AI Chat List

AI Chat List — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Text-to-image personalization

    Text-to-image personalization

    Text-to-Image personalization is a task in deep learning for computer graphics that augments pre-trained text-to-image generative models. In this task, a generative model that was trained on large-scale data (usually a foundation model), is adapted such that it can generate images of novel, user-provided concepts. These concepts are typically unseen during training, and may represent specific objects (such as the user's pet) or more abstract categories (new artistic style or object relations). Text-to-Image personalization methods typically bind the novel (personal) concept to new words in the vocabulary of the model. These words can then be used in future prompts to invoke the concept for subject-driven generation, inpainting, style transfer and even to correct biases in the model. To do so, models either optimize word-embeddings, fine-tune the generative model itself, or employ a mixture of both approaches. == Technology == Text-to-Image personalization was first proposed during August 2022 by two concurrent works, Textual Inversion and DreamBooth. In both cases, a user provides a few images (typically 3–5) of a concept, like their own dog, together with a coarse descriptor of the concept class (like the word "dog"). The model then learns to represent the subject through a reconstruction based objective, where prompts referring to the subject are expected to reconstruct images from the training set. In Textual Inversion, the personalized concepts are introduced into the text-to-image model by adding new words to the vocabulary of the model. Typical text-to-image models represent words (and sometimes parts-of-words) as tokens, or indices in a predefined dictionary. During generation, an input prompt is converted into such tokens, each of which is converted into a ‘word-embedding’: a continuous vector representation which is learned for each token as part of the model's training. Textual Inversion proposes to optimize a new word-embedding vector for representing the novel concept. This new embedding vector can then be assigned to a user-chosen string, and invoked whenever the user's prompt contains this string. In DreamBooth, rather than optimizing a new word vector, the full generative model itself is fine-tuned. The user first selects an existing token, typically one which rarely appears in prompts. The subject itself is then represented by a string containing this token, followed by a coarse descriptor of the subject's class. A prompt describing the subject will then take the form: "A photo of " (e.g. "a photo of sks cat" when learning to represent a specific cat). The text-to-image model is then tuned so that prompts of this form will generate images of the subject. == Textual Inversion == The key idea in Textual Inversion is to add a new term to the vocabulary of the diffusion model that corresponds to the new (personalized) concept. Textual Inversion operates by inverting the concepts into new pseudo-words within the textual embedding space of a pre-trained text-to-image model. These pseudo-words can be injected into new scenes using simple natural language descriptions, allowing for simple and intuitive modifications. The method allows a user to leverage multi-modal information — using a text-driven interface for ease of editing, but providing visual cues when approaching the limits of natural language. The resulting model is extremely light-weight per concept: only 1K long, but succeeds to encode detailed visual properties of the concept. == Extensions == Several approaches were proposed to refine and improve over the original methods. These include the following. Low-rank Adaptation (LoRA) - an adapter-based technique for efficient finetuning of models. In the case of text-to-image models, LoRA is typically used to modify the cross-attention layers of a diffusion model. Perfusion - a low rank update method that also locks the activations of the key matrix in the diffusion model's cross attention layers to the concept's coarse class. Extended Textual Inversion - a technique that learns an individual word embedding for each layer in the diffusion model's denoising network. Encoder-based methods that use another neural network to quickly personalize a model == Challenges and limitations == Text-to-image personalization methods must contend with several challenges. At their core is the goal of achieving high-fidelity to the personal concept while maintaining high alignment between novel prompts containing the subject, and the generated images (typically referred to as ‘editability’). Another challenge that personalization methods must contend with is memory requirements. Initial implementations of personalization methods required more than 20 Gigabytes of GPU memory, and more recent approaches have reported requirements of more than 40 Gigabytes. However, optimizations such as Flash Attention have since reduced this requirement considerably. Approaches that tune the entire generative model may also create checkpoints that are several gigabytes in size, making it difficult to share or store many models. Embedding based approaches require only a few kilobytes, but typically struggle to preserve identity while maintaining editability. More recent approaches have proposed hybrid tuning goals which optimize both an embedding and a subset of network weights. These can reduce storage requirements to as little as 100 Kilobytes while achieving quality comparable to full tuning methods. Finally, optimization processes can be lengthy, requiring several minutes of tuning for each novel concept. Encoder and quick-tuning methods aim to reduce this to seconds or less.

    Read more →
  • Paperless society

    Paperless society

    A paperless society is a society in which paper communication (written documents, email, letters, etc.) is replaced by electronic communication and storage. The concept was first introduced by Frederick Wilfrid Lancaster in 1978. Furthermore, libraries would no longer be needed to handle printed documents. "Librarians will, in time, become information specialists in a deinstitutionalized setting". Lancaster also stated that both computers and libraries will not always give us the information that other people and living life will. == Literature == Brodman, E. (1979). Review of Toward Paperless Information Systems. Bulletin of the Medical Library Association, 67(4), 437–439. Buckland, M. K. (1980). Review of Toward Paperless Information Systems. Journal of Academic Librarianship, 5(6), 349. Grosch, A. (1979). Review of Toward Paperless Information Systems. College & Research Libraries, 40(1), 88–89. Kohl, D. F. (2004). From the editor . . . The paperless society . . . Not quite yet. Journal of Academic Librarianship, 30(3), 177–178. Lancaster, F. W. (1978a). Toward paperless information systems. New York: Academic Press. Lancaster, F. W. (1980b). The future of the librarian lies outside of the library. Catholic Library World, 51, 388–391. Lancaster, F. W. (1982a). Libraries and librarians in an age of electronics. Arlington, VA: Information Resources Press. Lancaster, F. W. (1982b). The evolving paperless society and its implications for libraries. International Forum on Information and Documentation, 7(4), 3–10. Lancaster, F. W. (1983). Future librarianship: Preparing for an unconventional career. Wilson Library Bulletin, 57, 747–753. Lancaster, F. W. (1985). The paperless society revisited. American Libraries, 16, 553–555. Lancaster, F. W. (1993). Libraries and the future: Essays on the library in the twenty-first century. New York: Haworth Press. Lancaster, F. W. (1999). Second thoughts on the paperless society. Library Journal, 124(15), 48– 50. Lancaster, F. W., & Smith, L. C. (1980c). On-Line systems in the communication process: Projections. Journal of the American Society for Information Science, 31(3), 193–200. Miall, D. S. (2001). The library versus the Internet: Literary studies under siege? Proceedings of the Modern Language Association, 116(5), 1405–1414. Salton, G. (1979). Review of Toward Paperless Information Systems. Journal of Documentation, 35(3), 250–252. Sellen, A. J., & Harper, R. H. R. (2003). The myth of the paperless office. Cambridge, MA: MIT Press. Stevens, N. D. (2006). The fully electronic academic library. College & Research Libraries, 67(1),5–14. Young, Arthur P. (2008).Aftermath of a Prediction: F. W. Lancaster and the Paperless Society LIBRARY TRENDS, 56(4),(“The Evaluation and Transformation of Information Systems: Essays Honoring the Legacy of F. W. Lancaster,” edited by Lorraine J. Haricombe and Keith Russell), pp. 843–858.

    Read more →
  • Style sheet (web development)

    Style sheet (web development)

    A web style sheet is a form of separation of content and presentation for web design in which the markup (i.e., HTML or XHTML) of a webpage contains the page's semantic content and structure, but does not define its visual layout (style). Instead, the style is defined in an external style sheet file using a style sheet language such as CSS or XSLT. This design approach is identified as a "separation" because it largely supersedes the antecedent methodology in which a page's markup defined both style and structure. The philosophy underlying this methodology is a specific case of separation of concerns. == Benefits == Separation of style and content has advantages, but has only become practical after improvements in popular web browsers' CSS implementations. === Speed === Overall, users experience of a site utilising style sheets will generally be quicker than sites that do not use the technology. ‘Overall’ as the first page will probably load more slowly – because the style sheet AND the content will need to be transferred. Subsequent pages will load faster because no style information will need to be downloaded – the CSS file will already be in the browser’s cache. === Maintainability === Holding all the presentation styles in one file can reduce the maintenance time and reduces the chance of error, thereby improving presentation consistency. For example, the font color associated with a type of text element may be specified — and therefore easily modified — throughout an entire website simply by changing one short string of characters in a single file. The alternative approach, using styles embedded in each individual page, would require a cumbersome, time consuming, and error-prone edit of every file. === Accessibility === Sites that use CSS with either XHTML or HTML are easier to tweak so that they appear similar in different browsers (Chrome, Internet Explorer, Mozilla Firefox, Opera, Safari, etc.). Sites using CSS "degrade gracefully" in browsers unable to display graphical content, such as Lynx, or those so very old that they cannot use CSS. Browsers ignore CSS that they do not understand, such as CSS 3 statements. This enables a wide variety of user agents to be able to access the content of a site even if they cannot render the style sheet or are not designed with graphical capability in mind. For example, a browser using a refreshable braille display for output could disregard layout information entirely, and the user would still have access to all page content. === Customization === If a page's layout information is stored externally, a user can decide to disable the layout information entirely, leaving the site's bare content still in a readable form. Site authors may also offer multiple style sheets, which can be used to completely change the appearance of the site without altering any of its content. Most modern web browsers also allow the user to define their own style sheet, which can include rules that override the author's layout rules. This allows users, for example, to bold every hyperlink on every page they visit. Browser extensions like Stylish and Stylus have been created to facilitate management of such user style sheets. === Consistency === Because the semantic file contains only the meanings an author intends to convey, the styling of the various elements of the document's content is very consistent. For example, headings, emphasized text, lists and mathematical expressions all receive consistently applied style properties from the external style sheet. Authors need not concern themselves with the style properties at the time of composition. These presentational details can be deferred until the moment of presentation. === Portability === The deferment of presentational details until the time of presentation means that a document can be easily re-purposed for an entirely different presentation medium with merely the application of a new style sheet already prepared for the new medium and consistent with elemental or structural vocabulary of the semantic document. A carefully authored document for a web page can easily be printed to a hard-bound volume complete with headers and footers, page numbers and a generated table of contents simply by applying a new style sheet.

    Read more →
  • Mashup (web application hybrid)

    Mashup (web application hybrid)

    A mashup (computer industry jargon), in web development, is a web page or web application that uses content from more than one source to create a single new service displayed in a single graphical interface. For example, a user could combine the addresses and photographs of their library branches with a Google map to create a map mashup. The term implies easy, fast integration, frequently using open application programming interfaces (open API) and data sources to produce enriched results that were not necessarily the original reason for producing the raw source data. The term mashup originally comes from creating something by combining elements from two or more sources. The main characteristics of a mashup are combination, visualization, and aggregation. It is important to make existing data more useful, for personal and professional use. To be able to permanently access the data of other services, mashups are generally client applications or hosted online. In the past years, more and more Web applications have published APIs that enable software developers to easily integrate data and functions the SOA way, instead of building them by themselves. Mashups can be considered to have an active role in the evolution of social software and Web 2.0. Mashup composition tools are usually simple enough to be used by end-users. They generally do not require programming skills and rather support visual wiring of GUI widgets, services and components together. Therefore, these tools contribute to a new vision of the Web, where users are able to contribute. The term "mashup" is not formally defined by any standard-setting body. == History == The broader context of the history of the Web provides a background for the development of mashups. Under the Web 1.0 model, organizations stored consumer data on portals and updated them regularly. They controlled all the consumer data, and the consumer had to use their products and services to get the information. The advent of Web 2.0 introduced Web standards that were commonly and widely adopted across traditional competitors and which unlocked the consumer data. At the same time, mashups emerged, allowing mixing and matching competitors' APIs to develop new services. The first mashups used mapping services or photo services to combine these services with data of any kind and therefore to produce visualizations of data. In the beginning, most mashups were consumer-based, but recently the mashup is to be seen as an interesting concept useful also to enterprises. Business mashups can combine existing internal data with external services to generate new views on the data. There was also the free Yahoo! Pipes to build mashups for free using the Yahoo! Query Language. == Types of mashup == There are many types of mashup, such as business mashups, consumer mashups, and data mashups. The most common type of mashup is the consumer mashup, aimed at the general public. Business (or enterprise) mashups define applications that combine their own resources, application and data, with other external Web services. They focus data into a single presentation and allow for collaborative action among businesses and developers. This works well for an agile development project, which requires collaboration between the developers and customer (or customer proxy, typically a product manager) for defining and implementing the business requirements. Enterprise mashups are secure, visually rich Web applications that expose actionable information from diverse internal and external information sources. Consumer mashups combine data from multiple public sources in the browser and organize it through a simple browser user interface. (e.g.: Wikipediavision combines Google Map and a Wikipedia API) Data mashups, opposite to the consumer mashups, combine similar types of media and information from multiple sources into a single representation. The combination of all these resources create a new and distinct Web service that was not originally provided by either source. === By API type === Mashups can also be categorized by the basic API type they use but any of these can be combined with each other or embedded into other applications. ==== Data types ==== Indexed data (documents, weblogs, images, videos, shopping articles, jobs ...) used by metasearch engines Cartographic and geographic data: geolocation software, geovisualization Feeds, podcasts: news aggregators ==== Functions ==== Data converters: language translators, speech processing, URL shorteners... Communication: email, instant messaging, notification... Visual data rendering: information visualization, diagrams Security related: electronic payment systems, ID identification... Editors == Mashup enabler == In technology, a mashup enabler is a tool for transforming incompatible IT resources into a form that allows them to be easily combined, in order to create a mashup. Mashup enablers allow powerful techniques and tools (such as mashup platforms) for combining data and services to be applied to new kinds of resources. An example of a mashup enabler is a tool for creating an RSS feed from a spreadsheet (which cannot easily be used to create a mashup). Many mashup editors include mashup enablers, for example, Presto Mashup Connectors, Convertigo Web Integrator or Caspio Bridge. Mashup enablers have also been described as "the service and tool providers, [sic] that make mashups possible". === History === Early mashups were developed manually by enthusiastic programmers. However, as mashups became more popular, companies began creating platforms for building mashups, which allow designers to visually construct mashups by connecting together mashup components. Mashup editors have greatly simplified the creation of mashups, significantly increasing the productivity of mashup developers and even opening mashup development to end-users and non-IT experts. Standard components and connectors enable designers to combine mashup resources in all sorts of complex ways with ease. Mashup platforms, however, have done little to broaden the scope of resources accessible by mashups and have not freed mashups from their reliance on well-structured data and open libraries (RSS feeds and public APIs). Mashup enablers evolved to address this problem, providing the ability to convert other kinds of data and services into mashable resources. === Web resources === Of course, not all valuable data is located within organizations. In fact, the most valuable information for business intelligence and decision support is often external to the organization. With the emergence of rich web applications and online Web portals, a wide range of business-critical processes (such as ordering) are becoming available online. Unfortunately, very few of these data sources syndicate content in RSS format and very few of these services provide publicly accessible APIs. Mashup editors therefore solve this problem by providing enablers or connectors. == Mashups versus portals == Mashups and portals are both content aggregation technologies. Portals are an older technology designed as an extension to traditional dynamic Web applications, in which the process of converting data content into marked-up Web pages is split into two phases: generation of markup "fragments" and aggregation of the fragments into pages. Each markup fragment is generated by a "portlet", and the portal combines them into a single Web page. Portlets may be hosted locally on the portal server or remotely on a separate server. Portal technology defines a complete event model covering reads and updates. A request for an aggregate page on a portal is translated into individual read operations on all the portlets that form the page ("render" operations on local, JSR 168 portlets or "getMarkup" operations on remote, WSRP portlets). If a submit button is pressed on any portlet on a portal page, it is translated into an update operation on that portlet alone (processAction on a local portlet or performBlockingInteraction on a remote, WSRP portlet). The update is then immediately followed by a read on all portlets on the page. Portal technology is about server-side, presentation-tier aggregation. It cannot be used to drive more robust forms of application integration such as two-phase commit. Mashups differ from portals in the following respects: The portal model has been around longer and has had greater investment and product research. Portal technology is therefore more standardized and mature. Over time, increasing maturity and standardization of mashup technology will likely make it more popular than portal technology because it is more closely associated with Web 2.0 and lately Service-oriented Architectures (SOA). New versions of portal products are expected to eventually add mashup support while still supporting legacy portlet applications. Mashup technologies, in contrast, are not expected to provide support for portal standards. == Business mashups

    Read more →
  • Candid (app)

    Candid (app)

    Candid was a mobile app for anonymous discussions. It used machine learning to create personalized newsfeeds of opinions and real conversations, and also for moderation and filtering. Users posted under pseudonyms such as "HyperMantis", "SincereGiraffe", "GroundedTurtle" and "ExuberantRaptor", that are unique for each thread. Founder and CEO Bindu Reddy said that she needed "a place to express myself and engage in discussions where ideas can be debated on their own merits instead of being used to attack me as a person", which Candid tried to solve by redirecting off-topic comments to their appropriate groups, removing spam and flagging negative posts. They used natural language processing to identify hate speech, slander and threats, and removed them accordingly with human intervention. Candid software analyzed topics and tried to flag rumors and lies as such. Users could flag problematic posts and a team of ten contractors would review them individually. With time the system analyzed a user's interactions and give them labels, such as socializer, explorer, positive, influencer, hater, gossip, etc. In June 2017, Candid announced that it would be shut down because its parent company, Post Intelligence, was being acquired. The app was forecast to close on June 23, 2017, but didn't actually close until June 25, 2017.

    Read more →
  • Groundswell (book)

    Groundswell (book)

    Groundswell is a book by Forrester Research executives Charlene Li and Josh Bernoff that focuses on how companies can take advantage of emerging social technologies. It was published in 2008 by Harvard Business Press. A revised edition was published in 2011. The book attempts to explain a shift in the relationship between customers and companies, in which companies are no longer able to control customers' attitudes through market research, customer service, and advertising. Instead, customers are controlling the conversation by using new media to communicate about products and companies. == Synopsis == The groundswell is characterized by several tactics that guide companies into using social technologies strategically and effectively. Listening: Businesses should listen to their customers to understand what the market is looking for in their products. In order to do this, a company needs to find out if their customers are using social technologies and how they are using them. Talking: Instead of advertising to customers, marketing departments should find creative ways to connect with users about their experience with a product and their feelings about the brand. One common method is participation in social networks. Energizing: Enthusiastic customers are part of the groundswell, and companies can recognize and appreciate these customers by creating online communities and social platforms where they can connect with the brand and provide reviews. Supporting: Businesses can harness the support of their own employees by creating internal social applications for them to connect with the brand, also known as enterprise social software. == Groundswell in action == === Examples === Some companies distinguish their product through the use of social technologies. Tom Dickson successfully marketed his Blendtec line of blenders through the viral marketing campaign Will It Blend? The groundswell spread marketing messages through Digg and YouTube with a small budget and little marketing experience. Other companies have been able to listen to and talk with the groundswell by building their own online communities. Procter & Gamble created beinggirl.com Archived 2016-04-10 at the Wayback Machine to introduce girls to P&G feminine care products. The community approach worked because the company could reach girls with information that might seem embarrassing or sensitive in a traditional marketing campaign. === Risks === Features of particular industries or companies can make direct customer engagement more difficult. For instance, some companies must work within industry regulations, national or multinational corporations must balance corporate and local engagement, and other companies must find ways to engage with customers on time-sensitive issues. == Reception == Kevin Allison of the Financial Times praised the book for its focus on Web analytics: "[Groundswell] is not so much a manifesto or a dissection of online culture as it is a how-to manual for executives and mid-level managers trying to navigate this fast-changing and often confusing environment." The book won the American Marketing Association Foundation’s Berry-AMA Book Prize for best marketing book of 2009. It was also listed by: Amazon, as one of the Top 10 Business & Investing Books of 2008 CIO Insight, as one of the Top 10 Business-Tech Books of 2008 and one of 10 Insightful Web 2.0 Books Fortune as Magazine as one of the 3 best Web books of 2008 Advertising Age as number 3 of 10 Books You Should Have Read BusinessWeek as one of the Best Innovation & Design Books of 2008 "strategy+business" as one of the Best Business Books 2008 and “Top Shelf” in Marketing

    Read more →
  • 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 ==

    Read more →
  • Errored second

    Errored second

    In telecommunications and data communication systems, an errored second is an interval of a second during which any error whatsoever has occurred, regardless of whether that error was a single bit error or a complete loss of communication for that entire second. The type of error is not important for the purpose of counting errored seconds. In communication systems with very low uncorrected bit error rates, such as modern fiber-optic transmission systems, or systems with higher low-level error rates that are corrected using large amounts of forward error correction, errored seconds are often a better measure of the effective user-visible error rate than the raw bit error rate. For many modern packet-switched communication systems, even a single uncorrected bit error is enough to cause the loss of a data packet by causing its CRC check to fail; whether that packet loss was caused by a single bit error or a hundred-bit-long error burst is irrelevant. For systems using large amounts of forward error correction, the reverse applies; a single low-level bit error will almost never occur, since any small errors will almost always be corrected, but any error sufficiently large to cause the forward error correction to fail will almost always result in a large burst error. More specialist and precise definitions of errored seconds exist in standards such as the T1 and DS1 transport systems.

    Read more →
  • FedRAMP

    FedRAMP

    The Federal Risk and Authorization Management Program (FedRAMP) is a United States federal government-wide compliance program that provides a standardized approach to security assessment, authorization, and continuous monitoring for cloud products and services. The US government describes FedRAMP as FISMA for the cloud. == Overview == The FedRAMP PMO mission is to promote the adoption of secure cloud services across the federal government by providing a standardized approach to security and risk assessment. Per the OMB memorandum, any cloud services that hold federal data must be FedRAMP authorized. FedRAMP prescribes the security requirements and processes that cloud service providers must follow in order for the government to use their service. There are two ways to authorize a cloud service through FedRAMP: a Joint Authorization Board (JAB) provisional authorization (P-ATO), and through individual agencies. FedRAMP provides accreditation for cloud services for the various cloud offering models which are Infrastructure as a Service (IaaS), Platform as a Service (PaaS), and Software as a Service, (SaaS). == History == In 2011, the Office of Management and Budget (OMB) released a memorandum establishing FedRAMP "to provide a cost-effective, risk-based approach for the adoption and use of cloud services to Executive departments and agencies." The General Services Administration (GSA) established the FedRAMP Program Management Office (PMO) in June 2012. Before the introduction of FedRAMP, individual federal agencies managed their own assessment methodologies following guidance set by the Federal Information Security Management Act of 2002. == Governance and applicable laws == FedRAMP is governed by different Executive Branch entities that collaborate to develop, manage, and operate the program. These entities include: The Office of Management and Budget (OMB): The governing body that issued the FedRAMP policy memo, which defines the key requirements and capabilities of the program The Joint Authorization Board (JAB): The primary governance and decision-making body for FedRAMP comprises the chief information officers (CIOs) from the Department of Homeland Security (DHS), General Services Administration (GSA), and Department of Defense (DOD) The National Institute of Standards and Technology (NIST): Advises FedRAMP on FISMA compliance requirements and assists in developing the standards for the accreditation of independent 3PAOs The Department of Homeland Security (DHS): Manages the FedRAMP continuous monitoring strategy including data feed criteria, reporting structure, threat notification coordination, and incident response The Federal Chief Information Officers (CIO) Council: Disseminates FedRAMP information to Federal CIOs and other representatives through cross-agency communications and events The FedRAMP PMO: Established within GSA and responsible for the development of the FedRAMP program, including the management of day-to-day operations There are several laws, mandates, and policies that are foundational to FedRAMP. FISMA–the Federal Information Security Modernization Act–requires that agencies authorize the information systems that they use. The US government describes FedRAMP as FISMA for the cloud. The FedRAMP Policy Memo requires federal agencies to use FedRAMP when assessing, authorizing, and continuously monitoring cloud services in order to aid agencies in the authorization process as well as save government resources and eliminate duplicative efforts. FedRAMP's security baselines are derived from NIST SP 800-53 (as revised) with a set of control enhancements that pertain to the unique security requirements of cloud computing. == Third-party assessment organizations == Third-party assessment organizations (3PAOs) play a critical role in the FedRAMP security assessment process, as they are the independent assessment organizations that verify cloud providers' security implementations and provide the overall risk posture of a cloud environment for a security authorization decision. Accredited by the American Association for Laboratory Accreditation (A2LA), these assessment organizations must demonstrate independence and the technical competence required to test security implementations and collect representative evidence. == FedRAMP Marketplace == The FedRAMP Marketplace provides a searchable, sortable database of Cloud Service Offerings (CSOs) that have achieved a FedRAMP designation. 3PAOs, accredited auditors that can perform the FedRAMP assessment, are listed within the Marketplace. The FedRAMP Marketplace is maintained by the FedRAMP Program Management Office (PMO). == Security and authorization concerns == A 2026 ProPublica investigation found that FedRAMP entered into a partnership with Microsoft despite considerable concerns about the security of its cloud technology.

    Read more →
  • Bioelectronics

    Bioelectronics

    Bioelectronics is a field of research in the convergence of biology and electronics. == Definitions == At the first C.E.C. Workshop, in Brussels in November 1991, bioelectronics was defined as 'the use of biological materials and biological architectures for information processing systems and new devices'. Bioelectronics, specifically bio-molecular electronics, were described as 'the research and development of bio-inspired (i.e. self-assembly) inorganic and organic materials and of bio-inspired (i.e. massive parallelism) hardware architectures for the implementation of new information processing systems, sensors and actuators, and for molecular manufacturing down to the atomic scale'. The National Institute of Standards and Technology (NIST), an agency of the United States Department of Commerce, defined bioelectronics in a 2009 report as "the discipline resulting from the convergence of biology and electronics". Sources for information about the field include the Institute of Electrical and Electronics Engineers (IEEE) with its Elsevier journal Biosensors and Bioelectronics published since 1990. The journal describes the scope of bioelectronics as seeking to : "... exploit biology in conjunction with electronics in a wider context encompassing, for example, biological fuel cells, bionics and biomaterials for information processing, information storage, electronic components and actuators. A key aspect is the interface between biological materials and micro and nano-electronics." == History == The first known study of bioelectronics took place in the 18th century when Italian physician-scientist Luigi Galvani applied a voltage to a pair of detached frog legs. The legs moved, sparking the genesis of bioelectronics. Electronics technology has been applied to biology and medicine since the pacemaker was invented and with the medical imaging industry. In 2009, a survey of publications using the term in title or abstract suggested that the center of activity was in Europe (43 percent), followed by Asia (23 percent) and the United States (20 percent). == Materials == Organic bioelectronics is the application of organic electronic material to the field of bioelectronics. Organic materials (i.e. containing carbon) show great promise when it comes to interfacing with biological systems. Current applications focus around neuroscience and infection. Conducting polymer coatings, an organic electronic material, shows massive improvement in the technology of materials. It was the most sophisticated form of electrical stimulation. It improved the impedance of electrodes in electrical stimulation, resulting in better recordings and reducing "harmful electrochemical side reactions." Organic Electrochemical Transistors (OECT) were invented in 1984 by Mark Wrighton and colleagues, which had the ability to transport ions. This improved signal-to-noise ratio and gives for low measured impedance. The Organic Electronic Ion Pump (OEIP), a device that could be used to target specific body parts and organs to adhere medicine, was created by Magnuss Berggren. As one of the few materials well established in CMOS technology, titanium nitride (TiN) turned out as exceptionally stable and well suited for electrode applications in medical implants. == Significant applications == Bioelectronics is used to help improve the lives of people with disabilities and diseases. For example, the glucose monitor is a portable device that allows diabetic patients to control and measure their blood sugar levels. Electrical stimulation used to treat patients with epilepsy, chronic pain, Parkinson's, deafness, Essential Tremor and blindness. Magnuss Berggren and colleagues created a variation of his OEIP, the first bioelectronic implant device that was used in a living, free animal for therapeutic reasons. It transmitted electric currents into GABA, an acid. A lack of GABA in the body is a factor in chronic pain. GABA would then be dispersed properly to the damaged nerves, acting as a painkiller. Vagus Nerve Stimulation (VNS) is used to activate the Cholinergic Anti-inflammatory Pathway (CAP) in the vagus nerve, ending in reduced inflammation in patients with diseases like arthritis. Since patients with depression and epilepsy are more vulnerable to having a closed CAP, VNS can aid them as well. At the same time, not all the systems that have electronics used to help improving the lives of people are necessarily bioelectronic devices, but only those which involve an intimate and directly interface of electronics and biological systems. Bioelectronics could be used to develop new label-free methods for monitoring cancer cell invasion and drug resistance. For example, the electrical resistance of cancer cells could be used to predict the effectiveness of cancer drugs and to identify drugs that are most likely to be effective against a particular type of cancer. === Human tissue regeneration === Human tissue, like most tissue in multicellular life, is known to be capable of regeneration. While tissue such as skin and even large organs such as the liver have been shown significant capacity for regeneration much of the adult body is thought to possess limited natural regenerative ability. Research in the field of regenerative medicine has identified that developmental bioelectricity can be used to stimulate and modify tissue growth beyond what naturally occurs with efforts to demonstrate its feasibility in mammals underway. Some researchers believe that future advancements could allow for the regeneration of organs or even entire limbs using bioelectronic devices providing the correct signals. == Future == The improvement of standards and tools to monitor the state of cells at subcellular resolutions is lacking funding and employment. This is a problem because advances in other fields of science are beginning to analyze large cell populations, increasing the need for a device that can monitor cells at such a level of sight. Cells cannot be used in many ways other than their main purpose, like detecting harmful substances. Merging this science with forms of nanotechnology could result in incredibly accurate detection methods. The preserving of human lives like protecting against bioterrorism is the biggest area of work being done in bioelectronics. Governments are starting to demand devices and materials that detect chemical and biological threats. The more the size of the devices decrease, there will be an increase in performance and capabilities.

    Read more →
  • Greedy embedding

    Greedy embedding

    In distributed computing and geometric graph theory, greedy embedding is a process of assigning coordinates to the nodes of a telecommunications network in order to allow greedy geographic routing to be used to route messages within the network. Although greedy embedding has been proposed for use in wireless sensor networks, in which the nodes already have positions in physical space, these existing positions may differ from the positions given to them by greedy embedding, which may in some cases be points in a virtual space of a higher dimension, or in a non-Euclidean geometry. In this sense, greedy embedding may be viewed as a form of graph drawing, in which an abstract graph (the communications network) is embedded into a geometric space. The idea of performing geographic routing using coordinates in a virtual space, instead of using physical coordinates, is due to Rao et al. Subsequent developments have shown that every network has a greedy embedding with succinct vertex coordinates in the hyperbolic plane, that certain graphs including the polyhedral graphs have greedy embeddings in the Euclidean plane, and that unit disk graphs have greedy embeddings in Euclidean spaces of moderate dimensions with low stretch factors. == Definitions == In greedy routing, a message from a source node s to a destination node t travels to its destination by a sequence of steps through intermediate nodes, each of which passes the message on to a neighboring node that is closer to t. If the message reaches an intermediate node x that does not have a neighbor closer to t, then it cannot make progress and the greedy routing process fails. A greedy embedding is an embedding of the given graph with the property that a failure of this type is impossible. Thus, it can be characterized as an embedding of the graph with the property that for every two nodes x and t, there exists a neighbor y of x such that d(x,t) > d(y,t), where d denotes the distance in the embedded space. == Graphs with no greedy embedding == Not every graph has a greedy embedding into the Euclidean plane; a simple counterexample is given by the star K1,6, a tree with one internal node and six leaves. Whenever this graph is embedded into the plane, some two of its leaves must form an angle of 60 degrees or less, from which it follows that at least one of these two leaves does not have a neighbor that is closer to the other leaf. In Euclidean spaces of higher dimensions, more graphs may have greedy embeddings; for instance, K1,6 has a greedy embedding into three-dimensional Euclidean space, in which the internal node of the star is at the origin and the leaves are a unit distance away along each coordinate axis. However, for every Euclidean space of fixed dimension, there are graphs that cannot be embedded greedily: whenever the number n is greater than the kissing number of the space, the graph K1,n has no greedy embedding. == Hyperbolic and succinct embeddings == Unlike the case for the Euclidean plane, every network has a greedy embedding into the hyperbolic plane. The original proof of this result, by Robert Kleinberg, required the node positions to be specified with high precision, but subsequently it was shown that, by using a heavy path decomposition of a spanning tree of the network, it is possible to represent each node succinctly, using only a logarithmic number of bits per point. In contrast, there exist graphs that have greedy embeddings in the Euclidean plane, but for which any such embedding requires a polynomial number of bits for the Cartesian coordinates of each point. == Special classes of graphs == === Trees === The class of trees that admit greedy embeddings into the Euclidean plane has been completely characterized, and a greedy embedding of a tree can be found in linear time when it exists. For more general graphs, some greedy embedding algorithms such as the one by Kleinberg start by finding a spanning tree of the given graph, and then construct a greedy embedding of the spanning tree. The result is necessarily also a greedy embedding of the whole graph. However, there exist graphs that have a greedy embedding in the Euclidean plane but for which no spanning tree has a greedy embedding. === Planar graphs === Papadimitriou & Ratajczak (2005) conjectured that every polyhedral graph (a 3-vertex-connected planar graph, or equivalently by Steinitz's theorem the graph of a convex polyhedron) has a greedy embedding into the Euclidean plane. By exploiting the properties of cactus graphs, Leighton & Moitra (2010) proved the conjecture; the greedy embeddings of these graphs can be defined succinctly, with logarithmically many bits per coordinate. However, the greedy embeddings constructed according to this proof are not necessarily planar embeddings, as they may include crossings between pairs of edges. For maximal planar graphs, in which every face is a triangle, a greedy planar embedding can be found by applying the Knaster–Kuratowski–Mazurkiewicz lemma to a weighted version of a straight-line embedding algorithm of Schnyder. The strong Papadimitriou–Ratajczak conjecture, that every polyhedral graph has a planar greedy embedding in which all faces are convex, remains unproven. === Unit disk graphs === The wireless sensor networks that are the target of greedy embedding algorithms are frequently modeled as unit disk graphs, graphs in which each node is represented as a unit disk and each edge corresponds to a pair of disks with nonempty intersection. For this special class of graphs, it is possible to find succinct greedy embeddings into a Euclidean space of polylogarithmic dimension, with the additional property that distances in the graph are accurately approximated by distances in the embedding, so that the paths followed by greedy routing are short.

    Read more →
  • InteLex Past Masters

    InteLex Past Masters

    InteLex Past Masters is a collection of full-text web-based scholarly editions of classic works in the humanities. InteLex Corporation was founded in 1989 by its current chief executive officer, Mark Rooks, to produce electronic versions of the works of the great philosophers, based on existing scholarly editions. The company is located in Charlottesville, Virginia. Its databases are marketed to academic institutions, with pricing based on the individual collections purchased. Content is provided in XML and searchable image format and is accessed through the InteLex Corporation website. In addition to philosophy, subject coverage includes religious studies, English literature, women's writing, social science, and history of science. InteLex databases are found in institutions in over 65 countries around the world.

    Read more →
  • NumPy

    NumPy

    NumPy (pronounced NUM-py) is a library for the Python programming language, adding support for large, multi-dimensional arrays and matrices, along with a large collection of high-level mathematical functions to operate on these arrays. The predecessor of NumPy, Numeric, was originally created by Jim Hugunin with contributions from several other developers. In 2005, Travis Oliphant created NumPy by incorporating features of the competing Numarray into Numeric, with extensive modifications. NumPy is open-source software and has many contributors. NumPy is fiscally sponsored by NumFOCUS. == History == === matrix-sig === The Python programming language was not originally designed for numerical computing, but attracted the attention of the scientific and engineering community early on. In 1995 the special interest group (SIG) matrix-sig was founded with the aim of defining an array computing package; among its members was Python designer and maintainer Guido van Rossum, who extended Python's syntax (in particular the indexing syntax) to make array computing easier. === Numeric === An implementation of a matrix package was completed by Jim Fulton, then expanded to support multi-dimensional arrays by Jim Hugunin and called Numeric (also variously known as the "Numerical Python extensions" or "NumPy"), with influences from the APL family of languages, Basis, MATLAB, FORTRAN, S and S+, and others. Hugunin, a graduate student at the Massachusetts Institute of Technology (MIT), joined the Corporation for National Research Initiatives (CNRI) in 1997 to work on JPython, leaving Paul Dubois of Lawrence Livermore National Laboratory (LLNL) to take over as maintainer. Other early contributors include David Ascher, Konrad Hinsen and Travis Oliphant. === Numarray === A new package called Numarray was written as a more flexible replacement for Numeric. Like Numeric, it too is now deprecated. Numarray had faster operations for large arrays, but was slower than Numeric on small ones, so for a time both packages were used in parallel for different use cases. The last version of Numeric (v24.2) was released on 11 November 2005, while the last version of numarray (v1.5.2) was released on 24 August 2006. There was a desire to get Numeric into the Python standard library, but Guido van Rossum decided that the code was not maintainable in its state then. === NumPy === In early 2005, NumPy developer Travis Oliphant wanted to unify the community around a single array package and ported Numarray's features to Numeric, releasing the result as NumPy 1.0 in 2006. This new project was part of SciPy. To avoid installing the large SciPy package just to get an array object, this new package was separated and called NumPy. Support for Python 3 was added in 2011 with NumPy version 1.5.0. In 2011, PyPy started development on an implementation of the NumPy API for PyPy. As of 2023, it is not yet fully compatible with NumPy. == Features == NumPy targets the CPython reference implementation of Python, which is a non-optimizing bytecode interpreter. Mathematical algorithms written for this version of Python often run much slower than compiled equivalents due to the absence of compiler optimization. NumPy addresses the slowness problem partly by providing multidimensional arrays and functions and operators that operate efficiently on arrays; using these requires rewriting some code, mostly inner loops, using NumPy. Using NumPy in Python gives functionality comparable to MATLAB since they are both interpreted, and they both allow the user to write fast programs as long as most operations work on arrays or matrices instead of scalars. In comparison, MATLAB boasts a large number of additional toolboxes, notably Simulink, whereas NumPy is intrinsically integrated with Python, a more modern and complete programming language. Moreover, complementary Python packages are available; SciPy is a library that adds more MATLAB-like functionality and Matplotlib is a plotting package that provides MATLAB-like plotting functionality. Although MATLAB can perform sparse matrix operations, NumPy alone cannot perform such operations and requires the use of the scipy.sparse library. Internally, both MATLAB and NumPy rely on BLAS and LAPACK for efficient linear algebra computations. Python bindings of the widely used computer vision library OpenCV utilize NumPy arrays to store and operate on data. Since images with multiple channels are simply represented as three-dimensional arrays, indexing, slicing or masking with other arrays are very efficient ways to access specific pixels of an image. The NumPy array as universal data structure in OpenCV for images, extracted feature points, filter kernels and many more vastly simplifies the programming workflow and debugging. Importantly, many NumPy operations release the global interpreter lock, which allows for multithreaded processing. NumPy also provides a C API, which allows Python code to interoperate with external libraries written in low-level languages. === The ndarray data structure === The core functionality of NumPy is its "ndarray", for n-dimensional array, data structure. These arrays are strided views on memory. In contrast to Python's built-in list data structure, these arrays are homogeneously typed: all elements of a single array must be of the same type. Such arrays can also be views into memory buffers allocated by C/C++, Python, and Fortran extensions to the CPython interpreter without the need to copy data around, giving a degree of compatibility with existing numerical libraries. This functionality is exploited by the SciPy package, which wraps a number of such libraries (notably BLAS and LAPACK). NumPy has built-in support for memory-mapped ndarrays. === Limitations === Inserting or appending entries to an array is not as trivially possible as it is with Python's lists. The np.pad(...) routine to extend arrays actually creates new arrays of the desired shape and padding values, copies the given array into the new one and returns it. NumPy's np.concatenate([a1,a2]) operation does not actually link the two arrays but returns a new one, filled with the entries from both given arrays in sequence. Reshaping the dimensionality of an array with np.reshape(...) is only possible as long as the number of elements in the array does not change. These circumstances originate from the fact that NumPy's arrays must be views on contiguous memory buffers. Algorithms that are not expressible as a vectorized operation will typically run slowly because they must be implemented in "pure Python", while vectorization may increase memory complexity of some operations from constant to linear, because temporary arrays must be created that are as large as the inputs. Runtime compilation of numerical code has been implemented by several groups to avoid these problems; open source solutions that interoperate with NumPy include numexpr and Numba. Cython and Pythran are static-compiling alternatives to these. Many modern large-scale scientific computing applications have requirements that exceed the capabilities of the NumPy arrays. For example, NumPy arrays are usually loaded into a computer's memory, which might have insufficient capacity for the analysis of large datasets. Further, NumPy operations are executed on a single CPU. However, many linear algebra operations can be accelerated by executing them on clusters of CPUs or of specialized hardware, such as GPUs and TPUs, which many deep learning applications rely on. As a result, several alternative array implementations have arisen in the scientific python ecosystem over the recent years, such as Dask for distributed arrays and TensorFlow or JAX for computations on GPUs. Because of its popularity, these often implement a subset of NumPy's API or mimic it, so that users can change their array implementation with minimal changes to their code required. A library named CuPy, accelerated by Nvidia's CUDA framework, has also shown potential for faster computing, being a 'drop-in replacement' of NumPy. == Examples == NumPy is conventionally imported as np. === Basic operations === === Universal functions === === Linear algebra === === Multidimensional arrays === === Incorporation with OpenCV === === Nearest-neighbor search === Functional Python and vectorized NumPy version. === F2PY === Quickly wrap native code for faster scripts.

    Read more →
  • Brand networking

    Brand networking

    Brand networking is the engagement of a social networking service around a brand by providing consumers with a platform of relevant content, elements of participation, and a currency, score, or ranking. Brand networking creates communities that serve as interactive destinations to encourage brand participation online and off. This evolved level of user participation with the brand facilitates strong relationships with consumers, leverages sales, and generates fan equity. The concept builds on the marketing literature on brand communities, which describes specialized, non-geographically bound groups of consumers organized around shared interest in a brand, and on subsequent research on social-media-based brand communities that examines how such groups operate when embedded in general-purpose networking platforms. == History == The development and growth of social networking in the early 2000s gave birth to brand networking. Brands saw the immediate potential to reach and interact with consumers through online platforms like Facebook and MySpace. At first, the ability to reach consumers through these platforms was inadequate; brands had the option to join as members or simply advertise on these sites. The potential existed to not only display advertisements to consumers, but to encourage them to interact with the brand. This is when brands made the shift to create their own networking platforms. Less evolved attempts to connect brands with consumers via networking are typically built as online platforms meant only to complement a product/service and are limited in functionality. Typically these sites offer consumers the opportunity to interact through discussion boards and group pages. The Guiding Light Community was built to complement the popular CBS television soap opera. The site offers members reward points for contributing content to discussion boards and blogs (which is all geared toward the show). == Structure == Brand networking is more than the utilization of a social networking platform; it is connecting consumers together and constructing relationships directly with the brand. Three key elements, in unity, create effective brand networking: relevant content, elements of participation, and a competitive currency. Websites in conjunction with other media types (television, radio, print) present content around a vertical industry, sector of interest, or cultural and social issues for a brand. This can be in areas such as health, marketing, or business, or any content relevant to the brand message. Such content is not only provided by the brand but also in the form of consumer-generated media. Research on brand-related user-generated content across major platforms suggests that the form and tone of consumer contributions vary by platform, with promotional content more common on some networks and response-oriented content on others. A brand provides participation with consumers online and offline. This is accomplished through the combination of typical social networking features online, such as personalised pages, friend lists, groups, and messaging, alongside elements of involvement offline. This is not simply connecting an online platform with mobile devices, but providing separate mobile features jointly with a secondary media type to drive online usage and build relationships with the brand on the go. By participating in mobile campaigns, users are interacting with the brand outside of traditional brick and mortar or e-commerce destinations. Empirical work on consumer brand engagement in social media frames such participation along cognitive, affective, and behavioural dimensions. The final element of brand networking involves incentivising participation with the other two elements. The addition of a currency or point system acts as an anchor to the brand and network and creates a competitive dynamic between consumers. These points are distributed for activity carried out outside of the networking site. By incentivising usage offline, the brand image is reinforced for the consumer and strengthens the relationship. Consumers are turned into promoters for both the brand and the users' benefit. The use of points, badges, leaderboards, and similar mechanics is described in the marketing literature as gamification, and has been linked to higher participation rates in mobile and loyalty programmes. == Fan equity == Fan equity is the idea that by locking in consumers to a brand, they are turned into fans of the brand. As fans, they promote, interact, and consume on a daily basis and become assets. Apple Inc. is one example of a company often cited as possessing fan equity. Customers of Apple are extremely brand loyal and are assets to the company. Creating a fan-generated brand is a difficult but effective method of business. Through the use of brand networking, a company is able to build a consumer or fan base that provides a strong relationship between business and consumers. The trust is formed and fans do a lot of work for the brand by word of mouth. Peer-to-peer channels are the strongest means of communication for a brand, but also one in which the brand can only influence and not control. Subsequent research links community engagement with brand trust, identifying community engagement as a mediator between social-media brand community participation and trust. This method of business is argued to be a relationship handled by the brand generally for its own gain. Many fans do not realise the work they are doing for companies by using their product or service. Facebook is a fan-based brand that has become a global phenomenon through customer use, with social media features such as sharing and commenting. With the growth of social media, marketing and advertising through social media has continued to expand. Brands can display and promote their products or services at a fast rate, with consumers sharing and contributing to the brand on a global scale. This can also be seen as online word of mouth exposure that can produce positive or negative feedback for brands. Once consumers become fans they are typically loyal, which can create positive word of mouth for a brand. Fans become a valuable asset, boosting the status and reputation of a brand. Different perceptions of brands can be linked to a person's origin or religion, which creates a difficulty when trying to enter a market or gain market share. Businesses need to be aware of the types of products or services they introduce to a specific market, ensuring they are culturally sensitive. Fan pages are created on social media to maintain the relationship between brands and consumers. By engaging and interacting with consumers, brands obtain fans and produce positive imaging. Some fans become attached to brands and are often encouraged to remain as fans through the use of celebrities endorsing the brand. Research on parasocial interaction in social-media environments suggests that one-sided emotional bonds that consumers form with endorsers and brand personae help convert ordinary followers into engaged fans.

    Read more →
  • Deconfliction line

    Deconfliction line

    A deconfliction line is an official line of communications established between militaries who are or could be hostile, to avoid dangerous misunderstandings and miscalculations based on ignorance. The ultimate aim is to avoid accidents and conflict escalation. In the 2010s and 2020s, the US and Russia set up deconfliction lines during the Syrian civil war and Russo-Ukrainian War. They were regularly tested by military staff, and used by air traffic controllers and senior military officers. They were used to avoid midair collisions between aircraft in the same or adjacent airspace, and sometimes to give warning of airstrikes. In April 2017, Russia severed the Syrian line in retaliation for a called strike.

    Read more →