AI Code Update

AI Code Update — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Butler in a Box

    Butler in a Box

    Butler in a Box was an early voice-controlled home automation device developed in 1983 by magician Gus Searcy and programmer Franz Kavan. The device allowed users to control various home electronics, such as lights and phones, using voice commands. It predated modern smart speakers and virtual assistants by several decades. == History == The idea for the Butler in a Box originated in 1983 when Searcy was asked by friends why he couldn't simply command lights to turn on and off if he could pull rabbits out of hats, given his background as a professional magician. Searcy partnered with former IBM programmer Kavan to develop the device, with their first prototype being named "Sidney". The Butler in a Box combined remote control technology with voice recognition to enable control of home devices. However, it faced challenges due to the technological limitations of the era and its high price point of nearly $1,500 (equivalent to around $3,700 in 2021). == Features and functionality == Users could activate the Butler in a Box by speaking a wake word, typically a traditional butler name, and the device would address the user as "boss". It was capable of performing tasks such as: Turning lights on and off, controlling individual zones if lights were connected to remote control modules Making and receiving phone calls Setting timers Pairing with sensors to function as a security alarm system However, the device required extensive voice training for each user, a time-consuming process compared to modern voice recognition. Additionally, settings and trained commands would be lost if power was out for over 3 hours due to the volatile memory technology used at the time. == Reception and legacy == While innovative for its time, the Butler in a Box did not achieve widespread commercial success due to its high price and the technical limitations of the 1980s. Nevertheless, it served as an important early step in the development of home automation and showcased the potential for voice-controlled technology to enhance accessibility and convenience in the home. Decades later, products like Amazon Alexa, Google Home, and Apple's Siri would make voice-controlled smart home devices commonplace and affordable, building on the groundwork laid by early attempts like the Butler in a Box.

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  • Multi-exposure HDR capture

    Multi-exposure HDR capture

    In photography and videography, multi-exposure HDR capture is a technique that creates high dynamic range (HDR) images (or extended dynamic range images) by taking and combining multiple exposures of the same subject matter at different exposures. Combining multiple images in this way results in an image with a greater dynamic range than what would be possible by taking one single image. The technique can also be used to capture video by taking and combining multiple exposures for each frame of the video. The term "HDR" is used frequently to refer to the process of creating HDR images from multiple exposures. Many smartphones have an automated HDR feature that relies on computational imaging techniques to capture and combine multiple exposures. A single image captured by a camera provides a finite range of luminosity inherent to the medium, whether it is a digital sensor or film. Outside this range, tonal information is lost and no features are visible; tones that exceed the range are "burned out" and appear pure white in the brighter areas, while tones that fall below the range are "crushed" and appear pure black in the darker areas. The ratio between the maximum and the minimum tonal values that can be captured in a single image is known as the dynamic range. In photography, dynamic range is measured in exposure value (EV) differences, also known as stops. The human eye's response to light is non-linear: halving the light level does not halve the perceived brightness of a space, it makes it look only slightly dimmer. For most illumination levels, the response is approximately logarithmic. Human eyes adapt fairly rapidly to changes in light levels. HDR can thus produce images that look more like what a human sees when looking at the subject. This technique can be applied to produce images that preserve local contrast for a natural rendering, or exaggerate local contrast for artistic effect. HDR is useful for recording many real-world scenes containing a wider range of brightness than can be captured directly, typically both bright, direct sunlight and deep shadows. Due to the limitations of printing and display contrast, the extended dynamic range of HDR images must be compressed to the range that can be displayed. The method of rendering a high dynamic range image to a standard monitor or printing device is called tone mapping; it reduces the overall contrast of an HDR image to permit display on devices or prints with lower dynamic range. == Benefits == One aim of HDR is to present a similar range of luminance to that experienced through the human visual system. The human eye, through non-linear response, adaptation of the iris, and other methods, adjusts constantly to a broad range of luminance present in the environment. The brain continuously interprets this information so that a viewer can see in a wide range of light conditions. Most cameras are limited to a much narrower range of exposure values within a single image, due to the dynamic range of the capturing medium. With a limited dynamic range, tonal differences can be captured only within a certain range of brightness. Outside of this range, no details can be distinguished: when the tone being captured exceeds the range in bright areas, these tones appear as pure white, and when the tone being captured does not meet the minimum threshold, these tones appear as pure black. Images captured with non-HDR cameras that have a limited exposure range (low dynamic range, LDR), may lose detail in highlights or shadows. Modern CMOS image sensors have improved dynamic range and can often capture a wider range of tones in a single exposure reducing the need to perform multi-exposure HDR. Color film negatives and slides consist of multiple film layers that respond to light differently. Original film (especially negatives versus transparencies or slides) feature a very high dynamic range (in the order of 8 for negatives and 4 to 4.5 for positive transparencies). Multi-exposure HDR is used in photography and also in extreme dynamic range applications such as welding or automotive work. In security cameras the term "wide dynamic range" is used instead of HDR. === Limitations === A fast-moving subject, or camera movement between the multiple exposures, will generate a "ghost" effect or a staggered-blur strobe effect due to the merged images not being identical. Unless the subject is static and the camera mounted on a tripod there may be a tradeoff between extended dynamic range and sharpness. Sudden changes in the lighting conditions (strobed LED light) can also interfere with the desired results, by producing one or more HDR layers that do have the luminosity expected by an automated HDR system, though one might still be able to produce a reasonable HDR image manually in software by rearranging the image layers to merge in order of their actual luminosity. Because of the nonlinearity of some sensors image artifacts can be common. Camera characteristics such as gamma curves, sensor resolution, noise, photometric calibration and color calibration affect resulting high-dynamic-range images. == Process == High-dynamic-range photographs are generally composites of multiple standard dynamic range images, often captured using exposure bracketing. Afterwards, photo manipulation software merges the input files into a single HDR image, which is then also tone mapped in accordance with the limitations of the planned output or display. === Capturing multiple images (exposure bracketing) === Any camera that allows manual exposure control can perform multi-exposure HDR image capture, although one equipped with automatic exposure bracketing (AEB) facilitates the process. Some cameras have an AEB feature that spans a far greater dynamic range than others, from ±0.6 in simpler cameras to ±18 EV in top professional cameras, as of 2020. The exposure value (EV) refers to the amount of light applied to the light-sensitive detector, whether film or digital sensor such as a CCD. An increase or decrease of one stop is defined as a doubling or halving of the amount of light captured. Revealing detail in the darkest of shadows requires an increased EV, while preserving detail in very bright situations requires very low EVs. EV is controlled using one of two photographic controls: varying either the size of the aperture or the exposure time. A set of images with multiple EVs intended for HDR processing should be captured only by altering the exposure time; altering the aperture size also would affect the depth of field and so the resultant multiple images would be quite different, preventing their final combination into a single HDR image. Multi-exposure HDR photography generally is limited to still scenes because any movement between successive images will impede or prevent success in combining them afterward. Also, because the photographer must capture three or more images to obtain the desired luminance range, taking such a full set of images takes extra time. Photographers have developed calculation methods and techniques to partially overcome these problems, but the use of a sturdy tripod is advised to minimize framing differences between exposures. === Merging the images into an HDR image === Tonal information and details from shadow areas can be recovered from images that are deliberately overexposed (i.e., with positive EV compared to the correct scene exposure), while similar tonal information from highlight areas can be recovered from images that are deliberately underexposed (negative EV). The process of selecting and extracting shadow and highlight information from these over/underexposed images and then combining them with image(s) that are exposed correctly for the overall scene is known as exposure fusion. Exposure fusion can be performed manually, relying on the HDR operator's judgment, experience, and training, but usually, fusion is performed automatically by software. === Storing === Information stored in high-dynamic-range images typically corresponds to the physical values of luminance or radiance that can be observed in the real world. This is different from traditional digital images, which represent colors as they should appear on a monitor or a paper print. Therefore, HDR image formats are often called scene-referred, in contrast to traditional digital images, which are device-referred or output-referred. Furthermore, traditional images are usually encoded for the human visual system (maximizing the visual information stored in the fixed number of bits), which is usually called gamma encoding or gamma correction. The values stored for HDR images are often gamma compressed using mathematical functions such as power laws logarithms, or floating point linear values, since fixed-point linear encodings are increasingly inefficient over higher dynamic ranges. HDR images often do not use fixed ranges per color channel, other than traditional images, to represent many more colors over a much wi

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  • Wavelet noise

    Wavelet noise

    Wavelet noise is an alternative to Perlin noise which reduces the problems of aliasing and detail loss that are encountered when Perlin noise is summed into a fractal. == Algorithm detail == The basic algorithm for 2-dimensional wavelet noise is as follows: Create an image, R {\displaystyle R} , filled with uniform white noise. Downsample R {\displaystyle R} to half-size to create R ↓ {\displaystyle R^{\downarrow }} , then upsample it back up to full size to create R ↓↑ {\displaystyle R^{\downarrow \uparrow }} . Subtract R ↓↑ {\displaystyle R^{\downarrow \uparrow }} from R {\displaystyle R} to create the end result, N {\displaystyle N} . This results in an image that contains all the information that cannot be represented at half-scale. From here, N {\displaystyle N} can be used similarly to Perlin noise to create fractal patterns.

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  • Linux color management

    Linux color management

    Linux color management has the same goal as the color management systems (CMS) for other operating systems, which is to achieve the best possible color reproduction throughout an imaging workflow from its source (camera, video, scanner, etc.), through imaging software (Digikam, darktable, RawTherapee, GIMP, Krita, Scribus, etc.), and finally onto an output medium (monitor, video projector, printer, etc.). In particular, color management attempts to enable color consistency across media and throughout a color-managed workflow. Linux color management relies on the use of accurate ICC (International Color Consortium) and DCP (DNG Color Profile) profiles describing the behavior of input and output devices, and color-managed applications that are aware of these profiles. These applications perform gamut conversions between device profiles and color spaces. Gamut conversions, based on accurate device profiles, are the essence of color management. Historically, color management was not an initial design consideration of the X Window System on which much of Linux graphics support rests, and thus color-managed workflows have been somewhat more challenging to implement on Linux than on other OS's such as Microsoft Windows or macOS. This situation is now being progressively remedied, and color management under Linux, while functional, has not yet acquired mature status. Although it is now possible to obtain a consistent color-managed workflow under Linux, certain problems still remain: The absence of a central user control panel for color settings. Some hardware devices for color calibration lack Linux drivers, firmware or accessory data. Since ICC color profiles are written to an open specification, they are compatible across operating systems. Hence, a profile produced on one OS should work on any other OS given the availability of the necessary software to read it and perform the gamut conversions. This can be used as a workaround for the lack of support for certain spectrophotometers or colorimeters under Linux: one can simply produce a profile on a different OS and then use it in a Linux workflow. Additionally, certain hardware, such as most printers and certain monitors, can be calibrated under another OS and then used in a fully color-managed workflow on Linux. The popular Ubuntu Linux distribution added initial color management in the 11.10 release (the "Oneiric Ocelot" release). == Requirements for a color-managed workflow == Accurate device profiles obtained with source or output characterization software. Correctly loaded video card lookup tables (LUTs) (or monitor profiles that do not require LUT adjustments). Color-managed applications that are configured to use a correct monitor profile and input/output profiles, with support for control over the rendering intent and black point compensation. Calibration and profiling requires: for input devices (scanner, camera, etc.) a color target which the profiling software will compare to the manufacturer-provided color values of the target. or for output devices (monitor, printer, etc.) a reading with a specific device (spectrophotometer, colorimeter or spectrocolorimeter) of the color patch values and comparing the measured values against the values originally sent for output. === Monitor calibration and profiling === One of the critical elements in any color-managed workflow is the monitor, because, at one step or another, handling and making color adaptation through imaging software is required for most images, thus the ability of the monitor to present accurate colors is crucial. Monitor color management consists of calibration and profiling. The first step, calibration, is done by adjusting the monitor controls and the output of the graphics card (via calibration curves) to match user-definable characteristics, such as brightness, white point and gamma. The calibration settings are stored in a .cal file. The second step, profiling (characterization), involves measuring the calibrated display's response and recording it in a color profile. The profile is stored in an .icc file ("ICC file"). For convenience, the calibration settings are usually stored together with the profile in the ICC file. Note that .icm files are identical to .icc files - the difference is only in the name. Seeing correct colors requires using a monitor profile-aware application, together with the same calibration used when profiling the monitor. Calibration alone does not yield accurate colors. If a monitor was calibrated before it was profiled, the profile will only yield correct colors when used on the monitor with the same calibration (the same monitor control adjustments and the same calibration curves loaded into the video card's lookup table). macOS has built-in support for loading calibration curves and installing a system-wide color profile. Windows 7 onward allows loading calibration curves, though this functionality must be enabled manually. Linux and older versions of Windows require using a standalone LUT loader. === Device profiles === ICC profiles are cross-platform and can thus be created on other operating systems and used under Linux. Monitor profiles, however, require some additional attention. Since a monitor profile depends both on the monitor itself and on the video card, a monitor profile should only be used with the same monitor and video card with which it was created. The monitor settings should not be adjusted after creating the profile. In addition, since most calibration software use LUT adjustments during calibration, the corresponding LUTs must be loaded every time the display server (X11, Wayland) is started (e.g. with every graphical login). In the unlikely case of a colorimeter being unsupported by Linux, a profile created under Windows or macOS can be used under Linux. === Display-channel lookup tables === There are two approaches to loading display channel LUTs: Create a profile that does not modify video card LUTs and thus does not require LUTs be loaded later on. Ideally, this approach would rely on DDC-capable monitors—the internal monitor settings of which are set via calibration software. Unfortunately, monitors capable of making these adjustments through DDC are not common and are generally expensive. There is only one calibration software on Linux that can interact with a DDC monitor. For mainstream monitors, a couple of options exist: BasICColor software, which works with most colorimeters on the market, allows one to adjust display output via the monitor interface, and then to choose a "Profile, do not calibrate" option. By doing this, one can create a profile that does not require video card LUT adjustments. For EyeOne devices, EyeOne Match allows the user to calibrate to "Native" gamma and white point targets, which results in the LUT adjustment curves displayed after the calibration as a simple, linear 1:1 mapping (a straight line from corner to corner). Both BasICColor and EyeOne Match do not presently run under Linux but they are capable of creating a profile that does not require LUT adjustments. Use an LUT loader to actually load the LUT adjustments contained within the profile prepared during calibration. According to the documentation, these loaders do not modify the video card LUT by itself, but achieve the same type of adjustment by modifying the X server gamma ramp. Loaders are available for Linux distributions that use X.org or XFree86—the two most popular X servers on Linux. Other X servers are not guaranteed to work with the currently available loaders. There are two LUT loaders available for Linux: Xcalib is one such loader, and although it is a command-line utility, it is quite easy to use. dispwin is a part of Argyll CMS. If, for any reason, the LUT cannot be loaded, it is still recommended to go through the initial stages of calibration where a user is asked by calibration software to make some manual adjustments to the monitor, as this will often improve display linearity and also provide information on its color temperature. This is especially recommended for CRT monitors. === Color-managed applications === In ICC-aware applications, it is important to make sure the correct profiles are assigned to devices, mainly to the monitor and the printer. Some Linux applications can auto-detect the monitor profile, while others requires that it is specified manually. Although there is no designated place to store device profiles on Linux, /usr/share/color/icc/ has become the de facto standard. Most applications running under WINE have not been fully tested for color accuracy. While 8-bpp programs can have some color resolution difficulties due to depth conversion errors, colors in higher-depth applications should be accurate, as long as those programs perform their gamut conversions based on the same monitor profile as that used for loading the LUT, granted that the corresponding LUT adjustments are loaded. == List of color-managed applications == darktabl

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  • The Visualization Handbook

    The Visualization Handbook

    The Visualization Handbook is a textbook by Charles D. Hansen and Christopher R. Johnson that serves as a survey of the field of scientific visualization by presenting the basic concepts and algorithms in addition to a current review of visualization research topics and tools. It is commonly used as a textbook for scientific visualization graduate courses. It is also commonly cited as a reference for scientific visualization and computer graphics in published papers, with almost 500 citations documented on Google Scholar. == Table of Contents == PART I - Introduction Overview of Visualization - William J. Schroeder and Kenneth M. Martin PART II - Scalar Field Visualization: Isosurfaces Accelerated Isosurface Extraction Approaches -Yarden Livnat Time-Dependent Isosurface Extraction - Han-Wei Shen Optimal Isosurface Extraction - Paolo Cignoni, Claudio Montani, Robert Scopigno, and Enrico Puppo Isosurface Extraction Using Extrema Graphs - Takayuki Itoh and Koji Koyamada Isosurfaces and Level-Sets - Ross Whitaker PART III - Scalar Field Visualization: Volume Rendering Overview of Volume Rendering - Arie E. Kaufman and Klaus Mueller Volume Rendering Using Splatting - Roger Crawfis, Daqing Xue, and Caixia Zhang Multidimensional Transfer Functions for Volume Rendering - Joe Kniss, Gordon Kindlmann, and Charles D. Hansen Pre-Integrated Volume Rendering - Martin Kraus and Thomas Ertl Hardware-Accelerated Volume Rendering - Hanspeter Pfister PART IV - Vector Field Visualization Overview of Flow Visualization - Daniel Weiskopf and Gordon Erlebacher Flow Textures: High-Resolution Flow Visualization - Gordon Erlebacher, Bruno Jobard, and Daniel Weiskopf Detection and Visualization of Vortices - Ming Jiang, Raghu Machiraju, and David Thompson PART V - Tensor Field Visualization Oriented Tensor Reconstruction - Leonid Zhukov and Alan H. Barr Diffusion Tensor MRI Visualization - Song Zhang, David Laidlaw, and Gordon Kindlmann Topological Methods for Flow Visualization - Gerik Scheuermann and Xavier Tricoche PART VI - Geometric Modeling for Visualization 3D Mesh Compression - Jarek Rossignac Variational Modeling Methods for Visualization - Hans Hagen and Ingrid Hotz Model Simplification - Jonathan D. Cohen and Dinesh Manocha PART VII - Virtual Environments for Visualization Direct Manipulation in Virtual Reality - Steve Bryson The Visual Haptic Workbench - Milan Ikits and J. Dean Brederson Virtual Geographic Information Systems - William Ribarsky Visualization Using Virtual Reality - R. Bowen Loftin, Jim X. Chen, and Larry Rosenblum PART VIII - Large-Scale Data Visualization Desktop Delivery: Access to Large Datasets - Philip D. Heermann and Constantine Pavlakos Techniques for Visualizing Time-Varying Volume Data - Kwan-Liu Ma and Eric B. Lum Large-Scale Data Visualization and Rendering: A Problem-Driven Approach - Patrick McCormick and James Ahrens Issues and Architectures in Large-Scale Data Visualization - Constantine Pavlakos and Philip D. Heermann Consuming Network Bandwidth with Visapult - Wes Bethel and John Shalf PART IX - Visualization Software and Frameworks The Visualization Toolkit - William J. Schroeder and Kenneth M. Martin Visualization in the SCIRun Problem-Solving Environment - David M. Weinstein, Steven Parker, Jenny Simpson, Kurt Zimmerman, and Greg M. Jones Numerical Algorithms Group IRIS Explorer - Jeremy Walton AVS and AVS/Express - Jean M. Favre and Mario Valle Vis5D, Cave5D, and VisAD - Bill Hibbard Visualization with AVS - W. T. Hewitt, Nigel W. John, Matthew D. Cooper, K. Yien Kwok, George W. Leaver, Joanna M. Leng, Paul G. Lever, Mary J. McDerby, James S. Perrin, Mark Riding, I. Ari Sadarjoen, Tobias M. Schiebeck, and Colin C. Venters ParaView: An End-User Tool for Large-Data Visualization - James Ahrens, Berk Geveci, and Charles Law The Insight Toolkit: An Open-Source Initiative in Data Segmentation and Registration - Terry S. Yoo amira: A Highly Interactive System for Visual Data Analysis - Detlev Stalling, Malte Westerhoff, and Hans-Christian Hege PART X - Perceptual Issues in Visualization Extending Visualization to Perceptualization: The Importance of Perception in Effective Communication of Information - David S. Ebert Art and Science in Visualization - Victoria Interrante Exploiting Human Visual Perception in Visualization - Alan Chalmers and Kirsten Cater PART XI - Selected Topics and Applications Scalable Network Visualization - Stephen G. Eick Visual Data-Mining Techniques - Daniel A. Keim, Mike Sips, and Mihael Ankerst Visualization in Weather and Climate Research - Don Middleton, Tim Scheitlin, and Bob Wilhelmson Painting and Visualization - Robert M. Kirby, Daniel F. Keefe, and David Laidlaw Visualization and Natural Control Systems for Microscopy - Russell M. Taylor II, David Borland, Frederick P. Brooks, Jr., Mike Falvo, Kevin Jeffay, Gail Jones, David Marshburn, Stergios J. Papadakis, Lu-Chang Qin, Adam Seeger, F. Donelson Smith, Dianne Sonnenwald, Richard Superfine, Sean Washburn, Chris Weigle, Mary Whitton, Leandra Vicci, Martin Guthold, Tom Hudson, Philip Williams, and Warren Robinett Visualization for Computational Accelerator Physics - Kwan-Liu Ma, Greg Schussman, and Brett Wilson

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  • Thermal attack

    Thermal attack

    A thermal attack (aka thermal imaging attack) is an approach that exploits heat traces to uncover the entered credentials. These attacks rely on the phenomenon of heat transfer from one object to another. During authentication, heat transfers from the users' hands to the surface they are interacting with, leaving heat traces behind that can be analyzed using thermal cameras that operate in the far-infrared spectrum. These traces can be recovered and used to reconstruct the passwords. In some cases, the attack can be successful even 30 seconds after the user has authenticated. Thermal attacks can be performed after the victim had authenticated, alleviating the need for in-situ observation attacks (e.g., shoulder surfing attacks) that can be affected by hand occlusions. While smudge attacks can reveal the order of entries of graphical passwords, such as the Android Lock Patterns, thermal attacks can reveal the order of entries even in the case of PINs or alphanumeric passwords. The reason thermal attacks leak information about the order of entry is because keys and buttons that the user touches first lose heat over time, while recently touched ones maintain the heat signature for a longer time. This results in distinguishable heat patterns that can tell the attacker which entry was entered first. Thermal attacks were shown to be effective against plastic keypads, such as the ones used to enter credit card's PINs in supermarkets and restaurants, and on handheld mobile devices such as smartphones and tablets. In their paper published at the Conference on Human Factors in Computing Systems (CHI 2017), Abdelrahman et al. showed that the attack is feasible on today's smartphones. They also proposed some ways to mitigate the attack, such as swiping randomly on the screen to distort the heat traces, or forcing maximum CPU usage for a few seconds. Thermal attacks can also infer passwords from heat traces on keyboards. Researchers at the University of Glasgow showed that attackers who use AI methods can be more effective in performing thermal attacks. Their study presents a new tool called ThermoSecure and evaluates it in two user studies. The results show that ThermoSecure can successfully attack passwords with an average accuracy of 92% to 55%, depending on the length of the password. The effectiveness of thermal attacks also depends on typing behavior and the material of the keycaps. ABS keycaps, which retain heat traces longer, are more vulnerable to thermal attacks. The study also discusses ways to protect against thermal attacks and presents seven potential mitigation approaches. Dr Khamis, who led the development of the technology with Norah Alotaibi and John Williamson, said with thermal imaging cameras more affordable than ever and machine learning becoming more accessible, it was "very likely that people around the world are developing systems along similar lines to ThermoSecure in order to steal passwords". == Thermal Attack Mitigation == === Simple and Practical Measures === One basic and effective way to mitigate thermal attacks is to deliberately create heat noise over the input interface, such as a keypad or keyboard, after entering a password. For instance, placing one's palm over the entire interface for a few seconds after use can obscure the thermal pattern left by the fingers, making it much more difficult for an unauthorized user to interpret the heat traces. === Range of Proposed Strategies === In addition to simple methods, researchers have developed a spectrum of mitigation strategies to counter thermal attacks. These strategies encompass 15 different approaches including: Use of Biometrics: Replacing traditional pin codes or passwords with biometric authentication, such as fingerprint recognition or facial recognition, eliminates the issue of residual heat on keypads. Heating the Interface: Implementing technology to slightly warm up the keypad can effectively neutralize the heat traces left by fingers, preventing thermal cameras from capturing the pattern. Randomizing Key Layouts: Employing dynamic key layouts that change positions every time the interface is used, making it impossible to correlate heat patterns with static input positions. === Technological Intervention on Thermal Cameras === Another avenue for mitigation is to address the issue at the source by modifying thermal cameras. Proposals have been made to develop thermal cameras that can automatically detect vulnerable interfaces such as keyboards or keypads. When these interfaces are detected within the camera's field of view, the camera would be programmed to prevent the user from recording images of them. This solution, however, would require widespread adoption by thermal camera manufacturers. Additionally, the approach is particularly viable for thermal cameras connected to a computing device, such as a smartphone, which can process the images in real time. Many affordable thermal cameras are standalone and do not have connectivity or processing capabilities. However, thermal cameras designed for connection to mobile devices can utilize the smartphone's processing power, making this mitigation approach feasible for such devices.

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  • International Medical Education Directory

    International Medical Education Directory

    The International Medical Education Directory (IMED) was a public database of worldwide medical schools. The IMED was published as a joint collaboration of the Educational Commission for Foreign Medical Graduates (ECFMG) and the Foundation for Advancement of International Medical Education and Research (FAIMER). The information available in IMED was derived from data collected by the Educational Commission for Foreign Medical Graduates (ECFMG) throughout its history of evaluating the medical education credentials of international medical graduates. Using these data as a starting point, Foundation for Advancement of International Medical Education and Research (FAIMER) began developing IMED in 2001 and made it publicly available in April 2002. In April 2014, IMED was merged with the Avicenna Directory to create the World Directory of Medical Schools. The World Directory is now the definitive list of medical schools in the world, as IMED and Avicenna were discontinued in 2015.

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  • Sherwood Applied Business Security Architecture

    Sherwood Applied Business Security Architecture

    SABSA (Sherwood Applied Business Security Architecture) is a model and methodology for developing a risk-driven enterprise information security architecture and service management, to support critical business processes. It was developed independently from the Zachman Framework, but has a similar structure. The primary characteristic of the SABSA model is that everything must be derived from an analysis of the business requirements for security, especially those in which security has an enabling function through which new business opportunities can be developed and exploited. The process analyzes the business requirements at the outset, and creates a chain of traceability through the strategy and concept, design, implementation, and ongoing ‘manage and measure’ phases of the lifecycle to ensure that the business mandate is preserved. Framework tools created from practical experience further support the whole methodology. The model is layered, with the top layer being the business requirements definition stage. At each lower layer a new level of abstraction and detail is developed, going through the definition of the conceptual architecture, logical services architecture, physical infrastructure architecture and finally at the lowest layer, the selection of technologies and products (component architecture). The SABSA model itself is generic and can be the starting point for any organization, but by going through the process of analysis and decision-making implied by its structure, it becomes specific to the enterprise, and is finally highly customized to a unique business model. It becomes in reality the enterprise security architecture, and it is central to the success of a strategic program of information security management within the organization. SABSA is a particular example of a methodology that can be used both for IT (information technology) and OT (operational technology) environments. == SABSA matrix == Note: The above is the original SABSA Matrix, which is still valid today, but it has been expanded by a comprehensive service management matrix and updated in some detail and terminology areas. In the words of David Lynas, SABSA author, "The SABSA Matrix and the SABSA Service Management Matrix have not been updated since the late 90s. We have redesigned them to deliver the improvements your feedback has requested over the years. We have not fundamentally changed the structure or principles of the matrices (very few elements have changed position) but have focused on terminology update and consistency." The new versions can be downloaded (along with the 2009 revision of the SABSA White Paper and other important documents like the SABSA Certification Roadmap) at the SABSA Members' Web Site.

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  • FastTrack Automation Studio

    FastTrack Automation Studio

    FastTrack Automation Studio (formerly known as FastTrack Scripting Host), often referred to as just FastTrack, is a scripting language for Windows IT System Administrators. The product’s goal is to handle any kind of scripting that might be required to automate processes with Microsoft Windows networks. == Manufacturer == FastTrack is produced by FastTrack Software, which is headquartered in Aalborg, Denmark. The product is promoted by the manufacturer as a one-stop shop for Windows script writers and its development paradigm is “one operation = one script line”. Script writers use a purpose-built editor to create scripts, inserting script lines via menus, drag’n drop, or simply typing them in. Scripts may be used out of the box, created from scratch, imported from forums or other users, or customized from product documentation. == Types of scripts == Simple scripts include: Outlook Signatures Login scripts Backup and replication scripts Inventory and asset management Automated Windows OS installation and deployment Automated application software deployment Active Directory scripts More advanced scripts include: SCCM task sequences Citrix ICA and RDP Clients built-in Deploying applications to server farms Deploying GPO MSI files SQL Server scripts == Basic structure == Under the hood, scripts comprise commands, functions, collections, and conditions. When a script is executed these components are converted into many lines of C# code, sometimes hundreds of lines, depending on the particular script operation. Scripts can be compiled into EXE files or MSI packages and treated as standalone Windows applications. == History == FastTrack Scripting Host (FastTrack) was first developed around 2006 to ease the administration burden of IT System Administrators on Windows networks. === Product idea === The idea for the product came from founder and President of FastTrack Software, Lars Pedersen, who has a background in systems administration. Previously with Telenor, Denmark’s major telephone company, Pedersen performed various roles in systems administration, programming and web development. He also worked as a consultant and developer on several major projects at various companies in Europe. Dissatisfied from his own experiences and frustrations administering Windows networks, Pederson looked for a way to make life easier for system administrators. In particular, he wanted something that could minimize the amount of time needed each day to perform routine and mundane tasks, which was a waste of time and expertise that should have been committed to other projects. === Development === Leading a small team of developers, Pedersen developed FastTrack Scripting Host to simplify and automate the routine tasks of system administrators. The resulting product is definitely a scripting language, but it can be used intuitively like a programming language, without requiring users to learn syntax or other concepts typically associated with programming languages. === Marketing === In April 2010, FastTrack Software entered into an agreement with Binary Research International Archived 2008-10-15 at the Wayback Machine, based in the city of Milwaukee, United States to market and sell the product globally. === Awards === FSH received a Windows IT Pro Community Choice award in 2012. == Versions == The first version was produced in June 2006 and contained 51 components, which are the commands, functions, conditions and collections making up FastTrack. The following table summarizes dates and components for major releases. Companies and organizations such as NOAA, Kawasaki, and Goodyear have used and implemented the FastTrack Scripting Host. == Comparison with other scripting software == FastTrack Scripting Host Kixtart PowerShell ScriptLogic VBScript

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  • Supervisor Mode Access Prevention

    Supervisor Mode Access Prevention

    Supervisor Mode Access Prevention (SMAP) is a feature of some CPU implementations such as the Intel Broadwell microarchitecture that allows supervisor mode programs to optionally set user-space memory mappings so that access to those mappings from supervisor mode will cause a trap. This makes it harder for malicious programs to "trick" the kernel into using instructions or data from a user-space program. == History == Supervisor Mode Access Prevention is designed to complement Supervisor Mode Execution Prevention (SMEP), which was introduced earlier. SMEP can be used to prevent supervisor mode from unintentionally executing user-space code. SMAP extends this protection to reads and writes. == Benefits == Without Supervisor Mode Access Prevention, supervisor code usually has full read and write access to user-space memory mappings (or has the ability to obtain full access). This has led to the development of several security exploits, including privilege escalation exploits, which operate by causing the kernel to access user-space memory when it did not intend to. Operating systems can block these exploits by using SMAP to force unintended user-space memory accesses to trigger page faults. Additionally, SMAP can expose flawed kernel code which does not follow the intended procedures for accessing user-space memory. However, the use of SMAP in an operating system may lead to a larger kernel size and slower user-space memory accesses from supervisor code, because SMAP must be temporarily disabled any time supervisor code intends to access user-space memory. == Technical details == Processors indicate support for Supervisor Mode Access Prevention through the Extended Features CPUID leaf. SMAP is enabled when memory paging is active and the SMAP bit in the CR4 control register is set. SMAP can be temporarily disabled for explicit memory accesses by setting the EFLAGS.AC (Alignment Check) flag. The stac (Set AC Flag) and clac (Clear AC Flag) instructions can be used to easily set or clear the flag. When the SMAP bit in CR4 is set, explicit memory reads and writes to user-mode pages performed by code running with a privilege level less than 3 will always result in a page fault if the EFLAGS.AC flag is not set. Implicit reads and writes (such as those made to descriptor tables) to user-mode pages will always trigger a page fault if SMAP is enabled, regardless of the value of EFLAGS.AC. == Operating system support == Linux kernel support for Supervisor Mode Access Prevention was implemented by H. Peter Anvin. It was merged into the mainline Linux 3.7 kernel (released December 2012) and it is enabled by default for processors which support the feature. FreeBSD has supported Supervisor Mode Execution Prevention since 2012 and Supervisor Mode Access Prevention since 2018. OpenBSD has supported Supervisor Mode Access Prevention and the related Supervisor Mode Execution Prevention since 2012, with OpenBSD 5.3 being the first release with support for the feature enabled. NetBSD support for Supervisor Mode Execution Prevention (SMEP) was implemented by Maxime Villard in December 2015. Support for Supervisor Mode Access Prevention (SMAP) was also implemented by Maxime Villard, in August 2017. NetBSD 8.0 was the first release with both features supported and enabled. Haiku support for Supervisor Mode Execution Prevention (SMEP) was implemented by Jérôme Duval in January 2018. macOS has support for SMAP at least since macOS 10.13 released 2017.

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  • Thunderspy

    Thunderspy

    Thunderspy is a type of security vulnerability, based on the Intel Thunderbolt 3 port, first reported publicly on 10 May 2020, that can result in an evil maid (i.e., attacker of an unattended device) attack gaining full access to a computer's information in about five minutes, and may affect millions of Apple, Linux and Windows computers, as well as any computers manufactured before 2019, and some after that. According to Björn Ruytenberg, the discoverer of the vulnerability, "All the evil maid needs to do is unscrew the backplate, attach a device momentarily, reprogram the firmware, reattach the backplate, and the evil maid gets full access to the laptop. All of this can be done in under five minutes." The malicious firmware is used to clone device identities which makes classical DMA attack possible. == History == The Thunderspy security vulnerabilities were first publicly reported by Björn Ruytenberg of Eindhoven University of Technology in the Netherlands on 10 May 2020. Thunderspy is similar to Thunderclap, another security vulnerability, reported in 2019, that also involves access to computer files through the Thunderbolt port. == Impact == The security vulnerability affects millions of Apple, Linux and Windows computers, as well as all computers manufactured before 2019, and some after that. However, this impact is restricted mainly to how precise a bad actor would have to be to execute the attack. Physical access to a machine with a vulnerable Thunderbolt controller is necessary, as well as a writable ROM chip for the Thunderbolt controller's firmware. Additionally, part of Thunderspy, specifically the portion involving re-writing the firmware of the controller, requires the device to be in sleep, or at least in some sort of powered-on state, to be effective. Machines that force power-off when the case is open may assist in resisting this attack to the extent that the feature (switch) itself resists tampering. Due to the nature of attacks that require extended physical access to hardware, it's unlikely the attack will affect users outside of a business or government environment. == Mitigation == The researchers claim there is no easy software solution, and may only be mitigated by disabling the Thunderbolt port altogether. However, the impacts of this attack (reading kernel level memory without the machine needing to be powered off) are largely mitigated by anti-intrusion features provided by many business machines. Intel claims enabling such features would substantially restrict the effectiveness of the attack. Microsoft's official security recommendations recommend disabling sleep mode while using BitLocker. Using hibernation in place of sleep mode turns the device off, mitigating potential risks of attack on encrypted data.

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  • Scenery generator

    Scenery generator

    A scenery generator (or terrain generator) is a software used to create landscape images, 3D models, and animations. These programs often use procedural generation to generate the landscapes, or sometimes created and rendered by a 3D artist. These programs are often used in video games or movies. Basic elements of landscapes created by scenery generators include terrain, water, foliage, and clouds. The process for basic random generation uses a diamond square algorithm. == Common features == Most scenery generators can create basic heightmaps to simulate the variation of elevation in basic terrain. Common techniques include Simplex noise, fractals, or the diamond-square algorithm, which can generate 2-dimensional heightmaps. A version of scenery generator can be very simplistic. Using a diamond-square algorithm with some extra steps involving fractals, an algorithm for random generation of terrain can be made with only 120 lines of code. The program in example takes a grid and then divides the grid repeatedly. Each smaller grid is then split into squares and diamonds and the algorithm then makes the randomized terrain for each square and diamond. Most programs for creating landscapes also allow for adjustment and editing of the landscape. For example, World Creator allows for terrain sculpting, which uses a similar brush system as Photoshop, and allows for additional terrain enhancement with its procedural techniques such as erosion, sediments, and more. Other tools in the World Creator program include terrain stamping, which allows you to import elevation maps and use them as a base. The programs tend to also allow for additional placement of rocks, trees, etc. These can be done procedurally or by hand depending on the program. Typically the models used for the placement objects are the same as to lessen the amount of work that would be done if the user was to create a multitude of different trees. The terrain generated the computer does a generation of multifractals then integrates them until finally rendering them onto the screen. These techniques are typically done “on-the-fly” which typically for a 128 × 128 resolution terrain would mean 1.5 seconds on a CPU from the early 1990s. == Applications == Scenery generators are commonly used in movies, animations, 3D rendering, and video games. For example, Industrial Light & Magic used E-on Vue to create the fictional environments for Pirates of the Caribbean: Dead Man's Chest. In such live-action cases, a 3D model of the generated environment is rendered and blended with live-action footage. Scenery generated by the software may also be used to create completely computer-generated scenes. In the case of animated movies such as Kung Fu Panda, the raw generation is assisted by hand-painting to accentuate subtle details. Environmental elements not commonly associated with landscapes, such as ocean waves, have also been handled by the software. Scenery generation is used in most 3D based video-games. These typically use either custom or purchased engines that contain their own scenery generators. For some games they tend to use a procedurally generated terrain. These typically use a form of height mapping and use of Perlin noise. This will create a grid that with one point in a 2D coordinate will create the same heightmap as it is pseudorandom, meaning it will result in the same output with the same input. This can then easily be translated into the product 3D image. These can then be changed from the editor tools in most engines if the terrain will be custom built. With recent developments neural networks can be built to create or texture the terrain based on previously suggested artwork or heightmap data. These would be generated using algorithms that have been able to identify images and similarities between them. With the info the machine can take other heightmaps and render a very similar looking image to the style image. This can be used to create similar images in example a Studio Ghibli or Van Gogh art-style. == Software == Most game engines, whether custom or proprietary, will have terrain generation built in. Some terrain generator programs include, Terragen, which can create terrain, water, atmosphere and lighting; L3DT, which provides similar functions to Terragen, and has a 2048 × 2048 resolution limit; and World Creator, which can create terrain, and is fully GPU powered. === List of 3D terrain generation software ===

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  • Hugging Face

    Hugging Face

    Hugging Face, Inc., is an American company based in New York City that develops computation tools for building applications using machine learning. Its transformers library built for natural language processing applications and its platform allow users to share machine learning models and datasets and showcase their work. == History == === Founding === The company was founded in 2016 by French entrepreneurs Clément Delangue, Julien Chaumond, and Thomas Wolf in New York City, originally as a company that developed a chatbot app targeted at teenagers. The company was named after the U+1F917 🤗 HUGGING FACE emoji. After open sourcing the model behind the chatbot, the company pivoted to focus on being a platform for machine learning. === AI boom === On April 28, 2021, the company launched the BigScience Research Workshop in collaboration with several other research groups to release an open large language model. In 2022, the workshop concluded with the announcement of BLOOM, a multilingual large language model with 176 billion parameters. In February 2023, the company announced partnership with Amazon Web Services (AWS) which would allow Hugging Face's products to be available to AWS customers to use them as the building blocks for their custom applications. The company also said the next generation of BLOOM will be run on Trainium, a proprietary machine learning chip created by AWS. In June 2024, the company announced, along with Meta and Scaleway, their launch of a new AI accelerator program for European startups. The initiative aimed to help startups integrate open foundation models into their products, accelerating the EU AI ecosystem. The program, based at STATION F in Paris, ran from September 2024 to February 2025. Selected startups received mentoring, and access to AI models and tools and Scaleway's computing power. On September 23, 2024, to further the International Decade of Indigenous Languages, Hugging Face teamed up with Meta and UNESCO to launch a new online language translator. It was built on Meta's No Language Left Behind open-source AI model, enabling free text translation across 200 languages, including many low-resource languages. In April 2025, Hugging Face announced that they acquired a humanoid robotics startup, Pollen Robotics, based in France and founded by Matthieu Lapeyre and Pierre Rouanet in 2016. In an X tweet, Delangue shared his vision to "make Artificial Intelligence robotics Open Source". === Cyberattacks === In early 2026, hackers hijacked the Hugging Face platform to launch Android-targeted attacks involving "powerful malware" which could completely take over a compromised target.

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  • Data classification (data management)

    Data classification (data management)

    Data classification is the process of organizing data into categories based on attributes like file type, content, or metadata. The data is then assigned class labels that describe a set of attributes for the corresponding data sets. The goal is to provide meaningful class attributes to former less structured information, enabling organizations to manage, protect, and govern their data more effectively. Data classification can be viewed as a multitude of labels that are used to define the type of data, especially on confidentiality and integrity issues. == Approaches == Classification techniques might be used for reports generated by ERP systems or where the data includes specific personal information that is identified. Many organizations also employ context-based classification that considers factors such as data source, user identity, and application context. == Regulatory frameworks == Data classification schemes are mandated or implied by numerous regulatory frameworks that require organizations to identify, categorize, and protect sensitive information according to its level of sensitivity. The Health Insurance Portability and Accountability Act (HIPAA) Security Rule requires covered entities to conduct an accurate and thorough assessment of potential risks and vulnerabilities to the confidentiality, integrity, and availability of protected health information under 45 CFR 164.308(a)(1)(ii)(A), which necessitates classification of data to distinguish protected health information from other organizational data."Security Standards: Administrative Safeguards". U.S. Department of Health and Human Services. Retrieved April 1, 2026. The December 2024 HIPAA Security Rule notice of proposed rulemaking (90 FR 898) would mandate comprehensive technology asset inventories and require mapping of how electronic protected health information moves through an organization, formalizing data classification as an explicit compliance obligation."HIPAA Security Rule To Strengthen the Cybersecurity of Electronic Protected Health Information". Federal Register. January 6, 2025. Retrieved April 1, 2026. NIST Special Publication 800-60 provides guidelines for mapping information types to security categories, establishing a structured methodology for federal agencies to classify data and apply appropriate security controls based on the potential impact of a security breach."NIST SP 800-60 Vol. 1 Rev. 1: Guide for Mapping Types of Information and Information Systems to Security Categories". National Institute of Standards and Technology. August 2008. Retrieved April 1, 2026.

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  • Human image synthesis

    Human image synthesis

    Human image synthesis is technology that can be applied to make believable and even photorealistic renditions of human-likenesses, moving or still. It has effectively existed since the early 2000s. Many films using computer generated imagery have featured synthetic images of human-like characters digitally composited onto the real or other simulated film material. Towards the end of the 2010s deep learning artificial intelligence has been applied to synthesize images and video that look like humans, without need for human assistance, once the training phase has been completed, whereas the old school 7D-route required massive amounts of human work. == Timeline of human image synthesis == In 1971 Henri Gouraud made the first CG geometry capture and representation of a human face. Modeling was his wife Sylvie Gouraud. The 3D model was a simple wire-frame model and he applied the Gouraud shader he is most known for to produce the first known representation of human-likeness on computer. The 1972 short film A Computer Animated Hand by Edwin Catmull and Fred Parke was the first time that computer-generated imagery was used in film to simulate moving human appearance. The film featured a computer simulated hand and face (watch film here). The 1976 film Futureworld reused parts of A Computer Animated Hand on the big screen. The 1983 music video for song Musique Non-Stop by German band Kraftwerk aired in 1986. Created by the artist Rebecca Allen, it features non-realistic looking, but clearly recognizable computer simulations of the band members. The 1994 film The Crow was the first film production to make use of digital compositing of a computer simulated representation of a face onto scenes filmed using a body double. Necessity was the muse as the actor Brandon Lee portraying the protagonist was tragically killed accidentally on-stage. In 1999 Paul Debevec et al. of USC captured the reflectance field of a human face with their first version of a light stage. They presented their method at the SIGGRAPH 2000 In 2003 audience debut of photo realistic human-likenesses in the 2003 films The Matrix Reloaded in the burly brawl sequence where up-to-100 Agent Smiths fight Neo and in The Matrix Revolutions where at the start of the end showdown Agent Smith's cheekbone gets punched in by Neo leaving the digital look-alike unnaturally unhurt. The Matrix Revolutions bonus DVD documents and depicts the process in some detail and the techniques used, including facial motion capture and limbal motion capture, and projection onto models. In 2003 The Animatrix: Final Flight of the Osiris a state-of-the-art want-to-be human likenesses not quite fooling the watcher made by Square Pictures. In 2003 digital likeness of Tobey Maguire was made for movies Spider-man 2 and Spider-man 3 by Sony Pictures Imageworks. In 2005 the Face of the Future project was an established. by the University of St Andrews and Perception Lab, funded by the EPSRC. The website contains a "Face Transformer", which enables users to transform their face into any ethnicity and age as well as the ability to transform their face into a painting (in the style of either Sandro Botticelli or Amedeo Modigliani). This process is achieved by combining the user's photograph with an average face. In 2009 Debevec et al. presented new digital likenesses, made by Image Metrics, this time of actress Emily O'Brien whose reflectance was captured with the USC light stage 5 Motion looks fairly convincing contrasted to the clunky run in the Animatrix: Final Flight of the Osiris which was state-of-the-art in 2003 if photorealism was the intention of the animators. In 2009 a digital look-alike of a younger Arnold Schwarzenegger was made for the movie Terminator Salvation though the end result was critiqued as unconvincing. Facial geometry was acquired from a 1984 mold of Schwarzenegger. In 2010 Walt Disney Pictures released a sci-fi sequel entitled Tron: Legacy with a digitally rejuvenated digital look-alike of actor Jeff Bridges playing the antagonist CLU. In SIGGGRAPH 2013 Activision and USC presented a real-time "Digital Ira" a digital face look-alike of Ari Shapiro, an ICT USC research scientist, utilizing the USC light stage X by Ghosh et al. for both reflectance field and motion capture. The end result both precomputed and real-time rendering with the modernest game GPU shown here and looks fairly realistic. In 2014 The Presidential Portrait by USC Institute for Creative Technologies in conjunction with the Smithsonian Institution was made using the latest USC mobile light stage wherein President Barack Obama had his geometry, textures and reflectance captured. In 2014 Ian Goodfellow et al. presented the principles of a generative adversarial network. GANs made the headlines in early 2018 with the deepfakes controversies. For the 2015 film Furious 7 a digital look-alike of actor Paul Walker who died in an accident during the filming was done by Weta Digital to enable the completion of the film. In 2016 techniques which allow near real-time counterfeiting of facial expressions in existing 2D video have been believably demonstrated. In 2016 a digital look-alike of Peter Cushing was made for the Rogue One film where its appearance would appear to be of same age as the actor was during the filming of the original 1977 Star Wars film. In SIGGRAPH 2017 an audio driven digital look-alike of upper torso of Barack Obama was presented by researchers from University of Washington. It was driven only by a voice track as source data for the animation after the training phase to acquire lip sync and wider facial information from training material consisting 2D videos with audio had been completed. Late 2017 and early 2018 saw the surfacing of the deepfakes controversy where porn videos were doctored using deep machine learning so that the face of the actress was replaced by the software's opinion of what another persons face would look like in the same pose and lighting. In 2018 Game Developers Conference Epic Games and Tencent Games demonstrated "Siren", a digital look-alike of the actress Bingjie Jiang. It was made possible with the following technologies: CubicMotion's computer vision system, 3Lateral's facial rigging system and Vicon's motion capture system. The demonstration ran in near real time at 60 frames per second in the Unreal Engine 4. In 2018 at the World Internet Conference in Wuzhen the Xinhua News Agency presented two digital look-alikes made to the resemblance of its real news anchors Qiu Hao (Chinese language) and Zhang Zhao (English language). The digital look-alikes were made in conjunction with Sogou. Neither the speech synthesis used nor the gesturing of the digital look-alike anchors were good enough to deceive the watcher to mistake them for real humans imaged with a TV camera. In September 2018 Google added "involuntary synthetic pornographic imagery" to its ban list, allowing anyone to request the search engine block results that falsely depict them as "nude or in a sexually explicit situation." In February 2019 Nvidia open sources StyleGAN, a novel generative adversarial network. Right after this Phillip Wang made the website ThisPersonDoesNotExist.com with StyleGAN to demonstrate that unlimited amounts of often photo-realistic looking facial portraits of no-one can be made automatically using a GAN. Nvidia's StyleGAN was presented in a not yet peer reviewed paper in late 2018. At the June 2019 CVPR the MIT CSAIL presented a system titled "Speech2Face: Learning the Face Behind a Voice" that synthesizes likely faces based on just a recording of a voice. It was trained with massive amounts of video of people speaking. Since 1 July 2019 Virginia has criminalized the sale and dissemination of unauthorized synthetic pornography, but not the manufacture., as § 18.2–386.2 titled 'Unlawful dissemination or sale of images of another; penalty.' became part of the Code of Virginia. The law text states: "Any person who, with the intent to coerce, harass, or intimidate, maliciously disseminates or sells any videographic or still image created by any means whatsoever that depicts another person who is totally nude, or in a state of undress so as to expose the genitals, pubic area, buttocks, or female breast, where such person knows or has reason to know that he is not licensed or authorized to disseminate or sell such videographic or still image is guilty of a Class 1 misdemeanor.". The identical bills were House Bill 2678 presented by Delegate Marcus Simon to the Virginia House of Delegates on 14 January 2019 and three-day later an identical Senate bill 1736 was introduced to the Senate of Virginia by Senator Adam Ebbin. Since 1 September 2019 Texas senate bill SB 751 amendments to the election code came into effect, giving candidates in elections a 30-day protection period to the elections during which making and distributing digital look-alikes or synthetic fakes of the candidates is an offense. Th

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