AI Chatbot Creator

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  • Color histogram

    Color histogram

    In image processing and photography, a color histogram is a representation of the distribution of colors in an image. For digital images, a color histogram represents the number of pixels that have colors in each of a fixed list of color ranges that span the image's color space (the set of all possible colors). A color histogram can be built for any kind of color space, although the term is more often used for three-dimensional spaces such as RGB or HSV. For monochromatic images, the term intensity histogram may be used instead. For multi-spectral images, where each pixel is represented by an arbitrary number of measurements (for example, beyond the three measurements in RGB), a color histogram is N-dimensional, with N being the number of measurements taken. Each measurement has its own wavelength range of the light spectrum, some of which may be outside the visible spectrum. If the set of possible color values is sufficiently small, each of those colors may be placed on a range by itself; then the histogram is merely the count of pixels that have each possible color. Most often, the space is divided into an appropriate number of ranges, often arranged as a regular grid, each containing many similar color values. A color histogram may also be represented and displayed as a smooth function defined over the color space that approximates the pixel counts. Like other kinds of histograms, a color histogram is a statistic that can be viewed as an approximation of an underlying continuous distribution of color values. == Overview == Color histograms are flexible constructs that can be built from images in various color spaces, whether RGB, rg chromaticity or any other color space of any dimension. A histogram of an image is produced first by discretization of the colors in the image into a number of bins, and counting the number of image pixels in each bin. For example, a red–blue chromaticity histogram can be formed by first normalizing color pixel values by dividing RGB values by R+G+B, then quantizing the normalized R and B coordinates into N bins each. A two-dimensional histogram of red–blue chromaticity divided into four bins (N=4) may yield a histogram similar to this table: A histogram can be N-dimensional. Although harder to display, a three-dimensional color histogram for the above example could be thought of as four separate red–blue histograms, where each of the four histograms contains the red–blue values for a bin of green (0–63, 64–127, 128–191, and 192–255). The histogram provides a compact summarization of the distribution of data in an image. A color histogram of an image is relatively invariant with translation and rotation about the viewing axis, and varies only slowly with the angle of view. By comparing histogram signatures of two images and matching the color content of one image with the other, a color histogram is particularly well suited for the problem of recognizing an object of unknown position and rotation within a scene. Importantly, translation of an RGB image into the illumination invariant rg-chromaticity space allows the histogram to operate well in varying light levels. 1. What is a histogram? A histogram is a graphical representation of the number of pixels in an image. In a more simple way to explain, a histogram is a bar graph, whose X-axis represents the tonal scale (black at the left and white at the right), and Y-axis represents the number of pixels in an image in a certain area of the tonal scale. For example, the graph of a luminance histogram shows the number of pixels for each brightness level (from black to white), and when there are more pixels, the peak at the certain luminance level is higher. 2. What is a color histogram? A color histogram of an image represents the distribution of the composition of colors in the image. It shows different types of colors appeared and the number of pixels in each type of the colors appeared. The relation between a color histogram and a luminance histogram is that a color histogram can be also expressed as “three luminance histograms”, each of which shows the brightness distribution of each individual red/green/blue color channel. == Characteristics of a color histogram == A color histogram focuses only on the proportion of the number of different types of colors, regardless of the spatial location of the colors. The values of a color histogram are from statistics. They show the statistical distribution of colors and the essential tone of an image. In general, as the color distributions of the foreground and background in an image are different, there might be a bimodal distribution in the histogram. For the luminance histogram alone, there is no perfect histogram and in general, the histogram can tell whether it is over-exposure or not, but there are times when you might think the image is over exposed by viewing the histogram; however, in reality it is not. == Principles of the formation of a color histogram == The formation of a color histogram is rather simple. From the definition above, we can simply count the number of pixels for each 256 scales in each of the 3 RGB channel, and plot them on 3 individual bar graphs. In general, a color histogram is based on a certain color space, such as RGB or HSV. When we compute the pixels of different colors in an image, if the color space is large, then we can first divide the color space into certain numbers of small intervals. Each of the intervals is called a bin. This process is called color quantization. Then, by counting the number of pixels in each of the bins, we get a color histogram of the image. The concrete steps of the principles can be viewed in Example 1. == Examples == === Example 1 === Given the following image of a cat (an original version and a version that has been reduced to 256 colors for easy histogram purposes), the following data represents a color histogram in the RGB color space, using four bins. Bin 0 corresponds to intensities 0–63 Bin 1 is 64–127 Bin 2 is 128–191 and Bin 3 is 192–255. === Example 2 === Application in camera: Nowadays, some cameras have the ability to show the 3 color histograms when we take photos. We can examine clips (spikes on either the black or white side of the scale) in each of the 3 RGB color histograms. If we find one or more clipping on a channel of the 3 RGB channels, then this would result in a loss of detail for that color. To illustrate this, consider this example: We know that each of the three R, G, B channels has a range of values from 0 to 255 (8 bit). So consider a photo that has a luminance range of 0–255. Assume the photo we take is made of 4 blocks that are adjacent to each other and we set the luminance scale for each of the 4 blocks of original photo to be 10, 100, 205, 245. Thus, the image looks like the topmost figure on the right. Then, we overexpose the photo a little, say, the luminance scale of each block is increased by 10. Thus, the luminance scale for each of the 4 blocks of new photo is 20, 110, 215, 255. Then, the image looks like the second figure on the right. There is not much difference between both figures, all we can see is that the whole image becomes brighter (the contrast for each of the blocks remain the same). Now, we overexpose the original photo again, this time the luminance scale of each block is increased by 50. Thus, the luminance scale for each of the 4 blocks of the new photo is 60, 150, 255, 255. The new image now looks like the third figure on the right. Note that the scale for the last block is 255 instead of 295, for 255 is the top scale and thus the last block has clipped. When this happens, we lose the contrast of the last 2 blocks, and thus we cannot recover the image no matter how we adjust it. To conclude, when taking photos with a camera that displays histograms, always keep the brightest tone in the image below the largest scale 255 on the histogram in order to avoid losing details. == Drawbacks and other approaches == The main drawback of histograms for classification is that the representation is dependent on the color of the object being studied, ignoring its shape and texture. Color histograms can potentially be identical for two images with different object content which happens to share color information. Conversely, without spatial or shape information, similar objects of different color may be indistinguishable based solely on color histogram comparisons. There is no way to distinguish a red and white cup from a red and white plate. Put it another way: histogram-based algorithms have no concept of a generic 'cup', and a model of a red and white cup is no use when given an otherwise identical blue and white cup. Another problem is that color histograms have high sensitivity to noisy interference such as lighting intensity changes and quantization errors. High dimensionality (bins) color histograms are also another issue. Some color histogram feature spaces often occupy more than one hundred di

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  • WebGL

    WebGL

    WebGL (short for Web Graphics Library) is a JavaScript API for rendering interactive 2D and 3D graphics within any compatible web browser without the use of plug-ins. WebGL is fully integrated with other web standards, allowing GPU-accelerated usage of physics, image processing, and effects in the HTML canvas. WebGL elements can be mixed with other HTML elements and composited with other parts of the page or page background. WebGL programs consist of control code written in JavaScript, and shader code written in OpenGL ES Shading Language (GLSL ES, sometimes referred to as ESSL), a language similar to C or C++. WebGL code is executed on a computer's GPU. WebGL is designed and maintained by the non-profit Khronos Group. On February 9, 2022, Khronos Group announced WebGL 2.0 support from all major browsers. From 2024, a new graphics API, WebGPU, is being developed to supersede WebGL. WebGPU provides extended capabilities, a more modern interface, and direct GPU access, which is useful for demanding graphics as well as AI applications. == Design == WebGL 1.0 is based on OpenGL ES 2.0 and provides an API for 3D graphics. It uses the HTML5 canvas element and is accessed using Document Object Model (DOM) interfaces. WebGL 2.0 is based on OpenGL ES 3.0. It guarantees the availability of many optional extensions of WebGL 1.0, and exposes new APIs. Automatic memory management is provided implicitly by JavaScript. Like OpenGL ES 2.0, WebGL lacks the fixed-function APIs introduced in OpenGL 1.0 and deprecated in OpenGL 3.0. This functionality, if required, has to be implemented by the developer using shader code and JavaScript. Shaders in WebGL are written in GLSL and passed to the WebGL API as text strings. The WebGL implementation compiles these strings to GPU code. This code is executed for each vertex sent through the API and for each pixel rasterized to the screen. == History == WebGL evolved out of the Canvas 3D experiments started by Vladimir Vukićević at Mozilla. Vukićević first demonstrated a Canvas 3D prototype in 2006. By the end of 2007, both Mozilla and Opera had made their own separate implementations. In early 2009, the non-profit technology consortium Khronos Group started the WebGL Working Group, with initial participation from Apple, Google, Mozilla, Opera, and others. Version 1.0 of the WebGL specification was released March 2011. An early application of WebGL was Zygote Body. In November 2012 Autodesk announced that they ported most of their applications to the cloud running on local WebGL clients. These applications included Autodesk Fusion and AutoCAD. Development of the WebGL 2 specification started in 2013 and finished in January 2017. The specification is based on OpenGL ES 3.0. First implementations are in Firefox 51, Chrome 56 and Opera 43. == Implementations == === Almost Native Graphics Layer Engine === Almost Native Graphics Layer Engine (ANGLE) is an open source graphic engine which implements WebGL 1.0 (2.0 which closely conforms to ES 3.0) and OpenGL ES 2.0 and 3.0 standards. It is a default backend for both Google Chrome and Mozilla Firefox on Windows platforms and works by translating WebGL and OpenGL calls to available platform-specific APIs. ANGLE currently provides access to OpenGL ES 2.0 and 3.0 to desktop OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11 APIs. ″[Google] Chrome uses ANGLE for all graphics rendering on Windows, including the accelerated Canvas2D implementation and the Native Client sandbox environment.″ == Software == WebGL is widely supported by modern browsers. However, its availability depends on other factors, too, like whether the GPU supports it. The official WebGL website offers a simple test page. More detailed information (like what renderer the browser uses, and what extensions are available) can be found at third-party websites. === Desktop browsers === Source: Google Chrome – WebGL 1.0 has been enabled on all platforms that have a capable graphics card with updated drivers since version 9, released in February 2011. By default on Windows, Chrome uses the ANGLE (Almost Native Graphics Layer Engine) renderer to translate OpenGL ES to Direct X 9.0c or 11.0, which have better driver support. However, on Linux and Mac OS X, the default renderer is OpenGL. It is also possible to force OpenGL as the renderer on Windows. Since September 2013, Chrome also has a newer Direct3D 11 renderer, which requires a newer graphics card. Chrome 56+ supports WebGL 2.0. Firefox – WebGL 1.0 has been enabled on all platforms that have a capable graphics card with updated drivers since version 4.0. Since 2013 Firefox also uses DirectX on the Windows platform via ANGLE. Firefox 51+ supports WebGL 2.0. Safari – Safari 6.0 and newer versions installed on OS X Mountain Lion, Mac OS X Lion and Safari 5.1 on Mac OS X Snow Leopard implemented support for WebGL 1.0, which was disabled by default before Safari 8.0. Safari version 12 (available in MacOS Mojave) has available support for WebGL 2.0 as an "Experimental" feature. Safari 15 enables WebGL 2.0 for all users. Opera – WebGL 1.0 has been implemented in Opera 11 and 12, but was disabled by default in 2014. Opera 43+ supports WebGL 2.0. Internet Explorer – WebGL 1.0 is partially supported in Internet Explorer 11. Internet Explorer initially failed most of the official WebGL conformance tests, but Microsoft later released several updates. The latest 0.94 WebGL engine currently passes ≈97% of Khronos tests. WebGL support can also be manually added to earlier versions of Internet Explorer using third-party plugins such as IEWebGL. Microsoft Edge – For Microsoft Edge Legacy, the initial stable release supports WebGL version 0.95 (context name: "experimental-webgl") with an open source GLSL to HLSL transpiler. Version 10240+ supports WebGL 1.0 as prefixed. Latest Chromium-based Edge supports WebGL 2.0. === Mobile browsers === Google Chrome – WebGL 1.0 is supported on Android as of Chrome 25. WebGL 2.0 is supported on Android as of Chrome 58. Chrome is used for the Android system webview as of Android 5. Firefox for mobile – WebGL 1.0 is available for Android devices since Firefox 4. Safari on iOS – WebGL 1.0 is available for mobile Safari in iOS 8. WebGL 2.0 is available for mobile Safari in iOS 15. Microsoft Edge – Prefixed WebGL 1.0 was available on Windows 10 Mobile.. Latest Chromium-based Edge supports WebGL 2.0. Opera Mobile – Opera Mobile 12 supports WebGL 1.0 (on Android only). Sailfish OS – WebGL 1.0 is supported in the default Sailfish browser. Tizen – WebGL 1.0 is supported == Tools and ecosystem == === Utilities === The low-level nature of the WebGL API, which provides little on its own to quickly create desirable 3D graphics, motivated the creation of higher-level libraries that abstract common operations (e.g. loading scene graphs and 3D objects in certain formats; applying linear transformations to shaders or view frustums). Some such libraries were ported to JavaScript from other languages. Examples of libraries that provide high-level features include A-Frame (VR), BabylonJS, PlayCanvas, three.js, OSG.JS, Google’s model-viewer and CopperLicht. Web3D also made a project called X3DOM to make X3D and VRML content run on WebGL. === Games === There has been an emergence of 2D and 3D game engines for WebGL, such as Unreal Engine 4 and Unity. The Stage3D/Flash-based Away3D high-level library also has a port to WebGL via TypeScript. A more light-weight utility library that provides just the vector and matrix math utilities for shaders is sylvester.js. It is sometimes used in conjunction with a WebGL specific extension called glUtils.js. There are also some 2D libraries built atop WebGL, like Cocos2d-x or Pixi.js, which were implemented this way for performance reasons in a move that parallels what happened with the Starling Framework over Stage3D in the Flash world. The WebGL-based 2D libraries fall back to HTML5 canvas when WebGL is not available. Removing the rendering bottleneck by giving almost direct access to the GPU has exposed performance limitations in the JavaScript implementations. Some were addressed by asm.js and WebAssembly (similarly, the introduction of Stage3D exposed performance problems within ActionScript, which were addressed by projects like CrossBridge). === Content creation === As with any other graphics API, creating content for WebGL scenes requires using a 3D content creation tool and exporting the scene to a format that is readable by the viewer or helper library. Desktop 3D authoring software such as Blender, Autodesk Maya or SimLab Composer can be used for this purpose. In particular, Blend4Web allows a WebGL scene to be authored entirely in Blender and exported to a browser with a single click, even as a standalone web page. There are also some WebGL-specific software such as CopperCube and the online WebGL-based editor Clara.io. Online platforms such as Sketchfab and Clara.io allow users to directly upload their 3D models

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  • Access-independent services

    Access-independent services

    Access-independent service (AIS) is a service concept in which a service does not depend on guaranteed access network cooperation for service delivery. Telecommunications industry analyst Dean Bubley first used the term in a report on Telco-OTT in February 2012. Traditionally, most telecom company or internet service provider services are access-dependent, because they rely heavily on guaranteed access cooperation on the network the service is delivered over. For instance, traditional IP-based TV service (IPTV) delivered by a telecom company is generally a managed service. This means that IPTV service assumes the IPTV service provider has control over the access network that the IPTV service is delivered over, and network quality of service (QoS) guarantees are available for IPTV service delivery. As a result, the reach of a telecom company's IPTV service is generally restricted by the reach of the telecom company's access network. In contrast, services offered by non-traditional video content delivery service providers such as Netflix, Hulu, and Amazon Video are considered access-independent services. Netflix's video content streaming service, for example, dynamically adapts to network conditions in real-time to strive for the best overall quality of experience (QoE) and does not assume guaranteed cooperation from the underlying IP network, such as QoS. As a result, without considering content rights and different countries' government restrictions, the reach of Netflix's video content streaming service is, in theory, the reach of the Internet. Skype is another example of AIS, because Skype offers an IP-based telephony service over the Internet without depending on IP network cooperation guarantees other than basic IP network connectivity. In the context of telecom service delivery, the concept of access independent services is also commonly described by the term "over-the-top" (OTT) services. OTT service providers such as but not limited to Facebook, WeChat, and Netflix generally do not own or directly manage any wide-area access network to begin with, so they design their services for overall quality of experience, with no assumptions on guaranteed access network cooperation.

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  • Vinyl cutter

    Vinyl cutter

    A vinyl cutter is an entry-level machine for making signs. Computer-designed vector files with patterns and letters are directly cut on the roll of vinyl which is mounted and fed into the vinyl cutter through USB or serial cable. Vinyl cutters are mainly used to make signs, banners and advertisements. Advertisements seen on automobiles and vans are often made with vinyl cut letters. While these machines were designed for cutting vinyl, they can also cut through computer and specialty papers, as well as thicker items like thin sheets of magnet. In addition to sign business, vinyl cutters are commonly used for apparel decoration. To decorate apparel, a vector design needs to be cut in mirror image, weeded, and then heat applied using a commercial heat press or a hand iron for home use. Some businesses use their vinyl cutter to produce both signs and custom apparel. Many crafters also have vinyl cutters for home use. These require little maintenance, and the vinyl can be bought in bulk relatively cheaply. Vinyl cutters are also often used by stencil artists to create single use or reusable stencil art and lettering == How it works == A vinyl cutter is a type of computer-controlled machine tool. The computer controls the movement of a sharp blade over the surface of the material as it would the nozzles of an ink-jet printer. This blade is used to cut out shapes and letters from sheets of thin self-adhesive plastic (vinyl). The vinyl can then be stuck to a variety of surfaces depending on the adhesive and type of material. To cut out a design, a vector-based image must be created using vector drawing software. Some vinyl cutters are marketed to small in-home businesses and require download and use of a proprietary editing software. The design is then sent to the cutter where it cuts along the vector paths laid out in the design. The cutter is capable of moving the blade on an X and Y axis over the material, cutting it into the required shapes. The vinyl material comes in long rolls allowing projects with significant length like banners or billboards to be easily cut. A major limitation with vinyl cutters is that they can only cut shapes from solid colours of vinyl, paper, card or thin plastic sheets such as Mylar. The type and thickness of material will vary for each cutter and how much downforce the cutter is capable of. If the material has no backing, a backing sheet, material or cutting mat and a temporary adhesive are needed to allow the cutter to cut through the material. A design with multiple colours must have each colour cut separately and then layered on top of each other as it is applied to the substrate. This is a process that is often applied in stencil art. Also, since the shapes are cut out of solid colours, photographs and gradients cannot be reproduced with a stand-alone cutter. === Design creation === Designs are created using vector-based software like Adobe Illustrator, FlexiSign, EasyCutPro, or other software. Vector artwork is either drawn with lines, shapes and text or images are vectorized thus create vector shapes. Most cutters (also called plotters) require special software to load/edit the artwork and communicate with the cutter. Computer designed images are loaded onto the vinyl cutter via a wired connection or over a wireless protocol. Then the vinyl is loaded into the machine where it is automatically fed through and cut to follow the set design. The vinyl can be placed on an adhesive mat to stabilize the vinyl when cutting smaller designs. === Types of vinyl === Adhesive vinyl is the type of vinyl used for store windows, car decals, signage, and more. Adhesive vinyl is applied with a transfer medium often called "transfer tape" or "carrier sheet". Heat transfer vinyl is the type of vinyl used to apply a design to fabric including t-shirts, tea towels, canvas bags, and more. Heat Transfer vinyl can be applied using a heat press or an iron, though the constant pressure and heat from a heat press is recommended by experts. === Using other materials === In addition to vinyl some cutters are capable of cutting other materials such as paper, card, plastic sheets and even thin wood. The thickness and type of material that can be cut will depend on the model of the cutter and heavily depends on the downforce. Cricut is a popular home cutter used by arts and craft enthusiasts since it allows for a wide use of different materials and is similar in size to a household printer and has strong downforce for its size. === Backing and cutting mat === If you cut material that doesn't have an adhesive backing you will require a cutting mat that you need to attach your material to. Some cutting mats are sticky, others will require you to use a temporary adhesive and/or masking tape to keep the material in place when cutting. === Cutting === The vinyl cutter uses a small knife or blade to precisely cut the outline of figures into a sheet or piece of vinyl, but not the release liner. The process of cutting vinyl material without penetrating it completely is referred to as "kiss cutting". The knife moves side to side and turns, while the vinyl is moved beneath the knife. The results from the cut process is an image cut into the material. === Weeding === The material is then 'weeded' where the excess parts of the figures are removed from the release liner. It is possible to remove the positive parts, which would give a negative decal, or remove the negative parts, giving a positive decal. Removing the figure would be like removing the positive, giving a negative image of the figures. === Transfer tape === A sheet of transfer tape with an adhesive backing is laid on the weeded vinyl when necessary. Heat Transfer vinyl often does not require use of a separate transfer tape. A roller is applied to the tape, causing it to adhere to the vinyl. The transfer tape and the weeded vinyl is pulled off the release liner, and applied to a substrate, such as a sheet of aluminium. This results in an aluminium sign with vinyl figures. == Uses == In addition to the capabilities of the cutter itself, adhesive vinyl comes in a wide variety of colors and materials including gold and silver foil, vinyl that simulates frosted glass, holographic vinyl, reflective vinyl, thermal transfer material, and even clear vinyl embedded with gold leaf. (Often used in the lettering on fire trucks and rescue vehicles.) As the vinyl film is supplied by the manufacturer, it comes attached to a release liner. == Challenges when cutting on a vinyl cutter == Cutting on a vinyl cutter requires careful calibration to achieve clean and accurate results, especially when the goal is to cut through only the top layer of material while leaving the backing intact. One of the most common challenges is setting the correct cutting depth. If the blade is not lowered enough, the vinyl material may not separate properly; if it goes too deep, it can cut through the backing layer and potentially damage the cutting mat. The cutting depth on the vinyl cutter machines typically does not exceed 1 mm. Another frequent issue is the mismatch between the blade and the type of material being processed. Using an inappropriate blade can lead to uneven cuts, premature dulling of the edge, and torn or frayed material. The overall quality of the output also depends on factors such as the cutting speed, blade sharpening and cutting angle, and the material the knife is made of.

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  • Belief–desire–intention model

    Belief–desire–intention model

    For popular psychology, the belief–desire–intention (BDI) model of human practical reasoning was developed by Michael Bratman as a way of explaining future-directed intention. BDI is fundamentally reliant on folk psychology (the 'theory theory'), which is the notion that our mental models of the world are theories. It was used as a basis for developing the belief–desire–intention software model. == Applications == BDI was part of the inspiration behind the BDI software architecture, which Bratman was also involved in developing. Here, the notion of intention was seen as a way of limiting time spent on deliberating about what to do, by eliminating choices inconsistent with current intentions. BDI has also aroused some interest in psychology. BDI formed the basis for a computational model of childlike reasoning CRIBB.

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  • Digital history

    Digital history

    Digital history is the use of digital media to further historical analysis, presentation, and research. It is a branch of the digital humanities and an extension of quantitative history, cliometrics, and computing. Digital history is commonly known as digital public history, concerned primarily with engaging online audiences with historical content, or digital research methods, that further academic research. Digital history outputs include: digital archives, online presentations, data and information visualizations, interactive maps, timelines, audio files, and virtual worlds. These outputs are designed to enhance accessibility to users, facilitating engagement with historical content. Recent digital history projects focus on creativity, collaboration, and technical innovation, text mining, corpus linguistics, network analysis, 3D modeling, and big data analysis. By utilizing these resources, the user can rapidly develop new analyses that can link to, extend, and bring to life existing histories. == History == Rooted in earlier social science history work, particularly around the history of enslavement in the United States, early digital history in the 1960s and 70s focused on using computers to conduct quantitative analyses, primarily of demographic and social history data - censuses, election returns, city directories, and other tabular or countable data. - with the aim of producing defensible research findings These early computers could be programmed to conduct statistical analyses of these records, creating tallies, or seeking trends across records. This research into historical demography was rooted in the rise of social history as a field of historical interest. The historians involved in this work sought to quantify past societies, to come to new conclusions about communities and population. Computers proved capable tools for that type of work. By the late 1970s younger historians turned to cultural studies, most of these studies involved online databases that were checked by Professionals in Great Britain about once a year. The outpouring of quantitative studies by established scholars continued. Since then, quantitative history and cliometrics have been used primarily by historically minded economists and political scientists. In the late 1980s quantifiers founded the Association for History and Computing. This movement provided some of the impetus for the rise of digital history in the 1990s. The more recent roots of digital history were in software rather than online networks. In 1982, the Library of Congress embarked on its Optical Disk Pilot Project, which placed text and images from its collection on to laserdiscs and CD-ROMs. The library started offering online exhibits in 1992 when it launched Selected Civil War Photographs. In 1993, Roy Rosenzweig, along with Steve Brier and Josh Brown, produced their award-winning CD-ROM Who Built America? From the Centennial Exposition of 1876 to the Great War of 1914, designed for Apple, Inc. that integrated images, text, film and sound clips, displayed in a visual interface that supported a text narrative. Among the earliest online digital history projects were The Heritage Project of the University of Kansas, and medieval historian Dr. Lynn Nelson's World History Index and History Central Catalogue. Another was The Valley of the Shadow, conceived in 1991 by current University of Richmond professor of humanities and president emeritus, Edward L. Ayers, who was then at the University of Virginia. The Institute for Advanced Technology in the Humanities (IATH) at the University of Virginia adopted the Valley Project and partnered with IBM to collect and transcribe historical sources into digital files. The project collected data related to Augusta County in Virginia and Franklin County in Pennsylvania during the American Civil War. In 1996, William G. Thomas III joined Ayers on the Valley Project. Together, they produced an online article entitled "The Differences Slavery Made: A Close Analysis of Two American Communities," which also appeared in The American Historical Review in 2003. A CD-ROM also accompanied the Valley Project, published by W. W. Norton and Company in 2000. Rosenzweig, who died October 11, 2007, founded the Center for History and New Media (CHNM) at George Mason University in 1994. Today, CHNM boasts several digital tools available to historians, such as Zotero, Omeka or Tropy. In 1997, Ayers and Thomas used the term "digital history" when they proposed and founded the Virginia Center for Digital History (VCDH) at the University of Virginia, the earliest center devoted exclusively to history. Several other institutions promoting digital history include the Center for Humane Arts, Letters, and Social Sciences Online (MATRIX) at Michigan State University, Maryland's Institute for Technology in the Humanities, and the Center for Digital Research in the Humanities at the University of Nebraska. In 2004, Emory University launched Southern Spaces, a "peer-reviewed Internet journal and scholarly forum" examining the history of the South. == Applications == There are many potential benefits to the use of digital history when combined with traditional historical methods. Some of these applications include: Combining traditional historical methods and new research methods in order to come to new conclusions. Using different tools to extract and analyse larger amounts of data that would not be manageable otherwise. Create models and maps of data extracted to create a visualisation of the data. Data extracted and analysed can be placed alongside existing historiography to increase combined historical knowledge. By adding new research methods to existing historical method, historians can benefit greatly from the ability to work with larger amounts of data and develop new interpretations from this. == Notable Projects == The collaborative nature of most digital history endeavors has meant that the discipline has developed primarily at institutions with the resources to sponsor content research and technical innovation. Two of the first centers, George Mason University's Center for History and New Media and the Virginia Center for Digital History at the University of Virginia have been among the leaders in the development of digital history projects and the education of digital historians. Some of the noteworthy projects emerging from these pioneering centers are The Geography of Slavery, The Texas Slavery Project, and The Countryside Transformed at VCDH and Liberty, Equality, Fraternity: Exploring the French Revolution and The Lost Museum at the CHNM. In each of these projects, mediated archives holding multiple types of sources are combined with digital tools to analyze and illuminate an historical question to a varying degree; this integration of content and tools with analysis is one of the hallmarks of digital history—projects move beyond archives or collections and into scholarly analysis and the use of digital tools to develop that analysis. The differences between the ways projects incorporate these integrations are a measure of the development of the field and point to the ongoing debates over what digital history can and should be. While many of the projects at VCDH, CHNM, and other university's centers have been geared towards academics and post-secondary education, the University of Victoria (British Columbia), in conjunction with the Université de Sherbrooke and the Ontario Institute for Studies in Education at the University of Toronto, has created as series of projects for all ages, "Great Unsolved Mysteries in Canadian History." Laden with instructional aids, this site asks teachers to introduce students to historical research methods to help them develop analytical skills and a sense of the complexities of their national history. Issues of race, religion, and gender are addressed in carefully constructed modules that cover incidents in Canadian history from Viking exploration through the 1920s. One of the original co-creators of the project, John Lutz has also developed Victoria's Victoria with the University of Victoria and Malaspina University-College. In addition to Ayers, Thomas, Lutz, and Rosenzweig, numerous other individual scholars work with digital history techniques and have made and/or continue to make important contributions to the field. Robert Darnton's 2000 article, "An Early Information Society: News and the Media in Eighteenth-Century Paris" was supplemented with electronic resources and is an early model of the discussions around digital history and its future in the humanities. One of the first major digital projects to be reviewed by the American Historical Review (AHR) was Philip Ethington's "Los Angeles and the Problem of Urban Historical Knowledge"—a multimedia exploration of changes to Los Angeles' physical profile over the course of several decades. In this essay, he also expresses his beliefs that historians have major power in

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  • Conversion path

    Conversion path

    A conversion path is a description of the steps taken by a user of a website towards a desired end from the standpoint of the website operator or marketer. The typical conversion path begins with a user arriving at a landing page or a product page and proceeding through a series of page transitions until reaching a final state, either positive (e.g. purchase) or negative (e.g. abandoned session). In practice, the study of the dynamics of this process by the interested party has evolved into a sophisticated field, where various statistical methods are being applied to the optimization of outcomes. This includes real-time adjustment of presented content, in which a website operator tries to provide deliberate incentives to increase the odds of conversion based on various sources of information, including demographic traits, search history, and browsing events. In practice, this reflects in different content presented to users arriving from online advertising versus search engines, and similarly, different content is presented depending on their demographic segments. The fundamental metric describing this process in the aggregate is known as conversion rate.

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  • Comparison of JavaScript-based web frameworks

    Comparison of JavaScript-based web frameworks

    This is a comparison of web frameworks for front-end web development that are reliant on JavaScript code for their behavior. == General information == == High-level framework comparison == JavaScript-based web application frameworks, such as React and Vue, provide extensive capabilities but come with associated trade-offs. These frameworks often extend or enhance features available through native web technologies, such as routing, component-based development, and state management. While native web standards, including Web Components, modern JavaScript APIs like Fetch and ES Modules, and browser capabilities like Shadow DOM, have advanced significantly, frameworks remain widely used for their ability to enhance developer productivity, offer structured patterns for large-scale applications, simplify handling edge cases, and provide tools for performance optimization. Frameworks can introduce abstraction layers that may contribute to performance overhead, larger bundle sizes, and increased complexity. Modern frameworks, such as React 18 and Vue 3, address these challenges with features like concurrent rendering, tree-shaking, and selective hydration. While these advancements improve rendering efficiency and resource management, their benefits depend on the specific application and implementation context. Lightweight frameworks, such as Svelte and Preact, take different architectural approaches, with Svelte eliminating the virtual DOM entirely in favor of compiling components to efficient JavaScript code, and Preact offering a minimal, compatible alternative to React. Framework choice depends on an application’s requirements, including the team’s expertise, performance goals, and development priorities. A newer category of web frameworks, including enhance.dev, Astro, and Fresh, leverages native web standards while minimizing abstractions and development tooling. These solutions emphasize progressive enhancement, server-side rendering, and optimizing performance. Astro renders static HTML by default while hydrating only interactive parts. Fresh focuses on server-side rendering with zero runtime overhead. Enhance.dev prioritizes progressive enhancement patterns using Web Components. While these tools reduce reliance on client-side JavaScript by shifting logic to build-time or server-side execution, they still use JavaScript where necessary for interactivity. This approach makes them particularly suitable for performance-critical and content-focused applications. == Features == == Browser support ==

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  • Developmental robotics

    Developmental robotics

    Developmental robotics (DevRob), sometimes called epigenetic robotics, is a scientific field which aims at studying the developmental mechanisms, architectures and constraints that allow lifelong and open-ended learning of new skills and new knowledge in embodied machines. As in human children, learning is expected to be cumulative and of progressively increasing complexity, and to result from self-exploration of the world in combination with social interaction. The typical methodological approach consists in starting from theories of human and animal development elaborated in fields such as developmental psychology, neuroscience, developmental and evolutionary biology, and linguistics, then to formalize and implement them in robots, sometimes exploring extensions or variants of them. The experimentation of those models in robots allows researchers to confront them with reality, and as a consequence, developmental robotics also provides feedback and novel hypotheses on theories of human and animal development. Developmental robotics is related to but differs from evolutionary robotics (ER). ER uses populations of robots that evolve over time, whereas DevRob is interested in how the organization of a single robot's control system develops through experience, over time. DevRob is also related to work done in the domains of robotics and artificial life. == Background == Can a robot learn like a child? Can it learn a variety of new skills and new knowledge unspecified at design time and in a partially unknown and changing environment? How can it discover its body and its relationships with the physical and social environment? How can its cognitive capacities continuously develop without the intervention of an engineer once it is "out of the factory"? What can it learn through natural social interactions with humans? These are the questions at the center of developmental robotics. Alan Turing, as well as a number of other pioneers of cybernetics, already formulated those questions and the general approach in 1950, but it is only since the end of the 20th century that they began to be investigated systematically. Because the concept of adaptive intelligent machines is central to developmental robotics, it has relationships with fields such as artificial intelligence, machine learning, cognitive robotics or computational neuroscience. Yet, while it may reuse some of the techniques elaborated in these fields, it differs from them from many perspectives. It differs from classical artificial intelligence because it does not assume the capability of advanced symbolic reasoning and focuses on embodied and situated sensorimotor and social skills rather than on abstract symbolic problems. It differs from cognitive robotics because it focuses on the processes that allow the formation of cognitive capabilities rather than these capabilities themselves. It differs from computational neuroscience because it focuses on functional modeling of integrated architectures of development and learning. More generally, developmental robotics is uniquely characterized by the following three features: It targets task-independent architectures and learning mechanisms, i.e. the machine/robot has to be able to learn new tasks that are unknown by the engineer; It emphasizes open-ended development and lifelong learning, i.e. the capacity of an organism to acquire continuously novel skills. This should not be understood as a capacity for learning "anything" or even “everything”, but just that the set of skills that is acquired can be infinitely extended at least in some (not all) directions; The complexity of acquired knowledge and skills shall increase (and the increase be controlled) progressively. Developmental robotics emerged at the crossroads of several research communities including embodied artificial intelligence, enactive and dynamical systems cognitive science, connectionism. Starting from the essential idea that learning and development happen as the self-organized result of the dynamical interactions among brains, bodies and their physical and social environment, and trying to understand how this self-organization can be harnessed to provide task-independent lifelong learning of skills of increasing complexity, developmental robotics strongly interacts with fields such as developmental psychology, developmental and cognitive neuroscience, developmental biology (embryology), evolutionary biology, and cognitive linguistics. As many of the theories coming from these sciences are verbal and/or descriptive, this implies a crucial formalization and computational modeling activity in developmental robotics. These computational models are then not only used as ways to explore how to build more versatile and adaptive machines but also as a way to evaluate their coherence and possibly explore alternative explanations for understanding biological development. == Research directions == === Skill domains === Due to the general approach and methodology, developmental robotics projects typically focus on having robots develop the same types of skills as human infants. A first category that is important being investigated is the acquisition of sensorimotor skills. These include the discovery of one's own body, including its structure and dynamics such as hand-eye coordination, locomotion, and interaction with objects as well as tool use, with a particular focus on the discovery and learning of affordances. A second category of skills targeted by developmental robots are social and linguistic skills: the acquisition of simple social behavioural games such as turn-taking, coordinated interaction, lexicons, syntax and grammar, and the grounding of these linguistic skills into sensorimotor skills (sometimes referred as symbol grounding). In parallel, the acquisition of associated cognitive skills are being investigated such as the emergence of the self/non-self distinction, the development of attentional capabilities, of categorization systems and higher-level representations of affordances or social constructs, of the emergence of values, empathy, or theories of mind. === Mechanisms and constraints === The sensorimotor and social spaces in which humans and robot live are so large and complex that only a small part of potentially learnable skills can actually be explored and learnt within a life-time. Thus, mechanisms and constraints are necessary to guide developmental organisms in their development and control of the growth of complexity. There are several important families of these guiding mechanisms and constraints which are studied in developmental robotics, all inspired by human development: Motivational systems, generating internal reward signals that drive exploration and learning, which can be of two main types: extrinsic motivations push robots/organisms to maintain basic specific internal properties such as food and water level, physical integrity, or light (e.g. in phototropic systems); intrinsic motivations push robot to search for novelty, challenge, compression or learning progress per se, thus generating what is sometimes called curiosity-driven learning and exploration, or alternatively active learning and exploration; Social guidance: as humans learn a lot by interacting with their peers, developmental robotics investigates mechanisms that can allow robots to participate to human-like social interaction. By perceiving and interpreting social cues, this may allow robots both to learn from humans (through diverse means such as imitation, emulation, stimulus enhancement, demonstration, etc. ...) and to trigger natural human pedagogy. Thus, social acceptance of developmental robots is also investigated; Statistical inference biases and cumulative knowledge/skill reuse: biases characterizing both representations/encodings and inference mechanisms can typically allow considerable improvement of the efficiency of learning and are thus studied. Related to this, mechanisms allowing to infer new knowledge and acquire new skills by reusing previously learnt structures is also an essential field of study; The properties of embodiment, including geometry, materials, or innate motor primitives/synergies often encoded as dynamical systems, can considerably simplify the acquisition of sensorimotor or social skills, and is sometimes referred as morphological computation. The interaction of these constraints with other constraints is an important axis of investigation; Maturational constraints: In human infants, both the body and the neural system grow progressively, rather than being full-fledged already at birth. This implies, for example, that new degrees of freedom, as well as increases of the volume and resolution of available sensorimotor signals, may appear as learning and development unfold. Transposing these mechanisms in developmental robots, and understanding how it may hinder or on the contrary ease the acquisition of novel complex skills is a central questi

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  • CSS HTML Validator

    CSS HTML Validator

    CSS HTML Validator (previously named CSE HTML Validator) is an HTML editor and CSS editor for Microsoft Windows (and Linux and other Unix-like operating systems when used with Wine) that helps web developers create syntactically correct and accessible HTML/HTML5, XHTML, and CSS documents by locating errors, potential problems like browser compatibility issues, and common mistakes. It is also able to check links, check spelling, suggest improvements, alert developers to deprecated, obsolete, or proprietary tags, attributes, and CSS properties, and find issues that can affect search engine optimization. CSS HTML Validator is developed, marketed, and sold by AI Internet Solutions LLC located in the United States. The first version of CSS HTML Validator was released in 1997 for Windows 95. The current version is 2026/v26.02 (as of January 9, 2026) and is for Windows 10 and above, including Windows 11. A native macOS and Linux command-line console tool (called htmlval) became available with version 23. There are currently three main editions of CSS HTML Validator — Pro/Professional, Home/Standard, and Lite. The Enterprise edition was discontinued in 2025/v25. While the application is generally a commercial product (except for the Lite edition), a free version of the Home edition is available for personal/educational, non-commercial use. A free limited version of the htmlval command-line console tool for macOS and Linux is also available. == Features == CSS HTML Validator includes an HTML editor, validator for HTML, XHTML, htmx, polyglot markup, CSS, PHP and JavaScript (using JSLint or JSHint), link checker (to find dead and broken links), spell checker, accessibility checker, and search engine optimization (SEO) checker. An integrated web browser allows developers to browse the web while the pages are automatically validated. Because documents are checked locally and not uploaded over the Internet to a server in order to be checked, validations are performed relatively quickly, and security and privacy are increased. A custom scripting language called TNPL, included in the Pro and Enterprise editions, can be used to customize validations by adding, eliminating, or changing validator messages. TNPL can also be used to integrate customized validation checks to meet the unique requirements of an individual or entity. A Batch Wizard tool, included in the Pro and Enterprise editions, can check entire Web sites, parts of Web sites, or a list of local web documents. The Batch Wizard generates reports in standard HTML or XML format. The reports can be viewed using a normal web browser. The accessibility checker includes support for Section 508 Amendment to the Rehabilitation Act of 1973 and Web Content Accessibility Guidelines (both WCAG 1.0 and WCAG 2.0/2.1/2.2). Using a version of HTML Tidy with HTML5 support and the Pretty Print & Fix Tool, CSS HTML Validator can automatically fix some common problems with HTML and XHTML documents. However, some problems cannot be fixed (or fixed correctly) with automated tools and require manual review and repair. == Version history == Validation of polyglot markup was added in version 12, and mobile development support (for HTML and CSS) was added in version 14 and improved in version 15. Version 15 added built-in syntax checking for JSON and HTML5 cache manifest files. Version 16 added JavaScript linting using JSHint, a static code analysis tool for checking JavaScript, but also continues to support JSLint. Version 17 added support for the Accelerated Mobile Pages Project, which is a type of HTML optimized for mobile web browsing, and support for live DOM validation using Google Chrome CSS HTML Validator 2018/v18 renames the software from CSE HTML Validator to CSS HTML Validator and includes updated HTML5 and CSS support. Version 18 also added a new "By Message" report in the Batch Wizard and dropped support for Windows Vista and below. CSS HTML Validator 2019/v19 includes updated HTML and CSS support, adds WCAG 2.1 support, improves support when running under Wine (software), and is a native 64-bit application (previously releases were 32-bit). CSS HTML Validator 2020/v20, first released in January 2020, includes HTML, CSS, accessibility, and other updates, including improved support for the Accelerated Mobile Pages Project. Also, beginning with version 20, the Standard edition was renamed to the Home edition. CSS HTML Validator 2021/v21, first released in January 2021, includes further HTML, CSS, accessibility, and other updates. CSS HTML Validator 2022/v22, released in January 2022, includes improvements and updates to keep the program up-to-date, a new Microsoft Edge WebView2 rendering engine for the integrated web browser, and three new dark themes. Later updates to version 22 added support for checking JSON Lines and NDJSON documents. CSS HTML Validator 2023/v23, released in January 2023, includes more improvements and updates to keep the program up-to-date. The new release also introduced new command-line macOS and Linux ports of the core validation engine, called htmlval for Mac and Linux. Official support for Windows 7, 8, and 8.1 was dropped in the 2023/v23 version. CSS HTML Validator 2024/v24, released in January 2024, includes updates and improvements. It also adds support for htmx. CSS HTML Validator 2025/v25, released in December 2024, includes further updates and improvements for 2025. Version 25 discontinues the Enterprise edition, moving Enterprise functionality to the Pro edition. CSS HTML Validator 2026/v26, released in January 2026, includes updated support for HTML and CSS. An online edition based on CSS HTML Validator Pro that can check documents via file upload, URL, or snippets (direct text input) was discontinued May 2017 in favor of the desktop version for Microsoft Windows. == Purpose of validation == The purpose of validation and computerized checking of HTML, XHTML, and CSS documents is to help make sure that the documents are syntactically correct and problem-free. Checked HTML, XHTML, and CSS documents are more likely to: be more accessible for people with disabilities (such as blindness), as well as all users in general render faster (user agents don't have to "figure out" and decipher bad syntax) render as intended and with fewer problems on a variety of user agents, including mobile devices cause browsers and user agents to build a more consistent Document Object Model, which is important for CSS and JavaScript be forward-compatible with future versions of user agents and browsers ("future-proof") be compatible with current and future HTML, XHTML, and CSS specifications cause fewer problems for visitors and web indexing not contain dead, broken, or rotting links While automated checking tools are helpful for website development and continued maintenance, they cannot guarantee that a document will display (render) and behave as intended in all browsers. Developers should always test documents in a variety of browsers (including mobile browsers) to locate problems that cannot be detected with a computerized checking tool. == Differences from other HTML validators == CSS HTML Validator is an offline desktop app for Microsoft Windows and a native macOS and Linux command-line console tool that does not require an Internet connection. The offline nature of CSS HTML Validator is in contrast to online web-based services. CSS HTML Validator primarily works offline (except for link checking when it must go online), which has speed and privacy benefits compared to web-based solutions and services like the W3C Markup Validation Service. However, the user must keep the software updated unlike web-based solutions which are typically kept updated by the solution provider. CSS HTML Validator checks HTML/XHTML syntax, CSS, links, spelling, accessibility, JavaScript, SEO, and PHP with one pass, while DTD-based validators are more limited and cannot check HTML5. CSS HTML Validator includes a built-in scripting language (called TNPL) which allows for a high degree of customization via scripting and "user functions". This allows developers to add custom (specialized) validation checks and messages. CSS HTML Validator includes a DTD-based validator which can optionally be used for checking DTD-based versions of HTML (versions prior to HTML5), however one of CSS HTML Validator's primary differences is that its custom validation engine can perform more checks on a document than a DTD-based validator can. This is because DTD-based validators are limited to checking only what can be specified in a Document Type Definition. == Integration == CSS HTML Validator integrates with other third-party software like those listed below. This allows validation using CSS HTML Validator from within the third-party program. EmEditor - includes a special Lite edition build of CSS HTML Validator for built-in checking of HTML and CSS Blumentals Software - several Blumentals software products integrate with CSS H

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  • Mike Little

    Mike Little

    Mike Little (born 12 May 1962) is an English web developer and writer. He is the co-founder of the free and open source web publishing software WordPress. == Biography == Mike Little was born in Manchester, England in 1962 to a Nigerian father, who was a mathematics lecturer and musician, and an English mother who worked as a primary school teacher. Little was placed into foster care when he was four months of age, and was later adopted by the same family. He grew up on a council estate in Brinnington, Stockport, and was educated at Stockport School. In 2003, Little and Matt Mullenweg started working on a project in which they built on b2/cafelog and later named it WordPress, releasing the first version on 27 May 2003. Little states that, despite not being invited to join his co-founder's for-profit business Automattic, he and Mullenweg remain on good terms. He clarified: "I don’t want it to sound like he cheated me out of something or ripped me off in some way. He didn’t." In June 2013, Little was awarded the SAScon's "Outstanding Contribution to Digital" award for his part in co-founding and developing WordPress. Little has been described as "modest" and living in "virtual anonymity". He has one daughter. He identifies as a follower of Stoicism and a humanist, and in 2021, he became a patron of charity Humanists UK.

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  • International Teletraffic Congress

    International Teletraffic Congress

    The International Teletraffic Congress (ITC) is the first international conference in networking science and practice. It was created in 1955 by Arne Jensen to initially cater to the emerging need to understand and model traffic in telephone networks using stochastic methodologies, and to bring together researchers with these considerations as a common theme. Up through World War II, teletraffic research was done mainly by engineers and mathematicians working in telephone companies. Most of their work was published in local or company journals. In 1955, however, the field acquired a formal, international, institutional structure, with the organization of the first International Teletraffic Congress (ITC). Over the years, it has broaden its scope to address a wide spectrum ranging from the mathematical theory of traffic processes, stochastic system modelling and analysis, traffic and performance measurements, network management, traffic engineering to network capacity planning and cost optimization, including network economics and reliability for various types of networks. ITC served as a forum for all theoretical fundamentals and engineering practices for large-scale deployment and operation of telecommunications networks. Since its inception, ITC witnessed the evolution of communications and networking: the influence of computer science on telecommunication, the advent of the Internet and the massive deployment of mobile communications and optics, the appearance of peer-to-peer networking and social networks, the ever increasing speed and flexibility of new communication technologies, networks, user devices, and applications, and the ever changing operation challenges arising from this development. ITC documented this evolution with contemporary measurement studies, performance analyses of new technologies, recommendations for provisioning and configuration, and greatly contributed to the methodological toolbox of network scientists. Today, with its conferences, specialist seminars, regional seminars, training courses and publications, the ITC aims at a worldwide forum for all questions related to network and service performance, management, and assessment, both present and futuristic. The notion of traffic is broadly used to encompass data traffic from the MAC layer all the way to application traffic in the application layer. The scope of ITC is thus ranging all issues embedding operations, design, planning, economics and performance analysis of current and emerging communication networks and services, to be addressed by applying a variety of tools from different fields, such as Stochastic Processes, Information theory, Control theory, Signal and Processing, Game theory and optimization techniques, Statistical methodologies and Artificial Intelligence techniques. The target audience of such issues is experts from research organizations, universities, equipment vendors and suppliers, network operators, service providers, system integrators and international technical organizations, guaranteeing a well-balanced contribution from theory, application, and practice. The general goal remains to bring researchers and practitioners together toward operational understanding of all types of current and future networks. The ITC is ruled by the International Advisory Council (IAC) which gathers a number of technical experts, from universities and the research arms of key corporations in the industry, from countries having a strong tradition in teletraffic development. The IAC responsibilities are to disseminate information on teletraffic which is of interest for the whole community and: to select the locations of Plenary Congresses and to ensure their high-level technical programme to support Specialist Seminars on specific topics of current interest to promote Regional Seminars for the dissemination of teletraffic concepts in developing countries to facilitate the liaison activity with the ITU through participation in the standardization process and in the Development Programme The technical program and the organization of each ITC event remains within the responsibilities of the hosting country, but with significant IAC support to guarantee that the event is consistent with the quality standards established during the previous congresses. The ITC Plenary Congresses were scheduled tri-annually from 1955 until 1995 when the interval became bi-annual to account for the ever-accelerating development of network technologies, products and services and the associated dramatic increases in network demands. Similarly, to better cover the impact of dramatic changes undergoing in the field of computer and communication systems, networks and usage, it has been decided to hold the Plenary Congress on an annual basis from 2009. == Content == Teletraffic science is the traditional term for all theoretical fundamentals and engineering practices to describe data flows in telecommunication networks, the performance of the usage of network resources, procedures for sizing of resources and engineering the networks for given traffic load and quality of service requirements. For more than 50 years of the 20th century, traffic or teletraffic has been identified primarily with telephone networks. With the huge development of computers, stored program control of network nodes and computer communication, the traditional teletraffic science field naturally extended to computer networks, mobile and wireless/optical networks, and for a wide spectrum of new applications. The convergence between the voice network, the Internet, the television and mobility raised new questions that request new models and tools to be developed. In addition, the development of community networks, home networking, multiple access networking technologies, and the advent of pervasive and ambient communications dictates new challenges to be addressed. Today, ITC addresses the emerging paradigms such as an increasing diversity of distributed applications and services over various media like mobile/optical networks, enabling new markets and economy. ITC has steered the evolutions in communications since its creation in 1955 and remains at the forefront of innovation regarding modeling and performance. The scientific roots of communications traffic are based on the theory of probability and stochastic processes, modelling and performance evaluation. Modelling is the key for the mathematical description and quantitative performance analysis. Traffic flows are described by stochastic processes with complex dependencies which have to be validated by traffic measurements. Modelling also includes operational properties of resource control reflected by service strategies such as queueing disciplines, admission control, and routing. The results of such performance analyses are used for resource dimensioning (sizing), resource management, and network optimization while providing targeted Quality of Service. Teletraffic science is closely related to methods of operation research (queueing theory, optimization, forecasting) and computational sciences (simulation technology distributed systems). In this context, ITC represents a wide community of researchers and practitioners and is regularly organizing events like Congresses, Specialist Seminars and Workshops in order to discuss the latest changes in the modelling, design and performance of communication systems, networks and services. === The evolution of technologies of the 20th century === ITC has been witnessing the change of communication and networking technologies which are reflected in the proceedings and programs of the congresses. The specialist seminars and the motto of the congresses thereby reflect the hot topics of that time and the evolution. Selected topics of the 70's, 80's and 90's were 1998: Traffic Issues related to Multimedia and Nomadic Communications 1995: Traffic Modeling and Measurement in Broadband and Mobile Communications 1990: Broadband Technologies: Architectures, Applications, Control and Performance 1986: ISDN Traffic Issues 1984: Fundamentals of Teletraffic Theory 1977: Modeling of SPC Exchanges and Data Networks === Recent topics in the 21st century === With the rise of the Internet, new networking paradigms and technologies but also new challenges emerged: 2020: Teletraffic in the era of beyond-5G and AI 2019: Networked Systems and Services 2018: Teletraffic in the Smart World 2017: Ubiquitous, software-based, and sustainable networks and services 2016: Digital Connected World 2015: Traffic, Performance and Big Data 2014: Towards a Sustainable World 2013: Energy Efficient and Green Networking 2010: Multimedia Applications - Traffic, Performance and QoE 2009: Network Virtualization - Concepts and Performance 2008: Future Internet Design and Experimental Facilities 2008: Quality of Experience 2002: Internet Traffic Engineering and Traffic Management == Arne Jensen Lifetime Achievement Awards == The Arne Jensen Lifetime A

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  • Process map

    Process map

    Process map is a global-system process model that is used to outline the processes that make up the business system and how they interact with each other. Process map shows the processes as objects, which means it is a static and non-algorithmic view of the processes. It should be differentiated from a detailed process model, which shows a dynamic and algorithmic view of the processes, usually known as a process flow diagram. There are different notation standards that can be used for modelling process maps, but the most notable ones are TOGAF Event Diagram, Eriksson-Penker notation, and ARIS Value Added Chain. == Global process models == Global characteristics of the business system are captured by global or system models. Global process models are presented using different methodologies and sometimes under different names. Most notably, they are named process map in Visual Paradigm and MMABP, value-added chain in ARIS, and process diagram in Eriksson-Penker notation – which can easily lead to the confusion with process flow (detailed process model). Global models are mainly object-oriented and present a static view of the business system; they do not describe dynamic aspects of processes. A process map shows the presence of processes and their mutual relationships. The requirement for the global perspective of the system as a supplementary to the internal process logic description results from the necessity of taking into consideration not only the internal process logic but also its significant surroundings. The algorithmic process model cannot take the place of this perspective since it represents the system model of the process. The detailed process model and the global process model represent different perspectives on the same business system, so these models must be mutually consistent. A macro process map represents the major processes required to deliver a product or service to the customer. These macro process maps can be further detailed in sub-diagrams. It is often the case that process maps cross different functional areas of the organization. Process maps are used by many companies to have a holistic view of all processes and the connections between them. Maps help in navigating the sub-processes and make understanding of the organization's operations easier. The process map shows relationships and dependencies between processes and its focus should be on core business processes of the organization. A process map can be seen as the most abstract level of the process architecture, and it acts as the introduction to the more detailed levels. A process map that is correctly designed is able to provide a general understanding of a company's operations. Designing the process map is an important and strategic step for the organization, and it is followed by further business process modelling implementation. == Context == Methodology for Modelling and Analysis of Business Process (MMABP) is a business process modelling methodology developed at the Department of Information Technology, Faculty of Informatics and Statistics of the Prague University of Economics and Business. The methodology is defined as a “general methodology for modelling business systems using informatics methods and approaches”. Methodology is used to analyse business processes and to develop a comprehensive model of the system. The goal of developing a model is to be used for process optimization. The model should be created following the characteristics and specifics of the organization in question and following external influences that can affect the organization. The model should be optimal from an economic perspective, but it should also be optimal from a factual perspective, meaning that it should be as simple as possible while maintaining complete functionality. Business system modelling is based on a two-dimensional approach: Real World structure (substance) – set of objects and their relationships Real World behaviour – set of mutually connected business processes Additionally, there are also two views of the systems: Global view of the system Detailed view of the system's parts This results in the need to model the system from four different perspectives in order to achieve the complete and comprehensive view of the business system. MMABP also proposes which notation languages can be used for modelling each perspective, and it also suggests some improvements to the notation languages in order to fit the purpose. Global view of the objects – Conceptual model (Class diagram) Detailed view of the objects – Object life cycle (State Chart) Global view of the processes – Process map (Eriksson-Penker Diagram/TOGAF Event Diagram/ARIS VAC) Detailed view of the processes – Model of the process flow (BPMN Diagram) Data Flow Diagram (DFD) is additional diagram used for describing the required functionalities of the information system. == Notation standards == === Eriksson-Penker Diagram === Eriksson-Penker diagram is a tool used in business model analysis and design. It is named after Hans-Erik Eriksson and Magnus Penker, who developed the concept in their book "Business modelling with UML: Business Patterns at Work”. Eriksson-Penker diagrams are used to map out the key components of a business model and how they interact with one another. The diagrams typically consist of a series of boxes and lines that represent the different elements of the business model, such as the value proposition, customer segments, channels, revenue streams, and key resources. The lines between the boxes represent the relationships and dependencies between the different elements of the business model. These diagrams are useful for visualizing and understanding the various components of a business model, and can help organizations identify potential areas for improvement or areas of risk. They can also be used as a communication tool to help stakeholders understand the business model and its underlying assumptions. These diagrams are useful for visualizing and understanding the various components of a business model, and can help organizations identify potential areas for improvement or areas of risk. They can also be used as a communication tool to help stakeholders understand the business model and its underlying assumptions. It is possible to use Eriksson-Penker diagrams to create a global process view of a business. In this case, a diagram would be used to map out the key processes and activities that are involved in the business, as well as the relationships and dependencies between these processes. For example, an Eriksson-Penker diagram could be used to depict the various steps involved in the product development process, from concept development to market launch. It could also be used to show how different functions within the organization, such as marketing, sales, and production, interact and depend on one another to support the overall business. Eriksson-Penker diagram is one of the most popular de facto standards that can be used for an object-oriented global view of business processes. It is developed as an extension of the UML, and it is often used together with the BPMN to compensate for the lack of possibility to model the global view with this widely accepted standard. === TOGAF Event Diagram === TOGAF (The Open Group Architecture Framework) is a framework for enterprise architecture that provides a common language and set of standards for designing, planning, implementing, and governing an enterprise's IT architecture. TOGAF event diagrams are diagrams used in the TOGAF framework to represent the flow of events within a system or process. The TOGAF Event Diagram is a visual representation of the events within an organization or system. It can be used to show the sequence of events that occur in a particular process, as well as the relationships between the events and the stakeholders involved. TOGAF Event Diagrams can be useful in creating a global process view because they provide a visual representation of the events, which can be helpful in understanding how the process fits into the larger context of the organization. TOGAF Event Diagram is the most perspective standard for the system view of processes today. It is used to represent the system of processes as well as their connections to the functional organizational structure. === ARIS Value Added Chain === ARIS (Architecture of Integrated Information Systems) is a methodology and a set of tools for designing and managing business processes. It is based on the idea that business processes are the core of an organization and that they can be modelled and optimized to improve efficiency and effectiveness. The ARIS methodology provides a framework for understanding and analysing business processes, as well as for designing and implementing improvements to those processes. It includes a set of graphical modelling languages and tools for creating process models, as well as a database for storing and managing pr

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  • Cyber-Duck

    Cyber-Duck

    Cyber-Duck is a digital transformation agency founded in 2005 and based in Elstree, United Kingdom. The company specialises in user experience (UX), software development and digital optimisation. The company employs over 90 staff in the UK and Europe. It works with clients from the financial, pharmaceutical, sport, motoring and security sectors, among others. These include the Bank of England, Cancer Research UK, GOV.UK Verify partner CitizenSafe, The Commonwealth of Nations and Sport England. == History == Cyber-Duck was founded in 2005 by Danny Bluestone in his flat in Mill Hill, United Kingdom. After a few months, the firm moved into its first office in Borehamwood. Projects with Ogilvy, London Creative and Wisteria followed before Cyber-Duck moved to offices in Devonshire House, Borehamwood. In 2010, the firm was commissioned to develop a website for the European Commission in the UK. In 2011, the company moved to a self-contained premises in Elstree, Hertfordshire. Shortly afterward, Cyber-Duck was listed on the Deloitte Technology Fast 500 EMEA in recognition of its substantial revenue growth over the previous five years. As the company grew, its expertise also broadened. This resulted in guest spots on several television shows. Cyber-Duck was featured in an episode of the Gadget Show in 2011, and Chief Production Officer Matt Gibson appeared on BBC Watchdog in 2013 to assist in researching websites and their checkout processes. The firm continued to attract business from companies in London, so the decision was made to open a new office in central London. The Farringdon office opened in 2015, and was followed by a rebrand. In 2016, Cyber-Duck went on to work with the Bank of England. Ahead of the launch of the new polymer £5 note, featuring Winston Churchill, the company was tasked with creating a user-friendly website to showcase the new banknote and promote public awareness. The success of the campaign led to further commissions, including 2017's website the New Ten and a redesign of the Bank of England's main website. The firm underwent significant growth in 2020, beginning working partnerships with Sport England and the College of Policing. During this time they also launched DevOps as a new service. In 2022, the Farringdon office closed and was relocated to a new office space in Holborn. The Laravel, Drupal and DevOps teams expanded, and Cyber-Duck became the lead Digital Agency for Worcester, Bosch Group. Several members of the team appeared on The Digital Society on Sky UK. == Awards and accreditations == Cyber-Duck is known for its focus on process accreditation as a driver of creativity. In 2011, the company obtained its first ISO 9241 accreditation in Human Centred Design for interactive systems. Two years later, Cyber-Duck obtained a further certification, the ISO 9001 for Quality Management Systems. It acquired another certification in 2016 with the ISO 27001 – the focus of this accreditation was Information Security Management. In 2022, Cyber-Duck gained the ISO 14001 certification in Environmental Management. Cyber-Duck's digital products have won numerous Wirehive 100, BIMA and Webby awards. Notably, the company's UX Companion, a free iOS and Android app that is a glossary of UX theories, featured in Usability Geek and Smashing Magazine. In 2021 they were awarded as one of the UK's 100 Best Small Companies to work for, and BIMA10 shortlisted for their work with Sport England and This Girl Can.

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  • Elonis v. United States

    Elonis v. United States

    Elonis v. United States, 575 U.S. 723 (2015), was a United States Supreme Court case concerning whether conviction of threatening another person over interstate lines (under 18 U.S.C. § 875(c)) requires proof of subjective intent to threaten or whether it is enough to show that a "reasonable person" would regard the statement as threatening. In controversy were the purported threats of violent rap lyrics written by Anthony Douglas Elonis and posted to Facebook under a pseudonym. The ACLU filed an amicus brief in support of the petitioner. It was the first time the Court has heard a case considering true threats and the limits of speech on social media. == Background == In May 2010, Elonis was in the process of divorce and made a number of public Facebook posts. Prior to his postings, he had lost his job at an amusement park. He "posted the script of a sketch" by The Whitest Kids U' Know, which originally referenced saying "I want to kill the President of the United States" and replaced the president with his wife: Elonis ended the post with this statement: "Art is about pushing limits. I'm willing to go to jail for my constitutional rights. Are you?" A week later, Elonis posted about local law enforcement and a kindergarten class, which caught the attention of the Federal Bureau of Investigation. Then, he wrote a post on Facebook about one of the agents who visited him: He concluded: == Arrest and Conviction == These actions led to Elonis's arrest on December 8, 2010. He was indicted by a grand jury on five counts of threats to his estranged ex-wife, park employees and visitors, local law enforcement, an FBI agent, and a kindergarten class that had been relayed through interstate communication. At the district court, Elonis moved to dismiss the indictment for failing to allege that he had intended to threaten anyone, claiming his Facebook post was not were not intended as a threat. He argued that, as an aspiring rap artist, his posts were intended to be a form of artistic expression to help him cope with his recent loses. According to him, he did not mean anything said in his posts in a literal sense. His motion was denied. He requested a jury instruction that "the government must prove that he intended to communicate a true threat", which was also denied. He was convicted on the last four of the five counts, and was sentenced to 44 months in prison and three years on supervised release. He appealed unsuccessfully to the Third Circuit, renewing his challenge to the jury instructions. He then appealed to the U.S. Supreme Court based on lack of any attempt to show intent to threaten and on First Amendment rights. == Decision == On June 1, 2015, the U.S. Supreme Court reversed Elonis's conviction in an 8–1 decision. Chief Justice John Roberts wrote for a seven-justice majority, Samuel Alito authored an opinion concurring in part and dissenting in part, and Clarence Thomas authored a dissenting opinion. The finding of the circuit court was reversed and the matter remanded. === Majority opinion === The majority opinion, written by Roberts, did not rule on First Amendment matters or on the question of whether recklessness was sufficient mens rea to show intent. It ruled that mens rea was required to prove the commission of a crime under §875(c). Importantly, the mens rea issue had been preserved for review, since Elonis had raised that objection at every stage of the previous proceedings. The government contended that the presence of the words "intent to extort" in §875(b) and §875(d) implied that the absence in §875(c) was constructive. The court disagreed, holding that the absence of the language in §875(c) was because the section was intended to have a broader scope than threats relating to extortion. The opinion drew on many Supreme Court cases holding that in criminal law, mens rea was required though it had not been mentioned explicitly in statute. Consequently, the Supreme Court ruled in favor of Elonis. === Alito's concurrence === Justice Samuel Alito, concurring in part and dissenting in part, opined that while agreeing that mens rea was required and specifically that showing negligence was not sufficient, the court should have ruled on the question of recklessness. He further opined that recklessness was sufficient to show a crime under that provision on the basis that going further would amount to amending the statute, rather than interpreting it. Since Elonis explicitly argued that recklessness was not sufficient, Alito said: I would therefore remand for the Third Circuit to determine if Elonis’s failure (indeed, refusal) to argue for recklessness prevents reversal of his conviction. The Third Circuit should also have the opportunity to consider whether the conviction could be upheld on harmless error grounds. Alito also addressed the First Amendment question, elided by the majority opinion. He held that "lyrics in songs that are performed for an audience or sold in recorded form are unlikely to be interpreted as a real threat to a real person. ... Statements on social media that are pointedly directed at their victims, by contrast, are much more likely to be taken seriously." === Thomas's dissent === Justice Clarence Thomas, dissenting, wrote against discarding the "general intent" standard without replacing it with a clearer standard. Thomas argued that "there is no historical practice requiring more than general intent when a statute regulates speech." Thomas cited Rosen v. United States, arguing that general intent was sufficient in this case. However, the majority opinion offers refutation in that Rosen turned on ignorance of the law: knowledge as to whether material was legally obscene, not on whether it was intended to be obscene. Thomas also supported the government's claim that the presence of "intent to extort" language in the adjacent §875(b) and did not address the majority's reasoning on that language. Thomas used precedent, notably from the states and 18th-century England based on other but similar and, arguably, influencing legislation to support his "general intent" claim. Thomas also drew a parallel with general intent in tort. While he sought to address the First Amendment issues, he never strayed far from "general intent". == Aftermath == On remand, the Third Circuit reaffirmed the conviction "concluding beyond a reasonable doubt that Elonis would have been convicted if the jury had been properly instructed" and therefore was harmless error. In 2022, Elonis was once again arrested and indicted on three counts of cyberstalking involving three people. It was discovered that between 2018 and 2021, Elonis had sent numerous threatening messages over email, text, voice mail, and social media platforms like Twitter to a former prosecutor of the Eastern District of Pennsylvania, his ex-girlfriend, and ex-wife. On August 5, after a five-day trial, Elonis was found guilty on all three counts, and on March 23, 2023, he was sentenced by U.S. District Court Judge Edward G. Smith of Easton, Pennsylvania to twelve years and seven months in prison.

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