying ascent and descent rates derived from device sensor data. In December 2010, Spyglass was featured by Apple in iTunes Rewind 2010 under augmented-reality applications. The application expanded to Android on 28 October 2017. In May 2021, Spyglass expanded its offline mapping capabilities by adding support for additional map styles by Thunderforest, extending the range of available cartographic themes for offline use. Also in 2021, navigation satellite tracking was introduced, allowing visualization and tracking of major GPS/GNSS satellite constellations. In 2022, a searchable offline database of major locations was added, including airports, seaports, mountains, castles, and landmarks, along with nearest-airport tracking functionality. In July 2024, previously separate iOS editions (Spyglass, Commander Compass, and Commander Compass Go) were consolidated into a single Spyglass application. At the same time, the app transitioned to a freemium model. == Features == Spyglass provides navigation and orientation functions by combining sensor data from the device. Core functionality includes a digital compass, GNSS-based positioning, waypoint creation and tracking, and map-based navigation with offline support. The application includes an augmented-reality viewfinder mode that overlays navigation and sensor information onto the live camera view. Displayed data may include heading, bearing, distance to targets, pitch, roll, yaw, altitude, speed, and estimated time of arrival. Additional tools include an altimeter, speedometer, vertical speed indicator, inclinometer, artificial horizon, coordinate conversion utilities, optical rangefinding, and angular measurement tools. Spyglass also supports celestial navigation features, such as tracking of the Sun, Moon, stars, and global navigation satellite systems. Spyglass uses data from the device's GNSS receiver, digital compass, gyroscope, accelerometer, barometer (when available), and camera. Sensor data are combined to calculate position, orientation, movement, and measurement overlays. The application is designed to function without an internet connection. Navigation tools, sensor readings, waypoint tracking, augmented-reality features, celestial tracking, and the built-in location database operate offline. Internet access is required only for loading online map tiles; previously downloaded offline maps remain available without connectivity.

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