AI Chat Exporter Firefox

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  • World Database of Happiness

    World Database of Happiness

    The World Database of Happiness is a web-based archive of research findings on subjective appreciation of life, based in the Erasmus Happiness Economics Research Organization of the Erasmus University Rotterdam in The Netherlands. The database contains both an overview of scientific publications on happiness and a digest of research findings. Happiness is defined as the degree to which an individual judges the quality of his or her life as a whole favorably. Two 'components' of happiness are distinguished: hedonic level of affect (the degree to which pleasant affect dominates) and contentment (perceived realization of wants). == Aims == The World Database of Happiness is a tool to quickly acquire an overview on the ever-growing stream of research findings on happiness Medio 2023 the database covered some 16,000 scientific publications on happiness, from which were extracted 23,000 distributional findings (on how happy people are) and another 24,000 correlational findings (on factors associated with more and less happiness). The first findings date from 1915. == Technique == The World Database of Happiness is a ‘findings archive’, which consists of electronic ‘finding pages’ on which separate research results are described in a standard format and terminology. These finding pages can be selected on various characteristics, such as population studies, the measure of happiness used and observed co-variates. All finding-pages have a specific internet address to which links can be made in scientific review papers or policy recommendations. This allows a concise presentation of many findings in a table, while providing readers with access to detail. == Scientific use == The Database has been cited in 254 scientific papers, for example to access under what conditions economic growth enhances average happiness or to show that rising mean happiness at first raises happiness inequality, but further rise will diminish these differences, or that healthy eating is associated with more happiness, even after controlling for the effect on health Another finding is that relative simple happiness training techniques raise happiness by some 5% == Popular use == The World Database of Happiness is often used by popular media to make lists of the happiest countries around the globe. An example is the Happy Planet Index, which aims to chart sustainable happiness all over the world by combining data on longevity, happiness and the size of the ecological footprint of citizens. == Strengths and weaknesses == The database has a clear conceptual focus, it includes only research findings on subjective enjoyment of one's life as a whole. Thereby it evades the Babel that has haunted the study of happiness for ages. The other side of that coin is that much interesting research is left out. The findings are reported with technical details about measurement and statistical analysis. This detail is welcomed by scholars, but makes the information difficult to digest for lay-persons. Still another limitation is that the determinants of happiness appear to vary considerably across persons and situations, which make it hard to draw general conclusions about the causes of happiness. What is clear is that poor health, separation, unemployment and lack of social contact are all strongly negatively associated with happiness. Another problem for the World database of happiness is that the studies on happiness increase with such a high rate that it gets increasingly difficult to offer a complete overview of all research findings. A further concern is that the Database of Happiness is exclusively focused on hedonic happiness (feeling good) and not on mature happiness that might exist in the face of suffering

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  • Web science

    Web science

    Web science is an emerging interdisciplinary field concerned with the study of large-scale socio-technical systems, particularly the World Wide Web. It considers the relationship between people and technology, the ways that society and technology co-constitute one another and the impact of this co-constitution on broader society. Web Science combines research from disciplines as diverse as sociology, computer science, economics, and mathematics. The Web Science Institute, founded at the University of Southampton by director Wendy Hall and colleagues, describes Web Science as focusing "the analytical power of researchers from disciplines as diverse as mathematics, sociology, economics, psychology, law and computer science to understand and explain the Web. It is necessarily interdisciplinary – as much about social and organizational behaviour as about the underpinning technology." A central pillar of Web science development is Artificial Intelligence or "AI". The current artificial intelligence that in development at the moment is Human-Centered, with goals to further professional development courses as well as influencing public policy. Artificial intelligence developers are focused on the most impactful uses of this technology, while also hoping to expedite the growth and development of the human race. An early definition was given by American computer scientist Ben Shneiderman: "Web Science" is processing the information available on the web in similar terms to those applied to natural environment. == Areas of activity == === Emergent properties === Philip Tetlow, an IBM-based scientist influential in the emergence of web science as an independent discipline, argued for the concept of web life, which considers the Web not as a connected network of computers, as in common interpretations of the Internet, but rather as a sociotechnical machine capable of fusing together individuals and organisations into larger coordinated groups. It argues that unlike the technologies that have come before it, the Web is different in that its phenomenal growth and complexity are starting to outstrip our capability to control it directly, making it impossible for us to grasp its completeness in one go. Tetlow made use of Fritjof Capra's concept of the 'web of life' as a metaphor. == Research groups == There are numerous academic research groups engaged in Web Science research, many of which are members of WSTNet, the Web Science Trust Network of research labs. Health Web Science emerged as a sub-discipline of Web Science that studies the role of the Web's impact on human's health outcomes and how to further utilize the Web to improve health outcomes. These groups focus on the developmental possibilities, provided through Web Science, in areas such as health care and social welfare. Discussion of web science has been widely adopted as a method in which the internet can have a real world impact in the field of medicine, currently coined Medicine 2.0. The World Wide Web acts as a medium for the spread and circulation of knowledge, though these various research groups consider themselves responsible for maintaining verifiable and testable knowledge. Using their knowledge of the healthcare system as well as web science, researchers are focused on formatting and structuring their knowledge in a way that is easily accessible throughout the internet. The World Wide Web is quickly evolving meaning that the information we provide and its formatting must also. Recognizing the overlap between both aspects, the spread of knowledge and development of the internet, allows us to properly display our knowledge in a manner that evolves as quickly as the internet and everyday medical research. The accessibility of the internet and quick development of knowledge must be companied with efficient formatting to allocate successful dissemination of information, as described by these various researcher groups. == Related major conferences == Association for Computing Machinery (ACM), Hypertext Conference (HT) sponsored by SIGWEB ACM SIGCHI Conference on Human Factors in Computing Systems (CHI) International AAAI Conference on Weblogs and Social Media (ICWSM) The Web Conference (WWW) Association for Computing Machinery (ACM) Web Science Conference (WebSci)

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  • Group (online social networking)

    Group (online social networking)

    A group (often termed as a community, e-group or club) is a feature in many social networking services which allows users to create, post, comment to and read from their own interest- and niche-specific forums, often within the realm of virtual communities. Groups, which may allow for open or closed access, invitation and/or joining by other users outside the group, are formed to provide mini-networks within the larger, more diverse social network service. Much like electronic mailing lists, they are also owned and maintained by owners, moderators, or managers, who can edit posts to discussion threads and regulate member behavior within the group. However, unlike traditional Internet forums and mailing lists, groups in social networking services allow owners and moderators alike to share account credentials between groups without having to log in to every group. == History == The rise of the World Wide Web resulted in an expansion of the varieties of methods for communication on the Internet, much of which was limited in the 1980s to discussion in newsgroups, BBS and chat rooms. While the initial rise of web-based mass communication took place in the form of early Internet forums in the mid-1990s, a few services such as MSN Groups, Yahoo! Groups and eGroups pioneered the combination of web-based mailing list archives with user profiles; by 2000, such services doubled as full-fledged mailing lists and Internet forums, allowing users to create an extremely large variety of discussion and networking mediums with comparatively sparse thresholds of complexity. Further features included chat rooms (often Java-based), image and video galleries, and group calendars. The second spurt of bullecalbel networking, one which was less dependent upon mailing list-related features and more upon Internet forum features, began in the early- to mid-2000s in the form of such services as LiveJournal, Friendster, MySpace and Facebook. These services continued the evolution of the web-based e-group as a discussion and organization medium. In the late 2000s, services such as Yammer and Micromobs further advanced e-group communication by taking advantage of microblog-style activity streams. == In virtual worlds == In Second Life, groups are centered less around discussion forums (as such, an asynchronous conferencing feature is not built into the Second Life network as of 2009) and common interest, and are more centered on maintenance of a particular geographic location inside the network. Such groups are often created by the owners of areas such as buildings, plots of land or whole islands in order to cater to the most frequent visitors and patrons of the regions. With the limited asynchronous messaging capability of Second Life, groups are also a means of mass-emailing announcements pertinent to the group, but are not completely capable of hosting discussion or deliberation of such announcement messages. == The importance of online social networking groups == Before people expanded their social life to the internet, they had small circles. These included the networks gained from rural areas or villages, such as family, friends and neighbors, and community groups such as churches. These networks represented a social safety net to support individuals. Since we have moved a huge part of our social life to the internet, online social networking groups have become a way to maintain a structure in social life. Online networking is made up by clusters of people, bounding themselves together on the World Wide Web. To be able to sort out the many different clusters we belong to we use online groups to helps us arrange and make sense of all our contacts. This sense-making is rooted within us, we sort and put people into compartments or sort by categories to make sense and try to understand our relationships to the people around us. Online social networking groups therefore enables us to do the same thing online. Online social networks have a huge impact on people’s lives. Since the social network revolution has offered people with more loose ties and diversity in their relationships, it creates both stress and opportunities. Furthermore, the Internet revolution has transformed the contact point from a household to the individual. In addition, people are in constant communication with each other due to the mobile revolution. All in all, the mentioned revolutions created a new social operating system: "networked individualism". The way that people currently connect, communicate and exchange information can be described as a form of operating system because of the similarities between the structure of computer systems and the networked individualism that has taken form in society. These structures consist of unwritten rules, norms, constraints and opportunities which are apparent for those who are part of a specific network. == Concerns == There is some research claiming that fake news is infiltrating online social networking. A recent study claimed that people exposed to fake news generally revert to their original opinion even after finding out the information they were given was false.

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  • Redshift (theory)

    Redshift (theory)

    Redshift is a techno-economic theory suggesting hypersegmentation of information technology markets based on whether individual computing needs are over or under-served by Moore's law, which predicts the doubling of computing transistors (and therefore roughly computing power) every two years. The theory, proposed and named by New Enterprise Associates partner and former Sun Microsystems CTO Greg Papadopoulos, categorized a series of high growth markets (redshifting) while predicting slower GDP-driven growth in traditional computing markets (blueshifting). Papadopoulos predicted the result will be a fundamental redesign of components comprising computing systems. == Hypergrowth market segments (redshifting) == According to the Redshift theory, applications "redshift" when they grow dramatically faster than Moore's Law allows, growing quickly in their absolute number of systems. In these markets, customers are running out of datacenter real-estate, power and cooling infrastructure. According to Dell Senior Vice President Brad Anderson, “Businesses requiring hyperscale computing environments – where infrastructure deployments are measured by up to millions of servers, storage and networking equipment – are changing the way they approach IT.” While various Redshift proponents offer minor alterations on the original presentation, “Redshifting” generally includes: === ΣBW (Sum-of-Bandwidth) === These are companies that drive heavy Internet traffic. This includes popular web-portals like Google, Yahoo, AOL and MSN. It also includes telecoms, multimedia, television over IP, online games like World of Warcraft and others. This segment has been enabled by widespread availability of high-bandwidth Internet connections to consumers through a DSL or cable modem. A simple way to understand this market is that for every byte of content served to a PC, mobile phone or other device over a network, there must exist computing systems to send it over the network. === High performance computing (HPC) === These are companies that do complex simulations that involve (for example) weather, stock markets or drug-design simulations. This is a generally elastic market because businesses frequently spend every "available" dollar budgeted for IT. A common anecdote claims that cutting the cost of computing by half causes customers in this segment to buy at least twice as much, because each marginal IT dollar spent contributes to business advantage. === prise (or "Star-prise") === These are companies that aggregate traditional computing applications and offer them as services, typically in the form of Software as a Service (SaaS). For example, companies that deploy CRM are over-served by Moore's Law, but companies that aggregate CRM functions and offer them as a service, such as Salesforce.com, grow faster than Moore's Law. === The eBay crisis === A prime example of redshift was a crisis at eBay. In 1999 eBay suffered a database crisis when a single Oracle Database running on the fastest Sun machine available (these tracking Moore's law in this period) was not enough to cope with eBay's growth. The solution was to massively parallelise their system architecture. == Traditional computing markets (blueshifting) == Redshift theory suggests that traditional computing markets, such as those serving enterprise resource planning or customer relationship management applications, have reached relative saturation in industrialized nations. Thereafter, proponents argued further market growth will closely follow gross domestic product growth, which typically remains under 10% for most countries annually. Given that Moore's Law continues to predict accurately the rate of computing transistor growth, which roughly translates into computing power doubling every two years, the Redshift theory suggests that traditional computing markets will ultimately contract as a percentage of computing expenditures over time. Functionally, this means “Blueshifting” customers can satisfy computing requirement growth by swapping in faster processors without increasing the absolute number of computing systems. == Consequences and industry commentary == Papadopoulos argued that while traditional computing markets remain the dominant source of revenue through the late 2000s, a shift to hypergrowth markets will inevitably occur. When that shift occurs, he argued computing (but not computers) will become a utility, and differentiation in the IT market will be based upon a company's ability to deliver computing at massive scale, efficiently and with predictable service levels, much like electricity at that time. If computing is to be delivered as a utility, Nicholas Carr suggested Papadopoulos' vision compares with Microsoft researcher Jim Hamilton, who both agree that computing is most efficiently generated in shipping containers. Industry analysts are also beginning to quantify Redshifting and Blueshifting markets. According to International Data Corporation vice president Matthew Eastwood, "IDC believes that the IT market is in a period of hyper segmentation... This a class of customers that is Moore's law driven and as price performance gains continue, IDC believes that these organizations will accelerate their consumption of IT infrastructure.” == History and nomenclature == Key portions of Papadopoulos' theory were first presented by Sun Microsystems CEO Jonathan Schwartz in late 2006. Papadopoulos later gave a full presentation on Redshift to Sun's annual Analyst Summit in February 2007. The term Redshift refers to what happens when electromagnetic radiation, usually visible light, moves away from an observer. Papadopoulos chose this term to reflect growth markets because redshift helped cosmologists explain the expansion of the universe. Papadopoulos originally depicted traditional IT markets as green to represent their revenue base, but later changed them to “blueshift,” which occurs when a light source moves toward an observer, similar to what would happen during a contraction of the universe.

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  • SlideRocket

    SlideRocket

    SlideRocket was an online presentation platform that let users create, manage, share and measure presentations. SlideRocket was provided via a SaaS model. The company was acquired by VMware in April 2011, who sold it to ClearSlide, a similar SaaS application, in March 2013. It is no longer offering independent signups, as the platform is being integrated into ClearSlide. == History == SlideRocket was founded in Jan 2006, and launched as a private beta in March 2008 at the Under The Radar Spring event. A public beta was announced in September 2008 followed shortly by public release on October 28, 2008. SlideRocket is most commonly credited with inventing the PResuMÉ or Presentation Résumé in early 2009. On April 26, 2011, SlideRocket was acquired by VMware. On March 5, 2013, VMware sold SlideRocket to ClearSlide. SlideRocket is based in San Francisco.

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  • Media Auxiliary Memory

    Media Auxiliary Memory

    Media Auxiliary Memory or Medium Auxiliary Memory (MAM) refers to a chip embedded into a digital media device (usually a tape cartridge) that stores a small amount of data or metadata that a computer can read without having to read the actual tape. MAMs can be used by the tape driver to increase efficiency, or by custom software to store & retrieve custom data. Some examples of MAM's are Cartridge Memory (HP/Seagate/IBM LTO) and MIC (Sony AIT).

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  • Abjjad

    Abjjad

    Abjjad is an Arabic reading application that was launched in June 2012 by Eman Hylooz. Abjjad offers users the ability to download and read thousands of books offline through its iOS and Android applications. In December of 2020, Abjjad had more than 1.5 million registered accounts. == About Abjjad == Abjjad was founded in June 2012 by Eman Hylooz as a reader community dedicated to Arab readers, authors, and book lovers. Abjjad developed into a smart electronic platform to provide Arabic electronic books with ease to Arab readers everywhere after discovering a large gap in the world of Arab publishing, which is the legal electronic publishing, by forming strategic partnership with Arab publishers such as Dar Al-Shorouk, Dar Al Tanweer, Dar Al Adab, and Dar Al Saqi. == History == In May 2012, Oasis500 provided Abjjad with the seed funding to launch the website. In June 2012, Abjjad was launched with a budget of 15 thousand dollars. Within the first three months more than 10 thousand members were registered in Abjjad. Abjjad has participated in different local and international forums to meet several investors and entrepreneurs. In October 2012 Abjjad participated in Global thinkers forum in Amman, Jordan where Eman Hylooz, founder & CEO, presented the concept of Abjjad, its vision and future plans In mid-December 2012 Abjjad participated in Global Entrepreneurship in Dubai where it was presented to investors as a start-up and a new project in the Middle East. In February 2013 Abjjad was one of ten startups MENA apps has nominated from Jordan and Palestine to participate in startup Turkey. In May 2013 Abjjad participated in World Economic Forum in Amman, Jordan and later in June 2013 participated in Arab Net in Dubai. By the end of 2013, Abjjad won the Mohammed Bin Rashid Al Maktoum's Best Arab Start-Up Business Award for 2013. During 29 October 2013 till January 2014 Abjjad has launched their campaign for crowd funding through Eureeca Abjjad managed to raise US$161,000 in 88 days from 43 regional donors, over US$40,000 over its initial target. By the end of 2020. Abjjad had raised a $1 million investment round led by Jordan Entrepreneurship Fund, Ramal Capital Fund, and JordInvest Fund. Because the funds will be used to acquire users and e-books, Abjjad hopes to become the largest Arab electronic library as well as the largest income-generating platform for Arab authors and publishers, while also providing readers with a unique digital reading experience. == Features == The ability to read an unlimited number of books from an electronic library containing thousands of Arabic and translated books. Abjjad ebook library is constantly expanding and cooperating with new publishing houses to add more books. Reading offline without an internet connection. The application allows the user to download books in seconds and read them anywhere. Intuitive feature which include the ability to flip the pages of the book, highlight the reader's favorite quotes, and add notes, in addition to night reading mode and the option to modify the style and size of the front. The ability to interact with other readers and read their book reviews. More than 1.5 million Arabic readers make up the Abjjad reader community, and the user can read and connect with their reviews, book ratings, and favorite quotes. A virtual personal library that enables the user to rate and organize books by placing them on one of the three shelves: I will read it, currently readings, and/or read it. Abjjad's library includes various genres and literary fields, such as: reference books, novels, stories, literature, psychological books, philosophy, biography, politics, history, religion, self-improvement and human development books, as well as international books translated into Arabic. The library includes the most famous works of Arab authors such as: Naguib Mahfouz, Mahmoud Darwish, Radwa Ashour, Tayeb Salih. Aside from Arabic translation of works by well-known worldwide authors including: Elif Shafak, Fyodor Dostoevsky, Mark Manson, and others. == Statistics == In December of 2020, Abjjad had more than 1.5 million registered accounts. == Awards and honors == 2013: Won the Mohammad Bin Rashid Award for Best Arabic Startup 2014: Won the Golden Award for Jawa's "Best Online Community" 2015: Won the Business Women of the Year Award by Bank al Etihad 2016: Won the Said Khoury Award for Entrepreneurs and Innovators 2016: Won the Best Application in the Arabic Region Award by His Highness Sheikh Salem Al-Ali Al-Sabah in Kuwait. 2019: Won the Mohammad Bin Rashid Award for Arabic Language for the best artistic, cultural or intellectual world to serve the Arabic language. == Abjjad in the media == Abjjad has taken a huge interest in the Middle Eastern and western media; the author of Startup Rising: The Entrepreneurial Revolution Remaking the Middle East, Christopher M. Schroeder, has interviewed Eman Hylooz and wrote about her experience with Abjjad in his book. In addition, France24-Monte Carlo Doualiya has interviewed Ms. Hylooz on Retweet program to discuss Abjjad idea and provide the latest statistics of the website. Moreover, Sky News Arabia interviewed Hylooz to relate her experience with Oasis500 and Eureeca in Abjjad's crowdinvestment campaignPage text. furthermore, Al-Aan TV interviewed Ms.Hylooz in ArabNet in Dubai, 2013. Abjjad has been mentioned on Oasis500 website as one of the five startups which the company funded and gained different prizes. Wamda, Mediame and crowdfundinsider have discussed Abjjad's experience in the crowd investment on Eureeca. And the expert in the Arabic literature in English, M. Lynx Qualey, has interviewed Eman Hylooz in March 2013 to talk about Abjjad's story of success, how it differs from other social networks and what are its future plans. Abjjad was also featured in "Hashtag Arabi" website when it launched its premium subscription called "Abjjad Unlimited" in 2017 with the support of the Abdul Hameed Shoman Foundation. In her interview with the Jordan Times, Eman also discussed her background in computer science and software development, which helped her found Abjjad.

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  • Go-box

    Go-box

    Go-box is a name used for a number of electronic devices. The "Go-Box" is often a box, crate, carry-case, modified briefcase or similar construction containing electronic equipment pre-setup and ready to function. The box can then be taken into the field or placed at a remote site with minimal effort. These are often used by radio amateurs (or "Hams") for emergency communications, experimental work, or field communications. This has also led to similar equipment being used in the Emergency Services, utility companies, military, and government agencies. A search of the YouTube website can reveal a number of ideas for these devices mostly built by people at home. Terms created after the use of "go-box" include the "go-bag" which is an 'essentials' bag of items needed for evacuations or quick departures, i.e. medicines, clothes, torch, Broadcast radio receiver, batteries, etc. In Austria it is a radio transmitter used in trucks as part of the Videomaut toll collection system. One use of the term in the United States it is a device which is supposed to change traffic signals from red to green. U.S. Fire trucks have a similar device, called an Opticon, that uses an infrared beam. Two residents of Miami, Florida, were arrested for selling fake go-boxes online. Several hundred were sold, prices ranging from $69 to $150. In reality, the boxes contained nothing more than strobe lights.

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  • List of 3D rendering software

    List of 3D rendering software

    3D rendering software products are the dedicated engines used for rendering computer-generated imagery. This is not the same as 3D modeling software, which involves the creation of 3D models, for which the software listed below can produce realistically rendered visualisations.General-purpose packages which can have their own built-in rendering capabilities are not listed here; these can be found in the list of 3D computer graphics software and list of 3D animation software. See 3D computer graphics software for more discussion about the distinctions.

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  • Digital cinema

    Digital cinema

    Digital cinema is the digital technology used within the film industry to distribute or project motion pictures as opposed to the historical use of reels of motion picture film, such as 35 mm film. Whereas film reels have to be shipped to movie theaters, a digital movie can be distributed to cinemas in a number of ways: over the Internet or dedicated satellite links, or by sending hard drives or optical discs such as Blu-ray discs, then projected using a digital video projector instead of a film projector. Typically, digital movies are shot using digital movie cameras or in animation transferred from a file and are edited using a non-linear editing system (NLE). The NLE is often a video editing application installed in one or more computers that may be networked to access the original footage from a remote server, share or gain access to computing resources for rendering the final video, and allow several editors to work on the same timeline or project. Alternatively a digital movie could be a film reel that has been digitized using a motion picture film scanner and then restored, or, a digital movie could be recorded using a film recorder onto film stock for projection using a traditional film projector. Digital cinema is distinct from high-definition television and does not necessarily use traditional television or other traditional high-definition video standards, aspect ratios, or frame rates. In digital cinema, resolutions are represented by the horizontal pixel count, usually 2K (2048×1080 or 2.2 megapixels) or 4K (4096×2160 or 8.8 megapixels). The 2K and 4K resolutions used in digital cinema projection are often referred to as DCI 2K and DCI 4K. DCI stands for Digital Cinema Initiatives. As digital cinema technology improved in the early 2010s, most theaters across the world converted to digital video projection. Digital cinema technology has continued to develop over the years with RealD 3D, IMAX, RPX, 4DX, Dolby Cinema, and ScreenX, allowing moviegoers more immersive experiences. == History == The transition from film to digital video was preceded by cinema's transition from analog to digital audio, with the release of the Dolby Digital (AC-3) audio coding standard in 1991. Its main basis is the modified discrete cosine transform (MDCT), a lossy audio compression algorithm. It is a modification of the discrete cosine transform (DCT) algorithm, which was first proposed by Nasir Ahmed in 1972 and was originally intended for image compression. The DCT was adapted into the MDCT by J.P. Princen, A.W. Johnson and Alan B. Bradley at the University of Surrey in 1987, and then Dolby Laboratories adapted the MDCT algorithm along with perceptual coding principles to develop the AC-3 audio format for cinema needs. Cinema in the 1990s typically combined analog photochemical images with digital audio. Digital media playback of high-resolution 2K files has at least a 20-year history. Early video data storage units (RAIDs) fed custom frame buffer systems with large memories. In early digital video units, the content was usually restricted to several minutes of material. Transfer of content between remote locations was slow and had limited capacity. It was not until the late 1990s that feature-length films could be sent over the "wire" (Internet or dedicated fiber links). On October 23, 1998, Digital light processing (DLP) projector technology was publicly demonstrated with the release of The Last Broadcast, the first feature-length movie, shot, edited and distributed digitally. In conjunction with Texas Instruments, the movie was publicly demonstrated in five theaters across the United States (Philadelphia, Portland (Oregon), Minneapolis, Providence, and Orlando). === Foundations === In the United States, on June 18, 1999, Texas Instruments' DLP Cinema projector technology was publicly demonstrated on two screens in Los Angeles and New York for the release of Lucasfilm's Star Wars Episode I: The Phantom Menace. In Europe, on February 2, 2000, Texas Instruments' DLP Cinema projector technology was publicly demonstrated, by Philippe Binant, on one screen in Paris for the release of Toy Story 2. From 1997 to 2000, the JPEG 2000 image compression standard was developed by a Joint Photographic Experts Group (JPEG) committee chaired by Touradj Ebrahimi (later the JPEG president). In contrast to the original 1992 JPEG standard, which is a DCT-based lossy compression format for static digital images, JPEG 2000 is a discrete wavelet transform (DWT) based compression standard that could be adapted for motion imaging video compression with the Motion JPEG 2000 extension. JPEG 2000 technology was later selected as the video coding standard for digital cinema in 2004. In 1992, Hughes-JVC was founded by JVC and Hughes Electronics to develop ILA (Image Light Amplifer) digital video projectors for commercial movie theaters using liquid crystal on silicon (LCOS) technology. In 1997, JVC introduced D-ILA (Direct-Drive ILA) technology with a 2K resolution digital video projector. In 2000, JVC introduced a 4K resolution video projector using D-ILA technology. === Initiatives === On January 19, 2000, the Society of Motion Picture and Television Engineers, in the United States, initiated the first standards group dedicated to developing digital cinema. By December 2000, there were 15 digital cinema screens in the United States and Canada, 11 in Western Europe, 4 in Asia, and 1 in South America. Digital Cinema Initiatives (DCI) was formed in March 2002 as a joint project of many motion picture studios (Disney, Fox, MGM, Paramount, Sony Pictures, Universal and Warner Bros.) to develop a system specification for digital cinema. The same month it was reported that the number of cinemas equipped with digital projectors had increased to about 50 in the US and 30 more in the rest of the world. In April 2004, in collaboration with the American Society of Cinematographers, DCI created standard evaluation material (the ASC/DCI StEM material) for testing of 2K and 4K playback and compression technologies. DCI selected JPEG 2000 as the basis for the compression in the system the same year. Initial tests with JPEG 2000 produced bit rates of around 75–125 Mbit/s for 2K resolution and 100–200 Mbit/s for 4K resolution. === Worldwide deployment === In China, in June 2005, an e-cinema system called "dMs" was established and was used in over 15,000 screens spread across China's 30 provinces. DMs estimated that the system would expand to 40,000 screens in 2009. In 2005, the UK Film Council Digital Screen Network launched in the UK by Arts Alliance Media creating a chain of 250 2K digital cinema systems. The roll-out was completed in 2006. This was the first mass roll-out in Europe. AccessIT/Christie Digital also started a roll-out in the United States and Canada. By mid-2006, about 400 theaters were equipped with 2K digital projectors with the number increasing every month. In August 2006, the Malayalam digital movie Moonnamathoral, produced by Benzy Martin, was distributed via satellite to cinemas, thus becoming the first Indian digital cinema. This was done by Emil and Eric Digital Films, a company based at Thrissur using the end-to-end digital cinema system developed by Singapore-based DG2L Technologies. In January 2007, Guru became the first Indian film mastered in the DCI-compliant JPEG 2000 Interop format and also the first Indian film to be previewed digitally, internationally, at the Elgin Winter Garden in Toronto. This film was digitally mastered at Real Image Media Technologies in India. In 2007, the UK became home to Europe's first DCI-compliant fully digital multiplex cinemas; Odeon Hatfield and Odeon Surrey Quays (in London), with a total of 18 digital screens, were launched on 9 February 2007. By March 2007, with the release of Disney's Meet the Robinsons, about 600 screens had been equipped with digital projectors. In June 2007, Arts Alliance Media announced the first European commercial digital cinema Virtual Print Fee (VPF) agreements (with 20th Century Fox and Universal Pictures). In March 2009, AMC Theatres announced that it closed a $315 million deal with Sony to replace all of its movie projectors with 4K HDR digital projectors starting in the second quarter of 2009; it was anticipated that this replacement would be finished by 2012. As digital cinema technology improved in the early 2010s, most theaters across the world converted to digital video projection. In January 2011, the total number of digital screens worldwide was 36,242, up from 16,339 at end 2009 or a growth rate of 121.8 percent during the year. There were 10,083 d-screens in Europe as a whole (28.2 percent of global figure), 16,522 in the United States and Canada (46.2 percent of global figure) and 7,703 in Asia (21.6 percent of global figure). Worldwide progress was slower as in some territories, particularly Latin America and Africa. As of 31 March 2015, 38,719 screens (out of a total of 3

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  • Web series

    Web series

    A web series, also known as a short-form series or web show, is a collection of short scripted or unscripted online videos released on the Internet (i.e., World Wide Web), generally in episodic form. A single installment of a web series can be called a webisode or an episode. The scale of a web series is small, and a typical episode can be anywhere from 3 to 15 minutes long (though some may run up to 20 minutes). Web series first emerged in the mid-1990s and became more prominent in the early 2000s. Web series are distributed online on video-sharing websites and apps, such as YouTube, Vimeo, and TikTok, and can be watched on devices such as smartphones, tablets, desktops, laptops, and Smart TVs (or television sets connected to the Internet with a media streaming device). They can also be released on social media platforms. Because of the nature of the Internet, a web series may be interactive and immersive. Web series are classified as new media. Web series are different from streaming television series, as the latter are designed to be watched on streaming platforms such as Netflix, Amazon Prime Video, or Hotstar, with the streaming services offering original productions made for and by them, as well as acquiring the rights to distribute licensed content. The length of a streaming television series episode is 30 to 60 minutes (runtimes can also be longer). Although the design of a web series can be similar to that of a television series, its development and production do not entail the same financial investment required for a television series. The popularity of some web series, however, has led to them being optioned for television. Web series differ from short-form content in that the latter are vertical videos specifically designed for smartphone viewing and intended for fast-paced consumption, with runtimes typically ranging from less than one minute to three minutes. There are film festivals for web series, like Webfest Berlin, NYC Web Fest, LA Web Fest, and Vancouver Web Fest. Awards organizations have also been established to celebrate excellence in web series, such as the Streamys, Webbys, IAWTV Awards, and Indie Series Awards. Most major award ceremonies have also created web series and digital media award categories, including the Emmy Awards and the Canadian Screen Awards. == History == === 1990s === In April 1995, "Global Village Idiots", an episode of the reality-based program Rox on public access cable television in Bloomington, Indiana, was uploaded to the Internet, making Rox the first show distributed via the web. The same year, Scott Zakarin created The Spot, an episodic online story that integrated photos, videos, and blogs into the storyline. Likened to Melrose Place-on-the-Web, The Spot featured a rotating cast of characters playing trendy twenty-somethings who rented rooms in a fabled Santa Monica, California beach house called "The Spot". The Spot earned Infoseek's "Cool Site of the Year," an award which later became the Webby. In January 1999, Showtime licensed the animated sci-fi web series WhirlGirl, making it the first independently produced web series licensed by a national television network. In February 1999, the show premiered simultaneously on Showtime and online. The character occasionally appeared on Showtime, for example, hosting a "Lethal Ladies" programming block, but spent most of her time online, appearing in 100 webisodes. === 2000s === As broadband bandwidth increased in speed and availability, delivering high-quality video over the Internet became a reality. In the early 2000s, the Japanese anime industry began broadcasting original net animation (ONA), a type of original video animation (OVA) series, on the Internet. Early examples of the ONA series include Infinite Ryvius: Illusion (2000), Ajimu (2001), and Mahou Yuugi (2001). In 2000, The Brothers Chaps launched the Adobe Flash-created web series Homestar Runner. After being put on hiatus in 2010, it returned in 2014. In 2002, Matt Jolly (better known as "Krinkels") released the first episode of Madness Combat to Newgrounds. The show is still ongoing, with the latest episode "Madness Combat 12: Contravention" released on Twitch in September 2024. In 2003, Microsoft launched MSN Video, offering NBC-related content. Its web series, Weird TV 2000, a spin-off of the syndicated television series Weird TV, featured dozens of shorts, comedy sketches, and mini-documentaries produced exclusively for MSN Video. The video-sharing site YouTube was launched in early 2005, allowing users to share television programs. YouTube co-founder Jawed Karim said the inspiration for YouTube first came from Janet Jackson's role in the 2004 Super Bowl incident, when her breast was exposed during her performance, and later from the 2004 Indian Ocean tsunami. Karim could not easily find video clips of either event online, which led to the idea of a video-sharing site. From 2003 to 2006, many independent web series gained significant popularity, most notably the science fiction series Red vs. Blue by Rooster Teeth. The series was distributed independently via online portals YouTube and Revver, as well as the Rooster Teeth website, acquiring over 100 million social media views during its run. (Rooster Teeth would eventually create the computer-animated web series RWBY in 2013.) In 2004, the adult-animated series Salad Fingers was created, which amassed a cult following. The comedy show The Burg, hailed as the internet's first sitcom and starring Kelli Giddish and Lindsey Broad, rapidly gained an audience and press attention before its creators signed a creation deal with Michael Eisner. The drama Sam Has 7 Friends, which ran in the summer and fall of 2006, was nominated for a Daytime Emmy Award and was temporarily removed from the Internet when it was also acquired by Eisner. In 2004–2005, Spanish producer Pedro Alonso Pablos recorded a series of video interviews featuring actors and directors such as Guillermo del Toro, Santiago Segura, Álex de la Iglesia, and Keanu Reeves, which were distributed through his own website. lonelygirl15, California Heaven, "The Burg", and SamHas7Friends also gained popularity during this time, acquiring audiences in the millions. (Science fiction thriller lonelygirl15 was so successful that it secured a sponsorship deal with Neutrogena in 2007.) In 2004, Stewart St. John, executive producer and head writer of 1990s webisodies The Spot, revived the brand for online audiences as The Spot (2.0), with a new cast, and as a separate soap opera on Sprint PCS Vision-enabled cell phones, creating the first American mobile phone series. St. John and partner Todd Fisher produced over 2,500 daily videos of the mobile soap, driving story lines across platforms to its web counterpart. In 2007, the creators of lonelygirl15 followed up on the show's success with KateModern, a comedy-drama series that debuted on social network Bebo, and took place in the same fictional universe as their previous show. Big Fantastic created and produced the soap opera Prom Queen, financed and distributed by Michael Eisner's production firm Vuguru, and debuted the series on MySpace. Vuguru partnered with Mark Cuban's channel HDNet to release All-for-nots, a mockumentary series by The Burg creators Kathleen Grace and Thom Woodley, which debuted at the SXSW Festival in 2008. These web series highlighted interactivity with the audience in addition to the narrative on relatively low budgets. In contrast, the eight-episode show Sanctuary, starring actor/producer Amanda Tapping, cost $4.3 million to produce. Both Sanctuary and Prom Queen were nominated for a Daytime Emmy Award. Award-winning producer/director Marshall Herskovitz created the drama Quarterlife, which debuted on MySpace and was later distributed on NBC. In 2008, major television studios began releasing web series, such as the ABC comedy show Squeegies, the NBC sci-fi show Gemini Division, and the Bravo reality series The Malan Show. Warner Bros. relaunched The WB as an online network beginning with original mystery web series, Sorority Forever, created and produced by Big Fantastic and executive produced by McG. Meanwhile, MTV announced a new original web series created by Craig Brewer, $5 Cover, that brought together the indie music world and new media expansion. Joss Whedon created, produced, and self-financed musical comedy-drama Dr. Horrible's Sing-Along Blog starring Neil Patrick Harris and Felicia Day. Big Fantastic wrote and produced Foreign Body, a mystery web series that served as a prequel to Robin Cook's novel of the same name. Beckett and Goodfried founded a new Internet studio, EQAL, and produced a spin-off of lonelygirl15 titled LG15: The Resistance. The mainstream press began to provide coverage. In the United Kingdom, KateModern ended its run on Bebo. Bebo also hosted a six-month-long reality travel show, The Gap Year, produced by Endemol UK, and produced an interactive sci-fi drama Kirill for

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  • MIDI Show Control

    MIDI Show Control

    MIDI Show Control (MSC), is a real-time System Exclusive extension of the international Musical Instrument Digital Interface (MIDI) standard. MSC enables all types of entertainment equipment to communicate with each other through the process of show control. The MIDI Show Control protocol is a technical standard ratified by the MIDI Manufacturers Association in 1991, which allows entertainment control devices to talk with each other and with computers to perform show control functions in live and prerecorded entertainment applications. Just like musical MIDI, MSC does not transmit the actual show media - it simply transmits digital information about a multimedia performance. == How MSC works == When any cue is called by a user (typically a stage manager) and/or preprogrammed timeline in a show control software application, the show controller transmits one or more MSC messages from its 'MIDI Out' port. A typical MSC message sequence is: the user has just called a cue the cue is for lighting device 3 the cue is number 45.8 the cue is in cue list 7 MSC messages are serially transmitted in the same way as musical messages and are fully compatible with all conventional MIDI hardware; however, many modern MSC devices now use Ethernet communications for higher bandwidth and the flexibility afforded by networks. Other performance parameters are also transmitted, such as lighting desk submaster settings using MSC SET messages. All cues that a media control device is capable of playing are assigned MSC messages within the Show Controller's cue list and they are transmitted from its MIDI Out port at the appropriate show time, depending on the actions of the user and the show controller's internally timed sequences. All MSC-compatible instruments follow the MSC specification and thus transmit identical MSC messages for identical MSC events, such as the playing of a certain cue on the media controller. Since they follow a published standard, all MSC devices can communicate with and understand each other, as well as with computers that have been programmed to understand MSC messages using the MSC Command Set. All MSC compatible instruments have a built-in MIDI interface and many now follow one of the various MIDI-over-Ethernet protocols. == History == To create the MSC spec, Charlie Richmond headed the USITT MIDI Forum on their Callboard Network in 1990, which included developers and designers from the theatre sound and lighting industry from around the world. It is believed that this was the first international standard to be developed without a single physical meeting of the participants. This Forum created the MSC standard between January and September 1990. This was ratified by the MIDI Manufacturers Association (MMA) in January 1991, and the Japan MIDI Standards Committee (JMSC) later that year, becoming a part of the standard MIDI specification in August 1991. The first show to fully use the MSC specification was the Magic Kingdom Parade at Walt Disney World's Magic Kingdom in September 1991. == MIDI Show Control software ==

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  • Chinchilla (language model)

    Chinchilla (language model)

    Chinchilla is a family of large language models (LLMs) developed by the research team at Google DeepMind, presented in March 2022. == Models == It is named "chinchilla" because it is a further development over a previous model family named Gopher. Both model families were trained in order to investigate the scaling laws of large language models. It claimed to outperform GPT-3. It considerably simplifies downstream utilization because it requires much less computer power for inference and fine-tuning. Based on the training of previously employed language models, it has been determined that if one doubles the model size, one must also have twice the number of training tokens. This hypothesis has been used to train Chinchilla by DeepMind. Similar to Gopher in terms of cost, Chinchilla has 70B parameters and four times as much data. Chinchilla has an average accuracy of 67.5% on the Measuring Massive Multitask Language Understanding (MMLU) benchmark, which is 7% higher than Gopher's performance. Chinchilla was still in the testing phase as of January 12, 2023. Chinchilla contributes to developing an effective training paradigm for large autoregressive language models with limited compute resources. The Chinchilla team recommends that the number of training tokens is twice for every model size doubling, meaning that using larger, higher-quality training datasets can lead to better results on downstream tasks. It has been used for the Flamingo vision-language model. == Architecture == Both the Gopher family and Chinchilla family are families of transformer models. In particular, they are essentially the same as GPT-2, with different sizes and minor modifications. Gopher family uses RMSNorm instead of LayerNorm; relative positional encoding rather than absolute positional encoding. The Chinchilla family is the same as the Gopher family, but trained with AdamW instead of Adam optimizer. The Gopher family contains six models of increasing size, from 44 million parameters to 280 billion parameters. They refer to the largest one as "Gopher" by default. Similar naming conventions apply for the Chinchilla family. Table 1 of shows the entire Gopher family: Table 4 of compares the 70-billion-parameter Chinchilla with Gopher 280B.

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  • Festival of International Virtual & Augmented Reality Stories

    Festival of International Virtual & Augmented Reality Stories

    Festival of International Virtual & Augmented Reality Stories (FIVARS) is a Canadian media festival for story-driven works using extended reality (XR) and immersive media, including virtual reality, augmented reality, WebXR, live VR performance, projection mapping and spatialized audio. Founded in Toronto in 2015, it has been described as Canada's first dedicated virtual and augmented reality stories festival, the first Canadian festival of its kind, and Canada's original festival dedicated to immersive storytelling. FIVARS has described itself as "the original and longest-running festival wholly dedicated to Virtual and Augmented Reality Stories", while third-party XR coverage has called it one of the longest-running events dedicated to immersive content. FIVARS is produced by Constant Change Media Group, Inc., with its partner event VRTO. == History == FIVARS began in 2015, with preview screenings at the Camp Wavelength music festival on Toronto Island and an inaugural festival held in Toronto in September 2015. Contemporary coverage described the first edition as a virtual reality film festival held at UG3 Live in Toronto. The festival continued with a second edition in 2016. L'Express described the 2016 festival as presenting Canadian and international interactive works in virtual and augmented reality narrative forms. FIVARS's 2016 festival was also listed in a York University Future Cinema course page as a public event students could attend. In 2017, the third annual FIVARS festival was held at the House of VR in Toronto. In 2018, the festival was held at the Matador Ballroom, which NOW Magazine reported was reopening for FIVARS from September 14 to 16. The festival's own history states that the 2018 edition included 36 works from 12 countries and that Stephanie Greenall took over as co-producer that year. In 2019, FIVARS moved to the Toronto Media Arts Centre for its fifth anniversary and listed official selections in passive and interactive immersive-experience categories. The festival also held talks and panels at the Toronto Media Arts Centre. During the COVID-19 pandemic, FIVARS moved part of its programming online. In 2020, Voices of VR reported that Malicki-Sanchez and WebXR developer James Baicoianu used JanusXR code to create a platform for presenting 360-degree video through the web. The festival's history states that its 2020 online festival included 39 selections from 16 countries and was produced by Malicki-Sanchez and Greenall. In 2021, FIVARS introduced a dual-event structure with FIVARS in FEB and FIVARS in FALL. The fall 2021 edition used a hybrid format, with an in-person component in West Hollywood from October 15 to 17 and an online WebXR component from October 22 to November 2. In 2022, FIVARS held hybrid programming with pop-up viewing locations in Los Angeles and Toronto. The fall 2022 edition was listed by blogTO as the festival's tenth edition, with an in-person component at Stackt - an outdoor arts park built from shipping containers in Toronto and online programming. The 2023 festival was presented as a hybrid exhibition of 65 immersive stories, with an in-person Toronto component and an online component. The FIVARS Online Festival was later listed among the Innovator of the Year nominees for the 2024 Poly Awards. FIVARS stated that the nominees for that recognition were producer and designer Keram Malicki-Sanchez and developer James Baicoianu. The 2024 edition was listed as FIVARS 2024 (Toronto + Online), with an in-person Toronto event from October 3 to 8 and an online component beginning October 10. The festival also published a 2024 official selections list covering virtual reality, augmented reality, spherical video, spatial web and related immersive formats. In 2025, FIVARS and VRTO were held together at OCAD University. The 2026 edition is scheduled for June 15 to 19, 2026, at OCAD University in Toronto, with OCAD University as presenting sponsor and first-time venue host. FIVARS has featured official selections from more than forty countries across six continents. == Organization == FIVARS was founded in 2015 by Keram Malicki-Sánchez. Joseph Ellsworth was the festival's original technical director and helped operate FIVARS during its early years. Malicki-Sánchez remains executive director and festival director. Jessy Blaze joined Malicki-Sánchez as co-producer in 2016 and served until Stephanie Greenall took over the role in 2018. Greenall served as co-producer and associate producer from 2018 to 2022. Aimee Reynolds took over from Greenall in 2022 and has served as associate producer of FIVARS and VRTO since 2022. == Immersive Media Awards == FIVARS presents People's Choice awards for interactive works and immersive video or passive immersive works. Juried award categories have included the Grand Jury Prize, Impact Award, Technical Achievement, Excellence in Experience Design, Excellence in Visual Design, Excellence in Sound Design, and Outstanding Performance. === 2015 === On Monday, September 21, the festival announced People's Choice awards for two categories at the Cadillac Lounge, a music venue and restaurant in Toronto. People's Choice Best Interactive Experience: Apollo 11 Best Immersive Video: SONAR === 2016 === People's Choice Best Interactive Experience: Pearl (Patrick Osborne) Best Immersive Video: Help (Justin Lin) Juried Grand Jury Award: Real (Connor Hair and Alex Meader) === 2017 === People's Choice Best Interactive: Alteration Best Immersive (Passive): Guardian of the Guge Kingdom Juried Impact Award: Priya's Shakti / Priya's Mirror (Dan Goldman) Grand Jury Prize: Manifest 99 === 2018 === People's Choice Best Interactive: Museum of Symmetry (Paloma Dawkins) Best Immersive (Passive): Going Home (David Beier) Juried Impact Award: The Hidden (Annie Lukowski, BJ Schwartz) Grand Jury Prize: Battlescar (Nico Casavecchia, Martin Allais) === 2019 === People's Choice Best Interactive: After Dan Graham (David Han/Friend Generator) Best Immersive (Passive): 2nd Step (Joerg Courtial) Juried Technical Achievement: tx-reverse Excellence in Experience Design: Battlescar (Nico Casavecchia, Martin Allais) Excellence in Sound Design: Unheard (Zhechuan Zhang) Excellence in Visual Design: Ex Anima (Pierre Zandrowicz) Impact Award: State Power (Jeff Stanzler) Grand Jury Prize: The Industry (Mirka Duijn) === 2020 === People's Choice Best Interactive: Gravity VR (Fabito Rychter, Amir Admoni) Best Immersive (Passive): Warsaw Rising (Tomasz Dobosz) Juried Technical Achievement: The Cosmic Laughter of Cucci Binaca (Jonathan Sims) Excellence in Experience Design: Sleeping Eyes (Sojung Bahng, Sungeun Lee) Excellence in Sound Design: Symphony of Noise VR (Michaela Pnacekova) Excellence in Visual Design: Hominidae (Brian Andrews) Impact Award: Indirect Actions (Maranatha Hay) Grand Jury Prize: Minimum Mass (Raqi Syed, Areito Echevarria) === 2021 === FIVARS in FEB – People's Choice Best Interactive: CLAWS (created by Evan Neiden; directed by John Ertman) Best Immersive (Passive): Inside COVID 19 (Gary Yost, Adam Loften) FIVARS in FALL – People's Choice Best Interactive: Samsara (director: Hsin-Chien Huang) Best Immersive (Passive): The Invasion of Normandy Omaha Beach (director: Uli Futschik) Juried Technical Achievement: Dark Threads (director: Jonathon Corbiere) Excellence in Experience Design: Andy's World (director: Liquan Liu) Excellence in Sound Design: Symphony (director: Igor Cortadellas) Excellence in Visual Design: Mind VR Exploration (director: Deng Zuyun) Outstanding Performance: Lori Kovachevich, Lena's Journey (director: Wes Evans) Impact Award: Om Devi: Sheroes Revolution (director: Claudio Casale) Grand Jury Prize: Montegelato (director: Davide Rapp) === 2022 === FIVARS in FEB – People's Choice Best Interactive: Severance Theory: Welcome to Respite (Lyndsie Scoggin, United States) Best Immersive (Passive): Beescapes (Alan Nguyen, Australia) FIVARS in FALL – People's Choice Best Interactive: Namuanki (Kevin Mack, United States) Best Immersive (Passive): Reimagined Vol. 1: Nyssa (Julie Cavaliere, United States) Juried (Whole Year) Technical Achievement: Namuanki (Kevin Mack, United States) Excellence in Experience Design: Unframed: Hand Puppets, Paul Klee (Martin Charrière, Switzerland) Excellence in Visual Design: The Last Dance (Toshiaki Hanzaki, Japan) Excellence in Sound Design: Kingdom of Plants with David Attenborough (Iona McEwan, UK and USA) Outstanding Performance: Ari Tarr, OffRail (Ari Tarr, United States) Impact Award: Tearless (Gina Kim, South Korea) Grand Jury Prize: Klaxon. My dear sweet Friend (Nikita Shokhov, United States) === 2023 === People's Choice Best Interactive: PULSAR Best Immersive (Passive): Behind the Dish Juried Technical Achievement: VFC Excellence in Experience Design: Broken Spectre Excellence in Visual Design: Night Creatures Excellence in Sound Design: VFC Outstanding Performance: Origins Impact Award: LOU Grand Jury Prize: Stay Alive, My Son === 2024 ==

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  • Software-defined mobile network

    Software-defined mobile network

    Software-defined mobile networking (SDMN) is an approach to the design of mobile networks where all protocol-specific features are implemented in software, maximizing the use of generic and commodity hardware and software in both the core network and radio access network (RAN). == History == Through the 20th century, telecommunications technology was driven by hardware development, with most functions implemented in special-purpose equipment. In the early 2000s, generally available CPUs became cheap enough to enable commercial software-defined radio (SDR) technology and softswitches. SDMN extends these trends into the design of mobile networks, moving nearly all network functions into software. The term "software-defined mobile network" first appeared in public literature in early 2014, used independently by Lime Microsystems and researchers from University of Oulu, Finland. == Limitations of hardware-based mobile networks == Mobile networks based on special-purpose hardware suffer from the following limitations: They have limited provisions for upgrades and usually must be replaced entirely when new standards are introduced. The individual components are not scalable in terms of performance and capacity, because the capacity of a component is fixed by the hardware implementation. Specialized equipment and its associated specialized software require vendor-specific training for the mobile operator's staff. Specialized hardware systems are usually supported and serviced by a single vendor, resulting in vendor lock-in. == Characteristics of SDMN designs == === Use of software-defined radio === SDR is an important element of SDMN, because it replaces protocol-specific radio hardware with protocol-agnostic digital transceivers. While many earlier digital radio systems used field-programmable gate arrays (FPGAs) or special-purposed digital signal processors (DSPs) for calculations on baseband radio waveforms, the SDMN approach moves all of the baseband processing into general-purpose CPUs. SDMN radio systems also use hardware with publicly-documented interfaces that is designed to be readily reproducible by multiple manufacturers. === Commodity components === SDMN designs avoid the use of components that are specialized as to their functions or that are available from only a single vendor. This is true of both the hardware and software elements of the network. === Software switching and transcoding === The telephony switches of SDMN networks are software-based, including software transcoding for speech codecs. === Centralized, distributed, or hybrid? === A new SDN architecture for wireless distribution systems (WDSs) is explored that eliminates the need for multi-hop flooding of route information and therefore enables WDNs to easily expand. The key idea is to split network control and data forwarding by using two separate frequency bands. The forwarding nodes and the SDN controller exchange link-state information and other network control signaling in one of the bands, while actual data forwarding takes place in the other band. == Advantages of SDMN == The SDMN approach has many advantages over hardware-based mobile network designs. Because SDMN hardware is protocol-agnostic, upgrades are software-only, even across technology generations. In the radio network, these changes can even be made on a site-by-site basis. Because SDMN hardware is designed to be easily sourced and reproduced: SDMN equipment can be serviced by a wider range of vendors, lowering maintenance costs. SDMN equipment can be manufactured anywhere in the world, lowering production costs. Because SDMN software is based on commodity operating systems and development tools: Support staff can be trained more quickly because they are already familiar with the underlying software systems. Many aspects of the SDMN can be monitored and managed with pre-existing tools, because they are already available in the commodity operating systems. Because SDMN network components run on general purpose computers, the network components can be scaled up in capacity by adding more computing power.

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