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  • Sorenson Squeeze

    Sorenson Squeeze

    Sorenson Squeeze was a software video encoding tool used to compress and convert video and audio files on Mac OS X or Windows operating systems. It was sold as a standalone tool and has also long been bundled with Avid Media Composer. == History == Sorenson Squeeze was first announced on July 17, 2001, as the first variable bit rate (VBR) compression application for Mac OS X, and was released on October 29 of that same year. By March 2002, Sorenson Squeeze became available for Windows OS. Sorenson Squeeze was originally released as a tool for encoding videos for the Web and QuickTime playback but began adding new codecs as more versions were released. The software was discontinued by Sorenson in January 2019, and correspondingly was no longer offered as part of Avid Media Composer. == Features == Squeeze included a number of features to improve video & audio quality. Features included: GPU accelerated H.264 encoding, adaptive bitrate encoding, HD encoding and Dolby certified AC3 Audio. Intelligent encoding presets available in Squeeze included: x265 (H.265) MainConcept H.264 and MainConcept H.264 CUDA. Adaptive bitrate encoding allows for optimal bitrate and error resilience based on network conditions, resulting in a dynamic adjustment of the video bitstream being delivered. It encoded to multiple formats including QuickTime, Windows Media, Flash Video, Silverlight, WebM & WMV. It uses multiple codecs, including the Sorenson codecs SV3 Pro and Spark, H.265, H.264, H.263, VP6, VC1, MPEG2, and many others. Squeeze operates on the Apple Macintosh and Microsoft Windows operating systems. Squeeze offers native plugins to Avid, Apple Final Cut Pro and Adobe Premiere (CS4, CS5) NLEs. Each copy of Squeeze included the Dolby Certified AC3 Consumer encoder. Squeeze also included a simplified review and approval process, which allows the user to automatically send secure, password protected videos for immediate review. Instant feedback is received via Web or mobile. == Versions == Sorenson Squeeze was released on October 29, 2001. Sorenson Squeeze for Macromedia Flash MX was released on March 14, 2002. Sorenson Squeeze 3 for MPEG-4 was released in January 2003. Sorenson Squeeze 3 Compression Suite was released in January 2003. Sorenson Squeeze 5 was released on March 31, 2008. Sorenson Squeeze was updated to version 5.1 on May 11, 2009. Sorenson Squeeze 6 was released on November 3, 2009. Sorenson Squeeze 7 was released January 25, 2011. Sorenson Squeeze 11 was released August 27, 2016. == Awards == Streaming Media magazine Readers’ Choice Award for Encoding Software for 2007, 2008, 2009 and 2010. 2008 Vanguard Award from Digital Content Producer magazine == Squeeze 7 system requirements == Windows Pentium IV-based computer or greater Windows XP, Vista or 7 32- and 64-bit compatible (including AVID 64-bit update); Faster performance on 64-bit systems 512 MB RAM 120 MB available hard drive space QuickTime 7.2 or later DirectX 9.0b or later Macintosh Intel-based processor Mac OS 10.4 or later 32- and 64-bit compatible; Faster performance on 64-bit systems 512 MB RAM 120 MB available hard drive space QuickTime 7.2 or later

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  • Knuth–Eve algorithm

    Knuth–Eve algorithm

    In computer science, the Knuth–Eve algorithm is an algorithm for polynomial evaluation. It preprocesses the coefficients of the polynomial to reduce the number of multiplications required at runtime. Ideas used in the algorithm were originally proposed by Donald Knuth in 1962. His procedure opportunistically exploits structure in the polynomial being evaluated. In 1964, James Eve determined for which polynomials this structure exists, and gave a simple method of "preconditioning" polynomials (explained below) to endow them with that structure. == Algorithm == === Preliminaries === Consider an arbitrary polynomial p ∈ R [ x ] {\displaystyle p\in \mathbb {R} [x]} of degree n {\displaystyle n} . Assume that n ≥ 3 {\displaystyle n\geq 3} . Define m {\displaystyle m} such that: if n {\displaystyle n} is odd then n = 2 m + 1 {\displaystyle n=2m+1} , and if n {\displaystyle n} is even then n = 2 m + 2 {\displaystyle n=2m+2} . Unless otherwise stated, all variables in this article represent either real numbers or univariate polynomials with real coefficients. All operations in this article are done over R {\displaystyle \mathbb {R} } . Again, the goal is to create an algorithm that returns p ( x ) {\displaystyle p(x)} given any x {\displaystyle x} . The algorithm is allowed to depend on the polynomial p {\displaystyle p} itself, since its coefficients are known in advance. === Overview === ==== Key idea ==== Using polynomial long division, we can write p ( x ) = q ( x ) ⋅ ( x 2 − α ) + ( β x + γ ) , {\displaystyle p(x)=q(x)\cdot (x^{2}-\alpha )+(\beta x+\gamma ),} where x 2 − α {\displaystyle x^{2}-\alpha } is the divisor. Picking a value for α {\displaystyle \alpha } fixes both the quotient q {\displaystyle q} and the coefficients in the remainder β {\displaystyle \beta } and γ {\displaystyle \gamma } . The key idea is to cleverly choose α {\displaystyle \alpha } such that β = 0 {\displaystyle \beta =0} , so that p ( x ) = q ( x ) ⋅ ( x 2 − α ) + γ . {\displaystyle p(x)=q(x)\cdot (x^{2}-\alpha )+\gamma .} This way, no operations are needed to compute the remainder polynomial, since it's just a constant. We apply this procedure recursively to q {\displaystyle q} , expressing p ( x ) = ( ( q ( x ) ⋅ ( x 2 − α m ) + γ m ) ⋯ ) ⋅ ( x 2 − α 1 ) + γ 1 . {\displaystyle p(x)=\left(\left(q(x)\cdot (x^{2}-\alpha _{m})+\gamma _{m}\right)\cdots \right)\cdot (x^{2}-\alpha _{1})+\gamma _{1}.} After m {\displaystyle m} recursive calls, the quotient q {\displaystyle q} is either a linear or a quadratic polynomial. In this base case, the polynomial can be evaluated with (say) Horner's method. ==== "Preconditioning" ==== For arbitrary p {\displaystyle p} , it may not be possible to force β = 0 {\displaystyle \beta =0} at every step of the recursion. Consider the polynomials p e {\displaystyle p^{e}} and p o {\displaystyle p^{o}} with coefficients taken from the even and odd terms of p {\displaystyle p} respectively, so that p ( x ) = p e ( x 2 ) + x ⋅ p o ( x 2 ) . {\displaystyle p(x)=p^{e}(x^{2})+x\cdot p^{o}(x^{2}).} If every root of p o {\displaystyle p^{o}} is real, then it is possible to write p {\displaystyle p} in the form given above. Each α i {\displaystyle \alpha _{i}} is a different root of p o {\displaystyle p^{o}} , counting multiple roots as distinct. Furthermore, if at least n − 1 {\displaystyle n-1} roots of p {\displaystyle p} lie in one half of the complex plane, then every root of p o {\displaystyle p^{o}} is real. Ultimately, it may be necessary to "precondition" p {\displaystyle p} by shifting it — by setting p ( x ) ← p ( x + t ) {\displaystyle p(x)\gets p(x+t)} for some t {\displaystyle t} — to endow it with the structure that most of its roots lie in one half of the complex plane. At runtime, this shift has to be "undone" by first setting x ← x − t {\displaystyle x\gets x-t} . === Preprocessing step === The following algorithm is run once for a given polynomial p {\displaystyle p} . At this point, the values of x {\displaystyle x} that p {\displaystyle p} will be evaluated on are not known. ==== Better choice of t ==== While any t ≥ Re ( r 2 ) {\displaystyle t\geq {\text{Re}}(r_{2})} can work, it is possible to remove one addition during evaluation if t {\displaystyle t} is also chosen such that two roots of p ( x + t ) {\displaystyle p(x+t)} are symmetric about the origin. In that case, α 1 {\displaystyle \alpha _{1}} can be chosen such that the shifted polynomial has a factor of x 2 − α 1 {\displaystyle x^{2}-\alpha _{1}} , so γ 1 = 0 {\displaystyle \gamma _{1}=0} . It is always possible to find such a t {\displaystyle t} . One possible algorithm for choosing t {\displaystyle t} is: === Evaluation step === The following algorithm evaluates p {\displaystyle p} at some, now known, point x {\displaystyle x} . Assuming t {\displaystyle t} is chosen optimally, γ 1 = 0 {\displaystyle \gamma _{1}=0} . So, the final iteration of the loop can instead run y ← y ⋅ ( s − α i ) , {\displaystyle y\gets y\cdot (s-\alpha _{i}),} saving an addition. == Analysis == In total, evaluation using the Knuth–Eve algorithm for a polynomial of degree n {\displaystyle n} requires n {\displaystyle n} additions and ⌊ n / 2 ⌋ + 2 {\displaystyle \lfloor n/2\rfloor +2} multiplications, assuming t {\displaystyle t} is chosen optimally. No algorithm to evaluate a given polynomial of degree n {\displaystyle n} can use fewer than n {\displaystyle n} additions or fewer than ⌈ n / 2 ⌉ {\displaystyle \lceil n/2\rceil } multiplications during evaluation. This result assumes only addition and multiplication are allowed during both preprocessing and evaluation. The Knuth–Eve algorithm is not well-conditioned.

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  • Online public access catalog

    Online public access catalog

    The online public access catalog (OPAC), now frequently synonymous with library catalog, is an online database of materials held by a library or group of libraries. Online catalogs have largely replaced the analog card catalogs previously used in libraries. == History == === Early online === Although a handful of experimental systems existed as early as the 1960s, the first large-scale online catalogs were developed at Ohio State University in 1975 and the Dallas Public Library in 1978. These and other early online catalog systems tended to closely reflect the card catalogs that they were intended to replace. Using a dedicated terminal or telnet client, users could search a handful of pre-coordinate indexes and browse the resulting display in much the same way they had previously navigated the card catalog. Throughout the 1980s, the number and sophistication of online catalogs grew. The first commercial systems appeared, and would by the end of the decade largely replace systems built by libraries themselves. Library catalogs began providing improved search mechanisms, including Boolean and keyword searching, as well as ancillary functions, such as the ability to place holds on items that had been checked-out. At the same time, libraries began to develop applications to automate the purchase, cataloging, and circulation of books and other library materials. These applications, collectively known as an integrated library system (ILS) or library management system, included an online catalog as the public interface to the system's inventory. Most library catalogs are closely tied to their underlying ILS system. === Stagnation and dissatisfaction === The 1990s saw a relative stagnation in the development of online catalogs. Although the earlier character-based interfaces were replaced with ones for the Web, both the design and the underlying search technology of most systems did not advance much beyond that developed in the late 1980s. At the same time, organizations outside of libraries began developing more sophisticated information retrieval systems. Web search engines like Google and popular e-commerce websites such as Amazon.com provided simpler to use (yet more powerful) systems that could provide relevancy ranked search results using probabilistic and vector-based queries. Prior to the widespread use of the Internet, the online catalog was often the first information retrieval system library users ever encountered. Now accustomed to web search engines, newer generations of library users have grown increasingly dissatisfied with the complex (and often arcane) search mechanisms of older online catalog systems. This has, in turn, led to vocal criticisms of these systems within the library community itself, and in recent years to the development of newer (often termed 'next-generation') catalogs. === Next-generation catalogs === Newer generations of library catalog systems, typically called discovery systems (or a discovery layer), are distinguished from earlier OPACs by their use of more sophisticated search technologies, including relevancy ranking and faceted search, as well as features aimed at greater user interaction and participation with the system, including tagging and reviews. These new features rely heavily on existing metadata which may be poor or inconsistent, particularly for older records. Newer catalog platforms may be independent of the organization's integrated library system (ILS), instead providing drivers that allow for the synchronization of data between the two systems. While the original online catalog interfaces were almost exclusively built by ILS vendors, libraries have increasingly sought next-generation catalogs built by enterprise search companies and open-source software projects, often led by libraries themselves. == Union catalogs == Although library catalogs typically reflect the holdings of a single library, they can also contain the holdings of a group or consortium of libraries. These systems, known as union catalogs, are usually designed to aid the borrowing of books and other materials among the member institutions via interlibrary loan. Examples of this type of catalogs include COPAC, SUNCAT, NLA Trove, and WorldCat—the last catalogs the collections of libraries worldwide. == Related systems == There are a number of systems that share much in common with library catalogs, but have traditionally been distinguished from them. Libraries utilize these systems to search for items not traditionally covered by a library catalog, although these systems are sometimes integrated into a more comprehensive discovery system. Bibliographic databases—such as Medline, ERIC, PsycINFO, Scopus, Web of Science, and many others—index journal articles and other research data. There are also a number of applications aimed at managing documents, photographs, and other digitized or born-digital items such as Digital Commons and DSpace. Particularly in academic libraries, these systems (often known as digital library systems or institutional repository systems) assist with efforts to preserve documents created by faculty and students. Electronic resource management helps librarians to track selection, acquisition, and licensing of a library's electronic information resources.

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  • SQL programming tool

    SQL programming tool

    In the field of software, SQL programming tools provide platforms for database administrators (DBAs) and application developers to perform daily tasks efficiently and accurately. Database administrators and application developers often face constantly changing environments which they rarely completely control. Many changes result from new development projects or from modifications to existing code, which, when deployed to production, do not always produce the expected result. For organizations to better manage development projects and the teams that develop code, suppliers of SQL programming tools normally provide more than facility to the database administrator or application developer to aid in database management and in quality code-deployment practices. == Features == SQL programming tools may include the following features: === SQL editing === SQL editors allow users to edit and execute SQL statements. They may support the following features: cut, copy, paste, undo, redo, find (and replace), bookmarks block indent, print, save file, uppercase/lowercase keyword highlighting auto-completion access to frequently used files output of query result editing query-results committing and rolling-back transactions inside cut paper === Object browsing === Tools may display information about database objects relevant to developers or to database administrators. Users may: view object descriptions view object definitions (DDL) create database objects enable and disable triggers and constraints recompile valid or invalid objects query or edit tables and views Some tools also provide features to display dependencies among objects, and allow users to expand these dependent objects recursively (for example: packages may reference views, views generally reference tables, super/subtypes, and so on). === Session browsing === Database administrators and application developers can use session browsing tools to view the current activities of each user in the database. They can check the resource-usage of individual users, statistics information, locked objects and the current running SQL of each individual session. === User-security management === DBAs can create, edit, delete, disable or enable user-accounts in the database using security-management tools. DBAs can also assign roles, system privileges, object privileges, and storage-quotas to users. === Debugging === Some tools offer features for the debugging of stored procedures: step in, step over, step out, run until exception, breakpoints, view & set variables, view call stack, and so on. Users can debug any program-unit without making any modification to it, including triggers and object types. === Performance monitoring === Monitoring tools may show the database resources — usage summary, service time summary, recent activities, top sessions, session history or top SQL — in easy-to-read graphs. Database administrators can easily monitor the health of various components in the monitoring instance. Application developers may also make use of such tools to diagnose and correct application-performance problems as well as improve SQL server performance. === Test data === Test data generation tools can populate the database by realistic test data for server or client side testing purposes. Also, this kind of software can upload sample blob files to database.

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  • List of C++ software and tools

    List of C++ software and tools

    This is a list of notable software and programming tools for the C++ programming language, including libraries, web frameworks, programming language implementations, compilers, integrated development environments (IDEs), and other related software development utilities. == Compilers and IDEs == AMD Optimizing C/C++ Compiler — proprietary fork of LLVM + Clang for Linux C++Builder — rapid application development (RAD) environment Clang – compiler front end for C, C++, and Objective-C, part of LLVM CLion — C++ IDE by JetBrains Code::Blocks — open-source cross-platform IDE that supports multiple compilers including GCC, Clang and Visual C++ CodeLite — cross-platform IDE for the C/C++ programming languages using the wxWidgets toolkit CodeSynthesis XSD – XML Data Binding compiler Dev-C++ — MinGW or TDM-GCC 64bit port of the GCC as its compiler GCC – GNU Compiler Collection Intel C++ Compiler – proprietary high-performance compiler by Intel KDevelop — IDE part of the KDE project and is based on KDE Frameworks and Qt, the C/C++ backend uses Clang. Microsoft Visual C++ – proprietary C++ compiler and IDE for Windows Oracle Developer Studio — Solaris, OpenSolaris, RHEL, and Oracle Linux operating systems. Qt Creator — part of the SDK for the Qt GUI application development framework and uses the Qt API SlickEdit — text editor and IDE Turbo C++ – legacy C++ IDE and compiler popular in the 1990s Understand — IDE that enables static code analysis through an array of visuals, documentation, and metric tools. Visual Studio — integrated development environment by Microsoft that supports C++ Visual Studio Code — integrated development environment by Microsoft that supports C++ Xcode — Apple IDE to develop macOS, iOS, iPadOS, watchOS, tvOS, and visionOS that supports C++ source code. == Debuggers == Allinea DDT – a graphical debugger dbx — a proprietary source-level debugger GNU Debugger – portable debugger that runs on many Unix-like systems Modular Debugger — a C/C++ source level debugger for Solaris and derivates Undo LiveRecorder — time travel debugger == Libraries == Active Template Library – template-based C++ classes developed by Microsoft Apache MXNet — deep learning framework Apache Xerces – parsing, validating, and serializing and manipulating XML. Asio — networking and low-level I/O library Bitpit — scientific computing and mesh manipulation library Boost — collection of peer-reviewed libraries Botan — cryptography library C++ AMP – easy way to write programs that compile and execute on data-parallel hardware, such as graphics cards and GPUs C++ Standard Library — standard library for the language C++/WinRT — library for Microsoft's Windows Runtime platform, designed to provide access to modern Windows APIs. C3D Toolkit — geometric modeling kernel Caffe — deep learning framework CAPD — library for rigorous numerics and dynamical systems Cassowary — constraint-solving toolkit that efficiently solves systems of linear equalities and inequalities Cinder — library for creative coding ClanLib — cross-platform game SDK CMU Sphinx — speech recognition system Crypto++ — cryptographic algorithms library Dlib — general-purpose cross-platform library Dune — partial differential equations using grid-based methods fastText — text representation and text classification library FLTK — GUI toolkit Geospatial Data Abstraction Library — geospatial data access library GDCM — image library General Polygon Clipper — polygon clipping library GiNaC — computer algebra system that uses Class Library for Numbers for implementing arbitrary-precision arithmetic GLFW — OpenGL and window management library HarfBuzz — text rendering and typesetting library High Efficiency Image File Format — digital container format for storing individual digital images and image sequences ITK — image analysis library Integrated Performance Primitives — domain-specific functions that are highly optimized for diverse Intel architectures Jackets library — GPU computing library JSBSim — open-source flight dynamics model JUCE — framework for audio applications KDE Frameworks — collection of libraries from the KDE project KFRlib — digital signal processing framework LEMON — library for optimization and graph problems LevelDB — key–value database library Libdash — MPEG-DASH streaming library libLAS — reading and writing geospatial data encoded in the ASPRS laser (LAS) file format libsigc++ — typesafe callbacks LibRaw — free and open-source software library for reading raw files from digital cameras libSBML — application programming interface (API) for the SBML (Systems Biology Markup Language) LIBSVM — sequential minimal optimization (SMO) algorithm for kernelized support vector machines Libx — DirectX .X files graphics library Loki — collection of design patterns LIVE555 — multimedia streaming library Metakit — embedded database library Microsoft Cognitive Toolkit — deep learning toolkit Microsoft Foundation Class Library — object-oriented library for developing desktop applications for Windows Microsoft SEAL — homomorphic encryption library mlpack — machine learning and AI library Mobile Robot Programming Toolkit — robotics research library Object Windows Library — Object Windows Library, superseded by VCL Open Cascade — CAD and 3D modeling library Open Asset Import Library — 3D model import library to provide a common API for different 3D asset file formats OpenCV – computer vision and machine learning library OpenFOAM — computational fluid dynamics toolkit OpenH264 — real-time encoding and decoding video streams in the H.264/MPEG-4 AVC format OpenImageIO — image processing library Open Inventor — higher layer of programming for OpenGL OpenNN — neural networks library OpenVDB — sparse volume data library openFrameworks — creative coding toolkit OpenRTM-aist — robotics middleware library Oracle Template Library — database access that supports IBM Db2 and Open Database Connectivity Orfeo toolbox — remote sensing image processing library OR-Tools — operations research and optimization library Parallel Augmented Maps — ordered sets, ordered maps, and augmented maps. Parallel Patterns Library — Microsoft library that provides features for multicore programming PhysX — physics simulation engine POCO C++ Libraries — general-purpose libraries for software development Poppler — PDF rendering library Protocol Buffers — data serialization library Qt — cross-platform widget toolkit QuantLib — quantitative finance library RocksDB — key–value database library ROOT — data analysis framework from CERN ROS — robotics middleware Scintilla — source code editing component SDL – Simple DirectMedia Layer, cross-platform development library for multimedia applications SFML – Simple and Fast Multimedia Library Shark – open-source machine learning library Shogun — machine learning toolbox Skia — 2D graphics library Snappy — compression library Sound Object Library — music and audio development Standard Template Library — library of containers and algorithms Stapl — parallel computing library SymbolicC++ — symbolic computation library TerraLib — GIS library Tesseract OCR — optical character recognition engine Threading Building Blocks — parallel computing library ThreadWeaver — concurrency framework Tiny-dnn — lightweight deep learning library TinyXML — lightweight XML parser Tkrzw — key–value databases VTD-XML — XML processing library wxWidgets — cross-platform GUI toolkit x265 — video encoding library for HEVC XGBoost — gradient boosting library Windows Template Library — Win32 development === Mathematical and numerical libraries === == Tools == Akonadi — a C++/Qt framework and storage service for personal information management BALL – framework and set of algorithms and data structures for molecular modelling and computational structural bioinformatics Boehm garbage collector – conservative garbage collector CEGUI — C++ GUI library ClanLib – video game SDK CMake — cross-platform build system for C++ projects Confidential Consortium Framework – blockchain infrastructure framework DaviX – WebDAV client Doxygen — documentation generator for C++ and other languages FLTK — Fast Light Toolkit, cross-platform GUI library Fox toolkit — C++ GUI toolkit GDB — GNU Project debugger, often used with C and C++ gtkmm — official C++ interface for the popular GUI library GTK HOOPS Visualize — 3D computer graphics HPX — partitioned global address space Parallel programming Runtime System JUCE — cross-platform C++ audio and GUI framework LessTif — free clone of Motif GUI toolkit MFC — Microsoft Foundation Class library Nana — modern C++ GUI toolkit PTK Toolkit — 2D rendering engine and SDK, and portability options. Qt — cross-platform C++ GUI toolkit Rogue Wave — C++ GUI toolkit TnFOX — C++ GUI toolkit Ultimate++ — cross-platform C++ GUI framework Valgrind — tool suite for debugging and profiling C/C++ programs wxWidgets — cross-platform C++ GUI toolkit x265 — encoder for creating digital video streams in the High Efficiency Vid

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  • Investigative Data Warehouse

    Investigative Data Warehouse

    Investigative Data Warehouse (IDW) is a searchable database operated by the FBI. It was created in 2004. Much of the nature and scope of the database is classified. The database is a centralization of multiple federal and state databases, including criminal records from various law enforcement agencies, the U.S. Department of the Treasury's Financial Crimes Enforcement Network (FinCEN), and public records databases. According to Michael Morehart's testimony before the House Committee on Financial Services in 2006, the "IDW is a centralized, web-enabled, closed system repository for intelligence and investigative data. This system, maintained by the FBI, allows appropriately trained and authorized personnel throughout the country to query for information of relevance to investigative and intelligence matters." == Overview == In 2004, according to a government solicitation for bids to manage the project, it was approximately 10TB in size. In 2005, according to one FBI official, the IDW contained approximately 100 million documents. In 2006 it contained more than 560 million documents and was accessible by more than 12,000 individuals. According to the FBI's website, as of August 22, 2007, the database contained 700 million records from 53 databases and was accessible by 13,000 individuals around the world. As of 2007, the FBI was the subject of a lawsuit brought by the EFF (Electronic Frontier Foundation) because of a lack of public notice describing the database and the criteria for including personal information, as required by the Privacy Act of 1974. The lawsuits were a result of two Freedom of Information Act requests filed by the EFF in 2006. It was built in part by Chiliad corporation, the FBI Office of the Chief Technology Officer, and others. Companies listed on the FOIA files include Northrop Grumman . == Purpose == Investigative Data Warehouse–Secret (IDW-S) "provides data and data processing/analysis services to FBI agents and analysts as they perform counter-terrorism, counter-intelligence, and law enforcement missions". The core subsystem supports the Counter-Terrorism Division (CTD), the Special Event Unit, and via DOCLAB-S, the Joint Intelligence Committee Investigation (JICI) and IntelPlus. According to a 2005 email, "IDW will also be used for criminal and other authorized non-CT investigations as it evolves." (CT being counter terrorism) == Subsystems == Within the system, there were subsystems named IDW-S Core, SPT, and DOCLAB-S The special projects team (SPT): allows for the rapid import of new specialized data sources. These data sources are not made available to the general IDW users but instead are provided to a small group of users who have a demonstrated "need-to-know". The SPT System is similar in function to the IDW-S system, with the main difference is a different set of data sources. The SPT System allows its users to access not only the standard IDW Data Store but the specialized SPT Data Store. == Privacy == According to internal emails, the FBI performed several Privacy Impact Assessments (PIAs) of the IDW system. They worked with lawyers from their National Security Law Branch (NSLB) to attempt to make sure their system was complying with various laws regarding sharing of information and secrecy (for example, rule 6e of the Federal Rules of Criminal Procedure, regarding the secrecy of Grand Jury material ). The Information Sharing Policy Group (ISPG) formed a Discretionary Access Control Team (DACT), to work on "approval of data sets" and "access control requirements" for IDW and DataMart, and responding to other Intelligence Community agencies requesting access. The EFF FOIA IDW website states "Despite the vast amount of personal information contained in the IDW, the FBI has never published a Privacy Act notice describing the system or explaining the ways in which the records might be used." There was also a 2005 email from someone on the Office of General Council (OGC) about "preliminary staff musings that maybe we should limit FBI PIA requirements to non-NS systems" (NS being National Security). There was also an email from 2006 saying that 'national security systems are exempt from E-Gov', apparently referring to the E-Government Act of 2002, which has a section that deals with privacy. == Data sources == The IDW used many data sources. The FOIA documents from EFF are heavily redacted, but some of the sources are as follows: FBI Automated Case Support system (ACS), subset of the Electronic Case File (ECF) system Joint Intelligence Committee Investigation documents (JICI), with OCR text "Open Source News" (public websites, such as the Washington Post and others) Secure Automated Messaging Network (SAMNet) Violent Gang and Terrorist Organizing File (VGTOF) DARPA TIDES program ('open source news' that has been organized and collected) IntelPlus Filerooms, with OCR text FBI National Crime Information Center (NCIC) FBI Records Management Division (RMD), Document Laboratory (DocLab), FBIHQ MiTAP (collects data from public sources, websites, etc.) SPT-Specific data sources (partial list, FOIA files have large parts redacted): Unified Name Index (UNI) extracts Financial Center (FinCen), including Bank Secrecy Act data "Various Sources", including the Transportation Security Administration FBI Counterterrorism Division (CTD) Telephone numbers / addresses from ACS Case data from ACS Terrorist Watch List (TWL) "Other NJTTF data" DoS ... Lost/Stolen Passport data No Fly List, from TSA Selectee list, from TSA ACS/ECF with some case types excluded CIA non-TS/non-SCI Technical Discussions (TDs) and Intelligence Information Reports (IIRs) from 1978 to the May 2004 There was also talk of linking the FTTTF "Data Mart" with IDW. The data in IDW is classified at the 'Secret' level or lower. Higher classifications are not allowed, and can be removed

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  • Artificial imagination

    Artificial imagination

    Artificial imagination is a narrow subcomponent of artificial general intelligence which generates, simulates, and facilitates real or possible fiction models to create predictions, inventions, or conscious experiences. The term artificial imagination is also used to describe a property of machines or programs. Some of the traits that researchers hope to simulate include creativity, vision, digital art, humor, and satire. Practitioners in the field are researching various aspects of Artificial imagination, such as Artificial (visual) imagination, Artificial (aural) Imagination, modeling/filtering content based on human emotions and Interactive Search. Some articles on the topic speculate on how artificial imagination may evolve to create an artificial world "people may be comfortable enough to escape from the real world". Some researchers such as G. Schleis and M. Rizki have focused on using artificial neural networks to simulate artificial imagination. Another important project is being led by Hiroharu Kato and Tatsuya Harada at the University of Tokyo in Japan. They have developed a computer capable of translating a description of an object into an image, which could be the easiest way to define what imagination is. Their idea is based on the concept of an image as a series of pixels divided into short sequences that correspond to a specific part of an image. The scientists call this sequences "visual words" and those can be interpreted by the machine using statistical distribution to read an create an image of an object the machine has not encountered. The topic of artificial imagination has garnered interest from scholars outside the computer science domain, such as noted communications scholar Ernest Bormann, who came up with the Symbolic Convergence Theory and worked on a project to develop artificial imagination in computer systems. An interdisciplinary research seminar organized by the artist Grégory Chatonsky on artificial imagination and postdigital art has taken place since 2017 at the Ecole Normale Supérieure in Paris. == Use in interactive search == The typical application of artificial imagination is for an interactive search. Interactive searching has been developed since the mid-1990s, accompanied by the World Wide Web's development and the optimization of search engines. Based on the first query and feedback from a user, the databases to be searched are reorganized to improve the searching results. Artificial imagination allows us to synthesize images and to develop a new image, whether it is in the database, regardless its existence in the real world. For example, the computer shows results that are based on the answer from the initial query. The user selects several relevant images, and then the technology analyzes these selections and reorganizes the images' ranks to fit the query. In this process, artificial imagination is used to synthesize the selected images and to improve the searching result with additional relevant synthesized images. This technique is based on several algorithms, including the Rocchio algorithm and the evolutionary algorithm. The Rocchio algorithm, locating a query point near relevant examples and far away from irrelevant examples, is simple and works well in a small system where the databases are arranged in certain ranks. The evolutionary synthesis is composed of two steps: a standard algorithm and an enhancement of the standard algorithm. Through feedback from the user, there would be additional images synthesized so as to be suited to what the user is looking for. == General artificial imagination == Artificial imagination has a more general definition and wide applications. The traditional fields of artificial imagination include visual imagination and aural imagination. More generally, all the actions to form ideas, images and concepts can be linked to imagination. Thus, artificial imagination means more than only generating graphs. For example, moral imagination is an important research subfield of artificial imagination, although classification of artificial imagination is difficult. Morals are an important part to human beings' logic, while artificial morals are important in artificial imagination and artificial intelligence. A common criticism of artificial intelligence is whether human beings should take responsibility for machines' mistakes or decisions and how to develop well-behaved machines. As nobody can give a clear description of the best moral rules, it is impossible to create machines with commonly accepted moral rules. However, recent research about artificial morals circumvent the definition of moral. Instead, machine learning methods are applied to train machines to imitate human morals. As the data about moral decisions from thousands of different people are considered, the trained moral model can reflect widely accepted rules. Memory is another major field of artificial imagination. Researchers such as Aude Oliva have performed extensive work on artificial memory, especially visual memory. Compared to visual imagination, the visual memory focuses more on how machine understand, analyse and store pictures in a human way. In addition, characters like spatial features are also considered. As this field is based on the brains' biological structures, extensive research on neuroscience has also been performed, which makes it a large intersection between biology and computer science.

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  • Overcategorization

    Overcategorization

    Overcategorization or category clutter is a phenomenon during classification where too many categories or classes are assigned to a document, record, or item. Overcategorization is related to the library and information science (LIS) concepts of document classification and subject indexing. It is also related to online shopping where excessive product categories can overwhelm users with too many choices or make it more difficult for customers to find the products they need. Although these categories are intended to improve organization and ease of navigation when shipping online, too many categories can lower customer satisfaction, increase difficulty navigating the online store, and reduce future shopping intentions. In LIS, the ideal number of terms that should be assigned to classify an item are measured by the variables precision and recall. Assigning few category labels that are most closely related to the content of the item being classified will result in searches that have high precision, I.e., where a high proportion of the results are closely related to the query. Assigning more category labels to each item will reduce the precision of each search, but increase the recall, retrieving more relevant results. Related LIS concepts include exhaustivity of indexing and information overload. == Basic principles == If too many categories are assigned to a given document, the implications for users depend on how informative the links are. If the user is able to distinguish between useful and not useful links, the damage is limited: The user only wastes time selecting links. In many cases, however, the user cannot judge whether or not a given link will turn out to be fruitful. In that case he or she has to follow the link and to read or skim another document. The worst case scenario is, of course, that even after reading the new document the user is unable to decide whether or not it might be useful if its subject matter is not thoroughly investigated. Overcategorization also has another unpleasant implication: It makes the system (for example in Wikipedia) difficult to maintain in a consistent way. If the system is inconsistent, it means that when the user considers the links in a given category, he or she will not find all documents relevant to that category. Basically, the problem of overcategorization should be understood from the perspective of relevance and the traditional measures of recall and precision. If too few relevant categories are assigned to a document, recall may decrease. If too many non-relevant categories are assigned, precision becomes lower. The hard job is to say which categories are fruitful or relevant for future use of the document.

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  • Harmony (software)

    Harmony (software)

    Harmony is a Java-based software for creating high-definition music videos with 2D and 3D animations. The application was developed by Digital Chaotics, a company based in San Jose, California and established in 2010 by Ken and Leanna Scott. == History == During a March 1, 2011 interview published by The LIST magazine, Ken explained how he initially got into music and digital entertainment. According to Scott: “I came at it from both the art and the technology side. … I built one of the first digital audio synthesizers as an undergrad project back in 1979. It was a short jump from there to creating visuals with computers, too.” Taking inspiration from Fantasia – which Scott calls, “The greatest music video of all time” – he began writing software code for Harmony in late 2009, finishing the project in mid-2010. However, Scott has also said that the idea for Harmony began much earlier: I read a book in 1978 called Digital Harmony, by John H Whitney, Sr. (Interestingly, he was the father of the president of Digital Productions.) He said that there was a kind of visual art based on motion, and proposed theories about the underlying mathematical structure of visual harmony. So there's the book, combined with my desire to create art with computers-add a taste or two of things commonly used by college students during the 70's - and lots of Pink Floyd. Add it all up, and the seeds for Harmony were planted. My friends in school and at Floating Point Systems listened to me ranting about "making music videos with computers" incessantly. I'm sure it was both maddening and fascinating to see. == Features == Harmony runs on Windows 7 and Windows Vista. Currently, Digital Chaotics does not offer a macOS or Linux platform for the software. However, Harmony can be run on these platforms by running it on Windows in a virtual machine. == Harmony 2 == On November 1, 2011, Digital Chaotics released the 2.0 version of the Harmony software. Unlike the original version, the second release featured three product levels: Harmony 2 Express, Harmony 2 Pro, and Harmony 2 Extreme. The "Express" version was positioned as an entry-level, free release to allow users a chance to "test-drive" the software. The "Pro" version currently retails at $197, while the "Extreme" is priced at $397. These two versions, aimed more towards VJ and Fulldome theater usage, featured additional software capability and features such as higher resolution, more video formatting options, and more camera angles.

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  • Encyclopaedistics

    Encyclopaedistics

    Encyclopaedistics or encyclopaedics as a discipline, is the academic scholarship of encyclopedias as sources of encyclopedic knowledge and cultural objects as well; in this sense, this discipline is also known as "encyclopaedia studies" and can be termed as "theoretical encyclopaediography" by analogy with theoretical lexicography. Encyclopaedistics as a practical activity (profession or business) also called "encyclopaedic practice" or "encyclopedism" is the process of assembling encyclopaedias available to the public for sale or for free (encyclopaedia publishing or practical encyclopediography). In this sense, it is the art or craft of writing, compiling, and editing the paper or online encyclopedias. As a practical activity, encyclopaedistics originated in the Middle Ages in connection with the development of compendiums based on alphabetical structuring (e.g. first edition of Polyanthea by Dominicus Nanus Mirabellius). Encyclopaedistics is often defined as "the art and science of selecting and disseminating the information most significant to mankind". == Field of study == Encyclopaedistics is a specialized aspect of information science and communication science. At the same time, encyclopaedistics is also considered as one of scholarly disciplines which are seen as auxiliary for historical research (auxiliary sciences of history) . Third, encyclopaedics is a domain of philosophy (Romanticism). This term associated with German philosophers of the 18th century, such as Novalis, Friedrich Schlegel, who sought to create a "Scientific Bible" - both real and ideal book as the quintessence of human education (enlightenment). In any case, the most popular topics in encyclopaedia studies refferd the history of organization of encyclopaedic knowledge, encyclopaedic knowledge determination and selection, glossary composition, current state of development of encyclopaedic activity, features of making encyclopaedias and encyclopaedic articles, usage, role and significance of encyclopaedias, typology of encyclopaedic literature, encyclopaedists and encyclopaedic schools, opposition of classical encyclopaedias and Wikipedia as well as paper encyclopaedias and online encyclopaedias, case experience in building encyclopedias etc. In general, scholarly studies contribute to appearance of successful well-crafted encyclopaedias with high-quality articles. == Contemporary encyclopaedic practice == Today, academic institutions, universities, and publishing companies worldwide are engaged in encyclopaedic activity building national, multinational (universal), regional and subject-specific encyclopaedias, or doing studies related encyclopaedias. The development of national encyclopaedias is one of the prerogatives of the European Parliament in the policy of protection of accurate and verified information and in the fight against mis- and disinformation as well as in the policy of protecting, promoting and projecting Europe's values and interests in the world.

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  • Learning augmented algorithm

    Learning augmented algorithm

    A learning augmented algorithm (also called algorithm with predictions) is an algorithm that can make use of a prediction to improve its performance. Whereas in regular algorithms just the problem instance is inputted, learning augmented algorithms accept an extra parameter. This extra parameter often is a prediction of some property of the solution. This prediction is then used by the algorithm to improve its running time or the quality of its output. The most common application are online algorithms, where a prediction on the uncertain instance is provided. == Description == A learning augmented algorithm typically takes an input ( I , A ) {\displaystyle ({\mathcal {I}},{\mathcal {A}})} . Here I {\displaystyle {\mathcal {I}}} is a problem instance and A {\displaystyle {\mathcal {A}}} is the prediction. A prediction can be any object. Common are the following types: Prediction of an optimal solution. The prediction gives a solution to the problem or characterizes an optimal solution. Prediction of the input. This is mainly used for online problems. Prediction of algorithmic actions. A prediction tailored to a specific algorithm that suggests a specific algorithm execution. Learning augmented algorithms usually satisfy the following three properties: Consistency. A learning augmented algorithm is said to be consistent if the algorithm can be proven to have a good performance when it is provided with an accurate prediction. Smoothness. A learning augmented algorithm is called smooth if its performance can be bounded by a function of the quality of the prediction. Here, the quality can be measured in a problem specific way. This is also called the prediction error. Robustness. A learning augmented algorithm is called robust if its worst-case performance can be bounded even if the given prediction is inaccurate. Learning augmented algorithms generally do not prescribe how the prediction should be done. For this purpose machine learning can be used. == Applications == A few examples of problems where learning augmented algorithms have been applied are the following. === Online algorithms === The ski rental problem The weighted paging problem The set cover problem Nonclairvoyant scheduling The online bipartite matching problem === Warm starting === ==== Data structures ==== The binary search algorithm is an algorithm for finding elements of a sorted list x 1 , … , x n {\displaystyle x_{1},\ldots ,x_{n}} . It needs O ( log ⁡ ( n ) ) {\displaystyle O(\log(n))} steps to find an element with some known value y {\displaystyle y} in a list of length n {\displaystyle n} . With a prediction i {\displaystyle i} for the position of y {\displaystyle y} , the following learning augmented algorithm can be used. First, look at position i {\displaystyle i} in the list. If x i = y {\displaystyle x_{i}=y} , the element has been found. If x i < y {\displaystyle x_{i} y {\displaystyle x_{i}>y} , do the same as in the previous case, but instead consider i − 1 , i − 2 , i − 4 , … {\displaystyle i-1,i-2,i-4,\ldots } . The error is defined to be η = | i − i ∗ | {\displaystyle \eta =|i-i^{}|} , where i ∗ {\displaystyle i^{}} is the real index of y {\displaystyle y} . In the learning augmented algorithm, probing the positions i + 1 , i + 2 , i + 4 , … {\displaystyle i+1,i+2,i+4,\ldots } takes log 2 ⁡ ( η ) {\displaystyle \log _{2}(\eta )} steps. Then a binary search is performed on a list of size at most 2 η {\displaystyle 2\eta } , which takes log 2 ⁡ ( η ) {\displaystyle \log _{2}(\eta )} steps. This makes the total running time of the algorithm 2 log 2 ⁡ ( η ) {\displaystyle 2\log _{2}(\eta )} . So, when the error is small, the algorithm is faster than a normal binary search. This shows that the algorithm is consistent. Even in the worst case, the error will be at most n {\displaystyle n} . Then the algorithm takes at most O ( log ⁡ ( n ) ) {\displaystyle O(\log(n))} steps, so the algorithm is robust. ==== More examples ==== The maximum weight matching problem === Approximation algorithms === The maximum cut problem The vertex cover problem === Mechanism Design === The facility location problem

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  • Webometrics Ranking of Business Schools

    Webometrics Ranking of Business Schools

    The Webometrics Ranking of Business Schools, also known as Ranking Web of Business Schools, is a ranking system for the world's business schools based on a composite indicator that takes into account both the volume of the Web content (number of web pages and files) and the visibility and impact of these web publications according to the number of external inlinks (site citations) they received. The ranking is published by the Cybermetrics Lab, a research group of the Spanish National Research Council (CSIC) located in Madrid. This ranking was discontinued in 2013 and is no longer updated. This discontinued ranking is, however, often cited (as of 2017-06-16) by Google as its main ranking reference. Examples are: "Spain business school ranking " = "Zurich business school ranking" etc. The Webometrics Ranking of World Universities is a similar ranking of universities.

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  • Tango (platform)

    Tango (platform)

    Tango (named Project Tango while in testing) was an augmented reality computing platform, developed and authored by the Advanced Technology and Projects (ATAP), a skunkworks division of Google. It used computer vision to enable mobile devices, such as smartphones and tablets, to detect their position relative to the world around them without using GPS or other external signals. This allowed application developers to create user experiences that include indoor navigation, 3D mapping, physical space measurement, environmental recognition, augmented reality, and windows into a virtual world. The first product to emerge from ATAP, Tango was developed by a team led by computer scientist Johnny Lee, a core contributor to Microsoft's Kinect. In an interview in June 2015, Lee said, "We're developing the hardware and software technologies to help everything and everyone understand precisely where they are, anywhere." Google produced two devices to demonstrate the Tango technology: the Peanut phone and the Yellowstone 7-inch tablet. More than 3,000 of these devices had been sold as of June 2015, chiefly to researchers and software developers interested in building applications for the platform. In the summer of 2015, Qualcomm and Intel both announced that they were developing Tango reference devices as models for device manufacturers who use their mobile chipsets. At CES, in January 2016, Google announced a partnership with Lenovo to release a consumer smartphone during the summer of 2016 to feature Tango technology marketed at consumers, noting a less than $500 price-point and a small form factor below 6.5 inches. At the same time, both companies also announced an application incubator to get applications developed to be on the device on launch. On 15 December 2017, Google announced that they would be ending support for Tango on March 1, 2018, in favor of ARCore. == Overview == Tango was different from other contemporary 3D-sensing computer vision products, in that it was designed to run on a standalone mobile phone or tablet and was chiefly concerned with determining the device's position and orientation within the environment. The software worked by integrating three types of functionality: Motion-tracking: using visual features of the environment, in combination with accelerometer and gyroscope data, to closely track the device's movements in space Area learning: storing environment data in a map that can be re-used later, shared with other Tango devices, and enhanced with metadata such as notes, instructions, or points of interest Depth perception: detecting distances, sizes, and surfaces in the environment Together, these generate data about the device in "six degrees of freedom" (3 axes of orientation plus 3 axes of position) and detailed three-dimensional information about the environment. Project Tango was also the first project to graduate from Google X in 2012 Applications on mobile devices use Tango's C and Java APIs to access this data in real time. In addition, an API was also provided for integrating Tango with the Unity game engine; this enabled the conversion or creation of games that allow the user to interact and navigate in the game space by moving and rotating a Tango device in real space. These APIs were documented on the Google developer website. == Applications == Tango enabled apps to track a device's position and orientation within a detailed 3D environment, and to recognize known environments. This allowed the creations of applications such as in-store navigation, visual measurement and mapping utilities, presentation and design tools, and a variety of immersive games. At Augmented World Expo 2015, Johnny Lee demonstrated a construction game that builds a virtual structure in real space, an AR showroom app that allows users to view a full-size virtual automobile and customize its features, a hybrid Nerf gun with mounted Tango screen for dodging and shooting AR monsters superimposed on reality, and a multiplayer VR app that lets multiple players converse in a virtual space where their avatar movements match their real-life movements. Tango apps are distributed through Play. Google has encouraged the development of more apps with hackathons, an app contest, and promotional discounts on the development tablet. == Devices == As a platform for software developers and a model for device manufacturers, Google created two Tango devices. === The Peanut phone === "Peanut" was the first production Tango device, released in the first quarter of 2014. It was a small Android phone with a Qualcomm MSM8974 quad-core processor and additional special hardware including a fisheye motion camera, "RGB-IR" camera for color image and infrared depth detection, and Movidius Vision processing units. A high-performance accelerometer and gyroscope were added after testing several competing models in the MARS lab at the University of Minnesota. Several hundred Peanut devices were distributed to early-access partners including university researchers in computer vision and robotics, as well as application developers and technology startups. Google stopped supporting the Peanut device in September 2015, as by then the Tango software stack had evolved beyond the versions of Android that run on the device. === The Yellowstone tablet === "Yellowstone" was a 7-inch tablet with full Tango functionality, released in June 2014, and sold as the Project Tango Tablet Development Kit. It featured a 2.3 GHz quad-core Nvidia Tegra K1 processor, 128GB flash memory, 1920x1200-pixel touchscreen, 4MP color camera, fisheye-lens (motion-tracking) camera, an IR projector with RGB-IR camera for integrated depth sensing, and 4G LTE connectivity. As of May 27, 2017, the Tango tablet is considered officially unsupported by Google. ==== Testing by NASA ==== In May 2014, two Peanut phones were delivered to the International Space Station to be part of a NASA project to develop autonomous robots that navigate in a variety of environments, including outer space. The soccer-ball-sized, 18-sided polyhedral SPHERES robots were developed at the NASA Ames Research Center, adjacent to the Google campus in Mountain View, California. Andres Martinez, SPHERES manager at NASA, said "We are researching how effective [Tango's] vision-based navigation abilities are for performing localization and navigation of a mobile free flyer on ISS. === Intel RealSense smartphone === Announced at Intel's Developer Forum in August 2015, and offered to public through a Developer Kit since January 2016. It incorporated a RealSense ZR300 camera which had optical features required for Tango, such as the fisheye camera. === Lenovo Phab 2 Pro === Lenovo Phab 2 Pro was the first commercial smartphone with the Tango Technology, the device was announced at the beginning of 2016, launched in August, and available for purchase in the US in November. The Phab 2 Pro had a 6.4 inch screen, a Snapdragon 652 processor, and 64 GB of internal storage, with a rear facing 16 Megapixels camera and 8 MP front camera. === Asus Zenfone AR === Asus Zenfone AR, announced at CES 2017, was the second commercial smartphone with the Tango Technology. It ran Tango AR & Daydream VR on Snapdragon 821, with 6GB or 8GB of RAM and 128 or 256GB of internal memory depending on the configuration.

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  • UI data binding

    UI data binding

    UI data binding is a software design pattern to simplify development of GUI applications. UI data binding binds UI elements to an application domain model. Most frameworks employ the Observer pattern as the underlying binding mechanism. To work efficiently, UI data binding has to address input validation and data type mapping. A bound control is a widget whose value is tied or bound to a field in a recordset (e.g., a column in a row of a table). Changes made to data within the control are automatically saved to the database when the control's exit event triggers. == Example == == Data binding frameworks and tools == === Delphi === DSharp third-party data binding tool OpenWire Visual Live Binding - third-party visual data binding tool === Java === JFace Data Binding JavaFX Property === .NET === Windows Forms data binding overview WPF data binding overview Avalonia Unity 3D data binding framework (available in modifications for NGUI, iGUI and EZGUI libraries) === JavaScript === Angular AngularJS Backbone.js Ember.js Datum.js knockout.js Meteor, via its Blaze live update engine OpenUI5 React Vue.js

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  • Information history

    Information history

    Information history may refer to the history of each of the categories listed below (or to combinations of them). It should be recognized that the understanding of, for example, libraries as information systems only goes back to about 1950. The application of the term information for earlier systems or societies is a retronym. == Academic discipline == Information history is an emerging discipline related to, but broader than, library history. An important introduction and review was made by Alistair Black (2006). A prolific scholar in this field is also Toni Weller, for example, Weller (2007, 2008, 2010a and 2010b). As part of her work Toni Weller has argued that there are important links between the modern information age and its historical precedents. A description from Russia is Volodin (2000). Alistair Black (2006, p. 445) wrote: "This chapter explores issues of discipline definition and legitimacy by segmenting information history into its various components: The history of print and written culture, including relatively long-established areas such as the histories of libraries and librarianship, book history, publishing history, and the history of reading. The history of more recent information disciplines and practice, that is to say, the history of information management, information systems, and information science. The history of contiguous areas, such as the history of the information society and information infrastructure, necessarily enveloping communication history (including telecommunications history) and the history of information policy. The history of information as social history, with emphasis on the importance of informal information networks." "Bodies influential in the field include the American Library Association’s Round Table on Library History, the Library History Section of the International Federation of Library Associations and Institutions (IFLA), and, in the U.K., the Library and Information History Group of the Chartered Institute of Library and Information Professionals (CILIP). Each of these bodies has been busy in recent years, running conferences and seminars, and initiating scholarly projects. Active library history groups function in many other countries, including Germany (The Wolfenbuttel Round Table on Library History, the History of the Book and the History of Media, located at the Herzog August Bibliothek), Denmark (The Danish Society for Library History, located at the Royal School of Library and Information Science), Finland (The Library History Research Group, University of Tamepere), and Norway (The Norwegian Society for Book and Library History). Sweden has no official group dedicated to the subject, but interest is generated by the existence of a museum of librarianship in Bods, established by the Library Museum Society and directed by Magnus Torstensson. Activity in Argentina, where, as in Europe and the U.S., a "new library history" has developed, is described by Parada (2004)." (Black (2006, p. 447). === Journals === Information & Culture (previously Libraries & the Cultural Record, Libraries & Culture) Library & Information History (until 2008: Library History; until 1967: Library Association. Library History Group. Newsletter) == Information technology (IT) == The term IT is ambiguous although mostly synonym with computer technology. Haigh (2011, pp. 432-433) wrote "In fact, the great majority of references to information technology have always been concerned with computers, although the exact meaning has shifted over time (Kline, 2006). The phrase received its first prominent usage in a Harvard Business Review article (Haigh, 2001b; Leavitt & Whisler, 1958) intended to promote a technocratic vision for the future of business management. Its initial definition was at the conjunction of computers, operations research methods, and simulation techniques. Having failed initially to gain much traction (unlike related terms of a similar vintage such as information systems, information processing, and information science) it was revived in policy and economic circles in the 1970s with a new meaning. Information technology now described the expected convergence of the computing, media, and telecommunications industries (and their technologies), understood within the broader context of a wave of enthusiasm for the computer revolution, post-industrial society, information society (Webster, 1995), and other fashionable expressions of the belief that new electronic technologies were bringing a profound rupture with the past. As it spread broadly during the 1980s, IT increasingly lost its association with communications (and, alas, any vestigial connection to the idea of anybody actually being informed of anything) to become a new and more pretentious way of saying "computer". The final step in this process is the recent surge in references to "information and communication technologies" or ICTs, a coinage that makes sense only if one assumes that a technology can inform without communicating". Some people use the term information technology about technologies used before the development of the computer. This is however to use the term as a retronym. =

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