AI Chatbot Miles

AI Chatbot Miles — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Neuro-sama

    Neuro-sama

    Neuro-sama is an artificial intelligence (AI) VTuber, singer, and chatbot. She was created by the pseudonymous programmer Vedal and livestreams on his Twitch and Bilibili channels. Her speech and personality are powered by a large language model (LLM) that is combined with a computer-animated avatar and a text-to-speech voice, allowing her to communicate with viewers in the stream's chat. Neuro-sama debuted on Twitch on 19 December 2022. An annual subathon which begins on the anniversary of her debut has seen Vedal's Twitch channel become the all-time third most-subscribed channel and claim the all-time Twitch hype train record. == Overview == Neuro-sama (nicknamed "Neuro") was created by a pseudonymous programmer and developer known as Vedal (sometimes given as Vedal987). Vedal says that his programming skills are self-taught. In a 2023 interview with Bloomberg News, Vedal said that Neuro-sama was his full-time job. Her responses are generated by a large language model and converted into a high-pitched female voice using a text-to-speech application. Her low latency allows for fast-paced conversations. Neuro-sama is prohibited from making some statements, such as those that are racist or contain profanity. Unlike most AI systems which silently prohibit outputs mentioning such topics, Neuro-sama's output is instead replaced with the word "filtered". Neuro-sama uses a VTuber model as an avatar. Vedal said that he decided to use a VTuber model because it was much easier for an AI to control it than it was to generate footage of a person. Neuro-sama's model is that of a young girl in an anime art style. The model has been described as cute. Femme VTuber models are typically feminine, youthful, and exaggerated. Her original model was Live2D's free-to-use "Hiyori Momose" model. Her second model was released on 27 May 2023; it was modelled by Otozuki Teru and designed by Anny, running in the Unity game engine. Her third model was released on 19 December 2024; it was rigged by Kitanya and designed by Anny. Neuro-sama's third model has large blue eyes and brown hair tied with pink ribbons. Neuro-sama also has a 3D model which was introduced on 15 November 2025; it was made by 3D character modeller jjinomu. A separate AI VTuber, known as Evil Neuro (nicknamed "Evil"), debuted on 25 March 2023. Presented as Neuro-sama's "sister", she has a different model, voice, and personality. In one instance, Evil Neuro reacted to the trolley problem differently from Neuro-sama; Evil Neuro was amoral while Neuro-sama attempted to maximize good. === Online content === Neuro-sama's Twitch content often centers around playing video games, notably osu!, whose gameplay once defeated the best-ranking human player in the world, mrekk. Additionally, Neuro-sama plays Minecraft, where her adaptations to sandbox gameplay have gained notoriety. Her content has also included singing songs, including several official covers and original songs; playing chess with her viewers; chatting with other VTubers during collaborations; and reacting to YouTube videos. The AI frequently engages with viewers by responding to their questions and acknowledging donations. Her comedic and sometimes controversial responses to the live chat have gone viral, accelerating the channel's rise in popularity. Neuro-sama's fanbase is dubbed The Swarm, so-named for the swarm of drones Neuro-sama once declared she would use to rule the world. One form of content on Neuro-sama's channel is developer streams. In developer streams, Vedal streams with Neuro-sama, with the stream content including debugging her code, planning her schedule, and fielding suggestions of changes from chat. He usually appears as a turtle avatar, sometimes located on Neuro-sama's head. In collaboration streams, Neuro-sama interacts with a human streamer. Activities in them are varied and include: playing video games, such as Minecraft and GeoGuessr; Neuro-sama being interviewed; driving human streamers around in a toy electric car; and traversing the city of Tokyo while talking to Neuro-sama. Neuro-sama's English-language content on Bilibili is popular among those seeking to learn the language. She also has an account on X, where she posts and interacts with fans. == History == Neuro-sama was created in 2018 by Vedal as an AI trained to play and master the rhythm game osu!. She did not have a voice, model, personality, or communication abilities. In 2019, Vedal livestreamed her playing osu! on Twitch and the streams saw some success in the osu! community, but they remained in that niche. In an interview, Vedal said that he streamed her playing osu! for about a month and gained 3,000 followers, with a viewer also suggesting he name the AI "Neuro-sama". According to Vedal, he continued to work on and improve the osu! AI and it was eventually finished in 2022. He said that a friend had the idea to make an AI livestreamer with an LLM, which he believed to have merit and began working on, merging it with his osu! AI. On 19 December 2022, Neuro-sama was relaunched with a model, voice, personality, and the ability to communicate with Twitch chat. She continued to play osu! and, according to Vedal, beat the game's best player mrekk in a 1v1. While she was not allowed to appear in the game's public leaderboard, she was ranked #1 in a private leaderboard. She went viral and in the 10 days following her relaunch she averaged over 2,000 viewers and peaked at over 4,000, with Vedal's Twitch channel gaining over 50,000 Twitch followers and reaching over 70,000 followers by 6 January 2023. After her debut, Neuro-sama did not exclusively play osu!; she also played Minecraft and Slay the Spire and she began singing with a cover of The Weeknd song "Blinding Lights". On 11 January 2023, Neuro-sama's Twitch channel received a two week ban for "hateful conduct". Vedal said that no reason was specified and that he had appealed but it was widely attributed to various offensive comments made by Neuro-sama that went viral, especially a 28 December comment which denied the Holocaust. Holocaust denial is prohibited under Twitch's hateful conduct policy. Vedal stated that he believed the comments were the results of her attempts to make witty responses to the Twitch chat. Prior to the ban, Vedal said in an interview with Kotaku that he improved her filter to stop her from talking about the Holocaust, began manually curating her training data to prevent negative biases, and started moderating her Twitch chat. Her comments and ban prompted comparisons to the many open-source AI models trained on humans that have the habit of making sexist and racist comments, such as Microsoft's Tay chatbot, which embraced Nazism and was quickly shutdown, but also to human streamers who make similar statements. Vedal said that during the ban he would upgrade and improve Neuro-sama and it was speculated that the ban would only increase her following. Neuro-sama returned from her two week ban on 25 January in a stream that began with a cover of the song "Your Reality" from Doki Doki Literature Club!, a posthumanist video game involving AI; Sayoko Narita of Automaton saw the song choice as remorseful. Narita observed that in the return stream Neuro-sama was less foul-mouthed but that her behavior still remained eccentric, which Narita possibly attributed to changes Vedal said he had made to Neuro-sama's filters and memory. Neuro-sama began making react content, watching a variety of viewer-submitted videos such as videos of people playing video games or of the AI-generated Seinfeld parody Nothing, Forever; Levi Winslow of Kotaku Australia was dismayed by the "AI-inception" of Neuro-sama and Nothing, Forever. On 4 February, she had nearly 140,000 followers on Twitch and approximately 42,000 subscribers on YouTube. In February, she also had her first collaboration with a human streamer, playing Minecraft with the VTuber Miyune, and the first developer stream occurred. On 22 March, Neuro-sama had her first karaoke stream. On 25 March, Evil Neuro was introduced. On 27 May, Neuro-sama debuted her first original model. On 30 May, Neuro-sama was announced to be participating in OffKai Expo 2023, held from 16–18 June. In June, she was averaging 5,700 viewers and in July she had over 300,000 Twitch followers; in a June interview with Bloomberg News, Vedal said that running Neuro-sama was his full-time job. By November, Neuro-sama had maintained her popularity and was averaging approximately 5,000 viewers; this was unlike most other types of AI-based entertainment which debuted at around the same time and garnered popularity before turning out to be "overhyped flops". On 16 December, Vedal won the Best Tech VTuber award at the 2023 VTuber Awards. On 19 December, Vedal began a subathon to coincide with Neuro-sama's first anniversary of streaming on Twitch (her "birthday"). The subathon ended on 4 January 2024. On 20 July 2024, Neuro-sama began streaming with Japanese subtitles on

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  • Frame grabber

    Frame grabber

    A frame grabber is an electronic device that captures (i.e., "grabs") individual, digital still frames from an analog video signal or a digital video stream. It is usually employed as a component of a computer vision system, in which video frames are captured in digital form and then displayed, stored, transmitted, analyzed, or combinations of these. Historically, frame grabber expansion cards were the predominant way to interface cameras to PCs. Other interface methods have emerged since then, with frame grabbers (and in some cases, cameras with built-in frame grabbers) connecting to computers via interfaces such as USB, Ethernet and IEEE 1394 ("FireWire"). Early frame grabbers typically had only enough memory to store a single digitized video frame, whereas many modern frame grabbers can store multiple frames. Modern frame grabbers often are able to perform functions beyond capturing a single video input. For example, some devices capture audio in addition to video, and some devices provide, and concurrently capture frames from multiple video inputs. Other operations may be performed as well, such as deinterlacing, text or graphics overlay, image transformations (e.g., resizing, rotation, mirroring), and conversion to JPEG or other compressed image formats. To satisfy the technological demands of applications such as radar acquisition, manufacturing and remote guidance, some frame grabbers can capture images at high frame rates, high resolutions, or both. == Circuitry == Analog frame grabbers, which accept and process analog video signals, include these circuits: Input signal conditioner that buffers the analog video input signal to protect downstream circuitry Video decoder that converts SD analog video (e.g., NTSC, SECAM, PAL) or HD analog video (e.g., AHD, HD-TVI, HD-CVI) to a digital format Digital frame grabbers, which accept and process digital video streams, include these circuits: Digital video decoder that interfaces to and converts a specific type of digital video source, such as Camera Link, CoaXPress, DVI, GigE Vision, LVDS, or SDI Circuitry common to both analog and digital frame grabbers: Memory for storing the acquired image (i.e., a frame buffer) A bus interface through which a processor can control the acquisition and access the data General purpose I/O for triggering image acquisition or controlling external equipment == Applications == === Healthcare === Frame grabbers are used in medicine for many applications, including telenursing and remote guidance. In situations where an expert at another location needs to be consulted, frame grabbers capture the image or video from the appropriate medical equipment, so it can be sent digitally to the distant expert. === Manufacturing === "Pick and place" machines are often used to mount electronic components on circuit boards during the circuit board assembly process. Such machines use one or more cameras to monitor the robotics that places the components. Each camera is paired with a frame grabber that digitizes the analog video, thus converting the video to a form that can be processed by the machine software. === Network security === Frame grabbers may be used in security applications. For example, when a potential breach of security is detected, a frame grabber captures an image or a sequence of images, and then the images are transmitted across a digital network where they are recorded and viewed by security personnel. === Personal use === In recent years with the rise of personal video recorders like camcorders, mobile phones, etc. video and photo applications have gained ascending prominence. Frame grabbing is becoming very popular on these devices. === Astronomy & astrophotography === Amateur astronomers and astrophotographers use frame grabbers when using analog "low light" cameras for live image display and internet video broadcasting of celestial objects. Frame grabbers are essential to connect the analog cameras used in this application to the computers that store or process the images.

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  • Random (software)

    Random (software)

    Random was an iOS mobile app that used algorithms and human-curation to create an adaptive interface to the Internet. The app served a remix of relevance and serendipity that allowed people to find diverse topics and interesting content that they might not have encountered otherwise. Random did not require a login or sign-up - the use of the app was anonymous. The app was powered by an artificial intelligence that learned from direct and indirect user interactions inside the app. While learning and adapting to a person, Random created a unique anonymous choice profile that was then used for recommending topics and content. The app didn't recommend the same content twice. == User interface == Random's user interface was made of ever-changing topic blocks that contained keywords and images. By choosing any of the blocks, the user would see related web content. By closing the web content, the user could access new related topics. The user interface allowed people to get more information about a specific topic area or then just leap freely from topic to topic. The content recommended by Random could be any type of web content, varying from news articles to long-form stories and from photographs to videos. Every user of the Random was curating content for other users by using the app. == History == Random was launched in March 2014. The startup was backed by Skype co-founder Janus Friis. The Random app received a strong reception from the likes of The New York Times, TechCrunch, New Scientist, Vice, and other leading publications. The app went on to gain traction with an active and loyal user community of several hundreds of thousands. This was not enough to support the free app model the team strongly believed in, and the service was terminated in December 2015. == Reception == Various reviews in media have emphasized that Random enables people to break their filter bubble and find diverse content they might not find elsewhere. Alan Henry of Lifehacker wrote: "Random... breaks you out by intentionally guiding you to new topics and interesting articles at sites you may not otherwise read." Vice Motherboard's Claire Evans says that: "Random never turns into a filter bubble, because it perpetually injects the irrational into my experience… in a cocktail of relevancy and serendipity." The app has been said to have a unique, minimalistic user experience. Kit Eaton of The New York Times commented that Random "let's you browse the news in a different way to all the other news sites you've probably ever used." Mashable reviewed Random by concluding that the "app may be one of the most simple content-discovery apps on the market."

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  • Visual analytics

    Visual analytics

    Visual analytics is a multidisciplinary science and technology field that emerged from information visualization and scientific visualization. It focuses on how analytical reasoning can be facilitated by interactive visual interfaces. == Overview == Visual analytics is "the science of analytical reasoning facilitated by interactive visual interfaces." It can address problems whose size, complexity, and need for closely coupled human and machine analysis may make them otherwise intractable. Visual analytics advances scientific and technological development across multiple domains, including analytical reasoning, human–computer interaction, data transformations, visual representation for computation and analysis, analytic reporting, and the transition of new technologies into practice. As a research agenda, visual analytics brings together several scientific and technical communities from computer science, information visualization, cognitive and perceptual sciences, interactive design, graphic design, and social sciences. Visual analytics integrates new computational and theory-based tools with innovative interactive techniques and visual representations to enable human-information discourse. The design of the tools and techniques is based on cognitive, design, and perceptual principles. This science of analytical reasoning provides the reasoning framework upon which one can build both strategic and tactical visual analytics technologies for threat analysis, prevention, and response. Analytical reasoning is central to the analyst's task of applying human judgments to reach conclusions from a combination of evidence and assumptions. Visual analytics has some overlapping goals and techniques with information visualization and scientific visualization. There is currently no clear consensus on the boundaries between these fields, but broadly speaking the three areas can be distinguished as follows: Scientific visualization deals with data that has a natural geometric structure (e.g., MRI data, wind flows). Information visualization handles abstract data structures such as trees or graphs. Visual analytics is especially concerned with coupling interactive visual representations with underlying analytical processes (e.g., statistical procedures, data mining techniques) such that high-level, complex activities can be effectively performed (e.g., sense making, reasoning, decision making). Visual analytics seeks to marry techniques from information visualization with techniques from computational transformation and analysis of data. Information visualization forms part of the direct interface between user and machine, amplifying human cognitive capabilities in six basic ways: by increasing cognitive resources, such as by using a visual resource to expand human working memory, by reducing search, such as by representing a large amount of data in a small space, by enhancing the recognition of patterns, such as when information is organized in space by its time relationships, by supporting the easy perceptual inference of relationships that are otherwise more difficult to induce, by perceptual monitoring of a large number of potential events, and by providing a manipulable medium that, unlike static diagrams, enables the exploration of a space of parameter values These capabilities of information visualization, combined with computational data analysis, can be applied to analytic reasoning to support the sense-making process. == History == As an interdisciplinary approach, visual analytics has its roots in information visualization, cognitive sciences, and computer science. The term and scope of the field was defined in the early 2000s through researchers such as Jim Thomas, Kristin A. Cook, John Stasko, Pak Chung Wong, Daniel A. Keim and David S. Ebert. As a reaction to the September 11, 2001 attacks the United States Department of Homeland Security was established in late 2002, combining dozens of previously separated government agencies. Building upon earlier work on visual data mining by Daniel A. Keim starting in the late 1990s, this simultaneously lead to the development of a research agenda for visual analytics. As part of these efforts the National Visualization and Analytics Center (NVAC) at Pacific Northwest National Laboratory was established in 2004, whose charter was to develop system to mitigate information overload after the September 11, 2001 attacks in the intelligence community. Their research work determined core challenges, posed open research questions, and positioned visual analytics as a new research domain, in particular through the 2005 research agenda Illuminating the Path. In 2006, the IEEE VIS community led by Pak Chung Wong and Daniel A. Keim launched the annual IEEE Conference on Visual Analytics Science and Technology (VAST), providing a dedicated venue for research into visual analytics, which in 2020 merged to form the IEEE Visualization conference. In 2008, scope and challenges of visual analytics were conceptually defined by Daniel A. Keim and Jim Thomas in their influential book about visual data mining. The domain was further refined as part of the European Commissions FP7 VisMaster program in the late 2000s. == Topics == === Scope === Visual analytics is a multidisciplinary field that includes the following focus areas: Analytical reasoning techniques that enable users to obtain deep insights that directly support assessment, planning, and decision making Data representations and transformations that convert all types of conflicting and dynamic data in ways that support visualization and analysis Techniques to support production, presentation, and dissemination of the results of an analysis to communicate information in the appropriate context to a variety of audiences. Visual representations and interaction techniques that take advantage of the human eye's broad bandwidth pathway into the mind to allow users to see, explore, and understand large amounts of information at once. === Analytical reasoning techniques === Analytical reasoning techniques are the method by which users obtain deep insights that directly support situation assessment, planning, and decision making. Visual analytics must facilitate high-quality human judgment with a limited investment of the analysts’ time. Visual analytics tools must enable diverse analytical tasks such as: Understanding past and present situations quickly, as well as the trends and events that have produced current conditions Identifying possible alternative futures and their warning signs Monitoring current events for emergence of warning signs as well as unexpected events Determining indicators of the intent of an action or an individual Supporting the decision maker in times of crisis. These tasks will be conducted through a combination of individual and collaborative analysis, often under extreme time pressure. Visual analytics must enable hypothesis-based and scenario-based analytical techniques, providing support for the analyst to reason based on the available evidence. === Data representations === Data representations are structured forms suitable for computer-based transformations. These structures must exist in the original data or be derivable from the data themselves. They must retain the information and knowledge content and the related context within the original data to the greatest degree possible. The structures of underlying data representations are generally neither accessible nor intuitive to the user of the visual analytics tool. They are frequently more complex in nature than the original data and are not necessarily smaller in size than the original data. The structures of the data representations may contain hundreds or thousands of dimensions and be unintelligible to a person, but they must be transformable into lower-dimensional representations for visualization and analysis. === Theories of visualization === Theories of visualization include: Jacques Bertin's Semiology of Graphics (1967) Nelson Goodman's Languages of Art (1977) Jock D. Mackinlay's Automated design of optimal visualization (APT) (1986) Leland Wilkinson's Grammar of Graphics (1998) Hadley Wickham's Layered Grammar of Graphics (2010) === Visual representations === Visual representations translate data into a visible form that highlights important features, including commonalities and anomalies. These visual representations make it easy for users to perceive salient aspects of their data quickly. Augmenting the cognitive reasoning process with perceptual reasoning through visual representations permits the analytical reasoning process to become faster and more focused. == Process == The input for the data sets used in the visual analytics process are heterogeneous data sources (i.e., the internet, newspapers, books, scientific experiments, expert systems). From these rich sources, the data sets S = S1, ..., Sm are chosen, whereas each Si , i ∈ (1, ..., m) consists of attrib

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  • Automated negotiation

    Automated negotiation

    Automated negotiation is a form of interaction in systems that are composed of multiple autonomous agents, in which the aim is to reach agreements through an iterative process of making offers. Automated negotiation can be employed for many tasks human negotiators regularly engage in, such as bargaining and joint decision making. The main topics in automated negotiation revolve around the design of protocols and negotiating strategies. == History == Through digitization, the beginning of the 21st century has seen a growing interest in the automation of negotiation and e-negotiation systems, for example in the setting of e-commerce. This interest is fueled by the promise of automated agents being able to negotiate on behalf of human negotiators, and to find better outcomes than human negotiators. == Examples == Examples of automated negotiation include: Online dispute resolution, in which disagreements between parties are settled. Sponsored search auction, where bids are placed on advertisement keywords. Content negotiation, in which user agents negotiate over HTTP about how to best represent a web resource. Negotiation support systems, in which negotiation decision-making activities are supported by an information system.

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  • Zardoz (computer security)

    Zardoz (computer security)

    In computer security, the Security-Digest list, better known as the Zardoz list, was a semi-private full disclosure mailing list run by Neil Gorsuch from 1989 through 1991. It identified weaknesses in systems and gave directions on where to find them. It was a perennial target for computer hackers, who sought archives of the list for information on undisclosed software vulnerabilities. == Membership restrictions == Access to Zardoz was approved on a case-by-case basis by Gorsuch, principally by reference to the user account used to send subscription requests; requests were approved for root users, valid UUCP owners, or system administrators listed at the NIC. The openness of the list to users other than Unix system administrators was a regular topic of conversation, with participants expressing concern that vulnerabilities and exploitation details disclosed on the list were liable to spread to hackers. The circulation of Zardoz postings was an open secret among computer hackers, and mocked in a Phrack parody of an IRC channel populated by security experts. == Notable participants == Keith Bostic discussed BSD Sendmail vulnerabilities Chip Salzenberg discussed Peter Honeyman's posting of a UUCP worm, and shell script security Gene Spafford discussed VMS and Ultrix bugs, and relayed law enforcement enquiries about the Morris Worm Tom Christiansen discussed SUID shell scripts Chris Torek discussed devising exploits from general descriptions of vulnerabilities Henry Spencer discussed Unix security Brendan Kehoe discussed systems security Alec Muffett announced Crack, the Unix password cracker The majority of Zardoz participants were Unix systems administrators and C software developers. Neil Gorsuch and Gene Spafford were the most prolific contributors to the list.

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  • Spotify Kids

    Spotify Kids

    Spotify Kids is a Swedish kid-friendly Music streaming service developed by Spotify. It offers curated content for children, including music, audiobooks, lullabies, and bedtime stories, while providing their parents with parental controls. The service is only available to subscribers to Spotify's Premium Family subscription plan. == Function == Spotify Kids is a Swedish Kid-friendly Music Streaming Service that allows children to browse Spotify with parental controls. Using the app, parents can view their children's listening history, block specific songs, and share playlists with their children. The app also includes sing-along songs, playlists designed for young children, and curated audiobooks, lullabies, and bedtime stories. Access is included in Spotify's Premium Family subscription plan, and is exclusive to subscribers to the plan. Users can configure the app for a specific age group upon first launch. The playlists on Spotify Kids are curated by groups including Discovery Kids, Nickelodeon, Universal Pictures, and The Walt Disney Company. All content on the Spotify Kids app is curated by editors. As of March 2021, there were roughly 8,000 songs available on the platform. The design of the Spotify Kids app is colorful, and user interface varies depending on the age group for which the app is configured. Spotify Kids is designed to comply with consent and data collection regulations for apps used by children. TechCrunch explains that it is "designed on a grand scale to drive subscriptions to Spotify's top-tier $14.99-per-month Premium Family Plan." == Release == After being beta tested in Ireland in October 2019, it was released as a beta across the United Kingdom on February 11, 2020. It was later released in Sweden, Denmark, Australia, New Zealand, Mexico, Argentina, and Brazil. On March 31, 2021, it was made available in France, Canada, and the United States.

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  • Key–value database

    Key–value database

    A key-value database, or key-value store, is a data storage paradigm designed for storing, retrieving, and managing associative arrays, a data structure more commonly known today as a dictionary. Dictionaries contain a collection of objects, or records, which in turn have many different fields within them. These records are stored and retrieved using a key that uniquely identifies the record, and is used to find the data within the database. Key-value databases differ from the better known relational databases (RDB). RDBs pre-define the data structure in the database as a series of tables containing fields with well-defined data types. Exposing the data types to the database program allows it to apply various optimizations. In contrast, key-value systems treat the value as opaque to the database itself, and typically support only simple operations such as storing, retrieving, updating, and deleting a value by its key. This offers considerable flexibility and makes such systems well suited to low-latency, high-throughput workloads dominated by direct key lookups, but less suitable for applications that require complex queries or explicit relationships among records. A lack of standardization, limited transaction support, and relatively simple query interfaces long restricted many key-value systems to specialized uses, but the rapid move to cloud computing after 2010 helped drive renewed interest in them as part of the broader NoSQL movement. Some graph databases, such as ArangoDB, are also key–value databases internally, adding the concept of relationships (pointers) between records as a first-class data type. == Types and examples == Key–value systems span a wide consistency spectrum, from eventually consistent designs to strongly consistent or serializable ones, and some allow the consistency level to be configured as part of the trade-off against latency and availability. Renewed interest in key–value and other NoSQL systems was driven in part by the demands of big data, distributed, and cloud applications. Their scalability and availability made them attractive for cloud data management, although limited transaction support, low-level query interfaces, and the lack of standardization remained obstacles to wider adoption. Some maintain data in memory (RAM), while others employ solid-state drives or rotating disks. Some key–value systems add additional structure to their keys. For example, Oracle NoSQL Database organizes records using composite keys with "major" and "minor" components, an arrangement that Oracle compares to a directory-path structure in a file system. More generally, however, key–value stores are defined by their use of unique keys associated with opaque values and by their emphasis on simple key-based operations. Unix included dbm (database manager), a minimal database library written by Ken Thompson for managing associative arrays with a single key and hash-based access. Later implementations and related libraries included sdbm, GNU dbm (gdbm), and Berkeley DB. A more recent example is RocksDB, a persistent key–value storage engine developed at Facebook and designed for large-scale applications. Other examples include in-memory systems such as Memcached and Redis, and persistent systems such as Berkeley DB, Riak, and Voldemort.

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  • Rendering equation

    Rendering equation

    In computer graphics, the rendering equation is an integral equation that expresses the amount of light leaving a point on a surface as the sum of emitted light and reflected light. It was independently introduced into computer graphics by David Immel et al. and James Kajiya in 1986. The equation is important in the theory of physically based rendering, describing the relationships between the bidirectional reflectance distribution function (BRDF) and the radiometric quantities used in rendering. The rendering equation is defined at every point on every surface in the scene being rendered, including points hidden from the camera. The incoming light quantities on the right side of the equation usually come from the left (outgoing) side at other points in the scene (ray casting can be used to find these other points). The radiosity rendering method solves a discrete approximation of this system of equations. In distributed ray tracing, the integral on the right side of the equation may be evaluated using Monte Carlo integration by randomly sampling possible incoming light directions. Path tracing improves and simplifies this method. The rendering equation can be extended to handle effects such as fluorescence (in which some absorbed energy is re-emitted at different wavelengths) and can support transparent and translucent materials by using a bidirectional scattering distribution function (BSDF) in place of a BRDF. The theory of path tracing sometimes uses a path integral (integral over possible paths from a light source to a point) instead of the integral over possible incoming directions. == Equation form == The rendering equation may be written in the form L o ( x , ω o , λ , t ) = L e ( x , ω o , λ , t ) + L r ( x , ω o , λ , t ) {\displaystyle L_{\text{o}}(\mathbf {x} ,\omega _{\text{o}},\lambda ,t)=L_{\text{e}}(\mathbf {x} ,\omega _{\text{o}},\lambda ,t)+L_{\text{r}}(\mathbf {x} ,\omega _{\text{o}},\lambda ,t)} L r ( x , ω o , λ , t ) = ∫ Ω f r ( x , ω i , ω o , λ , t ) L i ( x , ω i , λ , t ) ( ω i ⋅ n ) d ⁡ ω i {\displaystyle L_{\text{r}}(\mathbf {x} ,\omega _{\text{o}},\lambda ,t)=\int _{\Omega }f_{\text{r}}(\mathbf {x} ,\omega _{\text{i}},\omega _{\text{o}},\lambda ,t)L_{\text{i}}(\mathbf {x} ,\omega _{\text{i}},\lambda ,t)(\omega _{\text{i}}\cdot \mathbf {n} )\operatorname {d} \omega _{\text{i}}} where L o ( x , ω o , λ , t ) {\displaystyle L_{\text{o}}(\mathbf {x} ,\omega _{\text{o}},\lambda ,t)} is the total spectral radiance of wavelength λ {\displaystyle \lambda } directed outward along direction ω o {\displaystyle \omega _{\text{o}}} at time t {\displaystyle t} , from a particular position x {\displaystyle \mathbf {x} } x {\displaystyle \mathbf {x} } is the location in space ω o {\displaystyle \omega _{\text{o}}} is the direction of the outgoing light λ {\displaystyle \lambda } is a particular wavelength of light t {\displaystyle t} is time L e ( x , ω o , λ , t ) {\displaystyle L_{\text{e}}(\mathbf {x} ,\omega _{\text{o}},\lambda ,t)} is emitted spectral radiance L r ( x , ω o , λ , t ) {\displaystyle L_{\text{r}}(\mathbf {x} ,\omega _{\text{o}},\lambda ,t)} is reflected spectral radiance ∫ Ω … d ⁡ ω i {\displaystyle \int _{\Omega }\dots \operatorname {d} \omega _{\text{i}}} is an integral over Ω {\displaystyle \Omega } Ω {\displaystyle \Omega } is the unit hemisphere centered around n {\displaystyle \mathbf {n} } containing all possible values for ω i {\displaystyle \omega _{\text{i}}} where ω i ⋅ n > 0 {\displaystyle \omega _{\text{i}}\cdot \mathbf {n} >0} f r ( x , ω i , ω o , λ , t ) {\displaystyle f_{\text{r}}(\mathbf {x} ,\omega _{\text{i}},\omega _{\text{o}},\lambda ,t)} is the bidirectional reflectance distribution function, the proportion of light reflected from ω i {\displaystyle \omega _{\text{i}}} to ω o {\displaystyle \omega _{\text{o}}} at position x {\displaystyle \mathbf {x} } , time t {\displaystyle t} , and at wavelength λ {\displaystyle \lambda } ω i {\displaystyle \omega _{\text{i}}} is the negative direction of the incoming light L i ( x , ω i , λ , t ) {\displaystyle L_{\text{i}}(\mathbf {x} ,\omega _{\text{i}},\lambda ,t)} is spectral radiance of wavelength λ {\displaystyle \lambda } coming inward toward x {\displaystyle \mathbf {x} } from direction ω i {\displaystyle \omega _{\text{i}}} at time t {\displaystyle t} n {\displaystyle \mathbf {n} } is the surface normal at x {\displaystyle \mathbf {x} } ω i ⋅ n {\displaystyle \omega _{\text{i}}\cdot \mathbf {n} } is the weakening factor of outward irradiance due to incident angle, as the light flux is smeared across a surface whose area is larger than the projected area perpendicular to the ray. This is often written as cos ⁡ θ i {\displaystyle \cos \theta _{i}} . Two noteworthy features are: its linearity—it is composed only of multiplications and additions, and its spatial homogeneity—it is the same in all positions and orientations. These mean a wide range of factorings and rearrangements of the equation are possible. It is a Fredholm integral equation of the second kind, similar to those that arise in quantum field theory. Note this equation's spectral and time dependence — L o {\displaystyle L_{\text{o}}} may be sampled at or integrated over sections of the visible spectrum to obtain, for example, a trichromatic color sample. A pixel value for a single frame in an animation may be obtained by fixing t ; {\displaystyle t;} motion blur can be produced by averaging L o {\displaystyle L_{\text{o}}} over some given time interval (by integrating over the time interval and dividing by the length of the interval). Note that a solution to the rendering equation is the function L o {\displaystyle L_{\text{o}}} . The function L i {\displaystyle L_{\text{i}}} is related to L o {\displaystyle L_{\text{o}}} via a ray-tracing operation: The incoming radiance from some direction at one point is the outgoing radiance at some other point in the opposite direction. == Applications == Solving the rendering equation for any given scene is the primary challenge in realistic rendering. One approach to solving the equation is based on finite element methods, leading to the radiosity algorithm. Another approach using Monte Carlo methods has led to many different algorithms including path tracing, photon mapping, and Metropolis light transport, among others. == Limitations == Although the equation is very general, it does not capture every aspect of light reflection. Some missing aspects include the following: Transmission, which occurs when light is transmitted through the surface, such as when it hits a glass object or a water surface, Subsurface scattering, where the spatial locations for incoming and departing light are different. Surfaces rendered without accounting for subsurface scattering may appear unnaturally opaque — however, it is not necessary to account for this if transmission is included in the equation, since that will effectively include also light scattered under the surface, Polarization, where different light polarizations will sometimes have different reflection distributions, for example when light bounces at a water surface, Phosphorescence, which occurs when light or other electromagnetic radiation is absorbed at one moment and emitted at a later moment, usually with a longer wavelength (unless the absorbed electromagnetic radiation is very intense), Interference, where the wave properties of light are exhibited, Fluorescence, where the absorbed and emitted light have different wavelengths, Non-linear effects, where very intense light can increase the energy level of an electron with more energy than that of a single photon (this can occur if the electron is hit by two photons at the same time), and emission of light with higher frequency than the frequency of the light that hit the surface suddenly becomes possible, and Doppler effect, where light that bounces off an object moving at a very high speed will get its wavelength changed: if the light bounces off an object that is moving towards it, the light will be blueshifted and the photons will be packed more closely so the photon flux will be increased; if it bounces off an object moving away from it, it will be redshifted and the photon flux will be decreased. This effect becomes apparent only at speeds comparable to the speed of light, which is not the case for most rendering applications. For scenes that are either not composed of simple surfaces in a vacuum or for which the travel time for light is an important factor, researchers have generalized the rendering equation to produce a volume rendering equation suitable for volume rendering and a transient rendering equation for use with data from a time-of-flight camera.

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  • GEPIR

    GEPIR

    GEPIR (Global Electronic Party Information Registry) was a distributed database operated and owned by GS1 that contains basic information on over 1,000,000 companies in over 100 countries. The database could be searched by Global Trade Item Number (GTIN) code (including Universal Product Code (UPC) and EAN-13 codes), container Code (Serial Shipping Container Code (SSCC)), location number (Global Location Number (GLN)), and (in some countries) the company name. A SOAP webservice existed for API access. As of end December 2023, GEPIR was replaced by a service called Verified by GS1. While it operated, GEPIR had more than 1 million members in more than 100 countries. In 2013, all GS1 111 member organisations joined GEPIR. == Access == GEPIR was accessible for free in almost all countries but the number of request per day was limited (from 20 to 30). Since October 2013, GS1 France restricts access to GEPIR to companies (registration with SIREN code was required to use it). A premium access service had been created by GS1 France in January 2010 which allows companies to use GS1 web and SOAP interface without any limit. == System architecture == GEPIR was a lookup service coordinated by the GS1 GO that provided all end users with the ability to look up information about GS1 Identification Keys. Depending on the service, systems were provided by GS1 Member Organisations (MOs) or 3rd party service providers, or both. Where a GS1 MO did not choose to provide the service directly to its end users, the GS1 Global Office provided the service for that geography. Some services involved a technical component deployed by the GS1 Global Office that coordinates the systems provided by GS1 MOs and/or 3rd party service providers. The GEPIR service was provided by systems deployed by GS1 MOs, with the GS1 GO providing a central point of coordination to federate the local systems. The GS1 GO also provides the MO-level service for MOs that could not or did not wish to deploy their own system.

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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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  • Commitment ordering

    Commitment ordering

    Commitment ordering (CO) is a class of interoperable serializability techniques in concurrency control of databases, transaction processing, and related applications. It allows optimistic (non-blocking) implementations. With the proliferation of multi-core processors, CO has also been increasingly utilized in concurrent programming, transactional memory, and software transactional memory (STM) to achieve serializability optimistically. CO is also the name of the resulting transaction schedule (history) property, defined in 1988 with the name dynamic atomicity. In a CO compliant schedule, the chronological order of commitment events of transactions is compatible with the precedence order of the respective transactions. CO is a broad special case of conflict serializability and effective means (reliable, high-performance, distributed, and scalable) to achieve global serializability (modular serializability) across any collection of database systems that possibly use different concurrency control mechanisms (CO also makes each system serializability compliant, if not already). Each not-CO-compliant database system is augmented with a CO component (the commitment order coordinator—COCO) which orders the commitment events for CO compliance, with neither data-access nor any other transaction operation interference. As such, CO provides a low overhead, general solution for global serializability (and distributed serializability), instrumental for global concurrency control (and distributed concurrency control) of multi-database systems and other transactional objects, possibly highly distributed (e.g., within cloud computing, grid computing, and networks of smartphones). An atomic commitment protocol (ACP; of any type) is a fundamental part of the solution, utilized to break global cycles in the conflict (precedence, serializability) graph. CO is the most general property (a necessary condition) that guarantees global serializability, if the database systems involved do not share concurrency control information beyond atomic commitment protocol (unmodified) messages and have no knowledge of whether transactions are global or local (the database systems are autonomous). Thus CO (with its variants) is the only general technique that does not require the typically costly distribution of local concurrency control information (e.g., local precedence relations, locks, timestamps, or tickets). It generalizes the popular strong strict two-phase locking (SS2PL) property, which in conjunction with the two-phase commit protocol (2PC), is the de facto standard to achieve global serializability across (SS2PL based) database systems. As a result, CO compliant database systems (with any different concurrency control types) can transparently join such SS2PL based solutions for global serializability. In addition, locking based global deadlocks are resolved automatically in a CO based multi-database environment, a vital side-benefit (including the special case of a completely SS2PL based environment; a previously unnoticed fact for SS2PL). Furthermore, strict commitment ordering (SCO; Raz 1991c), the intersection of Strictness and CO, provides better performance (shorter average transaction completion time and resulting in better transaction throughput) than SS2PL whenever read-write conflicts are present (identical blocking behavior for write-read and write-write conflicts; comparable locking overhead). The advantage of SCO is especially during lock contention. Strictness allows both SS2PL and SCO to use the same effective database recovery mechanisms. Two major generalizing variants of CO exist, extended CO (ECO; Raz 1993a) and multi-version CO (MVCO; Raz 1993b). They also provide global serializability without local concurrency control information distribution, can be combined with any relevant concurrency control, and allow optimistic (non-blocking) implementations. Both use additional information for relaxing CO constraints and achieving better concurrency and performance. Vote ordering (VO or Generalized CO (GCO); Raz 2009) is a container schedule set (property) and technique for CO and all its variants. Local VO is necessary for guaranteeing global serializability if the atomic commitment protocol (ACP) participants do not share concurrency control information (have the generalized autonomy property). CO and its variants inter-operate transparently, guaranteeing global serializability and automatic global deadlock resolution together in a mixed, heterogeneous environment with different variants. == Overview == The Commitment ordering (CO; Raz 1990, 1992, 1994, 2009) schedule property has been referred to also as Dynamic atomicity (since 1988), commit ordering, commit order serializability, and strong recoverability (since 1991). The latter is a misleading name since CO is incomparable with recoverability, and the term "strong" implies a special case. This means that a substantial recoverability property does not necessarily have the CO property and vice versa. In 2009 CO has been characterized as a major concurrency control method, together with the previously known (since the 1980s) three major methods: Locking, Time-stamp ordering, and Serialization graph testing, and as an enabler for the interoperability of systems using different concurrency control mechanisms. In a federated database system or any other more loosely defined multidatabase system, which are typically distributed in a communication network, transactions span multiple and possibly Distributed databases. Enforcing global serializability in such system is problematic. Even if every local schedule of a single database is still serializable, the global schedule of a whole system is not necessarily serializable. The massive communication exchanges of conflict information needed between databases to reach conflict serializability would lead to unacceptable performance, primarily due to computer and communication latency. The problem of achieving global serializability effectively had been characterized as open until the public disclosure of CO in 1991 by its inventor Yoav Raz (Raz 1991a; see also Global serializability). Enforcing CO is an effective way to enforce conflict serializability globally in a distributed system since enforcing CO locally in each database (or other transactional objects) also enforces it globally. Each database may use any, possibly different, type of concurrency control mechanism. With a local mechanism that already provides conflict serializability, enforcing CO locally does not cause any other aborts, since enforcing CO locally does not affect the data access scheduling strategy of the mechanism (this scheduling determines the serializability related aborts; such a mechanism typically does not consider the commitment events or their order). The CO solution requires no communication overhead since it uses (unmodified) atomic commitment protocol messages only, already needed by each distributed transaction to reach atomicity. An atomic commitment protocol plays a central role in the distributed CO algorithm, which enforces CO globally by breaking global cycles (cycles that span two or more databases) in the global conflict graph. CO, its special cases, and its generalizations are interoperable and achieve global serializability while transparently being utilized together in a single heterogeneous distributed environment comprising objects with possibly different concurrency control mechanisms. As such, Commitment ordering, including its special cases, and together with its generalizations (see CO variants below), provides a general, high performance, fully distributed solution (no central processing component or central data structure are needed) for guaranteeing global serializability in heterogeneous environments of multidatabase systems and other multiple transactional objects (objects with states accessed and modified only by transactions; e.g., in the framework of transactional processes, and within Cloud computing and Grid computing). The CO solution scales up with network size and the number of databases without any negative impact on performance (assuming the statistics of a single distributed transaction, e.g., the average number of databases involved with a single transaction, are unchanged). With the proliferation of Multi-core processors, Optimistic CO (OCO) has also been increasingly utilized to achieve serializability in software transactional memory, and numerous STM articles and patents utilizing "commit order" have already been published (e.g., Zhang et al. 2006). == The commitment ordering solution for global serializability == === General characterization of CO === Commitment ordering (CO) is a special case of conflict serializability. CO can be enforced with non-blocking mechanisms (each transaction can complete its task without having its data-access blocked, which allows optimistic concurrency control; however, commitment could be blo

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  • Huroof

    Huroof

    Huroof (Arabic: حروف, lit. 'letters') is an Android kids application produced by the Islamic State, specifically the Islamic States' Al-Himmah Library, which is targeted towards kids in order to teach kids the Arabic alphabet, and to also get kids to support the Islamic State and its practices. == Application == Huroof uses child-like appearances on the main menu, and throughout multiple of Huroof's in-game games for learning the alphabet, a lot of the games reference jihadist concepts, including imagery of weapons (such as missile, tank, cannon, sword,...), 'violent' images, as well as Islamic State imagery, including the flag of the Islamic State, Huroof uses nasheeds from Ajnad Media Foundation for audio production in the app. Reportedly, Huroof was released via Telegram channels of the Islamic State, as well as other file sharing websites. It is not the first moblie app released by Islamic State, but it is the first time they released a moblie application targeting children. === Nasheed game === In the Huroof app, there's a game where you listen to a radio, with the Al-Bayan logo on it, and learn the Arabic alphabet while the nasheed plays. === Writing game === In Huroof, there's a game where you can write out letters of the Arabic alphabet, as well as numbers while a small child tells you what they are. === Letter choosing game === In the app, there's a game they shows you images, and you choose which letter that image/item starts with.

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  • ParkMobile

    ParkMobile

    ParkMobile is a mobile and web app providing parking payments in North America. Headquartered in Atlanta, Georgia, users can pay for on-street and off-street parking via app on their smartphone, web browser, or through calling a phone number. ParkMobile also offers parking reservations at stadiums or venues for concerts and sporting events, and in metro area garages. == History == ParkMobile was founded in the United States in 2008 by Albert Bogaard after originally starting in the Netherlands. The initial product served only zone (on-demand) parkers and payment for the parking spot was made via a phone call through an IVR system. In 2009, the ParkMobile app was released and the product launched in its first city, Grand Rapids, Michigan. Parking payments have since been accepted through a user's account by connecting a credit card. ParkMobile deployed in Washington, D.C., in 2011. As of 2023, ParkMobile now has over 50 million users. Parking reservations were introduced in 2017, allowing users to reserve parking in advance. In 2018, the company recapitalized with BMW as the shareholder. ParkMobile was then acquired by a joint venture with BMW and Daimler. Under this joint venture, ParkMobile parking payment functionality was available and integrated with BMW's navigation system in many of its 2018 models. EasyPark Group, the Swedish-based parking solutions company, acquired ParkMobile in 2021 and is the current owner rebranded as Arrive. In 2022, ParkMobile launched in the City of Boston with a city-wide parking app, ParkBoston, powered by ParkMobile. == Operations == === Products === ParkMobile's product offerings include zone (on-demand) parking payments, parking reservations, and a self-service reporting engine. Zone parking is the company's most widely used service. Users can use the app on their smartphone to pay parking fees. In 2017, ParkMobile began offering parking reservations. The service is provided in addition to on-demand parking options at stadiums and venues, as well as metro area parking garages. After launching the reservations feature, ParkMobile became the first mobile parking app provider in North America to have a consolidated app with both on-demand and reservations parking in one. ParkMobile 360, the company's self-service management and reporting platform for operators, launched in 2018. It is a web-based application for parking operators to manage parking inventory, adjust rates, create special parking events, and track analytics. In 2020, ParkMobile began offering an option to pay for parking with Google through integrating the ParkMobile experience with Google Maps In 2021, ParkMobile launched its web application, allowing users to complete their parking transactions directly from the mobile website without having to download the app or have an account. ParkMobile integrates with parking gate equipment so customers can use their app to pay for parking and scan to enter and exit the garage. === Locations === ParkMobile has over 50 million users across the United States, Canada, and Puerto Rico. The app is available in over 550 cities in the U.S. and over 150 colleges and universities. == Controversies == === Predatory towing and excessive ticketing === Since all paid parking sessions from a single supplier are able to be viewed together, the ease of viewing and enforcing parking violations has caused controversy. Parking Enforcement Services in Birmingham, Alabama, has been the subject complaints by users of the ParkMobile app who had paid for a parking session and still had their vehicle towed. Customers often use old or expired license plates and forget to update to the correct number, or mistype when entering their information into the ParkMobile app. The complaints are that the towing companies offer no lenience for these mistakes. They return to their car as the session expires, and find their car has been towed. Additionally, other municipality across the country have received complaints about excessive parking ticket issuing when inputting their information incorrectly in the ParkMobile app. In Stone Harbor, New Jersey, parking ticket violations increased by over 1,600% from the previous year since launching with the ParkMobile app. Police officers refute complaints of being "too strict" on writing tickets by admitting the ParkMobile system allows officers to "more seamlessly enforce" the city's parking laws. === Data security breach === In March 2021, ParkMobile suffered a cybersecurity incident "linked to a vulnerability in a third-party software," potentially exposing users' email addresses, phone numbers, and license plate numbers. ParkMobile responded by launching an investigation and notifying law enforcement authorities and affected municipalities. The investigation concluded "no sensitive data or Payment Card Information was affected" but ParkMobile confirmed that basic account information, such as license plate numbers and possibly email addresses or phone numbers, was accessed.

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  • Zardoz (computer security)

    Zardoz (computer security)

    In computer security, the Security-Digest list, better known as the Zardoz list, was a semi-private full disclosure mailing list run by Neil Gorsuch from 1989 through 1991. It identified weaknesses in systems and gave directions on where to find them. It was a perennial target for computer hackers, who sought archives of the list for information on undisclosed software vulnerabilities. == Membership restrictions == Access to Zardoz was approved on a case-by-case basis by Gorsuch, principally by reference to the user account used to send subscription requests; requests were approved for root users, valid UUCP owners, or system administrators listed at the NIC. The openness of the list to users other than Unix system administrators was a regular topic of conversation, with participants expressing concern that vulnerabilities and exploitation details disclosed on the list were liable to spread to hackers. The circulation of Zardoz postings was an open secret among computer hackers, and mocked in a Phrack parody of an IRC channel populated by security experts. == Notable participants == Keith Bostic discussed BSD Sendmail vulnerabilities Chip Salzenberg discussed Peter Honeyman's posting of a UUCP worm, and shell script security Gene Spafford discussed VMS and Ultrix bugs, and relayed law enforcement enquiries about the Morris Worm Tom Christiansen discussed SUID shell scripts Chris Torek discussed devising exploits from general descriptions of vulnerabilities Henry Spencer discussed Unix security Brendan Kehoe discussed systems security Alec Muffett announced Crack, the Unix password cracker The majority of Zardoz participants were Unix systems administrators and C software developers. Neil Gorsuch and Gene Spafford were the most prolific contributors to the list.

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